Files
UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/Private/RuntimeVirtualTextureThumbnailRenderer.cpp
jonathan bard 58ef643231 Fixed various missing resource transition when rendering RVT (thumbnails, SVT baking), causing RHI validation issues
#rb Jeremy.Moore

[CL 33545041 by jonathan bard in ue5-main branch]
2024-05-09 10:05:44 -04:00

131 lines
4.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RuntimeVirtualTextureThumbnailRenderer.h"
#include "Components/RuntimeVirtualTextureComponent.h"
#include "Engine/World.h"
#include "Materials/MaterialRenderProxy.h"
#include "MaterialShared.h"
#include "Math/Box.h"
#include "Math/Box2D.h"
#include "Math/BoxSphereBounds.h"
#include "Math/Transform.h"
#include "Math/UnrealMathSSE.h"
#include "Math/Vector2D.h"
#include "Misc/AssertionMacros.h"
#include "PixelFormat.h"
#include "RHI.h"
#include "RenderGraphBuilder.h"
#include "RenderingThread.h"
#include "SceneInterface.h"
#include "Templates/Casts.h"
#include "UObject/Object.h"
#include "UObject/UObjectIterator.h"
#include "UnrealClient.h"
#include "VT/RuntimeVirtualTexture.h"
#include "VT/RuntimeVirtualTextureEnum.h"
#include "VT/RuntimeVirtualTextureRender.h"
#include "VirtualTexturing.h"
class FCanvas;
class FRHICommandListImmediate;
namespace
{
/** Find a matching component for this URuntimeVirtualTexture. */
URuntimeVirtualTextureComponent* FindComponent(URuntimeVirtualTexture* RuntimeVirtualTexture)
{
for (TObjectIterator<URuntimeVirtualTextureComponent> It; It; ++It)
{
URuntimeVirtualTextureComponent* RuntimeVirtualTextureComponent = *It;
if (RuntimeVirtualTextureComponent->GetVirtualTexture() == RuntimeVirtualTexture)
{
return RuntimeVirtualTextureComponent;
}
}
return nullptr;
}
}
URuntimeVirtualTextureThumbnailRenderer::URuntimeVirtualTextureThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
bool URuntimeVirtualTextureThumbnailRenderer::CanVisualizeAsset(UObject* Object)
{
URuntimeVirtualTexture* RuntimeVirtualTexture = Cast<URuntimeVirtualTexture>(Object);
// We need a matching URuntimeVirtualTextureComponent in a Scene to be able to render a thumbnail
URuntimeVirtualTextureComponent* RuntimeVirtualTextureComponent = FindComponent(RuntimeVirtualTexture);
if (RuntimeVirtualTextureComponent != nullptr && RuntimeVirtualTextureComponent->GetScene() != nullptr)
{
return true;
}
return false;
}
void URuntimeVirtualTextureThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
{
//todo[vt]: Handle case where a null or floating point render target is passed in. (This happens on package save.)
if (RenderTarget->GetRenderTargetTexture() == nullptr || RenderTarget->GetRenderTargetTexture()->GetFormat() != PF_B8G8R8A8)
{
return;
}
URuntimeVirtualTexture* RuntimeVirtualTexture = Cast<URuntimeVirtualTexture>(Object);
URuntimeVirtualTextureComponent* RuntimeVirtualTextureComponent = FindComponent(RuntimeVirtualTexture);
FSceneInterface* Scene = RuntimeVirtualTextureComponent != nullptr ? RuntimeVirtualTextureComponent->GetScene() : nullptr;
check(Scene != nullptr);
if (UWorld* World = Scene->GetWorld())
{
World->SendAllEndOfFrameUpdates();
}
const FBox2D DestBox = FBox2D(FVector2D(X, Y), FVector2D(Width, Height));
const FTransform Transform = RuntimeVirtualTextureComponent->GetComponentTransform();
const FBox Bounds = RuntimeVirtualTextureComponent->Bounds.GetBox();
const uint32 VirtualTextureSceneIndex = RuntimeVirtualTexture::GetRuntimeVirtualTextureSceneIndex_GameThread(RuntimeVirtualTextureComponent);
const ERuntimeVirtualTextureMaterialType MaterialType = RuntimeVirtualTexture->GetMaterialType();
FVTProducerDescription VTDesc;
RuntimeVirtualTexture->GetProducerDescription(VTDesc, URuntimeVirtualTexture::FInitSettings(), Transform);
const int32 MaxLevel = (int32)FMath::CeilLogTwo(FMath::Max(VTDesc.BlockWidthInTiles, VTDesc.BlockHeightInTiles));
UE::RenderCommandPipe::FSyncScope SyncScope;
ENQUEUE_RENDER_COMMAND(BakeStreamingTextureTileCommand)(
[Scene, VirtualTextureSceneIndex, MaterialType, RenderTarget, DestBox, Transform, Bounds, MaxLevel](FRHICommandListImmediate& RHICmdList)
{
FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions();
FRDGBuilder GraphBuilder(RHICmdList);
RuntimeVirtualTexture::FRenderPageBatchDesc Desc;
Desc.Scene = Scene->GetRenderScene();
Desc.RuntimeVirtualTextureMask = 1 << VirtualTextureSceneIndex;
Desc.UVToWorld = Transform;
Desc.WorldBounds = Bounds;
Desc.MaterialType = MaterialType;
Desc.MaxLevel = IntCastChecked<uint8>(MaxLevel);
Desc.bClearTextures = true;
Desc.bIsThumbnails = true;
Desc.FixedColor = FLinearColor::Transparent;
Desc.NumPageDescs = 1;
Desc.Targets[0].Texture = RenderTarget->GetRenderTargetTexture();
// The target is in RTV state and should be left in RTV state (RenderPage needs the input/output state) :
Desc.Targets[0].TextureAccessBefore = ERHIAccess::RTV;
Desc.Targets[0].TextureAccessAfter = ERHIAccess::RTV;
Desc.PageDescs[0].DestBox[0] = DestBox;
Desc.PageDescs[0].UVRange = FBox2D(FVector2D(0, 0), FVector2D(1, 1));
Desc.PageDescs[0].vLevel = IntCastChecked<uint8>(MaxLevel);
RuntimeVirtualTexture::RenderPagesStandAlone(GraphBuilder, Desc);
GraphBuilder.Execute();
});
}