void FTesselatedScreenRectangleIndexBuffer::InitRHI() { TResourceArray<uint16, INDEXBUFFER_ALIGNMENT> IndexBuffer; uint32 NumIndices = NumPrimitives() * 3; IndexBuffer.AddUninitialized(NumIndices); uint16* Out = (uint16*)IndexBuffer.GetData(); for(uint32 y = 0; y < Height; ++y) { for(uint32 x = 0; x < Width; ++x) { // left top to bottom right in reading order uint16 Index00 = x + y * (Width + 1); uint16 Index10 = Index00 + 1; uint16 Index01 = Index00 + (Width + 1); uint16 Index11 = Index01 + 1; // todo: diagonal can be flipped on parts of the screen // triangle A *Out++ = Index00; *Out++ = Index01; *Out++ = Index10; // triangle B *Out++ = Index11; *Out++ = Index10; *Out++ = Index01; } } // Create index buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&IndexBuffer); IndexBufferRHI = RHICreateIndexBuffer(sizeof(uint16), IndexBuffer.GetResourceDataSize(), BUF_Static, CreateInfo); }
/** Initialize the RHI for this rendering resource */ void InitRHI() override { TResourceArray<FFilterVertex, VERTEXBUFFER_ALIGNMENT> Vertices; Vertices.SetNumUninitialized(6); Vertices[0].Position = FVector4(1, 1, 0, 1); Vertices[0].UV = FVector2D(1, 1); Vertices[1].Position = FVector4(0, 1, 0, 1); Vertices[1].UV = FVector2D(0, 1); Vertices[2].Position = FVector4(1, 0, 0, 1); Vertices[2].UV = FVector2D(1, 0); Vertices[3].Position = FVector4(0, 0, 0, 1); Vertices[3].UV = FVector2D(0, 0); //The final two vertices are used for the triangle optimization (a single triangle spans the entire viewport ) Vertices[4].Position = FVector4(-1, 1, 0, 1); Vertices[4].UV = FVector2D(-1, 1); Vertices[5].Position = FVector4(1, -1, 0, 1); Vertices[5].UV = FVector2D(1, -1); // Create vertex buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&Vertices); VertexBufferRHI = RHICreateVertexBuffer(Vertices.GetResourceDataSize(), BUF_Static, CreateInfo); }
/** * Initialize the RHI for this rendering resource */ void InitRHI() override { const int32 NumVerts = 8; TResourceArray<FVector4, VERTEXBUFFER_ALIGNMENT> Verts; Verts.SetNumUninitialized(NumVerts); for (uint32 Z = 0; Z < 2; Z++) { for (uint32 Y = 0; Y < 2; Y++) { for (uint32 X = 0; X < 2; X++) { const FVector4 Vertex = FVector4( (X ? -1 : 1), (Y ? -1 : 1), (Z ? -1 : 1), 1.0f ); Verts[GetCubeVertexIndex(X, Y, Z)] = Vertex; } } } uint32 Size = Verts.GetResourceDataSize(); // Create vertex buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&Verts); VertexBufferRHI = RHICreateVertexBuffer(Size, BUF_Static, CreateInfo); }
/** Initialize the RHI for this rendering resource */ void InitRHI() override { // Indices 0 - 5 are used for rendering a quad. Indices 6 - 8 are used for triangle optimization. const uint16 Indices[] = { 0, 1, 2, 2, 1, 3, 0, 4, 5 }; TResourceArray<uint16, INDEXBUFFER_ALIGNMENT> IndexBuffer; uint32 InternalNumIndices = ARRAY_COUNT(Indices); IndexBuffer.AddUninitialized(InternalNumIndices); FMemory::Memcpy(IndexBuffer.GetData(), Indices, InternalNumIndices * sizeof(uint16)); // Create index buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&IndexBuffer); IndexBufferRHI = RHICreateIndexBuffer(sizeof(uint16), IndexBuffer.GetResourceDataSize(), BUF_Static, CreateInfo); }
/** * Initialize the RHI for this rendering resource */ void InitRHI() override { TResourceArray<uint16, INDEXBUFFER_ALIGNMENT> Indices; NumIndices = ARRAY_COUNT(GCubeIndices); Indices.AddUninitialized(NumIndices); FMemory::Memcpy(Indices.GetData(), GCubeIndices, NumIndices * sizeof(uint16)); const uint32 Size = Indices.GetResourceDataSize(); const uint32 Stride = sizeof(uint16); // Create index buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&Indices); IndexBufferRHI = RHICreateIndexBuffer(Stride, Size, BUF_Static, CreateInfo); }
void FRawStaticIndexBuffer::Serialize(FArchive& Ar, bool bNeedsCPUAccess) { IndexStorage.SetAllowCPUAccess(bNeedsCPUAccess); if (Ar.UE4Ver() < VER_UE4_SUPPORT_32BIT_STATIC_MESH_INDICES) { TResourceArray<uint16,INDEXBUFFER_ALIGNMENT> LegacyIndices; b32Bit = false; LegacyIndices.BulkSerialize(Ar); int32 NumIndices = LegacyIndices.Num(); int32 IndexStride = sizeof(uint16); IndexStorage.Empty(NumIndices * IndexStride); IndexStorage.AddUninitialized(NumIndices * IndexStride); FMemory::Memcpy(IndexStorage.GetData(),LegacyIndices.GetData(),IndexStorage.Num()); } else { Ar << b32Bit; IndexStorage.BulkSerialize(Ar); } }
void RendererGPUBenchmark(FRHICommandListImmediate& RHICmdList, FSynthBenchmarkResults& InOut, const FSceneView& View, float WorkScale, bool bDebugOut) { check(IsInRenderingThread()); FRenderQueryPool TimerQueryPool(RQT_AbsoluteTime); bool bValidGPUTimer = (FGPUTiming::GetTimingFrequency() / (1000 * 1000)) != 0; if(!bValidGPUTimer) { UE_LOG(LogSynthBenchmark, Warning, TEXT("RendererGPUBenchmark failed, look for \"GPU Timing Frequency\" in the log")); return; } TResourceArray<FBenchmarkVertex> Vertices; Vertices.Reserve(GBenchmarkVertices); for (uint32 Index = 0; Index < GBenchmarkVertices; ++Index) { Vertices.Emplace(Index); } FRHIResourceCreateInfo CreateInfo(&Vertices); FVertexBufferRHIRef VertexBuffer = RHICreateVertexBuffer(GBenchmarkVertices * sizeof(FBenchmarkVertex), BUF_Static, CreateInfo); // two RT to ping pong so we force the GPU to flush it's pipeline TRefCountPtr<IPooledRenderTarget> RTItems[3]; { FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(GBenchmarkResolution, GBenchmarkResolution), PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false)); Desc.AutoWritable = false; GRenderTargetPool.FindFreeElement(RHICmdList, Desc, RTItems[0], TEXT("Benchmark0")); GRenderTargetPool.FindFreeElement(RHICmdList, Desc, RTItems[1], TEXT("Benchmark1")); Desc.Extent = FIntPoint(1, 1); Desc.Flags = TexCreate_CPUReadback; // needs TexCreate_ResolveTargetable? Desc.TargetableFlags = TexCreate_None; GRenderTargetPool.FindFreeElement(RHICmdList, Desc, RTItems[2], TEXT("BenchmarkReadback")); } // set the state RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); { // larger number means more accuracy but slower, some slower GPUs might timeout with a number to large const uint32 IterationCount = 70; const uint32 MethodCount = ARRAY_COUNT(InOut.GPUStats); enum class EMethodType { Vertex, Pixel }; struct FBenchmarkMethod { const TCHAR* Desc; float IndexNormalizedTime; const TCHAR* ValueType; float Weight; EMethodType Type; }; const FBenchmarkMethod Methods[] = { // e.g. on NV670: Method3 (mostly fill rate )-> 26GP/s (seems realistic) // reference: http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units theoretical: 29.3G/s { TEXT("ALUHeavyNoise"), 1.0f / 4.601f, TEXT("s/GigaPix"), 1.0f, EMethodType::Pixel }, { TEXT("TexHeavy"), 1.0f / 7.447f, TEXT("s/GigaPix"), 0.1f, EMethodType::Pixel }, { TEXT("DepTexHeavy"), 1.0f / 3.847f, TEXT("s/GigaPix"), 0.1f, EMethodType::Pixel }, { TEXT("FillOnly"), 1.0f / 25.463f, TEXT("s/GigaPix"), 3.0f, EMethodType::Pixel }, { TEXT("Bandwidth"), 1.0f / 1.072f, TEXT("s/GigaPix"), 1.0f, EMethodType::Pixel }, { TEXT("VertThroughPut1"), 1.0f / 1.537f, TEXT("s/GigaVert"), 0.0f, EMethodType::Vertex }, // TODO: Set weights { TEXT("VertThroughPut2"), 1.0f / 1.767f, TEXT("s/GigaVert"), 0.0f, EMethodType::Vertex }, // TODO: Set weights }; static_assert(ARRAY_COUNT(Methods) == ARRAY_COUNT(InOut.GPUStats), "Benchmark methods descriptor array lengths should match."); // Initialize the GPU benchmark stats for (int32 Index = 0; Index < ARRAY_COUNT(Methods); ++Index) { auto& Method = Methods[Index]; InOut.GPUStats[Index] = FSynthBenchmarkStat(Method.Desc, Method.IndexNormalizedTime, Method.ValueType, Method.Weight); } // 0 / 1 uint32 DestRTIndex = 0; const uint32 TimerSampleCount = IterationCount * MethodCount + 1; static FRenderQueryRHIRef TimerQueries[TimerSampleCount]; static float LocalWorkScale[IterationCount]; for(uint32 i = 0; i < TimerSampleCount; ++i) { TimerQueries[i] = TimerQueryPool.AllocateQuery(); } const bool bSupportsTimerQueries = (TimerQueries[0] != NULL); if(!bSupportsTimerQueries) { UE_LOG(LogSynthBenchmark, Warning, TEXT("GPU driver does not support timer queries.")); // Temporary workaround for GL_TIMESTAMP being unavailable and GL_TIME_ELAPSED workaround breaking drivers #if PLATFORM_MAC GLint RendererID = 0; float PerfScale = 1.0f; [[NSOpenGLContext currentContext] getValues:&RendererID forParameter:NSOpenGLCPCurrentRendererID]; { switch((RendererID & kCGLRendererIDMatchingMask)) { case kCGLRendererATIRadeonX4000ID: // AMD 7xx0 & Dx00 series - should be pretty beefy PerfScale = 1.2f; break; case kCGLRendererATIRadeonX3000ID: // AMD 5xx0, 6xx0 series - mostly OK case kCGLRendererGeForceID: // Nvidia 6x0 & 7x0 series - mostly OK PerfScale = 2.0f; break; case kCGLRendererIntelHD5000ID: // Intel HD 5000, Iris, Iris Pro - not dreadful PerfScale = 4.2f; break; case kCGLRendererIntelHD4000ID: // Intel HD 4000 - quite slow PerfScale = 7.5f; break; case kCGLRendererATIRadeonX2000ID: // ATi 4xx0, 3xx0, 2xx0 - almost all very slow and drivers are now very buggy case kCGLRendererGeForce8xxxID: // Nvidia 3x0, 2x0, 1x0, 9xx0, 8xx0 - almost all very slow case kCGLRendererIntelHDID: // Intel HD 3000 - very, very slow and very buggy driver default: PerfScale = 10.0f; break; } } for (int32 Index = 0; Index < MethodCount; ++Index) { FSynthBenchmarkStat& Stat = InOut.GPUStats[Index]; Stat.SetMeasuredTime(FTimeSample(PerfScale, PerfScale * Methods[Index].IndexNormalizedTime)); } #endif return; } // TimingValues are in Seconds FTimingSeries TimingSeries[MethodCount]; // in 1/1000000 Seconds uint64 TotalTimes[MethodCount]; for(uint32 MethodIterator = 0; MethodIterator < MethodCount; ++MethodIterator) { TotalTimes[MethodIterator] = 0; TimingSeries[MethodIterator].Init(IterationCount); } RHICmdList.EndRenderQuery(TimerQueries[0]); // multiple iterations to see how trust able the values are for(uint32 Iteration = 0; Iteration < IterationCount; ++Iteration) { for(uint32 MethodIterator = 0; MethodIterator < MethodCount; ++MethodIterator) { // alternate between forward and backward (should give the same number) // uint32 MethodId = (Iteration % 2) ? MethodIterator : (MethodCount - 1 - MethodIterator); uint32 MethodId = MethodIterator; uint32 QueryIndex = 1 + Iteration * MethodCount + MethodId; // 0 / 1 const uint32 SrcRTIndex = 1 - DestRTIndex; GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, RTItems[DestRTIndex]); SetRenderTarget(RHICmdList, RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture, FTextureRHIRef(), true); // decide how much work we do in this pass LocalWorkScale[Iteration] = (Iteration / 10.f + 1.f) * WorkScale; RunBenchmarkShader(RHICmdList, VertexBuffer, View, MethodId, RTItems[SrcRTIndex], LocalWorkScale[Iteration]); RHICmdList.CopyToResolveTarget(RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture, RTItems[DestRTIndex]->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams()); /*if(bGPUCPUSync) { // more consistent timing but strangely much faster to the level that is unrealistic FResolveParams Param; Param.Rect = FResolveRect(0, 0, 1, 1); RHICmdList.CopyToResolveTarget( RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture, RTItems[2]->GetRenderTargetItem().ShaderResourceTexture, false, Param); void* Data = 0; int Width = 0; int Height = 0; RHIMapStagingSurface(RTItems[2]->GetRenderTargetItem().ShaderResourceTexture, Data, Width, Height); RHIUnmapStagingSurface(RTItems[2]->GetRenderTargetItem().ShaderResourceTexture); }*/ RHICmdList.EndRenderQuery(TimerQueries[QueryIndex]); // ping pong DestRTIndex = 1 - DestRTIndex; } } { uint64 OldAbsTime = 0; // flushes the RHI thread to make sure all RHICmdList.EndRenderQuery() commands got executed. RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThread); RHICmdList.GetRenderQueryResult(TimerQueries[0], OldAbsTime, true); TimerQueryPool.ReleaseQuery(TimerQueries[0]); for(uint32 Iteration = 0; Iteration < IterationCount; ++Iteration) { uint32 Results[MethodCount]; for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId) { uint32 QueryIndex = 1 + Iteration * MethodCount + MethodId; uint64 AbsTime; RHICmdList.GetRenderQueryResult(TimerQueries[QueryIndex], AbsTime, true); TimerQueryPool.ReleaseQuery(TimerQueries[QueryIndex]); uint64 RelTime = FMath::Max(AbsTime - OldAbsTime, 1ull); TotalTimes[MethodId] += RelTime; Results[MethodId] = RelTime; OldAbsTime = AbsTime; } for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId) { float TimeInSec = Results[MethodId] / 1000000.0f; if (Methods[MethodId].Type == EMethodType::Vertex) { // to normalize from seconds to seconds per GVert float SamplesInGVert = LocalWorkScale[Iteration] * GBenchmarkVertices / 1000000000.0f; TimingSeries[MethodId].SetEntry(Iteration, TimeInSec / SamplesInGVert); } else { check(Methods[MethodId].Type == EMethodType::Pixel); // to normalize from seconds to seconds per GPixel float SamplesInGPix = LocalWorkScale[Iteration] * GBenchmarkResolution * GBenchmarkResolution / 1000000000.0f; // TimingValue in Seconds per GPixel TimingSeries[MethodId].SetEntry(Iteration, TimeInSec / SamplesInGPix); } } } if(bSupportsTimerQueries) { for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId) { float Confidence = 0.0f; // in seconds per GPixel float NormalizedTime = TimingSeries[MethodId].ComputeValue(Confidence); if(Confidence > 0) { FTimeSample TimeSample(TotalTimes[MethodId] / 1000000.0f, NormalizedTime); InOut.GPUStats[MethodId].SetMeasuredTime(TimeSample, Confidence); } } } } }