// Copyright Epic Games, Inc. All Rights Reserved. #include "GeometryCollection/GeometryCollectionISMPoolComponent.h" #include "Components/HierarchicalInstancedStaticMeshComponent.h" #include "Engine/CollisionProfile.h" #include "Engine/StaticMesh.h" #include "GeometryCollection/GeometryCollectionComponent.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionISMPoolComponent) // Using a FreeList forces the calling of UnregisterComponent which can be // slow if called many times in a frame. Disable for now, but can maybe enable // if we defer and throttle UnregisterComponent calls. static bool GUseComponentFreeList = false; FAutoConsoleVariableRef CVarISMPoolUseComponentFreeList( TEXT("r.ISMPool.UseComponentFreeList"), GUseComponentFreeList, TEXT("Recycle ISM components in the Pool.")); FGeometryCollectionMeshGroup::FMeshId FGeometryCollectionMeshGroup::AddMesh(const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, const FGeometryCollectionMeshInfo& ISMInstanceInfo) { FMeshId* MeshIndex = Meshes.Find(MeshInstance); if (MeshIndex) { return *MeshIndex; } const FMeshId MeshInfoIndex = MeshInfos.Emplace(ISMInstanceInfo); Meshes.Add(MeshInstance, MeshInfoIndex); return MeshInfoIndex; } bool FGeometryCollectionMeshGroup::BatchUpdateInstancesTransforms(FGeometryCollectionISMPool& ISMPool, FMeshId MeshId, int32 StartInstanceIndex, const TArray& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { return BatchUpdateInstancesTransforms(ISMPool, MeshId, StartInstanceIndex, MakeArrayView(NewInstancesTransforms), bWorldSpace, bMarkRenderStateDirty, bTeleport); } bool FGeometryCollectionMeshGroup::BatchUpdateInstancesTransforms(FGeometryCollectionISMPool& ISMPool, FMeshId MeshId, int32 StartInstanceIndex, TArrayView NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { if (MeshInfos.IsValidIndex(MeshId)) { return ISMPool.BatchUpdateInstancesTransforms(MeshInfos[MeshId], StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport); } UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid mesh Id (%d) for this mesh group"), MeshId); return false; } void FGeometryCollectionMeshGroup::RemoveAllMeshes(FGeometryCollectionISMPool& ISMPool) { for (const FGeometryCollectionMeshInfo& MeshInfo: MeshInfos) { ISMPool.RemoveISM(MeshInfo); } MeshInfos.Empty(); Meshes.Empty(); } FGeometryCollectionISM::FGeometryCollectionISM(AActor* InOwningActor, const FGeometryCollectionStaticMeshInstance& InMeshInstance) { MeshInstance = InMeshInstance; check(MeshInstance.StaticMesh); check(InOwningActor); UHierarchicalInstancedStaticMeshComponent* HISMC = nullptr; UInstancedStaticMeshComponent* ISMC = nullptr; if (MeshInstance.Desc.bUseHISM) { const FName ISMName = MakeUniqueObjectName(InOwningActor, UHierarchicalInstancedStaticMeshComponent::StaticClass(), MeshInstance.StaticMesh->GetFName()); ISMC = HISMC = NewObject(InOwningActor, ISMName, RF_Transient | RF_DuplicateTransient); } else { const FName ISMName = MakeUniqueObjectName(InOwningActor, UInstancedStaticMeshComponent::StaticClass(), MeshInstance.StaticMesh->GetFName()); ISMC = NewObject(InOwningActor, ISMName, RF_Transient | RF_DuplicateTransient); } if (!ensure(ISMC != nullptr)) { return; } ISMC->SetStaticMesh(MeshInstance.StaticMesh); for (int32 MaterialIndex = 0; MaterialIndex < MeshInstance.MaterialsOverrides.Num(); MaterialIndex++) { ISMC->SetMaterial(MaterialIndex, MeshInstance.MaterialsOverrides[MaterialIndex]); } for (int32 DataIndex = 0; DataIndex < MeshInstance.CustomPrimitiveData.Num(); DataIndex++) { ISMC->SetDefaultCustomPrimitiveDataFloat(DataIndex, MeshInstance.CustomPrimitiveData[DataIndex]); } ISMC->SetRemoveSwap(); ISMC->NumCustomDataFloats = MeshInstance.Desc.NumCustomDataFloats; ISMC->SetReverseCulling(MeshInstance.Desc.bReverseCulling); ISMC->SetMobility(MeshInstance.Desc.bIsStaticMobility ? EComponentMobility::Static : EComponentMobility::Stationary); ISMC->SetCullDistances(MeshInstance.Desc.StartCullDistance, MeshInstance.Desc.EndCullDistance); ISMC->SetCastShadow(MeshInstance.Desc.bAffectShadow); ISMC->bAffectDynamicIndirectLighting = MeshInstance.Desc.bAffectDynamicIndirectLighting; ISMC->bAffectDistanceFieldLighting = MeshInstance.Desc.bAffectDistanceFieldLighting; ISMC->SetCanEverAffectNavigation(false); ISMC->SetCollisionEnabled(ECollisionEnabled::NoCollision); ISMC->bOverrideMinLOD = MeshInstance.Desc.MinLod > 0; ISMC->MinLOD = MeshInstance.Desc.MinLod; ISMC->ComponentTags.Append(MeshInstance.Desc.Tags); if (HISMC) { HISMC->SetLODDistanceScale(MeshInstance.Desc.LodScale); } InOwningActor->AddInstanceComponent(ISMC); ISMC->RegisterComponent(); ISMC->SetVisibility(false); ISMComponent = ISMC; } FInstanceGroups::FInstanceGroupId FGeometryCollectionISM::AddInstanceGroup(int32 InstanceCount, TArrayView CustomDataFloats) { // When adding new group it will always have a single range const FInstanceGroups::FInstanceGroupId InstanceGroupIndex = InstanceGroups.AddGroup(InstanceCount); const FInstanceGroups::FInstanceGroupRange& NewInstanceGroup = InstanceGroups.GroupRanges[InstanceGroupIndex]; FTransform ZeroScaleTransform; ZeroScaleTransform.SetIdentityZeroScale(); TArray ZeroScaleTransforms; ZeroScaleTransforms.Init(ZeroScaleTransform, InstanceCount); ISMComponent->SetVisibility(true); ISMComponent->PreAllocateInstancesMemory(InstanceCount); TArray RenderInstances = ISMComponent->AddInstances(ZeroScaleTransforms, true, true); // Ensure that remapping arrays are big enough to hold any new items. InstanceIndexToRenderIndex.SetNum(InstanceGroups.GetMaxInstanceIndex(), false); RenderIndexToInstanceIndex.SetNum(ISMComponent->PerInstanceSMData.Num(), false); // Store mapping between our fixed instance index and the mutable ISM render index. // todo: Improve ISM API so that we don't need to pay the memory overhead here to manage this. for (int32 InstanceIndex = 0; InstanceIndex < InstanceCount; ++InstanceIndex) { InstanceIndexToRenderIndex[NewInstanceGroup.Start + InstanceIndex] = RenderInstances[InstanceIndex]; RenderIndexToInstanceIndex[RenderInstances[InstanceIndex]] = NewInstanceGroup.Start + InstanceIndex; } // Set any custom data. if (CustomDataFloats.Num()) { const int32 NumCustomDataFloats = ISMComponent->NumCustomDataFloats; if (ensure(NumCustomDataFloats * InstanceCount == CustomDataFloats.Num())) { for (int32 InstanceIndex = 0; InstanceIndex < InstanceCount; ++InstanceIndex) { ISMComponent->SetCustomData(RenderInstances[InstanceIndex], CustomDataFloats.Slice(InstanceIndex * NumCustomDataFloats, NumCustomDataFloats)); } } } return InstanceGroupIndex; } FGeometryCollectionISMPool::FISMIndex FGeometryCollectionISMPool::AddISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance) { FISMIndex* ISMIndexPtr = MeshToISMIndex.Find(MeshInstance); if (ISMIndexPtr != nullptr) { return *ISMIndexPtr; } FISMIndex ISMIndex = INDEX_NONE; if (FreeList.Num()) { // Take an ISM from the current FreeList instead of allocating a new slot. ISMIndex = FreeList.Last(); FreeList.RemoveAt(FreeList.Num() - 1); ISMs[ISMIndex] = FGeometryCollectionISM(OwningComponent->GetOwner(), MeshInstance); } else { ISMIndex = ISMs.Emplace(OwningComponent->GetOwner(), MeshInstance); } MeshToISMIndex.Add(MeshInstance, ISMIndex); return ISMIndex; } FGeometryCollectionMeshInfo FGeometryCollectionISMPool::AddISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView CustomDataFloats) { FGeometryCollectionMeshInfo Info; Info.ISMIndex = AddISM(OwningComponent, MeshInstance); Info.InstanceGroupIndex = ISMs[Info.ISMIndex].AddInstanceGroup(InstanceCount, CustomDataFloats); return Info; } bool FGeometryCollectionISMPool::BatchUpdateInstancesTransforms(FGeometryCollectionMeshInfo& MeshInfo, int32 StartInstanceIndex, const TArray& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { return BatchUpdateInstancesTransforms(MeshInfo, StartInstanceIndex, MakeArrayView(NewInstancesTransforms), bWorldSpace, bMarkRenderStateDirty, bTeleport); } bool FGeometryCollectionISMPool::BatchUpdateInstancesTransforms(FGeometryCollectionMeshInfo& MeshInfo, int32 StartInstanceIndex, TArrayView NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { constexpr bool bUseArrayView = true; if (ISMs.IsValidIndex(MeshInfo.ISMIndex)) { FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex]; const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GroupRanges[MeshInfo.InstanceGroupIndex]; ensure((StartInstanceIndex + NewInstancesTransforms.Num()) <= InstanceGroup.Count); // If ISM component has identity transform (the common case) then we can skip world space to component space maths inside BatchUpdateInstancesTransforms() bWorldSpace &= !ISM.ISMComponent->GetComponentTransform().Equals(FTransform::Identity, 0.f); int32 StartIndex = ISM.InstanceIndexToRenderIndex[InstanceGroup.Start]; int32 TransformIndex = 0; int32 BatchCount = 1; if constexpr (bUseArrayView) { for (int InstanceIndex = StartInstanceIndex + 1; InstanceIndex < NewInstancesTransforms.Num(); ++InstanceIndex) { // Flush batch for non-sequential instances. int32 RenderIndex = ISM.InstanceIndexToRenderIndex[InstanceGroup.Start + InstanceIndex]; if (RenderIndex != (StartIndex + BatchCount)) { TArrayView BatchedTransformsView = MakeArrayView(NewInstancesTransforms.GetData() + TransformIndex, BatchCount); ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchedTransformsView, bWorldSpace, bMarkRenderStateDirty, bTeleport); StartIndex = RenderIndex; TransformIndex += BatchCount; BatchCount = 0; } BatchCount++; } // last one TArrayView BatchedTransformsView = MakeArrayView(NewInstancesTransforms.GetData() + TransformIndex, BatchCount); return ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchedTransformsView, bWorldSpace, bMarkRenderStateDirty, bTeleport); } else { TArray BatchTransforms; // Can't use TArrayView because blueprint function doesn't support that BatchTransforms.Reserve(NewInstancesTransforms.Num()); BatchTransforms.Add(NewInstancesTransforms[TransformIndex++]); for (int InstanceIndex = StartInstanceIndex + 1; InstanceIndex < NewInstancesTransforms.Num(); ++InstanceIndex) { // Flush batch for non-sequential instances. int32 RenderIndex = ISM.InstanceIndexToRenderIndex[InstanceGroup.Start + InstanceIndex]; if (RenderIndex != (StartIndex + BatchCount)) { ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport); StartIndex = RenderIndex; BatchTransforms.SetNum(0, false); BatchCount = 0; } BatchTransforms.Add(NewInstancesTransforms[TransformIndex++]); BatchCount++; } return ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport); } } UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid ISM Id (%d) when updating the transform "), MeshInfo.ISMIndex); return false; } void FGeometryCollectionISMPool::RemoveISM(const FGeometryCollectionMeshInfo& MeshInfo) { if (ISMs.IsValidIndex(MeshInfo.ISMIndex)) { FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex]; const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GroupRanges[MeshInfo.InstanceGroupIndex]; TArray InstancesToRemove; InstancesToRemove.SetNum(InstanceGroup.Count); for (int32 InstanceIndex = 0; InstanceIndex < InstanceGroup.Count; ++InstanceIndex) { // We need render index to pass to the ISMComponent. InstancesToRemove[InstanceIndex] = ISM.InstanceIndexToRenderIndex[InstanceGroup.Start + InstanceIndex]; // Clear the stored render index since we're about to remove it. ISM.InstanceIndexToRenderIndex[InstanceGroup.Start + InstanceIndex] = -1; } // we sort the array on the spot because we use it after calling RemoveInstances to fix up our own indices InstancesToRemove.Sort(TGreater()); constexpr bool bArrayAlreadySorted = true; ISM.ISMComponent->RemoveInstances(InstancesToRemove, bArrayAlreadySorted); // Fix up instance index remapping to match what will have happened in our ISM component in RemoveInstances() check(ISM.ISMComponent->SupportsRemoveSwap()); for (int32 RenderIndex : InstancesToRemove) { ISM.RenderIndexToInstanceIndex.RemoveAtSwap(RenderIndex, 1, false); if (RenderIndex < ISM.RenderIndexToInstanceIndex.Num()) { const int32 MovedInstanceIndex = ISM.RenderIndexToInstanceIndex[RenderIndex]; ISM.InstanceIndexToRenderIndex[MovedInstanceIndex] = RenderIndex; } } ISM.InstanceGroups.RemoveGroup(MeshInfo.InstanceGroupIndex); if (ISM.InstanceGroups.IsEmpty()) { // No live instances, so take opportunity to reset indexing. ISM.InstanceGroups.Reset(); ISM.InstanceIndexToRenderIndex.Reset(); ISM.RenderIndexToInstanceIndex.Reset(); ISM.ISMComponent->SetVisibility(false); } if (GUseComponentFreeList && ISM.ISMComponent->PerInstanceSMData.Num() == 0) { // Remove component and push this ISM slot to the free list. // todo: profile if it is better to push component into a free pool and recycle it. ISM.ISMComponent->GetOwner()->RemoveInstanceComponent(ISM.ISMComponent); ISM.ISMComponent->UnregisterComponent(); ISM.ISMComponent->DestroyComponent(); MeshToISMIndex.Remove(ISM.MeshInstance); FreeList.Add(MeshInfo.ISMIndex); ISM.ISMComponent = nullptr; } } } void FGeometryCollectionISMPool::Clear() { MeshToISMIndex.Reset(); FreeList.Reset(); if (ISMs.Num() > 0) { if (AActor* OwningActor = ISMs[0].ISMComponent->GetOwner()) { for(FGeometryCollectionISM& ISM : ISMs) { ISM.ISMComponent->UnregisterComponent(); ISM.ISMComponent->DestroyComponent(); OwningActor->RemoveInstanceComponent(ISM.ISMComponent); } } ISMs.Reset(); } } UGeometryCollectionISMPoolComponent::UGeometryCollectionISMPoolComponent(const FObjectInitializer& ObjectInitializer) : NextMeshGroupId(0) { } UGeometryCollectionISMPoolComponent::FMeshGroupId UGeometryCollectionISMPoolComponent::CreateMeshGroup() { MeshGroups.Add(NextMeshGroupId); return NextMeshGroupId++; } void UGeometryCollectionISMPoolComponent::DestroyMeshGroup(FMeshGroupId MeshGroupId) { if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId)) { MeshGroup->RemoveAllMeshes(Pool); MeshGroups.Remove(MeshGroupId); } } UGeometryCollectionISMPoolComponent::FMeshId UGeometryCollectionISMPoolComponent::AddMeshToGroup(FMeshGroupId MeshGroupId, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView CustomDataFloats) { if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId)) { const FGeometryCollectionMeshInfo ISMInstanceInfo = Pool.AddISM(this, MeshInstance, InstanceCount, CustomDataFloats); return MeshGroup->AddMesh(MeshInstance, InstanceCount, ISMInstanceInfo); } UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to add a mesh to a mesh group (%d) that does not exists"), MeshGroupId); return INDEX_NONE; } bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, const TArray& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { return BatchUpdateInstancesTransforms(MeshGroupId, MeshId, StartInstanceIndex, MakeArrayView(NewInstancesTransforms), bWorldSpace, bMarkRenderStateDirty, bTeleport); } bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, TArrayView NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport) { if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId)) { return MeshGroup->BatchUpdateInstancesTransforms(Pool, MeshId, StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport); } UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to update instance with mesh group (%d) that not exists"), MeshGroupId); return false; } void UGeometryCollectionISMPoolComponent::PreallocateMeshInstance(const FGeometryCollectionStaticMeshInstance& MeshInstance) { // If we are recycling components with a free list then we don't expect to have zero instance components. // So don't do preallocation of components either in that case. if (!GUseComponentFreeList) { Pool.AddISM(this, MeshInstance); } } void UGeometryCollectionISMPoolComponent::GetResourceSizeEx(FResourceSizeEx& CumulativeResourceSize) { Super::GetResourceSizeEx(CumulativeResourceSize); int32 SizeBytes = MeshGroups.GetAllocatedSize() + Pool.MeshToISMIndex.GetAllocatedSize() + Pool.ISMs.GetAllocatedSize() + Pool.FreeList.GetAllocatedSize(); for (FGeometryCollectionISM ISM : Pool.ISMs) { SizeBytes += ISM.InstanceIndexToRenderIndex.GetAllocatedSize() + ISM.RenderIndexToInstanceIndex.GetAllocatedSize() + ISM.InstanceGroups.GroupRanges.GetAllocatedSize() + ISM.InstanceGroups.FreeList.GetAllocatedSize(); } CumulativeResourceSize.AddDedicatedSystemMemoryBytes(SizeBytes); }