11 KiB
11 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
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。