Files
UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderGraphPrivate.cpp
2025-05-18 13:04:45 +08:00

688 lines
23 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RenderGraphPrivate.h"
#include "RenderGraphEvent.h"
#include "RenderGraphTrace.h"
#include "RenderGraphBuilder.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "Misc/CommandLine.h"
#include "RHICommandList.h"
#include "DumpGPU.h"
#if RDG_ENABLE_DEBUG
int32 GRDGDumpGraphUnknownCount = 0;
int32 GRDGImmediateMode = 0;
FAutoConsoleVariableRef CVarImmediateMode(
TEXT("r.RDG.ImmediateMode"),
GRDGImmediateMode,
TEXT("Executes passes as they get created. Useful to have a callstack of the wiring code when crashing in the pass' lambda."),
ECVF_RenderThreadSafe);
int32 GRDGValidation = 1;
FAutoConsoleVariableRef CVarRDGValidation(
TEXT("r.RDG.Validation"),
GRDGValidation,
TEXT("Enables validation of correctness in API calls and pass parameter dependencies.\n")
TEXT(" 0: disabled;\n")
TEXT(" 1: enabled (default);\n"),
ECVF_RenderThreadSafe);
int32 GRDGDebugFlushGPU = 0;
FAutoConsoleVariableRef CVarRDGDebugFlushGPU(
TEXT("r.RDG.Debug.FlushGPU"),
GRDGDebugFlushGPU,
TEXT("Enables flushing the GPU after every pass. Disables async compute (r.RDG.AsyncCompute=0) and parallel execute (r.RDG.ParallelExecute=0) when set.\n")
TEXT(" 0: disabled (default);\n")
TEXT(" 1: enabled."),
ECVF_RenderThreadSafe);
int32 GRDGDebugExtendResourceLifetimes = 0;
FAutoConsoleVariableRef CVarRDGDebugExtendResourceLifetimes(
TEXT("r.RDG.Debug.ExtendResourceLifetimes"),
GRDGDebugExtendResourceLifetimes,
TEXT("Extends the resource lifetimes of resources (or a specific resource filter specified by r.RDG.Debug.ResourceFilter) ")
TEXT("so that they cannot overlap memory with any other resource within the graph. Useful to debug if transient aliasing is causing issues.\n")
TEXT(" 0: disabled (default);\n")
TEXT(" 1: enabled;\n"),
ECVF_RenderThreadSafe);
int32 GRDGDebugDisableTransientResources = 0;
FAutoConsoleVariableRef CVarRDGDebugDisableTransientResource(
TEXT("r.RDG.Debug.DisableTransientResources"),
GRDGDebugDisableTransientResources,
TEXT("Filters out transient resources from the transient allocator. Use r.rdg.debug.resourcefilter to specify the filter. Defaults to all resources if enabled."),
ECVF_RenderThreadSafe);
int32 GRDGClobberResources = 0;
FAutoConsoleVariableRef CVarRDGClobberResources(
TEXT("r.RDG.ClobberResources"),
GRDGClobberResources,
TEXT("Clears all render targets and texture / buffer UAVs with the requested clear color at allocation time. Useful for debugging.\n")
TEXT(" 0:off (default);\n")
TEXT(" 1: 1000 on RGBA channels;\n")
TEXT(" 2: NaN on RGBA channels;\n")
TEXT(" 3: +INFINITY on RGBA channels.\n"),
ECVF_Cheat | ECVF_RenderThreadSafe);
int32 GRDGOverlapUAVs = 1;
FAutoConsoleVariableRef CVarRDGOverlapUAVs(
TEXT("r.RDG.OverlapUAVs"), GRDGOverlapUAVs,
TEXT("RDG will overlap UAV work when requested; if disabled, UAV barriers are always inserted."),
ECVF_RenderThreadSafe);
int32 GRDGTransitionLog = 0;
FAutoConsoleVariableRef CVarRDGTransitionLog(
TEXT("r.RDG.TransitionLog"), GRDGTransitionLog,
TEXT("Logs resource transitions to the console.\n")
TEXT(" 0: disabled(default);\n")
TEXT(">0: enabled for N frames;\n")
TEXT("<0: enabled;\n"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<FString> CVarRDGDebugGraphFilter(
TEXT("r.RDG.Debug.GraphFilter"), TEXT(""),
TEXT("Filters certain debug events to a specific graph. Set to 'None' to reset.\n"),
ECVF_Default);
FString GRDGDebugGraphFilterName;
inline FString GetDebugFilterString(const FString& InputString)
{
if (!InputString.Compare(TEXT("None"), ESearchCase::IgnoreCase))
{
return {};
}
return InputString;
}
FAutoConsoleVariableSink CVarRDGDebugGraphSink(FConsoleCommandDelegate::CreateLambda([]()
{
GRDGDebugGraphFilterName = GetDebugFilterString(CVarRDGDebugGraphFilter.GetValueOnGameThread());
}));
inline bool IsDebugAllowed(const FString& FilterString, const TCHAR* Name)
{
if (FilterString.IsEmpty())
{
return true;
}
const bool bInverted = FilterString[0] == '!';
if (FilterString.Len() == 1 && bInverted)
{
return true;
}
const TCHAR* FilterStringRaw = *FilterString;
if (bInverted)
{
FilterStringRaw++;
}
const bool bFound = FCString::Strifind(Name, FilterStringRaw) != nullptr;
return bFound ^ bInverted;
}
bool IsDebugAllowedForGraph(const TCHAR* GraphName)
{
return IsDebugAllowed(GRDGDebugGraphFilterName, GraphName);
}
TAutoConsoleVariable<FString> CVarRDGDebugPassFilter(
TEXT("r.RDG.Debug.PassFilter"), TEXT(""),
TEXT("Filters certain debug events to specific passes. Set to 'None' to reset.\n"),
ECVF_Default);
FString GRDGDebugPassFilterName;
FAutoConsoleVariableSink CVarRDGDebugPassSink(FConsoleCommandDelegate::CreateLambda([]()
{
GRDGDebugPassFilterName = GetDebugFilterString(CVarRDGDebugPassFilter.GetValueOnGameThread());
}));
bool IsDebugAllowedForPass(const TCHAR* PassName)
{
return IsDebugAllowed(GRDGDebugPassFilterName, PassName);
}
TAutoConsoleVariable<FString> CVarRDGDebugResourceFilter(
TEXT("r.RDG.Debug.ResourceFilter"), TEXT(""),
TEXT("Filters certain debug events to a specific resource. Set to 'None' to reset.\n"),
ECVF_Default);
FString GRDGDebugResourceFilterName;
FAutoConsoleVariableSink CVarRDGDebugResourceSink(FConsoleCommandDelegate::CreateLambda([]()
{
GRDGDebugResourceFilterName = GetDebugFilterString(CVarRDGDebugResourceFilter.GetValueOnGameThread());
}));
bool IsDebugAllowedForResource(const TCHAR* ResourceName)
{
return IsDebugAllowed(GRDGDebugResourceFilterName, ResourceName);
}
static float GetClobberValue()
{
switch (GRDGClobberResources)
{
case 1:
return 1000.0f;
case 2:
return NAN;
case 3:
return std::numeric_limits<float>::infinity();
}
return 0.0f;
}
FLinearColor GetClobberColor()
{
float ClobberValue = GetClobberValue();
return FLinearColor(ClobberValue, ClobberValue, ClobberValue, ClobberValue);
}
uint32 GetClobberBufferValue()
{
float ClobberValue = GetClobberValue();
uint32 ClobberValueUint;
FMemory::Memcpy(&ClobberValueUint, &ClobberValue, sizeof(ClobberValueUint));
return ClobberValueUint;
}
float GetClobberDepth()
{
return 0.123456789f;
}
uint8 GetClobberStencil()
{
return 123;
}
bool GRDGAllowRHIAccess = false;
bool GRDGAllowRHIAccessAsync = false;
#endif
int32 GRDGAsyncCompute = 1;
TAutoConsoleVariable<int32> CVarRDGAsyncCompute(
TEXT("r.RDG.AsyncCompute"),
RDG_ASYNC_COMPUTE_ENABLED,
TEXT("Controls the async compute policy.\n")
TEXT(" 0:disabled, no async compute is used;\n")
TEXT(" 1:enabled for passes tagged for async compute (default);\n")
TEXT(" 2:enabled for all compute passes implemented to use the compute command list;\n"),
ECVF_RenderThreadSafe);
FAutoConsoleVariableSink CVarRDGAsyncComputeSink(FConsoleCommandDelegate::CreateLambda([]()
{
GRDGAsyncCompute = CVarRDGAsyncCompute.GetValueOnGameThread();
if (GRDGDebugFlushGPU)
{
GRDGAsyncCompute = 0;
}
}));
int32 GRDGCullPasses = 1;
FAutoConsoleVariableRef CVarRDGCullPasses(
TEXT("r.RDG.CullPasses"),
GRDGCullPasses,
TEXT("The graph will cull passes with unused outputs.\n")
TEXT(" 0:off;\n")
TEXT(" 1:on(default);\n"),
ECVF_RenderThreadSafe);
int32 GRDGMergeRenderPasses = 1;
FAutoConsoleVariableRef CVarRDGMergeRenderPasses(
TEXT("r.RDG.MergeRenderPasses"),
GRDGMergeRenderPasses,
TEXT("The graph will merge identical, contiguous render passes into a single render pass.\n")
TEXT(" 0:off;\n")
TEXT(" 1:on(default);\n"),
ECVF_RenderThreadSafe);
int32 GRDGTransientAllocator = 1;
FAutoConsoleVariableRef CVarRDGUseTransientAllocator(
TEXT("r.RDG.TransientAllocator"), GRDGTransientAllocator,
TEXT("RDG will use the RHITransientResourceAllocator to allocate all transient resources.")
TEXT(" 0: disables the transient allocator;")
TEXT(" 1: enables the transient allocator (default);")
TEXT(" 2: enables the transient allocator for resources with FastVRAM flag only"),
ECVF_RenderThreadSafe);
int32 GRDGTransientExtractedResources = 1;
FAutoConsoleVariableRef CVarRDGTransientExtractedResource(
TEXT("r.RDG.TransientExtractedResources"), GRDGTransientExtractedResources,
TEXT("RDG will allocate extracted resources as transient, unless explicitly marked non-transient by the user.")
TEXT(" 0: disables external transient resources;")
TEXT(" 1: enables external transient resources (default);")
TEXT(" 2: force enables all external transient resources (not recommended);"),
ECVF_RenderThreadSafe);
int32 GRDGAsyncComputeTransientAliasing = 1;
FAutoConsoleVariableRef CVarRDGAsyncComputeTransientAliasing(
TEXT("r.RDG.AsyncComputeTransientAliasing"), GRDGAsyncComputeTransientAliasing,
TEXT("RDG will alias async compute resources on the same heap as graphics resources using fences. This must also be supported by the RHI.")
TEXT(" 0: disables transient async compute aliasing;")
TEXT(" 1: enables transient async compute aliasing (default);"),
ECVF_RenderThreadSafe);
#if RDG_EVENTS
TAutoConsoleVariable<int32> CVarRDGEvents(
TEXT("r.RDG.Events"),
1,
TEXT("Controls how RDG events are emitted.\n")
TEXT(" 0: off;\n")
TEXT(" 1: events are enabled and RDG_EVENT_SCOPE_FINAL is respected; (default)\n")
TEXT(" 2: all events are enabled (RDG_EVENT_SCOPE_FINAL is ignored);\n")
TEXT(" 3: same as 2, but RDG pass names are also included."),
ECVF_RenderThreadSafe);
#endif
#if RDG_ENABLE_PARALLEL_TASKS
int32 GRDGParallelDestruction = 1;
FAutoConsoleVariableRef CVarRDGParallelDestruction(
TEXT("r.RDG.ParallelDestruction"), GRDGParallelDestruction,
TEXT("RDG will destruct the graph using an async task.")
TEXT(" 0: graph destruction is done synchronously;")
TEXT(" 1: graph destruction may be done asynchronously (default);"),
ECVF_RenderThreadSafe);
int32 GRDGParallelSetup = 1;
FAutoConsoleVariableRef CVarRDGParallelSetup(
TEXT("r.RDG.ParallelSetup"), GRDGParallelSetup,
TEXT("RDG will launch setup tasks from AddSetupTask.")
TEXT(" 0: setup tasks are executed inline;")
TEXT(" 1: setup tasks are launched (default);"),
ECVF_RenderThreadSafe);
int32 GRDGParallelCompile = 1;
FAutoConsoleVariableRef CVarRDGParallelCompile(
TEXT("r.RDG.ParallelCompile"), GRDGParallelCompile,
TEXT("RDG will launch tasks to compile the RDG graph.")
TEXT(" 0: compile tasks are executed inline;")
TEXT(" 1: compile tasks are launched (default);"),
ECVF_RenderThreadSafe);
int32 GRDGAsyncSetupQueue = 1;
FAutoConsoleVariableRef CVarRDGAsyncSetupQueue(
TEXT("r.RDG.AsyncSetupQueue"), GRDGAsyncSetupQueue,
TEXT("RDG will setup passes in parallel when prompted by calls to FRDGBuilder::FlushSetupQueue.")
TEXT(" 0: pass setup is done synchronously in AddPass;")
TEXT(" 1: pass setup is done asynchronously (default);"),
ECVF_RenderThreadSafe);
int32 GRDGParallelSetupTaskPriorityBias = 1;
FAutoConsoleVariableRef CVarRDGParallelSetupTaskPriorityBias(
TEXT("r.RDG.ParallelSetup.TaskPriorityBias"), GRDGParallelSetupTaskPriorityBias,
TEXT("Biases the task priority of all setup tasks. Useful as a tweak when contention from game thread tasks is high."),
ECVF_RenderThreadSafe);
int32 GRDGParallelExecute = 2;
FAutoConsoleVariableRef CVarRDGParallelExecute(
TEXT("r.RDG.ParallelExecute"), GRDGParallelExecute,
TEXT("Whether to enable parallel execution of passes when supported.")
TEXT(" 0: off")
TEXT(" 1: parallel with all tasks awaited")
TEXT(" 2: parallel with async tasks (default)"),
FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* Variable)
{
if (Variable->GetInt())
{
if (GRDGParallelExecutePassMax <= 1)
{
GRDGParallelExecutePassMax = 1;
}
if (GRDGParallelExecutePassMax < GRDGParallelExecutePassMin)
{
GRDGParallelExecutePassMin = GRDGParallelExecutePassMax;
}
}
}),
ECVF_RenderThreadSafe);
int32 GRDGParallelExecutePassMin = 1;
FAutoConsoleVariableRef CVarRDGParallelExecutePassMin(
TEXT("r.RDG.ParallelExecute.PassMin"), GRDGParallelExecutePassMin,
TEXT("The minimum span of contiguous passes eligible for parallel execution for the span to be offloaded to a task."),
ECVF_RenderThreadSafe);
int32 GRDGParallelExecutePassMax = 32;
FAutoConsoleVariableRef CVarRDGParallelExecutePassMax(
TEXT("r.RDG.ParallelExecute.PassMax"), GRDGParallelExecutePassMax,
TEXT("The maximum span of contiguous passes eligible for parallel execution for the span to be offloaded to a task."),
ECVF_RenderThreadSafe);
int32 GRDGParallelExecutePassTaskModeThreshold = 2;
FAutoConsoleVariableRef CVarRDGParallelExecutePassTaskModeThreshold(
TEXT("r.RDG.ParallelExecute.PassTaskModeThreshold"), GRDGParallelExecutePassTaskModeThreshold,
TEXT(" 0: A pass that is not marked async will mark the entire parallel pass set as awaited.")
TEXT(" 1: A pass that does not match the task mode of the current batch will always flush the current batch.")
TEXT(">1: Same as the above, but only if the current batch is larger than the threshold."),
ECVF_RenderThreadSafe);
int32 GRDGParallelExecuteStress = 0;
FAutoConsoleVariableRef CVarRDGDebugParallelExecute(
TEXT("r.RDG.ParallelExecuteStress"),
GRDGParallelExecuteStress,
TEXT("Stress tests the parallel execution path by launching one task per pass. Render pass merging is also disabled."),
FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* Variable)
{
static int32 GRDGMergeRenderPassesHistory = GRDGMergeRenderPasses;
static int32 GRDGParallelExecutePassMinHistory = GRDGParallelExecutePassMin;
static int32 GRDGParallelExecutePassMaxHistory = GRDGParallelExecutePassMax;
const int32 CurrentValue = Variable->GetInt();
if (GRDGParallelExecuteStress == CurrentValue)
{
return;
}
if (CurrentValue)
{
GRDGMergeRenderPassesHistory = GRDGMergeRenderPasses;
GRDGParallelExecutePassMinHistory = GRDGParallelExecutePassMin;
GRDGParallelExecutePassMaxHistory = GRDGParallelExecutePassMax;
GRDGMergeRenderPasses = 0;
GRDGParallelExecutePassMin = 1;
GRDGParallelExecutePassMax = 1;
}
else
{
GRDGMergeRenderPasses = GRDGMergeRenderPassesHistory;
GRDGParallelExecutePassMin = GRDGParallelExecutePassMinHistory;
GRDGParallelExecutePassMax = GRDGParallelExecutePassMaxHistory;
}
}),
ECVF_RenderThreadSafe);
#endif //!RDG_ENABLE_PARALLEL_TASKS
// Fix for random GPU crashes on draw indirects on multiple IHVs. Force all indirect arg buffers as non transient (see UE-115982)
int32 GRDGTransientIndirectArgBuffers = 0;
FAutoConsoleVariableRef CVarRDGIndirectArgBufferTransientAllocated(
TEXT("r.RDG.TransientAllocator.IndirectArgumentBuffers"), GRDGTransientIndirectArgBuffers,
TEXT("Whether indirect argument buffers should use transient resource allocator. Default: 0"),
ECVF_RenderThreadSafe);
#if CSV_PROFILER_STATS
int32 GRDGVerboseCSVStats = 0;
FAutoConsoleVariableRef CVarRDGVerboseCSVStats(
TEXT("r.RDG.VerboseCSVStats"),
GRDGVerboseCSVStats,
TEXT("Controls the verbosity of CSV profiling stats for RDG.\n")
TEXT(" 0: emits one CSV profile for graph execution;\n")
TEXT(" 1: emits a CSV profile for each phase of graph execution."),
ECVF_RenderThreadSafe);
#endif
#if RDG_STATS
int32 GRDGStatPassCount = 0;
int32 GRDGStatPassWithParameterCount = 0;
int32 GRDGStatPassCullCount = 0;
int32 GRDGStatPassDependencyCount = 0;
int32 GRDGStatRenderPassMergeCount = 0;
int32 GRDGStatTextureCount = 0;
int32 GRDGStatTextureReferenceCount = 0;
int32 GRDGStatBufferCount = 0;
int32 GRDGStatBufferReferenceCount = 0;
int32 GRDGStatViewCount = 0;
int32 GRDGStatTransientTextureCount = 0;
int32 GRDGStatTransientBufferCount = 0;
int32 GRDGStatTransitionCount = 0;
int32 GRDGStatAliasingCount = 0;
int32 GRDGStatTransitionBatchCount = 0;
int32 GRDGStatMemoryWatermark = 0;
#endif
CSV_DEFINE_CATEGORY(RDGCount, true);
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_PassCount, TEXT("RDG/PassCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_PassWithParameterCount, TEXT("RDG/PassWithParameterCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_PassCullCount, TEXT("RDG/PassCullCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_RenderPassMergeCount, TEXT("RDG/RenderPassMergeCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_PassDependencyCount, TEXT("RDG/PassDependencyCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_TextureCount, TEXT("RDG/TextureCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_TextureReferenceCount, TEXT("RDG/TextureReferenceCount"));
TRACE_DECLARE_FLOAT_COUNTER(COUNTER_RDG_TextureReferenceAverage, TEXT("RDG/TextureReferenceAverage"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_BufferCount, TEXT("RDG/BufferCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_BufferReferenceCount, TEXT("RDG/BufferReferenceCount"));
TRACE_DECLARE_FLOAT_COUNTER(COUNTER_RDG_BufferReferenceAverage, TEXT("RDG/BufferReferenceAverage"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_ViewCount, TEXT("RDG/ViewCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_TransientTextureCount, TEXT("RDG/TransientTextureCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_TransientBufferCount, TEXT("RDG/TransientBufferCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_TransitionCount, TEXT("RDG/TransitionCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_AliasingCount, TEXT("RDG/AliasingCount"));
TRACE_DECLARE_INT_COUNTER(COUNTER_RDG_TransitionBatchCount, TEXT("RDG/TransitionBatchCount"));
TRACE_DECLARE_MEMORY_COUNTER(COUNTER_RDG_MemoryWatermark, TEXT("RDG/MemoryWatermark"));
DEFINE_STAT(STAT_RDG_PassCount);
DEFINE_STAT(STAT_RDG_PassWithParameterCount);
DEFINE_STAT(STAT_RDG_PassCullCount);
DEFINE_STAT(STAT_RDG_RenderPassMergeCount);
DEFINE_STAT(STAT_RDG_PassDependencyCount);
DEFINE_STAT(STAT_RDG_TextureCount);
DEFINE_STAT(STAT_RDG_TextureReferenceCount);
DEFINE_STAT(STAT_RDG_TextureReferenceAverage);
DEFINE_STAT(STAT_RDG_BufferCount);
DEFINE_STAT(STAT_RDG_BufferReferenceCount);
DEFINE_STAT(STAT_RDG_BufferReferenceAverage);
DEFINE_STAT(STAT_RDG_ViewCount);
DEFINE_STAT(STAT_RDG_TransientTextureCount);
DEFINE_STAT(STAT_RDG_TransientBufferCount);
DEFINE_STAT(STAT_RDG_TransitionCount);
DEFINE_STAT(STAT_RDG_AliasingCount);
DEFINE_STAT(STAT_RDG_TransitionBatchCount);
DEFINE_STAT(STAT_RDG_SetupTime);
DEFINE_STAT(STAT_RDG_CompileTime);
DEFINE_STAT(STAT_RDG_ExecuteTime);
DEFINE_STAT(STAT_RDG_CollectResourcesTime);
DEFINE_STAT(STAT_RDG_CollectBarriersTime);
DEFINE_STAT(STAT_RDG_ClearTime);
DEFINE_STAT(STAT_RDG_FlushRHIResources);
DEFINE_STAT(STAT_RDG_MemoryWatermark);
void InitRenderGraph()
{
#if RDG_ENABLE_DEBUG_WITH_ENGINE
if (FParse::Param(FCommandLine::Get(), TEXT("rdgimmediate")))
{
GRDGImmediateMode = 1;
}
int32 ValidationValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgvalidation="), ValidationValue))
{
GRDGValidation = ValidationValue;
}
if (FParse::Param(FCommandLine::Get(), TEXT("rdgdebugextendresourcelifetimes")))
{
GRDGDebugExtendResourceLifetimes = 1;
}
if (FParse::Param(FCommandLine::Get(), TEXT("rdgtransitionlog")))
{
// Set to -1 to specify infinite number of frames.
GRDGTransitionLog = -1;
}
if (FParse::Param(FCommandLine::Get(), TEXT("rdgclobberresources")))
{
GRDGClobberResources = 1;
}
int32 OverlapUAVsValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgoverlapuavs="), OverlapUAVsValue))
{
GRDGOverlapUAVs = OverlapUAVsValue;
}
FString GraphFilter;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgdebuggraphfilter="), GraphFilter))
{
CVarRDGDebugGraphFilter->Set(*GraphFilter);
}
FString PassFilter;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgdebugpassfilter="), PassFilter))
{
CVarRDGDebugPassFilter->Set(*PassFilter);
}
FString ResourceFilter;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgdebugresourcefilter="), ResourceFilter))
{
CVarRDGDebugResourceFilter->Set(*ResourceFilter);
}
#endif
int32 TransientAllocatorValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgtransientallocator="), TransientAllocatorValue))
{
GRDGTransientAllocator = TransientAllocatorValue;
}
int32 CullPassesValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgcullpasses="), CullPassesValue))
{
GRDGCullPasses = CullPassesValue;
}
#if RDG_ENABLE_PARALLEL_TASKS
int32 ParallelSetupValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgparallelsetup="), ParallelSetupValue))
{
GRDGParallelSetup = ParallelSetupValue;
}
int32 ParallelExecuteValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgparallelexecute="), ParallelExecuteValue))
{
GRDGParallelExecute = ParallelExecuteValue;
}
#endif
int32 MergeRenderPassesValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgmergerenderpasses="), MergeRenderPassesValue))
{
GRDGMergeRenderPasses = MergeRenderPassesValue;
}
int32 AsyncComputeValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgasynccompute="), AsyncComputeValue))
{
CVarRDGAsyncCompute->Set(AsyncComputeValue);
}
#if RDG_EVENTS
int32 RDGEventValue = 0;
if (FParse::Value(FCommandLine::Get(), TEXT("rdgevents="), RDGEventValue))
{
CVarRDGEvents->Set(RDGEventValue);
}
#endif
}
void ShutdownRenderGraph()
{
FRDGBuilder::WaitForAsyncDeleteTask();
}
bool IsParallelExecuteEnabled(EShaderPlatform ShaderPlatform)
{
return GRDGParallelExecute > 0
&& !GRHICommandList.Bypass()
&& !IsImmediateMode()
&& !GRDGDebugFlushGPU
&& !GRDGTransitionLog
&& !IsMobilePlatform(ShaderPlatform)
&& !IsOpenGLPlatform(ShaderPlatform)
&& !IsVulkanMobileSM5Platform(ShaderPlatform)
&& GRHISupportsMultithreadedShaderCreation
#if WITH_DUMPGPU
&& !UE::RenderCore::DumpGPU::IsDumpingFrame()
#endif
// Only run parallel RDG if we have a rendering thread.
&& IsInActualRenderingThread()
;
}
bool IsParallelSetupEnabled(EShaderPlatform ShaderPlatform)
{
return GRDGParallelSetup > 0
&& !GRHICommandList.Bypass()
&& !IsImmediateMode()
&& !GRDGTransitionLog
&& !IsMobilePlatform(ShaderPlatform)
&& !IsOpenGLPlatform(ShaderPlatform)
&& !IsVulkanMobileSM5Platform(ShaderPlatform)
&& GRHISupportsMultithreadedShaderCreation
#if WITH_DUMPGPU
&& !UE::RenderCore::DumpGPU::IsDumpingFrame()
#endif
// Only run parallel RDG if we have a rendering thread.
&& IsInActualRenderingThread()
;
}
FRDGScopeState::FState::FState(bool bInImmediate, bool bInParallelExecute)
: bImmediate(bInImmediate),
bParallelExecute(bInParallelExecute)
#if RDG_EVENTS
, ScopeMode([]
{
bool bRDGChannelEnabled = false;
IF_RDG_ENABLE_TRACE(bRDGChannelEnabled = UE_TRACE_CHANNELEXPR_IS_ENABLED(RDGChannel));
if (FRDGBuilder::IsDumpingFrame() || GTriggerGPUProfile)
{
// We want all possible scope and pass names in a DumpGPU/profilegpu trace.
return ERDGScopeMode::AllEventsAndPassNames;
}
// This is polled once as a workaround for a race condition since the underlying global is not always changed on the render thread.
ERDGScopeMode LocalScopeMode = static_cast<ERDGScopeMode>(CVarRDGEvents.GetValueOnRenderThread());
switch (LocalScopeMode)
{
case ERDGScopeMode::Disabled:
case ERDGScopeMode::TopLevelOnly:
case ERDGScopeMode::AllEvents:
// Override to a higher level in some cases
if (bRDGChannelEnabled != 0)
{
LocalScopeMode = ERDGScopeMode::AllEventsAndPassNames;
}
break;
case ERDGScopeMode::AllEventsAndPassNames:
break;
default:
LocalScopeMode = ERDGScopeMode::Disabled;
break;
}
return LocalScopeMode;
}())
#endif // RDG_EVENTS
{}
bool IsExtendedLifetimeResource(FRDGViewableResource* Resource)
{
#if RDG_ENABLE_DEBUG
return IsDebugAllowedForResource(Resource->Name) && Resource->ReferenceCount != 0 && Resource->ReferenceCount != FRDGViewableResource::DeallocatedReferenceCount;
#else
return false;
#endif
}