Commit Graph

360 Commits

Author SHA1 Message Date
Martin Ridgers
040fedf56e Removed external linkage from ComputerLinearVoxelIndex() in two separate modules to prevent monolithic link errors.
#rb trivial
#rnx

[CL 15887029 by Martin Ridgers in ue5-main branch]
2021-04-01 04:59:16 -04:00
daniel wright
b339145bac Fixed Distance Field Streaming on cooked windows
Tested TopazEntry PIE and cooked win64

#ROBOMERGE-SOURCE: CL 15865752 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15865757 by daniel wright in ue5-main branch]
2021-03-30 14:38:12 -04:00
daniel wright
4cb3062eb8 Changed lack of Embree to be a warning, not error log, to not fail DDC build commandlet
#ROBOMERGE-SOURCE: CL 15828365 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)

[CL 15834014 by daniel wright in ue5-main branch]
2021-03-25 18:24:34 -04:00
daniel wright
64d93669a5 Fixed crash cooking when project does not have r.GenerateMeshDistanceFields enabled
#ROBOMERGE-SOURCE: CL 15788010 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15790801 by daniel wright in ue5-main branch]
2021-03-23 22:43:50 -04:00
daniel wright
1a06f03491 Fixed Linux compile error
#ROBOMERGE-SOURCE: CL 15785161 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15790694 by daniel wright in ue5-main branch]
2021-03-23 22:41:24 -04:00
Daniel Wright
697b5b9cf6 Sparse, narrow band, streamed Mesh Signed Distance Fields
* SDFs are now generated, allocated from the atlas and uploaded in 8^3 bricks (7^3 unique data, half voxel padding).
 * Tracing must load the brick index from the indirection table, and only bricks near the surface are stored
 * 3 mips are now generated, with the lowest resolution always loaded and the other 2 streamed
 * SDFs are now G8 narrow band.  Lower resolution mips must be traversed when querying distance to nearest surface far away from the surface
 * The Distance Field Brick Atlas is now stored for each FScene and dynamically resized based on needs with a GPU memcopy
 * Brick atlas uses a 1d pooled allocator which has no fragmentation and greatly reduces packing waste over the 3d allocator
 * Added new indirection for Distance Field Asset data, so that only a single entry needs to be updated when a mip is streamed in or out in scenes with millions of instances
 * Compute shaders operating on distance field instances generate streaming requests, which are async read back to CPU, turned into IO requests, which are polled and when complete uploaded to atlases
 * Any mesh instance inside the Global SDF extent (200m) requests mip1, and at 50m requests mip2
 * Now using a batched compute scatter to upload to the distance field atlas instead of RHIUpdateTexture3d, to bypass alignment restrictions and per-upload overhead
 * Distance Field streaming uses an async task to move Memcpy and IO request overhead off of the Rendering Thread
 * Distance Field Visualization now computes a normal from the SDF gradient and does simple lighting to better visualize the scene representation
 * Increased r.DistanceFields.MaxPerMeshResolution from 128 to 512, to better represent large objects
 * Mesh SDF generation now uses an Embree point query to calculate closest unsigned distance, and then a much smaller set of rays to count backfaces for negative region determination, for a 11x speedup
 * Upgraded mesh utilities to Embree 3.12.2 to get point queries
 * Fixed wrong transform used for SDF normals in Lumen, causing non-uniformly scaled meshes to have incorrect Surface Cache interpolation
 * Fixed Static Mesh materials not getting PostLoaded before SDF build, causing their blend modes to be wrong for the build, which corrupts the DDC.  Also included those blend modes in the DDC key.

Original costs on 1080 GTX (full updates on everything and no screen traces)
10.60ms   UpdateGlobalDistanceField
3.62ms   LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
1.73ms   VoxelizeCards Clipmaps=[0,1,2,3]
0.38ms   TraceCards 1 dispatch 1 groups
0.51ms   TraceCards 1 dispatch 1 groups

Sparse SDF costs
12.06ms   UpdateGlobalDistanceField
4.35ms   LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
2.30ms   VoxelizeCards Clipmaps=[0,1,2,3]
0.69ms   TraceCards 1 dispatch 1 groups
0.77ms   TraceCards 1 dispatch 1 groups

Tested: TopazEntry PC, Reverb PC and PS5, EngineTests, QAGame, Rift, Frosty P_Construct_WP, FortGPUTestbed

#rb Krzysztof.Narkowicz

#ROBOMERGE-OWNER: Daniel.Wright
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 15784493 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
#ROBOMERGE-CONFLICT from-shelf

[CL 15790658 by Daniel Wright in ue5-main branch]
2021-03-23 22:40:05 -04:00
brandon schaefer
efe06157fe Fix Embree logic, shared libraries should be in Engine/Binaries, moving Linux parts there for now
#jira UE-111648
#rb none
[FYI] Michael.Sartain

#ROBOMERGE-SOURCE: CL 15782584 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15789900 by brandon schaefer in ue5-main branch]
2021-03-23 21:45:07 -04:00
brandon schaefer
b27335de45 Avoid copying libtbb.so for Linux and just depend on its actual location
#jira UE-111677
#rb Danny.Couture

#ROBOMERGE-SOURCE: CL 15763818 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15773817 by brandon schaefer in ue5-main branch]
2021-03-23 05:30:10 -04:00
Brandon Schaefer
e7f8b29c59 Build Embree for Linux
#jira none
#rb none
[FYI] Michael.Sartain, Will.Damon

#ROBOMERGE-OWNER: Brandon.Schaefer
#ROBOMERGE-AUTHOR: brandon.schaefer
#ROBOMERGE-SOURCE: CL 15750544 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15754096 by Brandon Schaefer in ue5-main branch]
2021-03-20 06:46:36 -04:00
Marc Audy
0cbbc781ca Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
This represents UE4/Main @ 15709114

[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -04:00
Yuriy ODonnell
66f0ccca88 ParallelFor over orientations when building mesh card representation.
#rb Krzysztof.Narkowicz

[CL 15737373 by Yuriy ODonnell in ue5-main branch]
2021-03-18 09:38:36 -04:00
christopher waters
c45f1dfad5 Removing Tessellation:
- Removed Tessellation settings from Materials and Material Interfaces
- Removed Adjacency buffers from Static and Skeletal Meshes.

#jira UE-94564
#rb jeremy.moore, josie.yang, kevin.ortegren, yuriy.odonnell

#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 15501023 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15502653 by christopher waters in ue5-main branch]
2021-02-23 14:03:21 -04:00
krzysztof narkowicz
e9ca31e797 LumenScene refactor
* Moved LumenScene functionality into new LumenScene.cpp file
* Moved all Lumen data into FLumenPrimitive. FPrimitiveSceneInfo now contains just a LumenPrimitiveIndex
* Mesh cards are spawned only near the camera on demand. This saves ~200-300mb of GPU memory on big city levels, and also skips some GPU and CPU costs
* Fixed card merging (previously it was reusing MeshCards which could result in missing cards)

#ROBOMERGE-SOURCE: CL 15494971 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15494982 by krzysztof narkowicz in ue5-main branch]
2021-02-22 18:04:23 -04:00
danny couture
6929adbfaa Skeletal Mesh Async Compilation Framework (Phase 1)
Phase 1 adds the async compilation without introducing any higher-level awareness.
  This step provides the biggest performance improvements by allowing skeletal mesh to be compiled in
  multiple threads but stalls are expected to occur before the level has finished loading as soon as
  properties of skeletal meshes are accessed by the game-thread.

  - Make skeletal mesh reduction and renderdata building thread-safe where needed
  - Add protection on all USkeletalMesh accessors so the game-thread can wait on data still being built if needed
  - Modify both PostLoad and Build to be async when the feature is enabled
  - Make FRawSkeletalMeshBulkData::LoadRawMesh thread-safe
  - Fix some PropertyChangedEvent name comparison to use strongly typed GET_MEMBER_NAME_CHECKED
  - Add an experimental setting options to enable the feature (disabled by default for now)

DEBUGGING
 - Can be forcibly enabled/disabled through command-line via -asyncskeletalmeshcompilation=[off, on, paused]
 - Can pause skeletal mesh compilation using Editor.AsyncSkeletalMeshCompilation = 2 or -asyncskeletalmeshcompilation=paused
 - Can manually resume a specified amount of paused compilation using Editor.AsyncSkeletalMeshCompilationResume [Num]
 - Can forcibly wait on all compilation using Editor.AsyncSkeletalMeshCompilationFlushAll

BENCHMARKS
  Tested on AMD TR 3970X with 256GB RAM
  - 6m50s to 2m58s for loading P_Construct with a local-only DDC that doesn't contains any prebuilt skeletal mesh
  - 3m10s to 39s for importing 299 SK with the Interchange framework

TESTS
 - Opened all 5769 SK from FortniteGame to exercise all legacy conversion code paths
 - Opened all 102 SK from QAGame
 - Opened P_Construct, Apollo_Terrain, LumenTest, P_World
 - Imported 299 SK with and without Interchange activated
 - Ensure no new regression introduced in any of the 70 SK related tests from EngineTest
 - Run all FBX import test in EngineTest
 - Cook / Run ShooterGame Client

#rb Alexis.Matte

[CL 15452895 by danny couture in ue5-main branch]
2021-02-18 11:19:19 -04:00
Richard TalbotWatkin
bf10d3336a Refactor of source model representation for static meshes.
- Moved source models related classes and implementation into separate files.
- Created a new UObject wrapper for holding mesh description bulk data; this is created as a transactable object inside a UStaticMesh.
- The cached mesh description is now an inner object of the bulk data wrapper; this allows transactions on the bulk data to affect the cached mesh.
- The static mesh SourceModels array can no longer be accessed directly: FStaticMeshSourceModel requires extra initialization before it should be used, so new LODs should be added through the static mesh API.
- Undo/redo is now fixed within the geometry tools
- Fixed regression where mesh description was being unpacked unnecessarily during transactions
- MeshDescription bulk data and its cached MeshDescriptions are now emptied prior to removing the UObject reference, in order to immediately free memory instead of needing to wait for garbage collection
- No more deadlocks when clearing or committing mesh descriptions during garbage collection
- Bulk data UObjects are constructed, where possible, at startup, in order to prevent it from happening during critical moments, e.g. during garbage collection or package saving.
#rb Danny.Couture, Alexis.Matte, Ryan.Schmidt

[CL 15420827 by Richard TalbotWatkin in ue5-main branch]
2021-02-16 15:14:02 -04:00
krzysztof narkowicz
8e87b8ba2b Lumen - tighten surface cache projections to save a bit of atlas space and remove empty borders causing incorrect radiosity upsampling
[FYI] Patrick.Kelly

#ROBOMERGE-SOURCE: CL 15392735 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15392790 by krzysztof narkowicz in ue5-main branch]
2021-02-11 17:59:41 -04:00
danny couture
d5ba6e94d9 Remove BackgroundPriority to let the ParallelFor auto select the best priority depending on which thread is launching the paralllelfor
i.e. This allows latency sensitive texture compression parallelfor from the gamethread to benefit from all the foreground threads and complete faster

#rb Arne.Schober

[CL 15387719 by danny couture in ue5-main branch]
2021-02-11 11:01:47 -04:00
Arne Schober
5fdfd0099d U5 - Move FMeshDistanceFieldAsyncTask in parallelFor
[CL 15373180 by Arne Schober in ue5-main branch]
2021-02-09 20:52:00 -04:00
JeanFrancois Dube
0981e2c2fe Optim: reserve proper array size in FSkeletalMeshUtilityBuilder::GenerateSkeletalRenderMesh to avoid unrequired memory allocations.
#rb danny.couture

[CL 15337177 by JeanFrancois Dube in ue5-main branch]
2021-02-05 09:37:19 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Arne Schober
f6e1fb0d86 U5 - have MeshDistanceFields BusyWait and not take down all Task Workers.
[CL 15288899 by Arne Schober in ue5-main branch]
2021-02-02 21:18:43 -04:00
Josh Adams
b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00
Krzysztof Narkowicz
bef7aa2a1e Fixed Lumen card representation for thin planes, where decals were too thin to be picked up for projection
#fyi Daniel.Wright

[CL 15169798 by Krzysztof Narkowicz in ue5-main branch]
2021-01-23 01:26:01 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Krzysztof Narkowicz
6c573a2474 Lumen surface cache now supports internal surfaces
* r.LumenScene.MeshCardsMaxLOD controls representation quality. With 0 being a box projection
* New card placement to focus on important parts of a mesh (skip non visible parts)
* Replaced CubeMapTrees with MeshCards. Instead of a big volume texture lookup there are now 6 lists of decals (one per axis)
* Merged distance field and mesh card Embree setup code into a set of common functions
* Removed hardcoded limits of 6 cards per mesh

#fyi Daniel.Wright, Patrick.Kelly, Yuriy.ODonnell

[CL 15144947 by Krzysztof Narkowicz in ue5-main branch]
2021-01-20 11:34:55 -04:00