Pass changes: Addressing PR feedback

main
antonmic 5 years ago
parent 886931f2a9
commit 2a982fa4b2

@ -100,7 +100,7 @@ namespace AZ
m_arraySize = arraySize;
m_updateChildren = true;
QueueForBuild();
QueueForBuildAndInitialization();
m_atlas.Initialize();
for (size_t cascadeIndex = 0; cascadeIndex < m_arraySize; ++cascadeIndex)
@ -215,7 +215,7 @@ namespace AZ
AZ_RPI_PASS_WARNING(child, "CascadedShadowmapsPass child Pass creation failed for %d", cascadeIndex);
if (child)
{
child->QueueForBuild();
child->QueueForBuildAndInitialization();
AddChild(child);
}
}

@ -1106,7 +1106,7 @@ namespace AZ
{
for (EsmShadowmapsPass* pass : it.second)
{
pass->QueueForBuild();
pass->QueueForBuildAndInitialization();
}
}
}

@ -73,7 +73,7 @@ namespace AZ
{
m_sizes = sizes;
m_updateChildren = true;
QueueForBuild();
QueueForBuildAndInitialization();
m_atlas.Initialize();
for (const auto& it : m_sizes)

@ -513,7 +513,7 @@ namespace AZ
desc.m_acesParameterOverrides.m_overrideDefaults != m_displayMapperConfigurationDescriptor.m_acesParameterOverrides.m_overrideDefaults)
{
m_flags.m_createChildren = true;
QueueForBuild();
QueueForBuildAndInitialization();
}
m_displayMapperConfigurationDescriptor = desc;
}

@ -38,7 +38,7 @@ namespace AZ
m_attachmentSize = image->GetRHIImage()->GetDescriptor().m_size;
m_attachmentFormat = format;
m_shaderResourceGroup->SetImage(m_textureIndex, image);
QueueForBuild();
QueueForBuildAndInitialization();
}
void RenderTexturePass::BuildInternal()

@ -526,7 +526,7 @@ namespace AZ::Render
for (EsmShadowmapsPass* esmPass : m_esmShadowmapsPasses)
{
esmPass->QueueForBuild();
esmPass->QueueForBuildAndInitialization();
}
for (ProjectedShadowmapsPass* shadowPass : m_projectedShadowmapsPasses)

@ -81,7 +81,7 @@ namespace AZ
//! ending with 'Internal' to define the behavior of your passes. These virtual are recursively
//! called in preorder traversal throughout the pass tree. Only FrameBegin and FrameEnd are
//! guaranteed to be called per frame. The other override-able functions are called as needed
//! when scheduled with the PassSystem. See QueueForBuild, QueueForRemoval and QueueForInitialization.
//! when scheduled with the PassSystem. See QueueForBuildAndInitialization, QueueForRemoval and QueueForInitialization.
//!
//! Passes are created by the PassFactory. They can be created using either Pass Name,
//! a PassTemplate, or a PassRequest. To register your pass class with the PassFactory,
@ -154,8 +154,8 @@ namespace AZ
// --- Utility functions ---
//! Queues the pass to have Build() called by the PassSystem on frame update
void QueueForBuild();
//! Queues the pass to have Build() and Initilize() called by the PassSystem on frame update
void QueueForBuildAndInitialization();
//! Queues the pass to have RemoveFromParent() called by the PassSystem on frame update
void QueueForRemoval();
@ -319,12 +319,12 @@ namespace AZ
// customize it's behavior, hence why these functions are called the pass behavior functions.
// Resets everything in the pass (like Attachments).
// Called from PassSystem when pass is QueueForBuild.
// Called from PassSystem when pass is QueueForBuildAndInitialization.
void Reset();
virtual void ResetInternal() { }
// Builds and sets up any attachments and input/output connections the pass needs.
// Called from PassSystem when pass is QueueForBuild.
// Called from PassSystem when pass is QueueForBuildAndInitialization.
void Build(bool calledFromPassSystem = false);
virtual void BuildInternal() { }
@ -403,7 +403,8 @@ namespace AZ
uint64_t m_parentEnabled : 1;
// If this is a parent pass, indicates if the pass has already created children this frame
uint64_t m_alreadyCreated : 1;
// Prevents ParentPass::CreateChildPasses from executing multiple times in the same pass
uint64_t m_alreadyCreatedChildren : 1;
// If this is a parent pass, indicates whether the pass needs to create child passes
uint64_t m_createChildren : 1;
@ -453,6 +454,10 @@ namespace AZ
// buffers and images don't get deleted during attachment build phase
void StoreImportedAttachmentReferences();
// Used by the RenderPipeline to create it's passes immediately instead of waiting on
// the next Pass System update. The function internally build and initializes the pass.
void ManualPipelineBuildAndInitialize();
// --- Hierarchy related functions ---
// Called when the pass gets a new spot in the pass hierarchy

@ -27,46 +27,75 @@ namespace AZ
namespace RPI
{
// This enum tracks the state of passes across build, initialization and rendering
//
// Standard order of state progression:
//
// Uninitialized -> Queued -> Resetting -> Reset -> Building -> Built -> Initializing -> Initialized -> Idle -> Rendering -> Idle ...
//
// Addition state transitions:
//
// Queued -> Resetting
// -> Building
// -> Initializing
//
// Idle -> Queued
// -> Resetting
// -> Building
// -> Initializing
// -> Rendering
//
// Rendering -> Idle
// -> Queued (Rendering will transition to Queued if a pass was queued with the PassSystem during Rendering)
//
enum class PassState : u8
{
// Default value, you should only ever see this in the Pass constructor
// Once the constructor is done, the Pass will set it's state to Reset
Uninitialized,
// |
// |
// V
// Pass is queued with the Pass System for an update (see PassQueueState below)
// From Queued, the pass can transition into Resetting, Building or Initializing depending on the PassQueueState
Queued,
// |
// |
// V
// Pass is currently in the process of resetting
// From Resetting, the pass can transition into
Resetting,
// Pass has been reset and is await build
// From Reset, the pass can transition to Building
// |
// |
// V
// Pass has been reset and is awaiting build
Reset,
// |
// |
// V
// Pass is currently building
// From Building, the pass can transition to Built
Building,
// |
// |
// V
// Pass has been built and is awaiting initialization
// From Built, the pass can transition to Initializing
Built,
// |
// |
// V
// Pass is currently being initialized
// From Initializing, the pass can transition to Initialized
Initializing,
// |
// |
// V
// Pass has been initialized
// From Initialized, the pass can transition to Idle
Initialized,
// |
// |
// V
// Idle state, pass is awaiting rendering
// From Idle, the pass can transition to Queued, Resetting, Building, Initializing or Rendering
Idle,
// |
// |
// V
// Pass is currently rendering. Pass must be in Idle state before entering this state
// From Rendering, the pass can transition to Idle or Queue if the pass was queued with the Pass System during Rendering
Rendering
};
@ -76,15 +105,15 @@ namespace AZ
// The pass is currently not in any queued state and may therefore transition to any queued state
NoQueue,
// The pass is queued for Removal at the start of the next frame. Cannot be overridden by any other queue state
// The pass is queued for Removal at the start of the next frame. Has the highest priority and cannot be overridden by any other queue state
QueuedForRemoval,
// The pass is queued for Build at the start of the frame. Note that any pass built at the start of the frame will also be initialized.
// This state can be overridden by QueuedForRemoval
QueuedForBuild,
// The pass is queued for Build at the start of the frame. Note that any pass built at the start of the frame will also be Initialized.
// This state can be overridden by QueuedForRemoval, as we don't want to build a pass that has been removed.
QueuedForBuildAndInitialization,
// The pass is queued for Initialization at the start of the frame.
// This state has the lowest priority and can therefore be overridden by QueueForBuild or QueueForRemoval
// This state has the lowest priority and can therefore be overridden by QueueForBuildAndInitialization or QueueForRemoval.
QueuedForInitialization,
};
}

@ -59,7 +59,7 @@ namespace AZ
child->m_parent = this;
child->OnHierarchyChange();
QueueForBuild();
QueueForBuildAndInitialization();
// Notify pipeline
if (m_pipeline)
@ -249,11 +249,11 @@ namespace AZ
void ParentPass::CreateChildPasses()
{
// The already created flag prevents this function from executing multiple times a frame
if (!m_flags.m_createChildren || m_flags.m_alreadyCreated)
if (!m_flags.m_createChildren || m_flags.m_alreadyCreatedChildren)
{
return;
}
m_flags.m_alreadyCreated = true;
m_flags.m_alreadyCreatedChildren = true;
RemoveChildren();
CreatePassesFromTemplate();

@ -73,7 +73,7 @@ namespace AZ
}
PassSystemInterface::Get()->RegisterPass(this);
QueueForBuild();
QueueForBuildAndInitialization();
// Skip reset since the pass just got created
m_state = PassState::Reset;
@ -1038,15 +1038,22 @@ namespace AZ
// --- Queuing functions with PassSystem ---
void Pass::QueueForBuild()
void Pass::QueueForBuildAndInitialization()
{
// Queue if not already queued or if queued for initialization only. Don't queue if we're currently building.
// Don't queue if we're currently building. Don't queue if we're already queued for Build or Removal
if (m_state != PassState::Building &&
(m_queueState == PassQueueState::NoQueue || m_queueState == PassQueueState::QueuedForInitialization))
m_queueState != PassQueueState::QueuedForBuildAndInitialization &&
m_queueState != PassQueueState::QueuedForRemoval)
{
// NOTE: We only queue for Build here, the queue for Initialization happens at the end of Pass::Build
// (doing it this way is an optimization to minimize the number of passes queued for initialization,
// as many passes will be initialized by their parent passes and thus don't need to be queued)
PassSystemInterface::Get()->QueueForBuild(this);
m_queueState = PassQueueState::QueuedForBuild;
m_queueState = PassQueueState::QueuedForBuildAndInitialization;
// Transition state
// If we are Rendering, the state will transition [Rendering -> Queued] in Pass::FrameEnd
if (m_state != PassState::Rendering)
{
m_state = PassState::Queued;
@ -1056,12 +1063,16 @@ namespace AZ
void Pass::QueueForInitialization()
{
// Only queue if the pass is not in any other queue. Don't queue if we're currently initializing.
// Only queue if the pass is not in any queue. Don't queue if we're currently initializing.
if (m_queueState == PassQueueState::NoQueue && m_state != PassState::Initializing)
{
PassSystemInterface::Get()->QueueForInitialization(this);
m_queueState = PassQueueState::QueuedForInitialization;
// Transition state
// If we are Rendering, the state will transition [Rendering -> Queued] in Pass::FrameEnd
// If the state is Built, preserve the state since [Built -> Initializing] is a valid transition
// Preserving PassState::Built lets the pass ignore subsequent build calls in the same frame
if (m_state != PassState::Rendering && m_state != PassState::Built)
{
m_state = PassState::Queued;
@ -1072,12 +1083,14 @@ namespace AZ
void Pass::QueueForRemoval()
{
// Skip only if we're already queued for removal, otherwise proceed.
// QueuedForRemoval overrides QueuedForBuild and QueuedForInitialization.
// QueuedForRemoval overrides QueuedForBuildAndInitialization and QueuedForInitialization.
if (m_queueState != PassQueueState::QueuedForRemoval)
{
PassSystemInterface::Get()->QueueForRemoval(this);
m_queueState = PassQueueState::QueuedForRemoval;
// Transition state
// If we are Rendering, the state will transition [Rendering -> Queued] in Pass::FrameEnd
if (m_state != PassState::Rendering)
{
m_state = PassState::Queued;
@ -1091,7 +1104,7 @@ namespace AZ
{
// Ensure we're in a valid state to reset. This ensures the pass won't be reset multiple times in the same frame.
bool execute = (m_state == PassState::Idle);
execute = execute || (m_state == PassState::Queued && m_queueState == PassQueueState::QueuedForBuild);
execute = execute || (m_state == PassState::Queued && m_queueState == PassQueueState::QueuedForBuildAndInitialization);
execute = execute || (m_state == PassState::Queued && m_queueState == PassQueueState::QueuedForInitialization);
if (!execute)
@ -1187,7 +1200,7 @@ namespace AZ
void Pass::OnInitializationFinished()
{
m_flags.m_alreadyCreated = false;
m_flags.m_alreadyCreatedChildren = false;
m_importedAttachmentStore.clear();
OnInitializationFinishedInternal();
@ -1305,6 +1318,13 @@ namespace AZ
return m_pipeline;
}
void Pass::ManualPipelineBuildAndInitialize()
{
Build();
Initialize();
OnInitializationFinished();
}
Scene* Pass::GetScene() const
{
if (m_pipeline)

@ -100,7 +100,7 @@ namespace AZ
m_passData.m_width = width;
m_passData.m_height = height;
OnUpdateOutputSize();
QueueForBuild();
QueueForBuildAndInitialization();
}
void RenderToTexturePass::OnUpdateOutputSize()

@ -72,7 +72,7 @@ namespace AZ
m_connections[outputSlotIndex] = inputSlotIndex;
// Queue to rebuild attachment connections
QueueForBuild();
QueueForBuildAndInitialization();
}
void SelectorPass::Connect(const AZ::Name& inputSlot, const AZ::Name& outputSlot)
@ -113,7 +113,7 @@ namespace AZ
m_connections[outputIdx] = inputIdx;
// Queue to rebuild attachment connections
QueueForBuild();
QueueForBuildAndInitialization();
}
} // namespace RPI

@ -150,7 +150,7 @@ namespace AZ
void SwapChainPass::OnWindowResized([[maybe_unused]] uint32_t width, [[maybe_unused]] uint32_t height)
{
QueueForBuild();
QueueForBuildAndInitialization();
}
void SwapChainPass::ReadbackSwapChain(AZStd::shared_ptr<AttachmentReadback> readback)

@ -109,9 +109,7 @@ namespace AZ
pipeline->m_rootPass->SetRenderPipeline(pipeline);
// Manually build the pipeline so we can gather the view tags from it's passes
pipeline->m_rootPass->Build();
pipeline->m_rootPass->Initialize();
pipeline->m_rootPass->OnInitializationFinished();
pipeline->m_rootPass->ManualPipelineBuildAndInitialize();
pipeline->BuildPipelineViews();
}
@ -327,9 +325,7 @@ namespace AZ
newRoot->SetRenderPipeline(this);
// Manually build the pipeline
newRoot->Build();
newRoot->Initialize();
newRoot->OnInitializationFinished();
newRoot->ManualPipelineBuildAndInitialize();
// Validate the new root
PassValidationResults validation;

Loading…
Cancel
Save