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

1324 lines
56 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VulkanRenderTarget.cpp: Vulkan render target implementation.
=============================================================================*/
#include "VulkanRHIPrivate.h"
#include "ScreenRendering.h"
#include "VulkanPendingState.h"
#include "VulkanContext.h"
#include "VulkanSwapChain.h"
#include "SceneUtils.h"
#include "RHISurfaceDataConversion.h"
#include "VulkanRenderpass.h"
// Debug mode used as workaround when a DEVICE LOST occurs on alt+tab on some platforms
// This is a workaround and may end up causing some hitches on the rendering thread
static int32 GVulkanFlushOnMapStaging = 0;
static FAutoConsoleVariableRef CVarGVulkanFlushOnMapStaging(
TEXT("r.Vulkan.FlushOnMapStaging"),
GVulkanFlushOnMapStaging,
TEXT("Flush GPU on MapStagingSurface calls without any fence.\n")
TEXT(" 0: Do not Flush (default)\n")
TEXT(" 1: Flush"),
ECVF_Default
);
static int32 GIgnoreCPUReads = 0;
static FAutoConsoleVariableRef CVarVulkanIgnoreCPUReads(
TEXT("r.Vulkan.IgnoreCPUReads"),
GIgnoreCPUReads,
TEXT("Debugging utility for GPU->CPU reads.\n")
TEXT(" 0 will read from the GPU (default).\n")
TEXT(" 1 will NOT read from the GPU and fill with zeros.\n"),
ECVF_Default
);
static FCriticalSection GStagingMapLock;
static TMap<FVulkanTexture*, VulkanRHI::FStagingBuffer*> GPendingLockedStagingBuffers;
#if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT
TAutoConsoleVariable<int32> CVarVulkanDebugBarrier(
TEXT("r.Vulkan.DebugBarrier"),
0,
TEXT("Forces a full barrier for debugging. This is a mask/bitfield (so add up the values)!\n")
TEXT(" 0: Don't (default)\n")
TEXT(" 1: Enable heavy barriers after EndRenderPass()\n")
TEXT(" 2: Enable heavy barriers after every dispatch\n")
TEXT(" 4: Enable heavy barriers after upload cmd buffers\n")
TEXT(" 8: Enable heavy barriers after active cmd buffers\n")
TEXT(" 16: Enable heavy buffer barrier after uploads\n")
TEXT(" 32: Enable heavy buffer barrier between acquiring back buffer and blitting into swapchain\n"),
ECVF_Default
);
#endif
FVulkanRenderPass* FVulkanCommandListContext::PrepareRenderPassForPSOCreation(const FGraphicsPipelineStateInitializer& Initializer)
{
FVulkanRenderTargetLayout RTLayout(Initializer);
return PrepareRenderPassForPSOCreation(RTLayout);
}
FVulkanRenderPass* FVulkanCommandListContext::PrepareRenderPassForPSOCreation(const FVulkanRenderTargetLayout& RTLayout)
{
FVulkanRenderPass* RenderPass = nullptr;
RenderPass = Device.GetRenderPassManager().GetOrCreateRenderPass(RTLayout);
return RenderPass;
}
static void ConvertRawDataToFColor(VkFormat VulkanFormat, uint32 DestWidth, uint32 DestHeight, uint8* In, uint32 SrcPitch, FColor* Dest, const FReadSurfaceDataFlags& InFlags)
{
const bool bLinearToGamma = InFlags.GetLinearToGamma();
switch (VulkanFormat)
{
case VK_FORMAT_R32G32B32A32_SFLOAT:
ConvertRawR32G32B32A32DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest, bLinearToGamma);
break;
case VK_FORMAT_R16G16B16A16_SFLOAT:
ConvertRawR16G16B16A16FDataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest, bLinearToGamma);
break;
case VK_FORMAT_B10G11R11_UFLOAT_PACK32:
ConvertRawR11G11B10DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest, bLinearToGamma);
break;
case VK_FORMAT_A2B10G10R10_UNORM_PACK32:
ConvertRawR10G10B10A2DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest);
break;
case VK_FORMAT_R8G8B8A8_UNORM:
ConvertRawR8G8B8A8DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest);
break;
case VK_FORMAT_R16G16B16A16_UNORM:
ConvertRawR16G16B16A16DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest, bLinearToGamma);
break;
case VK_FORMAT_B8G8R8A8_UNORM:
ConvertRawB8G8R8A8DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest);
break;
case VK_FORMAT_R8_UNORM:
ConvertRawR8DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest);
break;
case VK_FORMAT_R8G8_UNORM:
ConvertRawR8G8DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest);
break;
case VK_FORMAT_R16_UNORM:
ConvertRawR16DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest);
break;
case VK_FORMAT_R16G16_UNORM:
ConvertRawR16G16DataToFColor(DestWidth, DestHeight, In, SrcPitch, Dest);
break;
default:
checkf(false, TEXT("Unsupported format [%d] for conversion to FColor!"), (uint32)VulkanFormat);
break;
}
}
void FVulkanDynamicRHI::RHIReadSurfaceData(FRHITexture* TextureRHI, FIntRect Rect, TArray<FColor>& OutData, FReadSurfaceDataFlags InFlags)
{
checkf((!TextureRHI->GetDesc().IsTextureCube()) || (InFlags.GetCubeFace() == CubeFace_MAX), TEXT("Cube faces not supported yet."));
const uint32 DestWidth = Rect.Max.X - Rect.Min.X;
const uint32 DestHeight = Rect.Max.Y - Rect.Min.Y;
const uint32 NumRequestedPixels = DestWidth * DestHeight;
OutData.SetNumUninitialized(NumRequestedPixels);
if (GIgnoreCPUReads)
{
// Debug: Fill with CPU
FMemory::Memzero(OutData.GetData(), NumRequestedPixels * sizeof(FColor));
return;
}
const FRHITextureDesc& Desc = TextureRHI->GetDesc();
switch (Desc.Dimension)
{
case ETextureDimension::Texture2D:
case ETextureDimension::Texture2DArray:
// In VR, the high level code calls this function on the viewport render target, without knowing that it's
// actually a texture array created and managed by the VR runtime. In that case we'll just read the first
// slice of the array, which corresponds to one of the eyes.
break;
default:
// Just return black for texture types we don't support.
FMemory::Memzero(OutData.GetData(), NumRequestedPixels * sizeof(FColor));
return;
}
FVulkanTexture& Surface = *ResourceCast(TextureRHI);
// Figure out the size of the buffer required to hold the requested pixels
const uint32 PixelByteSize = VulkanRHI::GetNumBitsPerPixel(Surface.StorageFormat) / 8;
checkf(GPixelFormats[TextureRHI->GetFormat()].Supported && (PixelByteSize > 0), TEXT("Trying to read from unsupported format."));
const uint32 BufferSize = NumRequestedPixels * PixelByteSize;
// Validate that the Rect is within the texture
const uint32 MipLevel = InFlags.GetMip();
const uint32 MipSizeX = FMath::Max(Desc.Extent.X >> MipLevel, 1);
const uint32 MipSizeY = FMath::Max(Desc.Extent.Y >> MipLevel, 1);
checkf((Rect.Max.X <= (int32)MipSizeX) && (Rect.Max.Y <= (int32)MipSizeY), TEXT("The specified Rect [%dx%d] extends beyond this Mip [%dx%d]."), Rect.Max.X, Rect.Max.Y, MipSizeX, MipSizeY);
FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
VulkanRHI::FStagingBuffer* StagingBuffer = nullptr;
const bool bCPUReadback = EnumHasAllFlags(Surface.GetDesc().Flags, TexCreate_CPUReadback);
if (!bCPUReadback) //this function supports reading back arbitrary rendertargets, so if its not a cpu readback surface, we do a copy.
{
StagingBuffer = Device->GetStagingManager().AcquireBuffer(BufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_HOST_CACHED_BIT);
ensure(StagingBuffer->GetSize() >= BufferSize);
VkBufferImageCopy CopyRegion;
FMemory::Memzero(CopyRegion);
// Leave bufferRowLength/bufferImageHeight at 0 for tightly packed
CopyRegion.imageSubresource.aspectMask = Surface.GetFullAspectMask();
CopyRegion.imageSubresource.mipLevel = MipLevel;
CopyRegion.imageSubresource.baseArrayLayer = InFlags.GetArrayIndex();
CopyRegion.imageSubresource.layerCount = 1;
CopyRegion.imageOffset.x = Rect.Min.X;
CopyRegion.imageOffset.y = Rect.Min.Y;
CopyRegion.imageExtent.width = DestWidth;
CopyRegion.imageExtent.height = DestHeight;
CopyRegion.imageExtent.depth = 1;
RHICmdList.EnqueueLambda([CopyRegion, StagingBuffer, &Surface](FRHICommandListBase& ExecutingCmdList)
{
FVulkanCommandListContext& Context = FVulkanCommandListContext::Get(ExecutingCmdList);
FVulkanCommandBuffer& CommandBuffer = Context.GetCommandBuffer();
VulkanRHI::vkCmdCopyImageToBuffer(CommandBuffer.GetHandle(), Surface.Image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, StagingBuffer->GetHandle(), 1, &CopyRegion);
FVulkanPipelineBarrier AfterBarrier;
AfterBarrier.AddMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_HOST_READ_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_HOST_BIT);
AfterBarrier.Execute(&CommandBuffer);
});
}
// We need to execute the command list so we can read the data from the map below
RHICmdList.SubmitAndBlockUntilGPUIdle();
uint8* In;
uint32 SrcPitch;
if (bCPUReadback)
{
// If the text was bCPUReadback, then we have to deal with our Rect potentially being a subset of the total texture
In = (uint8*)Surface.GetMappedPointer() + ((Rect.Min.Y * MipSizeX + Rect.Min.X) * PixelByteSize);
SrcPitch = MipSizeX * PixelByteSize;
}
else
{
// If the text was NOT bCPUReadback, the buffer contains only the (tightly packed) Rect we requested
StagingBuffer->InvalidateMappedMemory();
In = (uint8*)StagingBuffer->GetMappedPointer();
SrcPitch = DestWidth * PixelByteSize;
}
FColor* Dest = OutData.GetData();
ConvertRawDataToFColor(Surface.StorageFormat, DestWidth, DestHeight, In, SrcPitch, Dest, InFlags);
if (!bCPUReadback)
{
Device->GetStagingManager().ReleaseBuffer(nullptr, StagingBuffer);
}
}
void FVulkanDynamicRHI::RHIReadSurfaceData(FRHITexture* TextureRHI, FIntRect Rect, TArray<FLinearColor>& OutData, FReadSurfaceDataFlags InFlags)
{
TArray<FColor> FromColorData;
RHIReadSurfaceData(TextureRHI, Rect, FromColorData, InFlags);
OutData.SetNumUninitialized(FromColorData.Num());
for (int Index = 0, Num = FromColorData.Num(); Index < Num; Index++)
{
OutData[Index] = FLinearColor(FromColorData[Index]);
}
}
void FVulkanDynamicRHI::RHIMapStagingSurface(FRHITexture* TextureRHI, FRHIGPUFence* FenceRHI, void*& OutData, int32& OutWidth, int32& OutHeight, uint32 GPUIndex)
{
FVulkanTexture* Texture = ResourceCast(TextureRHI);
if (FenceRHI && !FenceRHI->Poll())
{
FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThread);
// SubmitCommandsAndFlushGPU might update fence state if it was tied to a previously submitted command buffer.
// Its state will have been updated from Submitted to NeedReset, and would assert in WaitForCmdBuffer (which is not needed in such a case)
FenceRHI->Wait(RHICmdList, FRHIGPUMask::All());
}
else
{
if (GVulkanFlushOnMapStaging)
{
FRHICommandListImmediate::Get().ImmediateFlush(EImmediateFlushType::FlushRHIThread);
Device->WaitUntilIdle();
}
}
check(EnumHasAllFlags(Texture->GetDesc().Flags, TexCreate_CPUReadback));
OutData = Texture->GetMappedPointer();
Texture->InvalidateMappedMemory();
OutWidth = Texture->GetSizeX();
OutHeight = Texture->GetSizeY();
}
void FVulkanDynamicRHI::RHIUnmapStagingSurface(FRHITexture* TextureRHI, uint32 GPUIndex)
{
}
void FVulkanDynamicRHI::RHIReadSurfaceFloatData(FRHITexture* TextureRHI, FIntRect Rect, TArray<FFloat16Color>& OutData, ECubeFace CubeFace, int32 ArrayIndex, int32 MipIndex)
{
auto DoCopyFloat = [](FVulkanDevice* InDevice, const FVulkanTexture& VulkanTexture, uint32 InMipIndex, uint32 SrcBaseArrayLayer, FIntRect InRect, TArray<FFloat16Color>& OutputData)
{
ensure(VulkanTexture.StorageFormat == VK_FORMAT_R16G16B16A16_SFLOAT);
const FRHITextureDesc& Desc = VulkanTexture.GetDesc();
const uint32 NumPixels = (Desc.Extent.X >> InMipIndex) * (Desc.Extent.Y >> InMipIndex);
const uint32 Size = NumPixels * sizeof(FFloat16Color);
VulkanRHI::FStagingBuffer* StagingBuffer = InDevice->GetStagingManager().AcquireBuffer(Size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_HOST_CACHED_BIT);
// the staging buffer size may be bigger then the size due to alignment, etc. but it must not be smaller!
ensure(StagingBuffer->GetSize() >= Size);
VkBufferImageCopy CopyRegion;
FMemory::Memzero(CopyRegion);
//Region.bufferOffset = 0;
CopyRegion.bufferRowLength = FMath::Max(1, Desc.Extent.X >> InMipIndex);
CopyRegion.bufferImageHeight = FMath::Max(1, Desc.Extent.Y >> InMipIndex);
CopyRegion.imageSubresource.aspectMask = VulkanTexture.GetFullAspectMask();
CopyRegion.imageSubresource.mipLevel = InMipIndex;
CopyRegion.imageSubresource.baseArrayLayer = SrcBaseArrayLayer;
CopyRegion.imageSubresource.layerCount = 1;
CopyRegion.imageExtent.width = FMath::Max(1, Desc.Extent.X >> InMipIndex);
CopyRegion.imageExtent.height = FMath::Max(1, Desc.Extent.Y >> InMipIndex);
CopyRegion.imageExtent.depth = 1;
FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
RHICmdList.EnqueueLambda([CopyRegion, StagingBuffer, &VulkanTexture](FRHICommandListBase& ExecutingCmdList)
{
FVulkanCommandListContext& Context = FVulkanCommandListContext::Get(ExecutingCmdList);
FVulkanCommandBuffer& CommandBuffer = Context.GetCommandBuffer();
VulkanRHI::vkCmdCopyImageToBuffer(CommandBuffer.GetHandle(), VulkanTexture.Image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, StagingBuffer->GetHandle(), 1, &CopyRegion);
FVulkanPipelineBarrier AfterBarrier;
AfterBarrier.AddMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_HOST_READ_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_HOST_BIT);
AfterBarrier.Execute(&CommandBuffer);
});
// We need to execute the command list so we can read the data from the map below
RHICmdList.SubmitAndBlockUntilGPUIdle();
StagingBuffer->InvalidateMappedMemory();
uint32 OutWidth = InRect.Max.X - InRect.Min.X;
uint32 OutHeight= InRect.Max.Y - InRect.Min.Y;
OutputData.SetNumUninitialized(OutWidth * OutHeight);
uint32 OutIndex = 0;
FFloat16Color* Dest = OutputData.GetData();
void* MappedPointer = StagingBuffer->GetMappedPointer();
for (int32 Row = InRect.Min.Y; Row < InRect.Max.Y; ++Row)
{
FFloat16Color* Src = (FFloat16Color*)MappedPointer + Row * (Desc.Extent.X >> InMipIndex) + InRect.Min.X;
for (int32 Col = InRect.Min.X; Col < InRect.Max.X; ++Col)
{
OutputData[OutIndex++] = *Src++;
}
}
InDevice->GetStagingManager().ReleaseBuffer(nullptr, StagingBuffer);
};
FVulkanTexture& Surface = *ResourceCast(TextureRHI);
const FRHITextureDesc& Desc = Surface.GetDesc();
if (GIgnoreCPUReads)
{
// Debug: Fill with CPU
uint32 NumPixels = 0;
switch(Desc.Dimension)
{
case ETextureDimension::TextureCubeArray:
case ETextureDimension::TextureCube:
NumPixels = (Desc.Extent.X >> MipIndex) * (Desc.Extent.Y >> MipIndex);
break;
case ETextureDimension::Texture2DArray:
case ETextureDimension::Texture2D:
NumPixels = (Desc.Extent.X >> MipIndex) * (Desc.Extent.Y >> MipIndex);
break;
default:
checkNoEntry();
break;
}
OutData.Empty(0);
OutData.AddZeroed(NumPixels);
}
else
{
switch (TextureRHI->GetDesc().Dimension)
{
case ETextureDimension::TextureCubeArray:
case ETextureDimension::TextureCube:
DoCopyFloat(Device, Surface, MipIndex, CubeFace + 6 * ArrayIndex, Rect, OutData);
break;
case ETextureDimension::Texture2DArray:
case ETextureDimension::Texture2D:
DoCopyFloat(Device, Surface, MipIndex, ArrayIndex, Rect, OutData);
break;
default:
checkNoEntry();
break;
}
}
}
void FVulkanDynamicRHI::RHIRead3DSurfaceFloatData(FRHITexture* TextureRHI, FIntRect InRect, FIntPoint ZMinMax, TArray<FFloat16Color>& OutData)
{
FVulkanTexture& Surface = *ResourceCast(TextureRHI);
const FRHITextureDesc& Desc = Surface.GetDesc();
const uint32 SizeX = InRect.Width();
const uint32 SizeY = InRect.Height();
const uint32 SizeZ = ZMinMax.Y - ZMinMax.X;
const uint32 NumPixels = SizeX * SizeY * SizeZ;
const uint32 Size = NumPixels * sizeof(FFloat16Color);
// Allocate the output buffer.
OutData.SetNumUninitialized(Size);
if (GIgnoreCPUReads)
{
// Debug: Fill with CPU
FMemory::Memzero(OutData.GetData(), Size * sizeof(FFloat16Color));
return;
}
ensure(Surface.StorageFormat == VK_FORMAT_R16G16B16A16_SFLOAT);
VulkanRHI::FStagingBuffer* StagingBuffer = Device->GetStagingManager().AcquireBuffer(Size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_HOST_CACHED_BIT);
// the staging buffer size may be bigger then the size due to alignment, etc. but it must not be smaller!
ensure(StagingBuffer->GetSize() >= Size);
VkBufferImageCopy CopyRegion;
FMemory::Memzero(CopyRegion);
//Region.bufferOffset = 0;
CopyRegion.bufferRowLength = Desc.Extent.X;
CopyRegion.bufferImageHeight = Desc.Extent.Y;
CopyRegion.imageSubresource.aspectMask = Surface.GetFullAspectMask();
//CopyRegion.imageSubresource.mipLevel = 0;
//CopyRegion.imageSubresource.baseArrayLayer = 0;
CopyRegion.imageSubresource.layerCount = 1;
CopyRegion.imageOffset.x = InRect.Min.X;
CopyRegion.imageOffset.y = InRect.Min.Y;
CopyRegion.imageOffset.z = ZMinMax.X;
CopyRegion.imageExtent.width = SizeX;
CopyRegion.imageExtent.height = SizeY;
CopyRegion.imageExtent.depth = SizeZ;
FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
RHICmdList.EnqueueLambda([CopyRegion, StagingBuffer, &Surface](FRHICommandListBase& ExecutingCmdList)
{
FVulkanCommandListContext& Context = FVulkanCommandListContext::Get(ExecutingCmdList);
FVulkanCommandBuffer& CommandBuffer = Context.GetCommandBuffer();
VulkanRHI::vkCmdCopyImageToBuffer(CommandBuffer.GetHandle(), Surface.Image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, StagingBuffer->GetHandle(), 1, &CopyRegion);
FVulkanPipelineBarrier AfterBarrier;
AfterBarrier.AddMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_HOST_READ_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_HOST_BIT);
AfterBarrier.Execute(&CommandBuffer);
});
// We need to execute the command list so we can read the data from the map below
RHICmdList.SubmitAndBlockUntilGPUIdle();
StagingBuffer->InvalidateMappedMemory();
FFloat16Color* Dest = OutData.GetData();
for (int32 Layer = ZMinMax.X; Layer < ZMinMax.Y; ++Layer)
{
for (int32 Row = InRect.Min.Y; Row < InRect.Max.Y; ++Row)
{
FFloat16Color* Src = (FFloat16Color*)StagingBuffer->GetMappedPointer() + Layer * SizeX * SizeY + Row * Desc.Extent.X + InRect.Min.X;
for (int32 Col = InRect.Min.X; Col < InRect.Max.X; ++Col)
{
*Dest++ = *Src++;
}
}
}
FFloat16Color* End = OutData.GetData() + OutData.Num();
checkf(Dest <= End, TEXT("Memory overwrite! Calculated total size %d: SizeX %d SizeY %d SizeZ %d; InRect(%d, %d, %d, %d) InZ(%d, %d)"),
Size, SizeX, SizeY, SizeZ, InRect.Min.X, InRect.Min.Y, InRect.Max.X, InRect.Max.Y, ZMinMax.X, ZMinMax.Y);
Device->GetStagingManager().ReleaseBuffer(nullptr, StagingBuffer);
}
VkFormat FVulkanCommandListContext::GetSwapchainImageFormat() const
{
TArray<FVulkanViewport*>& viewports = FVulkanDynamicRHI::Get().GetViewports();
if (viewports.Num() == 0)
{
return VK_FORMAT_UNDEFINED;
}
return viewports[0]->GetSwapchainImageFormat();
}
FVulkanSwapChain* FVulkanCommandListContext::GetSwapChain() const
{
TArray<FVulkanViewport*>& viewports = FVulkanDynamicRHI::Get().GetViewports();
uint32 numViewports = viewports.Num();
if (viewports.Num() == 0)
{
return nullptr;
}
return viewports[0]->GetSwapChain();
}
bool FVulkanCommandListContext::IsSwapchainImage(FRHITexture* InTexture) const
{
TArray<FVulkanViewport*>& Viewports = FVulkanDynamicRHI::Get().GetViewports();
uint32 NumViewports = Viewports.Num();
for (uint32 i = 0; i < NumViewports; i++)
{
VkImage Image = ResourceCast(InTexture)->Image;
uint32 BackBufferImageCount = Viewports[i]->GetBackBufferImageCount();
for (uint32 SwapchainImageIdx = 0; SwapchainImageIdx < BackBufferImageCount; SwapchainImageIdx++)
{
if (Image == Viewports[i]->GetBackBufferImage(SwapchainImageIdx))
{
return true;
}
}
}
return false;
}
void FVulkanCommandListContext::RHIBeginRenderPass(const FRHIRenderPassInfo& InInfo, const TCHAR* InName)
{
RenderPassInfo = InInfo;
if (InInfo.NumOcclusionQueries > 0)
{
BeginOcclusionQueryBatch(InInfo.NumOcclusionQueries);
}
// Acquire a descriptor pool set on a first render pass
AcquirePoolSetContainer();
const bool bNeedsAllPlanes = Device.NeedsAllPlanes();
FRHITexture* DSTexture = InInfo.DepthStencilRenderTarget.DepthStencilTarget;
VkImageLayout CurrentDepthLayout = VK_IMAGE_LAYOUT_UNDEFINED;
VkImageLayout CurrentStencilLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if (DSTexture)
{
FVulkanTexture& VulkanTexture = *ResourceCast(DSTexture);
const VkImageAspectFlags AspectFlags = VulkanTexture.GetFullAspectMask();
const FExclusiveDepthStencil ExclusiveDepthStencil = InInfo.DepthStencilRenderTarget.ExclusiveDepthStencil;
if (VKHasAnyFlags(AspectFlags, VK_IMAGE_ASPECT_DEPTH_BIT))
{
if (ExclusiveDepthStencil.IsDepthWrite())
{
CurrentDepthLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
}
else if (ExclusiveDepthStencil.IsDepthRead())
{
CurrentDepthLayout = VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL;
}
else if (bNeedsAllPlanes)
{
CurrentDepthLayout = FVulkanPipelineBarrier::GetDepthOrStencilLayout(VulkanTexture.AllPlanesTrackedAccess[0]);
}
}
if (VKHasAnyFlags(AspectFlags, VK_IMAGE_ASPECT_STENCIL_BIT))
{
if (ExclusiveDepthStencil.IsStencilWrite())
{
CurrentStencilLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
}
else if (ExclusiveDepthStencil.IsStencilRead())
{
CurrentStencilLayout = VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL;
}
else if (bNeedsAllPlanes)
{
CurrentStencilLayout = FVulkanPipelineBarrier::GetDepthOrStencilLayout(VulkanTexture.AllPlanesTrackedAccess[1]);
}
}
}
FVulkanRenderTargetLayout RTLayout(Device, InInfo, CurrentDepthLayout, CurrentStencilLayout);
check(RTLayout.GetExtent2D().width != 0 && RTLayout.GetExtent2D().height != 0);
FVulkanRenderPass* RenderPass = Device.GetRenderPassManager().GetOrCreateRenderPass(RTLayout);
FRHISetRenderTargetsInfo RTInfo;
InInfo.ConvertToRenderTargetsInfo(RTInfo);
FVulkanFramebuffer* Framebuffer = Device.GetRenderPassManager().GetOrCreateFramebuffer(RTInfo, RTLayout, RenderPass);
checkf(RenderPass != nullptr && Framebuffer != nullptr, TEXT("RenderPass not started! Bad combination of values? Depth %p #Color %d Color0 %p"), (void*)InInfo.DepthStencilRenderTarget.DepthStencilTarget, InInfo.GetNumColorRenderTargets(), (void*)InInfo.ColorRenderTargets[0].RenderTarget);
const bool bIsParallelRenderPass = (CurrentParallelRenderPassInfo != nullptr);
FVulkanBeginRenderPassInfo BeginRenderPassInfo{*RenderPass, *Framebuffer, bIsParallelRenderPass};
Device.GetRenderPassManager().BeginRenderPass(*this, InInfo, RTLayout, BeginRenderPassInfo);
check(!CurrentRenderPass);
CurrentRenderPass = RenderPass;
CurrentFramebuffer = Framebuffer;
}
void FVulkanCommandListContext::RHIEndRenderPass()
{
Device.GetRenderPassManager().EndRenderPass(*this);
const bool bHasOcclusionQueries = (RenderPassInfo.NumOcclusionQueries > 0);
if (bHasOcclusionQueries)
{
// Force the syncs points to be signaled right after the render pass containing the queries
FlushPendingSyncPoints();
}
check(CurrentRenderPass);
CurrentRenderPass = nullptr;
}
void FVulkanCommandListContext::RHINextSubpass()
{
check(CurrentRenderPass);
FVulkanCommandBuffer& CommandBuffer = GetCommandBuffer();
VkCommandBuffer CommandBufferHandle = CommandBuffer.GetHandle();
VulkanRHI::vkCmdNextSubpass(CommandBufferHandle, VK_SUBPASS_CONTENTS_INLINE);
}
// Need a separate struct so we can memzero/remove dependencies on reference counts
struct FRenderPassCompatibleHashableStruct
{
FRenderPassCompatibleHashableStruct()
{
FMemory::Memzero(*this);
}
uint8 NumAttachments;
uint8 MultiViewCount;
uint8 NumSamples;
uint8 SubpassHint;
// +1 for Depth, +1 for Stencil, +1 for Fragment Density
VkFormat Formats[MaxSimultaneousRenderTargets + 3];
uint16 AttachmentsToResolve;
};
// Need a separate struct so we can memzero/remove dependencies on reference counts
struct FRenderPassFullHashableStruct
{
FRenderPassFullHashableStruct()
{
FMemory::Memzero(*this);
}
// +1 for Depth, +1 for Stencil, +1 for Fragment Density
TEnumAsByte<VkAttachmentLoadOp> LoadOps[MaxSimultaneousRenderTargets + 3];
TEnumAsByte<VkAttachmentStoreOp> StoreOps[MaxSimultaneousRenderTargets + 3];
// If the initial != final we need to add FinalLayout and potentially RefLayout
VkImageLayout InitialLayout[MaxSimultaneousRenderTargets + 3];
//VkImageLayout FinalLayout[MaxSimultaneousRenderTargets + 3];
//VkImageLayout RefLayout[MaxSimultaneousRenderTargets + 3];
};
VkImageLayout FVulkanRenderTargetLayout::GetVRSImageLayout() const
{
if (ValidateShadingRateDataType())
{
if (GRHIVariableRateShadingImageDataType == VRSImage_Palette)
{
return VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
}
if (GRHIVariableRateShadingImageDataType == VRSImage_Fractional)
{
return VK_IMAGE_LAYOUT_FRAGMENT_DENSITY_MAP_OPTIMAL_EXT;
}
}
return VK_IMAGE_LAYOUT_UNDEFINED;
}
FVulkanRenderTargetLayout::FVulkanRenderTargetLayout(FVulkanDevice& InDevice, const FRHISetRenderTargetsInfo& RTInfo)
: NumAttachmentDescriptions(0)
, NumColorAttachments(0)
, bHasDepthStencil(false)
, bHasResolveAttachments(false)
, bHasDepthStencilResolve(false)
, bHasFragmentDensityAttachment(false)
, NumSamples(0)
, NumUsedClearValues(0)
, MultiViewCount(0)
{
ResetAttachments();
FRenderPassCompatibleHashableStruct CompatibleHashInfo;
FRenderPassFullHashableStruct FullHashInfo;
bool bSetExtent = false;
bool bFoundClearOp = false;
for (int32 Index = 0; Index < RTInfo.NumColorRenderTargets; ++Index)
{
const FRHIRenderTargetView& RTView = RTInfo.ColorRenderTarget[Index];
if (RTView.Texture)
{
FVulkanTexture* Texture = ResourceCast(RTView.Texture);
check(Texture);
const FRHITextureDesc& TextureDesc = Texture->GetDesc();
if (bSetExtent)
{
ensure(Extent.Extent3D.width == FMath::Max(1, TextureDesc.Extent.X >> RTView.MipIndex));
ensure(Extent.Extent3D.height == FMath::Max(1, TextureDesc.Extent.Y >> RTView.MipIndex));
ensure(Extent.Extent3D.depth == TextureDesc.Depth);
}
else
{
bSetExtent = true;
Extent.Extent3D.width = FMath::Max(1, TextureDesc.Extent.X >> RTView.MipIndex);
Extent.Extent3D.height = FMath::Max(1, TextureDesc.Extent.Y >> RTView.MipIndex);
Extent.Extent3D.depth = TextureDesc.Depth;
}
ensure(!NumSamples || NumSamples == Texture->GetNumSamples());
NumSamples = Texture->GetNumSamples();
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
CurrDesc.samples = static_cast<VkSampleCountFlagBits>(NumSamples);
CurrDesc.format = UEToVkTextureFormat(RTView.Texture->GetFormat(), EnumHasAllFlags(TextureDesc.Flags, TexCreate_SRGB));
CurrDesc.loadOp = RenderTargetLoadActionToVulkan(RTView.LoadAction);
bFoundClearOp = bFoundClearOp || (CurrDesc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR);
CurrDesc.storeOp = RenderTargetStoreActionToVulkan(RTView.StoreAction);
CurrDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
CurrDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
// Removed this temporarily as we need a way to determine if the target is actually memoryless
/*if (EnumHasAllFlags(Texture->UEFlags, TexCreate_Memoryless))
{
ensure(CurrDesc.storeOp == VK_ATTACHMENT_STORE_OP_DONT_CARE);
}*/
// If the initial != final we need to change the FullHashInfo and use FinalLayout
CurrDesc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
CurrDesc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
ColorReferences[NumColorAttachments].attachment = NumAttachmentDescriptions;
ColorReferences[NumColorAttachments].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
const bool bHasValidResolveAttachment = RTInfo.bHasResolveAttachments && RTInfo.ColorResolveRenderTarget[Index].Texture;
if (CurrDesc.samples > VK_SAMPLE_COUNT_1_BIT && bHasValidResolveAttachment)
{
Desc[NumAttachmentDescriptions + 1] = Desc[NumAttachmentDescriptions];
Desc[NumAttachmentDescriptions + 1].samples = VK_SAMPLE_COUNT_1_BIT;
Desc[NumAttachmentDescriptions + 1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
ResolveReferences[NumColorAttachments].attachment = NumAttachmentDescriptions + 1;
ResolveReferences[NumColorAttachments].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
CompatibleHashInfo.AttachmentsToResolve |= (uint16)(1 << NumColorAttachments);
++NumAttachmentDescriptions;
bHasResolveAttachments = true;
}
CompatibleHashInfo.Formats[NumColorAttachments] = CurrDesc.format;
FullHashInfo.LoadOps[NumColorAttachments] = CurrDesc.loadOp;
FullHashInfo.StoreOps[NumColorAttachments] = CurrDesc.storeOp;
FullHashInfo.InitialLayout[NumColorAttachments] = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
++CompatibleHashInfo.NumAttachments;
++NumAttachmentDescriptions;
++NumColorAttachments;
}
}
if (RTInfo.DepthStencilRenderTarget.Texture)
{
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
FMemory::Memzero(CurrDesc);
FVulkanTexture* Texture = ResourceCast(RTInfo.DepthStencilRenderTarget.Texture);
check(Texture);
const FRHITextureDesc& TextureDesc = Texture->GetDesc();
ensure(!NumSamples || NumSamples == Texture->GetNumSamples());
NumSamples = TextureDesc.NumSamples;
CurrDesc.samples = static_cast<VkSampleCountFlagBits>(NumSamples);
CurrDesc.format = UEToVkTextureFormat(RTInfo.DepthStencilRenderTarget.Texture->GetFormat(), false);
CurrDesc.loadOp = RenderTargetLoadActionToVulkan(RTInfo.DepthStencilRenderTarget.DepthLoadAction);
CurrDesc.stencilLoadOp = RenderTargetLoadActionToVulkan(RTInfo.DepthStencilRenderTarget.StencilLoadAction);
bFoundClearOp = bFoundClearOp || (CurrDesc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR || CurrDesc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR);
CurrDesc.storeOp = RenderTargetStoreActionToVulkan(RTInfo.DepthStencilRenderTarget.DepthStoreAction);
CurrDesc.stencilStoreOp = RenderTargetStoreActionToVulkan(RTInfo.DepthStencilRenderTarget.GetStencilStoreAction());
// Removed this temporarily as we need a way to determine if the target is actually memoryless
/*if (EnumHasAllFlags(Texture->UEFlags, TexCreate_Memoryless))
{
ensure(CurrDesc.storeOp == VK_ATTACHMENT_STORE_OP_DONT_CARE);
ensure(CurrDesc.stencilStoreOp == VK_ATTACHMENT_STORE_OP_DONT_CARE);
}*/
const VkImageLayout DepthLayout = RTInfo.DepthStencilRenderTarget.GetDepthStencilAccess().IsDepthWrite() ? VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL;
const VkImageLayout StencilLayout = RTInfo.DepthStencilRenderTarget.GetDepthStencilAccess().IsStencilWrite() ? VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL;
// If the initial != final we need to change the FullHashInfo and use FinalLayout
CurrDesc.initialLayout = DepthLayout;
CurrDesc.finalLayout = DepthLayout;
StencilDesc.stencilInitialLayout = StencilLayout;
StencilDesc.stencilFinalLayout = StencilLayout;
DepthReference.attachment = NumAttachmentDescriptions;
DepthReference.layout = DepthLayout;
StencilReference.stencilLayout = StencilLayout;
// Use depth/stencil resolve target only if we're MSAA
const bool bDepthStencilResolve = (RTInfo.DepthStencilRenderTarget.DepthStoreAction == ERenderTargetStoreAction::EMultisampleResolve) || (RTInfo.DepthStencilRenderTarget.GetStencilStoreAction() == ERenderTargetStoreAction::EMultisampleResolve);
if (GRHISupportsDepthStencilResolve && bDepthStencilResolve && CurrDesc.samples > VK_SAMPLE_COUNT_1_BIT && RTInfo.DepthStencilResolveRenderTarget.Texture)
{
Desc[NumAttachmentDescriptions + 1] = Desc[NumAttachmentDescriptions];
Desc[NumAttachmentDescriptions + 1].samples = VK_SAMPLE_COUNT_1_BIT;
Desc[NumAttachmentDescriptions + 1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
Desc[NumAttachmentDescriptions + 1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
DepthStencilResolveReference.attachment = NumAttachmentDescriptions + 1;
DepthStencilResolveReference.layout = DepthLayout;
// NumColorAttachments was incremented after the last color attachment
ensureMsgf(NumColorAttachments < 16, TEXT("Must have room for depth resolve bit"));
CompatibleHashInfo.AttachmentsToResolve |= (uint16)(1 << NumColorAttachments);
++NumAttachmentDescriptions;
bHasDepthStencilResolve = true;
}
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets] = CurrDesc.loadOp;
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets + 1] = CurrDesc.stencilLoadOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets] = CurrDesc.storeOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets + 1] = CurrDesc.stencilStoreOp;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets] = DepthLayout;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets + 1] = StencilLayout;
CompatibleHashInfo.Formats[MaxSimultaneousRenderTargets] = CurrDesc.format;
++NumAttachmentDescriptions;
bHasDepthStencil = true;
if (bSetExtent)
{
// Depth can be greater or equal to color. Clamp to the smaller size.
Extent.Extent3D.width = FMath::Min<uint32>(Extent.Extent3D.width, TextureDesc.Extent.X);
Extent.Extent3D.height = FMath::Min<uint32>(Extent.Extent3D.height, TextureDesc.Extent.Y);
}
else
{
bSetExtent = true;
Extent.Extent3D.width = TextureDesc.Extent.X;
Extent.Extent3D.height = TextureDesc.Extent.Y;
Extent.Extent3D.depth = Texture->GetNumberOfArrayLevels();
}
}
if (GRHISupportsAttachmentVariableRateShading && RTInfo.ShadingRateTexture)
{
FVulkanTexture* Texture = ResourceCast(RTInfo.ShadingRateTexture);
check(Texture->GetFormat() == GRHIVariableRateShadingImageFormat);
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
FMemory::Memzero(CurrDesc);
const VkImageLayout VRSLayout = GetVRSImageLayout();
CurrDesc.flags = 0;
CurrDesc.format = UEToVkTextureFormat(RTInfo.ShadingRateTexture->GetFormat(), false);
CurrDesc.samples = static_cast<VkSampleCountFlagBits>(RTInfo.ShadingRateTexture->GetNumSamples());
CurrDesc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
CurrDesc.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
CurrDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
CurrDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
CurrDesc.initialLayout = VRSLayout;
CurrDesc.finalLayout = VRSLayout;
FragmentDensityReference.attachment = NumAttachmentDescriptions;
FragmentDensityReference.layout = VRSLayout;
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets + 2] = CurrDesc.stencilLoadOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets + 2] = CurrDesc.stencilStoreOp;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets + 2] = VRSLayout;
CompatibleHashInfo.Formats[MaxSimultaneousRenderTargets + 1] = CurrDesc.format;
++NumAttachmentDescriptions;
bHasFragmentDensityAttachment = true;
}
SubpassHint = ESubpassHint::None;
CompatibleHashInfo.SubpassHint = 0;
CompatibleHashInfo.NumSamples = NumSamples;
CompatibleHashInfo.MultiViewCount = MultiViewCount;
RenderPassCompatibleHash = FCrc::MemCrc32(&CompatibleHashInfo, sizeof(CompatibleHashInfo));
RenderPassFullHash = FCrc::MemCrc32(&FullHashInfo, sizeof(FullHashInfo), RenderPassCompatibleHash);
NumUsedClearValues = bFoundClearOp ? NumAttachmentDescriptions : 0;
bCalculatedHash = true;
}
FVulkanRenderTargetLayout::FVulkanRenderTargetLayout(FVulkanDevice& InDevice, const FRHIRenderPassInfo& RPInfo, VkImageLayout CurrentDepthLayout, VkImageLayout CurrentStencilLayout)
: NumAttachmentDescriptions(0)
, NumColorAttachments(0)
, bHasDepthStencil(false)
, bHasResolveAttachments(false)
, bHasDepthStencilResolve(false)
, bHasFragmentDensityAttachment(false)
, NumSamples(0)
, NumUsedClearValues(0)
, MultiViewCount(RPInfo.MultiViewCount)
{
ResetAttachments();
FRenderPassCompatibleHashableStruct CompatibleHashInfo;
FRenderPassFullHashableStruct FullHashInfo;
bool bSetExtent = false;
bool bFoundClearOp = false;
bool bMultiviewRenderTargets = false;
int32 NumColorRenderTargets = RPInfo.GetNumColorRenderTargets();
for (int32 Index = 0; Index < NumColorRenderTargets; ++Index)
{
const FRHIRenderPassInfo::FColorEntry& ColorEntry = RPInfo.ColorRenderTargets[Index];
FVulkanTexture* Texture = ResourceCast(ColorEntry.RenderTarget);
check(Texture);
const FRHITextureDesc& TextureDesc = Texture->GetDesc();
if (bSetExtent)
{
ensure(Extent.Extent3D.width == FMath::Max(1, TextureDesc.Extent.X >> ColorEntry.MipIndex));
ensure(Extent.Extent3D.height == FMath::Max(1, TextureDesc.Extent.Y >> ColorEntry.MipIndex));
ensure(Extent.Extent3D.depth == TextureDesc.Depth);
}
else
{
bSetExtent = true;
Extent.Extent3D.width = FMath::Max(1, TextureDesc.Extent.X >> ColorEntry.MipIndex);
Extent.Extent3D.height = FMath::Max(1, TextureDesc.Extent.Y >> ColorEntry.MipIndex);
Extent.Extent3D.depth = TextureDesc.Depth;
}
// CustomResolveSubpass can have targets with a different NumSamples
ensure(!NumSamples || NumSamples == ColorEntry.RenderTarget->GetNumSamples() || RPInfo.SubpassHint == ESubpassHint::CustomResolveSubpass);
NumSamples = ColorEntry.RenderTarget->GetNumSamples();
ensure(!GetIsMultiView() || !bMultiviewRenderTargets || Texture->GetNumberOfArrayLevels() > 1);
bMultiviewRenderTargets = Texture->GetNumberOfArrayLevels() > 1;
// With a CustomResolveSubpass last color attachment is a resolve target
bool bCustomResolveAttachment = (Index == (NumColorRenderTargets - 1)) && RPInfo.SubpassHint == ESubpassHint::CustomResolveSubpass;
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
CurrDesc.samples = bCustomResolveAttachment ? VK_SAMPLE_COUNT_1_BIT : static_cast<VkSampleCountFlagBits>(NumSamples);
CurrDesc.format = UEToVkTextureFormat(ColorEntry.RenderTarget->GetFormat(), EnumHasAllFlags(Texture->GetDesc().Flags, TexCreate_SRGB));
CurrDesc.loadOp = RenderTargetLoadActionToVulkan(GetLoadAction(ColorEntry.Action));
bFoundClearOp = bFoundClearOp || (CurrDesc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR);
CurrDesc.storeOp = RenderTargetStoreActionToVulkan(GetStoreAction(ColorEntry.Action));
CurrDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
CurrDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
if (EnumHasAnyFlags(Texture->GetDesc().Flags, TexCreate_Memoryless))
{
ensure(CurrDesc.storeOp == VK_ATTACHMENT_STORE_OP_DONT_CARE);
}
// If the initial != final we need to change the FullHashInfo and use FinalLayout
CurrDesc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
CurrDesc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
ColorReferences[NumColorAttachments].attachment = NumAttachmentDescriptions;
ColorReferences[NumColorAttachments].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
if (CurrDesc.samples > VK_SAMPLE_COUNT_1_BIT && ColorEntry.ResolveTarget)
{
Desc[NumAttachmentDescriptions + 1] = Desc[NumAttachmentDescriptions];
Desc[NumAttachmentDescriptions + 1].samples = VK_SAMPLE_COUNT_1_BIT;
Desc[NumAttachmentDescriptions + 1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
ResolveReferences[NumColorAttachments].attachment = NumAttachmentDescriptions + 1;
ResolveReferences[NumColorAttachments].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
CompatibleHashInfo.AttachmentsToResolve |= (uint16)(1 << NumColorAttachments);
++NumAttachmentDescriptions;
bHasResolveAttachments = true;
}
CompatibleHashInfo.Formats[NumColorAttachments] = CurrDesc.format;
FullHashInfo.LoadOps[NumColorAttachments] = CurrDesc.loadOp;
FullHashInfo.InitialLayout[NumColorAttachments] = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
FullHashInfo.StoreOps[NumColorAttachments] = CurrDesc.storeOp;
++CompatibleHashInfo.NumAttachments;
++NumAttachmentDescriptions;
++NumColorAttachments;
}
bool bMultiViewDepthStencil = false;
if (RPInfo.DepthStencilRenderTarget.DepthStencilTarget)
{
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
FMemory::Memzero(CurrDesc);
FVulkanTexture* Texture = ResourceCast(RPInfo.DepthStencilRenderTarget.DepthStencilTarget);
check(Texture);
const FRHITextureDesc& TextureDesc = Texture->GetDesc();
bMultiViewDepthStencil = (Texture->GetNumberOfArrayLevels() > 1) && !Texture->GetDesc().IsTextureCube();
CurrDesc.samples = static_cast<VkSampleCountFlagBits>(RPInfo.DepthStencilRenderTarget.DepthStencilTarget->GetNumSamples());
// CustomResolveSubpass can have targets with a different NumSamples
ensure(!NumSamples || CurrDesc.samples == NumSamples || RPInfo.SubpassHint == ESubpassHint::CustomResolveSubpass);
NumSamples = CurrDesc.samples;
CurrDesc.format = UEToVkTextureFormat(RPInfo.DepthStencilRenderTarget.DepthStencilTarget->GetFormat(), false);
CurrDesc.loadOp = RenderTargetLoadActionToVulkan(GetLoadAction(GetDepthActions(RPInfo.DepthStencilRenderTarget.Action)));
CurrDesc.stencilLoadOp = RenderTargetLoadActionToVulkan(GetLoadAction(GetStencilActions(RPInfo.DepthStencilRenderTarget.Action)));
bFoundClearOp = bFoundClearOp || (CurrDesc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR || CurrDesc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR);
CurrDesc.storeOp = RenderTargetStoreActionToVulkan(GetStoreAction(GetDepthActions(RPInfo.DepthStencilRenderTarget.Action)));
CurrDesc.stencilStoreOp = RenderTargetStoreActionToVulkan(GetStoreAction(GetStencilActions(RPInfo.DepthStencilRenderTarget.Action)));
if (EnumHasAnyFlags(TextureDesc.Flags, TexCreate_Memoryless))
{
ensure(CurrDesc.storeOp == VK_ATTACHMENT_STORE_OP_DONT_CARE);
ensure(CurrDesc.stencilStoreOp == VK_ATTACHMENT_STORE_OP_DONT_CARE);
}
if (FVulkanPlatform::RequiresDepthStencilFullWrite() &&
Texture->GetFullAspectMask() == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT) &&
(CurrDesc.storeOp == VK_ATTACHMENT_STORE_OP_STORE || CurrDesc.stencilStoreOp == VK_ATTACHMENT_STORE_OP_STORE))
{
// Workaround for old mali drivers: writing not all of the image aspects to compressed render-target could cause gpu-hang
CurrDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
CurrDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
}
// If the initial != final we need to change the FullHashInfo and use FinalLayout
CurrDesc.initialLayout = CurrentDepthLayout;
CurrDesc.finalLayout = CurrentDepthLayout;
StencilDesc.stencilInitialLayout = CurrentStencilLayout;
StencilDesc.stencilFinalLayout = CurrentStencilLayout;
// We can't have the final layout be UNDEFINED, but it's possible that we get here from a transient texture
// where the stencil was never used yet. We can set the layout to whatever we want, the next transition will
// happen from UNDEFINED anyhow.
if (CurrentDepthLayout == VK_IMAGE_LAYOUT_UNDEFINED)
{
// Unused image aspects with a LoadOp but undefined layout should just remain untouched
if (!RPInfo.DepthStencilRenderTarget.ExclusiveDepthStencil.IsUsingDepth() &&
InDevice.GetOptionalExtensions().HasEXTLoadStoreOpNone &&
(CurrDesc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD))
{
CurrDesc.loadOp = VK_ATTACHMENT_LOAD_OP_NONE_KHR;
}
check(CurrDesc.storeOp == VK_ATTACHMENT_STORE_OP_DONT_CARE);
CurrDesc.finalLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
}
if (CurrentStencilLayout == VK_IMAGE_LAYOUT_UNDEFINED)
{
// Unused image aspects with a LoadOp but undefined layout should just remain untouched
if (!RPInfo.DepthStencilRenderTarget.ExclusiveDepthStencil.IsUsingStencil() &&
InDevice.GetOptionalExtensions().HasEXTLoadStoreOpNone &&
(CurrDesc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD))
{
CurrDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_NONE_KHR;
}
check(CurrDesc.stencilStoreOp == VK_ATTACHMENT_STORE_OP_DONT_CARE);
StencilDesc.stencilFinalLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
}
DepthReference.attachment = NumAttachmentDescriptions;
DepthReference.layout = CurrentDepthLayout;
StencilReference.stencilLayout = CurrentStencilLayout;
if (GRHISupportsDepthStencilResolve && CurrDesc.samples > VK_SAMPLE_COUNT_1_BIT && RPInfo.DepthStencilRenderTarget.ResolveTarget)
{
Desc[NumAttachmentDescriptions + 1] = Desc[NumAttachmentDescriptions];
Desc[NumAttachmentDescriptions + 1].samples = VK_SAMPLE_COUNT_1_BIT;
Desc[NumAttachmentDescriptions + 1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
Desc[NumAttachmentDescriptions + 1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
DepthStencilResolveReference.attachment = NumAttachmentDescriptions + 1;
DepthStencilResolveReference.layout = CurrentDepthLayout;
// NumColorAttachments was incremented after the last color attachment
ensureMsgf(NumColorAttachments < 16, TEXT("Must have room for depth resolve bit"));
CompatibleHashInfo.AttachmentsToResolve |= (uint16)(1 << NumColorAttachments);
++NumAttachmentDescriptions;
bHasDepthStencilResolve = true;
}
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets] = CurrDesc.loadOp;
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets + 1] = CurrDesc.stencilLoadOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets] = CurrDesc.storeOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets + 1] = CurrDesc.stencilStoreOp;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets] = CurrentDepthLayout;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets + 1] = CurrentStencilLayout;
CompatibleHashInfo.Formats[MaxSimultaneousRenderTargets] = CurrDesc.format;
++NumAttachmentDescriptions;
bHasDepthStencil = true;
if (bSetExtent)
{
// Depth can be greater or equal to color. Clamp to the smaller size.
Extent.Extent3D.width = FMath::Min<uint32>(Extent.Extent3D.width, TextureDesc.Extent.X);
Extent.Extent3D.height = FMath::Min<uint32>(Extent.Extent3D.height, TextureDesc.Extent.Y);
}
else
{
bSetExtent = true;
Extent.Extent3D.width = TextureDesc.Extent.X;
Extent.Extent3D.height = TextureDesc.Extent.Y;
Extent.Extent3D.depth = TextureDesc.Depth;
}
}
else if (NumColorRenderTargets == 0)
{
// No Depth and no color, it's a raster-only pass so make sure the renderArea will be set up properly
checkf(RPInfo.ResolveRect.IsValid(), TEXT("For raster-only passes without render targets, ResolveRect has to contain the render area"));
bSetExtent = true;
Offset.Offset3D.x = RPInfo.ResolveRect.X1;
Offset.Offset3D.y = RPInfo.ResolveRect.Y1;
Offset.Offset3D.z = 0;
Extent.Extent3D.width = RPInfo.ResolveRect.X2 - RPInfo.ResolveRect.X1;
Extent.Extent3D.height = RPInfo.ResolveRect.Y2 - RPInfo.ResolveRect.Y1;
Extent.Extent3D.depth = 1;
}
if (GRHISupportsAttachmentVariableRateShading && RPInfo.ShadingRateTexture)
{
FVulkanTexture* Texture = ResourceCast(RPInfo.ShadingRateTexture);
check(Texture->GetFormat() == GRHIVariableRateShadingImageFormat);
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
FMemory::Memzero(CurrDesc);
const VkImageLayout VRSLayout = GetVRSImageLayout();
CurrDesc.flags = 0;
CurrDesc.format = UEToVkTextureFormat(RPInfo.ShadingRateTexture->GetFormat(), false);
CurrDesc.samples = static_cast<VkSampleCountFlagBits>(RPInfo.ShadingRateTexture->GetNumSamples());
CurrDesc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
CurrDesc.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
CurrDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
CurrDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
CurrDesc.initialLayout = VRSLayout;
CurrDesc.finalLayout = VRSLayout;
FragmentDensityReference.attachment = NumAttachmentDescriptions;
FragmentDensityReference.layout = VRSLayout;
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets + 2] = CurrDesc.stencilLoadOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets + 2] = CurrDesc.stencilStoreOp;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets + 2] = VRSLayout;
CompatibleHashInfo.Formats[MaxSimultaneousRenderTargets + 1] = CurrDesc.format;
++NumAttachmentDescriptions;
bHasFragmentDensityAttachment = true;
}
SubpassHint = RPInfo.SubpassHint;
CompatibleHashInfo.SubpassHint = (uint8)RPInfo.SubpassHint;
CompatibleHashInfo.NumSamples = NumSamples;
CompatibleHashInfo.MultiViewCount = MultiViewCount;
// Depth prepass has no color RTs but has a depth attachment that must be multiview
if (MultiViewCount > 1 && !bMultiviewRenderTargets && !(NumColorRenderTargets == 0 && bMultiViewDepthStencil))
{
UE_LOG(LogVulkan, Error, TEXT("Non multiview textures on a multiview layout!"));
}
RenderPassCompatibleHash = FCrc::MemCrc32(&CompatibleHashInfo, sizeof(CompatibleHashInfo));
RenderPassFullHash = FCrc::MemCrc32(&FullHashInfo, sizeof(FullHashInfo), RenderPassCompatibleHash);
NumUsedClearValues = bFoundClearOp ? NumAttachmentDescriptions : 0;
bCalculatedHash = true;
}
FVulkanRenderTargetLayout::FVulkanRenderTargetLayout(const FGraphicsPipelineStateInitializer& Initializer)
: NumAttachmentDescriptions(0)
, NumColorAttachments(0)
, bHasDepthStencil(false)
, bHasResolveAttachments(false)
, bHasDepthStencilResolve(false)
, bHasFragmentDensityAttachment(false)
, NumSamples(0)
, NumUsedClearValues(0)
, MultiViewCount(0)
{
ResetAttachments();
FRenderPassCompatibleHashableStruct CompatibleHashInfo;
FRenderPassFullHashableStruct FullHashInfo;
bool bFoundClearOp = false;
MultiViewCount = Initializer.MultiViewCount;
NumSamples = Initializer.NumSamples;
for (uint32 Index = 0; Index < Initializer.RenderTargetsEnabled; ++Index)
{
EPixelFormat UEFormat = (EPixelFormat)Initializer.RenderTargetFormats[Index];
if (UEFormat != PF_Unknown)
{
// With a CustomResolveSubpass last color attachment is a resolve target
bool bCustomResolveAttachment = (Index == (Initializer.RenderTargetsEnabled - 1)) && Initializer.SubpassHint == ESubpassHint::CustomResolveSubpass;
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
CurrDesc.samples = bCustomResolveAttachment ? VK_SAMPLE_COUNT_1_BIT : static_cast<VkSampleCountFlagBits>(NumSamples);
CurrDesc.format = UEToVkTextureFormat(UEFormat, EnumHasAllFlags(Initializer.RenderTargetFlags[Index], TexCreate_SRGB));
CurrDesc.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
CurrDesc.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
CurrDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
CurrDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
// If the initial != final we need to change the FullHashInfo and use FinalLayout
CurrDesc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
CurrDesc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
ColorReferences[NumColorAttachments].attachment = NumAttachmentDescriptions;
ColorReferences[NumColorAttachments].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
if (CurrDesc.samples > VK_SAMPLE_COUNT_1_BIT)
{
Desc[NumAttachmentDescriptions + 1] = Desc[NumAttachmentDescriptions];
Desc[NumAttachmentDescriptions + 1].samples = VK_SAMPLE_COUNT_1_BIT;
Desc[NumAttachmentDescriptions + 1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
ResolveReferences[NumColorAttachments].attachment = NumAttachmentDescriptions + 1;
ResolveReferences[NumColorAttachments].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
CompatibleHashInfo.AttachmentsToResolve |= (uint16)(1 << NumColorAttachments);
++NumAttachmentDescriptions;
bHasResolveAttachments = true;
}
CompatibleHashInfo.Formats[NumColorAttachments] = CurrDesc.format;
FullHashInfo.LoadOps[NumColorAttachments] = CurrDesc.loadOp;
FullHashInfo.StoreOps[NumColorAttachments] = CurrDesc.storeOp;
FullHashInfo.InitialLayout[NumColorAttachments] = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
++CompatibleHashInfo.NumAttachments;
++NumAttachmentDescriptions;
++NumColorAttachments;
}
}
if (Initializer.DepthStencilTargetFormat != PF_Unknown)
{
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
FMemory::Memzero(CurrDesc);
CurrDesc.samples = static_cast<VkSampleCountFlagBits>(NumSamples);
CurrDesc.format = UEToVkTextureFormat(Initializer.DepthStencilTargetFormat, false);
CurrDesc.loadOp = RenderTargetLoadActionToVulkan(Initializer.DepthTargetLoadAction);
CurrDesc.stencilLoadOp = RenderTargetLoadActionToVulkan(Initializer.StencilTargetLoadAction);
if (CurrDesc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR || CurrDesc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR)
{
bFoundClearOp = true;
}
CurrDesc.storeOp = RenderTargetStoreActionToVulkan(Initializer.DepthTargetStoreAction);
CurrDesc.stencilStoreOp = RenderTargetStoreActionToVulkan(Initializer.StencilTargetStoreAction);
const VkImageLayout DepthLayout = Initializer.DepthStencilAccess.IsDepthWrite() ? VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL;
const VkImageLayout StencilLayout = Initializer.DepthStencilAccess.IsStencilWrite() ? VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL;
// If the initial != final we need to change the FullHashInfo and use FinalLayout
CurrDesc.initialLayout = DepthLayout;
CurrDesc.finalLayout = DepthLayout;
StencilDesc.stencilInitialLayout = StencilLayout;
StencilDesc.stencilFinalLayout = StencilLayout;
DepthReference.attachment = NumAttachmentDescriptions;
DepthReference.layout = DepthLayout;
StencilReference.stencilLayout = StencilLayout;
const bool bDepthStencilResolve = (Initializer.DepthTargetStoreAction == ERenderTargetStoreAction::EMultisampleResolve) || (Initializer.StencilTargetStoreAction == ERenderTargetStoreAction::EMultisampleResolve);
if (bDepthStencilResolve && GRHISupportsDepthStencilResolve && CurrDesc.samples > VK_SAMPLE_COUNT_1_BIT)
{
Desc[NumAttachmentDescriptions + 1] = Desc[NumAttachmentDescriptions];
Desc[NumAttachmentDescriptions + 1].samples = VK_SAMPLE_COUNT_1_BIT;
Desc[NumAttachmentDescriptions + 1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
Desc[NumAttachmentDescriptions + 1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
Desc[NumAttachmentDescriptions + 1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
DepthStencilResolveReference.attachment = NumAttachmentDescriptions + 1;
DepthStencilResolveReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// NumColorAttachments was incremented after the last color attachment
ensureMsgf(NumColorAttachments < 16, TEXT("Must have room for depth resolve bit"));
CompatibleHashInfo.AttachmentsToResolve |= (uint16)(1 << NumColorAttachments);
++NumAttachmentDescriptions;
bHasDepthStencilResolve = true;
}
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets] = CurrDesc.loadOp;
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets + 1] = CurrDesc.stencilLoadOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets] = CurrDesc.storeOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets + 1] = CurrDesc.stencilStoreOp;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets] = DepthLayout;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets + 1] = StencilLayout;
CompatibleHashInfo.Formats[MaxSimultaneousRenderTargets] = CurrDesc.format;
++NumAttachmentDescriptions;
bHasDepthStencil = true;
}
if (Initializer.bHasFragmentDensityAttachment)
{
VkAttachmentDescription& CurrDesc = Desc[NumAttachmentDescriptions];
FMemory::Memzero(CurrDesc);
const VkImageLayout VRSLayout = GetVRSImageLayout();
check(GRHIVariableRateShadingImageFormat != PF_Unknown);
CurrDesc.flags = 0;
CurrDesc.format = UEToVkTextureFormat(GRHIVariableRateShadingImageFormat, false);
CurrDesc.samples = VK_SAMPLE_COUNT_1_BIT;
CurrDesc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
CurrDesc.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
CurrDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
CurrDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
CurrDesc.initialLayout = VRSLayout;
CurrDesc.finalLayout = VRSLayout;
FragmentDensityReference.attachment = NumAttachmentDescriptions;
FragmentDensityReference.layout = VRSLayout;
FullHashInfo.LoadOps[MaxSimultaneousRenderTargets + 2] = CurrDesc.stencilLoadOp;
FullHashInfo.StoreOps[MaxSimultaneousRenderTargets + 2] = CurrDesc.stencilStoreOp;
FullHashInfo.InitialLayout[MaxSimultaneousRenderTargets + 2] = VRSLayout;
CompatibleHashInfo.Formats[MaxSimultaneousRenderTargets + 1] = CurrDesc.format;
++NumAttachmentDescriptions;
bHasFragmentDensityAttachment = true;
}
SubpassHint = Initializer.SubpassHint;
CompatibleHashInfo.SubpassHint = (uint8)Initializer.SubpassHint;
CompatibleHashInfo.NumSamples = NumSamples;
CompatibleHashInfo.MultiViewCount = MultiViewCount;
RenderPassCompatibleHash = FCrc::MemCrc32(&CompatibleHashInfo, sizeof(CompatibleHashInfo));
RenderPassFullHash = FCrc::MemCrc32(&FullHashInfo, sizeof(FullHashInfo), RenderPassCompatibleHash);
NumUsedClearValues = bFoundClearOp ? NumAttachmentDescriptions : 0;
bCalculatedHash = true;
}