143 lines
4.4 KiB
C++
143 lines
4.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RenderTargetPool.h: Scene render target pool manager.
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=============================================================================*/
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#pragma once
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#include "RenderResource.h"
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#include "RendererInterface.h"
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#include "RenderGraphResources.h"
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#include "Async/RecursiveMutex.h"
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class FRDGBufferPool : public FRenderResource
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{
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public:
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FRDGBufferPool() = default;
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/** Call once per frame to trim elements from the pool. */
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RENDERCORE_API void TickPoolElements();
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RENDERCORE_API TRefCountPtr<FRDGPooledBuffer> FindFreeBuffer(FRHICommandListBase& RHICmdList, const FRDGBufferDesc& Desc, const TCHAR* InDebugName, ERDGPooledBufferAlignment Alignment = ERDGPooledBufferAlignment::Page);
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TRefCountPtr<FRDGPooledBuffer> FindFreeBuffer(const FRDGBufferDesc& Desc, const TCHAR* InDebugName, ERDGPooledBufferAlignment Alignment = ERDGPooledBufferAlignment::Page)
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{
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return FindFreeBuffer(FRHICommandListImmediate::Get(), Desc, InDebugName, Alignment);
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}
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RENDERCORE_API void DumpMemoryUsage(FOutputDevice& OutputDevice);
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private:
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RENDERCORE_API void ReleaseRHI() override;
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FRDGPooledBuffer* CreateBuffer(FRHICommandListBase& RHICmdList, const FRDGBufferDesc& Desc, uint32 DescHash, const TCHAR* InDebugName);
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FRDGPooledBuffer* ScheduleAllocation(
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FRHICommandListBase& RHICmdList,
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const FRDGBufferDesc& Desc,
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const TCHAR* Name,
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ERDGPooledBufferAlignment Alignment,
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const FRHITransientAllocationFences& Fences);
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void ScheduleDeallocation(FRDGPooledBuffer* PooledBuffer, const FRHITransientAllocationFences& Fences);
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void FinishSchedule(FRHICommandListBase& RHICmdList, FRDGPooledBuffer* PooledBuffer);
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template <typename T>
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FRDGPooledBuffer* TryFindPooledBuffer(const FRDGBufferDesc& Desc, uint32 DescHash, T&& Predicate);
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FRDGPooledBuffer* TryFindPooledBuffer(const FRDGBufferDesc& Desc, uint32 DescHash)
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{
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return TryFindPooledBuffer(Desc, DescHash, [](FRDGPooledBuffer*) { return true; });
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}
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mutable UE::FRecursiveMutex Mutex;
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/** Elements can be 0, we compact the buffer later. */
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TArray<TRefCountPtr<FRDGPooledBuffer>> AllocatedBuffers;
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TArray<uint32> AllocatedBufferHashes;
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uint32 FrameCounter = 0;
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friend class FRDGBuilder;
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};
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/** The global render targets for easy shading. */
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extern RENDERCORE_API TGlobalResource<FRDGBufferPool> GRenderGraphResourcePool;
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enum class ERDGTransientResourceLifetimeState
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{
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Deallocated,
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Allocated,
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PendingDeallocation
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};
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class FRDGTransientRenderTarget final : public IPooledRenderTarget
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{
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public:
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uint32 AddRef() const override;
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uint32 Release() override;
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uint32 GetRefCount() const override { return RefCount; }
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bool IsFree() const override { return false; }
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bool IsTracked() const override { return true; }
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uint32 ComputeMemorySize() const override { return 0; }
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const FPooledRenderTargetDesc& GetDesc() const override { return Desc; }
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FRHITransientTexture* GetTransientTexture() const override
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{
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check(LifetimeState == ERDGTransientResourceLifetimeState::Allocated);
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return Texture;
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}
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void Reset()
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{
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Texture = nullptr;
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RenderTargetItem.ShaderResourceTexture = nullptr;
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RenderTargetItem.TargetableTexture = nullptr;
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}
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private:
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FRDGTransientRenderTarget() = default;
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FRHITransientTexture* Texture;
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FPooledRenderTargetDesc Desc;
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ERDGTransientResourceLifetimeState LifetimeState;
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mutable int32 RefCount = 0;
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friend class FRDGTransientResourceAllocator;
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};
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class FRDGTransientResourceAllocator : public FRenderResource
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{
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public:
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IRHITransientResourceAllocator* Get() { return Allocator; }
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TRefCountPtr<FRDGTransientRenderTarget> AllocateRenderTarget(FRHITransientTexture* Texture);
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void Release(TRefCountPtr<FRDGTransientRenderTarget>&& RenderTarget, const FRHITransientAllocationFences& Fences);
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void ReleasePendingDeallocations();
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bool IsValid() const { return Allocator != nullptr; }
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private:
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void InitRHI(FRHICommandListBase& RHICmdList) override;
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void ReleaseRHI() override;
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void AddPendingDeallocation(FRDGTransientRenderTarget* RenderTarget);
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IRHITransientResourceAllocator* Allocator = nullptr;
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FCriticalSection CS;
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TArray<FRDGTransientRenderTarget*> FreeList;
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TArray<FRDGTransientRenderTarget*> PendingDeallocationList;
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TArray<FRDGTransientRenderTarget*> DeallocatedList;
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friend class FRDGTransientRenderTarget;
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};
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extern RENDERCORE_API TGlobalResource<FRDGTransientResourceAllocator, FRenderResource::EInitPhase::Pre> GRDGTransientResourceAllocator;
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