vault backup: 2024-02-04 19:41:22

This commit is contained in:
BlueRose 2024-02-04 19:41:22 +08:00
parent c0f29e0601
commit 3da1c138cb
2 changed files with 195 additions and 57 deletions

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@ -47,62 +47,6 @@
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@ -13,4 +13,190 @@ rating: ⭐
- 比如输入的顶点数据、顶点Index数据、贴图数据等。
- FRHIResource抽象了GPU侧的资源也是众多RHI资源类型的父类。可以认为是承载**显卡API相关资源的载体**。
- 比如TextureSampler、TextureObject等。
- FRHICommand
- FRHICommand其父类为**FRHICommandBase**结构体。其含有**FRHICommandBase* Next**用来保存下一个Command的指针所以存储他的结构为**链表**。
- 含有接口void void ExecuteAndDestruct(FRHICommandListBase& CmdList, FRHICommandListDebugContext& DebugContext)。执行完就销毁。
- UE使用**FRHICOMMAND_MACRO**宏来快速定义各种RHICommand。主要功能包含
- 数据和资源的设置、更新、清理、转换、拷贝、回读。
- 图元绘制。
- Pass、SubPass、场景、ViewPort等的开始和结束事件。
- 栅栏、等待、广播接口。
- 光线追踪。
- Slate、调试相关的命令。
- FRHICommandList是**RHI的指令队列**用来管理、执行一组FRHICommand的对象。
- 其子类有**FRHICommandListImmediate**立即执行队列、FRHIComputeCommandList_RecursiveHazardous与TRHIComputeCommandList_RecursiveHazardous命令列表的递归使用
- IRHICommandContext是RHI的命令上下文接口类定义了一组图形API相关的操作。在可以并行处理命令列表的平台上它是一个单独的对象类。
- 主要的接口函数有:
- 派发ComputeShader
- 渲染查询(可见性?)
- 相关开始/结束函数。
- 设置数据Viewport、GraphicsPipelineState等
- 设置ShadserParameter
- 绘制图元
- 纹理拷贝/更新
- Raytracing
- IRHICommandContext的接口和FRHICommandList的接口高度相似且重叠。IRHICommandContext还有许多子类
- IRHICommandContextPSOFallback不支持真正的图形管道的RHI命令上下文。
- FNullDynamicRHI空实现的动态绑定RHI。
- FOpenGLDynamicRHIOpenGL的动态RHI。
- FD3D11DynamicRHID3D11的动态RHI。
- FMetalRHICommandContextMetal平台的命令上下文。
- FD3D12CommandContextBaseD3D12的命令上下文。
- FVulkanCommandListContextVulkan平台的命令队列上下文。
- FEmptyDynamicRHI动态绑定的RHI实现的接口。
- FValidationContext校验上下文。
- IRHICommandContextContainerIRHICommandContextContainer就是包含了IRHICommandContext对象的类型。相当于存储了一个或一组命令上下文的容器以支持并行化地提交命令队列只在D3D12、Metal、Vulkan等现代图形API中有实现。
- D3D12存储了FD3D12Adapter* Adapter、FD3D12CommandContext* CmdContext、 FD3D12CommandContextRedirector* CmdContextRedirector。
- FDynamicRHIFDynamicRHI是由动态绑定的RHI实现的接口它定义的接口和CommandList、CommandContext比较相似。
- 代码详见[[#FDynamicRHI]]
- FRHICommandListExecutor
## FDynamicRHI
```c++
class RHI_API FDynamicRHI
{
public:
virtual ~FDynamicRHI() {}
virtual void Init() = 0;
virtual void PostInit() {}
virtual void Shutdown() = 0;
void InitPixelFormatInfo(const TArray<uint32>& PixelFormatBlockBytesIn);
// ---- RHI接口 ----
// 下列接口要求FlushType: Thread safe
virtual FSamplerStateRHIRef RHICreateSamplerState(const FSamplerStateInitializerRHI& Initializer) = 0;
virtual FRasterizerStateRHIRef RHICreateRasterizerState(const FRasterizerStateInitializerRHI& Initializer) = 0;
virtual FDepthStencilStateRHIRef RHICreateDepthStencilState(const FDepthStencilStateInitializerRHI& Initializer) = 0;
virtual FBlendStateRHIRef RHICreateBlendState(const FBlendStateInitializerRHI& Initializer) = 0;
// 下列接口要求FlushType: Wait RHI Thread
virtual FVertexDeclarationRHIRef RHICreateVertexDeclaration(const FVertexDeclarationElementList& Elements) = 0;
virtual FPixelShaderRHIRef RHICreatePixelShader(TArrayView<const uint8> Code, const FSHAHash& Hash) = 0;
virtual FVertexShaderRHIRef RHICreateVertexShader(TArrayView<const uint8> Code, const FSHAHash& Hash) = 0;
virtual FHullShaderRHIRef RHICreateHullShader(TArrayView<const uint8> Code, const FSHAHash& Hash) = 0;
virtual FDomainShaderRHIRef RHICreateDomainShader(TArrayView<const uint8> Code, const FSHAHash& Hash) = 0;
virtual FGeometryShaderRHIRef RHICreateGeometryShader(TArrayView<const uint8> Code, const FSHAHash& Hash) = 0;
virtual FComputeShaderRHIRef RHICreateComputeShader(TArrayView<const uint8> Code, const FSHAHash& Hash) = 0;
// FlushType: Must be Thread-Safe.
virtual FRenderQueryPoolRHIRef RHICreateRenderQueryPool(ERenderQueryType QueryType, uint32 NumQueries = UINT32_MAX);
inline FComputeFenceRHIRef RHICreateComputeFence(const FName& Name);
virtual FGPUFenceRHIRef RHICreateGPUFence(const FName &Name);
virtual void RHICreateTransition(FRHITransition* Transition, ERHIPipeline SrcPipelines, ERHIPipeline DstPipelines, ERHICreateTransitionFlags CreateFlags, TArrayView<const FRHITransitionInfo> Infos);
virtual void RHIReleaseTransition(FRHITransition* Transition);
// FlushType: Thread safe.
virtual FStagingBufferRHIRef RHICreateStagingBuffer();
virtual void* RHILockStagingBuffer(FRHIStagingBuffer* StagingBuffer, FRHIGPUFence* Fence, uint32 Offset, uint32 SizeRHI);
virtual void RHIUnlockStagingBuffer(FRHIStagingBuffer* StagingBuffer);
// FlushType: Thread safe, but varies depending on the RHI
virtual FBoundShaderStateRHIRef RHICreateBoundShaderState(FRHIVertexDeclaration* VertexDeclaration, FRHIVertexShader* VertexShader, FRHIHullShader* HullShader, FRHIDomainShader* DomainShader, FRHIPixelShader* PixelShader, FRHIGeometryShader* GeometryShader) = 0;
// FlushType: Thread safe
virtual FGraphicsPipelineStateRHIRef RHICreateGraphicsPipelineState(const FGraphicsPipelineStateInitializer& Initializer);
// FlushType: Thread safe, but varies depending on the RHI
virtual FUniformBufferRHIRef RHICreateUniformBuffer(const void* Contents, const FRHIUniformBufferLayout& Layout, EUniformBufferUsage Usage, EUniformBufferValidation Validation) = 0;
virtual void RHIUpdateUniformBuffer(FRHIUniformBuffer* UniformBufferRHI, const void* Contents) = 0;
// FlushType: Wait RHI Thread
virtual FIndexBufferRHIRef RHICreateIndexBuffer(uint32 Stride, uint32 Size, uint32 InUsage, ERHIAccess InResourceState, FRHIResourceCreateInfo& CreateInfo) = 0;
virtual void* RHILockIndexBuffer(FRHICommandListImmediate& RHICmdList, FRHIIndexBuffer* IndexBuffer, uint32 Offset, uint32 Size, EResourceLockMode LockMode);
virtual void RHIUnlockIndexBuffer(FRHICommandListImmediate& RHICmdList, FRHIIndexBuffer* IndexBuffer);
virtual void RHITransferIndexBufferUnderlyingResource(FRHIIndexBuffer* DestIndexBuffer, FRHIIndexBuffer* SrcIndexBuffer);
// FlushType: Wait RHI Thread
virtual FVertexBufferRHIRef RHICreateVertexBuffer(uint32 Size, uint32 InUsage, ERHIAccess InResourceState, FRHIResourceCreateInfo& CreateInfo) = 0;
// FlushType: Flush RHI Thread
virtual void* RHILockVertexBuffer(FRHICommandListImmediate& RHICmdList, FRHIVertexBuffer* VertexBuffer, uint32 Offset, uint32 SizeRHI, EResourceLockMode LockMode);
virtual void RHIUnlockVertexBuffer(FRHICommandListImmediate& RHICmdList, FRHIVertexBuffer* VertexBuffer);
// FlushType: Flush Immediate (seems dangerous)
virtual void RHICopyVertexBuffer(FRHIVertexBuffer* SourceBuffer, FRHIVertexBuffer* DestBuffer) = 0;
virtual void RHITransferVertexBufferUnderlyingResource(FRHIVertexBuffer* DestVertexBuffer, FRHIVertexBuffer* SrcVertexBuffer);
// FlushType: Wait RHI Thread
virtual FStructuredBufferRHIRef RHICreateStructuredBuffer(uint32 Stride, uint32 Size, uint32 InUsage, ERHIAccess InResourceState, FRHIResourceCreateInfo& CreateInfo) = 0;
// FlushType: Flush RHI Thread
virtual void* RHILockStructuredBuffer(FRHICommandListImmediate& RHICmdList, FRHIStructuredBuffer* StructuredBuffer, uint32 Offset, uint32 SizeRHI, EResourceLockMode LockMode);
virtual void RHIUnlockStructuredBuffer(FRHICommandListImmediate& RHICmdList, FRHIStructuredBuffer* StructuredBuffer);
// FlushType: Wait RHI Thread
virtual FUnorderedAccessViewRHIRef RHICreateUnorderedAccessView(FRHIStructuredBuffer* StructuredBuffer, bool bUseUAVCounter, bool bAppendBuffer) = 0;
// FlushType: Wait RHI Thread
virtual FUnorderedAccessViewRHIRef RHICreateUnorderedAccessView(FRHITexture* Texture, uint32 MipLevel) = 0;
// FlushType: Wait RHI Thread
virtual FUnorderedAccessViewRHIRef RHICreateUnorderedAccessView(FRHITexture* Texture, uint32 MipLevel, uint8 Format);
(......)
// RHI帧更新须从主线程调用FlushType: Thread safe
virtual void RHITick(float DeltaTime) = 0;
// 阻塞CPU直到GPU执行完成变成空闲. FlushType: Flush Immediate (seems wrong)
virtual void RHIBlockUntilGPUIdle() = 0;
// 开始当前帧并确保GPU正在积极地工作 FlushType: Flush Immediate (copied from RHIBlockUntilGPUIdle)
virtual void RHISubmitCommandsAndFlushGPU() {};
// 通知RHI准备暂停它.
virtual void RHIBeginSuspendRendering() {};
// 暂停RHI渲染并将控制权交给系统的操作, FlushType: Thread safe
virtual void RHISuspendRendering() {};
// 继续RHI渲染, FlushType: Thread safe
virtual void RHIResumeRendering() {};
// FlushType: Flush Immediate
virtual bool RHIIsRenderingSuspended() { return false; };
// FlushType: called from render thread when RHI thread is flushed
// 仅在FRHIResource::FlushPendingDeletes内的延迟删除之前每帧调用.
virtual void RHIPerFrameRHIFlushComplete();
// 执行命令队列, FlushType: Wait RHI Thread
virtual void RHIExecuteCommandList(FRHICommandList* CmdList) = 0;
// FlushType: Flush RHI Thread
virtual void* RHIGetNativeDevice() = 0;
// FlushType: Flush RHI Thread
virtual void* RHIGetNativeInstance() = 0;
// 获取命令上下文. FlushType: Thread safe
virtual IRHICommandContext* RHIGetDefaultContext() = 0;
// 获取计算上下文. FlushType: Thread safe
virtual IRHIComputeContext* RHIGetDefaultAsyncComputeContext();
// FlushType: Thread safe
virtual class IRHICommandContextContainer* RHIGetCommandContextContainer(int32 Index, int32 Num) = 0;
// 直接由渲染线程调用的接口, 以优化RHI调用.
virtual FVertexBufferRHIRef CreateAndLockVertexBuffer_RenderThread(class FRHICommandListImmediate& RHICmdList, uint32 Size, uint32 InUsage, ERHIAccess InResourceState, FRHIResourceCreateInfo& CreateInfo, void*& OutDataBuffer);
virtual FIndexBufferRHIRef CreateAndLockIndexBuffer_RenderThread(class FRHICommandListImmediate& RHICmdList, uint32 Stride, uint32 Size, uint32 InUsage, ERHIAccess InResourceState, FRHIResourceCreateInfo& CreateInfo, void*& OutDataBuffer);
(......)
// Buffer Lock/Unlock
virtual void* LockVertexBuffer_BottomOfPipe(class FRHICommandListImmediate& RHICmdList, ...);
virtual void* LockIndexBuffer_BottomOfPipe(class FRHICommandListImmediate& RHICmdList, ...);
(......)
};
```
以上只显示了部分接口,其中部分接口要求从渲染线程调用,部分须从游戏线程调用。大多数接口在被调用前需刷新指定类型的命令,比如:
```c++
class RHI_API FDynamicRHI
{
// FlushType: Wait RHI Thread
void RHIExecuteCommandList(FRHICommandList* CmdList);
// FlushType: Flush Immediate
void RHIBlockUntilGPUIdle();
// FlushType: Thread safe
void RHITick(float DeltaTime);
};
```
可以在**FRHICommandListImmediate**的**ExecuteCommandList()**、**BlockUntilGPUIdle()**、**Tick()** 看到调用。
>需要注意的是传统图形APID3D11、OpenGL除了继承FDynamicRHI还需要继承**IRHICommandContextPSOFallback**因为需要借助后者的接口处理PSO的数据和行为以保证传统和现代API对PSO的一致处理行为。也正因为此现代图形APID3D12、Vulkan、Metal不需要继承**IRHICommandContext**的任何继承体系的类型,单单直接继承**FDynamicRHI**就可以处理RHI层的所有数据和操作。
既然现代图形APID3D12、Vulkan、Metal的**DynamicRHI**没有继承**IRHICommandContext**的任何继承体系的类型那么它们是如何实现FDynamicRHI::RHIGetDefaultContext的接口下面以FD3D12DynamicRHI为例