Commit Graph

32 Commits

Author SHA1 Message Date
tiago costa
abca6b5a6c Resubmit CL26160360, 26146080, 26137852, 26126752
Only leaving CL 26157603 reverted since accessing GenerateSource in FDistanceFieldVolumeData::CacheDerivedData is not safe due to async mesh compilation.

#prelight 64948190a26e02126bc0a64f
#rb Krzysztof.Narkowicz

[CL 26206875 by tiago costa in ue5-main branch]
2023-06-23 04:28:57 -04:00
bob tellez
4c7e2e1b32 [Backout] - CL26160360, 26157603, 26146080, 26137852, 26126752
[FYI] tiago.costa
Original CL Desc
-----------------------------------------------------------------
Use FSignedDistanceFieldBuildSectionData when generating distance fields for Nanite meshes.

Context:
- Nanite meshes distance fields are generated using the original mesh data instead of the coarse representation generated by Nanite, however that code path was not checking section data such as blend mode, two sided, etc.

Fix:
- Modified FStaticMeshBuilder::BuildMeshVertexPositions(...) to also output a FStaticMeshSectionArray.
- Updated MeshRepresentation::SetupEmbreeScene(...) to check section flags when using SourceMeshData.IsValid() code path.

#prelight
#rb Krzysztof.Narkowicz

[CL 26174853 by bob tellez in ue5-main branch]
2023-06-22 00:25:01 -04:00
tiago costa
2b73cf0aa3 Use FSignedDistanceFieldBuildSectionData when generating distance fields for Nanite meshes.
Context:
- Nanite meshes distance fields are generated using the original mesh data instead of the coarse representation generated by Nanite, however that code path was not checking section data such as blend mode, two sided, etc.

Fix:
- Modified FStaticMeshBuilder::BuildMeshVertexPositions(...) to also output a FStaticMeshSectionArray.
- Updated MeshRepresentation::SetupEmbreeScene(...) to check section flags when using SourceMeshData.IsValid() code path.

#prelight
#rb Krzysztof.Narkowicz

[CL 26160411 by tiago costa in ue5-main branch]
2023-06-21 16:17:07 -04:00
graham wihlidal
60b68c4c39 Another non-unity fix
#preflight skip

[CL 24602830 by graham wihlidal in ue5-main branch]
2023-03-10 22:23:27 -05:00
graham wihlidal
f92a4f5137 Fully de-interleaved attribute data during static mesh, Nanite, and geometry collection builds to save ~50% (on average) CPU memory across the board during SM builds.
#rb brian.karis
[FYI] yuriy.odonnell, danny.couture, rune.stubbe, ola.olsson
#preflight 640bb519af3fc35292eff3e6

[CL 24602822 by graham wihlidal in ue5-main branch]
2023-03-10 22:22:45 -05:00
graham wihlidal
1aec7d15e9 Significant DDC memory and perfomance optimizations to Nanite landscape mesh builds (and some general optimizations to all Nanite mesh builds). In some content cooks with extremely dense Nanite landscape mesh where the process memory well exceeded ~22gb, this brings it down to ~13gb, along with faster processing times.
Highlights:

 * Only allocate and use a wedge map for non-Nanite LODs, or if the mesh is sub 300kindices and it will be cache optimized
 * Only allocate and use a remap if there are no overlapping corners
 * When the Nanite landscape mesh is created, we now ensure the mesh description is fully compacted, computed, and optimized prior to committing it, along with making sure there are no overlapping corners.
 * Since Nanite landscape is checked to ensure no overlapping corners before the build, we can also now skip computing the overlapping corners, which was an intense number of tiny allocations.
 * When Nanite landscape is being built as a static mesh, we now avoid super expensive temporary copies of the mesh description, knowing that no actual mutation will occur.
 * The original code (after building) would release the memory from the mesh description copy, but it would not release the original immutable cached copy from memory (now that is released too)
 * Fixed NaniteLODIndex incorrectly creating a mesh description at a LOD other than the expected 0
 * Removed a full loop over all vertex positions by calculating the bounding box while we're building the vertex buffer (and already processing every vertex)
 * Added a NeedsCompact() helper to MeshDescription to avoid expensive and unnecessary Compact() calls that do lots of reallocs/copies even if the mesh description is already contiguous\packed in memory.
 * Skip building distance field and mesh card representations for the Nanite landscape mesh, which also avoids more cached mesh description deserialization and copies into memory.

Note: In the near future the APIs around this wil be cleaned up further.

#rb richard.talbotwatkin, yuriy.odonnell
[FYI] zousar.shaker, brian.karis, rune.stubbe, juan.canada, danny.couture
#preflight 640b7390482188d710464d39

[CL 24601442 by graham wihlidal in ue5-main branch]
2023-03-10 20:03:17 -05:00
rune stubbe
7b990d37d4 Nanite tangent fixes
-Nanite-specific settings for tangent and degenerates are no longer also applied to the non-nanite mesh LODs on the same mesh.
-100% fallback meshes now have identical tangents to input mesh. Don't skip the tangent generation in StaticMeshBuilder for these meshes and don't recalculate tangents in Nanite builder.

#preflight 632b04c0b40000c8f0c29adb

#rb brian.karis
[FYI] jamie.hayes, graham.wihlidal
#lockdown marc.audy

[CL 22201439 by rune stubbe in ue5-main branch]
2022-09-27 02:14:48 -04:00
rune stubbe
bd86bf40d8 Fix for potential DDC corruption issue where meshes with NaniteEnabled set generate incorrect normals/tangets in projects that have Nanite disabled.
Tangent generation now also respects the Nanite project setting, not just the per-mesh setting.
#lockdown marc.audy

[CL 21862271 by rune stubbe in ue5-main branch]
2022-09-07 17:01:12 -04:00
bryan sefcik
de1956f47b Ran IWYU on Public headers under Engine/Source/Developer/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598

#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21182053 by bryan sefcik in ue5-main branch]
2022-07-20 12:03:45 -04:00
Josie Yang
ac15a1d5e3 Cloth asset - Add synchronous DDC render data support and serialization of sk mesh model
#jira UE-157842
#rb kriss.gossart
#preflight 62bb296c1813601bbecfb59b

[CL 20934821 by Josie Yang in ue5-main branch]
2022-07-04 10:32:08 -04:00
graham wihlidal
7e92ab173a Remove Nanite static mesh memory from incompatible platforms
#rb devin.doucette
[FYI] brian.karis, rune.stubbe, zousar.shaker
#preflight 62bbdeabd8366789fdc55c95

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 20878146 via CL 20878158 via CL 20878172
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20880187 by graham wihlidal in ue5-main branch]
2022-06-29 15:11:23 -04:00
Jurre deBaare
02eeb71848 StaticMeshBuilder.h - NoPCH build fix
#fyi graham.wihlidal
#preflight 628653b72b53e2be4cace407

[CL 20280607 by Jurre deBaare in ue5-main branch]
2022-05-19 10:52:06 -04:00
graham wihlidal
7f322b7db8 Implemented DDC resource build for NaniteDisplacedMesh, including a stubbed out DisplaceNaniteMesh function that is just passthrough for now. Included exposing some of the static mesh and mesh description utilities to this plugin, and various other refactors.
#rb brian.karis, devin.doucette
[FYI] rune.stubbe, julien.stjean, richard.talbotwatkin
#preflight 62857333614041edb7af27a5

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 20276443 via CL 20276454 via CL 20276457
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20277150 by graham wihlidal in ue5-main branch]
2022-05-19 03:57:40 -04:00
tiago costa
c5cbdd1d2c Build Mesh DDC key based on whether mesh is static or skeletal.
#rb luke.thatcher
#preflight 61f1408e7266f4e79bced734

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18734509 in //UE5/Release-5.0/... via CL 18734519 via CL 18734590
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18734602 by tiago costa in ue5-main branch]
2022-01-26 08:33:22 -05:00
kenzo terelst
00c5e43c69 Add support for Nanite coarse mesh streaming (vertex data + BLAS):
- Cook side extra low lod coarse mesh will be created at 1/8th of the original coarse mesh if mesh streaming or editor data is available for the platform
- Nanite static meshes with streamable LODs are registered to a Nanite::CoarseMeshStreamingManager which will handle the stream in/out requests for these assets in fixed memory budget (memory budget is part of the total mesh streaming budget)
- Nanite proxy needs to handle different raytracing proxy LOD indices now for dynamic and cached indices
- What to stream is driven by what's used in the TLAS build - each deferred render pass all used streamable meshes are collected and forwarded to the CoarseMeshStreamingManager
- CoarseMeshStreamingManager is updated after all views are rendered and will make stream in/out requests depending on the TLAS usage
- When LODs of UStaticMeshes renderdata is loaded or unloaded then a rebuild of the cached render data is requested to make sure the correct LOD & RT BLAS is used (to do this the UStaticMeshComponent are registered to the UStaticMesh so a request for rebuild can be made for all the proxies on the scene)

#preflight 612659e872e9eb00010a27d9


#ROBOMERGE-SOURCE: CL 17314263
#ROBOMERGE-BOT: (v861-17282326)

[CL 17315687 by kenzo terelst in ue5-main branch]
2021-08-26 07:30:04 -04:00
Ben Ingram
b569c9be59 Fix usage of embree with LWC for mesh distance fields and cards
#jira UE-117476
#rb Krzysztof.Narkowicz

[CL 16624221 by Ben Ingram in ue5-main branch]
2021-06-10 11:46:03 -04:00
Luke Thatcher
f1abe08582 Make IMeshBuilderModule functions pure virtual and fix missing implementation on some platforms that was causing broken skeletal meshes in cooked builds.
#jira MH-3898
#rb Yuriy.Odonnell
#lockdown cristina.riveron

#ROBOMERGE-OWNER: Luke.Thatcher
#ROBOMERGE-AUTHOR: luke.thatcher
#ROBOMERGE-SOURCE: CL 16355587 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v804-16311228)
#ROBOMERGE-CONFLICT from-shelf

[CL 16356141 by Luke Thatcher in ue5-main branch]
2021-05-17 14:30:51 -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
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Krzysztof Narkowicz
4229937db8 Removed FMeshBuilder::Build(UStaticMesh* StaticMesh, TArray<FStaticMeshBuildVertex>& Verts, TArray<uint32>& Indexes, TArray<FStaticMeshSection>& Sections, uint32& NumTexCoords, bool& bHasColors). It's somewhat danegous as it leaks mesh descriptors and isn't used anymore.
#rb Brian.Karis

[CL 14602726 by Krzysztof Narkowicz in ue5-main branch]
2020-10-28 15:52:00 -04:00
Krzysztof Narkowicz
3da3a205fb Added FMeshBuilder::BuildMeshVertexPositions. It replaces FMeshBuilder::BuildMesh(bool bBuildOnlyPosition = true) and does the minimal work which is required to extract vertex positions from a mesh descriptor.
This is later used to build static mesh derived data in cases where Nanite coarse mesh representation replaces original static mesh data and we can't depend on it. In extreme cases it lowers main thread derived data build time from ~7.5s to ~0.1s.

#rb Richard.TalbotWatkin

[CL 14578414 by Krzysztof Narkowicz in ue5-main branch]
2020-10-26 13:09:34 -04:00
Krzysztof Narkowicz
5581ebef92 Generate mesh distance fields and Lumen card representation for Nanite meshes directly from the source mesh data. Nanite replaces static mesh data with a coarse mesh representation, which sometimes has holes in it or is not accurate enough. Building from the source data works around that issue and gets up the highest possible SDF/card quality. Unfortunately it also regresses static mesh import times by ~3-5% until we don't get async static mesh builds.
Mesh build numbers for Nanite meshes:
1701216 tris:
Static mesh build: 11.2s
Static mesh build for the SDF async task (added in this CL): 2.3s
Async SDF build: 0.7s
Async card rep build: 0.15s

5524435 tris:
Static mesh build: 36.4s
Static mesh build for the SDF async task: 6.2s
Async SDF build: 1.2s
Async card rep build: 0.5s

1146238 tris
Static mesh build: 10.5s
Static mesh build for the SDF async task: 1.5s
Async SDF build: 0.6s
Async card rep build: 0.1s

#rb Daniel.Wright

[CL 14372405 by Krzysztof Narkowicz in ue5-main branch]
2020-09-22 23:04:05 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
Juan Canada
2ecf4f9708 Merging //UE4/Dev-Main@10877709 to Dev-RenderPlat-Staging(//UE4/Dev-Rendering)
#rnx
#rb none

[CL 10895568 by Juan Canada in Dev-RenderPlat-Staging branch]
2020-01-07 13:45:01 -05:00