5.5 KiB
5.5 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
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RDG Debug笔记 | 2025-06-14 15:44:47 | ⭐ |
前言
Command
- r.rdg
- AsyncCompute
- BreakPoint
Reference
FAutoConsoleVariableRef CVarRDGDebug(
TEXT("r.RDG.Debug"),
GRDGDebug,
TEXT("Allow to output warnings for inefficiencies found during wiring and execution of the passes.\n")
TEXT(" 0: disabled;\n")
TEXT(" 1: emit warning once (default);\n")
TEXT(" 2: emit warning everytime issue is detected."),
ECVF_RenderThreadSafe);
FAutoConsoleVariableRef CVarRDGClobberResources(
TEXT("r.RDG.ClobberResources"),
GRDGClobberResources,
TEXT("Clears all render targets and texture / buffer UAVs with the requested clear color at allocation time. Useful for debugging.\n")
TEXT(" 0:off (default);\n")
TEXT(" 1: 1000 on RGBA channels;\n")
TEXT(" 2: NaN on RGBA channels;\n")
TEXT(" 3: +INFINITY on RGBA channels.\n"),
ECVF_Cheat | ECVF_RenderThreadSafe);
FAutoConsoleVariableRef CVarRDGOverlapUAVs(
TEXT("r.RDG.OverlapUAVs"), GRDGOverlapUAVs,
TEXT("RDG will overlap UAV work when requested; if disabled, UAV barriers are always inserted."),
ECVF_RenderThreadSafe);
FAutoConsoleVariableRef CVarRDGTransitionLog(
TEXT("r.RDG.TransitionLog"), GRDGTransitionLog,
TEXT("Logs resource transitions to the console.\n")
TEXT(" 0: disabled(default);\n")
TEXT(">0: enabled for N frames;\n")
TEXT("<0: enabled;\n"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<FString> CVarRDGDebugPassFilter(
TEXT("r.RDG.Debug.PassFilter"), TEXT(""),
TEXT("Filters certain debug events to specific passes. Set to 'None' to reset.\n"),
ECVF_Default);
TAutoConsoleVariable<FString> CVarRDGDebugResourceFilter(
TEXT("r.RDG.Debug.ResourceFilter"), TEXT(""),
TEXT("Filters certain debug events to a specific resource. Set to 'None' to reset.\n"),
ECVF_Default);
FAutoConsoleVariableRef CVarRDGParallelSetup(
TEXT("r.RDG.ParallelSetup"), GRDGParallelSetup,
TEXT("RDG will setup passes in parallel when prompted by calls to FRDGBuilder::FlushSetupQueue.")
TEXT(" 0: pass setup is done synchronously in AddPass;")
TEXT(" 1: pass setup is done asynchronously (default);"),
ECVF_RenderThreadSafe);
Visualize Texture Integration
vis
使用vis指令,可以打印vis指令帮助信息,以及当前帧使用到的所有的资源信息
vis [RT Name]
使用vis [RT Name]可以实时预览当前RT的内容,在调试渲染特性的时候可以很方便的Debug
vis [RT Name] bump
打印当前RT到Saved/Screenshots
vis off
关闭当前帧的debug模式
r.RDG.ImmediateMode
将RDG设置成理解执行模式,方便进行资源绑定Debug以及断点。
- RDG立即执行模式:
- 立刻执行Pass在其被添加的时候
- 产生和延后执行时一样的功能
- 如果打断点,会非常容易检查其创建的代码
- 由于这个原因,所以不能在AddPass后再去更改Pass参数
- 可以利用r.RDG.ImmediateMode在运行时切换
- 会消耗更多的内存,可以考虑使用r.Test.SecondaryUpscaleOverride运行在低分辨率下。(r.Test.SecondaryUpscaleOverride 设置的参数越大越模糊)
- r.RDG.ImmediateMode 1 / -rdgimmediate : 去除RDG的影响
- r.RHICmdBypass 1 :去除RHI和并行渲染的影响
- r.RDG.ParallelExecute=0
- r.RDG.ParallelSetup=0
RDG Async Compute
1.直接设置ComputePassFlags为ERDGPassFlags::AsyncCompute,剩下的工作交给RDG自动判断和设置
ERDGPassFlags ComputePassFlags = (GSupportsEfficientAsyncCompute && CVarTSRAsyncCompute.GetValueOnRenderThread() != 0) ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute;
TShaderMapRef<FTSRClearPrevTexturesCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR ClearPrevTextures %dx%d", InputRect.Width(), InputRect.Height()),
ComputePassFlags,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(InputRect.Size(), 8 * 2));
2.在Render层调整Pass顺序,为RDG提供更多Async Compute Overlap的可能性
ValidateShaderParameters
ValidateShaderParameters()可以检测RDG绑定的资源是否都存在。
-rdgdebug
r.RDG.Debug = 1
来开启。
RDG Insight
开启RDG Insight Plugin之后即可在UnrealInsight看到额外添加RDG Channel。
命令行启动游戏:
Game.exe -trace=rdg,defaults
DumpGPU
使用DumpGPU指令可以将当前帧的所有Pass和资源信息打印,可以很方便的进行查看。
在Console中输入DumpGPU指令,会弹出生成好的html文件:
执行OpenGPUDumpViewer.bat打开网页,默认只支持chrome浏览器,可以通过修改脚本调用别的浏览器:
可以看到各个Pass的信息:
显示当前帧所有CVar的值:
比较像素的值: