Files
UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RenderGraphBuilder.inl
2025-05-18 13:04:45 +08:00

757 lines
26 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
inline FRDGTexture* FRDGBuilder::FindExternalTexture(FRHITexture* ExternalTexture) const
{
if (FRDGTexture* const* FoundTexturePtr = ExternalTextures.Find(ExternalTexture))
{
return *FoundTexturePtr;
}
return nullptr;
}
inline FRDGTexture* FRDGBuilder::FindExternalTexture(IPooledRenderTarget* ExternalTexture) const
{
if (ExternalTexture)
{
return FindExternalTexture(ExternalTexture->GetRHI());
}
return nullptr;
}
inline FRDGBuffer* FRDGBuilder::FindExternalBuffer(FRHIBuffer* ExternalBuffer) const
{
if (FRDGBuffer* const* FoundBufferPtr = ExternalBuffers.Find(ExternalBuffer))
{
return *FoundBufferPtr;
}
return nullptr;
}
inline FRDGBuffer* FRDGBuilder::FindExternalBuffer(FRDGPooledBuffer* ExternalBuffer) const
{
if (ExternalBuffer)
{
return FindExternalBuffer(ExternalBuffer->GetRHI());
}
return nullptr;
}
inline FRDGTextureRef FRDGBuilder::CreateTexture(
const FRDGTextureDesc& Desc,
const TCHAR* Name,
ERDGTextureFlags Flags)
{
FRDGTextureDesc OverrideDesc = Desc;
#if !UE_BUILD_SHIPPING
ensureMsgf(OverrideDesc.Extent.X >= 1, TEXT("CreateTexture %s X size too small: %i, Min: %i, clamping"), Name ? Name : TEXT(""), OverrideDesc.Extent.X, 1);
ensureMsgf(OverrideDesc.Extent.Y >= 1, TEXT("CreateTexture %s Y size too small: %i, Min: %i, clamping"), Name ? Name : TEXT(""), OverrideDesc.Extent.Y, 1);
ensureMsgf(((uint32)OverrideDesc.Extent.X) <= GetMax2DTextureDimension(), TEXT("CreateTexture %s X size too large: %i, Max: %i, clamping"), Name ? Name : TEXT(""), OverrideDesc.Extent.X, GetMax2DTextureDimension());
ensureMsgf(((uint32)OverrideDesc.Extent.Y) <= GetMax2DTextureDimension(), TEXT("CreateTexture %s Y size too large: %i, Max: %i, clamping"), Name ? Name : TEXT(""), OverrideDesc.Extent.Y, GetMax2DTextureDimension());
#endif
// Clamp the texture size to that which is permissible, otherwise it's a guaranteed crash.
OverrideDesc.Extent.X = FMath::Clamp<int32>(OverrideDesc.Extent.X, 1, GetMax2DTextureDimension());
OverrideDesc.Extent.Y = FMath::Clamp<int32>(OverrideDesc.Extent.Y, 1, GetMax2DTextureDimension());
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateTexture(OverrideDesc, Name, Flags));
FRDGTextureRef Texture = Textures.Allocate(Allocators.Root, Name, OverrideDesc, Flags);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateTexture(Texture));
IF_RDG_ENABLE_TRACE(Trace.AddResource(Texture));
return Texture;
}
inline FRDGBufferRef FRDGBuilder::CreateBuffer(
const FRDGBufferDesc& Desc,
const TCHAR* Name,
ERDGBufferFlags Flags)
{
FRDGBufferDesc OverrideDesc = Desc;
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateBuffer(OverrideDesc, Name, Flags));
// Clamp the buffer size to that which is permissible, otherwise it's a guaranteed crash.
OverrideDesc.BytesPerElement = FMath::Max<uint32>(1u, OverrideDesc.BytesPerElement);
OverrideDesc.NumElements = FMath::Max<uint32>(1u, OverrideDesc.NumElements);
FRDGBufferRef Buffer = Buffers.Allocate(Allocators.Root, Name, OverrideDesc, Flags);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateBuffer(Buffer));
IF_RDG_ENABLE_TRACE(Trace.AddResource(Buffer));
return Buffer;
}
inline FRDGBufferRef FRDGBuilder::CreateBuffer(
const FRDGBufferDesc& Desc,
const TCHAR* Name,
FRDGBufferNumElementsCallback&& InNumElementsCallback,
ERDGBufferFlags Flags)
{
// RDG no longer supports the legacy transient resource API.
FRDGBufferDesc OverrideDesc = Desc;
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateBuffer(Desc, Name, Flags));
FRDGBufferNumElementsCallback* NumElementsCallback = InNumElementsCallback ? Allocators.Root.AllocNoDestruct<FRDGBufferNumElementsCallback>(MoveTemp(InNumElementsCallback)) : nullptr;
FRDGBufferRef Buffer = Buffers.Allocate(Allocators.Root, Name, OverrideDesc, Flags, NumElementsCallback);
NumElementsCallbackBuffers.Emplace(Buffer);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateBuffer(Buffer));
IF_RDG_ENABLE_TRACE(Trace.AddResource(Buffer));
return Buffer;
}
inline FRDGTextureSRVRef FRDGBuilder::CreateSRV(const FRDGTextureSRVDesc& Desc)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateSRV(Desc));
FRDGTextureSRVRef SRV = Views.Allocate<FRDGTextureSRV>(Allocators.Root, Desc.Texture->Name, Desc);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateSRV(SRV));
return SRV;
}
inline FRDGBufferSRVRef FRDGBuilder::CreateSRV(const FRDGBufferSRVDesc& Desc)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateSRV(Desc));
FRDGBufferSRVRef SRV = Views.Allocate<FRDGBufferSRV>(Allocators.Root, Desc.Buffer->Name, Desc);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateSRV(SRV));
return SRV;
}
inline FRDGTextureUAVRef FRDGBuilder::CreateUAV(const FRDGTextureUAVDesc& Desc, ERDGUnorderedAccessViewFlags InFlags)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(Desc));
FRDGTextureUAVRef UAV = Views.Allocate<FRDGTextureUAV>(Allocators.Root, Desc.Texture->Name, Desc, InFlags);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(UAV));
return UAV;
}
inline FRDGBufferUAVRef FRDGBuilder::CreateUAV(const FRDGBufferUAVDesc& Desc, ERDGUnorderedAccessViewFlags InFlags)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(Desc));
FRDGBufferUAVRef UAV = Views.Allocate<FRDGBufferUAV>(Allocators.Root, Desc.Buffer->Name, Desc, InFlags);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(UAV));
return UAV;
}
FORCEINLINE void* FRDGBuilder::Alloc(uint64 SizeInBytes, uint32 AlignInBytes)
{
return Allocators.Root.Alloc(SizeInBytes, AlignInBytes);
}
template <typename PODType>
FORCEINLINE PODType* FRDGBuilder::AllocPOD()
{
return Allocators.Root.AllocUninitialized<PODType>();
}
template <typename PODType>
FORCEINLINE PODType* FRDGBuilder::AllocPODArray(uint32 Count)
{
return Allocators.Root.AllocUninitialized<PODType>(Count);
}
template <typename PODType>
TArrayView<PODType> FRDGBuilder::AllocPODArrayView(uint32 Count)
{
return TArrayView<PODType>(AllocPODArray<PODType>(Count), Count);
}
template <typename ObjectType, typename... TArgs>
FORCEINLINE ObjectType* FRDGBuilder::AllocObject(TArgs&&... Args)
{
return Allocators.Root.Alloc<ObjectType>(Forward<TArgs&&>(Args)...);
}
template <typename ObjectType>
FORCEINLINE TArray<ObjectType, SceneRenderingAllocator>& FRDGBuilder::AllocArray()
{
return *Allocators.Root.Alloc<TArray<ObjectType, SceneRenderingAllocator>>();
}
template <typename ParameterStructType>
FORCEINLINE ParameterStructType* FRDGBuilder::AllocParameters()
{
return Allocators.Root.Alloc<ParameterStructType>();
}
template <typename ParameterStructType>
FORCEINLINE ParameterStructType* FRDGBuilder::AllocParameters(const ParameterStructType* StructToCopy)
{
ParameterStructType* Struct = Allocators.Root.Alloc<ParameterStructType>();
*Struct = *StructToCopy;
return Struct;
}
template <typename BaseParameterStructType>
BaseParameterStructType* FRDGBuilder::AllocParameters(const FShaderParametersMetadata* ParametersMetadata)
{
return &AllocParameters<BaseParameterStructType>(ParametersMetadata, 1)[0];
}
template <typename BaseParameterStructType>
TStridedView<BaseParameterStructType> FRDGBuilder::AllocParameters(const FShaderParametersMetadata* ParametersMetadata, uint32 NumStructs)
{
// NOTE: Contents are always zero! This might differ if shader parameters have a non-zero default initializer.
const int32 Stride = ParametersMetadata->GetSize();
BaseParameterStructType* Contents = reinterpret_cast<BaseParameterStructType*>(Allocators.Root.Alloc(Stride * NumStructs, SHADER_PARAMETER_STRUCT_ALIGNMENT));
FMemory::Memset(Contents, 0, Stride * NumStructs);
TStridedView<BaseParameterStructType> ParameterArray(Stride, Contents, NumStructs);
struct FClearUniformBuffers
{
public:
FClearUniformBuffers(TStridedView<BaseParameterStructType> InParameterArray, const FRHIUniformBufferLayout& InLayout)
: ParameterArray(InParameterArray)
, Layout(&InLayout)
{}
~FClearUniformBuffers()
{
for (BaseParameterStructType& ParameterStruct : ParameterArray)
{
FRDGParameterStruct::ClearUniformBuffers(&ParameterStruct, Layout);
}
}
private:
TStridedView<BaseParameterStructType> ParameterArray;
const FRHIUniformBufferLayout* Layout;
};
AllocObject<FClearUniformBuffers>(ParameterArray, ParametersMetadata->GetLayout());
return ParameterArray;
}
FORCEINLINE FRDGSubresourceState* FRDGBuilder::AllocSubresource(const FRDGSubresourceState& Other)
{
return Allocators.Transition.AllocNoDestruct<FRDGSubresourceState>(Other);
}
FORCEINLINE FRDGSubresourceState* FRDGBuilder::AllocSubresource()
{
return Allocators.Transition.AllocNoDestruct<FRDGSubresourceState>();
}
template <typename ParameterStructType>
TRDGUniformBufferRef<ParameterStructType> FRDGBuilder::CreateUniformBuffer(const ParameterStructType* ParameterStruct)
{
#if !USE_NULL_RHI
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUniformBuffer(ParameterStruct, ParameterStructType::FTypeInfo::GetStructMetadata()));
auto* UniformBuffer = UniformBuffers.Allocate<TRDGUniformBuffer<ParameterStructType>>(Allocators.Root, ParameterStruct, ParameterStructType::FTypeInfo::GetStructMetadata()->GetShaderVariableName());
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUniformBuffer(UniformBuffer));
return UniformBuffer;
#else
checkNoEntry();
return nullptr;
#endif // !USE_NULL_RHI
}
#if !USE_NULL_RHI
template <typename ParameterStructType, typename ExecuteLambdaType>
FRDGPass* FRDGBuilder::AddPassInternal(
FRDGEventName&& Name,
const FShaderParametersMetadata* ParametersMetadata,
const ParameterStructType* ParameterStruct,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda)
{
using LambdaPassType = TRDGLambdaPass<ParameterStructType, ExecuteLambdaType>;
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddPass(ParameterStruct, ParametersMetadata, Name, Flags));
FlushAccessModeQueue();
const TCHAR* NameString = Name.GetTCHAR();
FRDGPass* Pass = Allocators.Root.AllocNoDestruct<LambdaPassType>(
Forward<FRDGEventName&&>(Name),
ParametersMetadata,
ParameterStruct,
OverridePassFlags(NameString, Flags),
Forward<ExecuteLambdaType&&>(ExecuteLambda));
IF_RDG_ENABLE_DEBUG(ClobberPassOutputs(Pass));
Passes.Insert(Pass);
SetupParameterPass(Pass);
return Pass;
}
#endif // !USE_NULL_RHI
template <typename ExecuteLambdaType>
FRDGPass* FRDGBuilder::AddPass(
FRDGEventName&& Name,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda)
{
#if !USE_NULL_RHI
using LambdaPassType = TRDGEmptyLambdaPass<ExecuteLambdaType>;
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddPass(Name, Flags));
Flags |= ERDGPassFlags::NeverCull;
FlushAccessModeQueue();
LambdaPassType* Pass = Passes.Allocate<LambdaPassType>(Allocators.Root, Forward<FRDGEventName&&>(Name), Flags, Forward<ExecuteLambdaType&&>(ExecuteLambda));
SetupEmptyPass(Pass);
return Pass;
#else
checkNoEntry();
return nullptr;
#endif // !USE_NULL_RHI
}
template <typename ExecuteLambdaType>
FRDGPass* FRDGBuilder::AddPass(
FRDGEventName&& Name,
const FShaderParametersMetadata* ParametersMetadata,
const void* ParameterStruct,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda)
{
#if !USE_NULL_RHI
return AddPassInternal(Forward<FRDGEventName&&>(Name), ParametersMetadata, ParameterStruct, Flags, Forward<ExecuteLambdaType&&>(ExecuteLambda));
#else
checkNoEntry();
return nullptr;
#endif // !USE_NULL_RHI
}
template <typename ParameterStructType, typename ExecuteLambdaType>
FRDGPass* FRDGBuilder::AddPass(
FRDGEventName&& Name,
const ParameterStructType* ParameterStruct,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda)
{
#if !USE_NULL_RHI
return AddPassInternal(Forward<FRDGEventName&&>(Name), ParameterStructType::FTypeInfo::GetStructMetadata(), ParameterStruct, Flags, Forward<ExecuteLambdaType&&>(ExecuteLambda));
#else
checkNoEntry();
return nullptr;
#endif // !USE_NULL_RHI
}
template <typename ParameterStructType, typename LaunchLambdaType>
FRDGPass* FRDGBuilder::AddDispatchPass(
FRDGEventName&& Name,
const ParameterStructType* ParameterStruct,
ERDGPassFlags Flags,
LaunchLambdaType&& LaunchLambda)
{
#if !USE_NULL_RHI
using DispatchPassType = TRDGDispatchPass<ParameterStructType, LaunchLambdaType>;
const FShaderParametersMetadata* ParametersMetadata = ParameterStructType::FTypeInfo::GetStructMetadata();
if (EnumHasAnyFlags(Flags, ERDGPassFlags::Raster))
{
Flags |= ERDGPassFlags::SkipRenderPass;
}
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddPass(ParameterStruct, ParametersMetadata, Name, Flags));
FlushAccessModeQueue();
const TCHAR* NameString = Name.GetTCHAR();
FRDGDispatchPass* Pass = Allocators.Root.AllocNoDestruct<DispatchPassType>(
Forward<FRDGEventName&&>(Name),
ParametersMetadata,
ParameterStruct,
OverridePassFlags(NameString, Flags),
Forward<LaunchLambdaType&&>(LaunchLambda));
IF_RDG_ENABLE_DEBUG(ClobberPassOutputs(Pass));
Passes.Insert(Pass);
DispatchPasses.Emplace(Pass);
SetupParameterPass(Pass);
return Pass;
#else
checkNoEntry();
return nullptr;
#endif // !USE_NULL_RHI
}
inline void FRDGBuilder::SetPassWorkload(FRDGPass* Pass, uint32 Workload)
{
Pass->Workload = Workload;
}
inline void FRDGBuilder::SkipInitialAsyncComputeFence()
{
bInitialAsyncComputeFence = false;
}
inline void FRDGBuilder::QueueBufferUpload(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize, ERDGInitialDataFlags InitialDataFlags)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialData, InitialDataSize));
if (InitialDataSize > 0 && !EnumHasAnyFlags(InitialDataFlags, ERDGInitialDataFlags::NoCopy))
{
void* InitialDataCopy = Alloc(InitialDataSize, 16);
FMemory::Memcpy(InitialDataCopy, InitialData, InitialDataSize);
InitialData = InitialDataCopy;
}
UploadedBuffers.Emplace(Buffer, InitialData, InitialDataSize);
Buffer->bQueuedForUpload = 1;
}
inline void FRDGBuilder::QueueBufferUpload(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize, FRDGBufferInitialDataFreeCallback&& InitialDataFreeCallback)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialData, InitialDataSize));
if (InitialDataSize == 0)
{
return;
}
UploadedBuffers.Emplace(Buffer, InitialData, InitialDataSize, MoveTemp(InitialDataFreeCallback));
Buffer->bQueuedForUpload = 1;
}
inline void FRDGBuilder::QueueBufferUpload(FRDGBufferRef Buffer, FRDGBufferInitialDataFillCallback&& InitialDataFillCallback)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialDataFillCallback));
UploadedBuffers.Emplace(Buffer, MoveTemp(InitialDataFillCallback));
Buffer->bQueuedForUpload = 1;
}
inline void FRDGBuilder::QueueBufferUpload(FRDGBufferRef Buffer, FRDGBufferInitialDataCallback&& InitialDataCallback, FRDGBufferInitialDataSizeCallback&& InitialDataSizeCallback)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialDataCallback, InitialDataSizeCallback));
UploadedBuffers.Emplace(Buffer, MoveTemp(InitialDataCallback), MoveTemp(InitialDataSizeCallback));
Buffer->bQueuedForUpload = 1;
}
inline void FRDGBuilder::QueueBufferUpload(FRDGBufferRef Buffer, FRDGBufferInitialDataCallback&& InitialDataCallback, FRDGBufferInitialDataSizeCallback&& InitialDataSizeCallback, FRDGBufferInitialDataFreeCallback&& InitialDataFreeCallback)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialDataCallback, InitialDataSizeCallback, InitialDataFreeCallback));
UploadedBuffers.Emplace(Buffer, MoveTemp(InitialDataCallback), MoveTemp(InitialDataSizeCallback), MoveTemp(InitialDataFreeCallback));
Buffer->bQueuedForUpload = 1;
}
inline void FRDGBuilder::QueueCommitReservedBuffer(FRDGBufferRef Buffer, uint64 CommitSizeInBytes)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCommitBuffer(Buffer, CommitSizeInBytes));
if (!AsyncSetupQueue.bEnabled)
{
Buffer->PendingCommitSize = CommitSizeInBytes;
}
else
{
AsyncSetupQueue.Push(FAsyncSetupOp::ReservedBufferCommit(Buffer, CommitSizeInBytes));
}
Buffer->PooledBuffer->SetCommittedSize(CommitSizeInBytes);
}
inline void FRDGBuilder::QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutTexturePtr, ERHIAccess AccessFinal, ERDGResourceExtractionFlags Flags)
{
QueueTextureExtraction(Texture, OutTexturePtr, Flags);
SetTextureAccessFinal(Texture, AccessFinal);
}
inline void FRDGBuilder::QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutTexturePtr, ERDGResourceExtractionFlags Flags)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExtractTexture(Texture, OutTexturePtr));
*OutTexturePtr = nullptr;
const bool bWasExtracted = Texture->bExtracted;
Texture->bExtracted = true;
if (EnumHasAnyFlags(Flags, ERDGResourceExtractionFlags::AllowTransient))
{
if (Texture->TransientExtractionHint != FRDGTexture::ETransientExtractionHint::Disable)
{
Texture->TransientExtractionHint = FRDGTexture::ETransientExtractionHint::Enable;
}
}
else
{
Texture->TransientExtractionHint = FRDGTexture::ETransientExtractionHint::Disable;
}
ExtractedTextures.Emplace(Texture, OutTexturePtr);
if (!bWasExtracted)
{
AsyncSetupQueue.Push(FAsyncSetupOp::CullRootTexture(Texture));
}
}
inline void FRDGBuilder::QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutBufferPtr)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExtractBuffer(Buffer, OutBufferPtr));
*OutBufferPtr = nullptr;
const bool bWasExtracted = Buffer->bExtracted;
Buffer->bExtracted = true;
Buffer->bForceNonTransient = true;
ExtractedBuffers.Emplace(Buffer, OutBufferPtr);
if (!bWasExtracted)
{
AsyncSetupQueue.Push(FAsyncSetupOp::CullRootBuffer(Buffer));
}
}
inline void FRDGBuilder::QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutBufferPtr, ERHIAccess AccessFinal)
{
QueueBufferExtraction(Buffer, OutBufferPtr);
SetBufferAccessFinal(Buffer, AccessFinal);
}
inline void FRDGBuilder::AddDispatchHint()
{
if (IsImmediateMode())
{
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
}
else if (Passes.Num() > 0)
{
Passes[Passes.Last()]->bDispatchAfterExecute = 1;
}
}
template <typename TaskLambdaType>
FORCEINLINE UE::Tasks::FTask FRDGBuilder::AddSetupTask(TaskLambdaType&& TaskLambda, bool bCondition, ERDGSetupTaskWaitPoint WaitPoint)
{
return AddSetupTask(MoveTemp(TaskLambda), nullptr, TArray<UE::Tasks::FTask>{}, UE::Tasks::ETaskPriority::Normal, bCondition, WaitPoint);
}
template <typename TaskLambdaType>
FORCEINLINE UE::Tasks::FTask FRDGBuilder::AddSetupTask(TaskLambdaType&& TaskLambda, UE::Tasks::ETaskPriority Priority, bool bCondition, ERDGSetupTaskWaitPoint WaitPoint)
{
return AddSetupTask(MoveTemp(TaskLambda), nullptr, TArray<UE::Tasks::FTask>{}, Priority, bCondition, WaitPoint);
}
template <typename TaskLambdaType>
FORCEINLINE UE::Tasks::FTask FRDGBuilder::AddSetupTask(
TaskLambdaType&& TaskLambda,
UE::Tasks::FPipe* Pipe,
UE::Tasks::ETaskPriority Priority,
bool bCondition,
ERDGSetupTaskWaitPoint WaitPoint)
{
return AddSetupTask(MoveTemp(TaskLambda), Pipe, TArray<UE::Tasks::FTask>{}, Priority, bCondition);
}
template <typename TaskLambdaType, typename PrerequisitesCollectionType>
FORCEINLINE UE::Tasks::FTask FRDGBuilder::AddSetupTask(
TaskLambdaType&& TaskLambda,
PrerequisitesCollectionType&& Prerequisites,
UE::Tasks::ETaskPriority Priority,
bool bCondition,
ERDGSetupTaskWaitPoint WaitPoint)
{
return AddSetupTask(MoveTemp(TaskLambda), nullptr, Forward<PrerequisitesCollectionType&&>(Prerequisites), Priority, bCondition);
}
namespace UE::RDG
{
template<typename TaskCollectionType, decltype(std::declval<TaskCollectionType>().begin())* = nullptr>
inline bool IsCompleted(const TaskCollectionType& Tasks)
{
for (const UE::Tasks::FTask& Task : Tasks)
{
if (!Task.IsCompleted())
{
return false;
}
}
return true;
}
template<typename TaskType, decltype(std::declval<TaskType>().IsCompleted())* = nullptr>
inline bool IsCompleted(const TaskType& Task)
{
return Task.IsCompleted();
}
template<typename TaskCollectionType, decltype(std::declval<TaskCollectionType>().begin())* = nullptr>
inline void Wait(const TaskCollectionType& Tasks)
{
if (!Tasks.IsEmpty())
{
UE::Tasks::Wait(Tasks);
}
}
template<typename TaskType, decltype(std::declval<TaskType>().Wait())* = nullptr>
inline void Wait(const TaskType& Task)
{
Task.Wait();
}
}
template <typename TaskLambdaType, typename PrerequisitesCollectionType>
UE::Tasks::FTask FRDGBuilder::AddSetupTask(
TaskLambdaType&& TaskLambda,
UE::Tasks::FPipe* Pipe,
PrerequisitesCollectionType&& Prerequisites,
UE::Tasks::ETaskPriority Priority,
bool bCondition,
ERDGSetupTaskWaitPoint WaitPoint)
{
UE::Tasks::FTask Task;
if (!bCondition || IsImmediateMode())
{
UE::RDG::Wait(Prerequisites);
}
auto OuterLambda = [TaskLambda = MoveTemp(TaskLambda)]() mutable
{
FTaskTagScope Scope(ETaskTag::EParallelRenderingThread);
TaskLambda();
};
const UE::Tasks::EExtendedTaskPriority ExtendedTaskPriority = ParallelSetup.bEnabled ? UE::Tasks::EExtendedTaskPriority::None : UE::Tasks::EExtendedTaskPriority::Inline;
const bool bParallelEnabled = bCompiling ? bParallelCompileEnabled : ParallelSetup.bEnabled;
if (!bCondition || (!bParallelEnabled && UE::RDG::IsCompleted(Prerequisites)))
{
OuterLambda();
}
else if (Pipe)
{
Task = Pipe->Launch(TEXT("FRDGBuilder::AddSetupTask"), MoveTemp(OuterLambda), Forward<PrerequisitesCollectionType&&>(Prerequisites), ParallelSetup.GetTaskPriority(Priority), ExtendedTaskPriority);
}
else
{
Task = UE::Tasks::Launch(TEXT("FRDGBuilder::AddSetupTask"), MoveTemp(OuterLambda), Forward<PrerequisitesCollectionType&&>(Prerequisites), ParallelSetup.GetTaskPriority(Priority), ExtendedTaskPriority);
}
if (Task.IsValid())
{
ParallelSetup.Tasks[(int32)WaitPoint].Emplace(Task);
}
return Task;
}
template <typename TaskLambdaType>
FORCEINLINE UE::Tasks::FTask FRDGBuilder::AddCommandListSetupTask(TaskLambdaType&& TaskLambda, bool bCondition, ERDGSetupTaskWaitPoint WaitPoint)
{
return AddCommandListSetupTask(MoveTemp(TaskLambda), nullptr, TArray<UE::Tasks::FTask>{}, UE::Tasks::ETaskPriority::Normal, bCondition, WaitPoint);
}
template <typename TaskLambdaType>
FORCEINLINE UE::Tasks::FTask FRDGBuilder::AddCommandListSetupTask(TaskLambdaType&& TaskLambda, UE::Tasks::ETaskPriority TaskPriority, bool bCondition, ERDGSetupTaskWaitPoint WaitPoint)
{
return AddCommandListSetupTask(MoveTemp(TaskLambda), nullptr, TArray<UE::Tasks::FTask>{}, TaskPriority, bCondition, WaitPoint);
}
template <typename TaskLambdaType>
FORCEINLINE UE::Tasks::FTask FRDGBuilder::AddCommandListSetupTask(
TaskLambdaType&& TaskLambda,
UE::Tasks::FPipe* Pipe,
UE::Tasks::ETaskPriority Priority,
bool bCondition,
ERDGSetupTaskWaitPoint WaitPoint)
{
return AddCommandListSetupTask(MoveTemp(TaskLambda), Pipe, TArray<UE::Tasks::FTask>{}, Priority, bCondition, WaitPoint);
}
template <typename TaskLambdaType, typename PrerequisitesCollectionType>
FORCEINLINE UE::Tasks::FTask FRDGBuilder::AddCommandListSetupTask(
TaskLambdaType&& TaskLambda,
PrerequisitesCollectionType&& Prerequisites,
UE::Tasks::ETaskPriority Priority,
bool bCondition,
ERDGSetupTaskWaitPoint WaitPoint)
{
return AddCommandListSetupTask(MoveTemp(TaskLambda), nullptr, Forward<PrerequisitesCollectionType&&>(Prerequisites), Priority, bCondition, WaitPoint);
}
template <typename TaskLambdaType, typename PrerequisitesCollectionType>
UE::Tasks::FTask FRDGBuilder::AddCommandListSetupTask(
TaskLambdaType&& TaskLambda,
UE::Tasks::FPipe* Pipe,
PrerequisitesCollectionType&& Prerequisites,
UE::Tasks::ETaskPriority Priority,
bool bCondition,
ERDGSetupTaskWaitPoint WaitPoint)
{
UE::Tasks::FTask Task;
if (!bCondition || IsImmediateMode())
{
UE::RDG::Wait(Prerequisites);
}
const bool bParallelEnabled = bCompiling ? bParallelCompileEnabled : ParallelSetup.bEnabled;
// Need a separate command list with inline tasks when prerequisites are not complete yet.
const bool bAllocateCommandListForTask = bCondition && (bParallelEnabled || !UE::RDG::IsCompleted(Prerequisites));
FRHICommandList* RHICmdListTask = &RHICmdList;
if (bAllocateCommandListForTask)
{
SCOPED_NAMED_EVENT(CreateCommandList, FColor::Emerald);
RHICmdListTask = new FRHICommandList(RHICmdList.GetGPUMask());
RHICmdList.QueueAsyncCommandListSubmit(RHICmdListTask);
}
auto OuterLambda = [this, TaskLambda = MoveTemp(TaskLambda), RHICmdListTask, bAllocateCommandListForTask]() mutable
{
FTaskTagScope Scope(ETaskTag::EParallelRenderingThread);
if (bAllocateCommandListForTask)
{
RHICmdListTask->SwitchPipeline(ERHIPipeline::Graphics);
}
TaskLambda(*RHICmdListTask);
if (bAllocateCommandListForTask)
{
RHICmdListTask->FinishRecording();
}
};
const UE::Tasks::EExtendedTaskPriority ExtendedTaskPriority = bCondition ? UE::Tasks::EExtendedTaskPriority::None : UE::Tasks::EExtendedTaskPriority::Inline;
if (!bAllocateCommandListForTask)
{
OuterLambda();
}
else if (Pipe)
{
Task = Pipe->Launch(TEXT("FRDGBuilder::AddCommandListSetupTask"), MoveTemp(OuterLambda), Forward<PrerequisitesCollectionType&&>(Prerequisites), ParallelSetup.GetTaskPriority(Priority), ExtendedTaskPriority);
}
else
{
Task = UE::Tasks::Launch(TEXT("FRDGBuilder::AddCommandListSetupTask"), MoveTemp(OuterLambda), Forward<PrerequisitesCollectionType&&>(Prerequisites), ParallelSetup.GetTaskPriority(Priority), ExtendedTaskPriority);
}
if (Task.IsValid())
{
ParallelSetup.Tasks[(int32)WaitPoint].Emplace(Task);
}
return Task;
}
inline const TRefCountPtr<IPooledRenderTarget>& FRDGBuilder::GetPooledTexture(FRDGTextureRef Texture) const
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateGetPooledTexture(Texture));
return Texture->Allocation;
}
inline const TRefCountPtr<FRDGPooledBuffer>& FRDGBuilder::GetPooledBuffer(FRDGBufferRef Buffer) const
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateGetPooledBuffer(Buffer));
return Buffer->Allocation;
}
inline void FRDGBuilder::SetTextureAccessFinal(FRDGTextureRef Texture, ERHIAccess AccessFinal)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateSetAccessFinal(Texture, AccessFinal));
Texture->EpilogueAccess = AccessFinal;
}
inline void FRDGBuilder::SetBufferAccessFinal(FRDGBufferRef Buffer, ERHIAccess AccessFinal)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateSetAccessFinal(Buffer, AccessFinal));
Buffer->EpilogueAccess = AccessFinal;
}