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			16 KiB
		
	
	
	
	
	
	
	
title, date, excerpt, tags, rating
| title | date | excerpt | tags | rating | 
|---|---|---|---|---|
| 剖析虚幻渲染体系(11)- RDG | 2024-02-04 21:42:54 | ⭐ | 
前言
原文地址:https://www.cnblogs.com/timlly/p/15217090.html
概念
- FRDGAllocator:简单的C++对象分配器, 用MemStack分配器追踪和销毁物体。
 - FComputeShaderUtils
- Dispatch():派发ComputeShader到RHI命令列表,携带其参数。
 - DispatchIndirect():派发非直接的ComputeShader到RHI命令列表,,携带其参数。
 - AddPass():派发计算着色器到RenderGraphBuilder, 携带其参数。
 - ClearUAV():清理UAV。
 - AddCopyTexturePass():增加拷贝纹理Pass。
 - AddCopyToResolveTargetPass():增加拷贝到解析目标的Pass。
 - AddEnqueueCopyPass():增加回读纹理的Pass。
 - AddPass():无参数的Pass增加。
 - AddBeginUAVOverlapPass()/AddEndUAVOverlapPass(): 其它特殊Pass。
 
 - FRDGResource:RDG资源并不是直接用RHI资源,而是包裹了RHI资源引用,然后针对不同类型的资源各自封装,且增加了额外的信息。
- FRDGUniformBuffer、TRDGUniformBuffer
 - FRDGParentResource:一种由图跟踪分配生命周期的渲染图资源。可能有引用它的子资源(例如视图)
 - FRDGView
 - FRDGBuffer、FRDGBufferSRV、FRDGBufferUAV
 - FRDGViewableResource:一种由图跟踪分配生命周期的RPGResource。可能有引用它的子资源
- FRDGTexture
 
 - FRDGView
- FRDGUnorderedAccessView、FRDGTextureUAV
 - FRDGShaderResourceView、FRDGTextureSRV
 
 
 - FRDGTextureDesc:创建渲染纹理的描述信息。
 - FRDGPooledTexture:贴图池里的贴图资源。
 - FRDGPooledBuffer:池化的缓冲区。
 - FRHITransition:用于表示RHI中挂起的资源转换的不透明表面材质数据结构。
 - FRDGBarrierBatch:RDG屏障批。
- FRDGBarrierBatchBegin
 - FRDGBarrierBatchEnd
 
 - FRDGPass
- TRDGLambdaPass
 - FRDGSentinelPass:哨兵Pass,用于开始/结束。
 
 - #FRDGBuilder
 
RDG基础类型
enum class ERDGBuilderFlags
{
	None = 0,
	/** Allows the builder to parallelize execution of passes. Without this flag, all passes execute on the render thread. */
	AllowParallelExecute = 1 << 0
};
/** Flags to annotate a pass with when calling AddPass. */
enum class ERDGPassFlags : uint16
{
	/** Pass doesn't have any inputs or outputs tracked by the graph. This may only be used by the parameterless AddPass function. */
	None = 0,
	/** Pass uses rasterization on the graphics pipe. */
	Raster = 1 << 0,
	/** Pass uses compute on the graphics pipe. */
	Compute = 1 << 1,
	/** Pass uses compute on the async compute pipe. */
	AsyncCompute = 1 << 2,
	/** Pass uses copy commands on the graphics pipe. */
	Copy = 1 << 3,
	/** Pass (and its producers) will never be culled. Necessary if outputs cannot be tracked by the graph. */
	NeverCull = 1 << 4,
	/** Render pass begin / end is skipped and left to the user. Only valid when combined with 'Raster'. Disables render pass merging for the pass. */
	SkipRenderPass = 1 << 5,
	/** Pass will never have its render pass merged with other passes. */
	NeverMerge = 1 << 6,
	/** Pass will never run off the render thread. */
	NeverParallel = 1 << 7,
	ParallelTranslate = 1 << 8,
	/** Pass uses copy commands but writes to a staging resource. */
	Readback = Copy | NeverCull
};
/** Flags to annotate a render graph buffer. */
enum class ERDGBufferFlags : uint8
{
	None = 0,
	/** Tag the buffer to survive through frame, that is important for multi GPU alternate frame rendering. */
	MultiFrame = 1 << 0,
	/** The buffer is ignored by RDG tracking and will never be transitioned. Use the flag when registering a buffer with no writable GPU flags.
	 *  Write access is not allowed for the duration of the graph. This flag is intended as an optimization to cull out tracking of read-only
	 *  buffers that are used frequently throughout the graph. Note that it's the user's responsibility to ensure the resource is in the correct
	 *  readable state for use with RDG passes, as RDG does not know the exact state of the resource.
	 */
	SkipTracking = 1 << 1,
	/** When set, RDG will perform its first barrier without splitting. Practically, this means the resource is left in its initial state
	 *  until the first pass it's used within the graph. Without this flag, the resource is split-transitioned at the start of the graph.
	 */
	ForceImmediateFirstBarrier = 1 << 2,
};
/** Flags to annotate a render graph texture. */
enum class ERDGTextureFlags : uint8
{
	None = 0,
	/** Tag the texture to survive through frame, that is important for multi GPU alternate frame rendering. */
	MultiFrame = 1 << 0,
	/** The buffer is ignored by RDG tracking and will never be transitioned. Use the flag when registering a buffer with no writable GPU flags.
	 *  Write access is not allowed for the duration of the graph. This flag is intended as an optimization to cull out tracking of read-only
	 *  buffers that are used frequently throughout the graph. Note that it's the user's responsibility to ensure the resource is in the correct
	 *  readable state for use with RDG passes, as RDG does not know the exact state of the resource.
	 */
	SkipTracking = 1 << 1,
	
	/** When set, RDG will perform its first barrier without splitting. Practically, this means the resource is left in its initial state
	 *  until the first pass it's used within the graph. Without this flag, the resource is split-transitioned at the start of the graph.
	 */
	ForceImmediateFirstBarrier = 1 << 2,
	/** Prevents metadata decompression on this texture. */
	MaintainCompression = 1 << 3,
};
ENUM_CLASS_FLAGS(ERDGTextureFlags);
/** Flags to annotate a view with when calling CreateUAV. */
enum class ERDGUnorderedAccessViewFlags : uint8
{
	None = 0,
	// The view will not perform UAV barriers between consecutive usage.
	SkipBarrier = 1 << 0
};
ENUM_CLASS_FLAGS(ERDGUnorderedAccessViewFlags);
/** The set of concrete parent resource types. */
enum class ERDGViewableResourceType : uint8
{
	Texture,
	Buffer,
	MAX
};
/** The set of concrete view types. */
enum class ERDGViewType : uint8
{
	TextureUAV,
	TextureSRV,
	BufferUAV,
	BufferSRV,
	MAX
};
inline ERDGViewableResourceType GetParentType(ERDGViewType ViewType)
{
	switch (ViewType)
	{
	case ERDGViewType::TextureUAV:
	case ERDGViewType::TextureSRV:
		return ERDGViewableResourceType::Texture;
	case ERDGViewType::BufferUAV:
	case ERDGViewType::BufferSRV:
		return ERDGViewableResourceType::Buffer;
	}
	checkNoEntry();
	return ERDGViewableResourceType::MAX;
}
enum class ERDGResourceExtractionFlags : uint8
{
	None = 0,
	// Allows the resource to remain transient. Only use this flag if you intend to register the resource back
	// into the graph and release the reference. This should not be used if the resource is cached for a long
	// period of time.
	AllowTransient = 1,
};
enum class ERDGInitialDataFlags : uint8
{
	/** Specifies the default behavior, which is to make a copy of the initial data for replay when
	 *  the graph is executed. The user does not need to preserve lifetime of the data pointer.
	 */
	None = 0,
	/** Specifies that the user will maintain ownership of the data until the graph is executed. The
	 *  upload pass will only use a reference to store the data. Use caution with this flag since graph
	 *  execution is deferred! Useful to avoid the copy if the initial data lifetime is guaranteed to
	 *  outlive the graph.
	 */
	 NoCopy = 1 << 0
};
enum class ERDGPooledBufferAlignment : uint8
{
	// The buffer size is not aligned.
	None,
	// The buffer size is aligned up to the next page size.
	Page,
	// The buffer size is aligned up to the next power of two.
	PowerOfTwo
};
/** Returns the equivalent parent resource type for a view type. */
inline ERDGViewableResourceType GetViewableResourceType(ERDGViewType ViewType)
{
	switch (ViewType)
	{
	case ERDGViewType::TextureUAV:
	case ERDGViewType::TextureSRV:
		return ERDGViewableResourceType::Texture;
	case ERDGViewType::BufferUAV:
	case ERDGViewType::BufferSRV:
		return ERDGViewableResourceType::Buffer;
	default:
		checkNoEntry();
		return ERDGViewableResourceType::MAX;
	}
}
using ERDGTextureMetaDataAccess = ERHITextureMetaDataAccess;
/** Returns the associated FRHITransitionInfo plane index. */
inline int32 GetResourceTransitionPlaneForMetadataAccess(ERDGTextureMetaDataAccess Metadata)
{
	switch (Metadata)
	{
	case ERDGTextureMetaDataAccess::CompressedSurface:
	case ERDGTextureMetaDataAccess::HTile:
	case ERDGTextureMetaDataAccess::Depth:
		return FRHITransitionInfo::kDepthPlaneSlice;
	case ERDGTextureMetaDataAccess::Stencil:
		return FRHITransitionInfo::kStencilPlaneSlice;
	default:
		return 0;
	}
}
FRDGBuilder
FRDGBuilder是RDG体系的心脏和发动机,也是个大管家,负责收集渲染Pass和参数,编译Pass、数据,处理资源依赖,裁剪和优化各类数据,还有提供执行接口。
重要函数:
- FindExternalTexture():查找外部纹理, 若找不到返回null.
 - RegisterExternalTexture():注册外部池内RT到RDG, 以便RDG追踪之. 池内RT可能包含两种RHI纹理: MSAA和非MSAA。
 - RegisterExternalBuffer():注册外部缓冲区到RDG, 以便RDG追踪之.
 - 资源创建接口:
- CreateTexture()
 - CreateBuffer()
 - CreateUAV()
 - CreateSRV()
 - CreateUniformBuffer()
 
 - 分配内存, 内存由RDG管理生命周期。
- Alloc()
 - AllocPOD()
 - AllocObject()
 - AllocParameters()
 
 - AddPass()
- FRDGPassRef AddPass(FRDGEventName&& Name, const ParameterStructType* ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda); :增加有参数的LambdaPass。
 - FRDGPassRef AddPass(FRDGEventName&& Name, const FShaderParametersMetadata* ParametersMetadata, const void* ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda); :增加带有实时生成结构体的LambdaPass
 - FRDGPassRef AddPass(FRDGEventName&& Name, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);:增加没有参数的LambdaPass
 
 - QueueTextureExtraction():在Builder执行末期, 提取池内纹理到指定的指针. 对于RDG创建的资源, 这将延长GPU资源的生命周期,直到执行,指针被填充. 如果指定,纹理将转换为AccessFinal状态, 否则将转换为kDefaultAccessFinal状态。
 - QueueBufferExtraction():在Builder执行末期, 提取缓冲区到指定的指针。
 - PreallocateTexture()/PreallocateBuffer():预分配资源. 只对RDG创建的资源, 会强制立即分配底层池内资源, 有效地将其推广到外部资源. 这将增加内存压力,但允许使用GetPooled{Texture, Buffer}查询池中的资源. 主要用于增量地将代码移植到RDG.
 - GetPooledTexture()/GetPooledBuffer():立即获取底层资源, 只允许用于注册或预分配的资源。
 - SetTextureAccessFinal()/SetBufferAccessFinal():设置执行之后的状态。
 - 变量
- RDG对象注册表
- FRDGPassRegistry Passes;
 - FRDGTextureRegistry Textures;
 - FRDGBufferRegistry Buffers;
 - FRDGViewRegistry Views;
 - FRDGUniformBufferRegistry UniformBuffers;
 
 
 - RDG对象注册表
 
FRDGBuilder::Compile
RDG编译期间的逻辑非常复杂,步骤繁多,先后经历构建生产者和消费者的依赖关系,确定Pass的裁剪等各类标记,调整资源的生命周期,裁剪Pass,处理Pass的资源转换和屏障,处理异步计算Pass的依赖和引用关系,查找并建立分叉和合并Pass节点,合并所有具体相同渲染目标的光栅化Pass等步骤。
RDG开发
注册外部资源
如果我们已有非RDG创建的资源,可以在RDG使用么?答案是可以,通过FRDGBuilder::RegisterExternalXXX接口可以完成将外部资源注册到RDG系统中。下面以注册纹理为例:
// 在RDG外创建RHI资源.
FRHIResourceCreateInfo CreateInfo;
FTexture2DRHIRef MyRHITexture = RHICreateTexture2D(1024, 768, PF_B8G8R8A8, 1, 1, TexCreate_CPUReadback, CreateInfo);
// 将外部创建的RHI资源注册成RDG资源.
FRDGTextureRef MyExternalRDGTexture = GraphBuilder.RegisterExternalTexture(MyRHITexture);
需要注意的是,外部注册的资源,RDG无法控制和管理其生命周期,需要保证RDG使用期间外部资源的生命周期处于正常状态,否则将引发异常甚至程序崩溃。
如果想从RDG资源获取RHI资源的实例,以下代码可达成:
FRHITexture* MyRHITexture = MyRDGTexture.GetRHI();
用图例展示RHI资源和RDG资源之间的转换关系:
- FRHIResource =>FRDGBuilder::RegisterExternalXXX =>FRDGResource
 - FRDGResource => FRDGResource::GetRHI => FRHIResource
 
提取资源
RDG收集Pass之后并非立即执行,而是延迟执行(包括资源被延迟创建或分配),这就导致了一个问题:如果想将渲染后的资源赋值给某个变量,无法使用立即模式,需要适配延迟执行模式。这种适配延迟执行的资源提取是通过以下接口来实现的:
- FRDGBuilder::QueueTextureExtraction
 - FRDGBuilder::QueueBufferExtraction
 
// 创建RDG纹理.
FRDGTextureRef MyRDGTexture;
FRDGTextureDesc MyTextureDesc = FRDGTextureDesc::Create2D(OutputExtent, HistoryPixelFormat, FClearValueBinding::Black, TexCreate_ShaderResource | TexCreate_UAV);
MyRDGTexture = GraphBuilder.CreateTexture(MyTextureDesc, "MyRDGTexture", ERDGTextureFlags::MultiFrame);
// 创建UAV并作为Pass的shader参数.
(......)
PassParameters->MyRDGTextureUAV = GraphBuilder.CreateUAV(MyRDGTexture);
(......)
// 增加Pass, 以便渲染图像到MyRDGTextureUAV.
FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("MyCustomPass", ...), ComputeShader, PassParameters, FComputeShaderUtils::GetGroupCount(8, 8));
// 入队提取资源.
TRefCountPtr<IPooledRenderTarget>* OutputRT;
GraphBuilder.QueueTextureExtraction(MyRDGTexture, &OutputRT);
// 对提取的OutputRT进行后续操作.
(......)
RDG调试
RDG系统存在一些控制台命令,其名称和描述如下:
| 控制台变量 | 描述 | 
|---|---|
| r.RDG.AsyncCompute | 控制异步计算策略:0-禁用;1-为异步计算Pass启用标记(默认);2-开启所有使用compute命令列表的计算通道。 | 
| r.RDG.Breakpoint | 当满足某些条件时,断点到调试器的断点位置。0-禁用,1~4-不同的特殊调试模式。 | 
| r.RDG.ClobberResources | 在分配时间用指定的清理颜色清除所有渲染目标和纹理/缓冲UAV。用于调试。 | 
| r.RDG.CullPasses | RDG是否开启裁剪无用的Pass。0-禁用,1-开启(默认)。 | 
| r.RDG.Debug | 允许输出在连接和执行过程中发现的效率低下的警告。 | 
| r.RDG.Debug.FlushGPU | 开启每次Pass执行后刷新指令到GPU。当设置(r.RDG.AsyncCompute=0)时禁用异步计算。 | 
| r.RDG.Debug.GraphFilter | 将某些调试事件过滤到特定的图中。 | 
| r.RDG.Debug.PassFilter | 将某些调试事件过滤到特定的Pass。 | 
| r.RDG.Debug.ResourceFilter | 将某些调试事件过滤到特定的资源。 | 
| r.RDG.DumpGraph | 将多个可视化日志转储到磁盘。0-禁用,1-显示生产者、消费者Pass依赖,2-显示资源状态和转换,3-显示图形、异步计算的重叠。 | 
| r.RDG.ExtendResourceLifetimes | RDG将把资源生命周期扩展到图的全部长度。会增加内存的占用。 | 
| r.RDG.ImmediateMode | 在创建Pass时执行Pass。当在Pass的Lambda中崩溃时,连接代码的调用堆栈非常有用。 | 
| r.RDG.MergeRenderPasses | 图形将合并相同的、连续的渲染通道到一个单一的渲染通道。0-禁用,1-开启(默认)。 | 
| r.RDG.OverlapUAVs | RDG将在需要时重叠UAV的工作。如果禁用,UAV屏障总是插入。 | 
| r.RDG.TransitionLog | 输出资源转换到控制台。 | 
| r.RDG.VerboseCSVStats | 控制RDG的CSV分析统计的详细程度。0-为图形执行生成一个CSV配置文件,1-为图形执行的每个阶段生成一个CSV文件。 | 
除了以上列出的RDG控制台,还有一些命令可以显示RDG系统运行过程中的有用信息。
vis列出所有有效的纹理,输入之后可能显示如下所示的信息: