Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VT/RuntimeVirtualTextureProducer.cpp

199 lines
7.6 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RuntimeVirtualTextureProducer.h"
#include "RendererInterface.h"
#include "ScenePrivate.h"
#include "VT/RuntimeVirtualTextureRender.h"
#include "VT/RuntimeVirtualTextureSceneProxy.h"
FRuntimeVirtualTextureFinalizer::FRuntimeVirtualTextureFinalizer(
FVTProducerDescription const& InDesc,
uint32 InProducerId,
ERuntimeVirtualTextureMaterialType InMaterialType,
bool InClearTextures,
FSceneInterface* InScene,
FTransform const& InUVToWorld,
FBox const& InWorldBounds)
: Desc(InDesc)
, ProducerId(InProducerId)
, RuntimeVirtualTextureMask(0)
, MaterialType(InMaterialType)
, bClearTextures(InClearTextures)
, Scene(InScene)
, UVToWorld(InUVToWorld)
, WorldBounds(InWorldBounds)
{
}
bool FRuntimeVirtualTextureFinalizer::IsReady()
{
return RuntimeVirtualTexture::IsSceneReadyToRender(Scene);
}
void FRuntimeVirtualTextureFinalizer::InitProducer(const FVirtualTextureProducerHandle& ProducerHandle)
{
if (RuntimeVirtualTextureMask == 0)
{
FScene* RenderScene = Scene->GetRenderScene();
// Initialize the RuntimeVirtualTextureMask by matching this producer with those registered in the scene's runtime virtual textures.
// We only need to do this once. If the associated scene proxy is removed this finalizer will also be destroyed.
const uint32 VirtualTextureSceneIndex = RenderScene->GetRuntimeVirtualTextureSceneIndex(ProducerId);
RuntimeVirtualTextureMask = 1 << VirtualTextureSceneIndex;
//todo[vt]:
// Add a slow render path inside RenderPage() when this check fails.
// It will need to iterate the virtual textures on each primitive instead of using the RuntimeVirtualTextureMask.
// Currently nothing will render for this finalizer when the check fails.
checkSlow(VirtualTextureSceneIndex < FPrimitiveVirtualTextureFlags::RuntimeVirtualTexture_BitCount);
}
}
void FRuntimeVirtualTextureFinalizer::AddTile(FTileEntry& Tile)
{
Tiles.Add(Tile);
}
void FRuntimeVirtualTextureFinalizer::Finalize(FRDGBuilder& GraphBuilder)
{
RDG_EVENT_SCOPE(GraphBuilder, "RuntimeVirtualTextureFinalize");
RDG_GPU_MASK_SCOPE(GraphBuilder, FRHIGPUMask::All());
RuntimeVirtualTexture::FRenderPageBatchDesc RenderPageBatchDesc;
RenderPageBatchDesc.Scene = Scene->GetRenderScene();
RenderPageBatchDesc.RuntimeVirtualTextureMask = RuntimeVirtualTextureMask;
RenderPageBatchDesc.UVToWorld = UVToWorld;
RenderPageBatchDesc.WorldBounds = WorldBounds;
RenderPageBatchDesc.MaterialType = MaterialType;
RenderPageBatchDesc.MaxLevel = Desc.MaxLevel;
RenderPageBatchDesc.bClearTextures = bClearTextures;
RenderPageBatchDesc.bIsThumbnails = false;
RenderPageBatchDesc.DebugType = ERuntimeVirtualTextureDebugType::None;
for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex)
{
RenderPageBatchDesc.Targets[LayerIndex].Texture = Tiles[0].Targets[LayerIndex].TextureRHI != nullptr ? Tiles[0].Targets[LayerIndex].TextureRHI->GetTexture2D() : nullptr;
RenderPageBatchDesc.Targets[LayerIndex].PooledRenderTarget = Tiles[0].Targets[LayerIndex].PooledRenderTarget;
}
int32 BatchSize = 0;
for (auto Entry : Tiles)
{
RuntimeVirtualTexture::FRenderPageDesc& RenderPageDesc = RenderPageBatchDesc.PageDescs[BatchSize];
const float X = (float)FMath::ReverseMortonCode2_64(Entry.vAddress);
const float Y = (float)FMath::ReverseMortonCode2_64(Entry.vAddress >> 1);
const float DivisorX = (float)Desc.BlockWidthInTiles / (float)(1 << Entry.vLevel);
const float DivisorY = (float)Desc.BlockHeightInTiles / (float)(1 << Entry.vLevel);
const FVector2D UV(X / DivisorX, Y / DivisorY);
const FVector2D UVSize(1.f / DivisorX, 1.f / DivisorY);
const FVector2D UVBorder = UVSize * ((float)Desc.TileBorderSize / (float)Desc.TileSize);
const FBox2D UVRange(UV - UVBorder, UV + UVSize + UVBorder);
RenderPageDesc.vLevel = Entry.vLevel;
RenderPageDesc.UVRange = UVRange;
const int32 TileSize = Desc.TileSize + 2 * Desc.TileBorderSize;
for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex)
{
const FVector2D DestinationBoxStart0(Entry.Targets[LayerIndex].pPageLocation.X * TileSize, Entry.Targets[LayerIndex].pPageLocation.Y * TileSize);
RenderPageDesc.DestBox[LayerIndex] = FBox2D(DestinationBoxStart0, DestinationBoxStart0 + FVector2D(TileSize, TileSize));
}
bool bBreakBatchForTextures = false;
for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex)
{
// This should never happen which is why we don't bother sorting to maximize batch size
bBreakBatchForTextures |= (RenderPageBatchDesc.Targets[LayerIndex].Texture != Entry.Targets[LayerIndex].TextureRHI);
}
if (++BatchSize == RuntimeVirtualTexture::EMaxRenderPageBatch || bBreakBatchForTextures)
{
RenderPageBatchDesc.NumPageDescs = BatchSize;
RuntimeVirtualTexture::RenderPages(GraphBuilder, RenderPageBatchDesc);
BatchSize = 0;
}
if (bBreakBatchForTextures)
{
for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex)
{
RenderPageBatchDesc.Targets[LayerIndex].Texture = Tiles[0].Targets[LayerIndex].TextureRHI != nullptr ? Tiles[0].Targets[LayerIndex].TextureRHI->GetTexture2D() : nullptr;
RenderPageBatchDesc.Targets[LayerIndex].PooledRenderTarget = Tiles[0].Targets[LayerIndex].PooledRenderTarget;
}
}
}
if (BatchSize > 0)
{
RenderPageBatchDesc.NumPageDescs = BatchSize;
RuntimeVirtualTexture::RenderPages(GraphBuilder, RenderPageBatchDesc);
}
Tiles.SetNumUnsafeInternal(0);
}
FRuntimeVirtualTextureProducer::FRuntimeVirtualTextureProducer(
FVTProducerDescription const& InDesc,
uint32 InProducerId,
ERuntimeVirtualTextureMaterialType InMaterialType,
bool InClearTextures,
FSceneInterface* InScene,
FTransform const& InUVToWorld,
FBox const& InWorldBounds)
: Finalizer(InDesc, InProducerId, InMaterialType, InClearTextures, InScene, InUVToWorld, InWorldBounds)
{
}
FVTRequestPageResult FRuntimeVirtualTextureProducer::RequestPageData(
const FVirtualTextureProducerHandle& ProducerHandle,
uint8 LayerMask,
uint8 vLevel,
uint64 vAddress,
EVTRequestPagePriority Priority)
{
//todo[vt]:
// Possibly throttle rendering according to performance and return Saturated here.
FVTRequestPageResult result;
result.Handle = 0;
result.Status = Finalizer.IsReady() ? EVTRequestPageStatus::Available : EVTRequestPageStatus::Pending;
return result;
}
IVirtualTextureFinalizer* FRuntimeVirtualTextureProducer::ProducePageData(
FRHICommandListImmediate& RHICmdList,
ERHIFeatureLevel::Type FeatureLevel,
EVTProducePageFlags Flags,
const FVirtualTextureProducerHandle& ProducerHandle,
uint8 LayerMask,
uint8 vLevel,
uint64 vAddress,
uint64 RequestHandle,
const FVTProduceTargetLayer* TargetLayers)
{
FRuntimeVirtualTextureFinalizer::FTileEntry Tile;
Tile.vAddress = vAddress;
Tile.vLevel = vLevel;
// Partial layer masks can happen when one layer has more physical space available so that old pages are evicted at different rates.
// We currently render all layers even for these partial requests. That might be considered inefficient?
// But since the problem is avoided by setting bSinglePhysicalSpace on the URuntimeVirtualTexture we can live with it.
for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex)
{
if (TargetLayers[LayerIndex].TextureRHI != nullptr)
{
Tile.Targets[LayerIndex] = TargetLayers[LayerIndex];
}
}
Finalizer.InitProducer(ProducerHandle);
Finalizer.AddTile(Tile);
return &Finalizer;
}