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RenderDependencyGraph学习笔记(二)——在插件中使用ComputeShader

RenderDependencyGraph学习笔记(二)——在插件中使用ComputeShader

前言

UE4 RDG(RenderDependencyGraph)渲染框架本质上是在原有渲染框架上基础上进行再次封装,它主要的设计目的就为了更好的管理每个资源的生命周期。同时Ue4的渲染管线已经都替换成了RDG框架了(但依然有很多非重要模块以及第三方插件没有替换),所以掌握以下RDG框架还是十分有必要的。

上一篇文章已经大致介绍了RDG框架的使用方法。看了前文的资料与官方的ppt,再看一下渲染管线的的代码基本就可以上手了写Shader。但作为一个工作与Ue4一点关系的业余爱好者,用的2014年的电脑通过修改渲染管线的方式来写Shader不太现实,编译一次3小时真心伤不起。同时google与Epic论坛也没有在插件中使用RDG的资料,所以我就花了些时间探索了一下用法,最后写了本文。因为非全职开发UE4,时间精力有限,不可避免得会有些错误,还请见谅。 代码写在我的插件里,如果感觉有用麻烦Star一下。位于在Rendering下的SimpleRDG.cpp与SimpleRenderingExample.h中。

https://github.com/blueroseslol/BRPlugins

首先还是从ComputeShader开始,因为比较简单。

参考文件

下面推荐几个参考文件,强烈推荐看GenerateMips,包含RDG Compute与GlobalShader两个案例。

  • GenerateMips.cpp
  • ShaderPrint.cpp
  • PostProcessCombineLUTs.cpp

搜索ERDGPassFlags::Compute就可以找到RDG调用ComputeShader的代码。

RDG的数据导入与导出

RDG需要使用RegisterExternalBuffer/Texture导入数据;GraphBuilder.QueueExternalBuffer/Texture取出渲染结果,这需要使用一个TRefCountPtr对象。直接使用RHIImmCmdList.CopyTexture尝试将FRDGTextureRef的数据拷贝出来时会触发禁止访问的断言。

UAV

UAV用于保存ComputeShader的计算结果,它的创建步骤如下:

实现使用宏声明Shader变量

SHADER_PARAMETER_UAV(Texture2D, MyUAV)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<float4>, MyUAV)

使用对应的函数创建并且绑定到对应Shader变量上

SHADER_PARAMETER_UAV对应CreateTexture(),SHADER_PARAMETER_RDG_BUFFER_UAV对应CreateUAV()。(前者没试过)

可以使用FRDGTextureUAVDesc与Buff两种方式进行创建。

SRV创建与使用

UAV是不能直接在Shader里读取,所以需要通过创建SRV的方式来读取。因为我并没有测试SRV,所以这里贴一下FGenerateMips中的部分代码:

TSharedPtr<FGenerateMipsStruct> FGenerateMips::SetupTexture(FRHITexture* InTexture, const FGenerateMipsParams& InParams)
{
check(InTexture->GetTexture2D());

    TSharedPtr<FGenerateMipsStruct> GenMipsStruct = MakeShareable(new FGenerateMipsStruct());

        FPooledRenderTargetDesc Desc;
        Desc.Extent.X = InTexture->GetSizeXYZ().X;
        Desc.Extent.Y = InTexture->GetSizeXYZ().Y;
        Desc.TargetableFlags = TexCreate_ShaderResource | TexCreate_RenderTargetable | TexCreate_UAV;
        Desc.Format = InTexture->GetFormat();
        Desc.NumMips = InTexture->GetNumMips();;
        Desc.DebugName = TEXT("GenerateMipPooledRTTexture");

        //Create the Pooled Render Target Resource from the input texture
        FRHIResourceCreateInfo CreateInfo(Desc.DebugName);

        //Initialise a new render target texture for creating an RDG Texture
        FSceneRenderTargetItem RenderTexture;

        //Update all the RenderTexture info
        RenderTexture.TargetableTexture = InTexture;
        RenderTexture.ShaderResourceTexture = InTexture;

        RenderTexture.SRVs.Empty(Desc.NumMips);
        RenderTexture.MipUAVs.Empty(Desc.NumMips);
        for (uint8 MipLevel = 0; MipLevel < Desc.NumMips; MipLevel++)
        {
            FRHITextureSRVCreateInfo SRVDesc;
            SRVDesc.MipLevel = MipLevel;
            RenderTexture.SRVs.Emplace(SRVDesc, RHICreateShaderResourceView((FTexture2DRHIRef&)InTexture, SRVDesc));

            RenderTexture.MipUAVs.Add(RHICreateUnorderedAccessView(InTexture, MipLevel));
        }
        RHIBindDebugLabelName(RenderTexture.TargetableTexture, Desc.DebugName);
        RenderTexture.UAV = RenderTexture.MipUAVs[0];

        //Create the RenderTarget from the PooledRenderTarget Desc and the new RenderTexture object.
    GRenderTargetPool.CreateUntrackedElement(Desc, GenMipsStruct->RenderTarget, RenderTexture);

        //Specify the Sampler details based on the input.
    GenMipsStruct->Sampler.Filter = InParams.Filter;
    GenMipsStruct->Sampler.AddressU = InParams.AddressU;
    GenMipsStruct->Sampler.AddressV = InParams.AddressV;
    GenMipsStruct->Sampler.AddressW = InParams.AddressW;

    return GenMipsStruct;
}

void FGenerateMips::Compute(FRHICommandListImmediate& RHIImmCmdList, FRHITexture* InTexture, TSharedPtr<FGenerateMipsStruct> GenMipsStruct)
{
    check(IsInRenderingThread());    
    //Currently only 2D textures supported
    check(InTexture->GetTexture2D());

    //Ensure the generate mips structure has been initialised correctly.
    check(GenMipsStruct);

    //Begin rendergraph for executing the compute shader
    FRDGBuilder GraphBuilder(RHIImmCmdList);
    FRDGTextureRef GraphTexture = GraphBuilder.RegisterExternalTexture(GenMipsStruct->RenderTarget, TEXT("GenerateMipsGraphTexture"));

    ···

    FRDGTextureSRVDesc SRVDesc = FRDGTextureSRVDesc::CreateForMipLevel(GraphTexture, MipLevel - 1);

    FGenerateMipsCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FGenerateMipsCS::FParameters>();
    PassParameters->MipInSRV = GraphBuilder.CreateSRV(SRVDesc);
}

可以看出是先通过CreateUntrackedElement()创建IPooledRenderTarget,之后再调用RegisterExternalTexture进行注册,最后再调用CreateSRV创建SRV。

另外IPooledRenderTarget除了有CreateUntrackedElement(),还有FindFreeElement()。这个函数就适合在多Pass RDG中使用了。

FRDGTextureRef GraphTexture = GraphBuilder.RegisterExternalTexture(GenMipsStruct->RenderTarget, TEXT("GenerateMipsGraphTexture"));

FRDGTextureSRVDesc SRVDesc = FRDGTextureSRVDesc::CreateForMipLevel(GraphTexture, MipLevel - 1);

FGenerateMipsCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FGenerateMipsCS::FParameters>();
PassParameters->MipInSRV = GraphBuilder.CreateSRV(SRVDesc);

在Shader中读取SRV

读取SRV与读取Texture相同,首先需要创建采样器:

SHADER_PARAMETER_SAMPLER(SamplerState, MipSampler)

PassParameters->MipSampler = RHIImmCmdList.CreateSamplerState(GenMipsStruct->Sampler);

之后就可以想Texture2D那样进行取值了:

#pragma once
#include "Common.ush"
#include "GammaCorrectionCommon.ush"

float2 TexelSize;
Texture2D MipInSRV;
#if GENMIPS_SRGB
RWTexture2D<half4> MipOutUAV;
#else
RWTexture2D<float4> MipOutUAV;
#endif
SamplerState MipSampler;

[numthreads(8, 8, 1)]
void MainCS(uint3 DT_ID : SV_DispatchThreadID)
{
    float2 UV = TexelSize * (DT_ID.xy + 0.5f);

#if GENMIPS_SRGB
    half4 outColor = MipInSRV.SampleLevel(MipSampler, UV, 0);
    outColor = half4(LinearToSrgb(outColor.xyz), outColor.w);
#else
    float4 outColor = MipInSRV.SampleLevel(MipSampler, UV, 0);
#endif

#if GENMIPS_SWIZZLE
    MipOutUAV[DT_ID.xy] = outColor.zyxw;
#else
    MipOutUAV[DT_ID.xy] = outColor;
#endif
}

RDGCompute完整代码

以下就是我写的例子,因为比较简单而且有注释,所以就不详细解释了。

void RDGCompute(FRHICommandListImmediate &RHIImmCmdList, FTexture2DRHIRef RenderTargetRHI, FSimpleShaderParameter InParameter)
{
    check(IsInRenderingThread());

    //Create PooledRenderTarget
    FPooledRenderTargetDesc RenderTargetDesc = FPooledRenderTargetDesc::Create2DDesc(RenderTargetRHI->GetSizeXY(),RenderTargetRHI->GetFormat(), FClearValueBinding::Black, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV, false);
    TRefCountPtr<IPooledRenderTarget> PooledRenderTarget;

    //RDG Begin
    FRDGBuilder GraphBuilder(RHIImmCmdList);
    FRDGTextureRef RDGRenderTarget = GraphBuilder.CreateTexture(RenderTargetDesc, TEXT("RDGRenderTarget"));

    //Setup Parameters
    FSimpleUniformStructParameters StructParameters;
    StructParameters.Color1 = InParameter.Color1;
    StructParameters.Color2 = InParameter.Color2;
    StructParameters.Color3 = InParameter.Color3;
    StructParameters.Color4 = InParameter.Color4;
    StructParameters.ColorIndex = InParameter.ColorIndex;

    FSimpleRDGComputeShader::FParameters *Parameters = GraphBuilder.AllocParameters<FSimpleRDGComputeShader::FParameters>();
    FRDGTextureUAVDesc UAVDesc(RDGRenderTarget);
    Parameters->SimpleUniformStruct = TUniformBufferRef<FSimpleUniformStructParameters>::CreateUniformBufferImmediate(StructParameters, UniformBuffer_SingleFrame);
    Parameters->OutTexture = GraphBuilder.CreateUAV(UAVDesc);

    //Get ComputeShader From GlobalShaderMap
    const ERHIFeatureLevel::Type FeatureLevel = GMaxRHIFeatureLevel; //ERHIFeatureLevel::SM5
    FGlobalShaderMap *GlobalShaderMap = GetGlobalShaderMap(FeatureLevel);
    TShaderMapRef<FSimpleRDGComputeShader> ComputeShader(GlobalShaderMap);

    //Compute Thread Group Count
    FIntVector ThreadGroupCount(
        RenderTargetRHI->GetSizeX() / 32,
        RenderTargetRHI->GetSizeY() / 32,
        1);

    //ValidateShaderParameters(PixelShader, Parameters);
    //ClearUnusedGraphResources(PixelShader, Parameters);

    GraphBuilder.AddPass(
        RDG_EVENT_NAME("RDGCompute"),
        Parameters,
        ERDGPassFlags::Compute,
        [Parameters, ComputeShader, ThreadGroupCount](FRHICommandList &RHICmdList) {
            FComputeShaderUtils::Dispatch(RHICmdList, ComputeShader, *Parameters, ThreadGroupCount);
        });

    GraphBuilder.QueueTextureExtraction(RDGRenderTarget, &PooledRenderTarget);
    GraphBuilder.Execute();

    //Copy Result To RenderTarget Asset
    RHIImmCmdList.CopyTexture(PooledRenderTarget->GetRenderTargetItem().ShaderResourceTexture, RenderTargetRHI->GetTexture2D(), FRHICopyTextureInfo());
    //RHIImmCmdList.CopyToResolveTarget(PooledRenderTarget->GetRenderTargetItem().ShaderResourceTexture, RenderTargetRHI->GetTexture2D(), FResolveParams());
}

调用绘制函数

与传统方法类似,调用上述渲染函数时需要使用ENQUEUE_RENDER_COMMAND(CaptureCommand)[]。下面是我写在蓝图函数库的代码。

void USimpleRenderingExampleBlueprintLibrary::UseRDGComput(const UObject *WorldContextObject, UTextureRenderTarget2D *OutputRenderTarget, FSimpleShaderParameter Parameter)
{
    check(IsInGameThread());

    FTexture2DRHIRef RenderTargetRHI = OutputRenderTarget->GameThread_GetRenderTargetResource()->GetRenderTargetTexture();

    ENQUEUE_RENDER_COMMAND(CaptureCommand)
    (
        [RenderTargetRHI, Parameter](FRHICommandListImmediate &RHICmdList) {
            SimpleRenderingExample::RDGCompute(RHICmdList, RenderTargetRHI, Parameter);
        });
}

如何使用

直接在蓝图中调用即可

注意RenderTarget的格式需要与UAV的格式一一对应。

结果: