2022-06-02 04:12:03 -04:00
// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SceneVisibility . cpp : Scene visibility determination .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
# include "CoreMinimal.h"
# include "HAL/ThreadSafeCounter.h"
# include "Stats/Stats.h"
# include "Misc/MemStack.h"
# include "HAL/IConsoleManager.h"
# include "Misc/App.h"
# include "Async/TaskGraphInterfaces.h"
# include "EngineDefines.h"
# include "EngineGlobals.h"
# include "EngineStats.h"
# include "RHIDefinitions.h"
# include "SceneTypes.h"
# include "SceneInterface.h"
# include "RendererInterface.h"
# include "PrimitiveViewRelevance.h"
# include "MaterialShared.h"
# include "SceneManagement.h"
# include "ScenePrivateBase.h"
# include "PostProcess/SceneRenderTargets.h"
# include "SceneCore.h"
# include "SceneOcclusion.h"
# include "LightSceneInfo.h"
# include "SceneRendering.h"
# include "DeferredShadingRenderer.h"
# include "DynamicPrimitiveDrawing.h"
# include "ScenePrivate.h"
# include "FXSystem.h"
# include "PostProcess/PostProcessing.h"
# include "SceneView.h"
# include "Engine/LODActor.h"
# include "GPUScene.h"
# include "TranslucentRendering.h"
# include "Async/ParallelFor.h"
# include "HairStrands/HairStrandsRendering.h"
# include "HairStrands/HairStrandsData.h"
# include "RectLightSceneProxy.h"
# include "Math/Halton.h"
# include "ProfilingDebugging/DiagnosticTable.h"
# include "Algo/Unique.h"
# include "InstanceCulling/InstanceCullingManager.h"
2022-09-09 00:53:22 -04:00
# include "PostProcess/TemporalAA.h"
2022-06-02 04:12:03 -04:00
# include "RayTracing/RayTracingInstanceCulling.h"
# include "RendererModule.h"
2022-08-11 14:25:40 -04:00
# include "SceneViewExtension.h"
2022-08-22 21:23:48 -04:00
# if !UE_BUILD_SHIPPING
2022-08-22 21:20:36 -04:00
# include "ViewDebug.h"
2022-08-22 21:23:48 -04:00
# include "Engine/StaticMesh.h"
# include "Engine/SkeletalMesh.h"
# include "Materials/MaterialInterface.h"
# include "Components/PrimitiveComponent.h"
# include "Components/StaticMeshComponent.h"
# include "Components/SkeletalMeshComponent.h"
# include "Rendering/SkeletalMeshRenderData.h"
# endif
2022-06-02 04:12:03 -04:00
/*------------------------------------------------------------------------------
Globals
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
static float GWireframeCullThreshold = 5.0f ;
static FAutoConsoleVariableRef CVarWireframeCullThreshold (
TEXT ( " r.WireframeCullThreshold " ) ,
GWireframeCullThreshold ,
TEXT ( " Threshold below which objects in ortho wireframe views will be culled. " ) ,
ECVF_RenderThreadSafe
) ;
float GMinScreenRadiusForLights = 0.03f ;
static FAutoConsoleVariableRef CVarMinScreenRadiusForLights (
TEXT ( " r.MinScreenRadiusForLights " ) ,
GMinScreenRadiusForLights ,
TEXT ( " Threshold below which lights will be culled. " ) ,
ECVF_RenderThreadSafe
) ;
float GMinScreenRadiusForDepthPrepass = 0.03f ;
static FAutoConsoleVariableRef CVarMinScreenRadiusForDepthPrepass (
TEXT ( " r.MinScreenRadiusForDepthPrepass " ) ,
GMinScreenRadiusForDepthPrepass ,
TEXT ( " Threshold below which meshes will be culled from depth only pass. " ) ,
ECVF_RenderThreadSafe
) ;
float GMinScreenRadiusForCSMDepth = 0.01f ;
static FAutoConsoleVariableRef CVarMinScreenRadiusForCSMDepth (
TEXT ( " r.MinScreenRadiusForCSMDepth " ) ,
GMinScreenRadiusForCSMDepth ,
TEXT ( " Threshold below which meshes will be culled from CSM depth pass. " ) ,
ECVF_RenderThreadSafe
) ;
static TAutoConsoleVariable < int32 > CVarTemporalAASamples (
TEXT ( " r.TemporalAASamples " ) ,
8 ,
TEXT ( " Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64). " ) ,
ECVF_RenderThreadSafe ) ;
static int32 GHZBOcclusion = 0 ;
static FAutoConsoleVariableRef CVarHZBOcclusion (
TEXT ( " r.HZBOcclusion " ) ,
GHZBOcclusion ,
TEXT ( " Defines which occlusion system is used. \n " )
TEXT ( " 0: Hardware occlusion queries \n " )
TEXT ( " 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results) " )
TEXT ( " 2: Force HZB occlusion system (overrides rendering platform preferences) " ) ,
ECVF_RenderThreadSafe
) ;
static int32 GVisualizeOccludedPrimitives = 0 ;
static FAutoConsoleVariableRef CVarVisualizeOccludedPrimitives (
TEXT ( " r.VisualizeOccludedPrimitives " ) ,
GVisualizeOccludedPrimitives ,
TEXT ( " Draw boxes for all occluded primitives " ) ,
ECVF_RenderThreadSafe | ECVF_Cheat
) ;
static int32 GAllowSubPrimitiveQueries = 1 ;
static FAutoConsoleVariableRef CVarAllowSubPrimitiveQueries (
TEXT ( " r.AllowSubPrimitiveQueries " ) ,
GAllowSubPrimitiveQueries ,
TEXT ( " Enables sub primitive queries, currently only used by hierarchical instanced static meshes. 1: Enable, 0 Disabled. When disabled, one query is used for the entire proxy. " ) ,
ECVF_RenderThreadSafe
) ;
RENDERER_API TAutoConsoleVariable < float > CVarStaticMeshLODDistanceScale (
TEXT ( " r.StaticMeshLODDistanceScale " ) ,
1.0f ,
TEXT ( " Scale factor for the distance used in computing discrete LOD for static meshes. (defaults to 1) \n " )
TEXT ( " (higher values make LODs transition earlier, e.g., 2 is twice as fast / half the distance) " ) ,
ECVF_Scalability | ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < float > CVarMinAutomaticViewMipBias (
TEXT ( " r.ViewTextureMipBias.Min " ) ,
- 2.0f ,
TEXT ( " Automatic view mip bias's minimum value (default to -2). " ) ,
ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < float > CVarMinAutomaticViewMipBiasOffset (
TEXT ( " r.ViewTextureMipBias.Offset " ) ,
- 0.3 ,
TEXT ( " Automatic view mip bias's constant offset (default to -0.3). " ) ,
ECVF_RenderThreadSafe ) ;
static int32 GOcclusionCullParallelPrimFetch = 0 ;
static FAutoConsoleVariableRef CVarOcclusionCullParallelPrimFetch (
TEXT ( " r.OcclusionCullParallelPrimFetch " ) ,
GOcclusionCullParallelPrimFetch ,
TEXT ( " Enables Parallel Occlusion Cull primitive fetch. " ) ,
ECVF_RenderThreadSafe
) ;
static int32 GILCUpdatePrimTaskEnabled = 1 ;
static FAutoConsoleVariableRef CVarILCUpdatePrimitivesTask (
TEXT ( " r.Cache.UpdatePrimsTaskEnabled " ) ,
GILCUpdatePrimTaskEnabled ,
TEXT ( " Enable threading for ILC primitive update. Will overlap with the rest the end of InitViews. " ) ,
ECVF_RenderThreadSafe
) ;
static int32 GEarlyInitDynamicShadows = 1 ;
static FAutoConsoleVariableRef CVarEarlyInitDynamicShadows (
TEXT ( " r.EarlyInitDynamicShadows " ) ,
GEarlyInitDynamicShadows ,
TEXT ( " Starts shadow culling tasks earlier in the frame. " ) ,
ECVF_RenderThreadSafe
) ;
static int32 GFramesNotOcclusionTestedToExpandBBoxes = 5 ;
static FAutoConsoleVariableRef CVarFramesNotOcclusionTestedToExpandBBoxes (
TEXT ( " r.GFramesNotOcclusionTestedToExpandBBoxes " ) ,
GFramesNotOcclusionTestedToExpandBBoxes ,
TEXT ( " If we don't occlusion test a primitive for this many frames, then we expand the BBox when we do occlusion test it for a few frames. See also r.ExpandNewlyOcclusionTestedBBoxesAmount, r.FramesToExpandNewlyOcclusionTestedBBoxes " ) ,
ECVF_RenderThreadSafe
) ;
static int32 GFramesToExpandNewlyOcclusionTestedBBoxes = 2 ;
static FAutoConsoleVariableRef CVarFramesToExpandNewlyOcclusionTestedBBoxes (
TEXT ( " r.FramesToExpandNewlyOcclusionTestedBBoxes " ) ,
GFramesToExpandNewlyOcclusionTestedBBoxes ,
TEXT ( " If we don't occlusion test a primitive for r.GFramesNotOcclusionTestedToExpandBBoxes frames, then we expand the BBox when we do occlusion test it for this number of frames. See also r.GFramesNotOcclusionTestedToExpandBBoxes, r.ExpandNewlyOcclusionTestedBBoxesAmount " ) ,
ECVF_RenderThreadSafe
) ;
static float GExpandNewlyOcclusionTestedBBoxesAmount = 0.0f ;
static FAutoConsoleVariableRef CVarExpandNewlyOcclusionTestedBBoxesAmount (
TEXT ( " r.ExpandNewlyOcclusionTestedBBoxesAmount " ) ,
GExpandNewlyOcclusionTestedBBoxesAmount ,
TEXT ( " If we don't occlusion test a primitive for r.GFramesNotOcclusionTestedToExpandBBoxes frames, then we expand the BBox when we do occlusion test it for a few frames by this amount. See also r.FramesToExpandNewlyOcclusionTestedBBoxes, r.GFramesNotOcclusionTestedToExpandBBoxes. " ) ,
ECVF_RenderThreadSafe
) ;
static float GExpandAllTestedBBoxesAmount = 0.0f ;
static FAutoConsoleVariableRef CVarExpandAllTestedBBoxesAmount (
TEXT ( " r.ExpandAllOcclusionTestedBBoxesAmount " ) ,
GExpandAllTestedBBoxesAmount ,
TEXT ( " Amount to expand all occlusion test bounds by. " ) ,
ECVF_RenderThreadSafe
) ;
static float GNeverOcclusionTestDistance = 0.0f ;
static FAutoConsoleVariableRef CVarNeverOcclusionTestDistance (
TEXT ( " r.NeverOcclusionTestDistance " ) ,
GNeverOcclusionTestDistance ,
TEXT ( " When the distance between the viewpoint and the bounding sphere center is less than this, never occlusion cull. " ) ,
ECVF_RenderThreadSafe | ECVF_Scalability
) ;
static int32 GForceSceneHasDecals = 0 ;
static FAutoConsoleVariableRef CVarForceSceneHasDecals (
TEXT ( " r.ForceSceneHasDecals " ) ,
GForceSceneHasDecals ,
TEXT ( " Whether to always assume that scene has decals, so we don't switch depth state conditionally. This can significantly reduce total number of PSOs at a minor GPU cost. " ) ,
ECVF_RenderThreadSafe
) ;
static float GCameraCutTranslationThreshold = 10000.0f ;
static FAutoConsoleVariableRef CVarCameraCutTranslationThreshold (
TEXT ( " r.CameraCutTranslationThreshold " ) ,
GCameraCutTranslationThreshold ,
TEXT ( " The maximum camera translation disatance in centimeters allowed between two frames before a camera cut is automatically inserted. " ) ,
ECVF_RenderThreadSafe
) ;
/** Distance fade cvars */
static int32 GDisableLODFade = false ;
static FAutoConsoleVariableRef CVarDisableLODFade ( TEXT ( " r.DisableLODFade " ) , GDisableLODFade , TEXT ( " Disable fading for distance culling " ) , ECVF_RenderThreadSafe ) ;
static float GFadeTime = 0.25f ;
static FAutoConsoleVariableRef CVarLODFadeTime ( TEXT ( " r.LODFadeTime " ) , GFadeTime , TEXT ( " How long LOD takes to fade (in seconds). " ) , ECVF_RenderThreadSafe ) ;
static float GDistanceFadeMaxTravel = 1000.0f ;
static FAutoConsoleVariableRef CVarDistanceFadeMaxTravel ( TEXT ( " r.DistanceFadeMaxTravel " ) , GDistanceFadeMaxTravel , TEXT ( " Max distance that the player can travel during the fade time. " ) , ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < int32 > CVarParallelInitViews (
TEXT ( " r.ParallelInitViews " ) ,
1 ,
TEXT ( " Toggles parallel init views. 0 = off; 1 = on " ) ,
ECVF_RenderThreadSafe
) ;
float GLightMaxDrawDistanceScale = 1.0f ;
static FAutoConsoleVariableRef CVarLightMaxDrawDistanceScale (
TEXT ( " r.LightMaxDrawDistanceScale " ) ,
GLightMaxDrawDistanceScale ,
TEXT ( " Scale applied to the MaxDrawDistance of lights. Useful for fading out local lights more aggressively on some platforms. " ) ,
ECVF_Scalability | ECVF_RenderThreadSafe
) ;
static TAutoConsoleVariable < bool > CVarEnableFrustumCull (
TEXT ( " r.EnableFrustumCull " ) ,
true ,
TEXT ( " Enables or disables frustum culling. Useful for comparing results to ensure culling is functioning properly. " ) ,
ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < int32 > CVarAlsoUseSphereForFrustumCull (
TEXT ( " r.AlsoUseSphereForFrustumCull " ) ,
0 ,
TEXT ( " Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling. " ) ,
ECVF_RenderThreadSafe
) ;
static TAutoConsoleVariable < int32 > CVarUseFastIntersect (
TEXT ( " r.UseFastIntersect " ) ,
1 ,
TEXT ( " Use optimized 8 plane fast intersection code if we have 8 permuted planes. " ) ,
ECVF_RenderThreadSafe
) ;
static TAutoConsoleVariable < int32 > CVarUseVisibilityOctree (
TEXT ( " r.UseVisibilityOctree " ) ,
0 ,
TEXT ( " Use the octree for visibility calculations. " ) ,
ECVF_RenderThreadSafe ) ;
static bool GOcclusionSingleRHIThreadStall = false ;
static FAutoConsoleVariableRef CVarOcclusionSingleRHIThreadStall (
TEXT ( " r.Occlusion.SingleRHIThreadStall " ) ,
GOcclusionSingleRHIThreadStall ,
TEXT ( " Enable a single RHI thread stall before polling occlusion queries. This will only happen if the RHI's occlusion queries would normally stall the RHI thread themselves. " ) ,
ECVF_RenderThreadSafe
) ;
# if !UE_BUILD_SHIPPING
static TAutoConsoleVariable < int32 > CVarTAADebugOverrideTemporalIndex (
TEXT ( " r.TemporalAA.Debug.OverrideTemporalIndex " ) , - 1 ,
TEXT ( " Override the temporal index for debugging purposes. " ) ,
ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < float > CVarFreezeTemporalSequences (
TEXT ( " r.Test.FreezeTemporalSequences " ) , 0 ,
TEXT ( " Freezes all temporal sequences. " ) ,
ECVF_RenderThreadSafe ) ;
static TAutoConsoleVariable < float > CVarFreezeTemporalHistories (
TEXT ( " r.Test.FreezeTemporalHistories " ) , 0 ,
TEXT ( " Freezes all temporal histories as well as the temporal sequence. " ) ,
ECVF_RenderThreadSafe ) ;
static bool bDumpPrimitivesNextFrame = false ;
2022-08-22 21:20:36 -04:00
static bool bDumpDetailedPrimitivesNextFrame = false ;
2022-06-02 04:12:03 -04:00
static FAutoConsoleCommand CVarDumpPrimitives (
TEXT ( " DumpPrimitives " ) ,
TEXT ( " Writes out all scene primitive names to a CSV file " ) ,
FConsoleCommandDelegate : : CreateStatic ( [ ] { bDumpPrimitivesNextFrame = true ; } ) ,
ECVF_Default ) ;
2022-08-22 21:20:36 -04:00
static FAutoConsoleCommand CVarDrawPrimitiveDebugData (
TEXT ( " DumpDetailedPrimitives " ) ,
TEXT ( " Writes out all scene primitive details to a CSV file " ) ,
FConsoleCommandDelegate : : CreateStatic ( [ ] { bDumpDetailedPrimitivesNextFrame = ! bDumpDetailedPrimitivesNextFrame ; } ) ,
ECVF_Default ) ;
2022-06-02 04:12:03 -04:00
# endif
DECLARE_CYCLE_STAT ( TEXT ( " Occlusion Readback " ) , STAT_CLMM_OcclusionReadback , STATGROUP_CommandListMarkers ) ;
DECLARE_CYCLE_STAT ( TEXT ( " After Occlusion Readback " ) , STAT_CLMM_AfterOcclusionReadback , STATGROUP_CommandListMarkers ) ;
/*------------------------------------------------------------------------------
Visibility determination .
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/**
* Update a primitive ' s fading state .
* @ param FadingState - State to update .
* @ param View - The view for which to update .
* @ param bVisible - Whether the primitive should be visible in the view .
*/
static void UpdatePrimitiveFadingStateHelper ( FPrimitiveFadingState & FadingState , const FViewInfo & View , bool bVisible )
{
if ( FadingState . bValid )
{
if ( FadingState . bIsVisible ! = bVisible )
{
float CurrentRealTime = View . Family - > Time . GetRealTimeSeconds ( ) ;
// Need to kick off a fade, so make sure that we have fading state for that
if ( ! IsValidRef ( FadingState . UniformBuffer ) )
{
// Primitive is not currently fading. Start a new fade!
FadingState . EndTime = CurrentRealTime + GFadeTime ;
if ( bVisible )
{
// Fading in
// (Time - StartTime) / FadeTime
FadingState . FadeTimeScaleBias . X = 1.0f / GFadeTime ;
FadingState . FadeTimeScaleBias . Y = - CurrentRealTime / GFadeTime ;
}
else
{
// Fading out
// 1 - (Time - StartTime) / FadeTime
FadingState . FadeTimeScaleBias . X = - 1.0f / GFadeTime ;
FadingState . FadeTimeScaleBias . Y = 1.0f + CurrentRealTime / GFadeTime ;
}
FDistanceCullFadeUniformShaderParameters Uniforms ;
Uniforms . FadeTimeScaleBias = FVector2f ( FadingState . FadeTimeScaleBias ) ; // LWC_TODO: Precision loss
FadingState . UniformBuffer = FDistanceCullFadeUniformBufferRef : : CreateUniformBufferImmediate ( Uniforms , UniformBuffer_MultiFrame ) ;
}
else
{
// Reverse fading direction but maintain current opacity
// Solve for d: a*x+b = -a*x+d
FadingState . FadeTimeScaleBias . Y = 2.0f * CurrentRealTime * FadingState . FadeTimeScaleBias . X + FadingState . FadeTimeScaleBias . Y ;
FadingState . FadeTimeScaleBias . X = - FadingState . FadeTimeScaleBias . X ;
if ( bVisible )
{
// Fading in
// Solve for x: a*x+b = 1
FadingState . EndTime = ( 1.0f - FadingState . FadeTimeScaleBias . Y ) / FadingState . FadeTimeScaleBias . X ;
}
else
{
// Fading out
// Solve for x: a*x+b = 0
FadingState . EndTime = - FadingState . FadeTimeScaleBias . Y / FadingState . FadeTimeScaleBias . X ;
}
FDistanceCullFadeUniformShaderParameters Uniforms ;
Uniforms . FadeTimeScaleBias = FVector2f ( FadingState . FadeTimeScaleBias ) ; // LWC_TODO: Precision loss
FadingState . UniformBuffer = FDistanceCullFadeUniformBufferRef : : CreateUniformBufferImmediate ( Uniforms , UniformBuffer_MultiFrame ) ;
}
}
}
FadingState . FrameNumber = View . Family - > FrameNumber ;
FadingState . bIsVisible = bVisible ;
FadingState . bValid = true ;
}
bool FViewInfo : : IsDistanceCulled ( float DistanceSquared , float MinDrawDistance , float InMaxDrawDistance , const FPrimitiveSceneInfo * PrimitiveSceneInfo )
{
bool bMayBeFading ;
bool bFadingIn ;
bool bDistanceCulled = IsDistanceCulled_AnyThread ( DistanceSquared , MinDrawDistance , InMaxDrawDistance , PrimitiveSceneInfo , bMayBeFading , bFadingIn ) ;
if ( bMayBeFading )
{
bDistanceCulled = UpdatePrimitiveFadingState ( PrimitiveSceneInfo , bFadingIn ) ;
}
return bDistanceCulled ;
}
bool FViewInfo : : IsDistanceCulled_AnyThread ( float DistanceSquared , float MinDrawDistance , float InMaxDrawDistance , const FPrimitiveSceneInfo * PrimitiveSceneInfo , bool & bOutMayBeFading , bool & bOutFadingIn ) const
{
const float MaxDrawDistanceScale = GetCachedScalabilityCVars ( ) . ViewDistanceScale ;
const float FadeRadius = GDisableLODFade ? 0.0f : GDistanceFadeMaxTravel ;
const float MaxDrawDistance = InMaxDrawDistance * MaxDrawDistanceScale ;
bool bHasMaxDrawDistance = InMaxDrawDistance ! = FLT_MAX ;
bool bHasMinDrawDistance = InMaxDrawDistance > 0 ;
bOutMayBeFading = false ;
if ( ! bHasMaxDrawDistance & & ! bHasMinDrawDistance )
{
return false ;
}
// If cull distance is disabled, always show (except foliage)
if ( Family - > EngineShowFlags . DistanceCulledPrimitives & & ! PrimitiveSceneInfo - > Proxy - > IsDetailMesh ( ) )
{
return false ;
}
// The primitive is always culled if it exceeds the max fade distance.
if ( ( bHasMaxDrawDistance & & DistanceSquared > FMath : : Square ( MaxDrawDistance + FadeRadius ) ) | | ( bHasMinDrawDistance & & DistanceSquared < FMath : : Square ( MinDrawDistance ) ) )
{
return true ;
}
const bool bDistanceCulled = bHasMaxDrawDistance & & ( DistanceSquared > FMath : : Square ( MaxDrawDistance ) ) ;
const bool bMayBeFading = bHasMaxDrawDistance & & ( DistanceSquared > FMath : : Square ( MaxDrawDistance - FadeRadius ) ) ;
if ( ! GDisableLODFade & & bMayBeFading & & State ! = NULL & & ! bDisableDistanceBasedFadeTransitions & & PrimitiveSceneInfo - > Proxy - > IsUsingDistanceCullFade ( ) )
{
// Don't update primitive fading state yet because current thread may be not render thread
bOutMayBeFading = true ;
bOutFadingIn = ! bDistanceCulled ;
}
return bDistanceCulled & & ! bOutMayBeFading ;
}
bool FViewInfo : : UpdatePrimitiveFadingState ( const FPrimitiveSceneInfo * PrimitiveSceneInfo , bool bFadingIn )
{
// Update distance-based visibility and fading state if it has not already been updated.
const int32 PrimitiveIndex = PrimitiveSceneInfo - > GetIndex ( ) ;
const FRelativeBitReference PrimitiveBit ( PrimitiveIndex ) ;
bool bStillFading = false ;
if ( ! PotentiallyFadingPrimitiveMap . AccessCorrespondingBit ( PrimitiveBit ) )
{
FPrimitiveFadingState & FadingState = ( ( FSceneViewState * ) State ) - > PrimitiveFadingStates . FindOrAdd ( PrimitiveSceneInfo - > PrimitiveComponentId ) ;
UpdatePrimitiveFadingStateHelper ( FadingState , * this , bFadingIn ) ;
FRHIUniformBuffer * UniformBuffer = FadingState . UniformBuffer ;
bStillFading = UniformBuffer ! = nullptr ;
PrimitiveFadeUniformBuffers [ PrimitiveIndex ] = UniformBuffer ;
PrimitiveFadeUniformBufferMap [ PrimitiveIndex ] = UniformBuffer ! = nullptr ;
PotentiallyFadingPrimitiveMap . AccessCorrespondingBit ( PrimitiveBit ) = true ;
}
// If we're still fading then make sure the object is still drawn, even if it's beyond the max draw distance
return ! bFadingIn & & ! bStillFading ;
}
FORCEINLINE bool IntersectBox8Plane ( const FVector & InOrigin , const FVector & InExtent , const FPlane * PermutedPlanePtr )
{
// this removes a lot of the branches as we know there's 8 planes
// copied directly out of ConvexVolume.cpp
const VectorRegister Origin = VectorLoadFloat3 ( & InOrigin ) ;
const VectorRegister Extent = VectorLoadFloat3 ( & InExtent ) ;
const VectorRegister PlanesX_0 = VectorLoadAligned ( & PermutedPlanePtr [ 0 ] ) ;
const VectorRegister PlanesY_0 = VectorLoadAligned ( & PermutedPlanePtr [ 1 ] ) ;
const VectorRegister PlanesZ_0 = VectorLoadAligned ( & PermutedPlanePtr [ 2 ] ) ;
const VectorRegister PlanesW_0 = VectorLoadAligned ( & PermutedPlanePtr [ 3 ] ) ;
const VectorRegister PlanesX_1 = VectorLoadAligned ( & PermutedPlanePtr [ 4 ] ) ;
const VectorRegister PlanesY_1 = VectorLoadAligned ( & PermutedPlanePtr [ 5 ] ) ;
const VectorRegister PlanesZ_1 = VectorLoadAligned ( & PermutedPlanePtr [ 6 ] ) ;
const VectorRegister PlanesW_1 = VectorLoadAligned ( & PermutedPlanePtr [ 7 ] ) ;
// Splat origin into 3 vectors
VectorRegister OrigX = VectorReplicate ( Origin , 0 ) ;
VectorRegister OrigY = VectorReplicate ( Origin , 1 ) ;
VectorRegister OrigZ = VectorReplicate ( Origin , 2 ) ;
// Splat the already abs Extent for the push out calculation
VectorRegister AbsExtentX = VectorReplicate ( Extent , 0 ) ;
VectorRegister AbsExtentY = VectorReplicate ( Extent , 1 ) ;
VectorRegister AbsExtentZ = VectorReplicate ( Extent , 2 ) ;
// Calculate the distance (x * x) + (y * y) + (z * z) - w
VectorRegister DistX_0 = VectorMultiply ( OrigX , PlanesX_0 ) ;
VectorRegister DistY_0 = VectorMultiplyAdd ( OrigY , PlanesY_0 , DistX_0 ) ;
VectorRegister DistZ_0 = VectorMultiplyAdd ( OrigZ , PlanesZ_0 , DistY_0 ) ;
VectorRegister Distance_0 = VectorSubtract ( DistZ_0 , PlanesW_0 ) ;
// Now do the push out FMath::Abs(x * x) + FMath::Abs(y * y) + FMath::Abs(z * z)
VectorRegister PushX_0 = VectorMultiply ( AbsExtentX , VectorAbs ( PlanesX_0 ) ) ;
VectorRegister PushY_0 = VectorMultiplyAdd ( AbsExtentY , VectorAbs ( PlanesY_0 ) , PushX_0 ) ;
VectorRegister PushOut_0 = VectorMultiplyAdd ( AbsExtentZ , VectorAbs ( PlanesZ_0 ) , PushY_0 ) ;
// Check for completely outside
if ( VectorAnyGreaterThan ( Distance_0 , PushOut_0 ) )
{
return false ;
}
// Calculate the distance (x * x) + (y * y) + (z * z) - w
VectorRegister DistX_1 = VectorMultiply ( OrigX , PlanesX_1 ) ;
VectorRegister DistY_1 = VectorMultiplyAdd ( OrigY , PlanesY_1 , DistX_1 ) ;
VectorRegister DistZ_1 = VectorMultiplyAdd ( OrigZ , PlanesZ_1 , DistY_1 ) ;
VectorRegister Distance_1 = VectorSubtract ( DistZ_1 , PlanesW_1 ) ;
// Now do the push out FMath::Abs(x * x) + FMath::Abs(y * y) + FMath::Abs(z * z)
VectorRegister PushX_1 = VectorMultiply ( AbsExtentX , VectorAbs ( PlanesX_1 ) ) ;
VectorRegister PushY_1 = VectorMultiplyAdd ( AbsExtentY , VectorAbs ( PlanesY_1 ) , PushX_1 ) ;
VectorRegister PushOut_1 = VectorMultiplyAdd ( AbsExtentZ , VectorAbs ( PlanesZ_1 ) , PushY_1 ) ;
// Check for completely outside
if ( VectorAnyGreaterThan ( Distance_1 , PushOut_1 ) )
{
return false ;
}
return true ;
}
static int32 FrustumCullNumWordsPerTask = 128 ;
static FAutoConsoleVariableRef CVarFrustumCullNumWordsPerTask (
TEXT ( " r.FrustumCullNumWordsPerTask " ) ,
FrustumCullNumWordsPerTask ,
TEXT ( " Performance tweak. Controls the granularity for the ParallelFor for frustum culling. " ) ,
ECVF_Default
) ;
static TAutoConsoleVariable CVarNaniteMeshsAlwaysVisible (
TEXT ( " r.Nanite.PrimitivesAlwaysVisible " ) ,
0 ,
TEXT ( " True - All Nanite primitives skip culling phases, False - All Nanite primitives are run through the culling phase. " ) ,
ECVF_Default
) ;
// Access when not on the render thread
FORCEINLINE bool IsAlwaysVisible ( const FScene * RESTRICT Scene , int32 Index , bool bNaniteAlwaysVisible )
{
return bNaniteAlwaysVisible ? Scene - > PrimitiveFlagsCompact [ Index ] . bIsNaniteMesh : false ;
}
// Non template version
FORCEINLINE bool IsAlwaysVisible ( const FScene * RESTRICT Scene , int32 Index )
{
if ( CVarNaniteMeshsAlwaysVisible . GetValueOnRenderThread ( ) )
{
return Scene - > PrimitiveFlagsCompact [ Index ] . bIsNaniteMesh ;
}
return false ;
}
struct FPrimitiveCullingFlags
{
bool bShouldVisibilityCull ;
bool bUseCustomCulling ;
bool bAlsoUseSphereTest ;
bool bUseFastIntersect ;
bool bUseVisibilityOctree ;
bool bNaniteAlwaysVisible ;
bool bHasHiddenPrimitives ;
bool bHasShowOnlyPrimitives ;
} ;
// Returns true if the frustum and bounds intersect
FORCEINLINE bool IsPrimitiveVisible ( FViewInfo & View , const FPlane * PermutedPlanePtr , const FPrimitiveBounds & RESTRICT Bounds , int32 VisibilityId , const FPrimitiveCullingFlags & Flags )
{
// The custom culling and sphere culling are additional tests, meaning that if they pass, the
// remaining culling tests will still be performed. If any of the tests fail, then the primitive
// is culled, and the remaining tests do not need be performed
if ( Flags . bUseCustomCulling & & ! View . CustomVisibilityQuery - > IsVisible ( VisibilityId , FBoxSphereBounds ( Bounds . BoxSphereBounds . Origin , Bounds . BoxSphereBounds . BoxExtent , Bounds . BoxSphereBounds . SphereRadius ) ) )
{
return false ;
}
if ( Flags . bAlsoUseSphereTest & & ! View . ViewFrustum . IntersectSphere ( Bounds . BoxSphereBounds . Origin , Bounds . BoxSphereBounds . SphereRadius ) )
{
return false ;
}
if ( Flags . bUseFastIntersect )
{
return IntersectBox8Plane ( Bounds . BoxSphereBounds . Origin , Bounds . BoxSphereBounds . BoxExtent , PermutedPlanePtr ) ;
}
else
{
return View . ViewFrustum . IntersectBox ( Bounds . BoxSphereBounds . Origin , Bounds . BoxSphereBounds . BoxExtent ) ;
}
}
FORCEINLINE bool IsPrimitiveHidden ( const FScene * RESTRICT Scene , FViewInfo & View , int PrimitiveIndex , const FPrimitiveCullingFlags & Flags )
{
// If any primitives are explicitly hidden, remove them now.
if ( Flags . bHasHiddenPrimitives & & View . HiddenPrimitives . Contains ( Scene - > PrimitiveComponentIds [ PrimitiveIndex ] ) )
{
return true ;
}
// If the view has any show only primitives, hide everything else
if ( Flags . bHasShowOnlyPrimitives & & ! View . ShowOnlyPrimitives - > Contains ( Scene - > PrimitiveComponentIds [ PrimitiveIndex ] ) )
{
return true ;
}
return false ;
}
# if RHI_RAYTRACING
FORCEINLINE bool ShouldCullForRayTracing ( const FScene * RESTRICT Scene , FViewInfo & View , int32 PrimitiveIndex )
{
const FRayTracingCullingParameters & RayTracingCullingParameters = View . RayTracingCullingParameters ;
if ( RayTracing : : CullPrimitiveByFlags ( RayTracingCullingParameters , Scene , PrimitiveIndex ) )
{
return true ;
}
const bool bIsFarFieldPrimitive = EnumHasAnyFlags ( Scene - > PrimitiveRayTracingFlags [ PrimitiveIndex ] , ERayTracingPrimitiveFlags : : FarField ) ;
const Experimental : : FHashElementId GroupId = Scene - > PrimitiveRayTracingGroupIds [ PrimitiveIndex ] ;
if ( RayTracingCullingParameters . bCullUsingGroupIds & & GroupId . IsValid ( ) )
{
const FBoxSphereBounds & GroupBounds = Scene - > PrimitiveRayTracingGroups . GetByElementId ( GroupId ) . Value . Bounds ;
const float GroupMinDrawDistance = Scene - > PrimitiveRayTracingGroups . GetByElementId ( GroupId ) . Value . MinDrawDistance ;
return RayTracing : : ShouldCullBounds ( RayTracingCullingParameters , GroupBounds , GroupMinDrawDistance , bIsFarFieldPrimitive ) ;
}
else
{
const FPrimitiveBounds & RESTRICT Bounds = Scene - > PrimitiveBounds [ PrimitiveIndex ] ;
return RayTracing : : ShouldCullBounds ( RayTracingCullingParameters , Bounds . BoxSphereBounds , Bounds . MinDrawDistance , bIsFarFieldPrimitive ) ;
}
} ;
# endif //RHI_RAYTRACING
static FORCEINLINE void CullOctree ( const FScene * RESTRICT Scene , FViewInfo & View , const FPrimitiveCullingFlags & Flags , FSceneBitArray & OutVisibleNodes )
{
TRACE_CPUPROFILER_EVENT_SCOPE ( SceneVisibility_CullOctree ) ;
2022-09-08 09:18:47 -04:00
// Two bits per octree node, 1st bit is Inside Frustum, 2nd bit is Outside Frustum
2022-06-02 04:12:03 -04:00
OutVisibleNodes . Init ( false , Scene - > PrimitiveOctree . GetNumNodes ( ) * 2 ) ;
Scene - > PrimitiveOctree . FindNodesWithPredicate (
[ & View , & OutVisibleNodes , & Flags ] ( FScenePrimitiveOctree : : FNodeIndex ParentNodeIndex , FScenePrimitiveOctree : : FNodeIndex NodeIndex , const FBoxCenterAndExtent & NodeBounds )
{
// If the parent node is completely contained there is no need to test containment
if ( ParentNodeIndex ! = INDEX_NONE & & ! OutVisibleNodes [ ( ParentNodeIndex * 2 ) + 1 ] )
{
OutVisibleNodes [ NodeIndex * 2 ] = true ;
OutVisibleNodes [ NodeIndex * 2 + 1 ] = false ;
return true ;
}
const FPlane * PermutedPlanePtr = View . ViewFrustum . PermutedPlanes . GetData ( ) ;
bool bIntersects = false ;
if ( Flags . bUseFastIntersect )
{
bIntersects = IntersectBox8Plane ( NodeBounds . Center , NodeBounds . Extent , PermutedPlanePtr ) ;
}
else
{
bIntersects = View . ViewFrustum . IntersectBox ( NodeBounds . Center , NodeBounds . Extent ) ;
}
if ( bIntersects )
{
OutVisibleNodes [ NodeIndex * 2 ] = true ;
OutVisibleNodes [ NodeIndex * 2 + 1 ] = View . ViewFrustum . GetBoxIntersectionOutcode ( NodeBounds . Center , NodeBounds . Extent ) . GetOutside ( ) ;
}
return bIntersects ;
} ,
[ ] ( FScenePrimitiveOctree : : FNodeIndex /*ParentNodeIndex*/ , FScenePrimitiveOctree : : FNodeIndex /*NodeIndex*/ , const FBoxCenterAndExtent & /*NodeBounds*/ )
{
} ) ;
}
static void PrimitiveCullTask ( FThreadSafeCounter & NumCulledPrimitives , const FScene * RESTRICT Scene , FViewInfo & View , FPrimitiveCullingFlags Flags , float MaxDrawDistanceScale , const FHLODVisibilityState * const HLODState , const FSceneBitArray & VisibleNodes , int32 TaskIndex )
{
TRACE_CPUPROFILER_EVENT_SCOPE ( SceneVisibility_PrimitiveCull ) ;
SCOPED_NAMED_EVENT ( SceneVisibility_PrimitiveCull , FColor : : Red ) ;
QUICK_SCOPE_CYCLE_COUNTER ( STAT_PrimitiveCull_Loop ) ;
FTaskTagScope TaskTagScope ( ETaskTag : : EParallelRenderingThread ) ;
bool bDisableLODFade = GDisableLODFade | | View . bDisableDistanceBasedFadeTransitions ;
const FPlane * PermutedPlanePtr = View . ViewFrustum . PermutedPlanes . GetData ( ) ;
const int32 BitArrayNumInner = View . PrimitiveVisibilityMap . Num ( ) ;
FVector ViewOriginForDistanceCulling = View . ViewMatrices . GetViewOrigin ( ) ;
float FadeRadius = bDisableLODFade ? 0.0f : GDistanceFadeMaxTravel ;
uint8 CustomVisibilityFlags = EOcclusionFlags : : CanBeOccluded | EOcclusionFlags : : HasPrecomputedVisibility ;
uint32 NumPrimitivesCulledForTask = 0 ;
// Primitives may be explicitly removed from stereo views when using mono
const int32 TaskWordOffset = TaskIndex * FrustumCullNumWordsPerTask ;
FVector ViewOrigin = View . ViewMatrices . GetViewOrigin ( ) ;
for ( int32 WordIndex = TaskWordOffset ; WordIndex < TaskWordOffset + FrustumCullNumWordsPerTask & & WordIndex * NumBitsPerDWORD < BitArrayNumInner ; WordIndex + + )
{
uint32 Mask = 0x1 ;
uint32 VisBits = 0 ;
uint32 FadingBits = 0 ;
// If visibility culling is disabled, make sure to use the existing visibility state
if ( ! Flags . bShouldVisibilityCull )
{
VisBits = View . PrimitiveVisibilityMap . GetData ( ) [ WordIndex ] ;
}
# if RHI_RAYTRACING
uint32 RayTracingBits = 0 ;
# endif //RHI_RAYTRACING
for ( int32 BitSubIndex = 0 ; BitSubIndex < NumBitsPerDWORD & & WordIndex * NumBitsPerDWORD + BitSubIndex < BitArrayNumInner ; BitSubIndex + + , Mask < < = 1 )
{
int32 Index = WordIndex * NumBitsPerDWORD + BitSubIndex ;
bool bPrimitiveIsHidden = IsPrimitiveHidden ( Scene , View , Index , Flags ) ;
bool bIsVisible = Flags . bShouldVisibilityCull ? true : ( VisBits & Mask ) = = Mask ;
bIsVisible = bIsVisible & & ! bPrimitiveIsHidden ;
# if RHI_RAYTRACING
bool bIsVisibleInRayTracing = true ;
2022-10-03 11:36:28 -04:00
if ( bPrimitiveIsHidden | | ShouldCullForRayTracing ( Scene , View , Index ) )
2022-06-02 04:12:03 -04:00
{
bIsVisibleInRayTracing = false ;
}
# endif //RHI_RAYTRACING
const FPrimitiveBounds & RESTRICT Bounds = Scene - > PrimitiveBounds [ Index ] ;
// Handle primitives that are not always visible.
if ( Flags . bShouldVisibilityCull & & bIsVisible & & ! IsAlwaysVisible ( Scene , Index , Flags . bNaniteAlwaysVisible ) )
{
bool bShouldDistanceCull = true ;
bool bPartiallyOutside = true ;
bool bShouldFrustumCull = true ;
// Fading HLODs and their children must be visible, objects hidden by HLODs can be culled
if ( HLODState )
{
if ( HLODState - > IsNodeForcedVisible ( Index ) )
{
bShouldDistanceCull = false ;
}
else if ( HLODState - > IsNodeForcedHidden ( Index ) )
{
bIsVisible = false ;
}
}
// Frustum first
2022-07-06 23:11:36 -04:00
bShouldFrustumCull = bShouldFrustumCull & & bIsVisible ;
2022-06-02 04:12:03 -04:00
if ( bShouldFrustumCull )
{
if ( Flags . bUseVisibilityOctree )
{
// If the parent octree node was completely contained by the frustum, there is no need do an additional frustum test on the primitive bounds
// If the parent octree node is partially in the frustum, perform an additional test on the primitive bounds
uint32 OctreeNodeIndex = Scene - > PrimitiveOctreeIndex [ Index ] ;
bIsVisible = VisibleNodes [ OctreeNodeIndex * 2 ] ;
bPartiallyOutside = VisibleNodes [ OctreeNodeIndex * 2 + 1 ] ;
}
if ( bIsVisible )
{
int32 VisibilityId = INDEX_NONE ;
if ( Flags . bUseCustomCulling & &
( ( Scene - > PrimitiveOcclusionFlags [ Index ] & CustomVisibilityFlags ) = = CustomVisibilityFlags ) )
{
2022-11-03 05:11:47 -04:00
VisibilityId = Scene - > Primitives [ Index ] - > Proxy - > GetVisibilityId ( ) ;
2022-06-02 04:12:03 -04:00
}
bIsVisible = ! bPartiallyOutside | | IsPrimitiveVisible ( View , PermutedPlanePtr , Bounds , VisibilityId , Flags ) ;
}
}
// Distance cull if frustum cull passed
2022-07-06 23:11:36 -04:00
bShouldDistanceCull = bShouldDistanceCull & & bIsVisible ;
2022-06-02 04:12:03 -04:00
if ( bShouldDistanceCull )
{
// If cull distance is disabled, always show the primitive (except foliage)
if ( View . Family - > EngineShowFlags . DistanceCulledPrimitives
& & ! Scene - > Primitives [ Index ] - > Proxy - > IsDetailMesh ( ) ) // Proxy call is intentionally behind the DistancedCulledPrimitives check to prevent an expensive memory read
{
bShouldDistanceCull = false ;
}
}
if ( bShouldDistanceCull )
{
// Preserve infinite draw distance
bool bHasMaxDrawDistance = Bounds . MaxCullDistance < FLT_MAX ;
bool bHasMinDrawDistance = Bounds . MinDrawDistance > 0 ;
if ( bHasMaxDrawDistance | | bHasMinDrawDistance )
{
float MaxDrawDistance = Bounds . MaxCullDistance * MaxDrawDistanceScale ;
float MinDrawDistanceSq = FMath : : Square ( Bounds . MinDrawDistance ) ;
float DistanceSquared = FVector : : DistSquared ( Bounds . BoxSphereBounds . Origin , ViewOriginForDistanceCulling ) ;
// Always test the fade in distance. If a primitive was set to always draw, it may need to be faded in.
if ( bHasMaxDrawDistance )
{
float MaxFadeDistanceSquared = FMath : : Square ( MaxDrawDistance + FadeRadius ) ;
float MinFadeDistanceSquared = FMath : : Square ( MaxDrawDistance - FadeRadius ) ;
if ( ( DistanceSquared < MaxFadeDistanceSquared & & DistanceSquared > MinFadeDistanceSquared )
& & Scene - > Primitives [ Index ] - > Proxy - > IsUsingDistanceCullFade ( ) ) // Proxy call is intentionally behind the fade check to prevent an expensive memory read
{
FadingBits | = Mask ;
}
}
// Check for distance culling first
const bool bFarDistanceCulled = bHasMaxDrawDistance & & ( DistanceSquared > FMath : : Square ( MaxDrawDistance ) ) ;
const bool bNearDistanceCulled = bHasMinDrawDistance & & ( DistanceSquared < MinDrawDistanceSq ) ;
bool bIsDistanceCulled = bNearDistanceCulled | | bFarDistanceCulled ;
if ( bIsDistanceCulled )
{
bIsVisible = false ;
}
# if RHI_RAYTRACING
if ( bFarDistanceCulled )
{
bIsVisibleInRayTracing = false ;
}
# endif //RHI_RAYTRACING
}
}
}
if ( bIsVisible )
{
// The primitive is visible!
VisBits | = Mask ;
}
else
{
STAT ( + + NumPrimitivesCulledForTask ) ;
}
# if RHI_RAYTRACING
if ( bIsVisibleInRayTracing )
{
RayTracingBits | = Mask ;
}
# endif //RHI_RAYTRACING
}
if ( Flags . bShouldVisibilityCull & & FadingBits )
{
checkSlow ( ! View . PotentiallyFadingPrimitiveMap . GetData ( ) [ WordIndex ] ) ; // this should start at zero
View . PotentiallyFadingPrimitiveMap . GetData ( ) [ WordIndex ] = FadingBits ;
}
if ( Flags . bShouldVisibilityCull & & VisBits )
{
checkSlow ( ! View . PrimitiveVisibilityMap . GetData ( ) [ WordIndex ] ) ; // this should start at zero
View . PrimitiveVisibilityMap . GetData ( ) [ WordIndex ] = VisBits ;
}
# if RHI_RAYTRACING
if ( RayTracingBits )
{
checkSlow ( ! View . PrimitiveRayTracingVisibilityMap . GetData ( ) [ WordIndex ] ) ; // this should start at zero
View . PrimitiveRayTracingVisibilityMap . GetData ( ) [ WordIndex ] = RayTracingBits ;
}
# endif
}
STAT ( NumCulledPrimitives . Add ( NumPrimitivesCulledForTask ) ) ;
}
static int32 PrimitiveCull ( const FScene * RESTRICT Scene , FViewInfo & View , bool bShouldVisibilityCull )
{
FPrimitiveCullingFlags Flags ;
Flags . bShouldVisibilityCull = bShouldVisibilityCull ;
Flags . bUseCustomCulling = View . CustomVisibilityQuery & & View . CustomVisibilityQuery - > Prepare ( ) ;
Flags . bAlsoUseSphereTest = CVarAlsoUseSphereForFrustumCull . GetValueOnRenderThread ( ) > 0 ;
Flags . bUseFastIntersect = ( View . ViewFrustum . PermutedPlanes . Num ( ) = = 8 ) & & CVarUseFastIntersect . GetValueOnRenderThread ( ) ;
Flags . bUseVisibilityOctree = CVarUseVisibilityOctree . GetValueOnRenderThread ( ) > 0 ;
Flags . bNaniteAlwaysVisible = CVarNaniteMeshsAlwaysVisible . GetValueOnRenderThread ( ) > 0 ;
Flags . bHasHiddenPrimitives = View . HiddenPrimitives . Num ( ) > 0 ;
Flags . bHasShowOnlyPrimitives = View . ShowOnlyPrimitives . IsSet ( ) ;
# if RHI_RAYTRACING
View . RayTracingCullingParameters . Init ( View ) ;
# endif
SCOPE_CYCLE_COUNTER ( STAT_PrimitiveCull ) ;
FSceneBitArray VisibleNodes ;
if ( bShouldVisibilityCull & & Flags . bUseVisibilityOctree )
{
CullOctree ( Scene , View , Flags , VisibleNodes ) ;
}
//Primitives per ParallelFor task
//Using async FrustumCull. Thanks Yager! See https://udn.unrealengine.com/questions/252385/performance-of-frustumcull.html
//Performance varies on total primitive count and tasks scheduled. Check the mentioned link above for some measurements.
//There have been some changes as compared to the code measured in the link
FThreadSafeCounter NumCulledPrimitives ;
FSceneViewState * ViewState = ( FSceneViewState * ) View . State ;
const bool bHLODActive = Scene - > SceneLODHierarchy . IsActive ( ) ;
const FHLODVisibilityState * const HLODState = bHLODActive & & ViewState ? & ViewState - > HLODVisibilityState : nullptr ;
float MaxDrawDistanceScale = GetCachedScalabilityCVars ( ) . ViewDistanceScale * GetCachedScalabilityCVars ( ) . CalculateFieldOfViewDistanceScale ( View . DesiredFOV ) ;
const int32 BitArrayNum = View . PrimitiveVisibilityMap . Num ( ) ;
const int32 BitArrayWords = FMath : : DivideAndRoundUp ( BitArrayNum , ( int32 ) NumBitsPerDWORD ) ;
const int32 NumTasks = FMath : : DivideAndRoundUp ( BitArrayWords , FrustumCullNumWordsPerTask ) ;
ParallelFor ( NumTasks ,
[ & NumCulledPrimitives , Scene , & View , MaxDrawDistanceScale , HLODState , & VisibleNodes , & Flags ] ( int32 TaskIndex )
{
PrimitiveCullTask ( NumCulledPrimitives , Scene , View , Flags , MaxDrawDistanceScale , HLODState , VisibleNodes , TaskIndex ) ;
} ,
! FApp : : ShouldUseThreadingForPerformance ( ) | | ( Flags . bUseCustomCulling & & ! View . CustomVisibilityQuery - > IsThreadsafe ( ) ) | | CVarParallelInitViews . GetValueOnRenderThread ( ) = = 0 | | ! IsInActualRenderingThread ( )
) ;
return NumCulledPrimitives . GetValue ( ) ;
}
/**
* Updated primitive fading states for the view .
*/
static void UpdatePrimitiveFading ( const FScene * Scene , FViewInfo & View )
{
SCOPE_CYCLE_COUNTER ( STAT_UpdatePrimitiveFading ) ;
FSceneViewState * ViewState = ( FSceneViewState * ) View . State ;
if ( ViewState )
{
uint32 PrevFrameNumber = ViewState - > PrevFrameNumber ;
float CurrentRealTime = View . Family - > Time . GetRealTimeSeconds ( ) ;
// First clear any stale fading states.
for ( FPrimitiveFadingStateMap : : TIterator It ( ViewState - > PrimitiveFadingStates ) ; It ; + + It )
{
FPrimitiveFadingState & FadingState = It . Value ( ) ;
if ( FadingState . FrameNumber ! = PrevFrameNumber | |
( IsValidRef ( FadingState . UniformBuffer ) & & CurrentRealTime > = FadingState . EndTime ) )
{
It . RemoveCurrent ( ) ;
}
}
// Should we allow fading transitions at all this frame? For frames where the camera moved
// a large distance or where we haven't rendered a view in awhile, it's best to disable
// fading so users don't see unexpected object transitions.
if ( ! GDisableLODFade & & ! View . bDisableDistanceBasedFadeTransitions )
{
// Do a pass over potentially fading primitives and update their states.
for ( FSceneSetBitIterator BitIt ( View . PotentiallyFadingPrimitiveMap ) ; BitIt ; + + BitIt )
{
bool bVisible = View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) ;
FPrimitiveFadingState & FadingState = ViewState - > PrimitiveFadingStates . FindOrAdd ( Scene - > PrimitiveComponentIds [ BitIt . GetIndex ( ) ] ) ;
UpdatePrimitiveFadingStateHelper ( FadingState , View , bVisible ) ;
FRHIUniformBuffer * UniformBuffer = FadingState . UniformBuffer ;
if ( UniformBuffer & & ! bVisible )
{
// If the primitive is fading out make sure it remains visible.
View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) = true ;
# if RHI_RAYTRACING
// Cannot just assume the ray tracing visibility will be true, so a complete recalculation for its culling needs to happen
// This should be a very rare occurrence, so the hit is not worrisome.
// TODO: Could this be moved into the actual culling phase?
2022-10-03 11:36:28 -04:00
if ( ! ShouldCullForRayTracing ( Scene , View , BitIt . GetIndex ( ) ) )
2022-06-02 04:12:03 -04:00
{
View . PrimitiveRayTracingVisibilityMap . AccessCorrespondingBit ( BitIt ) = true ;
}
# endif //RHI_RAYTRACING
}
View . PrimitiveFadeUniformBuffers [ BitIt . GetIndex ( ) ] = UniformBuffer ;
View . PrimitiveFadeUniformBufferMap [ BitIt . GetIndex ( ) ] = UniformBuffer ! = nullptr ;
}
}
}
}
struct FOcclusionBounds
{
FOcclusionBounds ( FPrimitiveOcclusionHistory * InPrimitiveOcclusionHistory , const FVector & InBoundsOrigin , const FVector & InBoundsExtent , bool bInGroupedQuery )
: PrimitiveOcclusionHistory ( InPrimitiveOcclusionHistory )
, BoundsOrigin ( InBoundsOrigin )
, BoundsExtent ( InBoundsExtent )
, bGroupedQuery ( bInGroupedQuery )
{
}
FOcclusionBounds ( FPrimitiveOcclusionHistoryKey InPrimitiveOcclusionHistoryKey , const FVector & InBoundsOrigin , const FVector & InBoundsExtent , uint32 InLastQuerySubmitFrame )
: PrimitiveOcclusionHistoryKey ( InPrimitiveOcclusionHistoryKey )
, BoundsOrigin ( InBoundsOrigin )
, BoundsExtent ( InBoundsExtent )
, LastQuerySubmitFrame ( InLastQuerySubmitFrame )
{
}
union
{
FPrimitiveOcclusionHistory * PrimitiveOcclusionHistory ;
FPrimitiveOcclusionHistoryKey PrimitiveOcclusionHistoryKey ;
} ;
FVector BoundsOrigin ;
FVector BoundsExtent ;
union
{
bool bGroupedQuery ;
uint32 LastQuerySubmitFrame ;
} ;
} ;
struct FHZBBound
{
FHZBBound ( FPrimitiveOcclusionHistory * InTargetHistory , const FVector & InBoundsOrigin , const FVector & InBoundsExtent )
: TargetHistory ( InTargetHistory )
, BoundsOrigin ( InBoundsOrigin )
, BoundsExtent ( InBoundsExtent )
{ }
FPrimitiveOcclusionHistory * const TargetHistory ;
const FVector BoundsOrigin ;
const FVector BoundsExtent ;
} ;
# define BALANCE_LOAD 1
# define QUERY_SANITY_CHECK 0
struct FVisForPrimParams
{
FVisForPrimParams ( ) { }
FVisForPrimParams ( const FScene * InScene ,
FViewInfo * InView ,
FViewElementPDI * InOcclusionPDI ,
int32 InStartIndex ,
int32 InNumToProcess ,
bool bInSubmitQueries ,
bool bInHZBOcclusion ,
TArray < FOcclusionBounds > & OutQueriesToRun ,
TArray < bool > & OutSubIsOccluded )
: Scene ( InScene )
, View ( InView )
, OcclusionPDI ( InOcclusionPDI )
, StartIndex ( InStartIndex )
, NumToProcess ( InNumToProcess )
, bSubmitQueries ( bInSubmitQueries )
, bHZBOcclusion ( bInHZBOcclusion )
, QueriesToAdd ( & OutQueriesToRun )
, SubIsOccluded ( & OutSubIsOccluded )
{
OutQueriesToRun . Reset ( ) ;
OutSubIsOccluded . Reset ( ) ;
}
void Init ( const FScene * InScene ,
FViewInfo * InView ,
int32 InStartIndex ,
int32 InNumToProcess ,
bool bInSubmitQueries ,
bool bInHZBOcclusion ,
TArray < FPrimitiveOcclusionHistory > & OutOcclusionHistory ,
TArray < FPrimitiveOcclusionHistory * > & OutQueriesToRelease ,
TArray < FHZBBound > & OutHZBBounds ,
TArray < FOcclusionBounds > & OutQueriesToRun ,
TArray < bool > & OutSubIsOccluded )
{
OutOcclusionHistory . Reset ( ) ;
OutQueriesToRelease . Reset ( ) ;
OutHZBBounds . Reset ( ) ;
OutQueriesToRun . Reset ( ) ;
OutSubIsOccluded . Reset ( ) ;
Scene = InScene ;
View = InView ;
StartIndex = InStartIndex ;
NumToProcess = InNumToProcess ;
bSubmitQueries = bInSubmitQueries ;
bHZBOcclusion = bInHZBOcclusion ;
InsertPrimitiveOcclusionHistory = & OutOcclusionHistory ;
QueriesToRelease = & OutQueriesToRelease ;
HZBBoundsToAdd = & OutHZBBounds ;
QueriesToAdd = & OutQueriesToRun ;
SubIsOccluded = & OutSubIsOccluded ;
}
const FScene * Scene { } ;
FViewInfo * View { } ;
FViewElementPDI * OcclusionPDI { } ;
int32 StartIndex { } ;
int32 NumToProcess { } ;
bool bSubmitQueries { } ;
bool bHZBOcclusion { } ;
// Whether the entries written into the history need to be read using a scan search (see FPrimitiveOcclusionHistory::bNeedsScanOnRead)
bool bNeedsScanOnRead { } ;
//occlusion history to insert into. In parallel these will be all merged back into the view's history on the main thread.
//use TChunkedArray so pointers to the new FPrimitiveOcclusionHistory's won't change if the array grows.
TArray < FPrimitiveOcclusionHistory > * InsertPrimitiveOcclusionHistory { } ;
TArray < FPrimitiveOcclusionHistory * > * QueriesToRelease { } ;
TArray < FHZBBound > * HZBBoundsToAdd { } ;
TArray < FOcclusionBounds > * QueriesToAdd { } ;
int32 NumOccludedPrims { } ;
TArray < bool > * SubIsOccluded { } ;
} ;
//This function is shared between the single and multi-threaded versions. Modifications to any primitives indexed by BitIt should be ok
//since only one of the task threads will ever reference it. However, any modifications to shared state like the ViewState must be buffered
//to be recombined later.
template < bool bSingleThreaded >
static void FetchVisibilityForPrimitives_Range ( FVisForPrimParams & Params , FGlobalDynamicVertexBuffer * DynamicVertexBufferIfSingleThreaded )
{
SCOPED_NAMED_EVENT ( FetchVisibilityForPrimitives_Range , FColor : : Magenta ) ;
int32 NumOccludedPrimitives = 0 ;
const FScene * Scene = Params . Scene ;
FViewInfo & View = * Params . View ;
FViewElementPDI * OcclusionPDI = Params . OcclusionPDI ;
const int32 StartIndex = Params . StartIndex ;
const int32 NumToProcess = Params . NumToProcess ;
const bool bSubmitQueries = Params . bSubmitQueries ;
const bool bHZBOcclusion = Params . bHZBOcclusion ;
const float PrimitiveProbablyVisibleTime = GEngine - > PrimitiveProbablyVisibleTime ;
FSceneViewState * ViewState = ( FSceneViewState * ) View . State ;
const int32 NumBufferedFrames = FOcclusionQueryHelpers : : GetNumBufferedFrames ( Scene - > GetFeatureLevel ( ) ) ;
bool bClearQueries = ! View . Family - > EngineShowFlags . HitProxies ;
const float CurrentRealTime = View . Family - > Time . GetRealTimeSeconds ( ) ;
uint32 OcclusionFrameCounter = ViewState - > OcclusionFrameCounter ;
FHZBOcclusionTester & HZBOcclusionTests = ViewState - > HZBOcclusionTests ;
int32 ReadBackLagTolerance = NumBufferedFrames ;
const bool bIsStereoView = IStereoRendering : : IsStereoEyeView ( View ) ;
const bool bUseRoundRobinOcclusion = bIsStereoView & & ! View . bIsSceneCapture & & View . ViewState - > IsRoundRobinEnabled ( ) ;
if ( bUseRoundRobinOcclusion )
{
// We don't allow clearing of a history entry if we do not also submit an occlusion query to replace the deleted one
// as we want to keep the history as full as possible
bClearQueries & = bSubmitQueries ;
// However, if this frame happens to be the first frame, then we clear anyway since in the first frame we should not be
// reading past queries
bClearQueries | = View . bIgnoreExistingQueries ;
// Round-robin occlusion culling involves reading frames that could be twice as stale as without round-robin
ReadBackLagTolerance = NumBufferedFrames * 2 ;
}
// Round robin occlusion culling can make holes in the occlusion history which would require scanning the history when reading
Params . bNeedsScanOnRead = bUseRoundRobinOcclusion ;
TSet < FPrimitiveOcclusionHistory , FPrimitiveOcclusionHistoryKeyFuncs > & ViewPrimitiveOcclusionHistory = ViewState - > PrimitiveOcclusionHistorySet ;
TArray < FPrimitiveOcclusionHistory > * InsertPrimitiveOcclusionHistory = Params . InsertPrimitiveOcclusionHistory ;
TArray < FPrimitiveOcclusionHistory * > * QueriesToRelease = Params . QueriesToRelease ;
TArray < FHZBBound > * HZBBoundsToAdd = Params . HZBBoundsToAdd ;
TArray < FOcclusionBounds > * QueriesToAdd = Params . QueriesToAdd ;
const bool bNewlyConsideredBBoxExpandActive = GExpandNewlyOcclusionTestedBBoxesAmount > 0.0f & & GFramesToExpandNewlyOcclusionTestedBBoxes > 0 & & GFramesNotOcclusionTestedToExpandBBoxes > 0 ;
const float NeverOcclusionTestDistanceSquared = GNeverOcclusionTestDistance * GNeverOcclusionTestDistance ;
const FVector ViewOrigin = View . ViewMatrices . GetViewOrigin ( ) ;
const int32 ReserveAmount = NumToProcess ;
int32 NumQueriesToReserve = NumToProcess ;
if ( ! bSingleThreaded )
{
check ( InsertPrimitiveOcclusionHistory ) ;
check ( QueriesToRelease ) ;
check ( HZBBoundsToAdd ) ;
check ( QueriesToAdd ) ;
// We need to calculuate the actual number of queries to reserve since the pointers to InsertPrimitiveOcclusionHistory need to be preserved.
if ( GAllowSubPrimitiveQueries & & ! View . bDisableQuerySubmissions )
{
NumQueriesToReserve = 0 ;
int32 NumProcessed = 0 ;
# if BALANCE_LOAD
for ( FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap , StartIndex ) ; BitIt & & ( NumProcessed < NumToProcess ) ; + + BitIt , + + NumProcessed )
# else
for ( TBitArray < SceneRenderingBitArrayAllocator > : : FIterator BitIt ( View . PrimitiveVisibilityMap , StartIndex ) ; BitIt & & ( NumProcessed < NumToProcess ) ; + + BitIt , + + NumProcessed )
# endif
{
# if !BALANCE_LOAD
if ( ! View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) )
{
continue ;
}
# endif
int32 Index = BitIt . GetIndex ( ) ;
const uint8 OcclusionFlags = Scene - > PrimitiveOcclusionFlags [ Index ] ;
if ( ( OcclusionFlags & EOcclusionFlags : : CanBeOccluded ) = = 0 )
{
continue ;
}
if ( ( OcclusionFlags & EOcclusionFlags : : HasSubprimitiveQueries ) ! = 0 )
{
NumQueriesToReserve + = Scene - > Primitives [ Index ] - > Proxy - > GetOcclusionQueries ( & View ) - > Num ( ) ;
}
else
{
NumQueriesToReserve + + ;
}
}
}
//avoid doing reallocs as much as possible. Unlikely to make an entry per processed element.
InsertPrimitiveOcclusionHistory - > Reserve ( NumQueriesToReserve ) ;
QueriesToRelease - > Reserve ( ReserveAmount ) ;
HZBBoundsToAdd - > Reserve ( ReserveAmount ) ;
QueriesToAdd - > Reserve ( ReserveAmount ) ;
}
int32 NumProcessed = 0 ;
int32 NumTotalPrims = View . PrimitiveVisibilityMap . Num ( ) ;
int32 NumTotalDefUnoccluded = View . PrimitiveDefinitelyUnoccludedMap . Num ( ) ;
{
// If we're going to stall the RHI thread for one query, we should stall it for all of them.
// !(View.bIgnoreExistingQueries || bHZBOcclusion) is the code path that calls GetQueryForReading.
const bool bShouldStallRHIThread = bSingleThreaded & & GOcclusionSingleRHIThreadStall & & ! GSupportsParallelOcclusionQueries & & IsInRenderingThread ( ) & & ! ( View . bIgnoreExistingQueries | | bHZBOcclusion ) ;
FScopedRHIThreadStaller StallRHIThread ( FRHICommandListExecutor : : GetImmediateCommandList ( ) , bShouldStallRHIThread ) ;
SCOPED_NAMED_EVENT_F ( TEXT ( " forEach over %d entries " ) , FColor : : Magenta , NumToProcess ) ;
//if we are load balanced then we iterate only the set bits, and the ranges have been pre-selected to evenly distribute set bits among the tasks with no overlaps.
//if not, then the entire array is evenly divided by range.
# if BALANCE_LOAD
for ( FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap , StartIndex ) ; BitIt & & ( NumProcessed < NumToProcess ) ; + + BitIt , + + NumProcessed )
# else
for ( TBitArray < SceneRenderingBitArrayAllocator > : : FIterator BitIt ( View . PrimitiveVisibilityMap , StartIndex ) ; BitIt & & ( NumProcessed < NumToProcess ) ; + + BitIt , + + NumProcessed )
# endif
{
# if !BALANCE_LOAD
if ( ! View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) )
{
continue ;
}
# endif
int32 Index = BitIt . GetIndex ( ) ;
const uint8 OcclusionFlags = Scene - > PrimitiveOcclusionFlags [ Index ] ;
if ( ( OcclusionFlags & EOcclusionFlags : : CanBeOccluded ) = = 0 )
{
View . PrimitiveDefinitelyUnoccludedMap . AccessCorrespondingBit ( BitIt ) = true ;
continue ;
}
//we can't allow the prim history insertion array to realloc or it will invalidate pointers in the other output arrays.
const bool bCanAllocPrimHistory = bSingleThreaded | | InsertPrimitiveOcclusionHistory - > Num ( ) < InsertPrimitiveOcclusionHistory - > Max ( ) ;
# if WITH_EDITOR
bool bCanBeOccluded = true ;
if ( GIsEditor )
{
if ( Scene - > PrimitivesSelected [ Index ] )
{
// to render occluded outline for selected objects
bCanBeOccluded = false ;
}
}
# else
constexpr bool bCanBeOccluded = true ;
# endif
int32 NumSubQueries = 1 ;
bool bSubQueries = false ;
const TArray < FBoxSphereBounds > * SubBounds = nullptr ;
check ( Params . SubIsOccluded ) ;
TArray < bool > & SubIsOccluded = * Params . SubIsOccluded ;
int32 SubIsOccludedStart = SubIsOccluded . Num ( ) ;
if ( ( OcclusionFlags & EOcclusionFlags : : HasSubprimitiveQueries ) & & GAllowSubPrimitiveQueries & & ! View . bDisableQuerySubmissions )
{
FPrimitiveSceneProxy * Proxy = Scene - > Primitives [ Index ] - > Proxy ;
SubBounds = Proxy - > GetOcclusionQueries ( & View ) ;
NumSubQueries = SubBounds - > Num ( ) ;
bSubQueries = true ;
if ( ! NumSubQueries )
{
View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) = false ;
continue ;
}
SubIsOccluded . Reserve ( NumSubQueries ) ;
}
bool bAllSubOcclusionStateIsDefinite = true ;
bool bAllSubOccluded = true ;
FPrimitiveComponentId PrimitiveId = Scene - > PrimitiveComponentIds [ Index ] ;
for ( int32 SubQuery = 0 ; SubQuery < NumSubQueries ; SubQuery + + )
{
FPrimitiveOcclusionHistory * PrimitiveOcclusionHistory = ViewPrimitiveOcclusionHistory . Find ( FPrimitiveOcclusionHistoryKey ( PrimitiveId , SubQuery ) ) ;
bool bIsOccluded = false ;
bool bOcclusionStateIsDefinite = false ;
if ( ! PrimitiveOcclusionHistory )
{
// If the primitive doesn't have an occlusion history yet, create it.
if ( bSingleThreaded )
{
// In singlethreaded mode we can safely modify the view's history directly.
PrimitiveOcclusionHistory = & ViewPrimitiveOcclusionHistory [
ViewPrimitiveOcclusionHistory . Add ( FPrimitiveOcclusionHistory ( PrimitiveId , SubQuery ) )
] ;
}
else if ( bCanAllocPrimHistory )
{
// In multithreaded mode we have to buffer the new histories and add them to the view during a post-combine
PrimitiveOcclusionHistory = & ( * InsertPrimitiveOcclusionHistory ) [
InsertPrimitiveOcclusionHistory - > Add ( FPrimitiveOcclusionHistory ( PrimitiveId , SubQuery ) )
] ;
}
// If the primitive hasn't been visible recently enough to have a history, treat it as unoccluded this frame so it will be rendered as an occluder and its true occlusion state can be determined.
// already set bIsOccluded = false;
// Flag the primitive's occlusion state as indefinite, which will force it to be queried this frame.
// The exception is if the primitive isn't occludable, in which case we know that it's definitely unoccluded.
bOcclusionStateIsDefinite = ! bCanBeOccluded ;
}
else
{
if ( View . bIgnoreExistingQueries )
{
// If the view is ignoring occlusion queries, the primitive is definitely unoccluded.
// already set bIsOccluded = false;
bOcclusionStateIsDefinite = View . bDisableQuerySubmissions ;
}
else if ( bCanBeOccluded )
{
if ( bHZBOcclusion )
{
if ( HZBOcclusionTests . IsValidFrame ( PrimitiveOcclusionHistory - > LastTestFrameNumber ) )
{
bIsOccluded = ! HZBOcclusionTests . IsVisible ( PrimitiveOcclusionHistory - > HZBTestIndex ) ;
bOcclusionStateIsDefinite = true ;
}
}
else
{
// Read the occlusion query results.
uint64 NumSamples = 0 ;
bool bGrouped = false ;
FRHIRenderQuery * PastQuery = PrimitiveOcclusionHistory - > GetQueryForReading ( OcclusionFrameCounter , NumBufferedFrames , ReadBackLagTolerance , bGrouped ) ;
if ( PastQuery )
{
//int32 RefCount = PastQuery.GetReference()->GetRefCount();
// NOTE: RHIGetOcclusionQueryResult should never fail when using a blocking call, rendering artifacts may show up.
//if (RHICmdList.GetRenderQueryResult(PastQuery, NumSamples, true))
if ( GDynamicRHI - > RHIGetRenderQueryResult ( PastQuery , NumSamples , true ) )
{
// we render occlusion without MSAA
uint32 NumPixels = ( uint32 ) NumSamples ;
// The primitive is occluded if none of its bounding box's pixels were visible in the previous frame's occlusion query.
bIsOccluded = ( NumPixels = = 0 ) ;
if ( ! bIsOccluded )
{
checkSlow ( View . OneOverNumPossiblePixels > 0.0f ) ;
PrimitiveOcclusionHistory - > LastPixelsPercentage = NumPixels * View . OneOverNumPossiblePixels ;
}
else
{
PrimitiveOcclusionHistory - > LastPixelsPercentage = 0.0f ;
}
// Flag the primitive's occlusion state as definite if it wasn't grouped.
bOcclusionStateIsDefinite = ! bGrouped ;
}
else
{
// If the occlusion query failed, treat the primitive as visible.
// already set bIsOccluded = false;
}
}
else
{
if ( NumBufferedFrames > 1 | | GRHIMaximumReccommendedOustandingOcclusionQueries < MAX_int32 )
{
// If there's no occlusion query for the primitive, assume it is whatever it was last frame
bIsOccluded = PrimitiveOcclusionHistory - > WasOccludedLastFrame ;
bOcclusionStateIsDefinite = PrimitiveOcclusionHistory - > OcclusionStateWasDefiniteLastFrame ;
}
else
{
// If there's no occlusion query for the primitive, set it's visibility state to whether it has been unoccluded recently.
bIsOccluded = ( PrimitiveOcclusionHistory - > LastProvenVisibleTime + GEngine - > PrimitiveProbablyVisibleTime < CurrentRealTime ) ;
// the state was definite last frame, otherwise we would have ran a query
bOcclusionStateIsDefinite = true ;
}
if ( bIsOccluded )
{
PrimitiveOcclusionHistory - > LastPixelsPercentage = 0.0f ;
}
else
{
PrimitiveOcclusionHistory - > LastPixelsPercentage = GEngine - > MaxOcclusionPixelsFraction ;
}
}
}
if ( GVisualizeOccludedPrimitives & & OcclusionPDI & & bIsOccluded )
{
const FBoxSphereBounds & Bounds = bSubQueries ? ( * SubBounds ) [ SubQuery ] : Scene - > PrimitiveOcclusionBounds [ Index ] ;
DrawWireBox ( OcclusionPDI , Bounds . GetBox ( ) , FColor ( 50 , 255 , 50 ) , SDPG_Foreground ) ;
}
}
else
{
// Primitives that aren't occludable are considered definitely unoccluded.
// already set bIsOccluded = false;
bOcclusionStateIsDefinite = true ;
}
if ( bClearQueries )
{
if ( bSingleThreaded )
{
PrimitiveOcclusionHistory - > ReleaseQuery ( OcclusionFrameCounter , NumBufferedFrames ) ;
}
else
{
if ( PrimitiveOcclusionHistory - > GetQueryForEviction ( OcclusionFrameCounter , NumBufferedFrames ) )
{
QueriesToRelease - > Add ( PrimitiveOcclusionHistory ) ;
}
}
}
}
if ( PrimitiveOcclusionHistory )
{
if ( bSubmitQueries & & bCanBeOccluded )
{
bool bSkipNewlyConsidered = false ;
if ( bNewlyConsideredBBoxExpandActive )
{
if ( ! PrimitiveOcclusionHistory - > BecameEligibleForQueryCooldown & & OcclusionFrameCounter - PrimitiveOcclusionHistory - > LastConsideredFrameNumber > uint32 ( GFramesNotOcclusionTestedToExpandBBoxes ) )
{
PrimitiveOcclusionHistory - > BecameEligibleForQueryCooldown = GFramesToExpandNewlyOcclusionTestedBBoxes ;
}
bSkipNewlyConsidered = ! ! PrimitiveOcclusionHistory - > BecameEligibleForQueryCooldown ;
if ( bSkipNewlyConsidered )
{
PrimitiveOcclusionHistory - > BecameEligibleForQueryCooldown - - ;
}
}
bool bAllowBoundsTest ;
const FBoxSphereBounds OcclusionBounds = ( bSubQueries ? ( * SubBounds ) [ SubQuery ] : Scene - > PrimitiveOcclusionBounds [ Index ] ) . ExpandBy ( GExpandAllTestedBBoxesAmount + ( bSkipNewlyConsidered ? GExpandNewlyOcclusionTestedBBoxesAmount : 0.0 ) ) ;
if ( FVector : : DistSquared ( ViewOrigin , OcclusionBounds . Origin ) < NeverOcclusionTestDistanceSquared )
{
bAllowBoundsTest = false ;
}
else if ( View . bHasNearClippingPlane )
{
bAllowBoundsTest = View . NearClippingPlane . PlaneDot ( OcclusionBounds . Origin ) <
- ( FVector : : BoxPushOut ( View . NearClippingPlane , OcclusionBounds . BoxExtent ) ) ;
}
else if ( ! View . IsPerspectiveProjection ( ) )
{
// Transform parallel near plane
static_assert ( ( int32 ) ERHIZBuffer : : IsInverted ! = 0 , " Check equation for culling! " ) ;
bAllowBoundsTest = View . WorldToScreen ( OcclusionBounds . Origin ) . Z - View . ViewMatrices . GetProjectionMatrix ( ) . M [ 2 ] [ 2 ] * OcclusionBounds . SphereRadius < 1 ;
}
else
{
bAllowBoundsTest = OcclusionBounds . SphereRadius < HALF_WORLD_MAX ;
}
if ( bAllowBoundsTest )
{
PrimitiveOcclusionHistory - > LastTestFrameNumber = OcclusionFrameCounter ;
if ( bHZBOcclusion )
{
// Always run
if ( bSingleThreaded )
{
PrimitiveOcclusionHistory - > HZBTestIndex = HZBOcclusionTests . AddBounds ( OcclusionBounds . Origin , OcclusionBounds . BoxExtent ) ;
}
else
{
HZBBoundsToAdd - > Emplace ( PrimitiveOcclusionHistory , OcclusionBounds . Origin , OcclusionBounds . BoxExtent ) ;
}
}
else
{
// decide if a query should be run this frame
bool bRunQuery , bGroupedQuery ;
if ( ! bSubQueries & & // sub queries are never grouped, we assume the custom code knows what it is doing and will group internally if it wants
( OcclusionFlags & EOcclusionFlags : : AllowApproximateOcclusion ) )
{
if ( bIsOccluded )
{
// Primitives that were occluded the previous frame use grouped queries.
bGroupedQuery = true ;
bRunQuery = true ;
}
else if ( bOcclusionStateIsDefinite )
{
bGroupedQuery = false ;
float Rnd = GOcclusionRandomStream . GetFraction ( ) ;
if ( GRHISupportsExactOcclusionQueries )
{
float FractionMultiplier = FMath : : Max ( PrimitiveOcclusionHistory - > LastPixelsPercentage / GEngine - > MaxOcclusionPixelsFraction , 1.0f ) ;
bRunQuery = ( FractionMultiplier * Rnd ) < GEngine - > MaxOcclusionPixelsFraction ;
}
else
{
bRunQuery = CurrentRealTime - PrimitiveOcclusionHistory - > LastProvenVisibleTime > PrimitiveProbablyVisibleTime * ( 0.5f * 0.25f * Rnd ) ;
}
}
else
{
bGroupedQuery = false ;
bRunQuery = true ;
}
}
else
{
// Primitives that need precise occlusion results use individual queries.
bGroupedQuery = false ;
bRunQuery = true ;
}
if ( bRunQuery )
{
const FVector BoundOrigin = OcclusionBounds . Origin + View . ViewMatrices . GetPreViewTranslation ( ) ;
const FVector BoundExtent = OcclusionBounds . BoxExtent ;
if ( bSingleThreaded )
{
checkSlow ( DynamicVertexBufferIfSingleThreaded ) ;
if ( GRHIMaximumReccommendedOustandingOcclusionQueries < MAX_int32 & & ! bGroupedQuery )
{
QueriesToAdd - > Emplace ( FPrimitiveOcclusionHistoryKey ( PrimitiveId , SubQuery ) , BoundOrigin , BoundExtent , PrimitiveOcclusionHistory - > LastQuerySubmitFrame ( ) ) ;
}
else
{
PrimitiveOcclusionHistory - > SetCurrentQuery ( OcclusionFrameCounter ,
bGroupedQuery ?
View . GroupedOcclusionQueries . BatchPrimitive ( BoundOrigin , BoundExtent , * DynamicVertexBufferIfSingleThreaded ) :
View . IndividualOcclusionQueries . BatchPrimitive ( BoundOrigin , BoundExtent , * DynamicVertexBufferIfSingleThreaded ) ,
NumBufferedFrames ,
bGroupedQuery ,
Params . bNeedsScanOnRead
) ;
}
}
else
{
QueriesToAdd - > Emplace ( PrimitiveOcclusionHistory , BoundOrigin , BoundExtent , bGroupedQuery ) ;
}
}
}
}
else
{
// If the primitive's bounding box intersects the near clipping plane, treat it as definitely unoccluded.
bIsOccluded = false ;
bOcclusionStateIsDefinite = true ;
}
}
// Set the primitive's considered time to keep its occlusion history from being trimmed.
PrimitiveOcclusionHistory - > LastConsideredTime = CurrentRealTime ;
if ( ! bIsOccluded & & bOcclusionStateIsDefinite )
{
PrimitiveOcclusionHistory - > LastProvenVisibleTime = CurrentRealTime ;
}
PrimitiveOcclusionHistory - > LastConsideredFrameNumber = OcclusionFrameCounter ;
PrimitiveOcclusionHistory - > WasOccludedLastFrame = bIsOccluded ;
PrimitiveOcclusionHistory - > OcclusionStateWasDefiniteLastFrame = bOcclusionStateIsDefinite ;
}
if ( bSubQueries )
{
SubIsOccluded . Add ( bIsOccluded ) ;
if ( ! bIsOccluded )
{
bAllSubOccluded = false ;
}
if ( bIsOccluded | | ! bOcclusionStateIsDefinite )
{
bAllSubOcclusionStateIsDefinite = false ;
}
}
else
{
if ( bIsOccluded )
{
View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) = false ;
STAT ( NumOccludedPrimitives + + ) ;
}
else if ( bOcclusionStateIsDefinite )
{
View . PrimitiveDefinitelyUnoccludedMap . AccessCorrespondingBit ( BitIt ) = true ;
}
}
}
if ( bSubQueries )
{
if ( SubIsOccluded . Num ( ) > 0 )
{
FPrimitiveSceneProxy * Proxy = Scene - > Primitives [ Index ] - > Proxy ;
Proxy - > AcceptOcclusionResults ( & View , & SubIsOccluded , SubIsOccludedStart , SubIsOccluded . Num ( ) - SubIsOccludedStart ) ;
}
if ( bAllSubOccluded )
{
View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) = false ;
STAT ( NumOccludedPrimitives + + ) ;
}
else if ( bAllSubOcclusionStateIsDefinite )
{
View . PrimitiveDefinitelyUnoccludedMap . AccessCorrespondingBit ( BitIt ) = true ;
}
}
}
}
check ( NumTotalDefUnoccluded = = View . PrimitiveDefinitelyUnoccludedMap . Num ( ) ) ;
check ( NumTotalPrims = = View . PrimitiveVisibilityMap . Num ( ) ) ;
check ( ! InsertPrimitiveOcclusionHistory | | InsertPrimitiveOcclusionHistory - > Num ( ) < = NumQueriesToReserve ) ;
Params . NumOccludedPrims = NumOccludedPrimitives ;
}
static int32 FetchVisibilityForPrimitives ( const FScene * Scene , FViewInfo & View , const bool bSubmitQueries , const bool bHZBOcclusion , FGlobalDynamicVertexBuffer & DynamicVertexBuffer )
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE ( FetchVisibilityForPrimitives ) ;
QUICK_SCOPE_CYCLE_COUNTER ( STAT_FetchVisibilityForPrimitives ) ;
FSceneViewState * ViewState = ( FSceneViewState * ) View . State ;
SCOPED_NAMED_EVENT ( FetchVisibilityForPrimitives , FColor : : Magenta ) ;
static int32 SubIsOccludedArrayIndex = 0 ;
SubIsOccludedArrayIndex = 1 - SubIsOccludedArrayIndex ;
const int32 NumBufferedFrames = FOcclusionQueryHelpers : : GetNumBufferedFrames ( Scene - > GetFeatureLevel ( ) ) ;
uint32 OcclusionFrameCounter = ViewState - > OcclusionFrameCounter ;
TSet < FPrimitiveOcclusionHistory , FPrimitiveOcclusionHistoryKeyFuncs > & ViewPrimitiveOcclusionHistory = ViewState - > PrimitiveOcclusionHistorySet ;
if ( GOcclusionCullParallelPrimFetch & & GSupportsParallelOcclusionQueries )
{
SCOPED_NAMED_EVENT ( FetchVisibilityParallel , FColor : : Magenta ) ;
constexpr int32 MaxNumCullTasks = 8 ;
constexpr int32 ActualNumCullTasks = 8 ;
constexpr int32 NumOutputArrays = MaxNumCullTasks ;
//params for each task
FVisForPrimParams Params [ NumOutputArrays ] ;
//output arrays for each task
TArray < FPrimitiveOcclusionHistory > OutputOcclusionHistory [ NumOutputArrays ] ;
TArray < FPrimitiveOcclusionHistory * > OutQueriesToRelease [ NumOutputArrays ] ;
TArray < FHZBBound > OutHZBBounds [ NumOutputArrays ] ;
TArray < FOcclusionBounds > OutQueriesToRun [ NumOutputArrays ] ;
static TArray < bool > FrameSubIsOccluded [ NumOutputArrays ] [ FSceneView : : NumBufferedSubIsOccludedArrays ] ;
//optionally balance the tasks by how the visible primitives are distributed in the array rather than just breaking up the array by range.
//should make the tasks more equal length.
# if BALANCE_LOAD
int32 StartIndices [ NumOutputArrays ] = { 0 } ;
int32 ProcessRange [ NumOutputArrays ] = { 0 } ;
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_FetchVisibilityForPrimitivesPreProcess ) ;
int32 NumBitsSet = 0 ;
for ( FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap ) ; BitIt ; + + BitIt , + + NumBitsSet )
{
}
int32 BitsPerTask = NumBitsSet / ActualNumCullTasks ;
int32 NumBitsForRange = 0 ;
int32 CurrentStartIndex = 0 ;
int32 RangeToSet = 0 ;
//accumulate set bits for each task until we reach the target, then set the start/end and move on.
for ( FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap ) ; BitIt & & RangeToSet < ( ActualNumCullTasks - 1 ) ; + + BitIt )
{
+ + NumBitsForRange ;
if ( NumBitsForRange = = BitsPerTask )
{
StartIndices [ RangeToSet ] = CurrentStartIndex ;
ProcessRange [ RangeToSet ] = NumBitsForRange ;
+ + RangeToSet ;
NumBitsForRange = 0 ;
CurrentStartIndex = BitIt . GetIndex ( ) + 1 ;
}
}
//final range is the rest of the set bits, no matter how many there are.
StartIndices [ ActualNumCullTasks - 1 ] = CurrentStartIndex ;
ProcessRange [ ActualNumCullTasks - 1 ] = NumBitsSet - ( BitsPerTask * 3 ) ;
}
# endif
const int32 NumPrims = View . PrimitiveVisibilityMap . Num ( ) ;
const int32 NumPerTask = NumPrims / ActualNumCullTasks ;
int32 StartIndex = 0 ;
int32 NumTasks = 0 ;
for ( int32 i = 0 ; i < ActualNumCullTasks & & ( StartIndex < NumPrims ) ; + + i , + + NumTasks )
{
const int32 NumToProcess = ( i = = ( ActualNumCullTasks - 1 ) ) ? ( NumPrims - StartIndex ) : NumPerTask ;
Params [ i ] . Init (
Scene ,
& View ,
# if BALANCE_LOAD
StartIndices [ i ] ,
ProcessRange [ i ] ,
# else
StartIndex ,
NumToProcess ,
# endif
bSubmitQueries ,
bHZBOcclusion ,
OutputOcclusionHistory [ i ] ,
OutQueriesToRelease [ i ] ,
OutHZBBounds [ i ] ,
OutQueriesToRun [ i ] ,
FrameSubIsOccluded [ i ] [ SubIsOccludedArrayIndex ]
) ;
StartIndex + = NumToProcess ;
}
ParallelFor ( NumTasks ,
[ & Params ] ( int32 Index )
{
FetchVisibilityForPrimitives_Range < false > ( Params [ Index ] , nullptr ) ;
} ,
! ( FApp : : ShouldUseThreadingForPerformance ( ) & & CVarParallelInitViews . GetValueOnRenderThread ( ) > 0 & & IsInActualRenderingThread ( ) )
) ;
FHZBOcclusionTester & HZBOcclusionTests = ViewState - > HZBOcclusionTests ;
int32 NumOccludedPrims = 0 ;
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_FetchVisibilityForPrimitivesCombine ) ;
SCOPED_NAMED_EVENT ( FetchVisibilityForPrimitivesCombine , FColor : : Magenta ) ;
# if QUERY_SANITY_CHECK
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_FetchVisibilityForPrimitivesSanity ) ;
TSet < int32 > ReleaseQuerySet ;
TSet < int32 > RunQuerySet ;
for ( int32 i = 0 ; i < NumTasks ; + + i )
{
bool bAlreadyIn = false ;
for ( FPrimitiveOcclusionHistory * History : OutQueriesToRelease [ i ] )
{
ReleaseQuerySet . Add ( History - > PrimitiveId . PrimIDValue , & bAlreadyIn ) ;
checkf ( ! bAlreadyIn , TEXT ( " Prim: %i double released query. " ) , History - > PrimitiveId . PrimIDValue ) ;
}
for ( const FOcclusionBounds & OcclusionBounds : OutQueriesToRun [ i ] )
{
FPrimitiveOcclusionHistory * History = OcclusionBounds - > PrimitiveOcclusionHistory ;
RunQuerySet . Add ( History - > PrimitiveId . PrimIDValue , & bAlreadyIn ) ;
checkf ( ! bAlreadyIn , TEXT ( " Prim: %i double run query. " ) , History - > PrimitiveId . PrimIDValue ) ;
}
}
}
# endif
//Add/Release query ops use stored PrimitiveHistory pointers. We must do ALL of these from all tasks before adding any new PrimitiveHistories to the view.
//Adding new histories to the view could cause the array to resize which would invalidate all the stored output pointers for the other operations.
for ( int32 i = 0 ; i < NumTasks ; + + i )
{
//HZB output
for ( const FHZBBound & HZBBounds : OutHZBBounds [ i ] )
{
HZBBounds . TargetHistory - > HZBTestIndex = HZBOcclusionTests . AddBounds ( HZBBounds . BoundsOrigin , HZBBounds . BoundsExtent ) ;
}
//Manual query release handling
for ( FPrimitiveOcclusionHistory * History : OutQueriesToRelease [ i ] )
{
History - > ReleaseQuery ( OcclusionFrameCounter , NumBufferedFrames ) ;
}
//New query batching
for ( const FOcclusionBounds & OcclusionBounds : OutQueriesToRun [ i ] )
{
OcclusionBounds . PrimitiveOcclusionHistory - > SetCurrentQuery ( OcclusionFrameCounter ,
OcclusionBounds . bGroupedQuery ?
View . GroupedOcclusionQueries . BatchPrimitive ( OcclusionBounds . BoundsOrigin , OcclusionBounds . BoundsExtent , DynamicVertexBuffer ) :
View . IndividualOcclusionQueries . BatchPrimitive ( OcclusionBounds . BoundsOrigin , OcclusionBounds . BoundsExtent , DynamicVertexBuffer ) ,
NumBufferedFrames ,
OcclusionBounds . bGroupedQuery ,
Params [ i ] . bNeedsScanOnRead
) ;
}
}
//now add new primitive histories to the view. may resize the view's array.
for ( int32 i = 0 ; i < NumTasks ; + + i )
{
ViewPrimitiveOcclusionHistory . Append ( MoveTemp ( OutputOcclusionHistory [ i ] ) ) ;
//accumulate occluded prims across tasks
NumOccludedPrims + = Params [ i ] . NumOccludedPrims ;
}
}
return NumOccludedPrims ;
}
else
{
TRACE_CPUPROFILER_EVENT_SCOPE ( FetchVisibilityOther ) ;
static TArray < FOcclusionBounds > PendingIndividualQueriesWhenOptimizing ;
FViewElementPDI OcclusionPDI ( & View , nullptr , nullptr ) ;
int32 StartIndex = 0 ;
int32 NumToProcess = View . PrimitiveVisibilityMap . Num ( ) ;
FVisForPrimParams Params (
Scene ,
& View ,
& OcclusionPDI ,
StartIndex ,
NumToProcess ,
bSubmitQueries ,
bHZBOcclusion ,
PendingIndividualQueriesWhenOptimizing ,
//SubIsOccluded stuff needs a frame's lifetime
View . FrameSubIsOccluded [ SubIsOccludedArrayIndex ]
) ;
FetchVisibilityForPrimitives_Range < true > ( Params , & DynamicVertexBuffer ) ;
int32 IndQueries = PendingIndividualQueriesWhenOptimizing . Num ( ) ;
if ( IndQueries )
{
static TArray < FOcclusionBounds * > PendingIndividualQueriesWhenOptimizingSorter ;
PendingIndividualQueriesWhenOptimizingSorter . Reset ( ) ;
int32 SoftMaxQueries = GRHIMaximumReccommendedOustandingOcclusionQueries / FMath : : Min ( NumBufferedFrames , 2 ) ; // extra RHIT frame does not count
int32 UsedQueries = View . GroupedOcclusionQueries . GetNumBatchOcclusionQueries ( ) ;
int32 FirstQueryToDo = 0 ;
int32 QueriesToDo = IndQueries ;
if ( SoftMaxQueries < UsedQueries + IndQueries )
{
QueriesToDo = ( IndQueries + 9 ) / 10 ; // we need to make progress, even if it means stalling and waiting for the GPU. At a minimum, we will do 10%
if ( SoftMaxQueries > UsedQueries + QueriesToDo )
{
// we can do more than the minimum
QueriesToDo = SoftMaxQueries - UsedQueries ;
}
}
if ( QueriesToDo = = IndQueries )
{
for ( int32 Index = 0 ; Index < IndQueries ; Index + + )
{
FOcclusionBounds * RunQueriesIter = & PendingIndividualQueriesWhenOptimizing [ Index ] ;
FPrimitiveOcclusionHistory * PrimitiveOcclusionHistory = ViewPrimitiveOcclusionHistory . Find ( RunQueriesIter - > PrimitiveOcclusionHistoryKey ) ;
PrimitiveOcclusionHistory - > SetCurrentQuery ( OcclusionFrameCounter ,
View . IndividualOcclusionQueries . BatchPrimitive ( RunQueriesIter - > BoundsOrigin , RunQueriesIter - > BoundsExtent , DynamicVertexBuffer ) ,
NumBufferedFrames ,
false ,
Params . bNeedsScanOnRead
) ;
}
}
else
{
check ( QueriesToDo < IndQueries ) ;
PendingIndividualQueriesWhenOptimizingSorter . Reserve ( PendingIndividualQueriesWhenOptimizing . Num ( ) ) ;
for ( int32 Index = 0 ; Index < IndQueries ; Index + + )
{
FOcclusionBounds * RunQueriesIter = & PendingIndividualQueriesWhenOptimizing [ Index ] ;
PendingIndividualQueriesWhenOptimizingSorter . Add ( RunQueriesIter ) ;
}
PendingIndividualQueriesWhenOptimizingSorter . Sort (
[ ] ( const FOcclusionBounds & A , const FOcclusionBounds & B )
{
return A . LastQuerySubmitFrame < B . LastQuerySubmitFrame ;
}
) ;
for ( int32 Index = 0 ; Index < QueriesToDo ; Index + + )
{
FOcclusionBounds * RunQueriesIter = PendingIndividualQueriesWhenOptimizingSorter [ Index ] ;
FPrimitiveOcclusionHistory * PrimitiveOcclusionHistory = ViewPrimitiveOcclusionHistory . Find ( RunQueriesIter - > PrimitiveOcclusionHistoryKey ) ;
PrimitiveOcclusionHistory - > SetCurrentQuery ( OcclusionFrameCounter ,
View . IndividualOcclusionQueries . BatchPrimitive ( RunQueriesIter - > BoundsOrigin , RunQueriesIter - > BoundsExtent , DynamicVertexBuffer ) ,
NumBufferedFrames ,
false ,
Params . bNeedsScanOnRead
) ;
}
}
// lets prevent this from staying too large for too long
if ( PendingIndividualQueriesWhenOptimizing . GetSlack ( ) > IndQueries * 4 )
{
PendingIndividualQueriesWhenOptimizing . Empty ( ) ;
PendingIndividualQueriesWhenOptimizingSorter . Empty ( ) ;
}
else
{
PendingIndividualQueriesWhenOptimizing . Reset ( ) ;
PendingIndividualQueriesWhenOptimizingSorter . Reset ( ) ;
}
}
return Params . NumOccludedPrims ;
}
}
/**
* Cull occluded primitives in the view .
*/
static int32 OcclusionCull ( FRHICommandListImmediate & RHICmdList , const FScene * Scene , FViewInfo & View , FGlobalDynamicVertexBuffer & DynamicVertexBuffer )
{
SCOPE_CYCLE_COUNTER ( STAT_OcclusionCull ) ;
RHICmdList . SetCurrentStat ( GET_STATID ( STAT_CLMM_OcclusionReadback ) ) ;
// INITVIEWS_TODO: This could be more efficient if broken up in to separate concerns:
// - What is occluded?
// - For which primitives should we render occlusion queries?
// - Generate occlusion query geometry.
int32 NumOccludedPrimitives = 0 ;
FSceneViewState * ViewState = ( FSceneViewState * ) View . State ;
// Disable HZB on OpenGL platforms to avoid rendering artifacts
// It can be forced on by setting HZBOcclusion to 2
bool bHZBOcclusion = ! IsOpenGLPlatform ( GShaderPlatformForFeatureLevel [ Scene - > GetFeatureLevel ( ) ] ) ;
bHZBOcclusion = bHZBOcclusion & & GHZBOcclusion ;
bHZBOcclusion = bHZBOcclusion & & FDataDrivenShaderPlatformInfo : : GetSupportsHZBOcclusion ( GShaderPlatformForFeatureLevel [ Scene - > GetFeatureLevel ( ) ] ) ;
bHZBOcclusion = bHZBOcclusion | | ( GHZBOcclusion = = 2 ) ;
// Use precomputed visibility data if it is available.
if ( View . PrecomputedVisibilityData )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_LookupPrecomputedVisibility ) ;
FViewElementPDI OcclusionPDI ( & View , nullptr , nullptr ) ;
uint8 PrecomputedVisibilityFlags = EOcclusionFlags : : CanBeOccluded | EOcclusionFlags : : HasPrecomputedVisibility ;
for ( FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap ) ; BitIt ; + + BitIt )
{
if ( ( Scene - > PrimitiveOcclusionFlags [ BitIt . GetIndex ( ) ] & PrecomputedVisibilityFlags ) = = PrecomputedVisibilityFlags )
{
FPrimitiveVisibilityId VisibilityId = Scene - > PrimitiveVisibilityIds [ BitIt . GetIndex ( ) ] ;
if ( ( View . PrecomputedVisibilityData [ VisibilityId . ByteIndex ] & VisibilityId . BitMask ) = = 0 )
{
View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) = false ;
INC_DWORD_STAT_BY ( STAT_StaticallyOccludedPrimitives , 1 ) ;
STAT ( NumOccludedPrimitives + + ) ;
if ( GVisualizeOccludedPrimitives )
{
const FBoxSphereBounds & Bounds = Scene - > PrimitiveOcclusionBounds [ BitIt . GetIndex ( ) ] ;
DrawWireBox ( & OcclusionPDI , Bounds . GetBox ( ) , FColor ( 100 , 50 , 50 ) , SDPG_Foreground ) ;
}
}
}
}
}
float CurrentRealTime = View . Family - > Time . GetRealTimeSeconds ( ) ;
if ( ViewState )
{
bool bSubmitQueries = ! View . bDisableQuerySubmissions ;
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bSubmitQueries = bSubmitQueries & & ! ViewState - > HasViewParent ( ) & & ! ViewState - > bIsFrozen ;
# endif
if ( bHZBOcclusion )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_MapHZBResults ) ;
check ( ! ViewState - > HZBOcclusionTests . IsValidFrame ( ViewState - > OcclusionFrameCounter ) ) ;
ViewState - > HZBOcclusionTests . MapResults ( RHICmdList ) ;
}
// Perform round-robin occlusion queries
if ( View . ViewState - > IsRoundRobinEnabled ( ) & &
! View . bIsSceneCapture & & // We only round-robin on the main renderer (not scene captures)
! View . bIgnoreExistingQueries & & // We do not alternate occlusion queries when we want to refresh the occlusion history
( IStereoRendering : : IsStereoEyeView ( View ) ) ) // Only relevant to stereo views
{
// For even frames, prevent left eye from occlusion querying
// For odd frames, prevent right eye from occlusion querying
const bool FrameParity = ( ( View . ViewState - > PrevFrameNumber & 0x01 ) = = 1 ) ;
bSubmitQueries & = ( FrameParity & & IStereoRendering : : IsAPrimaryView ( View ) ) | |
( ! FrameParity & & IStereoRendering : : IsASecondaryView ( View ) ) ;
}
View . ViewState - > PrimitiveOcclusionQueryPool . AdvanceFrame (
ViewState - > OcclusionFrameCounter ,
FOcclusionQueryHelpers : : GetNumBufferedFrames ( Scene - > GetFeatureLevel ( ) ) ,
View . ViewState - > IsRoundRobinEnabled ( ) & & ! View . bIsSceneCapture & & IStereoRendering : : IsStereoEyeView ( View ) ) ;
NumOccludedPrimitives + = FetchVisibilityForPrimitives ( Scene , View , bSubmitQueries , bHZBOcclusion , DynamicVertexBuffer ) ;
if ( bHZBOcclusion )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_HZBUnmapResults ) ;
ViewState - > HZBOcclusionTests . UnmapResults ( RHICmdList ) ;
if ( bSubmitQueries )
{
ViewState - > HZBOcclusionTests . SetValidFrameNumber ( ViewState - > OcclusionFrameCounter ) ;
}
}
}
RHICmdList . SetCurrentStat ( GET_STATID ( STAT_CLMM_AfterOcclusionReadback ) ) ;
return NumOccludedPrimitives ;
}
const int32 InputsPrimNumPerRelevancePacket = 128 ;
const int32 AverageMeshBatchNumPerRelevancePacket = InputsPrimNumPerRelevancePacket * 2 ;
template < class T , int TAmplifyFactor = 1 >
struct FRelevancePrimSet
{
enum
{
MaxInputPrims = InputsPrimNumPerRelevancePacket - 1 , // leave space for NumPrims.
MaxOutputPrims = MaxInputPrims * TAmplifyFactor
} ;
int32 NumPrims ;
T Prims [ MaxOutputPrims ] ;
FORCEINLINE FRelevancePrimSet ( )
: NumPrims ( 0 )
{
//FMemory::Memzero(Prims, sizeof(T) * GetMaxOutputPrim());
}
FORCEINLINE void AddPrim ( T Prim )
{
checkSlow ( NumPrims < MaxOutputPrims ) ;
Prims [ NumPrims + + ] = Prim ;
}
FORCEINLINE bool IsFull ( ) const
{
return NumPrims > = MaxOutputPrims ;
}
template < class TARRAY >
FORCEINLINE void AppendTo ( TARRAY & DestArray )
{
DestArray . Append ( Prims , NumPrims ) ;
}
} ;
struct FMarkRelevantStaticMeshesForViewData
{
FVector ViewOrigin ;
int32 ForcedLODLevel ;
float LODScale ;
float MinScreenRadiusForCSMDepthSquared ;
float MinScreenRadiusForDepthPrepassSquared ;
bool bFullEarlyZPass ;
FMarkRelevantStaticMeshesForViewData ( FViewInfo & View )
{
ViewOrigin = View . ViewMatrices . GetViewOrigin ( ) ;
// outside of the loop to be more efficient
ForcedLODLevel = ( View . Family - > EngineShowFlags . LOD ) ? GetCVarForceLOD ( ) : 0 ;
LODScale = CVarStaticMeshLODDistanceScale . GetValueOnRenderThread ( ) * View . LODDistanceFactor ;
MinScreenRadiusForCSMDepthSquared = GMinScreenRadiusForCSMDepth * GMinScreenRadiusForCSMDepth ;
MinScreenRadiusForDepthPrepassSquared = GMinScreenRadiusForDepthPrepass * GMinScreenRadiusForDepthPrepass ;
extern bool ShouldForceFullDepthPass ( EShaderPlatform ShaderPlatform ) ;
EShaderPlatform ShaderPlatform = View . GetShaderPlatform ( ) ;
if ( IsMobilePlatform ( ShaderPlatform ) )
{
FScene * Scene = View . Family - > Scene - > GetRenderScene ( ) ;
bFullEarlyZPass = ( Scene & & Scene - > EarlyZPassMode = = DDM_AllOpaque ) ;
}
else
{
bFullEarlyZPass = ShouldForceFullDepthPass ( ShaderPlatform ) ;
}
}
} ;
namespace EMarkMaskBits
{
enum Type
{
StaticMeshVisibilityMapMask = 0x2 ,
StaticMeshFadeOutDitheredLODMapMask = 0x10 ,
StaticMeshFadeInDitheredLODMapMask = 0x20 ,
} ;
}
typedef TArray < FVisibleMeshDrawCommand > FPassDrawCommandArray ;
typedef TArray < const FStaticMeshBatch * > FPassDrawCommandBuildRequestArray ;
struct FDrawCommandRelevancePacket
{
FDrawCommandRelevancePacket ( )
{
bUseCachedMeshDrawCommands = UseCachedMeshDrawCommands ( ) ;
for ( int32 PassIndex = 0 ; PassIndex < EMeshPass : : Num ; + + PassIndex )
{
NumDynamicBuildRequestElements [ PassIndex ] = 0 ;
}
}
FPassDrawCommandArray VisibleCachedDrawCommands [ EMeshPass : : Num ] ;
FPassDrawCommandBuildRequestArray DynamicBuildRequests [ EMeshPass : : Num ] ;
int32 NumDynamicBuildRequestElements [ EMeshPass : : Num ] ;
bool bUseCachedMeshDrawCommands ;
void AddCommandsForMesh (
int32 PrimitiveIndex ,
const FPrimitiveSceneInfo * InPrimitiveSceneInfo ,
const FStaticMeshBatchRelevance & RESTRICT StaticMeshRelevance ,
const FStaticMeshBatch & RESTRICT StaticMesh ,
const FScene * RESTRICT Scene ,
bool bCanCache ,
EMeshPass : : Type PassType )
{
const EShadingPath ShadingPath = Scene - > GetShadingPath ( ) ;
const bool bUseCachedMeshCommand = bUseCachedMeshDrawCommands
& & ! ! ( FPassProcessorManager : : GetPassFlags ( ShadingPath , PassType ) & EMeshPassFlags : : CachedMeshCommands )
& & StaticMeshRelevance . bSupportsCachingMeshDrawCommands
& & bCanCache ;
if ( bUseCachedMeshCommand )
{
const int32 StaticMeshCommandInfoIndex = StaticMeshRelevance . GetStaticMeshCommandInfoIndex ( PassType ) ;
if ( StaticMeshCommandInfoIndex > = 0 )
{
const FCachedMeshDrawCommandInfo & CachedMeshDrawCommand = InPrimitiveSceneInfo - > StaticMeshCommandInfos [ StaticMeshCommandInfoIndex ] ;
const FCachedPassMeshDrawList & SceneDrawList = Scene - > CachedDrawLists [ PassType ] ;
// AddUninitialized_GetRef()
VisibleCachedDrawCommands [ ( uint32 ) PassType ] . AddUninitialized ( ) ;
FVisibleMeshDrawCommand & NewVisibleMeshDrawCommand = VisibleCachedDrawCommands [ ( uint32 ) PassType ] . Last ( ) ;
const FMeshDrawCommand * MeshDrawCommand = CachedMeshDrawCommand . StateBucketId > = 0
? & Scene - > CachedMeshDrawCommandStateBuckets [ PassType ] . GetByElementId ( CachedMeshDrawCommand . StateBucketId ) . Key
: & SceneDrawList . MeshDrawCommands [ CachedMeshDrawCommand . CommandIndex ] ;
NewVisibleMeshDrawCommand . Setup (
MeshDrawCommand ,
FMeshDrawCommandPrimitiveIdInfo ( PrimitiveIndex , InPrimitiveSceneInfo - > GetInstanceSceneDataOffset ( ) ) ,
CachedMeshDrawCommand . StateBucketId ,
CachedMeshDrawCommand . MeshFillMode ,
CachedMeshDrawCommand . MeshCullMode ,
CachedMeshDrawCommand . Flags ,
CachedMeshDrawCommand . SortKey ) ;
}
}
else
{
NumDynamicBuildRequestElements [ PassType ] + = StaticMeshRelevance . NumElements ;
DynamicBuildRequests [ PassType ] . Add ( & StaticMesh ) ;
}
}
} ;
2022-06-30 19:55:24 -04:00
struct FRelevancePacket : public FSceneRenderingAllocatorObject < FRelevancePacket >
2022-06-02 04:12:03 -04:00
{
const float CurrentWorldTime ;
const float DeltaWorldTime ;
FRHICommandListImmediate & RHICmdList ;
const FScene * Scene ;
const FViewInfo & View ;
const FViewCommands & ViewCommands ;
const uint8 ViewBit ;
const FMarkRelevantStaticMeshesForViewData & ViewData ;
FPrimitiveViewMasks & OutHasDynamicMeshElementsMasks ;
FPrimitiveViewMasks & OutHasDynamicEditorMeshElementsMasks ;
uint8 * RESTRICT MarkMasks ;
FRelevancePrimSet < int32 > Input ;
FRelevancePrimSet < int32 > RelevantStaticPrimitives ;
FRelevancePrimSet < int32 > NotDrawRelevant ;
FRelevancePrimSet < int32 > TranslucentSelfShadowPrimitives ;
FRelevancePrimSet < FPrimitiveSceneInfo * > VisibleDynamicPrimitivesWithSimpleLights ;
int32 NumVisibleDynamicPrimitives ;
int32 NumVisibleDynamicEditorPrimitives ;
FMeshPassMask VisibleDynamicMeshesPassMask ;
FTranslucenyPrimCount TranslucentPrimCount ;
bool bHasDistortionPrimitives ;
bool bHasCustomDepthPrimitives ;
FRelevancePrimSet < FPrimitiveSceneInfo * > LazyUpdatePrimitives ;
FRelevancePrimSet < FPrimitiveSceneInfo * > DirtyIndirectLightingCacheBufferPrimitives ;
FRelevancePrimSet < FPrimitiveSceneInfo * > RecachedReflectionCapturePrimitives ;
# if WITH_EDITOR
FRelevancePrimSet < FPrimitiveSceneInfo * > EditorVisualizeLevelInstancePrimitives ;
FRelevancePrimSet < FPrimitiveSceneInfo * > EditorSelectedPrimitives ;
# endif
TArray < FMeshDecalBatch > MeshDecalBatches ;
TArray < FVolumetricMeshBatch > VolumetricMeshBatches ;
TArray < FSkyMeshBatch > SkyMeshBatches ;
TArray < FSortedTrianglesMeshBatch > SortedTrianglesMeshBatches ;
FDrawCommandRelevancePacket DrawCommandPacket ;
TSet < uint32 > CustomDepthStencilValues ;
struct FPrimitiveLODMask
{
FPrimitiveLODMask ( )
: PrimitiveIndex ( INDEX_NONE )
{ }
FPrimitiveLODMask ( const int32 InPrimitiveIndex , const FLODMask & InLODMask )
: PrimitiveIndex ( InPrimitiveIndex )
, LODMask ( InLODMask )
{ }
int32 PrimitiveIndex ;
FLODMask LODMask ;
} ;
FRelevancePrimSet < FPrimitiveLODMask > PrimitivesLODMask ; // group both lod mask with primitive index to be able to properly merge them in the view
uint16 CombinedShadingModelMask ;
2022-10-27 13:24:29 -04:00
uint8 StrataBSDFCountMask ;
2022-06-02 04:12:03 -04:00
bool bUsesGlobalDistanceField ;
bool bUsesLightingChannels ;
bool bTranslucentSurfaceLighting ;
bool bUsesSceneDepth ;
bool bUsesCustomDepth ;
bool bUsesCustomStencil ;
bool bSceneHasSkyMaterial ;
bool bHasSingleLayerWaterMaterial ;
bool bHasTranslucencySeparateModulation ;
2022-09-09 04:19:26 -04:00
bool bHasStandardTranslucencyModulation ;
2022-06-02 04:12:03 -04:00
FRelevancePacket (
FRHICommandListImmediate & InRHICmdList ,
const FScene * InScene ,
const FViewInfo & InView ,
const FViewCommands & InViewCommands ,
uint8 InViewBit ,
const FMarkRelevantStaticMeshesForViewData & InViewData ,
FPrimitiveViewMasks & InOutHasDynamicMeshElementsMasks ,
FPrimitiveViewMasks & InOutHasDynamicEditorMeshElementsMasks ,
uint8 * InMarkMasks )
: CurrentWorldTime ( InView . Family - > Time . GetWorldTimeSeconds ( ) )
, DeltaWorldTime ( InView . Family - > Time . GetDeltaWorldTimeSeconds ( ) )
, RHICmdList ( InRHICmdList )
, Scene ( InScene )
, View ( InView )
, ViewCommands ( InViewCommands )
, ViewBit ( InViewBit )
, ViewData ( InViewData )
, OutHasDynamicMeshElementsMasks ( InOutHasDynamicMeshElementsMasks )
, OutHasDynamicEditorMeshElementsMasks ( InOutHasDynamicEditorMeshElementsMasks )
, MarkMasks ( InMarkMasks )
, NumVisibleDynamicPrimitives ( 0 )
, NumVisibleDynamicEditorPrimitives ( 0 )
, bHasDistortionPrimitives ( false )
, bHasCustomDepthPrimitives ( false )
, CombinedShadingModelMask ( 0 )
2022-10-27 13:24:29 -04:00
, StrataBSDFCountMask ( 0 )
2022-06-02 04:12:03 -04:00
, bUsesGlobalDistanceField ( false )
, bUsesLightingChannels ( false )
, bTranslucentSurfaceLighting ( false )
, bUsesSceneDepth ( false )
, bUsesCustomDepth ( false )
, bUsesCustomStencil ( false )
, bSceneHasSkyMaterial ( false )
, bHasSingleLayerWaterMaterial ( false )
, bHasTranslucencySeparateModulation ( false )
2022-09-09 04:19:26 -04:00
, bHasStandardTranslucencyModulation ( false )
2022-06-02 04:12:03 -04:00
{
}
void AnyThreadTask ( )
{
FOptionalTaskTagScope Scope ( ETaskTag : : EParallelRenderingThread ) ;
ComputeRelevance ( ) ;
MarkRelevant ( ) ;
}
void ComputeRelevance ( )
{
CombinedShadingModelMask = 0 ;
2022-10-27 13:24:29 -04:00
StrataBSDFCountMask = 0 ;
2022-06-02 04:12:03 -04:00
bSceneHasSkyMaterial = 0 ;
bHasSingleLayerWaterMaterial = 0 ;
bHasTranslucencySeparateModulation = 0 ;
2022-09-09 04:19:26 -04:00
bHasStandardTranslucencyModulation = 0 ;
2022-06-02 04:12:03 -04:00
bUsesGlobalDistanceField = false ;
bUsesLightingChannels = false ;
bTranslucentSurfaceLighting = false ;
const EShadingPath ShadingPath = Scene - > GetShadingPath ( ) ;
const bool bAddLightmapDensityCommands = View . Family - > EngineShowFlags . LightMapDensity & & AllowDebugViewmodes ( ) ;
SCOPE_CYCLE_COUNTER ( STAT_ComputeViewRelevance ) ;
for ( int32 Index = 0 ; Index < Input . NumPrims ; Index + + )
{
int32 BitIndex = Input . Prims [ Index ] ;
FPrimitiveSceneInfo * PrimitiveSceneInfo = Scene - > Primitives [ BitIndex ] ;
FPrimitiveViewRelevance & ViewRelevance = const_cast < FPrimitiveViewRelevance & > ( View . PrimitiveViewRelevanceMap [ BitIndex ] ) ;
ViewRelevance = PrimitiveSceneInfo - > Proxy - > GetViewRelevance ( & View ) ;
ViewRelevance . bInitializedThisFrame = true ;
const bool bStaticRelevance = ViewRelevance . bStaticRelevance ;
const bool bDrawRelevance = ViewRelevance . bDrawRelevance ;
const bool bDynamicRelevance = ViewRelevance . bDynamicRelevance ;
const bool bShadowRelevance = ViewRelevance . bShadowRelevance ;
const bool bEditorRelevance = ViewRelevance . bEditorPrimitiveRelevance ;
const bool bEditorVisualizeLevelInstanceRelevance = ViewRelevance . bEditorVisualizeLevelInstanceRelevance ;
const bool bEditorSelectionRelevance = ViewRelevance . bEditorStaticSelectionRelevance ;
const bool bTranslucentRelevance = ViewRelevance . HasTranslucency ( ) ;
const bool bHairStrandsEnabled = ViewRelevance . bHairStrands & & IsHairStrandsEnabled ( EHairStrandsShaderType : : All , Scene - > GetShaderPlatform ( ) ) ;
if ( View . bIsReflectionCapture & & ! PrimitiveSceneInfo - > Proxy - > IsVisibleInReflectionCaptures ( ) )
{
NotDrawRelevant . AddPrim ( BitIndex ) ;
continue ;
}
if ( bStaticRelevance & & ( bDrawRelevance | | bShadowRelevance ) )
{
RelevantStaticPrimitives . AddPrim ( BitIndex ) ;
}
if ( ! bDrawRelevance )
{
NotDrawRelevant . AddPrim ( BitIndex ) ;
continue ;
}
# if WITH_EDITOR
if ( bEditorVisualizeLevelInstanceRelevance )
{
EditorVisualizeLevelInstancePrimitives . AddPrim ( PrimitiveSceneInfo ) ;
}
if ( bEditorSelectionRelevance )
{
EditorSelectedPrimitives . AddPrim ( PrimitiveSceneInfo ) ;
}
# endif
if ( bEditorRelevance )
{
+ + NumVisibleDynamicEditorPrimitives ;
if ( GIsEditor )
{
OutHasDynamicEditorMeshElementsMasks [ BitIndex ] | = ViewBit ;
}
}
else if ( bDynamicRelevance )
{
// Keep track of visible dynamic primitives.
+ + NumVisibleDynamicPrimitives ;
OutHasDynamicMeshElementsMasks [ BitIndex ] | = ViewBit ;
if ( ViewRelevance . bHasSimpleLights )
{
VisibleDynamicPrimitivesWithSimpleLights . AddPrim ( PrimitiveSceneInfo ) ;
}
}
else if ( bHairStrandsEnabled )
{
// Strands MeshElement
+ + NumVisibleDynamicPrimitives ;
OutHasDynamicMeshElementsMasks [ BitIndex ] | = ViewBit ;
}
if ( bTranslucentRelevance & & ! bEditorRelevance & & ViewRelevance . bRenderInMainPass )
{
if ( View . Family - > AllowTranslucencyAfterDOF ( ) )
{
if ( ViewRelevance . bNormalTranslucency )
{
2022-10-12 07:30:14 -04:00
TranslucentPrimCount . Add ( ETranslucencyPass : : TPT_TranslucencyStandard , ViewRelevance . bUsesSceneColorCopy ) ;
2022-06-02 04:12:03 -04:00
}
2022-09-09 04:19:26 -04:00
if ( ViewRelevance . bNormalTranslucency & & ViewRelevance . bTranslucencyModulate & & View . Family - > AllowStandardTranslucencySeparated ( ) )
{
2022-10-12 07:30:14 -04:00
TranslucentPrimCount . Add ( ETranslucencyPass : : TPT_TranslucencyStandardModulate , ViewRelevance . bUsesSceneColorCopy ) ;
2022-09-09 04:19:26 -04:00
}
2022-06-02 04:12:03 -04:00
if ( ViewRelevance . bSeparateTranslucency )
{
TranslucentPrimCount . Add ( ETranslucencyPass : : TPT_TranslucencyAfterDOF , ViewRelevance . bUsesSceneColorCopy ) ;
}
2022-09-09 04:19:26 -04:00
if ( ViewRelevance . bSeparateTranslucency & & ViewRelevance . bTranslucencyModulate )
2022-06-02 04:12:03 -04:00
{
TranslucentPrimCount . Add ( ETranslucencyPass : : TPT_TranslucencyAfterDOFModulate , ViewRelevance . bUsesSceneColorCopy ) ;
}
if ( ViewRelevance . bPostMotionBlurTranslucency )
{
TranslucentPrimCount . Add ( ETranslucencyPass : : TPT_TranslucencyAfterMotionBlur , ViewRelevance . bUsesSceneColorCopy ) ;
}
}
else // Otherwise, everything is rendered in a single bucket. This is not related to whether DOF is currently enabled or not.
{
// When using all translucency, Standard and AfterDOF are sorted together instead of being rendered like 2 buckets.
TranslucentPrimCount . Add ( ETranslucencyPass : : TPT_AllTranslucency , ViewRelevance . bUsesSceneColorCopy ) ;
}
if ( ViewRelevance . bDistortion )
{
bHasDistortionPrimitives = true ;
}
}
CombinedShadingModelMask | = ViewRelevance . ShadingModelMask ;
2022-10-27 13:24:29 -04:00
StrataBSDFCountMask | = ViewRelevance . StrataBSDFCountMask ;
2022-06-02 04:12:03 -04:00
bUsesGlobalDistanceField | = ViewRelevance . bUsesGlobalDistanceField ;
bUsesLightingChannels | = ViewRelevance . bUsesLightingChannels ;
bTranslucentSurfaceLighting | = ViewRelevance . bTranslucentSurfaceLighting ;
bUsesSceneDepth | = ViewRelevance . bUsesSceneDepth ;
bUsesCustomDepth | = ( ViewRelevance . CustomDepthStencilUsageMask & 1 ) > 0 ;
bUsesCustomStencil | = ( ViewRelevance . CustomDepthStencilUsageMask & ( 1 < < 1 ) ) > 0 ;
bSceneHasSkyMaterial | = ViewRelevance . bUsesSkyMaterial ;
bHasSingleLayerWaterMaterial | = ViewRelevance . bUsesSingleLayerWaterMaterial ;
2022-09-09 04:19:26 -04:00
bHasStandardTranslucencyModulation | = ViewRelevance . bNormalTranslucency & & ViewRelevance . bTranslucencyModulate & & View . Family - > AllowStandardTranslucencySeparated ( ) ;
bHasTranslucencySeparateModulation | = ViewRelevance . bSeparateTranslucency & & ViewRelevance . bTranslucencyModulate ;
2022-06-02 04:12:03 -04:00
if ( ViewRelevance . bRenderCustomDepth )
{
bHasCustomDepthPrimitives = true ;
CustomDepthStencilValues . Add ( PrimitiveSceneInfo - > Proxy - > GetCustomDepthStencilValue ( ) ) ;
}
extern bool GUseTranslucencyShadowDepths ;
if ( GUseTranslucencyShadowDepths & & ViewRelevance . bTranslucentSelfShadow )
{
TranslucentSelfShadowPrimitives . AddPrim ( BitIndex ) ;
}
// INITVIEWS_TODO: Do this in a separate pass? There are no dependencies
// here except maybe ParentPrimitives. This could be done in a
// low-priority background task and forgotten about.
PrimitiveSceneInfo - > LastRenderTime = CurrentWorldTime ;
// If the primitive is definitely unoccluded or if in Wireframe mode and the primitive is estimated
// to be unoccluded, then update the primitive components's LastRenderTime
// on the game thread. This signals that the primitive is visible.
if ( View . PrimitiveDefinitelyUnoccludedMap [ BitIndex ] | | ( View . Family - > EngineShowFlags . Wireframe & & View . PrimitiveVisibilityMap [ BitIndex ] ) )
{
PrimitiveSceneInfo - > UpdateComponentLastRenderTime ( CurrentWorldTime , /*bUpdateLastRenderTimeOnScreen=*/ true ) ;
}
// Cache the nearest reflection proxy if needed
if ( PrimitiveSceneInfo - > NeedsReflectionCaptureUpdate ( ) )
{
// mobile should not have any outstanding reflection capture update requests at this point, except for when lighting isn't rebuilt
PrimitiveSceneInfo - > CacheReflectionCaptures ( ) ;
// With forward shading we need to track reflection capture cache updates
// in order to update primitive's uniform buffer's closest reflection capture id.
if ( IsForwardShadingEnabled ( Scene - > GetShaderPlatform ( ) ) )
{
RecachedReflectionCapturePrimitives . AddPrim ( PrimitiveSceneInfo ) ;
}
}
if ( PrimitiveSceneInfo - > NeedsUniformBufferUpdate ( ) )
{
LazyUpdatePrimitives . AddPrim ( PrimitiveSceneInfo ) ;
}
if ( PrimitiveSceneInfo - > NeedsIndirectLightingCacheBufferUpdate ( ) )
{
DirtyIndirectLightingCacheBufferPrimitives . AddPrim ( PrimitiveSceneInfo ) ;
}
}
}
void MarkRelevant ( )
{
SCOPE_CYCLE_COUNTER ( STAT_StaticRelevance ) ;
// using a local counter to reduce memory traffic
int32 NumVisibleStaticMeshElements = 0 ;
FViewInfo & WriteView = const_cast < FViewInfo & > ( View ) ;
const FSceneViewState * ViewState = ( FSceneViewState * ) View . State ;
const EShadingPath ShadingPath = Scene - > GetShadingPath ( ) ;
const bool bMobileMaskedInEarlyPass = ( ShadingPath = = EShadingPath : : Mobile ) & & Scene - > EarlyZPassMode = = DDM_MaskedOnly ;
const bool bMobileBasePassAlwaysUsesCSM = ( ShadingPath = = EShadingPath : : Mobile ) & & MobileBasePassAlwaysUsesCSM ( Scene - > GetShaderPlatform ( ) ) ;
const bool bVelocityPassWritesDepth = Scene - > EarlyZPassMode = = DDM_AllOpaqueNoVelocity ;
const bool bHLODActive = Scene - > SceneLODHierarchy . IsActive ( ) ;
const FHLODVisibilityState * const HLODState = bHLODActive & & ViewState ? & ViewState - > HLODVisibilityState : nullptr ;
float MaxDrawDistanceScale = GetCachedScalabilityCVars ( ) . ViewDistanceScale ;
MaxDrawDistanceScale * = GetCachedScalabilityCVars ( ) . CalculateFieldOfViewDistanceScale ( View . DesiredFOV ) ;
for ( int32 StaticPrimIndex = 0 , Num = RelevantStaticPrimitives . NumPrims ; StaticPrimIndex < Num ; + + StaticPrimIndex )
{
int32 PrimitiveIndex = RelevantStaticPrimitives . Prims [ StaticPrimIndex ] ;
const FPrimitiveSceneInfo * RESTRICT PrimitiveSceneInfo = Scene - > Primitives [ PrimitiveIndex ] ;
const FPrimitiveBounds & Bounds = Scene - > PrimitiveBounds [ PrimitiveIndex ] ;
const FPrimitiveViewRelevance & ViewRelevance = View . PrimitiveViewRelevanceMap [ PrimitiveIndex ] ;
const bool bIsPrimitiveDistanceCullFading = View . PrimitiveFadeUniformBufferMap [ PrimitiveIndex ] ;
const int8 CurFirstLODIdx = PrimitiveSceneInfo - > Proxy - > GetCurrentFirstLODIdx_RenderThread ( ) ;
check ( CurFirstLODIdx > = 0 ) ;
float MeshScreenSizeSquared = 0 ;
FLODMask LODToRender = ComputeLODForMeshes ( PrimitiveSceneInfo - > StaticMeshRelevances , View , Bounds . BoxSphereBounds . Origin , Bounds . BoxSphereBounds . SphereRadius , ViewData . ForcedLODLevel , MeshScreenSizeSquared , CurFirstLODIdx , ViewData . LODScale ) ;
PrimitivesLODMask . AddPrim ( FRelevancePacket : : FPrimitiveLODMask ( PrimitiveIndex , LODToRender ) ) ;
const bool bIsHLODFading = HLODState ? HLODState - > IsNodeFading ( PrimitiveIndex ) : false ;
const bool bIsHLODFadingOut = HLODState ? HLODState - > IsNodeFadingOut ( PrimitiveIndex ) : false ;
const bool bIsLODDithered = LODToRender . IsDithered ( ) ;
float DistanceSquared = ( Bounds . BoxSphereBounds . Origin - ViewData . ViewOrigin ) . SizeSquared ( ) ;
const float LODFactorDistanceSquared = DistanceSquared * FMath : : Square ( ViewData . LODScale ) ;
const bool bDrawShadowDepth = FMath : : Square ( Bounds . BoxSphereBounds . SphereRadius ) > ViewData . MinScreenRadiusForCSMDepthSquared * LODFactorDistanceSquared ;
const bool bDrawDepthOnly = ViewData . bFullEarlyZPass | | ( ( ShadingPath ! = EShadingPath : : Mobile ) & & ( FMath : : Square ( Bounds . BoxSphereBounds . SphereRadius ) > GMinScreenRadiusForDepthPrepass * GMinScreenRadiusForDepthPrepass * LODFactorDistanceSquared ) ) ;
const bool bAddLightmapDensityCommands = View . Family - > EngineShowFlags . LightMapDensity & & AllowDebugViewmodes ( ) ;
const int32 NumStaticMeshes = PrimitiveSceneInfo - > StaticMeshRelevances . Num ( ) ;
for ( int32 MeshIndex = 0 ; MeshIndex < NumStaticMeshes ; MeshIndex + + )
{
const FStaticMeshBatchRelevance & StaticMeshRelevance = PrimitiveSceneInfo - > StaticMeshRelevances [ MeshIndex ] ;
const FStaticMeshBatch & StaticMesh = PrimitiveSceneInfo - > StaticMeshes [ MeshIndex ] ;
if ( StaticMesh . bOverlayMaterial & & ! View . Family - > EngineShowFlags . DistanceCulledPrimitives )
{
2022-06-23 11:14:07 -04:00
// Overlay mesh can have its own cull distance that is shorter than primitive cull distance
2022-06-02 04:12:03 -04:00
float OverlayMaterialMaxDrawDistance = StaticMeshRelevance . ScreenSize ;
if ( OverlayMaterialMaxDrawDistance > 1.f & & OverlayMaterialMaxDrawDistance ! = FLT_MAX )
{
if ( DistanceSquared > FMath : : Square ( OverlayMaterialMaxDrawDistance * MaxDrawDistanceScale ) )
{
// distance culled
continue ;
}
}
}
if ( LODToRender . ContainsLOD ( StaticMeshRelevance . LODIndex ) )
{
uint8 MarkMask = 0 ;
bool bHiddenByHLODFade = false ; // Hide mesh LOD levels that HLOD is substituting
if ( bIsHLODFading )
{
if ( bIsHLODFadingOut )
{
if ( bIsLODDithered & & LODToRender . DitheredLODIndices [ 1 ] = = StaticMeshRelevance . LODIndex )
{
bHiddenByHLODFade = true ;
}
else
{
MarkMask | = EMarkMaskBits : : StaticMeshFadeOutDitheredLODMapMask ;
}
}
else
{
if ( bIsLODDithered & & LODToRender . DitheredLODIndices [ 0 ] = = StaticMeshRelevance . LODIndex )
{
bHiddenByHLODFade = true ;
}
else
{
MarkMask | = EMarkMaskBits : : StaticMeshFadeInDitheredLODMapMask ;
}
}
}
else if ( bIsLODDithered )
{
if ( LODToRender . DitheredLODIndices [ 0 ] = = StaticMeshRelevance . LODIndex )
{
MarkMask | = EMarkMaskBits : : StaticMeshFadeOutDitheredLODMapMask ;
}
else
{
MarkMask | = EMarkMaskBits : : StaticMeshFadeInDitheredLODMapMask ;
}
}
// Don't cache if it requires per view per mesh state for LOD dithering or distance cull fade.
const bool bIsMeshDitheringLOD = StaticMeshRelevance . bDitheredLODTransition & & ( MarkMask & ( EMarkMaskBits : : StaticMeshFadeOutDitheredLODMapMask | EMarkMaskBits : : StaticMeshFadeInDitheredLODMapMask ) ) ;
const bool bCanCache = ! bIsPrimitiveDistanceCullFading & & ! bIsMeshDitheringLOD ;
if ( ViewRelevance . bDrawRelevance )
{
if ( ( StaticMeshRelevance . bUseForMaterial | | StaticMeshRelevance . bUseAsOccluder )
& & ( ViewRelevance . bRenderInMainPass | | ViewRelevance . bRenderCustomDepth | | ViewRelevance . bRenderInDepthPass )
& & ! bHiddenByHLODFade )
{
// Add velocity commands first to track for case where velocity pass writes depth.
bool bIsMeshInVelocityPass = false ;
if ( StaticMeshRelevance . bUseForMaterial & & ViewRelevance . bRenderInMainPass )
{
if ( ViewRelevance . HasVelocity ( ) )
{
const FPrimitiveSceneProxy * PrimitiveSceneProxy = PrimitiveSceneInfo - > Proxy ;
if ( FVelocityMeshProcessor : : PrimitiveHasVelocityForView ( View , PrimitiveSceneProxy ) )
{
if ( ViewRelevance . bVelocityRelevance & &
FOpaqueVelocityMeshProcessor : : PrimitiveCanHaveVelocity ( View . GetShaderPlatform ( ) , PrimitiveSceneProxy ) & &
FOpaqueVelocityMeshProcessor : : PrimitiveHasVelocityForFrame ( PrimitiveSceneProxy ) )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : Velocity ) ;
bIsMeshInVelocityPass = true ;
}
if ( ViewRelevance . bOutputsTranslucentVelocity & &
FTranslucentVelocityMeshProcessor : : PrimitiveCanHaveVelocity ( View . GetShaderPlatform ( ) , PrimitiveSceneProxy ) & &
FTranslucentVelocityMeshProcessor : : PrimitiveHasVelocityForFrame ( PrimitiveSceneProxy ) )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : TranslucentVelocity ) ;
}
}
}
}
// Add depth commands.
if ( StaticMeshRelevance . bUseForDepthPass & & ( bDrawDepthOnly | | ( bMobileMaskedInEarlyPass & & ViewRelevance . bMasked ) ) )
{
if ( ! ( bIsMeshInVelocityPass & & bVelocityPassWritesDepth ) )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : DepthPass ) ;
}
# if RHI_RAYTRACING
if ( IsRayTracingEnabled ( ) )
{
if ( MarkMask & EMarkMaskBits : : StaticMeshFadeOutDitheredLODMapMask )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : DitheredLODFadingOutMaskPass ) ;
}
}
# endif
}
// Mark static mesh as visible for rendering
if ( StaticMeshRelevance . bUseForMaterial & & ( ViewRelevance . bRenderInMainPass | | ViewRelevance . bRenderCustomDepth ) )
{
// Specific logic for mobile packets
if ( ShadingPath = = EShadingPath : : Mobile )
{
// Skydome must not be added to base pass bucket
if ( ! StaticMeshRelevance . bUseSkyMaterial )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : BasePass ) ;
if ( ! bMobileBasePassAlwaysUsesCSM )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : MobileBasePassCSM ) ;
}
}
else
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : SkyPass ) ;
}
// bUseSingleLayerWaterMaterial is added to BasePass on Mobile. No need to add it to SingleLayerWaterPass
MarkMask | = EMarkMaskBits : : StaticMeshVisibilityMapMask ;
}
else // Regular shading path
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : BasePass ) ;
MarkMask | = EMarkMaskBits : : StaticMeshVisibilityMapMask ;
if ( StaticMeshRelevance . bUseSkyMaterial )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : SkyPass ) ;
}
if ( StaticMeshRelevance . bUseSingleLayerWaterMaterial )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : SingleLayerWaterPass ) ;
2022-10-03 12:55:37 -04:00
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : SingleLayerWaterDepthPrepass ) ;
2022-06-02 04:12:03 -04:00
}
}
if ( StaticMeshRelevance . bUseAnisotropy )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : AnisotropyPass ) ;
}
if ( ViewRelevance . bRenderCustomDepth )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : CustomDepth ) ;
}
if ( bAddLightmapDensityCommands )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : LightmapDensity ) ;
}
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
else if ( View . Family - > UseDebugViewPS ( ) )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : DebugViewMode ) ;
}
# endif
# if WITH_EDITOR
if ( StaticMeshRelevance . bSelectable )
{
if ( View . bAllowTranslucentPrimitivesInHitProxy )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : HitProxy ) ;
}
else
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : HitProxyOpaqueOnly ) ;
}
}
# endif
+ + NumVisibleStaticMeshElements ;
INC_DWORD_STAT_BY ( STAT_StaticMeshTriangles , StaticMesh . GetNumPrimitives ( ) ) ;
}
}
if ( StaticMeshRelevance . bUseForMaterial
& & ViewRelevance . HasTranslucency ( )
& & ! ViewRelevance . bEditorPrimitiveRelevance
& & ViewRelevance . bRenderInMainPass )
{
if ( View . Family - > AllowTranslucencyAfterDOF ( ) )
{
if ( ViewRelevance . bNormalTranslucency )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : TranslucencyStandard ) ;
}
2022-09-09 04:19:26 -04:00
if ( ViewRelevance . bNormalTranslucency & & ViewRelevance . bTranslucencyModulate & & View . Family - > AllowStandardTranslucencySeparated ( ) )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : TranslucencyStandardModulate ) ;
}
2022-06-02 04:12:03 -04:00
if ( ViewRelevance . bSeparateTranslucency )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : TranslucencyAfterDOF ) ;
}
2022-09-09 04:19:26 -04:00
if ( ViewRelevance . bSeparateTranslucency & & ViewRelevance . bTranslucencyModulate )
2022-06-02 04:12:03 -04:00
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : TranslucencyAfterDOFModulate ) ;
}
if ( ViewRelevance . bPostMotionBlurTranslucency )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : TranslucencyAfterMotionBlur ) ;
}
}
else
{
// Otherwise, everything is rendered in a single bucket. This is not related to whether DOF is currently enabled or not.
// When using all translucency, Standard and AfterDOF are sorted together instead of being rendered like 2 buckets.
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : TranslucencyAll ) ;
}
if ( ViewRelevance . bTranslucentSurfaceLighting )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : LumenTranslucencyRadianceCacheMark ) ;
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : LumenFrontLayerTranslucencyGBuffer ) ;
}
if ( ViewRelevance . bDistortion )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : Distortion ) ;
}
}
# if WITH_EDITOR
if ( ViewRelevance . bEditorVisualizeLevelInstanceRelevance )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : EditorLevelInstance ) ;
}
if ( ViewRelevance . bEditorStaticSelectionRelevance )
{
DrawCommandPacket . AddCommandsForMesh ( PrimitiveIndex , PrimitiveSceneInfo , StaticMeshRelevance , StaticMesh , Scene , bCanCache , EMeshPass : : EditorSelection ) ;
}
# endif
if ( ViewRelevance . bHasVolumeMaterialDomain )
{
VolumetricMeshBatches . AddUninitialized ( 1 ) ;
FVolumetricMeshBatch & BatchAndProxy = VolumetricMeshBatches . Last ( ) ;
BatchAndProxy . Mesh = & StaticMesh ;
BatchAndProxy . Proxy = PrimitiveSceneInfo - > Proxy ;
}
if ( ViewRelevance . bUsesSkyMaterial )
{
SkyMeshBatches . AddUninitialized ( 1 ) ;
FSkyMeshBatch & BatchAndProxy = SkyMeshBatches . Last ( ) ;
BatchAndProxy . Mesh = & StaticMesh ;
BatchAndProxy . Proxy = PrimitiveSceneInfo - > Proxy ;
BatchAndProxy . bVisibleInMainPass = ViewRelevance . bRenderInMainPass ;
BatchAndProxy . bVisibleInRealTimeSkyCapture = PrimitiveSceneInfo - > bVisibleInRealTimeSkyCapture ;
}
if ( ViewRelevance . HasTranslucency ( ) & & PrimitiveSceneInfo - > Proxy - > SupportsSortedTriangles ( ) ) // Need to check material as well
{
SortedTrianglesMeshBatches . AddUninitialized ( 1 ) ;
FSortedTrianglesMeshBatch & BatchAndProxy = SortedTrianglesMeshBatches . Last ( ) ;
BatchAndProxy . Mesh = & StaticMesh ;
BatchAndProxy . Proxy = PrimitiveSceneInfo - > Proxy ;
}
// FIXME: Now if a primitive has one batch with a decal material all primitive mesh batches will be added as decals
// Because ViewRelevance is a sum of all material relevances in the primitive
if ( ViewRelevance . bRenderInMainPass & & ViewRelevance . bDecal & & StaticMeshRelevance . bUseForMaterial )
{
MeshDecalBatches . AddUninitialized ( 1 ) ;
FMeshDecalBatch & BatchAndProxy = MeshDecalBatches . Last ( ) ;
BatchAndProxy . Mesh = & StaticMesh ;
BatchAndProxy . Proxy = PrimitiveSceneInfo - > Proxy ;
BatchAndProxy . SortKey = PrimitiveSceneInfo - > Proxy - > GetTranslucencySortPriority ( ) ;
}
}
if ( MarkMask )
{
MarkMasks [ StaticMeshRelevance . Id ] = MarkMask ;
}
}
}
}
static_assert ( sizeof ( WriteView . NumVisibleStaticMeshElements ) = = sizeof ( int32 ) , " Atomic is the wrong size " ) ;
FPlatformAtomics : : InterlockedAdd ( ( volatile int32 * ) & WriteView . NumVisibleStaticMeshElements , NumVisibleStaticMeshElements ) ;
}
void RenderThreadFinalize ( )
{
FViewInfo & WriteView = const_cast < FViewInfo & > ( View ) ;
FViewCommands & WriteViewCommands = const_cast < FViewCommands & > ( ViewCommands ) ;
for ( int32 Index = 0 ; Index < NotDrawRelevant . NumPrims ; Index + + )
{
WriteView . PrimitiveVisibilityMap [ NotDrawRelevant . Prims [ Index ] ] = false ;
}
# if WITH_EDITOR
auto AddRelevantHitProxiesToArray = [ ] ( FRelevancePrimSet < FPrimitiveSceneInfo * > & PrimSet , TArray < uint32 > & OutHitProxyArray )
{
int32 TotalHitProxiesToAdd = 0 ;
for ( int32 Idx = 0 ; Idx < PrimSet . NumPrims ; + + Idx )
{
if ( PrimSet . Prims [ Idx ] - > NaniteHitProxyIds . Num ( ) )
{
TotalHitProxiesToAdd + = PrimSet . Prims [ Idx ] - > NaniteHitProxyIds . Num ( ) ;
}
}
OutHitProxyArray . Reserve ( OutHitProxyArray . Num ( ) + TotalHitProxiesToAdd ) ;
for ( int32 Idx = 0 ; Idx < PrimSet . NumPrims ; + + Idx )
{
if ( PrimSet . Prims [ Idx ] - > NaniteHitProxyIds . Num ( ) )
{
for ( uint32 IdValue : PrimSet . Prims [ Idx ] - > NaniteHitProxyIds )
{
OutHitProxyArray . Add ( IdValue ) ;
}
}
}
} ;
// Add hit proxies from editing LevelInstance Nanite primitives
AddRelevantHitProxiesToArray ( EditorVisualizeLevelInstancePrimitives , WriteView . EditorVisualizeLevelInstanceIds ) ;
// Add hit proxies from selected Nanite primitives.
AddRelevantHitProxiesToArray ( EditorSelectedPrimitives , WriteView . EditorSelectedHitProxyIds ) ;
# endif
WriteView . ShadingModelMaskInView | = CombinedShadingModelMask ;
WriteView . bUsesGlobalDistanceField | = bUsesGlobalDistanceField ;
WriteView . bUsesLightingChannels | = bUsesLightingChannels ;
WriteView . bTranslucentSurfaceLighting | = bTranslucentSurfaceLighting ;
WriteView . bUsesSceneDepth | = bUsesSceneDepth ;
WriteView . bSceneHasSkyMaterial | = bSceneHasSkyMaterial ;
WriteView . bHasSingleLayerWaterMaterial | = bHasSingleLayerWaterMaterial ;
WriteView . bHasTranslucencySeparateModulation | = bHasTranslucencySeparateModulation ;
2022-09-09 04:19:26 -04:00
WriteView . bHasStandardTranslucencyModulation | = bHasStandardTranslucencyModulation ;
2022-06-02 04:12:03 -04:00
VisibleDynamicPrimitivesWithSimpleLights . AppendTo ( WriteView . VisibleDynamicPrimitivesWithSimpleLights ) ;
WriteView . NumVisibleDynamicPrimitives + = NumVisibleDynamicPrimitives ;
WriteView . NumVisibleDynamicEditorPrimitives + = NumVisibleDynamicEditorPrimitives ;
WriteView . TranslucentPrimCount . Append ( TranslucentPrimCount ) ;
WriteView . bHasDistortionPrimitives | = bHasDistortionPrimitives ;
WriteView . bHasCustomDepthPrimitives | = bHasCustomDepthPrimitives ;
WriteView . CustomDepthStencilValues . Append ( CustomDepthStencilValues ) ;
WriteView . bUsesCustomDepth | = bUsesCustomDepth ;
WriteView . bUsesCustomStencil | = bUsesCustomStencil ;
2022-10-27 13:24:29 -04:00
WriteView . StrataViewData . MaxBSDFCount = FMath : : Max ( WriteView . StrataViewData . MaxBSDFCount , 8u - FMath : : CountLeadingZeros8 ( StrataBSDFCountMask ) ) ;
2022-06-02 04:12:03 -04:00
DirtyIndirectLightingCacheBufferPrimitives . AppendTo ( WriteView . DirtyIndirectLightingCacheBufferPrimitives ) ;
WriteView . MeshDecalBatches . Append ( MeshDecalBatches ) ;
WriteView . VolumetricMeshBatches . Append ( VolumetricMeshBatches ) ;
WriteView . SkyMeshBatches . Append ( SkyMeshBatches ) ;
WriteView . SortedTrianglesMeshBatches . Append ( SortedTrianglesMeshBatches ) ;
for ( int32 Index = 0 ; Index < RecachedReflectionCapturePrimitives . NumPrims ; + + Index )
{
FPrimitiveSceneInfo * PrimitiveSceneInfo = RecachedReflectionCapturePrimitives . Prims [ Index ] ;
PrimitiveSceneInfo - > SetNeedsUniformBufferUpdate ( true ) ;
PrimitiveSceneInfo - > ConditionalUpdateUniformBuffer ( RHICmdList ) ;
FScene & WriteScene = * const_cast < FScene * > ( Scene ) ;
WriteScene . GPUScene . AddPrimitiveToUpdate ( PrimitiveSceneInfo - > GetIndex ( ) , EPrimitiveDirtyState : : ChangedAll ) ;
}
for ( int32 Index = 0 ; Index < LazyUpdatePrimitives . NumPrims ; Index + + )
{
LazyUpdatePrimitives . Prims [ Index ] - > ConditionalUpdateUniformBuffer ( RHICmdList ) ;
}
for ( int32 i = 0 ; i < PrimitivesLODMask . NumPrims ; + + i )
{
WriteView . PrimitivesLODMask [ PrimitivesLODMask . Prims [ i ] . PrimitiveIndex ] = PrimitivesLODMask . Prims [ i ] . LODMask ;
}
for ( int32 PassIndex = 0 ; PassIndex < EMeshPass : : Num ; PassIndex + + )
{
FPassDrawCommandArray & SrcCommands = DrawCommandPacket . VisibleCachedDrawCommands [ PassIndex ] ;
FMeshCommandOneFrameArray & DstCommands = WriteViewCommands . MeshCommands [ PassIndex ] ;
if ( SrcCommands . Num ( ) > 0 )
{
static_assert ( sizeof ( SrcCommands [ 0 ] ) = = sizeof ( DstCommands [ 0 ] ) , " Memcpy sizes must match. " ) ;
const int32 PrevNum = DstCommands . AddUninitialized ( SrcCommands . Num ( ) ) ;
FMemory : : Memcpy ( & DstCommands [ PrevNum ] , & SrcCommands [ 0 ] , SrcCommands . Num ( ) * sizeof ( SrcCommands [ 0 ] ) ) ;
}
FPassDrawCommandBuildRequestArray & SrcRequests = DrawCommandPacket . DynamicBuildRequests [ PassIndex ] ;
TArray < const FStaticMeshBatch * , SceneRenderingAllocator > & DstRequests = WriteViewCommands . DynamicMeshCommandBuildRequests [ PassIndex ] ;
if ( SrcRequests . Num ( ) > 0 )
{
static_assert ( sizeof ( SrcRequests [ 0 ] ) = = sizeof ( DstRequests [ 0 ] ) , " Memcpy sizes must match. " ) ;
const int32 PrevNum = DstRequests . AddUninitialized ( SrcRequests . Num ( ) ) ;
FMemory : : Memcpy ( & DstRequests [ PrevNum ] , & SrcRequests [ 0 ] , SrcRequests . Num ( ) * sizeof ( SrcRequests [ 0 ] ) ) ;
}
WriteViewCommands . NumDynamicMeshCommandBuildRequestElements [ PassIndex ] + = DrawCommandPacket . NumDynamicBuildRequestElements [ PassIndex ] ;
}
// Prepare translucent self shadow uniform buffers.
for ( int32 Index = 0 ; Index < TranslucentSelfShadowPrimitives . NumPrims ; + + Index )
{
const int32 PrimitiveIndex = TranslucentSelfShadowPrimitives . Prims [ Index ] ;
FUniformBufferRHIRef & UniformBuffer = WriteView . TranslucentSelfShadowUniformBufferMap . FindOrAdd ( PrimitiveIndex ) ;
if ( ! UniformBuffer )
{
FTranslucentSelfShadowUniformParameters Parameters ;
SetupTranslucentSelfShadowUniformParameters ( nullptr , Parameters ) ;
UniformBuffer = FTranslucentSelfShadowUniformParameters : : CreateUniformBuffer ( Parameters , EUniformBufferUsage : : UniformBuffer_SingleFrame ) ;
}
}
}
} ;
static void ComputeAndMarkRelevanceForViewParallel (
FRHICommandListImmediate & RHICmdList ,
const FScene * Scene ,
FViewInfo & View ,
FViewCommands & ViewCommands ,
uint8 ViewBit ,
FPrimitiveViewMasks & OutHasDynamicMeshElementsMasks ,
FPrimitiveViewMasks & OutHasDynamicEditorMeshElementsMasks
)
{
TRACE_CPUPROFILER_EVENT_SCOPE ( FSceneRenderer_ComputeAndMarkRelevanceForViewParallel ) ;
check ( OutHasDynamicMeshElementsMasks . Num ( ) = = Scene - > Primitives . Num ( ) ) ;
FFrozenSceneViewMatricesGuard FrozenMatricesGuard ( View ) ;
const FMarkRelevantStaticMeshesForViewData ViewData ( View ) ;
2022-06-30 19:55:24 -04:00
FConcurrentLinearBulkObjectAllocator Allocator ;
2022-06-02 04:12:03 -04:00
int32 NumMesh = View . StaticMeshVisibilityMap . Num ( ) ;
2022-06-30 19:55:24 -04:00
uint8 * RESTRICT MarkMasks = ( uint8 * ) Allocator . Malloc ( NumMesh + 31 , 8 ) ; // some padding to simplify the high speed transpose
2022-06-02 04:12:03 -04:00
FMemory : : Memzero ( MarkMasks , NumMesh + 31 ) ;
int32 EstimateOfNumPackets = NumMesh / ( FRelevancePrimSet < int32 > : : MaxInputPrims * 4 ) ;
TArray < FRelevancePacket * , SceneRenderingAllocator > Packets ;
Packets . Reserve ( EstimateOfNumPackets ) ;
bool WillExecuteInParallel = FApp : : ShouldUseThreadingForPerformance ( ) & & CVarParallelInitViews . GetValueOnRenderThread ( ) > 0 & & IsInActualRenderingThread ( ) ;
{
FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap ) ;
if ( BitIt )
{
2022-06-30 19:55:24 -04:00
FRelevancePacket * Packet = new FRelevancePacket (
2022-06-02 04:12:03 -04:00
RHICmdList ,
Scene ,
View ,
ViewCommands ,
ViewBit ,
ViewData ,
OutHasDynamicMeshElementsMasks ,
OutHasDynamicEditorMeshElementsMasks ,
MarkMasks ) ;
Packets . Add ( Packet ) ;
while ( 1 )
{
Packet - > Input . AddPrim ( BitIt . GetIndex ( ) ) ;
+ + BitIt ;
if ( Packet - > Input . IsFull ( ) | | ! BitIt )
{
if ( ! BitIt )
{
break ;
}
else
{
2022-06-30 19:55:24 -04:00
Packet = new FRelevancePacket (
2022-06-02 04:12:03 -04:00
RHICmdList ,
Scene ,
View ,
ViewCommands ,
ViewBit ,
ViewData ,
OutHasDynamicMeshElementsMasks ,
OutHasDynamicEditorMeshElementsMasks ,
MarkMasks ) ;
Packets . Add ( Packet ) ;
}
}
}
}
}
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_ComputeAndMarkRelevanceForViewParallel_ParallelFor ) ;
ParallelFor ( Packets . Num ( ) ,
[ & Packets ] ( int32 Index )
{
Packets [ Index ] - > AnyThreadTask ( ) ;
} ,
! WillExecuteInParallel
) ;
}
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_ComputeAndMarkRelevanceForViewParallel_RenderThreadFinalize ) ;
for ( int32 PassIndex = 0 ; PassIndex < EMeshPass : : Num ; PassIndex + + )
{
int32 NumVisibleCachedMeshDrawCommands = 0 ;
int32 NumDynamicBuildRequests = 0 ;
for ( auto Packet : Packets )
{
NumVisibleCachedMeshDrawCommands + = Packet - > DrawCommandPacket . VisibleCachedDrawCommands [ PassIndex ] . Num ( ) ;
NumDynamicBuildRequests + = Packet - > DrawCommandPacket . DynamicBuildRequests [ PassIndex ] . Num ( ) ;
}
ViewCommands . MeshCommands [ PassIndex ] . Reserve ( NumVisibleCachedMeshDrawCommands ) ;
ViewCommands . DynamicMeshCommandBuildRequests [ PassIndex ] . Reserve ( NumDynamicBuildRequests ) ;
}
for ( auto Packet : Packets )
{
Packet - > RenderThreadFinalize ( ) ;
2022-06-30 19:55:24 -04:00
delete Packet ;
2022-06-02 04:12:03 -04:00
}
Packets . Empty ( ) ;
}
QUICK_SCOPE_CYCLE_COUNTER ( STAT_ComputeAndMarkRelevanceForViewParallel_TransposeMeshBits ) ;
check ( View . StaticMeshVisibilityMap . Num ( ) = = NumMesh & &
View . StaticMeshFadeOutDitheredLODMap . Num ( ) = = NumMesh & &
View . StaticMeshFadeInDitheredLODMap . Num ( ) = = NumMesh
) ;
uint32 * RESTRICT StaticMeshVisibilityMap_Words = View . StaticMeshVisibilityMap . GetData ( ) ;
uint32 * RESTRICT StaticMeshFadeOutDitheredLODMap_Words = View . StaticMeshFadeOutDitheredLODMap . GetData ( ) ;
uint32 * RESTRICT StaticMeshFadeInDitheredLODMap_Words = View . StaticMeshFadeInDitheredLODMap . GetData ( ) ;
const uint64 * RESTRICT MarkMasks64 = ( const uint64 * RESTRICT ) MarkMasks ;
const uint8 * RESTRICT MarkMasks8 = MarkMasks ;
for ( int32 BaseIndex = 0 ; BaseIndex < NumMesh ; BaseIndex + = 32 )
{
uint32 StaticMeshVisibilityMap_Word = 0 ;
uint32 StaticMeshFadeOutDitheredLODMap_Word = 0 ;
uint32 StaticMeshFadeInDitheredLODMap_Word = 0 ;
uint32 Mask = 1 ;
bool bAny = false ;
for ( int32 QWordIndex = 0 ; QWordIndex < 4 ; QWordIndex + + )
{
if ( * MarkMasks64 + + )
{
for ( int32 ByteIndex = 0 ; ByteIndex < 8 ; ByteIndex + + , Mask < < = 1 , MarkMasks8 + + )
{
uint8 MaskMask = * MarkMasks8 ;
StaticMeshVisibilityMap_Word | = ( MaskMask & EMarkMaskBits : : StaticMeshVisibilityMapMask ) ? Mask : 0 ;
StaticMeshFadeOutDitheredLODMap_Word | = ( MaskMask & EMarkMaskBits : : StaticMeshFadeOutDitheredLODMapMask ) ? Mask : 0 ;
StaticMeshFadeInDitheredLODMap_Word | = ( MaskMask & EMarkMaskBits : : StaticMeshFadeInDitheredLODMapMask ) ? Mask : 0 ;
}
bAny = true ;
}
else
{
MarkMasks8 + = 8 ;
Mask < < = 8 ;
}
}
if ( bAny )
{
checkSlow ( ! * StaticMeshVisibilityMap_Words & & ! * StaticMeshFadeOutDitheredLODMap_Words & & ! * StaticMeshFadeInDitheredLODMap_Words ) ;
* StaticMeshVisibilityMap_Words = StaticMeshVisibilityMap_Word ;
* StaticMeshFadeOutDitheredLODMap_Words = StaticMeshFadeOutDitheredLODMap_Word ;
* StaticMeshFadeInDitheredLODMap_Words = StaticMeshFadeInDitheredLODMap_Word ;
}
StaticMeshVisibilityMap_Words + + ;
StaticMeshFadeOutDitheredLODMap_Words + + ;
StaticMeshFadeInDitheredLODMap_Words + + ;
}
}
void ComputeDynamicMeshRelevance ( EShadingPath ShadingPath , bool bAddLightmapDensityCommands , const FPrimitiveViewRelevance & ViewRelevance , const FMeshBatchAndRelevance & MeshBatch , FViewInfo & View , FMeshPassMask & PassMask , FPrimitiveSceneInfo * PrimitiveSceneInfo , const FPrimitiveBounds & Bounds )
{
const int32 NumElements = MeshBatch . Mesh - > Elements . Num ( ) ;
if ( ViewRelevance . bDrawRelevance & & ( ViewRelevance . bRenderInMainPass | | ViewRelevance . bRenderCustomDepth | | ViewRelevance . bRenderInDepthPass ) )
{
PassMask . Set ( EMeshPass : : DepthPass ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : DepthPass ] + = NumElements ;
if ( ViewRelevance . bRenderInMainPass | | ViewRelevance . bRenderCustomDepth )
{
PassMask . Set ( EMeshPass : : BasePass ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : BasePass ] + = NumElements ;
if ( ViewRelevance . bUsesSkyMaterial )
{
PassMask . Set ( EMeshPass : : SkyPass ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : SkyPass ] + = NumElements ;
}
if ( ViewRelevance . bUsesAnisotropy )
{
PassMask . Set ( EMeshPass : : AnisotropyPass ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : AnisotropyPass ] + = NumElements ;
}
if ( ShadingPath = = EShadingPath : : Mobile )
{
PassMask . Set ( EMeshPass : : MobileBasePassCSM ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : MobileBasePassCSM ] + = NumElements ;
}
if ( ViewRelevance . bRenderCustomDepth )
{
PassMask . Set ( EMeshPass : : CustomDepth ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : CustomDepth ] + = NumElements ;
}
if ( bAddLightmapDensityCommands )
{
PassMask . Set ( EMeshPass : : LightmapDensity ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : LightmapDensity ] + = NumElements ;
}
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
else if ( View . Family - > UseDebugViewPS ( ) )
{
PassMask . Set ( EMeshPass : : DebugViewMode ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : DebugViewMode ] + = NumElements ;
}
# endif
# if WITH_EDITOR
if ( View . bAllowTranslucentPrimitivesInHitProxy )
{
PassMask . Set ( EMeshPass : : HitProxy ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : HitProxy ] + = NumElements ;
}
else
{
PassMask . Set ( EMeshPass : : HitProxyOpaqueOnly ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : HitProxyOpaqueOnly ] + = NumElements ;
}
# endif
if ( ViewRelevance . bVelocityRelevance )
{
PassMask . Set ( EMeshPass : : Velocity ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : Velocity ] + = NumElements ;
}
if ( ViewRelevance . bOutputsTranslucentVelocity )
{
PassMask . Set ( EMeshPass : : TranslucentVelocity ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : TranslucentVelocity ] + = NumElements ;
}
if ( ViewRelevance . bUsesSingleLayerWaterMaterial )
{
PassMask . Set ( EMeshPass : : SingleLayerWaterPass ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : SingleLayerWaterPass ] + = NumElements ;
2022-10-03 12:55:37 -04:00
PassMask . Set ( EMeshPass : : SingleLayerWaterDepthPrepass ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : SingleLayerWaterDepthPrepass ] + = NumElements ;
2022-06-02 04:12:03 -04:00
}
}
}
if ( ViewRelevance . HasTranslucency ( )
& & ! ViewRelevance . bEditorPrimitiveRelevance
& & ViewRelevance . bRenderInMainPass )
{
if ( View . Family - > AllowTranslucencyAfterDOF ( ) )
{
if ( ViewRelevance . bNormalTranslucency )
{
PassMask . Set ( EMeshPass : : TranslucencyStandard ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : TranslucencyStandard ] + = NumElements ;
}
2022-09-09 04:19:26 -04:00
if ( ViewRelevance . bNormalTranslucency & & ViewRelevance . bTranslucencyModulate & & View . Family - > AllowStandardTranslucencySeparated ( ) )
{
PassMask . Set ( EMeshPass : : TranslucencyStandardModulate ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : TranslucencyStandardModulate ] + = NumElements ;
}
2022-06-02 04:12:03 -04:00
if ( ViewRelevance . bSeparateTranslucency )
{
PassMask . Set ( EMeshPass : : TranslucencyAfterDOF ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : TranslucencyAfterDOF ] + = NumElements ;
}
2022-09-09 04:19:26 -04:00
if ( ViewRelevance . bSeparateTranslucency & & ViewRelevance . bTranslucencyModulate )
2022-06-02 04:12:03 -04:00
{
PassMask . Set ( EMeshPass : : TranslucencyAfterDOFModulate ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : TranslucencyAfterDOFModulate ] + = NumElements ;
}
if ( ViewRelevance . bPostMotionBlurTranslucency )
{
PassMask . Set ( EMeshPass : : TranslucencyAfterMotionBlur ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : TranslucencyAfterMotionBlur ] + = NumElements ;
}
}
else
{
PassMask . Set ( EMeshPass : : TranslucencyAll ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : TranslucencyAll ] + = NumElements ;
}
if ( ViewRelevance . bTranslucentSurfaceLighting )
{
PassMask . Set ( EMeshPass : : LumenTranslucencyRadianceCacheMark ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : LumenTranslucencyRadianceCacheMark ] + = NumElements ;
PassMask . Set ( EMeshPass : : LumenFrontLayerTranslucencyGBuffer ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : LumenFrontLayerTranslucencyGBuffer ] + = NumElements ;
}
if ( ViewRelevance . bDistortion )
{
PassMask . Set ( EMeshPass : : Distortion ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : Distortion ] + = NumElements ;
}
}
# if WITH_EDITOR
if ( ViewRelevance . bDrawRelevance )
{
PassMask . Set ( EMeshPass : : EditorSelection ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : EditorSelection ] + = NumElements ;
PassMask . Set ( EMeshPass : : EditorLevelInstance ) ;
View . NumVisibleDynamicMeshElements [ EMeshPass : : EditorLevelInstance ] + = NumElements ;
}
// Hair strands are not rendered into the base pass (bRenderInMainPass=0) and so this
// adds a special pass for allowing hair strands to be selectable.
if ( ViewRelevance . bHairStrands )
{
const EMeshPass : : Type MeshPassType = View . bAllowTranslucentPrimitivesInHitProxy ? EMeshPass : : HitProxy : EMeshPass : : HitProxyOpaqueOnly ;
PassMask . Set ( MeshPassType ) ;
View . NumVisibleDynamicMeshElements [ MeshPassType ] + = NumElements ;
}
# endif
if ( ViewRelevance . bHasVolumeMaterialDomain )
{
View . VolumetricMeshBatches . AddUninitialized ( 1 ) ;
FVolumetricMeshBatch & BatchAndProxy = View . VolumetricMeshBatches . Last ( ) ;
BatchAndProxy . Mesh = MeshBatch . Mesh ;
BatchAndProxy . Proxy = MeshBatch . PrimitiveSceneProxy ;
}
if ( ViewRelevance . bUsesSkyMaterial )
{
View . SkyMeshBatches . AddUninitialized ( 1 ) ;
FSkyMeshBatch & BatchAndProxy = View . SkyMeshBatches . Last ( ) ;
BatchAndProxy . Mesh = MeshBatch . Mesh ;
BatchAndProxy . Proxy = MeshBatch . PrimitiveSceneProxy ;
BatchAndProxy . bVisibleInMainPass = ViewRelevance . bRenderInMainPass ;
BatchAndProxy . bVisibleInRealTimeSkyCapture = PrimitiveSceneInfo - > bVisibleInRealTimeSkyCapture ;
}
if ( ViewRelevance . HasTranslucency ( ) & & PrimitiveSceneInfo - > Proxy - > SupportsSortedTriangles ( ) )
{
View . SortedTrianglesMeshBatches . AddUninitialized ( 1 ) ;
FSortedTrianglesMeshBatch & BatchAndProxy = View . SortedTrianglesMeshBatches . Last ( ) ;
BatchAndProxy . Mesh = MeshBatch . Mesh ;
BatchAndProxy . Proxy = MeshBatch . PrimitiveSceneProxy ;
}
if ( ViewRelevance . bRenderInMainPass & & ViewRelevance . bDecal )
{
View . MeshDecalBatches . AddUninitialized ( 1 ) ;
FMeshDecalBatch & BatchAndProxy = View . MeshDecalBatches . Last ( ) ;
BatchAndProxy . Mesh = MeshBatch . Mesh ;
BatchAndProxy . Proxy = MeshBatch . PrimitiveSceneProxy ;
BatchAndProxy . SortKey = MeshBatch . PrimitiveSceneProxy - > GetTranslucencySortPriority ( ) ;
}
const bool bIsHairStrandsCompatible = ViewRelevance . bHairStrands & & IsHairStrandsEnabled ( EHairStrandsShaderType : : All , View . GetShaderPlatform ( ) ) ;
if ( bIsHairStrandsCompatible )
{
if ( HairStrands : : IsHairStrandsVF ( MeshBatch . Mesh ) & & HairStrands : : IsHairVisible ( MeshBatch ) )
{
View . HairStrandsMeshElements . AddUninitialized ( 1 ) ;
FMeshBatchAndRelevance & BatchAndProxy = View . HairStrandsMeshElements . Last ( ) ;
BatchAndProxy = MeshBatch ;
}
if ( HairStrands : : IsHairCardsVF ( MeshBatch . Mesh ) & & ViewRelevance . bRenderInMainPass )
{
View . HairCardsMeshElements . AddUninitialized ( 1 ) ;
FMeshBatchAndRelevance & BatchAndProxy = View . HairCardsMeshElements . Last ( ) ;
BatchAndProxy = MeshBatch ;
}
}
}
void FSceneRenderer : : GatherDynamicMeshElements (
2022-06-07 13:19:54 -04:00
TArray < FViewInfo > & InViews ,
2022-06-02 04:12:03 -04:00
const FScene * InScene ,
const FSceneViewFamily & InViewFamily ,
FGlobalDynamicIndexBuffer & DynamicIndexBuffer ,
FGlobalDynamicVertexBuffer & DynamicVertexBuffer ,
FGlobalDynamicReadBuffer & DynamicReadBuffer ,
const FPrimitiveViewMasks & HasDynamicMeshElementsMasks ,
const FPrimitiveViewMasks & HasDynamicEditorMeshElementsMasks ,
FMeshElementCollector & Collector )
{
SCOPE_CYCLE_COUNTER ( STAT_GetDynamicMeshElements ) ;
int32 NumPrimitives = InScene - > Primitives . Num ( ) ;
check ( HasDynamicMeshElementsMasks . Num ( ) = = NumPrimitives ) ;
int32 ViewCount = InViews . Num ( ) ;
{
Collector . ClearViewMeshArrays ( ) ;
for ( int32 ViewIndex = 0 ; ViewIndex < ViewCount ; ViewIndex + + )
{
Collector . AddViewMeshArrays (
& InViews [ ViewIndex ] ,
& InViews [ ViewIndex ] . DynamicMeshElements ,
& InViews [ ViewIndex ] . SimpleElementCollector ,
& InViews [ ViewIndex ] . DynamicPrimitiveCollector ,
InViewFamily . GetFeatureLevel ( ) ,
& DynamicIndexBuffer ,
& DynamicVertexBuffer ,
& DynamicReadBuffer ) ;
}
const EShadingPath ShadingPath = Scene - > GetShadingPath ( ) ;
for ( int32 PrimitiveIndex = 0 ; PrimitiveIndex < NumPrimitives ; + + PrimitiveIndex )
{
const uint8 ViewMask = HasDynamicMeshElementsMasks [ PrimitiveIndex ] ;
if ( ViewMask ! = 0 )
{
// If a mesh is visible in a secondary view, mark it as visible in the primary view
uint8 ViewMaskFinal = ViewMask ;
for ( int32 ViewIndex = 0 ; ViewIndex < ViewCount ; ViewIndex + + )
{
FViewInfo & View = InViews [ ViewIndex ] ;
if ( ViewMask & ( 1 < < ViewIndex ) & & IStereoRendering : : IsASecondaryView ( View ) )
{
ViewMaskFinal | = 1 < < InViews [ ViewIndex ] . PrimaryViewIndex ;
}
}
FPrimitiveSceneInfo * PrimitiveSceneInfo = InScene - > Primitives [ PrimitiveIndex ] ;
const FPrimitiveBounds & Bounds = InScene - > PrimitiveBounds [ PrimitiveIndex ] ;
Collector . SetPrimitive ( PrimitiveSceneInfo - > Proxy , PrimitiveSceneInfo - > DefaultDynamicHitProxyId ) ;
PrimitiveSceneInfo - > Proxy - > GetDynamicMeshElements ( InViewFamily . Views , InViewFamily , ViewMaskFinal , Collector ) ;
// Compute DynamicMeshElementsMeshPassRelevance for this primitive.
for ( int32 ViewIndex = 0 ; ViewIndex < ViewCount ; ViewIndex + + )
{
if ( ViewMaskFinal & ( 1 < < ViewIndex ) )
{
FViewInfo & View = InViews [ ViewIndex ] ;
const bool bAddLightmapDensityCommands = View . Family - > EngineShowFlags . LightMapDensity & & AllowDebugViewmodes ( ) ;
const FPrimitiveViewRelevance & ViewRelevance = View . PrimitiveViewRelevanceMap [ PrimitiveIndex ] ;
const int32 LastNumDynamicMeshElements = View . DynamicMeshElementsPassRelevance . Num ( ) ;
View . DynamicMeshElementsPassRelevance . SetNum ( View . DynamicMeshElements . Num ( ) ) ;
for ( int32 ElementIndex = LastNumDynamicMeshElements ; ElementIndex < View . DynamicMeshElements . Num ( ) ; + + ElementIndex )
{
const FMeshBatchAndRelevance & MeshBatch = View . DynamicMeshElements [ ElementIndex ] ;
FMeshPassMask & PassRelevance = View . DynamicMeshElementsPassRelevance [ ElementIndex ] ;
ComputeDynamicMeshRelevance ( ShadingPath , bAddLightmapDensityCommands , ViewRelevance , MeshBatch , View , PassRelevance , PrimitiveSceneInfo , Bounds ) ;
}
}
}
}
// Mark DynamicMeshEndIndices end.
for ( int32 ViewIndex = 0 ; ViewIndex < ViewCount ; ViewIndex + + )
{
InViews [ ViewIndex ] . DynamicMeshEndIndices [ PrimitiveIndex ] = Collector . GetMeshBatchCount ( ViewIndex ) ;
}
}
}
if ( GIsEditor )
{
Collector . ClearViewMeshArrays ( ) ;
for ( int32 ViewIndex = 0 ; ViewIndex < ViewCount ; ViewIndex + + )
{
Collector . AddViewMeshArrays (
& InViews [ ViewIndex ] ,
& InViews [ ViewIndex ] . DynamicEditorMeshElements ,
& InViews [ ViewIndex ] . EditorSimpleElementCollector ,
& InViews [ ViewIndex ] . DynamicPrimitiveCollector ,
InViewFamily . GetFeatureLevel ( ) ,
& DynamicIndexBuffer ,
& DynamicVertexBuffer ,
& DynamicReadBuffer ) ;
}
for ( int32 PrimitiveIndex = 0 ; PrimitiveIndex < NumPrimitives ; + + PrimitiveIndex )
{
const uint8 ViewMask = HasDynamicEditorMeshElementsMasks [ PrimitiveIndex ] ;
if ( ViewMask ! = 0 )
{
FPrimitiveSceneInfo * PrimitiveSceneInfo = InScene - > Primitives [ PrimitiveIndex ] ;
Collector . SetPrimitive ( PrimitiveSceneInfo - > Proxy , PrimitiveSceneInfo - > DefaultDynamicHitProxyId ) ;
PrimitiveSceneInfo - > Proxy - > GetDynamicMeshElements ( InViewFamily . Views , InViewFamily , ViewMask , Collector ) ;
}
}
}
2022-06-07 13:19:54 -04:00
MeshCollector . ProcessTasks ( ) ;
2022-06-02 04:12:03 -04:00
}
/**
* Helper for InitViews to detect large camera movement , in both angle and position .
*/
static bool IsLargeCameraMovement ( FSceneView & View , const FMatrix & PrevViewMatrix , const FVector & PrevViewOrigin , float CameraRotationThreshold , float CameraTranslationThreshold )
{
float RotationThreshold = FMath : : Cos ( FMath : : DegreesToRadians ( CameraRotationThreshold ) ) ;
float ViewRightAngle = View . ViewMatrices . GetViewMatrix ( ) . GetColumn ( 0 ) | PrevViewMatrix . GetColumn ( 0 ) ;
float ViewUpAngle = View . ViewMatrices . GetViewMatrix ( ) . GetColumn ( 1 ) | PrevViewMatrix . GetColumn ( 1 ) ;
float ViewDirectionAngle = View . ViewMatrices . GetViewMatrix ( ) . GetColumn ( 2 ) | PrevViewMatrix . GetColumn ( 2 ) ;
FVector Distance = FVector ( View . ViewMatrices . GetViewOrigin ( ) ) - PrevViewOrigin ;
return
ViewRightAngle < RotationThreshold | |
ViewUpAngle < RotationThreshold | |
ViewDirectionAngle < RotationThreshold | |
Distance . SizeSquared ( ) > CameraTranslationThreshold * CameraTranslationThreshold ;
}
void FSceneRenderer : : PreVisibilityFrameSetup ( FRDGBuilder & GraphBuilder , const FSceneTexturesConfig & SceneTexturesConfig )
{
FRHICommandListImmediate & RHICmdList = GraphBuilder . RHICmdList ;
// Notify the RHI we are beginning to render a scene.
RHICmdList . BeginScene ( ) ;
{
static auto CVar = IConsoleManager : : Get ( ) . FindConsoleVariable ( TEXT ( " r.DoLazyStaticMeshUpdate " ) ) ;
const bool DoLazyStaticMeshUpdate = ( CVar - > GetInt ( ) & & ! GIsEditor ) ;
if ( DoLazyStaticMeshUpdate )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_PreVisibilityFrameSetup_EvictionForLazyStaticMeshUpdate ) ;
static int32 RollingRemoveIndex = 0 ;
static int32 RollingPassShrinkIndex = 0 ;
if ( RollingRemoveIndex > = Scene - > Primitives . Num ( ) )
{
RollingRemoveIndex = 0 ;
RollingPassShrinkIndex + + ;
if ( RollingPassShrinkIndex > = UE_ARRAY_COUNT ( Scene - > CachedDrawLists ) )
{
RollingPassShrinkIndex = 0 ;
}
// Periodically shrink the SparseArray containing cached mesh draw commands which we are causing to be regenerated with UpdateStaticMeshes
Scene - > CachedDrawLists [ RollingPassShrinkIndex ] . MeshDrawCommands . Shrink ( ) ;
}
const int32 NumRemovedPerFrame = 10 ;
TArray < FPrimitiveSceneInfo * , TInlineAllocator < 10 > > SceneInfos ;
for ( int32 NumRemoved = 0 ; NumRemoved < NumRemovedPerFrame & & RollingRemoveIndex < Scene - > Primitives . Num ( ) ; NumRemoved + + , RollingRemoveIndex + + )
{
SceneInfos . Add ( Scene - > Primitives [ RollingRemoveIndex ] ) ;
}
FPrimitiveSceneInfo : : UpdateStaticMeshes ( RHICmdList , Scene , SceneInfos , EUpdateStaticMeshFlags : : AllCommands , false ) ;
}
}
2022-06-07 13:19:54 -04:00
if ( Views . Num ( ) > 0 & & ! ViewFamily . EngineShowFlags . HitProxies )
2022-06-02 04:12:03 -04:00
{
2022-06-07 13:19:54 -04:00
FHairStrandsBookmarkParameters Parameters = CreateHairStrandsBookmarkParameters ( Scene , Views , AllFamilyViews ) ;
2022-06-02 04:12:03 -04:00
if ( Parameters . HasInstances ( ) )
{
RunHairStrandsBookmark ( GraphBuilder , EHairStrandsBookmark : : ProcessLODSelection , Parameters ) ;
}
}
2022-06-07 13:19:54 -04:00
if ( IsHairStrandsEnabled ( EHairStrandsShaderType : : All , Scene - > GetShaderPlatform ( ) ) & & Views . Num ( ) > 0 & & ! ViewFamily . EngineShowFlags . HitProxies )
2022-06-02 04:12:03 -04:00
{
// If we are rendering from scene capture we don't need to run another time the hair bookmarks.
if ( Views [ 0 ] . AllowGPUParticleUpdate ( ) )
{
2022-06-07 13:19:54 -04:00
FHairStrandsBookmarkParameters Parameters = CreateHairStrandsBookmarkParameters ( Scene , Views , AllFamilyViews ) ;
2022-06-02 04:12:03 -04:00
RunHairStrandsBookmark ( GraphBuilder , EHairStrandsBookmark : : ProcessGuideInterpolation , Parameters ) ;
}
}
// Notify the FX system that the scene is about to perform visibility checks.
if ( FXSystem & & Views . IsValidIndex ( 0 ) )
{
2022-06-07 13:19:54 -04:00
FXSystem - > PreInitViews ( GraphBuilder , Views [ 0 ] . AllowGPUParticleUpdate ( ) & & ! ViewFamily . EngineShowFlags . HitProxies ) ;
2022-06-02 04:12:03 -04:00
}
# if WITH_EDITOR
// Draw lines to lights affecting this mesh if its selected.
2022-06-07 13:19:54 -04:00
if ( ViewFamily . EngineShowFlags . LightInfluences )
2022-06-02 04:12:03 -04:00
{
for ( TConstSetBitIterator < > It ( Scene - > PrimitivesSelected ) ; It ; + + It )
{
const FPrimitiveSceneInfo * PrimitiveSceneInfo = Scene - > Primitives [ It . GetIndex ( ) ] ;
FLightPrimitiveInteraction * LightList = PrimitiveSceneInfo - > LightList ;
while ( LightList )
{
const FLightSceneInfo * LightSceneInfo = LightList - > GetLight ( ) ;
bool bDynamic = true ;
bool bRelevant = false ;
bool bLightMapped = true ;
bool bShadowMapped = false ;
PrimitiveSceneInfo - > Proxy - > GetLightRelevance ( LightSceneInfo - > Proxy , bDynamic , bRelevant , bLightMapped , bShadowMapped ) ;
if ( bRelevant )
{
// Draw blue for light-mapped lights and orange for dynamic lights
const FColor LineColor = bLightMapped ? FColor ( 0 , 140 , 255 ) : FColor ( 255 , 140 , 0 ) ;
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
FViewInfo & View = Views [ ViewIndex ] ;
FViewElementPDI LightInfluencesPDI ( & View , nullptr , & View . DynamicPrimitiveCollector ) ;
LightInfluencesPDI . DrawLine ( PrimitiveSceneInfo - > Proxy - > GetBounds ( ) . Origin , LightSceneInfo - > Proxy - > GetLightToWorld ( ) . GetOrigin ( ) , LineColor , SDPG_World ) ;
}
}
LightList = LightList - > GetNextLight ( ) ;
}
}
}
# endif
# if UE_BUILD_SHIPPING
const bool bFreezeTemporalHistories = false ;
const bool bFreezeTemporalSequences = false ;
# else
bool bFreezeTemporalHistories = CVarFreezeTemporalHistories . GetValueOnRenderThread ( ) ! = 0 ;
bool bFreezeTemporalSequences = bFreezeTemporalHistories | | CVarFreezeTemporalSequences . GetValueOnRenderThread ( ) ! = 0 ;
# endif
// Load this field once so it has a consistent value for all views (and to avoid the atomic load in the loop).
// While the value may not be perfectly in sync when we render other view families, this is ok as this
// invalidation mechanism is only used for interactive rendering where we expect to be constantly drawing the scene.
// Therefore it is acceptable for some view families to be a frame or so behind others.
uint32 CurrentPathTracingInvalidationCounter = Scene - > PathTracingInvalidationCounter . Load ( ) ;
// Setup motion blur parameters (also check for camera movement thresholds)
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
FViewInfo & View = Views [ ViewIndex ] ;
FSceneViewState * ViewState = View . ViewState ;
check ( View . VerifyMembersChecks ( ) ) ;
// Once per render increment the occlusion frame counter.
if ( ViewState )
{
ViewState - > OcclusionFrameCounter + + ;
}
// HighResScreenshot should get best results so we don't do the occlusion optimization based on the former frame
extern bool GIsHighResScreenshot ;
2022-06-07 13:19:54 -04:00
const bool bIsHitTesting = ViewFamily . EngineShowFlags . HitProxies ;
2022-06-02 04:12:03 -04:00
// Don't test occlusion queries in collision viewmode as they can be bigger then the rendering bounds.
2022-06-07 13:19:54 -04:00
const bool bCollisionView = ViewFamily . EngineShowFlags . CollisionVisibility | | ViewFamily . EngineShowFlags . CollisionPawn ;
if ( GIsHighResScreenshot | | ! DoOcclusionQueries ( ) | | bIsHitTesting | | bCollisionView | | ViewFamily . EngineShowFlags . DisableOcclusionQueries )
2022-06-02 04:12:03 -04:00
{
View . bDisableQuerySubmissions = true ;
View . bIgnoreExistingQueries = true ;
}
// set up the screen area for occlusion
{
float OcclusionPixelMultiplier = 1.0f ;
if ( UseDownsampledOcclusionQueries ( ) )
{
OcclusionPixelMultiplier = 1.0f / static_cast < float > ( FMath : : Square ( SceneTexturesConfig . SmallDepthDownsampleFactor ) ) ;
}
float NumPossiblePixels = static_cast < float > ( View . ViewRect . Width ( ) * View . ViewRect . Height ( ) ) * OcclusionPixelMultiplier ;
View . OneOverNumPossiblePixels = NumPossiblePixels > 0.0 ? 1.0f / NumPossiblePixels : 0.0f ;
}
// Still need no jitter to be set for temporal feedback on SSR (it is enabled even when temporal AA is off).
check ( View . TemporalJitterPixels . X = = 0.0f ) ;
check ( View . TemporalJitterPixels . Y = = 0.0f ) ;
// Cache the projection matrix b
// Cache the projection matrix before AA is applied
View . ViewMatrices . SaveProjectionNoAAMatrix ( ) ;
if ( ViewState )
{
check ( View . bStatePrevViewInfoIsReadOnly ) ;
2022-06-07 13:19:54 -04:00
View . bStatePrevViewInfoIsReadOnly = ViewFamily . bWorldIsPaused | | ViewFamily . EngineShowFlags . HitProxies | | bFreezeTemporalHistories ;
2022-06-02 04:12:03 -04:00
2022-06-07 13:19:54 -04:00
ViewState - > SetupDistanceFieldTemporalOffset ( ViewFamily ) ;
2022-06-02 04:12:03 -04:00
if ( ! View . bStatePrevViewInfoIsReadOnly & & ! bFreezeTemporalSequences )
{
ViewState - > FrameIndex + + ;
}
if ( View . OverrideFrameIndexValue . IsSet ( ) )
{
ViewState - > FrameIndex = View . OverrideFrameIndexValue . GetValue ( ) ;
}
}
// Subpixel jitter for temporal AA
int32 CVarTemporalAASamplesValue = CVarTemporalAASamples . GetValueOnRenderThread ( ) ;
EMainTAAPassConfig TAAConfig = ITemporalUpscaler : : GetMainTAAPassConfig ( View ) ;
bool bTemporalUpsampling = View . PrimaryScreenPercentageMethod = = EPrimaryScreenPercentageMethod : : TemporalUpscale ;
// Apply a sub pixel offset to the view.
if ( IsTemporalAccumulationBasedMethod ( View . AntiAliasingMethod ) & & ViewState & & ( CVarTemporalAASamplesValue > 0 | | bTemporalUpsampling ) & & View . bAllowTemporalJitter )
{
float EffectivePrimaryResolutionFraction = float ( View . ViewRect . Width ( ) ) / float ( View . GetSecondaryViewRectSize ( ) . X ) ;
// Compute number of TAA samples.
int32 TemporalAASamples ;
{
if ( TAAConfig = = EMainTAAPassConfig : : TSR )
{
// Force the number of AA sample to make sure the quality doesn't get
// compromised by previously set settings for Gen4 TAA
TemporalAASamples = 8 ;
}
else
{
TemporalAASamples = FMath : : Clamp ( CVarTemporalAASamplesValue , 1 , 255 ) ;
}
if ( bTemporalUpsampling )
{
// When doing TAA upsample with screen percentage < 100%, we need extra temporal samples to have a
// constant temporal sample density for final output pixels to avoid output pixel aligned converging issues.
TemporalAASamples = FMath : : RoundToInt ( float ( TemporalAASamples ) * FMath : : Max ( 1.f , 1.f / ( EffectivePrimaryResolutionFraction * EffectivePrimaryResolutionFraction ) ) ) ;
}
else if ( CVarTemporalAASamplesValue = = 5 )
{
TemporalAASamples = 4 ;
}
// Use immediately higher prime number to break up coherence between the TAA jitter sequence and any
// other random signal that are power of two of View.StateFrameIndex
if ( TAAConfig = = EMainTAAPassConfig : : TSR )
{
static const int8 kFirstPrimeNumbers [ 25 ] = {
2 , 3 , 5 , 7 , 11 , 13 , 17 , 19 , 23 , 29 , 31 , 37 , 41 , 43 , 47 , 53 , 59 , 61 , 67 , 71 , 73 , 79 , 83 , 89 , 97 ,
} ;
for ( int32 PrimeNumberId = 4 ; PrimeNumberId < UE_ARRAY_COUNT ( kFirstPrimeNumbers ) ; PrimeNumberId + + )
{
if ( int32 ( kFirstPrimeNumbers [ PrimeNumberId ] ) > = TemporalAASamples )
{
TemporalAASamples = int32 ( kFirstPrimeNumbers [ PrimeNumberId ] ) ;
break ;
}
}
}
}
// Compute the new sample index in the temporal sequence.
int32 TemporalSampleIndex = ViewState - > TemporalAASampleIndex + 1 ;
if ( TemporalSampleIndex > = TemporalAASamples | | View . bCameraCut )
{
TemporalSampleIndex = 0 ;
}
# if !UE_BUILD_SHIPPING
if ( CVarTAADebugOverrideTemporalIndex . GetValueOnRenderThread ( ) > = 0 )
{
TemporalSampleIndex = CVarTAADebugOverrideTemporalIndex . GetValueOnRenderThread ( ) ;
}
# endif
// Updates view state.
if ( ! View . bStatePrevViewInfoIsReadOnly & & ! bFreezeTemporalSequences )
{
ViewState - > TemporalAASampleIndex = TemporalSampleIndex ;
}
// Choose sub pixel sample coordinate in the temporal sequence.
float SampleX , SampleY ;
if ( View . PrimaryScreenPercentageMethod = = EPrimaryScreenPercentageMethod : : TemporalUpscale )
{
// Uniformly distribute temporal jittering in [-.5; .5], because there is no longer any alignement of input and output pixels.
SampleX = Halton ( TemporalSampleIndex + 1 , 2 ) - 0.5f ;
SampleY = Halton ( TemporalSampleIndex + 1 , 3 ) - 0.5f ;
View . MaterialTextureMipBias = - ( FMath : : Max ( - FMath : : Log2 ( EffectivePrimaryResolutionFraction ) , 0.0f ) ) + CVarMinAutomaticViewMipBiasOffset . GetValueOnRenderThread ( ) ;
View . MaterialTextureMipBias = FMath : : Max ( View . MaterialTextureMipBias , CVarMinAutomaticViewMipBias . GetValueOnRenderThread ( ) ) ;
}
else if ( CVarTemporalAASamplesValue = = 2 )
{
// 2xMSAA
// Pattern docs: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476218(v=vs.85).aspx
// N.
// .S
float SamplesX [ ] = { - 4.0f / 16.0f , 4.0 / 16.0f } ;
float SamplesY [ ] = { - 4.0f / 16.0f , 4.0 / 16.0f } ;
check ( TemporalAASamples = = UE_ARRAY_COUNT ( SamplesX ) ) ;
SampleX = SamplesX [ TemporalSampleIndex ] ;
SampleY = SamplesY [ TemporalSampleIndex ] ;
}
else if ( CVarTemporalAASamplesValue = = 3 )
{
// 3xMSAA
// A..
// ..B
// .C.
// Rolling circle pattern (A,B,C).
float SamplesX [ ] = { - 2.0f / 3.0f , 2.0 / 3.0f , 0.0 / 3.0f } ;
float SamplesY [ ] = { - 2.0f / 3.0f , 0.0 / 3.0f , 2.0 / 3.0f } ;
check ( TemporalAASamples = = UE_ARRAY_COUNT ( SamplesX ) ) ;
SampleX = SamplesX [ TemporalSampleIndex ] ;
SampleY = SamplesY [ TemporalSampleIndex ] ;
}
else if ( CVarTemporalAASamplesValue = = 4 )
{
// 4xMSAA
// Pattern docs: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476218(v=vs.85).aspx
// .N..
// ...E
// W...
// ..S.
// Rolling circle pattern (N,E,S,W).
float SamplesX [ ] = { - 2.0f / 16.0f , 6.0 / 16.0f , 2.0 / 16.0f , - 6.0 / 16.0f } ;
float SamplesY [ ] = { - 6.0f / 16.0f , - 2.0 / 16.0f , 6.0 / 16.0f , 2.0 / 16.0f } ;
check ( TemporalAASamples = = UE_ARRAY_COUNT ( SamplesX ) ) ;
SampleX = SamplesX [ TemporalSampleIndex ] ;
SampleY = SamplesY [ TemporalSampleIndex ] ;
}
else if ( CVarTemporalAASamplesValue = = 5 )
{
// Compressed 4 sample pattern on same vertical and horizontal line (less temporal flicker).
// Compressed 1/2 works better than correct 2/3 (reduced temporal flicker).
// . N .
// W . E
// . S .
// Rolling circle pattern (N,E,S,W).
float SamplesX [ ] = { 0.0f / 2.0f , 1.0 / 2.0f , 0.0 / 2.0f , - 1.0 / 2.0f } ;
float SamplesY [ ] = { - 1.0f / 2.0f , 0.0 / 2.0f , 1.0 / 2.0f , 0.0 / 2.0f } ;
check ( TemporalAASamples = = UE_ARRAY_COUNT ( SamplesX ) ) ;
SampleX = SamplesX [ TemporalSampleIndex ] ;
SampleY = SamplesY [ TemporalSampleIndex ] ;
}
else
{
float u1 = Halton ( TemporalSampleIndex + 1 , 2 ) ;
float u2 = Halton ( TemporalSampleIndex + 1 , 3 ) ;
// Generates samples in normal distribution
// exp( x^2 / Sigma^2 )
static auto CVar = IConsoleManager : : Get ( ) . FindConsoleVariable ( TEXT ( " r.TemporalAAFilterSize " ) ) ;
float FilterSize = CVar - > GetFloat ( ) ;
// Scale distribution to set non-unit variance
// Variance = Sigma^2
float Sigma = 0.47f * FilterSize ;
// Window to [-0.5, 0.5] output
// Without windowing we could generate samples far away on the infinite tails.
float OutWindow = 0.5f ;
float InWindow = FMath : : Exp ( - 0.5 * FMath : : Square ( OutWindow / Sigma ) ) ;
// Box-Muller transform
float Theta = 2.0f * PI * u2 ;
float r = Sigma * FMath : : Sqrt ( - 2.0f * FMath : : Loge ( ( 1.0f - u1 ) * InWindow + u1 ) ) ;
SampleX = r * FMath : : Cos ( Theta ) ;
SampleY = r * FMath : : Sin ( Theta ) ;
}
View . TemporalJitterSequenceLength = TemporalAASamples ;
View . TemporalJitterIndex = TemporalSampleIndex ;
View . TemporalJitterPixels . X = SampleX ;
View . TemporalJitterPixels . Y = SampleY ;
View . ViewMatrices . HackAddTemporalAAProjectionJitter ( FVector2D ( SampleX * 2.0f / View . ViewRect . Width ( ) , SampleY * - 2.0f / View . ViewRect . Height ( ) ) ) ;
}
// Setup a new FPreviousViewInfo from current frame infos.
FPreviousViewInfo NewPrevViewInfo ;
{
NewPrevViewInfo . ViewRect = View . ViewRect ;
NewPrevViewInfo . ViewMatrices = View . ViewMatrices ;
NewPrevViewInfo . ViewRect = View . ViewRect ;
}
if ( ViewState )
{
// update previous frame matrices in case world origin was rebased on this frame
if ( ! View . OriginOffsetThisFrame . IsZero ( ) )
{
ViewState - > PrevFrameViewInfo . ViewMatrices . ApplyWorldOffset ( View . OriginOffsetThisFrame ) ;
}
// determine if we are initializing or we should reset the persistent state
const float DeltaTime = View . Family - > Time . GetRealTimeSeconds ( ) - ViewState - > LastRenderTime ;
const bool bFirstFrameOrTimeWasReset = DeltaTime < - 0.0001f | | ViewState - > LastRenderTime < 0.0001f ;
const bool bIsLargeCameraMovement = IsLargeCameraMovement (
View ,
ViewState - > PrevFrameViewInfo . ViewMatrices . GetViewMatrix ( ) ,
ViewState - > PrevFrameViewInfo . ViewMatrices . GetViewOrigin ( ) ,
75.0f , GCameraCutTranslationThreshold ) ;
const bool bResetCamera = ( bFirstFrameOrTimeWasReset | | View . bCameraCut | | bIsLargeCameraMovement | | View . bForceCameraVisibilityReset ) ;
# if RHI_RAYTRACING
// Note: 0.18 deg is the minimum angle for avoiding numerical precision issue (which would cause constant invalidation)
const bool bIsCameraMove = IsLargeCameraMovement (
View ,
ViewState - > PrevFrameViewInfo . ViewMatrices . GetViewMatrix ( ) ,
ViewState - > PrevFrameViewInfo . ViewMatrices . GetViewOrigin ( ) ,
0.18f /*degree*/ , 0.1f /*cm*/ ) ;
const bool bIsProjMatrixDifferent = View . ViewMatrices . GetProjectionNoAAMatrix ( ) ! = View . ViewState - > PrevFrameViewInfo . ViewMatrices . GetProjectionNoAAMatrix ( ) ;
2022-06-15 15:25:49 -04:00
static const auto CVarTemporalDenoiser = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.PathTracing.TemporalDenoiser.mode " ) ) ;
const int TemporalDenoiserMode = CVarTemporalDenoiser ? CVarTemporalDenoiser - > GetValueOnAnyThread ( ) : 0 ;
2022-06-02 04:12:03 -04:00
if ( View . bIsOfflineRender )
{
// In the offline context, we want precise control over when to restart the path tracer's accumulation to allow for motion blur
// So we use the camera cut signal only. In particular - we should not use bForceCameraVisibilityReset since this has
// interactions with the motion blur post process effect in tiled rendering (see comment below).
if ( View . bCameraCut | | View . bForcePathTracerReset )
{
2022-06-15 15:25:49 -04:00
const bool bClearTemporalDenoisingHistory = ( TemporalDenoiserMode = = 1 ) ? View . bCameraCut : true ;
ViewState - > PathTracingInvalidate ( bClearTemporalDenoisingHistory ) ;
2022-06-02 04:12:03 -04:00
}
}
else
{
// for interactive usage - any movement or scene change should restart the path tracer
// For each view, we remember what the invalidation counter was set to last time we were here so we can catch all changes
bool bNeedsInvalidation = ViewState - > PathTracingInvalidationCounter ! = CurrentPathTracingInvalidationCounter ;
ViewState - > PathTracingInvalidationCounter = CurrentPathTracingInvalidationCounter ;
if ( bNeedsInvalidation | |
bResetCamera | |
bIsProjMatrixDifferent | |
bIsCameraMove | |
View . bForcePathTracerReset )
{
2022-06-15 15:25:49 -04:00
const bool bClearTemporalDenoisingHistory = ( TemporalDenoiserMode = = 2 ) ? ( View . bCameraCut | | bResetCamera ) : true ;
ViewState - > PathTracingInvalidate ( bClearTemporalDenoisingHistory ) ;
2022-06-02 04:12:03 -04:00
}
}
# endif // RHI_RAYTRACING
if ( bResetCamera )
{
View . PrevViewInfo = NewPrevViewInfo ;
// PT: If the motion blur shader is the last shader in the post-processing chain then it is the one that is
// adjusting for the viewport offset. So it is always required and we can't just disable the work the
// shader does. The correct fix would be to disable the effect when we don't need it and to properly mark
// the uber-postprocessing effect as the last effect in the chain.
View . bPrevTransformsReset = true ;
}
else
{
View . PrevViewInfo = ViewState - > PrevFrameViewInfo ;
}
// Replace previous view info of the view state with this frame, clearing out references over render target.
if ( ! View . bStatePrevViewInfoIsReadOnly )
{
ViewState - > PrevFrameViewInfo = NewPrevViewInfo ;
}
// If the view has a previous view transform, then overwrite the previous view info for the _current_ frame.
if ( View . PreviousViewTransform . IsSet ( ) )
{
// Note that we must ensure this transform ends up in ViewState->PrevFrameViewInfo else it will be used to calculate the next frame's motion vectors as well
View . PrevViewInfo . ViewMatrices . UpdateViewMatrix ( View . PreviousViewTransform - > GetTranslation ( ) , View . PreviousViewTransform - > GetRotation ( ) . Rotator ( ) ) ;
}
// detect conditions where we should reset occlusion queries
if ( bFirstFrameOrTimeWasReset | |
ViewState - > LastRenderTime + GEngine - > PrimitiveProbablyVisibleTime < View . Family - > Time . GetRealTimeSeconds ( ) | |
View . bCameraCut | |
View . bForceCameraVisibilityReset | |
IsLargeCameraMovement (
View ,
FMatrix ( ViewState - > PrevViewMatrixForOcclusionQuery ) ,
ViewState - > PrevViewOriginForOcclusionQuery ,
GEngine - > CameraRotationThreshold , GEngine - > CameraTranslationThreshold ) )
{
View . bIgnoreExistingQueries = true ;
View . bDisableDistanceBasedFadeTransitions = true ;
}
// Turn on/off round-robin occlusion querying in the ViewState
static const auto CVarRROCC = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " vr.RoundRobinOcclusion " ) ) ;
const bool bEnableRoundRobin = CVarRROCC ? ( CVarRROCC - > GetValueOnAnyThread ( ) ! = false ) : false ;
if ( bEnableRoundRobin ! = ViewState - > IsRoundRobinEnabled ( ) )
{
ViewState - > UpdateRoundRobin ( bEnableRoundRobin ) ;
View . bIgnoreExistingQueries = true ;
}
ViewState - > PrevViewMatrixForOcclusionQuery = FMatrix44f ( View . ViewMatrices . GetViewMatrix ( ) ) ; // LWC_TODO: Precision loss
ViewState - > PrevViewOriginForOcclusionQuery = View . ViewMatrices . GetViewOrigin ( ) ;
// store old view matrix and detect conditions where we should reset motion blur
# if RHI_RAYTRACING
{
if ( bResetCamera | | IsLargeCameraMovement ( View , ViewState - > PrevFrameViewInfo . ViewMatrices . GetViewMatrix ( ) , ViewState - > PrevFrameViewInfo . ViewMatrices . GetViewOrigin ( ) , 0.1f , 0.1f ) )
{
ViewState - > RayTracingNumIterations = 1 ;
}
else
{
ViewState - > RayTracingNumIterations + + ;
}
}
# endif // RHI_RAYTRACING
// we don't use DeltaTime as it can be 0 (in editor) and is computed by subtracting floats (loses precision over time)
// Clamp DeltaWorldTime to reasonable values for the purposes of motion blur, things like TimeDilation can make it very small
// Offline renders always control the timestep for the view and always need the timescales calculated.
2022-06-07 13:19:54 -04:00
if ( ! ViewFamily . bWorldIsPaused | | View . bIsOfflineRender )
2022-06-02 04:12:03 -04:00
{
ViewState - > UpdateMotionBlurTimeScale ( View ) ;
}
ViewState - > PrevFrameNumber = ViewState - > PendingPrevFrameNumber ;
ViewState - > PendingPrevFrameNumber = View . Family - > FrameNumber ;
// This finishes the update of view state
ViewState - > UpdateLastRenderTime ( * View . Family ) ;
ViewState - > UpdateTemporalLODTransition ( View ) ;
}
else
{
// Without a viewstate, we just assume that camera has not moved.
View . PrevViewInfo = NewPrevViewInfo ;
}
}
2022-09-05 08:50:34 -04:00
# if RHI_RAYTRACING
if ( Scene & & Views . Num ( ) )
{
const int32 ReferenceViewIndex = 0 ;
2022-10-14 05:35:28 -04:00
const FViewInfo & ReferenceView = Views [ ReferenceViewIndex ] ;
2022-09-05 08:50:34 -04:00
Scene - > RayTracingScene . InitPreViewTranslation ( ReferenceView . ViewMatrices ) ;
2022-10-14 05:35:28 -04:00
Scene - > RayTracingScene . bNeedsDebugInstanceGPUSceneIndexBuffer = IsRayTracingInstanceOverlapEnabled ( ReferenceView ) ;
2022-09-05 08:50:34 -04:00
}
# endif
2022-06-02 04:12:03 -04:00
// Setup global dither fade in and fade out uniform buffers.
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
FViewInfo & View = Views [ ViewIndex ] ;
FDitherUniformShaderParameters DitherUniformShaderParameters ;
DitherUniformShaderParameters . LODFactor = View . GetTemporalLODTransition ( ) ;
View . DitherFadeOutUniformBuffer = FDitherUniformBufferRef : : CreateUniformBufferImmediate ( DitherUniformShaderParameters , UniformBuffer_SingleFrame ) ;
DitherUniformShaderParameters . LODFactor = View . GetTemporalLODTransition ( ) - 1.0f ;
View . DitherFadeInUniformBuffer = FDitherUniformBufferRef : : CreateUniformBufferImmediate ( DitherUniformShaderParameters , UniformBuffer_SingleFrame ) ;
}
2022-08-11 14:25:40 -04:00
for ( const auto & ViewExtension : ViewFamily . ViewExtensions )
{
ViewExtension - > PreInitViews_RenderThread ( GraphBuilder ) ;
}
2022-06-02 04:12:03 -04:00
}
void FSceneViewState : : UpdateMotionBlurTimeScale ( const FViewInfo & View )
{
const int32 MotionBlurTargetFPS = View . FinalPostProcessSettings . MotionBlurTargetFPS ;
// Ensure we can divide by the Delta Time later without a divide by zero.
float DeltaRealTime = FMath : : Max ( View . Family - > Time . GetDeltaRealTimeSeconds ( ) , SMALL_NUMBER ) ;
// Track the current FPS by using an exponential moving average of the current delta time.
if ( MotionBlurTargetFPS < = 0 )
{
// Keep motion vector lengths stable for paused sequencer frames.
if ( GetSequencerState ( ) = = ESS_Paused )
{
// Reset the moving average to the current delta time.
MotionBlurTargetDeltaTime = DeltaRealTime ;
}
else
{
// Smooth the target delta time using a moving average.
MotionBlurTargetDeltaTime = FMath : : Lerp ( MotionBlurTargetDeltaTime , DeltaRealTime , 0.1f ) ;
}
}
else // Track a fixed target FPS.
{
// Keep motion vector lengths stable for paused sequencer frames. Assumes a 60 FPS tick.
// Tuned for content compatibility with existing content when target is the default 30 FPS.
if ( GetSequencerState ( ) = = ESS_Paused )
{
DeltaRealTime = 1.0f / 60.0f ;
}
MotionBlurTargetDeltaTime = 1.0f / static_cast < float > ( MotionBlurTargetFPS ) ;
}
MotionBlurTimeScale = MotionBlurTargetDeltaTime / DeltaRealTime ;
}
void UpdateReflectionSceneData ( FScene * Scene )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_UpdateReflectionSceneData )
SCOPED_NAMED_EVENT ( UpdateReflectionScene , FColor : : Red ) ;
FReflectionEnvironmentSceneData & ReflectionSceneData = Scene - > ReflectionSceneData ;
ReflectionSceneData . SortedCaptures . Reset ( ReflectionSceneData . RegisteredReflectionCaptures . Num ( ) ) ;
ReflectionSceneData . NumBoxCaptures = 0 ;
ReflectionSceneData . NumSphereCaptures = 0 ;
const int32 MaxCubemaps = ReflectionSceneData . CubemapArray . GetMaxCubemaps ( ) ;
int32_t PlatformMaxNumReflectionCaptures = FMath : : Min ( FMath : : FloorToInt ( GMaxTextureArrayLayers / 6.0f ) , GMaxNumReflectionCaptures ) ;
// Pack visible reflection captures into the uniform buffer, each with an index to its cubemap array entry.
// GPUScene primitive data stores closest reflection capture as index into this buffer, so this index which must be invalidate every time OutSortData contents change.
for ( int32 ReflectionProxyIndex = 0 ; ReflectionProxyIndex < ReflectionSceneData . RegisteredReflectionCaptures . Num ( ) & & ReflectionSceneData . SortedCaptures . Num ( ) < PlatformMaxNumReflectionCaptures ; ReflectionProxyIndex + + )
{
FReflectionCaptureProxy * CurrentCapture = ReflectionSceneData . RegisteredReflectionCaptures [ ReflectionProxyIndex ] ;
FReflectionCaptureSortData NewSortEntry ;
NewSortEntry . CubemapIndex = - 1 ;
NewSortEntry . CaptureOffsetAndAverageBrightness = FVector4f ( CurrentCapture - > CaptureOffset , 1.0f ) ;
NewSortEntry . CaptureProxy = CurrentCapture ;
if ( SupportsTextureCubeArray ( Scene - > GetFeatureLevel ( ) ) )
{
FCaptureComponentSceneState * ComponentStatePtr = ReflectionSceneData . AllocatedReflectionCaptureState . Find ( CurrentCapture - > Component ) ;
if ( ! ComponentStatePtr )
{
// Skip reflection captures without built data to upload
continue ;
}
NewSortEntry . CubemapIndex = ComponentStatePtr - > CubemapIndex ;
check ( NewSortEntry . CubemapIndex < MaxCubemaps | | NewSortEntry . CubemapIndex = = 0 ) ;
NewSortEntry . CaptureOffsetAndAverageBrightness . W = ComponentStatePtr - > AverageBrightness ;
}
NewSortEntry . Guid = CurrentCapture - > Guid ;
NewSortEntry . RelativePosition = CurrentCapture - > RelativePosition ;
NewSortEntry . TilePosition = CurrentCapture - > TilePosition ;
NewSortEntry . Radius = CurrentCapture - > InfluenceRadius ;
float ShapeTypeValue = ( float ) CurrentCapture - > Shape ;
NewSortEntry . CaptureProperties = FVector4f ( CurrentCapture - > Brightness , NewSortEntry . CubemapIndex , ShapeTypeValue , 0 ) ;
if ( CurrentCapture - > Shape = = EReflectionCaptureShape : : Plane )
{
//planes count as boxes in the compute shader.
+ + ReflectionSceneData . NumBoxCaptures ;
NewSortEntry . BoxTransform = FMatrix44f (
FPlane4f ( CurrentCapture - > LocalReflectionPlane ) ,
FPlane4f ( ( FVector4f ) CurrentCapture - > ReflectionXAxisAndYScale ) , // LWC_TODO: precision loss
FPlane4f ( 0 , 0 , 0 , 0 ) ,
FPlane4f ( 0 , 0 , 0 , 0 ) ) ;
NewSortEntry . BoxScales = FVector4f ( 0 ) ;
}
else if ( CurrentCapture - > Shape = = EReflectionCaptureShape : : Sphere )
{
+ + ReflectionSceneData . NumSphereCaptures ;
}
else
{
+ + ReflectionSceneData . NumBoxCaptures ;
NewSortEntry . BoxTransform = CurrentCapture - > BoxTransform ;
NewSortEntry . BoxScales = FVector4f ( CurrentCapture - > BoxScales , CurrentCapture - > BoxTransitionDistance ) ;
}
ReflectionSceneData . SortedCaptures . Add ( NewSortEntry ) ;
}
ReflectionSceneData . SortedCaptures . Sort ( ) ;
for ( int32 CaptureIndex = 0 ; CaptureIndex < ReflectionSceneData . SortedCaptures . Num ( ) ; CaptureIndex + + )
{
ReflectionSceneData . SortedCaptures [ CaptureIndex ] . CaptureProxy - > SortedCaptureIndex = CaptureIndex ;
}
// If SortedCaptures change, then in case of forward renderer all scene primitives need to be updated, as they
// store index into sorted reflection capture uniform buffer for the forward renderer.
if ( IsForwardShadingEnabled ( Scene - > GetShaderPlatform ( ) ) & & ReflectionSceneData . AllocatedReflectionCaptureStateHasChanged )
{
const int32 NumPrimitives = Scene - > Primitives . Num ( ) ;
for ( int32 PrimitiveIndex = 0 ; PrimitiveIndex < NumPrimitives ; + + PrimitiveIndex )
{
Scene - > Primitives [ PrimitiveIndex ] - > SetNeedsUniformBufferUpdate ( true ) ;
}
Scene - > GPUScene . bUpdateAllPrimitives = true ;
ReflectionSceneData . AllocatedReflectionCaptureStateHasChanged = false ;
}
// Mark all primitives for reflection proxy update
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_MarkAllPrimitivesForReflectionProxyUpdate ) ;
if ( Scene - > ReflectionSceneData . bRegisteredReflectionCapturesHasChanged )
{
// Mobile needs to re-cache all mesh commands when scene capture data has changed
const bool bNeedsStaticMeshUpdate = Scene - > GetShadingPath ( ) = = EShadingPath : : Mobile ;
// Mark all primitives as needing an update
// Note: Only visible primitives will actually update their reflection proxy
for ( int32 PrimitiveIndex = 0 ; PrimitiveIndex < Scene - > Primitives . Num ( ) ; PrimitiveIndex + + )
{
FPrimitiveSceneInfo * Primitive = Scene - > Primitives [ PrimitiveIndex ] ;
Primitive - > RemoveCachedReflectionCaptures ( ) ;
if ( bNeedsStaticMeshUpdate )
{
Primitive - > CacheReflectionCaptures ( ) ;
Primitive - > BeginDeferredUpdateStaticMeshes ( ) ;
}
}
Scene - > ReflectionSceneData . bRegisteredReflectionCapturesHasChanged = false ;
}
}
}
# if !UE_BUILD_SHIPPING
static uint32 GetDrawCountFromPrimitiveSceneInfo ( FScene * Scene , const FPrimitiveSceneInfo * PrimitiveSceneInfo )
{
uint32 DrawCount = 0 ;
for ( const FCachedMeshDrawCommandInfo & CachedCommand : PrimitiveSceneInfo - > StaticMeshCommandInfos )
{
if ( CachedCommand . MeshPass ! = EMeshPass : : BasePass )
continue ;
if ( CachedCommand . StateBucketId ! = INDEX_NONE | | CachedCommand . CommandIndex > = 0 )
{
DrawCount + + ;
}
}
return DrawCount ;
}
2022-08-22 21:20:36 -04:00
FViewDebugInfo FViewDebugInfo : : Instance ;
FViewDebugInfo : : FViewDebugInfo ( )
{
bHasEverUpdated = false ;
bIsOutdated = true ;
bShouldUpdate = false ;
bShouldCaptureSingleFrame = false ;
}
void FViewDebugInfo : : ProcessPrimitive ( FPrimitiveSceneInfo * PrimitiveSceneInfo , const FViewInfo & View , FScene * Scene , const UPrimitiveComponent * DebugComponent )
{
if ( ! DebugComponent - > IsRegistered ( ) )
{
return ;
}
AActor * Actor = DebugComponent - > GetOwner ( ) ;
FString FullName = DebugComponent - > GetName ( ) ;
const uint32 DrawCount = GetDrawCountFromPrimitiveSceneInfo ( Scene , PrimitiveSceneInfo ) ;
TArray < UMaterialInterface * > Materials ;
DebugComponent - > GetUsedMaterials ( Materials ) ;
const int32 LOD = PrimitiveSceneInfo - > Proxy ? PrimitiveSceneInfo - > Proxy - > GetLOD ( & View ) : INDEX_NONE ;
int32 Triangles = 0 ;
if ( const UStaticMeshComponent * StaticMeshComponent = Cast < UStaticMeshComponent > ( DebugComponent ) )
{
Triangles = StaticMeshComponent - > GetStaticMesh ( ) - > GetNumTriangles ( LOD ) ;
}
else if ( const USkeletalMeshComponent * SkeletalMeshComponent = Cast < USkeletalMeshComponent > ( DebugComponent ) )
{
for ( const FSkeletalMeshLODRenderData & RenderData : SkeletalMeshComponent - > GetSkeletalMeshRenderData ( ) - > LODRenderData )
{
Triangles + = RenderData . MultiSizeIndexContainer . GetIndexBuffer ( ) - > Num ( ) / 3 ;
}
}
const FPrimitiveInfo PrimitiveInfo = {
Actor ,
DebugComponent - > ComponentId ,
const_cast < UPrimitiveComponent * > ( DebugComponent ) , // This is probably a bad idea, find alternative
PrimitiveSceneInfo ,
MoveTemp ( Materials ) ,
MoveTemp ( FullName ) ,
DrawCount ,
Triangles ,
LOD
} ;
Primitives . Add ( PrimitiveInfo ) ;
}
void FViewDebugInfo : : DumpToCSV ( ) const
{
const FString OutputPath = FPaths : : ProfilingDir ( ) / TEXT ( " Primitives " ) / FString : : Printf ( TEXT ( " PrimitivesDetailed-%s.csv " ) , * FDateTime : : Now ( ) . ToString ( ) ) ;
const bool bSuppressViewer = true ;
FDiagnosticTableViewer DrawViewer ( * OutputPath , bSuppressViewer ) ;
DrawViewer . AddColumn ( TEXT ( " Name " ) ) ;
DrawViewer . AddColumn ( TEXT ( " ActorClass " ) ) ;
DrawViewer . AddColumn ( TEXT ( " Actor " ) ) ;
DrawViewer . AddColumn ( TEXT ( " Location " ) ) ;
DrawViewer . AddColumn ( TEXT ( " NumMaterials " ) ) ;
DrawViewer . AddColumn ( TEXT ( " Materials " ) ) ;
DrawViewer . AddColumn ( TEXT ( " NumDraws " ) ) ;
DrawViewer . AddColumn ( TEXT ( " LOD " ) ) ;
DrawViewer . AddColumn ( TEXT ( " Triangles " ) ) ;
DrawViewer . CycleRow ( ) ;
FRWScopeLock ScopeLock ( Lock , SLT_ReadOnly ) ;
const FPrimitiveSceneInfo * LastPrimitiveSceneInfo = nullptr ;
for ( const FPrimitiveInfo & Primitive : Primitives )
{
if ( Primitive . PrimitiveSceneInfo ! = LastPrimitiveSceneInfo )
{
DrawViewer . AddColumn ( * Primitive . Name ) ;
DrawViewer . AddColumn ( Primitive . Owner ? * Primitive . Owner - > GetClass ( ) - > GetName ( ) : TEXT ( " " ) ) ;
DrawViewer . AddColumn ( Primitive . Owner ? * Primitive . Owner - > GetFullName ( ) : TEXT ( " " ) ) ;
DrawViewer . AddColumn ( Primitive . Owner ?
* FString : : Printf ( TEXT ( " {%s} " ) , * Primitive . Owner - > GetActorLocation ( ) . ToString ( ) ) : TEXT ( " " ) ) ;
DrawViewer . AddColumn ( * FString : : Printf ( TEXT ( " %d " ) , Primitive . Materials . Num ( ) ) ) ;
FString Materials = " [ " ;
for ( int i = 0 ; i < Primitive . Materials . Num ( ) ; i + + )
{
if ( Primitive . Materials [ i ] & & Primitive . Materials [ i ] - > GetMaterial ( ) )
{
Materials + = Primitive . Materials [ i ] - > GetMaterial ( ) - > GetName ( ) ;
}
else
{
Materials + = " Null " ;
}
if ( i < Primitive . Materials . Num ( ) - 1 )
{
Materials + = " , " ;
}
}
Materials + = " ] " ;
DrawViewer . AddColumn ( * FString : : Printf ( TEXT ( " %s " ) , * Materials ) ) ;
DrawViewer . AddColumn ( * FString : : Printf ( TEXT ( " %d " ) , Primitive . DrawCount ) ) ;
DrawViewer . AddColumn ( * FString : : Printf ( TEXT ( " %d " ) , Primitive . LOD ) ) ;
DrawViewer . AddColumn ( * FString : : Printf ( TEXT ( " %d " ) , Primitive . TriangleCount ) ) ;
DrawViewer . CycleRow ( ) ;
LastPrimitiveSceneInfo = Primitive . PrimitiveSceneInfo ;
}
}
}
void FViewDebugInfo : : CaptureNextFrame ( )
{
FRWScopeLock ScopeLock ( Lock , SLT_Write ) ;
bShouldCaptureSingleFrame = true ;
bShouldUpdate = true ;
}
void FViewDebugInfo : : EnableLiveCapture ( )
{
FRWScopeLock ScopeLock ( Lock , SLT_Write ) ;
bShouldCaptureSingleFrame = false ;
bShouldUpdate = true ;
}
void FViewDebugInfo : : DisableLiveCapture ( )
{
FRWScopeLock ScopeLock ( Lock , SLT_Write ) ;
bShouldCaptureSingleFrame = false ;
bShouldUpdate = false ;
}
bool FViewDebugInfo : : HasEverUpdated ( ) const
{
FRWScopeLock ScopeLock ( Lock , SLT_ReadOnly ) ;
return bHasEverUpdated ;
}
bool FViewDebugInfo : : IsOutOfDate ( ) const
{
FRWScopeLock ScopeLock ( Lock , SLT_ReadOnly ) ;
return bIsOutdated ;
}
void FSceneRenderer : : ProcessPrimitives ( const FViewInfo & View , const FViewCommands & ViewCommands ) const
{
FViewDebugInfo & DebugInfo = FViewDebugInfo : : Instance ;
{
FRWScopeLock ScopeLock ( DebugInfo . Lock , SLT_Write ) ;
DebugInfo . bIsOutdated = true ;
if ( ! DebugInfo . bShouldUpdate & & ! bDumpDetailedPrimitivesNextFrame )
{
return ;
}
if ( DebugInfo . bShouldCaptureSingleFrame )
{
DebugInfo . bShouldCaptureSingleFrame = false ;
DebugInfo . bShouldUpdate = false ;
}
// TODO: Add profiling to this function
DebugInfo . Primitives . Empty ( ViewCommands . MeshCommands [ EMeshPass : : BasePass ] . Num ( ) + ViewCommands . DynamicMeshCommandBuildRequests [ EMeshPass : : BasePass ] . Num ( ) ) ;
for ( const FVisibleMeshDrawCommand & Mesh : ViewCommands . MeshCommands [ EMeshPass : : BasePass ] )
{
const int32 PrimitiveId = Mesh . PrimitiveIdInfo . ScenePrimitiveId ;
if ( PrimitiveId > = 0 & & PrimitiveId < Scene - > Primitives . Num ( ) )
{
FPrimitiveSceneInfo * PrimitiveSceneInfo = Scene - > Primitives [ PrimitiveId ] ;
DebugInfo . ProcessPrimitive ( PrimitiveSceneInfo , View , Scene , PrimitiveSceneInfo - > ComponentForDebuggingOnly ) ;
}
}
for ( const FStaticMeshBatch * StaticMeshBatch : ViewCommands . DynamicMeshCommandBuildRequests [ EMeshPass : : BasePass ] )
{
FPrimitiveSceneInfo * PrimitiveSceneInfo = StaticMeshBatch - > PrimitiveSceneInfo ;
DebugInfo . ProcessPrimitive ( PrimitiveSceneInfo , View , Scene , PrimitiveSceneInfo - > ComponentForDebuggingOnly ) ;
}
DebugInfo . bHasEverUpdated = true ;
DebugInfo . bIsOutdated = false ;
}
DebugInfo . OnUpdate . Broadcast ( ) ;
if ( bDumpDetailedPrimitivesNextFrame )
{
DebugInfo . DumpToCSV ( ) ;
bDumpDetailedPrimitivesNextFrame = false ;
}
}
2022-06-02 04:12:03 -04:00
void FSceneRenderer : : DumpPrimitives ( const FViewCommands & ViewCommands )
{
if ( ! bDumpPrimitivesNextFrame )
{
return ;
}
bDumpPrimitivesNextFrame = false ;
struct FPrimitiveInfo
{
const FPrimitiveSceneInfo * PrimitiveSceneInfo ;
FString Name ;
uint32 DrawCount ;
bool operator < ( const FPrimitiveInfo & Other ) const
{
// Sort by name to group similar assets together, then by exact primitives so we can ignore duplicates
const int32 NameCompare = Name . Compare ( Other . Name ) ;
if ( NameCompare ! = 0 )
{
return NameCompare < 0 ;
}
return PrimitiveSceneInfo < Other . PrimitiveSceneInfo ;
}
} ;
TArray < FPrimitiveInfo > Primitives ;
Primitives . Reserve ( ViewCommands . MeshCommands [ EMeshPass : : BasePass ] . Num ( ) + ViewCommands . DynamicMeshCommandBuildRequests [ EMeshPass : : BasePass ] . Num ( ) ) ;
{
for ( const FVisibleMeshDrawCommand & Mesh : ViewCommands . MeshCommands [ EMeshPass : : BasePass ] )
{
int32 PrimitiveId = Mesh . PrimitiveIdInfo . ScenePrimitiveId ;
if ( PrimitiveId > = 0 & & PrimitiveId < Scene - > Primitives . Num ( ) )
{
const FPrimitiveSceneInfo * PrimitiveSceneInfo = Scene - > Primitives [ PrimitiveId ] ;
FString FullName = PrimitiveSceneInfo - > ComponentForDebuggingOnly - > GetFullName ( ) ;
uint32 DrawCount = GetDrawCountFromPrimitiveSceneInfo ( Scene , PrimitiveSceneInfo ) ;
Primitives . Add ( { PrimitiveSceneInfo , MoveTemp ( FullName ) , DrawCount } ) ;
}
}
for ( const FStaticMeshBatch * StaticMeshBatch : ViewCommands . DynamicMeshCommandBuildRequests [ EMeshPass : : BasePass ] )
{
const FPrimitiveSceneInfo * PrimitiveSceneInfo = StaticMeshBatch - > PrimitiveSceneInfo ;
FString FullName = PrimitiveSceneInfo - > ComponentForDebuggingOnly - > GetFullName ( ) ;
uint32 DrawCount = GetDrawCountFromPrimitiveSceneInfo ( Scene , PrimitiveSceneInfo ) ;
Primitives . Add ( { PrimitiveSceneInfo , MoveTemp ( FullName ) , DrawCount } ) ;
}
}
Primitives . Sort ( ) ;
const FString OutputPath = FPaths : : ProfilingDir ( ) / TEXT ( " Primitives " ) / FString : : Printf ( TEXT ( " Primitives-%s.csv " ) , * FDateTime : : Now ( ) . ToString ( ) ) ;
const bool bSuppressViewer = true ;
FDiagnosticTableViewer DrawViewer ( * OutputPath , bSuppressViewer ) ;
DrawViewer . AddColumn ( TEXT ( " Name " ) ) ;
DrawViewer . AddColumn ( TEXT ( " NumDraws " ) ) ;
DrawViewer . CycleRow ( ) ;
const FPrimitiveSceneInfo * LastPrimitiveSceneInfo = nullptr ;
for ( const FPrimitiveInfo & Primitive : Primitives )
{
if ( Primitive . PrimitiveSceneInfo ! = LastPrimitiveSceneInfo )
{
DrawViewer . AddColumn ( * Primitive . Name ) ;
DrawViewer . AddColumn ( * FString : : Printf ( TEXT ( " %d " ) , Primitive . DrawCount ) ) ;
DrawViewer . CycleRow ( ) ;
LastPrimitiveSceneInfo = Primitive . PrimitiveSceneInfo ;
}
}
}
# endif
# if WITH_EDITOR
static void UpdateHitProxyIdBuffer (
TArray < uint32 > & HitProxyIds ,
FDynamicReadBuffer & DynamicReadBuffer )
{
Algo : : Sort ( HitProxyIds ) ;
int32 EndIndex = Algo : : Unique ( HitProxyIds ) ;
HitProxyIds . RemoveAt ( EndIndex , HitProxyIds . Num ( ) - EndIndex ) ;
uint32 IdCount = HitProxyIds . Num ( ) ;
uint32 BufferCount = FMath : : Max ( FMath : : RoundUpToPowerOfTwo ( IdCount ) , 1u ) ;
if ( DynamicReadBuffer . NumBytes ! = BufferCount )
{
DynamicReadBuffer . Initialize ( TEXT ( " DynamicReadBuffer " ) , sizeof ( uint32 ) , BufferCount , PF_R32_UINT , BUF_Dynamic ) ;
}
DynamicReadBuffer . Lock ( ) ;
{
uint32 * Data = reinterpret_cast < uint32 * > ( DynamicReadBuffer . MappedBuffer ) ;
for ( uint32 i = 0 ; i < IdCount ; + + i )
{
Data [ i ] = HitProxyIds [ i ] ;
}
uint32 FillValue = IdCount = = 0 ? 0 : HitProxyIds . Last ( ) ;
for ( uint32 i = IdCount ; i < BufferCount ; + + i )
{
Data [ i ] = FillValue ;
}
}
DynamicReadBuffer . Unlock ( ) ;
}
# endif
void FSceneRenderer : : ComputeViewVisibility (
FRHICommandListImmediate & RHICmdList ,
FExclusiveDepthStencil : : Type BasePassDepthStencilAccess ,
FViewVisibleCommandsPerView & ViewCommandsPerView ,
FGlobalDynamicIndexBuffer & DynamicIndexBuffer ,
FGlobalDynamicVertexBuffer & DynamicVertexBuffer ,
FGlobalDynamicReadBuffer & DynamicReadBuffer ,
FInstanceCullingManager & InstanceCullingManager )
{
SCOPE_CYCLE_COUNTER ( STAT_ViewVisibilityTime ) ;
SCOPED_NAMED_EVENT ( FSceneRenderer_ComputeViewVisibility , FColor : : Magenta ) ;
STAT ( int32 NumProcessedPrimitives = 0 ) ;
STAT ( int32 NumCulledPrimitives = 0 ) ;
STAT ( int32 NumOccludedPrimitives = 0 ) ;
2022-08-22 21:33:44 -04:00
UE : : Tasks : : FTask ComputeLightVisibilityTask = LaunchSceneRenderTask ( UE_SOURCE_LOCATION , [ this ]
2022-06-02 04:12:03 -04:00
{
2022-08-22 21:33:44 -04:00
ComputeLightVisibility ( ) ;
} ) ;
2022-06-02 04:12:03 -04:00
int32 NumPrimitives = Scene - > Primitives . Num ( ) ;
2022-06-07 13:19:54 -04:00
float CurrentRealTime = ViewFamily . Time . GetRealTimeSeconds ( ) ;
2022-06-02 04:12:03 -04:00
FPrimitiveViewMasks HasDynamicMeshElementsMasks ;
HasDynamicMeshElementsMasks . AddZeroed ( NumPrimitives ) ;
FPrimitiveViewMasks HasDynamicEditorMeshElementsMasks ;
if ( GIsEditor )
{
HasDynamicEditorMeshElementsMasks . AddZeroed ( NumPrimitives ) ;
}
UpdateReflectionSceneData ( Scene ) ;
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_ViewVisibilityTime_ConditionalUpdateStaticMeshesWithoutVisibilityCheck ) ;
SCOPED_NAMED_EVENT ( FSceneRenderer_ConditionalUpdateStaticMeshes , FColor : : Red ) ;
Scene - > ConditionalMarkStaticMeshElementsForUpdate ( ) ;
TArray < FPrimitiveSceneInfo * > UpdatedSceneInfos ;
for ( TSet < FPrimitiveSceneInfo * > : : TIterator It ( Scene - > PrimitivesNeedingStaticMeshUpdateWithoutVisibilityCheck ) ; It ; + + It )
{
FPrimitiveSceneInfo * Primitive = * It ;
if ( Primitive - > NeedsUpdateStaticMeshes ( ) )
{
UpdatedSceneInfos . Add ( Primitive ) ;
}
}
if ( UpdatedSceneInfos . Num ( ) > 0 )
{
FPrimitiveSceneInfo : : UpdateStaticMeshes ( RHICmdList , Scene , UpdatedSceneInfos , EUpdateStaticMeshFlags : : AllCommands ) ;
}
Scene - > PrimitivesNeedingStaticMeshUpdateWithoutVisibilityCheck . Reset ( ) ;
}
uint8 ViewBit = 0x1 ;
{
TRACE_CPUPROFILER_EVENT_SCOPE ( FSceneRenderer_Views ) ;
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; + + ViewIndex , ViewBit < < = 1 )
{
TRACE_CPUPROFILER_EVENT_SCOPE_TEXT ( * FString : : Printf ( TEXT ( " View %d " ) , ViewIndex ) ) ;
STAT ( NumProcessedPrimitives + = NumPrimitives ) ;
FViewInfo & View = Views [ ViewIndex ] ;
FViewCommands & ViewCommands = ViewCommandsPerView [ ViewIndex ] ;
FSceneViewState * ViewState = ( FSceneViewState * ) View . State ;
const bool bIsSinglePassStereo = View . bIsInstancedStereoEnabled | | View . bIsMobileMultiViewEnabled ;
// Allocate the view's visibility maps.
View . PrimitiveVisibilityMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
View . PrimitiveRayTracingVisibilityMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
// These are not initialized here, as we overwrite the whole array in GatherDynamicMeshElements().
View . DynamicMeshEndIndices . SetNumUninitialized ( Scene - > Primitives . Num ( ) ) ;
View . PrimitiveDefinitelyUnoccludedMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
View . PotentiallyFadingPrimitiveMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
View . PrimitiveFadeUniformBuffers . AddZeroed ( Scene - > Primitives . Num ( ) ) ;
View . PrimitiveFadeUniformBufferMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
View . StaticMeshVisibilityMap . Init ( false , Scene - > StaticMeshes . GetMaxIndex ( ) ) ;
View . StaticMeshFadeOutDitheredLODMap . Init ( false , Scene - > StaticMeshes . GetMaxIndex ( ) ) ;
View . StaticMeshFadeInDitheredLODMap . Init ( false , Scene - > StaticMeshes . GetMaxIndex ( ) ) ;
View . PrimitivesLODMask . Init ( FLODMask ( ) , Scene - > Primitives . Num ( ) ) ;
// The dirty list allocation must take into account the max possible size because when GILCUpdatePrimTaskEnabled is true,
// the indirect lighting cache will be update on by threaded job, which can not do reallocs on the buffer (since it uses the SceneRenderingAllocator).
View . DirtyIndirectLightingCacheBufferPrimitives . Reserve ( Scene - > Primitives . Num ( ) ) ;
View . PrimitiveViewRelevanceMap . Reset ( Scene - > Primitives . Num ( ) ) ;
View . PrimitiveViewRelevanceMap . AddZeroed ( Scene - > Primitives . Num ( ) ) ;
// If this is the visibility-parent of other views, reset its ParentPrimitives list.
const bool bIsParent = ViewState & & ViewState - > IsViewParent ( ) ;
if ( bIsParent )
{
// PVS-Studio does not understand the validation of ViewState above, so we're disabling
// its warning that ViewState may be null:
ViewState - > ParentPrimitives . Reset ( ) ; //-V595
}
if ( ViewState )
{
SCOPE_CYCLE_COUNTER ( STAT_DecompressPrecomputedOcclusion ) ;
View . PrecomputedVisibilityData = ViewState - > GetPrecomputedVisibilityData ( View , Scene ) ;
}
else
{
View . PrecomputedVisibilityData = nullptr ;
}
if ( View . PrecomputedVisibilityData )
{
2022-06-07 13:19:54 -04:00
bUsedPrecomputedVisibility = true ;
2022-06-02 04:12:03 -04:00
}
bool bNeedsFrustumCulling = CVarEnableFrustumCull . GetValueOnRenderThread ( ) ;
// Development builds sometimes override frustum culling, e.g. dependent views in the editor.
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if ( ViewState )
{
# if WITH_EDITOR
// For visibility child views, check if the primitive was visible in the parent view.
const FSceneViewState * const ViewParent = ( FSceneViewState * ) ViewState - > GetViewParent ( ) ;
if ( ViewParent )
{
bNeedsFrustumCulling = false ;
for ( int32 Index = 0 ; Index < View . PrimitiveVisibilityMap . Num ( ) ; + + Index )
{
if ( ViewParent - > ParentPrimitives . Contains ( Scene - > PrimitiveComponentIds [ Index ] ) | |
IsAlwaysVisible ( Scene , Index ) )
{
View . PrimitiveVisibilityMap [ Index ] = true ;
}
}
}
# endif
// For views with frozen visibility, check if the primitive is in the frozen visibility set.
if ( ViewState - > bIsFrozen )
{
bNeedsFrustumCulling = false ;
for ( int32 Index = 0 ; Index < View . PrimitiveVisibilityMap . Num ( ) ; + + Index )
{
if ( ViewState - > FrozenPrimitives . Contains ( Scene - > PrimitiveComponentIds [ Index ] ) | |
IsAlwaysVisible ( Scene , Index ) )
{
View . PrimitiveVisibilityMap [ Index ] = true ;
}
}
}
}
# endif
// Most views use standard frustum culling.
if ( bNeedsFrustumCulling )
{
// Update HLOD transition/visibility states to allow use during distance culling
FLODSceneTree & HLODTree = Scene - > SceneLODHierarchy ;
if ( HLODTree . IsActive ( ) )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_ViewVisibilityTime_HLODUpdate ) ;
HLODTree . UpdateVisibilityStates ( View ) ;
}
else
{
HLODTree . ClearVisibilityState ( View ) ;
}
}
{
TRACE_CPUPROFILER_EVENT_SCOPE ( FSceneRenderer_Cull ) ;
int32 NumCulledPrimitivesForView = PrimitiveCull ( Scene , View , bNeedsFrustumCulling ) ;
STAT ( NumCulledPrimitives + = NumCulledPrimitivesForView ) ;
}
{
TRACE_CPUPROFILER_EVENT_SCOPE ( FSceneRenderer_UpdatePrimitiveFading ) ;
UpdatePrimitiveFading ( Scene , View ) ;
}
if ( View . ShowOnlyPrimitives . IsSet ( ) )
{
View . bHasNoVisiblePrimitive = View . ShowOnlyPrimitives - > Num ( ) = = 0 ;
}
if ( View . bStaticSceneOnly )
{
for ( FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap ) ; BitIt ; + + BitIt )
{
// Reflection captures should only capture objects that won't move, since reflection captures won't update at runtime
if ( ! Scene - > Primitives [ BitIt . GetIndex ( ) ] - > Proxy - > HasStaticLighting ( ) )
{
View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) = false ;
}
}
}
// Cull small objects in wireframe in ortho views
// This is important for performance in the editor because wireframe disables any kind of occlusion culling
if ( View . Family - > EngineShowFlags . Wireframe )
{
float ScreenSizeScale = FMath : : Max ( View . ViewMatrices . GetProjectionMatrix ( ) . M [ 0 ] [ 0 ] * View . ViewRect . Width ( ) , View . ViewMatrices . GetProjectionMatrix ( ) . M [ 1 ] [ 1 ] * View . ViewRect . Height ( ) ) ;
for ( FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap ) ; BitIt ; + + BitIt )
{
if ( ScreenSizeScale * Scene - > PrimitiveBounds [ BitIt . GetIndex ( ) ] . BoxSphereBounds . SphereRadius < = GWireframeCullThreshold )
{
View . PrimitiveVisibilityMap . AccessCorrespondingBit ( BitIt ) = false ;
}
}
}
// Occlusion cull for all primitives in the view frustum, but not in wireframe.
if ( ! View . Family - > EngineShowFlags . Wireframe )
{
int32 NumOccludedPrimitivesInView = OcclusionCull ( RHICmdList , Scene , View , DynamicVertexBuffer ) ;
STAT ( NumOccludedPrimitives + = NumOccludedPrimitivesInView ) ;
}
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_ViewVisibilityTime_ConditionalUpdateStaticMeshes ) ;
SCOPED_NAMED_EVENT ( FSceneRenderer_UpdateStaticMeshes , FColor : : Red ) ;
TArray < FPrimitiveSceneInfo * > AddedSceneInfos ;
for ( TConstDualSetBitIterator < SceneRenderingBitArrayAllocator , FDefaultBitArrayAllocator > BitIt ( View . PrimitiveVisibilityMap , Scene - > PrimitivesNeedingStaticMeshUpdate ) ; BitIt ; + + BitIt )
{
int32 PrimitiveIndex = BitIt . GetIndex ( ) ;
AddedSceneInfos . Add ( Scene - > Primitives [ PrimitiveIndex ] ) ;
}
if ( AddedSceneInfos . Num ( ) > 0 )
{
FPrimitiveSceneInfo : : UpdateStaticMeshes ( RHICmdList , Scene , AddedSceneInfos , EUpdateStaticMeshFlags : : AllCommands ) ;
}
}
// Single-pass stereo views can't compute relevance until all views are visibility culled
if ( ! bIsSinglePassStereo )
{
SCOPE_CYCLE_COUNTER ( STAT_ViewRelevance ) ;
ComputeAndMarkRelevanceForViewParallel ( RHICmdList , Scene , View , ViewCommands , ViewBit , HasDynamicMeshElementsMasks , HasDynamicEditorMeshElementsMasks ) ;
}
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Store the primitive for parent occlusion rendering.
if ( FPlatformProperties : : SupportsWindowedMode ( ) & & ViewState & & ViewState - > IsViewParent ( ) )
{
for ( FSceneDualSetBitIterator BitIt ( View . PrimitiveVisibilityMap , View . PrimitiveDefinitelyUnoccludedMap ) ; BitIt ; + + BitIt )
{
ViewState - > ParentPrimitives . Add ( Scene - > PrimitiveComponentIds [ BitIt . GetIndex ( ) ] ) ;
}
}
# endif
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// if we are freezing the scene, then remember the primitives that are rendered.
if ( ViewState & & ViewState - > bIsFreezing )
{
for ( FSceneSetBitIterator BitIt ( View . PrimitiveVisibilityMap ) ; BitIt ; + + BitIt )
{
ViewState - > FrozenPrimitives . Add ( Scene - > PrimitiveComponentIds [ BitIt . GetIndex ( ) ] ) ;
}
}
# endif
// TODO: right now decals visibility computed right before rendering them, ideally it should be done in InitViews and this flag should be replaced with list of visible decals
// Currently used to disable stencil operations in forward base pass when scene has no any decals
View . bSceneHasDecals = ( Scene - > Decals . Num ( ) > 0 ) | | ( GForceSceneHasDecals ! = 0 ) ;
if ( bIsSinglePassStereo & & IStereoRendering : : IsASecondaryView ( View ) & & Views . IsValidIndex ( View . PrimaryViewIndex ) )
{
// Ensure primitives from the secondary view are visible in the primary view
FSceneBitArray & PrimaryVis = Views [ View . PrimaryViewIndex ] . PrimitiveVisibilityMap ;
const FSceneBitArray & SecondaryVis = View . PrimitiveVisibilityMap ;
check ( PrimaryVis . Num ( ) = = SecondaryVis . Num ( ) ) ;
const uint32 NumWords = FMath : : DivideAndRoundUp ( PrimaryVis . Num ( ) , NumBitsPerDWORD ) ;
uint32 * const PrimaryData = PrimaryVis . GetData ( ) ;
const uint32 * const SecondaryData = SecondaryVis . GetData ( ) ;
for ( uint32 Index = 0 ; Index < NumWords ; + + Index )
{
PrimaryData [ Index ] | = SecondaryData [ Index ] ;
}
}
}
}
ViewBit = 0x1 ;
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; + + ViewIndex , ViewBit < < = 1 )
{
FViewInfo & View = Views [ ViewIndex ] ;
FViewCommands & ViewCommands = ViewCommandsPerView [ ViewIndex ] ;
if ( View . bIsInstancedStereoEnabled | | View . bIsMobileMultiViewEnabled )
{
SCOPE_CYCLE_COUNTER ( STAT_ViewRelevance ) ;
ComputeAndMarkRelevanceForViewParallel ( RHICmdList , Scene , View , ViewCommands , ViewBit , HasDynamicMeshElementsMasks , HasDynamicEditorMeshElementsMasks ) ;
}
}
{
SCOPED_NAMED_EVENT ( FSceneRenderer_GatherDynamicMeshElements , FColor : : Yellow ) ;
// Gather FMeshBatches from scene proxies
2022-06-07 13:19:54 -04:00
GatherDynamicMeshElements ( Views , Scene , ViewFamily , DynamicIndexBuffer , DynamicVertexBuffer , DynamicReadBuffer ,
HasDynamicMeshElementsMasks , HasDynamicEditorMeshElementsMasks , MeshCollector ) ;
2022-06-02 04:12:03 -04:00
}
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
FViewInfo & View = Views [ ViewIndex ] ;
# if WITH_EDITOR
UpdateHitProxyIdBuffer ( View . EditorSelectedHitProxyIds , View . EditorSelectedBuffer ) ;
UpdateHitProxyIdBuffer ( View . EditorVisualizeLevelInstanceIds , View . EditorVisualizeLevelInstanceBuffer ) ;
# endif
if ( ! View . ShouldRenderView ( ) )
{
continue ;
}
FViewCommands & ViewCommands = ViewCommandsPerView [ ViewIndex ] ;
# if !UE_BUILD_SHIPPING
DumpPrimitives ( ViewCommands ) ;
2022-08-22 21:20:36 -04:00
ProcessPrimitives ( View , ViewCommands ) ;
2022-06-02 04:12:03 -04:00
# endif
SetupMeshPass ( View , BasePassDepthStencilAccess , ViewCommands , InstanceCullingManager ) ;
}
INC_DWORD_STAT_BY ( STAT_ProcessedPrimitives , NumProcessedPrimitives ) ;
INC_DWORD_STAT_BY ( STAT_CulledPrimitives , NumCulledPrimitives ) ;
INC_DWORD_STAT_BY ( STAT_OccludedPrimitives , NumOccludedPrimitives ) ;
2022-08-22 21:33:44 -04:00
ComputeLightVisibilityTask . Wait ( ) ;
2022-06-02 04:12:03 -04:00
}
2022-08-22 21:33:44 -04:00
void FDeferredShadingSceneRenderer : : ComputeLightVisibility ( )
2022-06-02 04:12:03 -04:00
{
2022-08-22 21:33:44 -04:00
FSceneRenderer : : ComputeLightVisibility ( ) ;
2022-06-02 04:12:03 -04:00
2022-08-22 21:33:44 -04:00
CreateIndirectCapsuleShadows ( ) ;
SetupVolumetricFog ( ) ;
}
void FSceneRenderer : : ComputeLightVisibility ( )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_PostVisibilityFrameSetup_Light_Visibility ) ;
VisibleLightInfos . AddDefaulted ( Scene - > Lights . GetMaxIndex ( ) ) ;
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
2022-06-02 04:12:03 -04:00
{
2022-08-22 21:33:44 -04:00
FViewInfo & View = Views [ ViewIndex ] ;
View . VisibleLightInfos . Empty ( Scene - > Lights . GetMaxIndex ( ) ) ;
2022-06-02 04:12:03 -04:00
2022-08-22 21:33:44 -04:00
for ( int32 LightIndex = 0 ; LightIndex < Scene - > Lights . GetMaxIndex ( ) ; LightIndex + + )
{
new ( View . VisibleLightInfos ) FVisibleLightViewInfo ( ) ;
2022-06-02 04:12:03 -04:00
}
}
2022-06-07 13:19:54 -04:00
const bool bSetupMobileLightShafts = FeatureLevel < = ERHIFeatureLevel : : ES3_1 & & ShouldRenderLightShafts ( ViewFamily ) ;
2022-06-02 04:12:03 -04:00
// determine visibility of each light
for ( auto LightIt = Scene - > Lights . CreateConstIterator ( ) ; LightIt ; + + LightIt )
{
const FLightSceneInfoCompact & LightSceneInfoCompact = * LightIt ;
const FLightSceneInfo * LightSceneInfo = LightSceneInfoCompact . LightSceneInfo ;
// view frustum cull lights in each view
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
const FLightSceneProxy * Proxy = LightSceneInfo - > Proxy ;
FViewInfo & View = Views [ ViewIndex ] ;
FVisibleLightViewInfo & VisibleLightViewInfo = View . VisibleLightInfos [ LightIt . GetIndex ( ) ] ;
// dir lights are always visible, and point/spot only if in the frustum
if ( Proxy - > GetLightType ( ) = = LightType_Point | |
Proxy - > GetLightType ( ) = = LightType_Spot | |
Proxy - > GetLightType ( ) = = LightType_Rect )
{
const FSphere & BoundingSphere = Proxy - > GetBoundingSphere ( ) ;
const bool bInViewFrustum = View . ViewFrustum . IntersectSphere ( BoundingSphere . Center , BoundingSphere . W ) ;
if ( View . IsPerspectiveProjection ( ) )
{
const float DistanceSquared = ( BoundingSphere . Center - View . ViewMatrices . GetViewOrigin ( ) ) . SizeSquared ( ) ;
const float MaxDistSquared = Proxy - > GetMaxDrawDistance ( ) * Proxy - > GetMaxDrawDistance ( ) * GLightMaxDrawDistanceScale * GLightMaxDrawDistanceScale ;
const bool bDrawLight = ( FMath : : Square ( FMath : : Min ( 0.0002f , GMinScreenRadiusForLights / BoundingSphere . W ) * View . LODDistanceFactor ) * DistanceSquared < 1.0f )
& & ( MaxDistSquared = = 0 | | DistanceSquared < MaxDistSquared ) ;
VisibleLightViewInfo . bInViewFrustum = bDrawLight & & bInViewFrustum ;
VisibleLightViewInfo . bInDrawRange = bDrawLight ;
}
else
{
VisibleLightViewInfo . bInViewFrustum = bInViewFrustum ;
VisibleLightViewInfo . bInDrawRange = true ;
}
}
else
{
VisibleLightViewInfo . bInViewFrustum = true ;
VisibleLightViewInfo . bInDrawRange = true ;
// Setup single sun-shaft from direction lights for mobile.
if ( bSetupMobileLightShafts & & LightSceneInfo - > bEnableLightShaftBloom & & ShouldRenderLightShaftsForLight ( View , * LightSceneInfo - > Proxy ) )
{
View . MobileLightShaft = GetMobileLightShaftInfo ( View , * LightSceneInfo ) ;
}
}
// Draw shapes for reflection captures
if ( View . bIsReflectionCapture
& & VisibleLightViewInfo . bInViewFrustum
& & Proxy - > HasStaticLighting ( )
& & Proxy - > GetLightType ( ) ! = LightType_Directional )
{
FVector Origin = Proxy - > GetOrigin ( ) ;
FVector ToLight = Origin - View . ViewMatrices . GetViewOrigin ( ) ;
float DistanceSqr = ToLight | ToLight ;
float Radius = Proxy - > GetRadius ( ) ;
if ( DistanceSqr < Radius * Radius )
{
2022-08-22 21:33:44 -04:00
View . VisibleReflectionCaptureLights . Emplace ( Proxy ) ;
2022-06-02 04:12:03 -04:00
}
}
}
}
2022-08-23 15:02:13 -04:00
InitFogConstants ( ) ;
2022-08-22 21:33:44 -04:00
}
2022-06-02 04:12:03 -04:00
2022-08-22 21:33:44 -04:00
void FSceneRenderer : : GatherReflectionCaptureLightMeshElements ( )
{
// view frustum cull lights in each view
for ( FViewInfo & View : Views )
{
for ( const FLightSceneProxy * Proxy : View . VisibleReflectionCaptureLights )
{
FVector Origin = Proxy - > GetOrigin ( ) ;
FVector ToLight = Origin - View . ViewMatrices . GetViewOrigin ( ) ;
float DistanceSqr = ToLight | ToLight ;
float Radius = Proxy - > GetRadius ( ) ;
FLightRenderParameters LightParameters ;
Proxy - > GetLightShaderParameters ( LightParameters ) ;
// Force to be at least 0.75 pixels
float CubemapSize = ( float ) IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.ReflectionCaptureResolution " ) ) - > GetValueOnAnyThread ( ) ;
float Distance = FMath : : Sqrt ( DistanceSqr ) ;
float MinRadius = Distance * 0.75f / CubemapSize ;
LightParameters . SourceRadius = FMath : : Max ( MinRadius , LightParameters . SourceRadius ) ;
// Snap to cubemap pixel center to reduce aliasing
FVector Scale = ToLight . GetAbs ( ) ;
int32 MaxComponent = Scale . X > Scale . Y ? ( Scale . X > Scale . Z ? 0 : 2 ) : ( Scale . Y > Scale . Z ? 1 : 2 ) ;
for ( int32 k = 1 ; k < 3 ; k + + )
{
float Projected = ToLight [ ( MaxComponent + k ) % 3 ] / Scale [ MaxComponent ] ;
float Quantized = ( FMath : : RoundToFloat ( Projected * ( 0.5f * CubemapSize ) - 0.5f ) + 0.5f ) / ( 0.5f * CubemapSize ) ;
ToLight [ ( MaxComponent + k ) % 3 ] = Quantized * Scale [ MaxComponent ] ;
}
Origin = ToLight + View . ViewMatrices . GetViewOrigin ( ) ;
FLinearColor Color ( LightParameters . Color . R , LightParameters . Color . G , LightParameters . Color . B , LightParameters . FalloffExponent ) ;
const bool bIsRectLight = Proxy - > IsRectLight ( ) ;
if ( ! bIsRectLight )
{
const float SphereArea = ( 4.0f * PI ) * FMath : : Square ( LightParameters . SourceRadius ) ;
const float CylinderArea = ( 2.0f * PI ) * LightParameters . SourceRadius * LightParameters . SourceLength ;
const float SurfaceArea = SphereArea + CylinderArea ;
Color * = 4.0f / SurfaceArea ;
}
if ( Proxy - > IsInverseSquared ( ) )
{
float LightRadiusMask = FMath : : Square ( 1.0f - FMath : : Square ( DistanceSqr * FMath : : Square ( LightParameters . InvRadius ) ) ) ;
Color . A = LightRadiusMask ;
}
else
{
// Remove inverse square falloff
Color * = DistanceSqr + 1.0f ;
// Apply falloff
Color . A = FMath : : Pow ( 1.0f - DistanceSqr * FMath : : Square ( LightParameters . InvRadius ) , LightParameters . FalloffExponent ) ;
}
// Spot falloff
FVector L = ToLight . GetSafeNormal ( ) ;
Color . A * = FMath : : Square ( FMath : : Clamp ( ( ( L | ( FVector ) LightParameters . Direction ) - LightParameters . SpotAngles . X ) * LightParameters . SpotAngles . Y , 0.0f , 1.0f ) ) ;
Color . A * = LightParameters . SpecularScale ;
// Rect is one sided
if ( bIsRectLight & & ( L | ( FVector ) LightParameters . Direction ) < 0.0f )
continue ;
UTexture * SurfaceTexture = nullptr ;
if ( bIsRectLight )
{
const FRectLightSceneProxy * RectLightProxy = ( const FRectLightSceneProxy * ) Proxy ;
SurfaceTexture = RectLightProxy - > SourceTexture ;
}
FMaterialRenderProxy * ColoredMeshInstance = nullptr ;
if ( SurfaceTexture )
{
ColoredMeshInstance = Allocator . Create < FColoredTexturedMaterialRenderProxy > ( GEngine - > EmissiveMeshMaterial - > GetRenderProxy ( ) , Color , NAME_Color , SurfaceTexture , NAME_LinearColor ) ;
}
else
{
ColoredMeshInstance = Allocator . Create < FColoredMaterialRenderProxy > ( GEngine - > EmissiveMeshMaterial - > GetRenderProxy ( ) , Color , NAME_Color ) ;
}
FMatrix LightToWorld = Proxy - > GetLightToWorld ( ) ;
LightToWorld . RemoveScaling ( ) ;
FViewElementPDI LightPDI ( & View , NULL , & View . DynamicPrimitiveCollector ) ;
if ( bIsRectLight )
{
DrawBox ( & LightPDI , LightToWorld , FVector ( 0.0f , LightParameters . SourceRadius , LightParameters . SourceLength ) , ColoredMeshInstance , SDPG_World ) ;
}
else if ( LightParameters . SourceLength > 0.0f )
{
DrawSphere ( & LightPDI , Origin + 0.5f * LightParameters . SourceLength * LightToWorld . GetUnitAxis ( EAxis : : Z ) , FRotator : : ZeroRotator , LightParameters . SourceRadius * FVector : : OneVector , 36 , 24 , ColoredMeshInstance , SDPG_World ) ;
DrawSphere ( & LightPDI , Origin - 0.5f * LightParameters . SourceLength * LightToWorld . GetUnitAxis ( EAxis : : Z ) , FRotator : : ZeroRotator , LightParameters . SourceRadius * FVector : : OneVector , 36 , 24 , ColoredMeshInstance , SDPG_World ) ;
DrawCylinder ( & LightPDI , Origin , LightToWorld . GetUnitAxis ( EAxis : : X ) , LightToWorld . GetUnitAxis ( EAxis : : Y ) , LightToWorld . GetUnitAxis ( EAxis : : Z ) , LightParameters . SourceRadius , 0.5f * LightParameters . SourceLength , 36 , ColoredMeshInstance , SDPG_World ) ;
}
else
{
DrawSphere ( & LightPDI , Origin , FRotator : : ZeroRotator , LightParameters . SourceRadius * FVector : : OneVector , 36 , 24 , ColoredMeshInstance , SDPG_World ) ;
}
}
View . VisibleReflectionCaptureLights . Empty ( ) ;
}
}
void FSceneRenderer : : PostVisibilityFrameSetup ( FILCUpdatePrimTaskData & OutILCTaskData )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_PostVisibilityFrameSetup ) ;
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_PostVisibilityFrameSetup_Sort ) ;
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
FViewInfo & View = Views [ ViewIndex ] ;
View . MeshDecalBatches . Sort ( ) ;
if ( View . State )
{
( ( FSceneViewState * ) View . State ) - > TrimHistoryRenderTargets ( Scene ) ;
}
}
}
GatherReflectionCaptureLightMeshElements ( ) ;
if ( ViewFamily . EngineShowFlags . HitProxies = = 0 & & Scene - > PrecomputedLightVolumes . Num ( ) > 0
& & GILCUpdatePrimTaskEnabled & & FPlatformProcess : : SupportsMultithreading ( ) )
{
Scene - > IndirectLightingCache . StartUpdateCachePrimitivesTask ( Scene , * this , true , OutILCTaskData ) ;
2022-06-02 04:12:03 -04:00
}
}
uint32 GetShadowQuality ( ) ;
void UpdateHairResources ( FRDGBuilder & GraphBuilder , const FViewInfo & View ) ;
/**
* Performs once per frame setup prior to visibility determination .
*/
void FDeferredShadingSceneRenderer : : PreVisibilityFrameSetup ( FRDGBuilder & GraphBuilder , const FSceneTexturesConfig & SceneTexturesConfig )
{
// Possible stencil dither optimization approach
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; ViewIndex + + )
{
FViewInfo & View = Views [ ViewIndex ] ;
View . bAllowStencilDither = DepthPass . bDitheredLODTransitionsUseStencil ;
}
FSceneRenderer : : PreVisibilityFrameSetup ( GraphBuilder , SceneTexturesConfig ) ;
}
/**
* Initialize scene ' s views .
* Check visibility , build visible mesh commands , etc .
*/
void FDeferredShadingSceneRenderer : : InitViews ( FRDGBuilder & GraphBuilder , const FSceneTexturesConfig & SceneTexturesConfig , FExclusiveDepthStencil : : Type BasePassDepthStencilAccess , struct FILCUpdatePrimTaskData & ILCTaskData , FInstanceCullingManager & InstanceCullingManager )
{
SCOPED_NAMED_EVENT ( FDeferredShadingSceneRenderer_InitViews , FColor : : Emerald ) ;
SCOPE_CYCLE_COUNTER ( STAT_InitViewsTime ) ;
2022-07-05 19:59:53 -04:00
RDG_CSV_STAT_EXCLUSIVE_SCOPE ( GraphBuilder , InitViews_Scene ) ;
2022-06-02 04:12:03 -04:00
PreVisibilityFrameSetup ( GraphBuilder , SceneTexturesConfig ) ;
FRHICommandListImmediate & RHICmdList = GraphBuilder . RHICmdList ;
// Create GPU-side representation of the view for instance culling.
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; + + ViewIndex )
{
Views [ ViewIndex ] . GPUSceneViewId = InstanceCullingManager . RegisterView ( Views [ ViewIndex ] ) ;
}
{
// This is to init the ViewUniformBuffer before rendering for the Niagara compute shader.
// This needs to run before ComputeViewVisibility() is called, but the views normally initialize the ViewUniformBuffer after that (at the end of this method).
if ( FXSystem & & FXSystem - > RequiresEarlyViewUniformBuffer ( ) & & Views . IsValidIndex ( 0 ) )
{
2022-06-29 12:37:20 -04:00
// during ISR, instanced view RHI resources need to be initialized first.
if ( FViewInfo * InstancedView = const_cast < FViewInfo * > ( Views [ 0 ] . GetInstancedView ( ) ) )
{
InstancedView - > InitRHIResources ( ) ;
}
2022-06-02 04:12:03 -04:00
Views [ 0 ] . InitRHIResources ( ) ;
2022-06-07 13:19:54 -04:00
FXSystem - > PostInitViews ( GraphBuilder , Views , ! ViewFamily . EngineShowFlags . HitProxies ) ;
2022-06-02 04:12:03 -04:00
}
}
LumenScenePDIVisualization ( ) ;
FViewVisibleCommandsPerView ViewCommandsPerView ;
ViewCommandsPerView . SetNum ( Views . Num ( ) ) ;
ComputeViewVisibility ( RHICmdList , BasePassDepthStencilAccess , ViewCommandsPerView , DynamicIndexBufferForInitViews , DynamicVertexBufferForInitViews , DynamicReadBufferForInitViews , InstanceCullingManager ) ;
// This must happen before we start initialising and using views.
if ( Scene )
{
2022-10-26 10:52:57 -04:00
UpdateSkyIrradianceGpuBuffer ( GraphBuilder , ViewFamily . EngineShowFlags , Scene - > SkyLight , Scene - > SkyIrradianceEnvironmentMap ) ;
2022-06-02 04:12:03 -04:00
}
// Initialise Sky/View resources before the view global uniform buffer is built.
2022-06-07 13:19:54 -04:00
if ( ShouldRenderSkyAtmosphere ( Scene , ViewFamily . EngineShowFlags ) )
2022-06-02 04:12:03 -04:00
{
InitSkyAtmosphereForViews ( RHICmdList ) ;
}
PostVisibilityFrameSetup ( ILCTaskData ) ;
InitViewsBeforePrepass ( GraphBuilder , InstanceCullingManager ) ;
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_InitViews_InitRHIResources ) ;
// initialize per-view uniform buffer. Do it from back to front because secondary stereo view follows its primary one, but primary needs to know the instanced's params
for ( int32 ViewIndex = Views . Num ( ) - 1 ; ViewIndex > = 0 ; - - ViewIndex )
{
FViewInfo & View = Views [ ViewIndex ] ;
// Set the pre-exposure before initializing the constant buffers.
if ( View . ViewState )
{
View . ViewState - > UpdatePreExposure ( View ) ;
}
// Initialize the view's RHI resources.
UpdateHairResources ( GraphBuilder , View ) ;
View . InitRHIResources ( ) ;
}
}
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_InitViews_OnStartRender ) ;
OnStartRender ( RHICmdList ) ;
}
2022-08-22 21:33:44 -04:00
Virtual Production: Optimizations to help with D3D12 CPU and GPU performance regressions following Parallel Rendering integration:
* Feature that merges command lists from QueueAsyncCommandListSubmit into a single Payload where possible (r.D3D12.AllowPayloadMerge, default enabled). Saves around 0.5 ms per async command list batch, with total savings from 1 to 4 ms on VP test scenes.
* Remove unnecessary command flush before Present on D3D12. Added a virtual function "NeedFlushBeforeEndDrawing" that can return false if the platform function RHIEndDrawingViewport function flushes commands, and the calling function doesn't need to.
* Wrapped three scene rendering flushes, plus BeginFlushResourcesRHI with "RHIIncludeOptionalFlushes()", which returns false on D3D12. These were a net perf loss on D3D12, as they wrap hardly any rendering. I didn't want to change behavior on other platforms, hence the conditional.
* Overall the above changes remove 8 command list flushes in a two view scene, which typically cost in the range of 0.06 ms each, saving 0.48 ms CPU total. Perf win increases with more views, and removing the flushes also helps with GPU bubbles.
* Added a flush in a strategic location at the end of Shadows and Lumen. In a sample scene, saved 1.5 ms GPU eliminating a bubble.
#jira UE-167553
#rb luke.thatcher
#rnx
#preflight 635547519e14ee3c790cc14e
#lockdown mihnea.balta
[CL 22728231 by jason hoerner in ue5-main branch]
2022-10-24 11:23:51 -04:00
if ( GDynamicRHI - > RHIIncludeOptionalFlushes ( ) )
{
RHICmdList . ImmediateFlush ( EImmediateFlushType : : DispatchToRHIThread ) ;
}
2022-06-02 04:12:03 -04:00
}
template < class T >
void CreateReflectionCaptureUniformBuffer ( const TArray < FReflectionCaptureSortData > & SortedCaptures , TUniformBufferRef < T > & OutReflectionCaptureUniformBuffer )
{
T SamplePositionsBuffer ;
for ( int32 CaptureIndex = 0 ; CaptureIndex < SortedCaptures . Num ( ) ; CaptureIndex + + )
{
SamplePositionsBuffer . PositionAndRadius [ CaptureIndex ] = FVector4f ( SortedCaptures [ CaptureIndex ] . RelativePosition , SortedCaptures [ CaptureIndex ] . Radius ) ;
SamplePositionsBuffer . TilePosition [ CaptureIndex ] = FVector4f ( SortedCaptures [ CaptureIndex ] . TilePosition , 0 ) ;
SamplePositionsBuffer . CaptureProperties [ CaptureIndex ] = SortedCaptures [ CaptureIndex ] . CaptureProperties ;
SamplePositionsBuffer . CaptureOffsetAndAverageBrightness [ CaptureIndex ] = SortedCaptures [ CaptureIndex ] . CaptureOffsetAndAverageBrightness ;
SamplePositionsBuffer . BoxTransform [ CaptureIndex ] = SortedCaptures [ CaptureIndex ] . BoxTransform ;
SamplePositionsBuffer . BoxScales [ CaptureIndex ] = SortedCaptures [ CaptureIndex ] . BoxScales ;
}
OutReflectionCaptureUniformBuffer = TUniformBufferRef < T > : : CreateUniformBufferImmediate ( SamplePositionsBuffer , UniformBuffer_SingleFrame ) ;
}
void FSceneRenderer : : SetupSceneReflectionCaptureBuffer ( FRHICommandListImmediate & RHICmdList )
{
const TArray < FReflectionCaptureSortData > & SortedCaptures = Scene - > ReflectionSceneData . SortedCaptures ;
TUniformBufferRef < FMobileReflectionCaptureShaderData > MobileReflectionCaptureUniformBuffer ;
TUniformBufferRef < FReflectionCaptureShaderData > ReflectionCaptureUniformBuffer ;
if ( IsMobilePlatform ( ShaderPlatform ) )
{
CreateReflectionCaptureUniformBuffer ( SortedCaptures , MobileReflectionCaptureUniformBuffer ) ;
}
else
{
CreateReflectionCaptureUniformBuffer ( SortedCaptures , ReflectionCaptureUniformBuffer ) ;
}
for ( int32 ViewIndex = 0 ; ViewIndex < Views . Num ( ) ; + + ViewIndex )
{
FViewInfo & View = Views [ ViewIndex ] ;
if ( IsMobilePlatform ( ShaderPlatform ) )
{
View . MobileReflectionCaptureUniformBuffer = MobileReflectionCaptureUniformBuffer ;
}
else
{
View . ReflectionCaptureUniformBuffer = ReflectionCaptureUniformBuffer ;
}
View . NumBoxReflectionCaptures = 0 ;
View . NumSphereReflectionCaptures = 0 ;
View . FurthestReflectionCaptureDistance = 0.0f ;
if ( View . Family - > EngineShowFlags . ReflectionEnvironment
// Avoid feedback
& & ! View . bIsReflectionCapture )
{
View . NumBoxReflectionCaptures = Scene - > ReflectionSceneData . NumBoxCaptures ;
View . NumSphereReflectionCaptures = Scene - > ReflectionSceneData . NumSphereCaptures ;
for ( int32 CaptureIndex = 0 ; CaptureIndex < SortedCaptures . Num ( ) ; CaptureIndex + + )
{
FLargeWorldRenderPosition AbsolutePosition ( SortedCaptures [ CaptureIndex ] . TilePosition , SortedCaptures [ CaptureIndex ] . RelativePosition ) ;
const FSphere BoundingSphere ( AbsolutePosition . GetAbsolute ( ) , SortedCaptures [ CaptureIndex ] . Radius ) ;
const float Distance = View . ViewMatrices . GetViewMatrix ( ) . TransformPosition ( BoundingSphere . Center ) . Z + BoundingSphere . W ;
View . FurthestReflectionCaptureDistance = FMath : : Max ( View . FurthestReflectionCaptureDistance , Distance ) ;
}
}
}
}
void FDeferredShadingSceneRenderer : : InitViewsBeforePrepass ( FRDGBuilder & GraphBuilder , FInstanceCullingManager & InstanceCullingManager )
{
2022-06-07 13:19:54 -04:00
const bool bHasRayTracedOverlay = HasRayTracedOverlay ( ViewFamily ) ;
2022-06-02 04:12:03 -04:00
if ( GEarlyInitDynamicShadows & &
CurrentDynamicShadowsTaskData = = nullptr & &
2022-06-07 13:19:54 -04:00
ViewFamily . EngineShowFlags . DynamicShadows
& & ! ViewFamily . EngineShowFlags . HitProxies
2022-06-02 04:12:03 -04:00
& & ! bHasRayTracedOverlay )
{
CurrentDynamicShadowsTaskData = BeginInitDynamicShadows ( true ) ;
}
}
void FDeferredShadingSceneRenderer : : InitViewsAfterPrepass ( FRDGBuilder & GraphBuilder , FLumenSceneFrameTemporaries & FrameTemporaries , struct FILCUpdatePrimTaskData & ILCTaskData , FInstanceCullingManager & InstanceCullingManager )
{
SCOPED_NAMED_EVENT ( FDeferredShadingSceneRenderer_InitViewsAfterPrepass , FColor : : Emerald ) ;
SCOPE_CYCLE_COUNTER ( STAT_InitViewsPossiblyAfterPrepass ) ;
FRHICommandListImmediate & RHICmdList = GraphBuilder . RHICmdList ;
2022-06-07 13:19:54 -04:00
const bool bHasRayTracedOverlay = HasRayTracedOverlay ( ViewFamily ) ;
2022-06-02 04:12:03 -04:00
2022-06-07 13:19:54 -04:00
if ( ViewFamily . EngineShowFlags . DynamicShadows
& & ! ViewFamily . EngineShowFlags . HitProxies
2022-06-02 04:12:03 -04:00
& & ! bHasRayTracedOverlay )
{
// Setup dynamic shadows.
if ( CurrentDynamicShadowsTaskData )
{
FinishInitDynamicShadows ( RHICmdList , CurrentDynamicShadowsTaskData , DynamicIndexBufferForInitShadows , DynamicVertexBufferForInitShadows , DynamicReadBufferForInitShadows , InstanceCullingManager ) ;
CurrentDynamicShadowsTaskData = nullptr ;
}
else
{
InitDynamicShadows ( RHICmdList , DynamicIndexBufferForInitShadows , DynamicVertexBufferForInitShadows , DynamicReadBufferForInitShadows , InstanceCullingManager ) ;
}
Virtual Production: Optimizations to help with D3D12 CPU and GPU performance regressions following Parallel Rendering integration:
* Feature that merges command lists from QueueAsyncCommandListSubmit into a single Payload where possible (r.D3D12.AllowPayloadMerge, default enabled). Saves around 0.5 ms per async command list batch, with total savings from 1 to 4 ms on VP test scenes.
* Remove unnecessary command flush before Present on D3D12. Added a virtual function "NeedFlushBeforeEndDrawing" that can return false if the platform function RHIEndDrawingViewport function flushes commands, and the calling function doesn't need to.
* Wrapped three scene rendering flushes, plus BeginFlushResourcesRHI with "RHIIncludeOptionalFlushes()", which returns false on D3D12. These were a net perf loss on D3D12, as they wrap hardly any rendering. I didn't want to change behavior on other platforms, hence the conditional.
* Overall the above changes remove 8 command list flushes in a two view scene, which typically cost in the range of 0.06 ms each, saving 0.48 ms CPU total. Perf win increases with more views, and removing the flushes also helps with GPU bubbles.
* Added a flush in a strategic location at the end of Shadows and Lumen. In a sample scene, saved 1.5 ms GPU eliminating a bubble.
#jira UE-167553
#rb luke.thatcher
#rnx
#preflight 635547519e14ee3c790cc14e
#lockdown mihnea.balta
[CL 22728231 by jason hoerner in ue5-main branch]
2022-10-24 11:23:51 -04:00
if ( GDynamicRHI - > RHIIncludeOptionalFlushes ( ) )
{
RHICmdList . ImmediateFlush ( EImmediateFlushType : : DispatchToRHIThread ) ;
}
2022-06-02 04:12:03 -04:00
}
// If parallel ILC update is disabled, then process it in place.
2022-06-07 13:19:54 -04:00
if ( ViewFamily . EngineShowFlags . HitProxies = = 0
2022-06-02 04:12:03 -04:00
& & Scene - > PrecomputedLightVolumes . Num ( ) > 0
& & ! ( GILCUpdatePrimTaskEnabled & & FPlatformProcess : : SupportsMultithreading ( ) ) )
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_PostVisibilityFrameSetup_IndirectLightingCache_Update ) ;
check ( ! ILCTaskData . TaskRef . IsValid ( ) ) ;
Scene - > IndirectLightingCache . UpdateCache ( Scene , * this , true ) ;
}
// If we kicked off ILC update via task, wait and finalize.
if ( ILCTaskData . TaskRef . IsValid ( ) )
{
Scene - > IndirectLightingCache . FinalizeCacheUpdates ( Scene , * this , ILCTaskData ) ;
}
{
QUICK_SCOPE_CYCLE_COUNTER ( STAT_InitViews_UpdatePrimitiveIndirectLightingCacheBuffers ) ;
// Now that the indirect lighting cache is updated, we can update the primitive precomputed lighting buffers.
UpdatePrimitiveIndirectLightingCacheBuffers ( ) ;
}
2022-06-07 13:19:54 -04:00
SeparateTranslucencyDimensions = UpdateSeparateTranslucencyDimensions ( * this ) ;
2022-06-02 04:12:03 -04:00
SetupSceneReflectionCaptureBuffer ( RHICmdList ) ;
BeginUpdateLumenSceneTasks ( GraphBuilder , FrameTemporaries ) ;
}
/*------------------------------------------------------------------------------
FLODSceneTree Implementation
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
void FLODSceneTree : : AddChildNode ( const FPrimitiveComponentId ParentId , FPrimitiveSceneInfo * ChildSceneInfo )
{
if ( ParentId . IsValid ( ) & & ChildSceneInfo )
{
FLODSceneNode * Parent = SceneNodes . Find ( ParentId ) ;
// If parent SceneNode hasn't been created yet (possible, depending on the order actors are added to the scene)
if ( ! Parent )
{
// Create parent SceneNode, assign correct SceneInfo
Parent = & SceneNodes . Add ( ParentId , FLODSceneNode ( ) ) ;
int32 ParentIndex = Scene - > PrimitiveComponentIds . Find ( ParentId ) ;
if ( ParentIndex ! = INDEX_NONE )
{
Parent - > SceneInfo = Scene - > Primitives [ ParentIndex ] ;
check ( Parent - > SceneInfo - > PrimitiveComponentId = = ParentId ) ;
}
}
Parent - > AddChild ( ChildSceneInfo ) ;
}
}
void FLODSceneTree : : RemoveChildNode ( const FPrimitiveComponentId ParentId , FPrimitiveSceneInfo * ChildSceneInfo )
{
if ( ParentId . IsValid ( ) & & ChildSceneInfo )
{
if ( FLODSceneNode * Parent = SceneNodes . Find ( ParentId ) )
{
Parent - > RemoveChild ( ChildSceneInfo ) ;
// Delete from scene if no children remain
if ( Parent - > ChildrenSceneInfos . Num ( ) = = 0 )
{
SceneNodes . Remove ( ParentId ) ;
}
}
}
}
void FLODSceneTree : : UpdateNodeSceneInfo ( FPrimitiveComponentId NodeId , FPrimitiveSceneInfo * SceneInfo )
{
if ( FLODSceneNode * Node = SceneNodes . Find ( NodeId ) )
{
Node - > SceneInfo = SceneInfo ;
}
}
void FLODSceneTree : : ClearVisibilityState ( FViewInfo & View )
{
if ( FSceneViewState * ViewState = ( FSceneViewState * ) View . State )
{
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Skip update logic when frozen
if ( ViewState - > bIsFrozen )
{
return ;
}
# endif
FHLODVisibilityState & HLODState = ViewState - > HLODVisibilityState ;
if ( HLODState . IsValidPrimitiveIndex ( 0 ) )
{
HLODState . PrimitiveFadingLODMap . Empty ( 0 ) ;
HLODState . PrimitiveFadingOutLODMap . Empty ( 0 ) ;
HLODState . ForcedVisiblePrimitiveMap . Empty ( 0 ) ;
HLODState . ForcedHiddenPrimitiveMap . Empty ( 0 ) ;
}
TMap < FPrimitiveComponentId , FHLODSceneNodeVisibilityState > & VisibilityStates = ViewState - > HLODSceneNodeVisibilityStates ;
if ( VisibilityStates . Num ( ) > 0 )
{
VisibilityStates . Empty ( 0 ) ;
}
}
}
void FLODSceneTree : : UpdateVisibilityStates ( FViewInfo & View )
{
if ( FSceneViewState * ViewState = ( FSceneViewState * ) View . State )
{
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Skip update logic when frozen
if ( ViewState - > bIsFrozen )
{
return ;
}
# endif
// Per-frame initialization
FHLODVisibilityState & HLODState = ViewState - > HLODVisibilityState ;
TMap < FPrimitiveComponentId , FHLODSceneNodeVisibilityState > & VisibilityStates = ViewState - > HLODSceneNodeVisibilityStates ;
HLODState . PrimitiveFadingLODMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
HLODState . PrimitiveFadingOutLODMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
HLODState . ForcedVisiblePrimitiveMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
HLODState . ForcedHiddenPrimitiveMap . Init ( false , Scene - > Primitives . Num ( ) ) ;
TArray < FPrimitiveViewRelevance , SceneRenderingAllocator > & RelevanceMap = View . PrimitiveViewRelevanceMap ;
if ( HLODState . PrimitiveFadingLODMap . Num ( ) ! = Scene - > Primitives . Num ( ) )
{
checkf ( 0 , TEXT ( " HLOD update incorrectly allocated primitive maps " ) ) ;
return ;
}
int32 UpdateCount = + + HLODState . UpdateCount ;
// Update persistent state on temporal dither sync frames
const FTemporalLODState & LODState = ViewState - > GetTemporalLODState ( ) ;
bool bSyncFrame = false ;
if ( HLODState . TemporalLODSyncTime ! = LODState . TemporalLODTime [ 0 ] )
{
HLODState . TemporalLODSyncTime = LODState . TemporalLODTime [ 0 ] ;
bSyncFrame = true ;
// Only update our scaling on sync frames else we might end up changing transition direction mid-fade
const FCachedSystemScalabilityCVars & ScalabilityCVars = GetCachedScalabilityCVars ( ) ;
if ( ScalabilityCVars . FieldOfViewAffectsHLOD )
{
HLODState . FOVDistanceScaleSq = ScalabilityCVars . CalculateFieldOfViewDistanceScale ( View . DesiredFOV ) ;
HLODState . FOVDistanceScaleSq * = HLODState . FOVDistanceScaleSq ;
}
else
{
HLODState . FOVDistanceScaleSq = 1.f ;
}
}
for ( auto Iter = SceneNodes . CreateIterator ( ) ; Iter ; + + Iter )
{
FLODSceneNode & Node = Iter . Value ( ) ;
FPrimitiveSceneInfo * SceneInfo = Node . SceneInfo ;
if ( ! SceneInfo | | ! SceneInfo - > PrimitiveComponentId . IsValid ( ) | | ! SceneInfo - > IsIndexValid ( ) )
{
continue ;
}
FHLODSceneNodeVisibilityState & NodeVisibility = VisibilityStates . FindOrAdd ( SceneInfo - > PrimitiveComponentId ) ;
const TArray < FStaticMeshBatchRelevance > & NodeMeshRelevances = SceneInfo - > StaticMeshRelevances ;
// Ignore already updated nodes, or those that we can't work with
if ( NodeVisibility . UpdateCount = = UpdateCount | | ! NodeMeshRelevances . IsValidIndex ( 0 ) )
{
continue ;
}
const int32 NodeIndex = SceneInfo - > GetIndex ( ) ;
if ( ! Scene - > PrimitiveBounds . IsValidIndex ( NodeIndex ) )
{
checkf ( 0 , TEXT ( " A HLOD Node's PrimitiveSceneInfo PackedIndex was out of Scene.Primitive bounds! " ) ) ;
continue ;
}
FPrimitiveBounds & Bounds = Scene - > PrimitiveBounds [ NodeIndex ] ;
const bool bForcedIntoView = FMath : : IsNearlyZero ( Bounds . MinDrawDistance ) ;
// Update visibility states of this node and owned children
const float DistanceSquared = Bounds . BoxSphereBounds . ComputeSquaredDistanceFromBoxToPoint ( View . ViewMatrices . GetViewOrigin ( ) ) ;
const bool bNearCulled = DistanceSquared < FMath : : Square ( Bounds . MinDrawDistance ) * HLODState . FOVDistanceScaleSq ;
const bool bFarCulled = DistanceSquared > Bounds . MaxDrawDistance * Bounds . MaxDrawDistance * HLODState . FOVDistanceScaleSq ;
const bool bIsInDrawRange = ! bNearCulled & & ! bFarCulled ;
const bool bWasFadingPreUpdate = ! ! NodeVisibility . bIsFading ;
const bool bIsDitheredTransition = NodeMeshRelevances [ 0 ] . bDitheredLODTransition ;
if ( bIsDitheredTransition & & ! bForcedIntoView )
{
// Update fading state with syncs
if ( bSyncFrame )
{
// Fade when HLODs change threshold
const bool bChangedRange = bIsInDrawRange ! = ! ! NodeVisibility . bWasVisible ;
if ( NodeVisibility . bIsFading )
{
NodeVisibility . bIsFading = false ;
}
else if ( bChangedRange )
{
NodeVisibility . bIsFading = true ;
}
NodeVisibility . bWasVisible = NodeVisibility . bIsVisible ;
NodeVisibility . bIsVisible = bIsInDrawRange ;
}
}
else
{
// Instant transitions without dithering
NodeVisibility . bWasVisible = NodeVisibility . bIsVisible ;
NodeVisibility . bIsVisible = bIsInDrawRange | | bForcedIntoView ;
NodeVisibility . bIsFading = false ;
}
// Flush cached lighting data when changing visible contents
if ( NodeVisibility . bIsVisible ! = NodeVisibility . bWasVisible | | bWasFadingPreUpdate | | NodeVisibility . bIsFading )
{
FLightPrimitiveInteraction * NodeLightList = SceneInfo - > LightList ;
while ( NodeLightList )
{
NodeLightList - > FlushCachedShadowMapData ( ) ;
NodeLightList = NodeLightList - > GetNextLight ( ) ;
}
}
// Force fully disabled view relevance so shadows don't attempt to recompute
if ( ! NodeVisibility . bIsVisible )
{
if ( RelevanceMap . IsValidIndex ( NodeIndex ) )
{
FPrimitiveViewRelevance & ViewRelevance = RelevanceMap [ NodeIndex ] ;
FMemory : : Memzero ( & ViewRelevance , sizeof ( FPrimitiveViewRelevance ) ) ;
ViewRelevance . bInitializedThisFrame = true ;
}
else
{
checkf ( 0 , TEXT ( " A HLOD Node's PrimitiveSceneInfo PackedIndex was out of View.Relevancy bounds! " ) ) ;
}
}
// NOTE: We update our children last as HideNodeChildren can add new visibility
// states, potentially invalidating our cached reference above, NodeVisibility
if ( NodeVisibility . bIsFading )
{
// Fade until state back in sync
HLODState . PrimitiveFadingLODMap [ NodeIndex ] = true ;
HLODState . PrimitiveFadingOutLODMap [ NodeIndex ] = ! NodeVisibility . bIsVisible ;
HLODState . ForcedVisiblePrimitiveMap [ NodeIndex ] = true ;
ApplyNodeFadingToChildren ( ViewState , Node , NodeVisibility , true , ! ! NodeVisibility . bIsVisible ) ;
}
else if ( NodeVisibility . bIsVisible )
{
// If stable and visible, override hierarchy visibility
HLODState . ForcedVisiblePrimitiveMap [ NodeIndex ] = true ;
HideNodeChildren ( ViewState , Node ) ;
}
else
{
// Not visible and waiting for a transition to fade, keep HLOD hidden
HLODState . ForcedHiddenPrimitiveMap [ NodeIndex ] = true ;
// Also hide children when performing far culling
if ( bFarCulled )
{
HideNodeChildren ( ViewState , Node ) ;
}
}
}
}
}
void FLODSceneTree : : ApplyNodeFadingToChildren ( FSceneViewState * ViewState , FLODSceneNode & Node , FHLODSceneNodeVisibilityState & NodeVisibility , const bool bIsFading , const bool bIsFadingOut )
{
checkSlow ( ViewState ) ;
if ( Node . SceneInfo )
{
FHLODVisibilityState & HLODState = ViewState - > HLODVisibilityState ;
NodeVisibility . UpdateCount = HLODState . UpdateCount ;
// Force visibility during fades
for ( const auto Child : Node . ChildrenSceneInfos )
{
if ( ! Child | | ! Child - > PrimitiveComponentId . IsValid ( ) | | ! Child - > IsIndexValid ( ) )
{
continue ;
}
const int32 ChildIndex = Child - > GetIndex ( ) ;
if ( ! HLODState . PrimitiveFadingLODMap . IsValidIndex ( ChildIndex ) )
{
checkf ( 0 , TEXT ( " A HLOD Child's PrimitiveSceneInfo PackedIndex was out of FadingMap's bounds! " ) ) ;
continue ;
}
HLODState . PrimitiveFadingLODMap [ ChildIndex ] = bIsFading ;
HLODState . PrimitiveFadingOutLODMap [ ChildIndex ] = bIsFadingOut ;
HLODState . ForcedHiddenPrimitiveMap [ ChildIndex ] = false ;
if ( bIsFading )
{
HLODState . ForcedVisiblePrimitiveMap [ ChildIndex ] = true ;
}
// Fading only occurs at the adjacent hierarchy level, below should be hidden
if ( FLODSceneNode * ChildNode = SceneNodes . Find ( Child - > PrimitiveComponentId ) )
{
HideNodeChildren ( ViewState , * ChildNode ) ;
}
}
}
}
void FLODSceneTree : : HideNodeChildren ( FSceneViewState * ViewState , FLODSceneNode & Node )
{
checkSlow ( ViewState ) ;
if ( Node . SceneInfo )
{
FHLODVisibilityState & HLODState = ViewState - > HLODVisibilityState ;
TMap < FPrimitiveComponentId , FHLODSceneNodeVisibilityState > & VisibilityStates = ViewState - > HLODSceneNodeVisibilityStates ;
FHLODSceneNodeVisibilityState & NodeVisibility = VisibilityStates . FindOrAdd ( Node . SceneInfo - > PrimitiveComponentId ) ;
if ( NodeVisibility . UpdateCount ! = HLODState . UpdateCount )
{
NodeVisibility . UpdateCount = HLODState . UpdateCount ;
for ( const auto Child : Node . ChildrenSceneInfos )
{
if ( ! Child | | ! Child - > PrimitiveComponentId . IsValid ( ) | | ! Child - > IsIndexValid ( ) )
{
continue ;
}
const int32 ChildIndex = Child - > GetIndex ( ) ;
if ( ! HLODState . ForcedHiddenPrimitiveMap . IsValidIndex ( ChildIndex ) )
{
checkf ( 0 , TEXT ( " A HLOD Child's PrimitiveSceneInfo PackedIndex was out of ForcedHidden's bounds! " ) ) ;
continue ;
}
HLODState . ForcedHiddenPrimitiveMap [ ChildIndex ] = true ;
// Clear the force visible flag in case the child was processed before it's parent
HLODState . ForcedVisiblePrimitiveMap [ ChildIndex ] = false ;
if ( FLODSceneNode * ChildNode = SceneNodes . Find ( Child - > PrimitiveComponentId ) )
{
HideNodeChildren ( ViewState , * ChildNode ) ;
}
}
}
}
}