// Copyright Epic Games, Inc. All Rights Reserved. #include "RuntimeVirtualTextureProducer.h" #include "RendererInterface.h" #include "ScenePrivate.h" #include "VT/RuntimeVirtualTextureRender.h" #include "VT/RuntimeVirtualTextureSceneProxy.h" FRuntimeVirtualTextureFinalizer::FRuntimeVirtualTextureFinalizer( FVTProducerDescription const& InDesc, uint32 InProducerId, ERuntimeVirtualTextureMaterialType InMaterialType, bool InClearTextures, FSceneInterface* InScene, FTransform const& InUVToWorld, FBox const& InWorldBounds) : Desc(InDesc) , ProducerId(InProducerId) , RuntimeVirtualTextureMask(0) , MaterialType(InMaterialType) , bClearTextures(InClearTextures) , Scene(InScene) , UVToWorld(InUVToWorld) , WorldBounds(InWorldBounds) { } bool FRuntimeVirtualTextureFinalizer::IsReady() { return RuntimeVirtualTexture::IsSceneReadyToRender(Scene); } void FRuntimeVirtualTextureFinalizer::InitProducer(const FVirtualTextureProducerHandle& ProducerHandle) { if (RuntimeVirtualTextureMask == 0) { FScene* RenderScene = Scene->GetRenderScene(); // Initialize the RuntimeVirtualTextureMask by matching this producer with those registered in the scene's runtime virtual textures. // We only need to do this once. If the associated scene proxy is removed this finalizer will also be destroyed. const uint32 VirtualTextureSceneIndex = RenderScene->GetRuntimeVirtualTextureSceneIndex(ProducerId); RuntimeVirtualTextureMask = 1 << VirtualTextureSceneIndex; //todo[vt]: // Add a slow render path inside RenderPage() when this check fails. // It will need to iterate the virtual textures on each primitive instead of using the RuntimeVirtualTextureMask. // Currently nothing will render for this finalizer when the check fails. checkSlow(VirtualTextureSceneIndex < FPrimitiveVirtualTextureFlags::RuntimeVirtualTexture_BitCount); } } void FRuntimeVirtualTextureFinalizer::AddTile(FTileEntry& Tile) { Tiles.Add(Tile); } void FRuntimeVirtualTextureFinalizer::Finalize(FRDGBuilder& GraphBuilder) { RDG_EVENT_SCOPE(GraphBuilder, "RuntimeVirtualTextureFinalize"); RDG_GPU_MASK_SCOPE(GraphBuilder, FRHIGPUMask::All()); RuntimeVirtualTexture::FRenderPageBatchDesc RenderPageBatchDesc; RenderPageBatchDesc.Scene = Scene->GetRenderScene(); RenderPageBatchDesc.RuntimeVirtualTextureMask = RuntimeVirtualTextureMask; RenderPageBatchDesc.UVToWorld = UVToWorld; RenderPageBatchDesc.WorldBounds = WorldBounds; RenderPageBatchDesc.MaterialType = MaterialType; RenderPageBatchDesc.MaxLevel = Desc.MaxLevel; RenderPageBatchDesc.bClearTextures = bClearTextures; RenderPageBatchDesc.bIsThumbnails = false; RenderPageBatchDesc.DebugType = ERuntimeVirtualTextureDebugType::None; for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex) { RenderPageBatchDesc.Targets[LayerIndex].Texture = Tiles[0].Targets[LayerIndex].TextureRHI != nullptr ? Tiles[0].Targets[LayerIndex].TextureRHI->GetTexture2D() : nullptr; RenderPageBatchDesc.Targets[LayerIndex].PooledRenderTarget = Tiles[0].Targets[LayerIndex].PooledRenderTarget; } int32 BatchSize = 0; for (auto Entry : Tiles) { RuntimeVirtualTexture::FRenderPageDesc& RenderPageDesc = RenderPageBatchDesc.PageDescs[BatchSize]; const float X = (float)FMath::ReverseMortonCode2_64(Entry.vAddress); const float Y = (float)FMath::ReverseMortonCode2_64(Entry.vAddress >> 1); const float DivisorX = (float)Desc.BlockWidthInTiles / (float)(1 << Entry.vLevel); const float DivisorY = (float)Desc.BlockHeightInTiles / (float)(1 << Entry.vLevel); const FVector2D UV(X / DivisorX, Y / DivisorY); const FVector2D UVSize(1.f / DivisorX, 1.f / DivisorY); const FVector2D UVBorder = UVSize * ((float)Desc.TileBorderSize / (float)Desc.TileSize); const FBox2D UVRange(UV - UVBorder, UV + UVSize + UVBorder); RenderPageDesc.vLevel = Entry.vLevel; RenderPageDesc.UVRange = UVRange; const int32 TileSize = Desc.TileSize + 2 * Desc.TileBorderSize; for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex) { const FVector2D DestinationBoxStart0(Entry.Targets[LayerIndex].pPageLocation.X * TileSize, Entry.Targets[LayerIndex].pPageLocation.Y * TileSize); RenderPageDesc.DestBox[LayerIndex] = FBox2D(DestinationBoxStart0, DestinationBoxStart0 + FVector2D(TileSize, TileSize)); } bool bBreakBatchForTextures = false; for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex) { // This should never happen which is why we don't bother sorting to maximize batch size bBreakBatchForTextures |= (RenderPageBatchDesc.Targets[LayerIndex].Texture != Entry.Targets[LayerIndex].TextureRHI); } if (++BatchSize == RuntimeVirtualTexture::EMaxRenderPageBatch || bBreakBatchForTextures) { RenderPageBatchDesc.NumPageDescs = BatchSize; RuntimeVirtualTexture::RenderPages(GraphBuilder, RenderPageBatchDesc); BatchSize = 0; } if (bBreakBatchForTextures) { for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex) { RenderPageBatchDesc.Targets[LayerIndex].Texture = Tiles[0].Targets[LayerIndex].TextureRHI != nullptr ? Tiles[0].Targets[LayerIndex].TextureRHI->GetTexture2D() : nullptr; RenderPageBatchDesc.Targets[LayerIndex].PooledRenderTarget = Tiles[0].Targets[LayerIndex].PooledRenderTarget; } } } if (BatchSize > 0) { RenderPageBatchDesc.NumPageDescs = BatchSize; RuntimeVirtualTexture::RenderPages(GraphBuilder, RenderPageBatchDesc); } Tiles.SetNumUnsafeInternal(0); } FRuntimeVirtualTextureProducer::FRuntimeVirtualTextureProducer( FVTProducerDescription const& InDesc, uint32 InProducerId, ERuntimeVirtualTextureMaterialType InMaterialType, bool InClearTextures, FSceneInterface* InScene, FTransform const& InUVToWorld, FBox const& InWorldBounds) : Finalizer(InDesc, InProducerId, InMaterialType, InClearTextures, InScene, InUVToWorld, InWorldBounds) { } FVTRequestPageResult FRuntimeVirtualTextureProducer::RequestPageData( const FVirtualTextureProducerHandle& ProducerHandle, uint8 LayerMask, uint8 vLevel, uint64 vAddress, EVTRequestPagePriority Priority) { //todo[vt]: // Possibly throttle rendering according to performance and return Saturated here. FVTRequestPageResult result; result.Handle = 0; result.Status = Finalizer.IsReady() ? EVTRequestPageStatus::Available : EVTRequestPageStatus::Pending; return result; } IVirtualTextureFinalizer* FRuntimeVirtualTextureProducer::ProducePageData( FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, EVTProducePageFlags Flags, const FVirtualTextureProducerHandle& ProducerHandle, uint8 LayerMask, uint8 vLevel, uint64 vAddress, uint64 RequestHandle, const FVTProduceTargetLayer* TargetLayers) { FRuntimeVirtualTextureFinalizer::FTileEntry Tile; Tile.vAddress = vAddress; Tile.vLevel = vLevel; // Partial layer masks can happen when one layer has more physical space available so that old pages are evicted at different rates. // We currently render all layers even for these partial requests. That might be considered inefficient? // But since the problem is avoided by setting bSinglePhysicalSpace on the URuntimeVirtualTexture we can live with it. for (int LayerIndex = 0; LayerIndex < RuntimeVirtualTexture::MaxTextureLayers; ++LayerIndex) { if (TargetLayers[LayerIndex].TextureRHI != nullptr) { Tile.Targets[LayerIndex] = TargetLayers[LayerIndex]; } } Finalizer.InitProducer(ProducerHandle); Finalizer.AddTile(Tile); return &Finalizer; }