- Feature can be activated in the Experimental section of the Editor Settings
- Replace Texture2D/TextureCube resources by placeholders until their PlatformData is ready
- Add a utility class allowing to encapsulate raw field pointers without breaking compatibility
- Protect PlatformData from unsafe access through encapsulation.
- Protect texture's resource from race conditions between game and render threads through encapsulation.
- This allows to get rid of FlushRenderingCommands and long game-thread stutters when Updating a texture's resource.
- UpdateResource was never safe to call without a FlushRenderingCommands and multiple call-site are doing exactly that, this will fix those cases.
- Those were probably undetected due to their low occurence rate under normal conditions but can easily be reproed during async texture compilation on 32 cores.
- Force wait on required texture compilations for MaterialBaking, ProxyMesh, Thumbnail generation for disk usage
- Wait on all textures compilation whenever a wait for all shaders compilation is requested for safety (i.e. screenshot)
- Compile UI and heightmap textures with higher priority to reduce visual artefacts
- Increase priority of texture that have been rendered to improve time-to-usefulness of the editor under low core count
- Async compilation is disabled for -game / non-editor mode as there is currently no support for async bulk data loading from external files
- Properly cancel async tasks when UTexture is garbage collected before the compilation is finished
- Show progress when explicitly waiting on compilation
- Changing the mip settings in the texture editor (or any settings requiring the running platform data to be recomputed) will now be processed asynchronously.
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asynctexturecompilation=[off, on, paused]
- Can pause texture compilation using Editor.AsyncTextureCompilation = 2 or -asynctexturecompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncTextureCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncTextureCompilationFlushAll
BENCHMARKS
- 3m15s to 1m20s when loading Apollo_Terrain with no textures in DDC (AMD TR 3970X)
- 6m45s to 1m11s when loading Apollo_Terrain with no textures in DDC (-corelimit=8)
- 3m10s to 1m54s when lauching PIE on Apollo_Terrain with no textures in DDC (AMD TR 3970X)
- 7m43s to 1m36s when lauching PIE on Apollo_Terrain with no textures in DDC (-corelimit=8)
- 0m57s to 0m42s when importing Attic_NVIDIA.usd with no textures in DDC (AMD TR 3970X)
- 2m14s to 0m35s when importing Attic_NVIDIA.usd with no textures in DDC (-corelimit=4)
TESTS
- Success on all material baking tests from EngineTests with -asynctexturecompilation=paused
- Runned with -corelimit=1 all the way to unlimited
- Cooking worked
- Opening the texture editor/material editor will force the compilation to finish like expected.
- Changing a setting in the texture editor will recompile async, even allowing to close the editor and continue doing other changes.
- Unpausing the compilation will update the texture thumbnails properly.
- Started with -asynctexturecompilation=paused, and then unpaused after a map loading, and then into a PIE session to stresstest UpdateResources.
- Tested both dx11/dx12
- Vulkan fails on Fortnite even with -asynctexturecompilation=off because of Landscape weigthmap, not this CL.
- Compiled and tested FortniteGame / UE4 / ShooterGame projects
#rb Uriel.Doyon, Francis.Hurteau
[CL 13694814 by danny couture in ue5-main branch]
Can be overriden per-platform, for a specifc texture or texture group.
Downscaling will keep texure size divisible by 4 so they can still be compressed
#rb chris.bunner
#ROBOMERGE-SOURCE: CL 12400453 via CL 12400465 via CL 12400467
#ROBOMERGE-BOT: (v671-12333473)
[CL 12402238 by dmitriy dyomin in Release-Engine-Staging branch]
This issue was happening after using LeaveExistingMips for the MipGenSettings and setting a maximun texture size.
Added a validation when getting that data from the ddc as it could be invalid.
#jira UE-85228
#rb JeanMichel.Dignard, Mihnea.Balta
#lockdown nick.penwarden
#ROBOMERGE-SOURCE: CL 10950746 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v632-10940481)
[CL 10950747 by julien stjean in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#rb trivial
#rnx
#ROBOMERGE-SOURCE: CL 10017753 via CL 10017763 via CL 10020182 via CL 10020254
#ROBOMERGE-BOT: (v562-10004402)
[CL 10020374 by rolando caloca in Main branch]
Runtime virtual texture uses streaming virtual texture to fill pages at distance
We recently moved to YCoCg encoding in the compressed base color texture to address visual quality issues
The runtime virtual texture used a per block scaling, but the offline generated streaming texture didn't
The offline texture looks much worse without the block scaling so that we see color artifacts in the distance before this change
[CODEREVIEW] Sebastien.Lussier
#ROBOMERGE-SOURCE: CL 9325494 via CL 9325668 via CL 9326152 via CL 9326166 via CL 9326179
#ROBOMERGE-BOT: (v455-9298202)
[CL 9326194 by jeremy moore in Main branch]
Fix SRGB of 16bit cubemap
Import the existing texture asset without Dialog box
New parameter to SuppressImportOverwriteDialog which can suppress the dialog box that, when importing over an existing texture, force to overwrite its settings.
#jira UE-78899
PR #6123: Texture changes for NVIDIA USD plugin.
#rb jeanmichel.dignard
#lockdown nick.penwarden
#ROBOMERGE-SOURCE: CL 8127249 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v401-8057353)
[CL 8127258 by simon tourangeau in Main branch]