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]
This has a single use case: We build streaming virtual textures from runtime virtual textures and we want to ensure the format doesn't change just because the alpha channel is all 1.
#jira none
#rb danny.couture
[CL 15275121 by Jeremy Moore in ue5-main branch]
- This dramatically improves editor framerate under high load
Cleanup all the hacks that are not needed anymore
#rb Andriy.Tylychko
[CL 14676999 by danny couture in ue5-main branch]
Enabled back checks on power of 2 textures when generating mips.
#rb josh.adams
#jyi rolando.caloca
#jira UE-101452
[CL 14550682 by Uriel Doyon in ue5-main branch]
- Load the proper delay-loaded dll depending on instruction support of the current platform.
- Replaced reciprocal approximation with proper division.
- This improves performance as the division is faster than a reciprocal with refinement on recent CPUs.
- This improves quality as the division provides higher precision.
- It fixes a nasty non-determinism in the DDC because reciprocal yield different results on different CPUs.
- Configured so that AVX2 and SSE2 results are exactly the same (see config.h).
- More details can be found in config.h
- 80.773s -> 47.547s for single-threaded 8k texture compression
- 18m34s -> 14m50s for recompressing all textures of Reverb P_World during level loading.
#rb Francis.Hurteau, Geoff.Evans
[CL 14362917 by danny couture in ue5-main branch]
- 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]
- An additional bit in the FTexturePlatformData next to the Cubemap bit is used to indicate whether the structure contains non-default OptData. Contents of the OptData field is only serialized when that bit is set.
- Platforms which do no make use of OptData will automatically not have that data in their cooked byte stream, as the values will remain default. Platform that do set those values will have the data included and the bit set.
#rb Paul.Chipchase
#jira UE-84435
#lockdown nick.penwarden
#ROBOMERGE-OWNER: jeanmichel.dignard
#ROBOMERGE-AUTHOR: luke.thatcher
#ROBOMERGE-SOURCE: CL 10334591 in //UE4/Release-4.24/... via CL 10334594
#ROBOMERGE-BOT: TOOLS (Main -> Dev-Tools-Staging) (v594-10333955)
[CL 10410198 by luke thatcher in Dev-Tools-Staging branch]
- An additional bit in the FTexturePlatformData next to the Cubemap bit is used to indicate whether the structure contains non-default OptData. Contents of the OptData field is only serialized when that bit is set.
- Platforms which do no make use of OptData will automatically not have that data in their cooked byte stream, as the values will remain default. Platform that do set those values will have the data included and the bit set.
#rb Paul.Chipchase
#jira UE-84435
#lockdown nick.penwarden
#ROBOMERGE-SOURCE: CL 10334591 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v594-10333955)
[CL 10334594 by luke thatcher 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]
Platforms that do need the additional members should override FPlatformProperties::RequiresOptTextureData() to return true.
#rb Rolando.Caloca, Uriel.Doyon
#jira none
#ROBOMERGE-SOURCE: CL 9835488 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v546-9757112)
[CL 9835503 by luke thatcher in Main branch]