Files
UnrealEngineUWP/Engine/Plugins/Experimental/Mutable/Source/CustomizableObject/Private/MuCO/CustomizableObjectSystem.cpp
2023-01-06 14:48:25 -05:00

2838 lines
95 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MuCO/CustomizableObjectSystem.h"
#include "Animation/Skeleton.h"
#include "AssetRegistry/ARFilter.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "Async/Fundamental/Task.h"
#include "Async/TaskGraphInterfaces.h"
#include "Containers/EnumAsByte.h"
#include "Containers/Queue.h"
#include "Containers/SparseArray.h"
#include "Containers/Ticker.h"
#include "CoreGlobals.h"
#include "Engine/Engine.h"
#include "Engine/SkeletalMesh.h"
#include "Engine/Texture.h"
#include "Engine/Texture2D.h"
#include "Engine/World.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/PlayerController.h"
#include "GameplayTagContainer.h"
#include "HAL/IConsoleManager.h"
#include "HAL/PlatformCrt.h"
#include "HAL/PlatformMisc.h"
#include "HAL/PlatformProperties.h"
#include "HAL/PlatformTime.h"
#include "HAL/UnrealMemory.h"
#include "Interfaces/ITargetPlatform.h"
#include "Internationalization/Text.h"
#include "Kismet/GameplayStatics.h"
#include "Logging/LogCategory.h"
#include "Logging/LogMacros.h"
#include "Math/Color.h"
#include "Math/Matrix.h"
#include "Math/Transform.h"
#include "Math/TransformVectorized.h"
#include "Misc/AssertionMacros.h"
#include "Misc/CString.h"
#include "Misc/CommandLine.h"
#include "Misc/CoreMisc.h"
#include "Misc/Guid.h"
#include "Misc/Parse.h"
#include "Modules/ModuleManager.h"
#include "MuCO/CustomizableInstanceLODManagement.h"
#include "MuCO/CustomizableInstancePrivateData.h"
#include "MuCO/CustomizableObject.h"
#include "MuCO/CustomizableObjectInstance.h"
#include "MuCO/CustomizableObjectInstanceDescriptor.h"
#include "MuCO/CustomizableObjectParameterTypeDefinitions.h"
#include "MuCO/CustomizableObjectPrivate.h"
#include "MuCO/CustomizableObjectSystemPrivate.h"
#include "MuCO/DefaultImageProvider.h"
#include "MuCO/CustomizableObjectUIData.h"
#include "MuCO/CustomizableSkeletalComponent.h"
#include "MuCO/ICustomizableObjectModule.h"
#include "MuCO/LogBenchmarkUtil.h"
#include "MuCO/LogInformationUtil.h"
#include "MuCO/UnrealBakeHelpers.h"
#include "MuCO/UnrealMutableImageProvider.h"
#include "MuCO/UnrealMutableModelDiskStreamer.h"
#include "MuR/Image.h"
#include "MuR/Instance.h"
#include "MuR/Mesh.h"
#include "MuR/MeshBufferSet.h"
#include "MuR/MutableMath.h"
#include "MuR/Ptr.h"
#include "MuR/RefCounted.h"
#include "MuR/Settings.h"
#include "MuR/Skeleton.h"
#include "MuR/Types.h"
#include "ProfilingDebugging/CpuProfilerTrace.h"
#include "RHI.h"
#include "ReferenceSkeleton.h"
#include "RenderCommandFence.h"
#include "Templates/Casts.h"
#include "Templates/RefCounting.h"
#include "Templates/Tuple.h"
#include "Templates/UnrealTemplate.h"
#include "TextureResource.h"
#include "Trace/Detail/Channel.h"
#include "UObject/Class.h"
#include "UObject/GarbageCollection.h"
#include "UObject/NameTypes.h"
#include "UObject/SoftObjectPtr.h"
#include "UObject/TopLevelAssetPath.h"
#include "UObject/UObjectArray.h"
#include "UObject/UObjectIterator.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "Widgets/Notifications/SNotificationList.h"
#if WITH_EDITOR
#include "Editor.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Logging/MessageLog.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/MessageDialog.h"
#endif
#include "MuR/MutableTrace.h"
#include "MuR/Parameters.h"
#include "MuR/System.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(CustomizableObjectSystem)
class AActor;
class UAnimInstance;
class UMaterialInterface;
namespace impl
{
void Task_Game_Callbacks_Work(UCustomizableObjectInstance* CustomizableObjectInstance);
}
DEFINE_STAT(STAT_MutableNumSkeletalMeshes);
DEFINE_STAT(STAT_MutableNumCachedSkeletalMeshes);
DEFINE_STAT(STAT_MutableNumAllocatedSkeletalMeshes);
DEFINE_STAT(STAT_MutableNumInstancesLOD0);
DEFINE_STAT(STAT_MutableNumInstancesLOD1);
DEFINE_STAT(STAT_MutableNumInstancesLOD2);
DEFINE_STAT(STAT_MutableSkeletalMeshResourceMemory);
DEFINE_STAT(STAT_MutableNumTextures);
DEFINE_STAT(STAT_MutableNumCachedTextures);
DEFINE_STAT(STAT_MutableNumAllocatedTextures);
DEFINE_STAT(STAT_MutableTextureResourceMemory);
DEFINE_STAT(STAT_MutableTextureGeneratedMemory);
DEFINE_STAT(STAT_MutableTextureCacheMemory);
DEFINE_STAT(STAT_MutableTextureParameterDecorationMemory);
DEFINE_STAT(STAT_MutablePendingInstanceUpdates);
DEFINE_STAT(STAT_MutableAbandonedInstanceUpdates);
DEFINE_STAT(STAT_MutableInstanceBuildTime);
DEFINE_STAT(STAT_MutableInstanceBuildTimeAvrg);
DEFINE_STAT(STAT_MutableStreamingOps);
DEFINE_STAT(STAT_MutableStreamingCache);
// These stats are provided by the mutable runtime
DEFINE_STAT(STAT_MutableProfile_LiveInstanceCount);
DEFINE_STAT(STAT_MutableProfile_StreamingCacheBytes);
DEFINE_STAT(STAT_MutableProfile_InstanceUpdateCount);
DECLARE_CYCLE_STAT(TEXT("MutablePendingRelease Time"), STAT_MutablePendingRelease, STATGROUP_Game);
DECLARE_CYCLE_STAT(TEXT("MutableTask"), STAT_MutableTask, STATGROUP_Game);
UCustomizableObjectSystem* FCustomizableObjectSystemPrivate::SSystem = nullptr;
static TAutoConsoleVariable<int32> CVarStreamingMemory(
TEXT("b.MutableStreamingMemory"),
-1,
TEXT("If different than 0, limit the amount of memory (in KB) to use to cache streaming data when building characters. 0 means no limit, -1 means use default (40Mb in PC and 20Mb in consoles)."),
ECVF_Scalability);
bool FMutableQueue::IsEmpty() const
{
return Array.Num() == 0;
}
int FMutableQueue::Num() const
{
return Array.Num();
}
void FMutableQueue::Enqueue(const FMutableQueueElem& TaskToEnqueue)
{
for (FMutableQueueElem& QueueElem : Array)
{
check(QueueElem.Operation);
check(TaskToEnqueue.Operation);
if (QueueElem.Operation->CustomizableObjectInstance == TaskToEnqueue.Operation->CustomizableObjectInstance)
{
QueueElem.Operation = TaskToEnqueue.Operation;
QueueElem.PriorityType = FMath::Min(QueueElem.PriorityType, TaskToEnqueue.PriorityType);
QueueElem.Priority = FMath::Min(QueueElem.Priority, TaskToEnqueue.Priority);
return;
}
}
Array.HeapPush(TaskToEnqueue);
}
void FMutableQueue::Dequeue(FMutableQueueElem* DequeuedTask)
{
Array.HeapPop(*DequeuedTask);
}
void FMutableQueue::ChangePriorities()
{
for (FMutableQueueElem& Elem : Array)
{
check(Elem.Operation);
if (Elem.Operation->CustomizableObjectInstance.IsValid())
{
if (UCustomizableInstancePrivateData* CustomizableObjectInstancePrivateData = Elem.Operation->CustomizableObjectInstance->GetPrivate())
{
Elem.Priority = CustomizableObjectInstancePrivateData->MinSquareDistFromComponentToPlayer;
}
}
}
}
void FMutableQueue::UpdatePriority(const UCustomizableObjectInstance* Instance)
{
for (FMutableQueueElem& Elem : Array)
{
check(Elem.Operation);
if (Elem.Operation->CustomizableObjectInstance == Instance)
{
check(Instance->GetPrivate() != nullptr);
Elem.Priority = Instance->GetPrivate()->MinSquareDistFromComponentToPlayer;
break;
}
}
}
const FMutableQueueElem* FMutableQueue::Get(const UCustomizableObjectInstance* Instance) const
{
for (const FMutableQueueElem& Elem : Array)
{
check(Elem.Operation);
if (Elem.Operation->CustomizableObjectInstance == Instance)
{
return &Elem;
}
}
return nullptr;
}
void FMutableQueue::Sort()
{
Array.Heapify();
}
UCustomizableObjectSystem* UCustomizableObjectSystem::GetInstance()
{
if (!FCustomizableObjectSystemPrivate::SSystem)
{
UE_LOG(LogMutable, Log, TEXT("Creating system."));
check(IsInGameThread());
FCustomizableObjectSystemPrivate::SSystem = NewObject<UCustomizableObjectSystem>(UCustomizableObjectSystem::StaticClass());
check(FCustomizableObjectSystemPrivate::SSystem != nullptr);
checkf(!GUObjectArray.IsDisregardForGC(FCustomizableObjectSystemPrivate::SSystem), TEXT("Mutable was initialized too early in the UE4 init process, for instance, in the constructor of a default UObject."));
FCustomizableObjectSystemPrivate::SSystem->AddToRoot();
checkf(!GUObjectArray.IsDisregardForGC(FCustomizableObjectSystemPrivate::SSystem), TEXT("Mutable was initialized too early in the UE4 init process, for instance, in the constructor of a default UObject."));
FCustomizableObjectSystemPrivate::SSystem->InitSystem();
//FCoreUObjectDelegates::PurgePendingReleaseSkeletalMesh.AddUObject(FCustomizableObjectSystemPrivate::SSystem, &UCustomizableObjectSystem::PurgePendingReleaseSkeletalMesh);
}
return FCustomizableObjectSystemPrivate::SSystem;
}
FString UCustomizableObjectSystem::GetPluginVersion() const
{
// Bridge the call from the module. This implementation is available from blueprint.
return ICustomizableObjectModule::Get().GetPluginVersion();
}
void UCustomizableObjectSystem::LogShowData(bool bFullInfo, bool ShowMaterialInfo) const
{
LogInformationUtil::ResetCounters();
AActor* ParentActor;
TArray<UCustomizableObjectInstance*> ArrayData;
for (TObjectIterator<UCustomizableSkeletalComponent> It; It; ++It)
{
UCustomizableSkeletalComponent* CustomizableSkeletalComponent = *It;
if ((CustomizableSkeletalComponent != nullptr) && (CustomizableSkeletalComponent->CustomizableObjectInstance != nullptr))
{
ParentActor = CustomizableSkeletalComponent->GetAttachmentRootActor();
if (ParentActor != nullptr)
{
ArrayData.AddUnique(CustomizableSkeletalComponent->CustomizableObjectInstance);
}
}
}
ArrayData.Sort([](UCustomizableObjectInstance& A, UCustomizableObjectInstance& B)
{
check(A.GetPrivate() != nullptr);
check(B.GetPrivate() != nullptr);
return (A.GetPrivate()->LastMinSquareDistFromComponentToPlayer < B.GetPrivate()->LastMinSquareDistFromComponentToPlayer);
});
int i;
const int Max = ArrayData.Num();
if (bFullInfo)
{
for (i = 0; i < Max; ++i)
{
LogInformationUtil::LogShowInstanceDataFull(ArrayData[i], ShowMaterialInfo);
}
}
else
{
FString LogData = "\n\n";
for (i = 0; i < Max; ++i)
{
LogInformationUtil::LogShowInstanceData(ArrayData[i], LogData);
}
UE_LOG(LogMutable, Warning, TEXT("%s"), *LogData);
UWorld* World = GWorld;
if (World)
{
APlayerController* PlayerController = World->GetFirstPlayerController();
if (PlayerController)
{
PlayerController->ClientMessage(LogData);
}
}
}
}
bool UCustomizableObjectSystem::IsCreated()
{
return FCustomizableObjectSystemPrivate::SSystem != 0;
}
void UCustomizableObjectSystem::InitSystem()
{
// Everything initialized in Init() instead of constructor to prevent the default UCustomizableObjectSystem from registering a tick function
Private = MakeShareable(new FCustomizableObjectSystemPrivate());
check(Private != nullptr);
Private->NewCompilerFunc = nullptr;
Private->bReplaceDiscardedWithReferenceMesh = false;
const IConsoleVariable* CVarSupport16BitBoneIndex = IConsoleManager::Get().FindConsoleVariable(TEXT("r.GPUSkin.Support16BitBoneIndex"));
Private->bSupport16BitBoneIndex = CVarSupport16BitBoneIndex ? CVarSupport16BitBoneIndex->GetBool() : false;
Private->CurrentMutableOperation = nullptr;
Private->CurrentInstanceBeingUpdated = nullptr;
#if !UE_SERVER
Private->TickDelegate = FTickerDelegate::CreateUObject(this, &UCustomizableObjectSystem::Tick);
Private->TickDelegateHandle = FTSTicker::GetCoreTicker().AddTicker(Private->TickDelegate, 0.f);
#endif // !UE_SERVER
Private->TotalBuildMs = 0;
Private->TotalBuiltInstances = 0;
Private->NumInstances = 0;
Private->TextureMemoryUsed = 0;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
SET_DWORD_STAT(STAT_MutableNumSkeletalMeshes, 0);
SET_DWORD_STAT(STAT_MutableNumTextures, 0);
SET_DWORD_STAT(STAT_MutableInstanceBuildTime, 0);
SET_DWORD_STAT(STAT_MutableInstanceBuildTimeAvrg, 0);
#endif
mu::SettingsPtr pSettings = new mu::Settings;
check(pSettings);
pSettings->SetProfile(false);
pSettings->SetStreamingCache(MUTABLE_STREAMING_CACHE);
Private->MutableSystem = new mu::System(pSettings);
check(Private->MutableSystem);
Private->LastStreamingMemorySize = MUTABLE_STREAMING_CACHE;
Private->Streamer = new FUnrealMutableModelBulkStreamer();
check(Private->Streamer != nullptr);
Private->MutableSystem->SetStreamingInterface(Private->Streamer);
// Set up the external image provider, for image parameters.
FUnrealMutableImageProvider* Provider = new FUnrealMutableImageProvider();
check(Provider != nullptr);
Private->ImageProvider = Provider;
Private->MutableSystem->SetImageParameterGenerator(Provider);
#if WITH_EDITOR
if (!IsRunningGame())
{
FEditorDelegates::PreBeginPIE.AddUObject(this, &UCustomizableObjectSystem::OnPreBeginPIE);
}
#endif
if (FParse::Param(FCommandLine::Get(), TEXT("MutablePortableSerialization")))
{
Private->bCompactSerialization = false;
}
DefaultInstanceLODManagement = NewObject<UCustomizableInstanceLODManagement>();
check(DefaultInstanceLODManagement != nullptr);
CurrentInstanceLODManagement = DefaultInstanceLODManagement;
}
void UCustomizableObjectSystem::BeginDestroy()
{
#if WITH_EDITOR
if (RecompileCustomizableObjectsCompiler)
{
RecompileCustomizableObjectsCompiler->ForceFinishCompilation();
delete RecompileCustomizableObjectsCompiler;
}
if (!IsRunningGame())
{
FEditorDelegates::PreBeginPIE.RemoveAll(this);
}
#endif
// It could be null, for the default object.
if (Private.IsValid())
{
#if !UE_SERVER
FTSTicker::GetCoreTicker().RemoveTicker(Private->TickDelegateHandle);
#endif // !UE_SERVER
// Discard pending game thread tasks
Private->PendingTasks.Empty();
// Complete pending taskgraph tasks
Private->WaitForMutableTasks();
// Clear the ongoing operation
Private->CurrentMutableOperation = nullptr;
// Deallocate streaming
check(Private->Streamer != nullptr);
Private->Streamer->EndStreaming();
Private->CurrentInstanceBeingUpdated = nullptr;
while (!Private->MutableOperationQueue.IsEmpty())
{
FMutableQueueElem AuxOperation;
Private->MutableOperationQueue.Dequeue(&AuxOperation);
}
FCustomizableObjectSystemPrivate::SSystem = nullptr;
Private = nullptr;
}
Super::BeginDestroy();
}
FString UCustomizableObjectSystem::GetDesc()
{
return TEXT("Customizable Object System Singleton");
}
FCustomizableObjectCompilerBase* (*FCustomizableObjectSystemPrivate::NewCompilerFunc)() = nullptr;
FCustomizableObjectCompilerBase* UCustomizableObjectSystem::GetNewCompiler()
{
check(Private != nullptr);
if (Private->NewCompilerFunc != nullptr)
{
return Private->NewCompilerFunc();
}
else
{
return nullptr;
}
}
void UCustomizableObjectSystem::SetNewCompilerFunc(FCustomizableObjectCompilerBase* (*InNewCompilerFunc)())
{
check(Private != nullptr);
Private->NewCompilerFunc = InNewCompilerFunc;
}
void FCustomizableObjectSystemPrivate::CreatedTexture(UTexture2D* Texture)
{
// TODO: Do not keep this array unless we are gathering stats!
TextureTrackerArray.Add(Texture);
INC_DWORD_STAT(STAT_MutableNumTextures);
}
int32 FCustomizableObjectSystemPrivate::EnableMutableAnimInfoDebugging = 0;
static FAutoConsoleVariableRef CVarEnableMutableAnimInfoDebugging(
TEXT("mutable.EnableMutableAnimInfoDebugging"), FCustomizableObjectSystemPrivate::EnableMutableAnimInfoDebugging,
TEXT("If set to 1 or greater print on screen the animation info of the pawn's Customizable Object Instance. Anim BPs, slots and tags will be displayed."
"If the root Customizable Object is recompiled after this command is run, the used skeletal meshes will also be displayed."),
ECVF_Default);
void FCustomizableObjectSystemPrivate::UpdateStats()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bool bLogEnabled = true;
#else
bool bLogEnabled = LogBenchmarkUtil::isLoggingActive();
#endif
if (bLogEnabled)
{
CountAllocatedSkeletalMesh = 0;
int CountLOD0 = 0;
int CountLOD1 = 0;
int CountLOD2 = 0;
int CountTotal = 0;
int CountPending = 0;
for (TObjectIterator<UCustomizableObjectInstance> CustomizableObjectInstance; CustomizableObjectInstance; ++CustomizableObjectInstance)
{
if ( IsValidChecked(*CustomizableObjectInstance) && CustomizableObjectInstance->GetPrivate())
{
++CountTotal;
if (CustomizableObjectInstance->SkeletalMeshStatus == ESkeletalMeshState::AsyncUpdatePending)
{
++CountPending;
}
for (int32 ComponentIndex = 0; ComponentIndex < CustomizableObjectInstance->SkeletalMeshes.Num(); ++ComponentIndex)
{
if (CustomizableObjectInstance->SkeletalMeshes[ComponentIndex] && CustomizableObjectInstance->SkeletalMeshes[ComponentIndex]->GetResourceForRendering())
{
CountAllocatedSkeletalMesh++;
if (CustomizableObjectInstance->GetCurrentMinLOD() < 1)
{
++CountLOD0;
}
else if (CustomizableObjectInstance->GetCurrentMaxLOD() < 2)
{
++CountLOD1;
}
else
{
++CountLOD2;
}
}
}
}
}
NumInstances = CountLOD0 + CountLOD1 + CountLOD2;
TotalInstances = CountTotal;
NumPendingInstances = CountPending;
//SET_DWORD_STAT(STAT_MutableSkeletalMeshResourceMemory, Size / 1024.f);
SET_DWORD_STAT(STAT_MutablePendingInstanceUpdates, MutableOperationQueue.Num());
uint64 Size = 0;
uint32 CountAllocated = 0;
for (TWeakObjectPtr<UTexture2D>& Tracker : TextureTrackerArray)
{
if (Tracker.IsValid() && Tracker->GetResource())
{
CountAllocated++;
if (Tracker->GetResource()->TextureRHI)
{
Size += Tracker->CalcTextureMemorySizeEnum(TMC_AllMips);
}
}
}
TextureMemoryUsed = int64_t(Size / 1024);
uint64 SizeDecoration = 0;
uint64 SizeGenerated = 0;
for (TObjectIterator<UCustomizableObjectInstance> CustomizableObjectInstance; CustomizableObjectInstance; ++CustomizableObjectInstance)
{
if (IsValidChecked(*CustomizableObjectInstance) && CustomizableObjectInstance->GetPrivate() && CustomizableObjectInstance->HasAnySkeletalMesh())
{
bool bHasResourceForRendering = false;
for (int32 MeshIndex = 0; !bHasResourceForRendering && MeshIndex < CustomizableObjectInstance->SkeletalMeshes.Num(); ++MeshIndex)
{
bHasResourceForRendering = CustomizableObjectInstance->GetSkeletalMesh(MeshIndex) && CustomizableObjectInstance->GetSkeletalMesh(MeshIndex)->GetResourceForRendering();
}
if (bHasResourceForRendering)
{
for (const FParameterDecorations& ParameterDecoration : CustomizableObjectInstance->GetPrivate()->ParameterDecorations)
{
for (const UTexture2D* ParameterDecorationImage : ParameterDecoration.Images)
{
if (ParameterDecorationImage && ParameterDecorationImage->IsValidLowLevel())
{
SizeDecoration += ParameterDecorationImage->CalcTextureMemorySizeEnum(TMC_AllMips);
}
}
}
for (const FGeneratedTexture& GeneratedTextures : CustomizableObjectInstance->GetPrivate()->GeneratedTextures)
{
if (GeneratedTextures.Texture)
{
check(GeneratedTextures.Texture != nullptr);
SizeGenerated += GeneratedTextures.Texture->CalcTextureMemorySizeEnum(TMC_AllMips);
}
}
}
}
}
if (LogBenchmarkUtil::isLoggingActive())
{
LogBenchmarkUtil::updateStat("customizable_objects", (int32)CountAllocatedSkeletalMesh);
LogBenchmarkUtil::updateStat("pending_instance_updates", MutableOperationQueue.Num());
LogBenchmarkUtil::updateStat("allocated_textures", (int32)CountAllocated);
LogBenchmarkUtil::updateStat("texture_resource_memory", (long double)Size / 1048576.0L);
LogBenchmarkUtil::updateStat("texture_generated_memory", (long double)SizeGenerated / 1048576.0L);
}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
SET_DWORD_STAT(STAT_MutableNumInstancesLOD0, CountLOD0);
SET_DWORD_STAT(STAT_MutableNumInstancesLOD1, CountLOD1);
SET_DWORD_STAT(STAT_MutableNumInstancesLOD2, CountLOD2);
SET_DWORD_STAT(STAT_MutableNumAllocatedSkeletalMeshes, CountAllocatedSkeletalMesh);
SET_DWORD_STAT(STAT_MutablePendingInstanceUpdates, MutableOperationQueue.Num());
SET_DWORD_STAT(STAT_MutableNumAllocatedTextures, CountAllocated);
SET_DWORD_STAT(STAT_MutableTextureResourceMemory, Size / 1024.f);
SET_DWORD_STAT(STAT_MutableTextureParameterDecorationMemory, SizeDecoration / 1024.f);
SET_DWORD_STAT(STAT_MutableTextureGeneratedMemory, SizeGenerated / 1024.f);
#endif
#if WITH_EDITORONLY_DATA
if (FCustomizableObjectSystemPrivate::IsMutableAnimInfoDebuggingEnabled())
{
if (GEngine)
{
bool bFoundPlayer = false;
int32 MsgIndex = 15820; // Arbitrary big value to prevent collisions with other on-screen messages
for (TObjectIterator<UCustomizableSkeletalComponent> CustomizableSkeletalComponent; CustomizableSkeletalComponent; ++CustomizableSkeletalComponent)
{
AActor* ParentActor = CustomizableSkeletalComponent->GetAttachmentRootActor();
UCustomizableObjectInstance* Instance = CustomizableSkeletalComponent->CustomizableObjectInstance;
APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(CustomizableSkeletalComponent->GetWorld(), 0);
if (ParentActor && (ParentActor == PlayerPawn) && Instance)
{
bFoundPlayer = true;
FString TagString;
const FGameplayTagContainer& Tags = Instance->GetAnimationGameplayTags();
for (const FGameplayTag& Tag : Tags)
{
TagString += !TagString.IsEmpty() ? FString(TEXT(", ")) : FString();
TagString += Tag.ToString();
}
GEngine->AddOnScreenDebugMessage(MsgIndex++, .0f, FColor::Green, TEXT("Animation tags: ") + TagString);
check(Instance->GetPrivate() != nullptr);
FCustomizableInstanceComponentData* ComponentData = Instance->GetPrivate()->GetComponentData(CustomizableSkeletalComponent->ComponentIndex);
if (ComponentData)
{
for (TPair<int32, TSoftClassPtr<UAnimInstance>>& Entry : ComponentData->AnimSlotToBP)
{
FString AnimBPSlot;
AnimBPSlot += FString::Printf(TEXT("%d"), Entry.Key) + FString("-") + Entry.Value.GetAssetName();
GEngine->AddOnScreenDebugMessage(MsgIndex++, .0f, FColor::Green, AnimBPSlot);
}
}
GEngine->AddOnScreenDebugMessage(MsgIndex++, .0f, FColor::Green, TEXT("Slots-AnimBP: "));
if (ComponentData)
{
if (ComponentData->MeshPartPaths.IsEmpty())
{
GEngine->AddOnScreenDebugMessage(MsgIndex++, .0f, FColor::Magenta,
TEXT("No meshes found. In order to see the meshes compile the pawn's root CustomizableObject after the 'mutable.EnableMutableAnimInfoDebugging 1' command has been run."));
}
for (const FString& MeshPath : ComponentData->MeshPartPaths)
{
GEngine->AddOnScreenDebugMessage(MsgIndex++, .0f, FColor::Magenta, MeshPath);
}
}
GEngine->AddOnScreenDebugMessage(MsgIndex++, .0f, FColor::Magenta, TEXT("Meshes: "));
GEngine->AddOnScreenDebugMessage(MsgIndex++, .0f, FColor::Cyan,
TEXT("Player Pawn Mutable Mesh/Animation info for component ") + FString::Printf(TEXT("%d"),
CustomizableSkeletalComponent->ComponentIndex));
}
}
if (!bFoundPlayer)
{
GEngine->AddOnScreenDebugMessage(MsgIndex, .0f, FColor::Yellow, TEXT("Mutable Animation info: N/A"));
}
}
}
#endif
}
}
void FCustomizableObjectSystemPrivate::AddReferencedObjects(FReferenceCollector& Collector)
{
if (CurrentInstanceBeingUpdated)
{
Collector.AddReferencedObject(CurrentInstanceBeingUpdated);
}
}
int32 FCustomizableObjectSystemPrivate::EnableMutableProgressiveMipStreaming = 1;
// Warning! If this is enabled, do not get references to the textures generated by Mutable! They are owned by Mutable and could become invalid at any moment
static FAutoConsoleVariableRef CVarEnableMutableProgressiveMipStreaming(
TEXT("mutable.EnableMutableProgressiveMipStreaming"), FCustomizableObjectSystemPrivate::EnableMutableProgressiveMipStreaming,
TEXT("If set to 1 or greater use progressive Mutable Mip streaming for Mutable textures. If disabled, all mips will always be generated and spending memory. In that case, on Desktop platforms they will be stored in CPU memory, on other platforms textures will be non-streaming."),
ECVF_Default);
/** Update the given Instance Skeletal Meshes and call its callbacks. */
void UpdateSkeletalMesh(UCustomizableObjectInstance* CustomizableObjectInstance)
{
// This used to be CustomizableObjectInstance::UpdateSkeletalMesh_PostBeginUpdate3
{
MUTABLE_CPUPROFILER_SCOPE(UpdateSkeletalMesh_PostBeginUpdate3);
check(CustomizableObjectInstance != nullptr);
#if !WITH_EDITOR
for (int32 ComponentIndex = 0; ComponentIndex < CustomizableObjectInstance->SkeletalMeshes.Num(); ++ComponentIndex)
{
if (CustomizableObjectInstance->SkeletalMeshes[ComponentIndex])
{
CustomizableObjectInstance->SkeletalMeshes[ComponentIndex]->RebuildSocketMap();
}
}
#endif
UCustomizableInstancePrivateData* CustomizableObjectInstancePrivateData = CustomizableObjectInstance->GetPrivate();
check(CustomizableObjectInstancePrivateData != nullptr);
for (TObjectIterator<UCustomizableSkeletalComponent> It; It; ++It)
{
UCustomizableSkeletalComponent* CustomizableSkeletalComponent = *It;
if (CustomizableSkeletalComponent &&
(CustomizableSkeletalComponent->CustomizableObjectInstance == CustomizableObjectInstance) &&
CustomizableObjectInstance->SkeletalMeshes.IsValidIndex(CustomizableSkeletalComponent->ComponentIndex)
)
{
MUTABLE_CPUPROFILER_SCOPE(UpdateSkeletalMesh_SetSkeletalMesh);
const bool bIsCreatingSkeletalMesh = CustomizableObjectInstancePrivateData->HasCOInstanceFlags(CreatingSkeletalMesh);
CustomizableSkeletalComponent->SetSkeletalMesh(CustomizableObjectInstance->SkeletalMeshes[CustomizableSkeletalComponent->ComponentIndex], false, bIsCreatingSkeletalMesh);
if (CustomizableObjectInstancePrivateData->HasCOInstanceFlags(ReplacePhysicsAssets))
{
CustomizableSkeletalComponent->SetPhysicsAsset(
CustomizableObjectInstance->SkeletalMeshes[CustomizableSkeletalComponent->ComponentIndex] ?
CustomizableObjectInstance->SkeletalMeshes[CustomizableSkeletalComponent->ComponentIndex]->GetPhysicsAsset() : nullptr);
}
}
}
CustomizableObjectInstancePrivateData->SetCOInstanceFlags(Generated);
CustomizableObjectInstancePrivateData->ClearCOInstanceFlags(CreatingSkeletalMesh);
CustomizableObjectInstance->bEditorPropertyChanged = false;
{
MUTABLE_CPUPROFILER_SCOPE(UpdateSkeletalMesh_UpdatedDelegate);
CustomizableObjectInstance->Updated(CustomizableObjectInstance->SkeletalMeshStatus == ESkeletalMeshState::Correct ? EUpdateResult::Success : EUpdateResult::Error);
#if WITH_EDITOR
CustomizableObjectInstance->InstanceUpdated = true;
// \TODO: Review if we can avoid all this editor code here.
for (int32 MeshIndex = 0; MeshIndex < CustomizableObjectInstance->SkeletalMeshes.Num(); ++MeshIndex)
{
if (USkeletalMesh* SkeletalMesh = CustomizableObjectInstance->GetSkeletalMesh(MeshIndex))
{
FUnrealBakeHelpers::BakeHelper_RegenerateImportedModel(SkeletalMesh);
}
}
#endif //WITH_EDITOR
}
check(UCustomizableObjectSystem::GetInstance() != nullptr);
FCustomizableObjectSystemPrivate* CustomizableObjectSystem = UCustomizableObjectSystem::GetInstance()->GetPrivate();
check(CustomizableObjectSystem != nullptr);
if (CustomizableObjectSystem->bReleaseTexturesImmediately)
{
FMutableResourceCache& Cache = CustomizableObjectSystem->GetObjectCache(CustomizableObjectInstance->GetCustomizableObject());
for (TPair<uint32, FGeneratedTexture>& Item : CustomizableObjectInstancePrivateData->TexturesToRelease)
{
UCustomizableInstancePrivateData::ReleaseMutableTexture(Item.Value.Id, Item.Value.Texture, Cache);
}
CustomizableObjectInstancePrivateData->TexturesToRelease.Empty();
}
}
}
void FCustomizableObjectSystemPrivate::InitUpdateSkeletalMesh(UCustomizableObjectInstance& Instance, FMutableQueueElem::EQueuePriorityType Priority)
{
MUTABLE_CPUPROFILER_SCOPE(FCustomizableObjectSystemPrivate::InitUpdateSkeletalMesh);
check(IsInGameThread());
const FString CurrentState = Instance.GetCurrentState();
const FParameterUIData* State = Instance.GetCustomizableObject()->StateUIDataMap.Find(CurrentState);
const bool bNeverStream = State ? State->bDontCompressRuntimeTextures : false;
const bool bUseMipmapStreaming = !bNeverStream;
int32 MipsToSkip = 0; // 0 means all mips
if (bUseMipmapStreaming && EnableMutableProgressiveMipStreaming)
{
MipsToSkip = 255; // This means skip all possible mips until only UTexture::GetStaticMinTextureResidentMipCount() are left
}
const TSharedPtr<FMutableOperation> Operation = MakeShared<FMutableOperation>(FMutableOperation::CreateInstanceUpdate(&Instance, bNeverStream, MipsToSkip));
const FDescriptorRuntimeHash UpdateDescriptorHash = Instance.GetUpdateDescriptorRuntimeHash();
if (const FMutableQueueElem* QueueElem = MutableOperationQueue.Get(&Instance))
{
if (const TSharedPtr<FMutableOperation>& QueuedOperation = QueueElem->Operation;
QueuedOperation &&
QueuedOperation->Type == FMutableOperation::EOperationType::Update &&
UpdateDescriptorHash.IsSubset(QueuedOperation->InstanceDescriptorRuntimeHash))
{
return; // The the requested update is equal to the last enqueued update.
}
}
if (CurrentMutableOperation &&
CurrentMutableOperation->Type == FMutableOperation::EOperationType::Update &&
UpdateDescriptorHash.IsSubset(CurrentMutableOperation->InstanceDescriptorRuntimeHash))
{
return; // The the requested update is equal to the running update.
}
if (const TObjectPtr<UDefaultImageProvider> DefaultImageProvider = UCustomizableObjectSystem::GetInstance()->DefaultImageProvider)
{
DefaultImageProvider->CacheTextures(Instance);
}
// These delegates must be called at the end of the begin update.
Instance.BeginUpdateDelegate.Broadcast(&Instance);
Instance.BeginUpdateNativeDelegate.Broadcast(&Instance);
if (UpdateDescriptorHash.IsSubset(Instance.GetDescriptorRuntimeHash()))
{
Instance.SkeletalMeshStatus = ESkeletalMeshState::Correct; // TODO GMT MTBL-1033 should not be here. Move to UCustomizableObjectInstance::Updated
UpdateSkeletalMesh(&Instance);
}
else
{
MutableOperationQueue.Enqueue(FMutableQueueElem::Create(Operation, Priority, Instance.GetPrivate()->MinSquareDistFromComponentToPlayer));
}
}
void FCustomizableObjectSystemPrivate::InitDiscardResourcesSkeletalMesh(UCustomizableObjectInstance* InCustomizableObjectInstance)
{
check(IsInGameThread());
if (InCustomizableObjectInstance && InCustomizableObjectInstance->IsValidLowLevel())
{
const TSharedRef<FMutableOperation> Operation = MakeShared<FMutableOperation>(FMutableOperation::CreateInstanceDiscard(InCustomizableObjectInstance));
check(InCustomizableObjectInstance->GetPrivate() != nullptr);
MutableOperationQueue.Enqueue(FMutableQueueElem::Create(Operation, FMutableQueueElem::EQueuePriorityType::High, InCustomizableObjectInstance->GetPrivate()->MinSquareDistFromComponentToPlayer));
}
}
bool UCustomizableObjectSystem::IsReplaceDiscardedWithReferenceMeshEnabled() const
{
if (Private.IsValid())
{
return Private->IsReplaceDiscardedWithReferenceMeshEnabled();
}
return false;
}
void UCustomizableObjectSystem::SetReplaceDiscardedWithReferenceMeshEnabled(bool bIsEnabled)
{
if (Private.IsValid())
{
Private->SetReplaceDiscardedWithReferenceMeshEnabled(bIsEnabled);
}
}
void UCustomizableObjectSystem::ClearResourceCacheProtected()
{
check(IsInGameThread());
ProtectedCachedTextures.Reset(0);
check(GetPrivate() != nullptr);
GetPrivate()->ProtectedObjectCachedImages.Reset(0);
}
#if WITH_EDITOR
bool UCustomizableObjectSystem::LockObject(const class UCustomizableObject* InObject)
{
check(InObject != nullptr);
check(InObject->GetPrivate() != nullptr);
check(!InObject->GetPrivate()->bLocked);
check(IsInGameThread() && !IsInParallelGameThread());
// If the current instance is for this object, make the lock fail by returning false
if (Private->CurrentInstanceBeingUpdated &&
Private->CurrentInstanceBeingUpdated->GetCustomizableObject() == InObject)
{
UE_LOG(LogMutable, Warning, TEXT("---- failed to lock object %s"), *InObject->GetName());
return false;
}
FString Message = FString::Printf(TEXT("Customizable Object %s has pending texture streaming operations. Please wait a few seconds and try again."),
*InObject->GetName());
// Pre-check pending operations before locking. This check is redundant and incomplete because it's checked again after locking
// and some operations may start between here and the actual lock. But in the CO Editor preview it will prevent some
// textures getting stuck at low resolution when they try to update mips and are cancelled when the user presses
// the compile button but the compilation quits anyway because there are pending operations
if (CheckIfDiskOrMipUpdateOperationsPending(*InObject))
{
UE_LOG(LogMutable, Warning, TEXT("%s"), *Message);
return false;
}
// Lock the object, no new file or mip streaming operations should start from this point
InObject->GetPrivate()->bLocked = true;
// But some could have started between the first CheckIfDiskOrMipUpdateOperationsPending and the lock a few lines back, so check again
if (CheckIfDiskOrMipUpdateOperationsPending(*InObject))
{
UE_LOG(LogMutable, Warning, TEXT("%s"), *Message);
// Unlock and return because the pending operations cannot be easily stopped now, the compilation hasn't started and the CO
// hasn't changed state yet. It's simpler to quit the compilation, unlock and let the user try to compile again
InObject->GetPrivate()->bLocked = false;
return false;
}
// Ensure that we don't try to handle any further streaming operations for this object
check(GetPrivate() != nullptr);
if (GetPrivate()->Streamer)
{
GetPrivate()->Streamer->CancelStreamingForObject(InObject);
}
// Clear the cache for the instance, since we will remake it
FMutableResourceCache& Cache = GetPrivate()->GetObjectCache(InObject);
Cache.Clear();
check(InObject->GetPrivate()->bLocked);
return true;
}
void UCustomizableObjectSystem::UnlockObject(const class UCustomizableObject* Obj)
{
check(Obj != nullptr);
check(Obj->GetPrivate() != nullptr);
check(Obj->GetPrivate()->bLocked);
check(IsInGameThread() && !IsInParallelGameThread());
Obj->GetPrivate()->bLocked = false;
}
bool UCustomizableObjectSystem::CheckIfDiskOrMipUpdateOperationsPending(const UCustomizableObject& Object) const
{
for (TObjectIterator<UCustomizableObjectInstance> CustomizableObjectInstance; CustomizableObjectInstance; ++CustomizableObjectInstance)
{
if (CustomizableObjectInstance->GetCustomizableObject() == &Object)
{
for (const FGeneratedTexture& GeneratedTexture : CustomizableObjectInstance->GetPrivate()->GeneratedTextures)
{
if (GeneratedTexture.Texture->HasPendingInitOrStreaming())
{
return true;
}
}
}
}
// Ensure that we don't try to handle any further streaming operations for this object
check(GetPrivate());
if (const FUnrealMutableModelBulkStreamer* Streamer = GetPrivate()->Streamer)
{
if (Streamer->AreTherePendingStreamingOperationsForObject(&Object))
{
return true;
}
}
return false;
}
void UCustomizableObjectSystem::EditorSettingsChanged(const FEditorCompileSettings& InEditorSettings)
{
EditorSettings = InEditorSettings;
}
bool UCustomizableObjectSystem::IsCompilationDisabled() const
{
return EditorSettings.bDisableCompilation;
}
bool UCustomizableObjectSystem::IsAutoCompileEnabled() const
{
return EditorSettings.bEnableAutomaticCompilation;
}
bool UCustomizableObjectSystem::IsAutoCompilationSync() const
{
return EditorSettings.bCompileObjectsSynchronously;
}
#endif
void UCustomizableObjectSystem::PurgePendingReleaseSkeletalMesh()
{
MUTABLE_CPUPROFILER_SCOPE(UCustomizableObjectSystem::PurgePendingReleaseSkeletalMesh);
double CurTime = FPlatformTime::Seconds();
static double TimeToDelete = 1.0;
for (int32 InfoIndex = PendingReleaseSkeletalMesh.Num() - 1; InfoIndex >= 0; --InfoIndex)
{
FPendingReleaseSkeletalMeshInfo& Info = PendingReleaseSkeletalMesh[InfoIndex];
if (Info.SkeletalMesh != nullptr)
{
if ((CurTime - Info.TimeStamp) >= TimeToDelete)
{
if (Info.SkeletalMesh->GetSkeleton())
{
Info.SkeletalMesh->GetSkeleton()->ClearCacheData();
}
Info.SkeletalMesh->GetRefSkeleton().Empty();
Info.SkeletalMesh->GetMaterials().Empty();
Info.SkeletalMesh->GetRefBasesInvMatrix().Empty();
Info.SkeletalMesh->ReleaseResources();
Info.SkeletalMesh->ReleaseResourcesFence.Wait();
// TODO: This was done for version 4.18
//info.SkeletalMesh->GetImportedResource()->LODModels.Empty();
//info.SkeletalMesh->LODInfo.Empty();
PendingReleaseSkeletalMesh.RemoveAt(InfoIndex);
}
}
}
}
void UCustomizableObjectSystem::AddPendingReleaseSkeletalMesh(USkeletalMesh* SkeletalMesh)
{
check(SkeletalMesh != nullptr);
FPendingReleaseSkeletalMeshInfo Info;
Info.SkeletalMesh = SkeletalMesh;
Info.TimeStamp = FPlatformTime::Seconds();
PendingReleaseSkeletalMesh.Add(Info);
}
void UCustomizableObjectSystem::ClearCurrentMutableOperation()
{
check(Private != nullptr);
Private->CurrentInstanceBeingUpdated = nullptr;
Private->CurrentMutableOperation = nullptr;
ClearResourceCacheProtected();
}
void FCustomizableObjectSystemPrivate::UpdateStreamingLimit()
{
// This must run on game thread, and when the mutable thread is not running
check(IsInGameThread());
int32 VarValue = CVarStreamingMemory.GetValueOnGameThread();
uint64_t MemoryBytes = VarValue < 0 ? MUTABLE_STREAMING_CACHE : uint64_t(VarValue) * 1024;
if (MemoryBytes != LastStreamingMemorySize)
{
LastStreamingMemorySize = MemoryBytes;
check(MutableSystem);
MutableSystem->SetStreamingCache(MemoryBytes);
}
}
// Asynchronous tasks performed during the creation or update of a mutable instance.
// Check the documentation before modifying and keep it up to date.
// https://docs.google.com/drawings/d/109NlsdKVxP59K5TuthJkleVG3AROkLJr6N03U4bNp4s
// When it says "mutable thread" it means any task pool thread, but with the guarantee that no other thread is using the mutable runtime.
// Naming: Task_<thread>_<description>
namespace impl
{
void Subtask_Mutable_UpdateParameterDecorations(const TSharedPtr<FMutableOperationData>& OperationData, const TSharedPtr<mu::Model, ESPMode::ThreadSafe>& MutableModel, const mu::Parameters* MutableParameters)
{
MUTABLE_CPUPROFILER_SCOPE(UCustomizableInstancePrivateData::UpdateParameterDecorations)
check(OperationData);
OperationData->ParametersUpdateData.Clear();
OperationData->RelevantParametersInProgress.Empty();
check(MutableParameters);
// This must run in the mutable thread.
check(UCustomizableObjectSystem::GetInstance() != nullptr);
check(UCustomizableObjectSystem::GetInstance()->GetPrivate() != nullptr);
mu::SystemPtr MutableSystem = UCustomizableObjectSystem::GetInstance()->GetPrivate()->MutableSystem;
// Decorations
int32 NumParameters = MutableParameters->GetCount();
{
MUTABLE_CPUPROFILER_SCOPE(ParameterDecorations)
// Generate all the images that decorate the parameters UI, only in the editor.
for (int32 ParamIndex = 0; ParamIndex < NumParameters; ++ParamIndex)
{
FParameterDecorationsUpdateData::FParameterDesc ParamData;
for (int32 ImageIndex = 0; ImageIndex < MutableParameters->GetAdditionalImageCount(ParamIndex); ++ImageIndex)
{
mu::ImagePtrConst Image = MutableSystem->BuildParameterAdditionalImage(
MutableModel,
MutableParameters,
ParamIndex, ImageIndex);
ParamData.Images.Add(Image);
};
OperationData->ParametersUpdateData.Parameters.Add(ParamData);
}
}
// Update the parameter relevancy.
{
MUTABLE_CPUPROFILER_SCOPE(ParameterRelevancy)
TArray<bool> Relevant;
Relevant.SetNumZeroed(NumParameters);
MutableSystem->GetParameterRelevancy(MutableModel, MutableParameters, Relevant.GetData());
for (int32 ParamIndex = 0; ParamIndex < NumParameters; ++ParamIndex)
{
if (Relevant[ParamIndex])
{
OperationData->RelevantParametersInProgress.Add(ParamIndex);
}
}
}
}
void Subtask_Mutable_BeginUpdate_GetMesh(const TSharedPtr<FMutableOperationData>& OperationData, TSharedPtr<mu::Model, ESPMode::ThreadSafe> Model, const mu::Parameters* MutableParameters, int32 State)
{
MUTABLE_CPUPROFILER_SCOPE(Subtask_Mutable_BeginUpdate);
// This runs in the mutable thread.
check(MutableParameters);
check(OperationData);
OperationData->InstanceUpdateData.Clear();
check(UCustomizableObjectSystem::GetInstance() != nullptr);
check(UCustomizableObjectSystem::GetInstance()->GetPrivate() != nullptr);
mu::System* System = UCustomizableObjectSystem::GetInstance()->GetPrivate()->MutableSystem.get();
check(System != nullptr);
// For now, we are forcing the recreation of mutable-side instances with every update.
OperationData->InstanceID = System->NewInstance(Model);
UE_LOG(LogMutable, Log, TEXT("Creating instance with id [%d] "), OperationData->InstanceID)
const mu::Instance* Instance = nullptr;
// Main instance generation step
{
// LOD mask, set to all ones to build all LODs
uint32 LODMask = 0xFFFFFFFF;
Instance = System->BeginUpdate(OperationData->InstanceID, MutableParameters, State, LODMask);
if (!Instance)
{
const mu::Error MutableError = mu::GetError();
if (MutableError == mu::Error::Unsupported)
{
UE_LOG(LogMutable, Log, TEXT("The necessary functionality is not supported in this version of Mutable"));
}
return;
}
}
OperationData->NumLODsAvailable = Instance->GetLODCount();
if (OperationData->CurrentMinLOD >= OperationData->NumLODsAvailable)
{
OperationData->CurrentMinLOD = OperationData->NumLODsAvailable - 1;
OperationData->CurrentMaxLOD = OperationData->CurrentMinLOD;
}
else if (OperationData->CurrentMaxLOD >= OperationData->NumLODsAvailable)
{
OperationData->CurrentMaxLOD = OperationData->NumLODsAvailable - 1;
}
// Generate the mesh and gather all the required resource Ids
OperationData->InstanceUpdateData.LODs.SetNum(Instance->GetLODCount());
for (int32 MutableLODIndex = 0; MutableLODIndex < Instance->GetLODCount(); ++MutableLODIndex)
{
// Skip LODs outside the reange we want to generate
if (MutableLODIndex < OperationData->CurrentMinLOD || MutableLODIndex > OperationData->CurrentMaxLOD)
{
continue;
}
FInstanceUpdateData::FLOD& LOD = OperationData->InstanceUpdateData.LODs[MutableLODIndex];
LOD.FirstComponent = OperationData->InstanceUpdateData.Components.Num();
LOD.ComponentCount = Instance->GetComponentCount(MutableLODIndex);
for (int32 ComponentIndex = 0; ComponentIndex < LOD.ComponentCount; ++ComponentIndex)
{
OperationData->InstanceUpdateData.Components.Push(FInstanceUpdateData::FComponent());
FInstanceUpdateData::FComponent& Component = OperationData->InstanceUpdateData.Components.Last();
Component.Id = Instance->GetComponentId(MutableLODIndex, ComponentIndex);
Component.FirstSurface = OperationData->InstanceUpdateData.Surfaces.Num();
Component.SurfaceCount = 0;
// Mesh
if (Instance->GetMeshCount(MutableLODIndex, ComponentIndex) > 0)
{
MUTABLE_CPUPROFILER_SCOPE(GetMesh);
mu::RESOURCE_ID MeshId = Instance->GetMeshId(MutableLODIndex, ComponentIndex, 0);
// Mesh cache is not enabled yet.
//auto CachedMesh = Cache.Meshes.Find(meshId);
//if (CachedMesh && CachedMesh->IsValid(false, true))
//{
// UE_LOG(LogMutable, Verbose, TEXT("Mesh resource with id [%d] can be cached."), meshId);
// INC_DWORD_STAT(STAT_MutableNumCachedSkeletalMeshes);
//}
Component.Mesh = System->GetMesh(OperationData->InstanceID, MeshId);
}
if (!Component.Mesh)
{
continue;
}
// Materials and images
for (int32 MeshSurfaceIndex = 0; MeshSurfaceIndex < Component.Mesh->GetSurfaceCount(); ++MeshSurfaceIndex)
{
uint32 SurfaceId = Component.Mesh->GetSurfaceId(MeshSurfaceIndex);
int32 InstanceSurfaceIndex = Instance->FindSurfaceById(MutableLODIndex, ComponentIndex, SurfaceId);
check(Component.Mesh->GetVertexCount() == 0 || InstanceSurfaceIndex >= 0);
if (InstanceSurfaceIndex >= 0)
{
OperationData->InstanceUpdateData.Surfaces.Push({});
FInstanceUpdateData::FSurface& Surface = OperationData->InstanceUpdateData.Surfaces.Last();
++Component.SurfaceCount;
Surface.MaterialIndex = Instance->GetSurfaceCustomId(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex);
Surface.SurfaceId = SurfaceId;
// Images
Surface.FirstImage = OperationData->InstanceUpdateData.Images.Num();
Surface.ImageCount = Instance->GetImageCount(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex);
for (int32 ImageIndex = 0; ImageIndex < Surface.ImageCount; ++ImageIndex)
{
MUTABLE_CPUPROFILER_SCOPE(GetImageId);
OperationData->InstanceUpdateData.Images.Push({});
FInstanceUpdateData::FImage& Image = OperationData->InstanceUpdateData.Images.Last();
Image.Name = Instance->GetImageName(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex, ImageIndex);
Image.ImageID = Instance->GetImageId(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex, ImageIndex);
Image.FullImageSizeX = 0;
Image.FullImageSizeY = 0;
}
// Vectors
Surface.FirstVector = OperationData->InstanceUpdateData.Vectors.Num();
Surface.VectorCount = Instance->GetVectorCount(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex);
for (int32 VectorIndex = 0; VectorIndex < Surface.VectorCount; ++VectorIndex)
{
MUTABLE_CPUPROFILER_SCOPE(GetVector);
OperationData->InstanceUpdateData.Vectors.Push({});
FInstanceUpdateData::FVector& Vector = OperationData->InstanceUpdateData.Vectors.Last();
Vector.Name = Instance->GetVectorName(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex, VectorIndex);
Instance->GetVector(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex, VectorIndex, &Vector.Vector.R, &Vector.Vector.G, &Vector.Vector.B, &Vector.Vector.A);
}
// Scalars
Surface.FirstScalar = OperationData->InstanceUpdateData.Scalars.Num();
Surface.ScalarCount = Instance->GetScalarCount(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex);
for (int32 ScalarIndex = 0; ScalarIndex < Surface.ScalarCount; ++ScalarIndex)
{
MUTABLE_CPUPROFILER_SCOPE(GetScalar);
OperationData->InstanceUpdateData.Scalars.Push({});
FInstanceUpdateData::FScalar& Scalar = OperationData->InstanceUpdateData.Scalars.Last();
Scalar.Name = Instance->GetScalarName(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex, ScalarIndex);
Scalar.Scalar = Instance->GetScalar(MutableLODIndex, ComponentIndex, InstanceSurfaceIndex, ScalarIndex);
}
}
}
}
}
}
void Subtask_Mutable_GetImages(const TSharedPtr<FMutableOperationData>& OperationData, TSharedPtr<mu::Model, ESPMode::ThreadSafe> Model, const mu::Parameters* MutableParameters, int32 State)
{
MUTABLE_CPUPROFILER_SCOPE(Subtask_Mutable_GetImages);
// This runs in the mutable thread.
check(OperationData);
check(MutableParameters);
check(UCustomizableObjectSystem::GetInstance() != nullptr);
FCustomizableObjectSystemPrivate* CustomizableObjectSystemPrivateData = UCustomizableObjectSystem::GetInstance()->GetPrivate();
check(CustomizableObjectSystemPrivateData != nullptr);
mu::System* System = CustomizableObjectSystemPrivateData->MutableSystem.get();
check(System != nullptr);
// Generate all the required resources, that are not cached
TArray<mu::RESOURCE_ID> ImagesInThisInstance;
for (FInstanceUpdateData::FImage& Image : OperationData->InstanceUpdateData.Images)
{
MUTABLE_CPUPROFILER_SCOPE(GetImage);
// This should only be done when using progressive images, since GetImageDesc does some actual processing.
{
mu::FImageDesc ImageDesc;
System->GetImageDesc(OperationData->InstanceID, Image.ImageID, ImageDesc);
Image.FullImageSizeX = ImageDesc.m_size[0];
Image.FullImageSizeY = ImageDesc.m_size[1];
}
bool bCached = false;
// See if it is cached from this same instance (can happen with LODs)
bCached = ImagesInThisInstance.Contains(Image.ImageID);
// See if it is cached from another instance
if (!bCached)
{
bCached = CustomizableObjectSystemPrivateData->ProtectedObjectCachedImages.Contains(Image.ImageID);
}
if (bCached)
{
UE_LOG(LogMutable, Verbose, TEXT("Texture resource with id [%d] is cached."), Image.ImageID);
INC_DWORD_STAT(STAT_MutableNumCachedTextures);
}
else
{
MUTABLE_CPUPROFILER_SCOPE(GetImage);
int32 MaxSize = FMath::Max(Image.FullImageSizeX, Image.FullImageSizeY);
int32 FullLODCount = FMath::CeilLogTwo(MaxSize) + 1;
int32 MinMipsInImage = FMath::Min(FullLODCount, UTexture::GetStaticMinTextureResidentMipCount());
int32 MaxMipsToSkip = FullLODCount - MinMipsInImage;
int32 MipsToSkip = FMath::Min(MaxMipsToSkip, OperationData->MipsToSkip);
Image.Image = System->GetImage(OperationData->InstanceID, Image.ImageID, MipsToSkip);
// We need one mip or the complete chain. Otherwise there was a bug.
check(Image.Image);
int32 FullMipCount = Image.Image->GetMipmapCount(Image.Image->GetSizeX(), Image.Image->GetSizeY());
int32 RealMipCount = Image.Image->GetLODCount();
if ((RealMipCount != 1) && (RealMipCount != FullMipCount))
{
MUTABLE_CPUPROFILER_SCOPE(GetImage_MipFix);
UE_LOG(LogMutable, Warning, TEXT("Mutable generated an incomplete mip chain for image %d."), Image.ImageID);
// Force the right number of mips. The missing data will be black.
mu::ImagePtr NewImage = new mu::Image(Image.Image->GetSizeX(), Image.Image->GetSizeY(), FullMipCount, Image.Image->GetFormat());
check(NewImage);
if (NewImage->GetDataSize() >= Image.Image->GetDataSize())
{
FMemory::Memcpy(NewImage->GetData(), Image.Image->GetData(), Image.Image->GetDataSize());
}
Image.Image = NewImage;
}
ImagesInThisInstance.Add(Image.ImageID);
}
}
}
void Subtask_Mutable_PrepareTextures(const TSharedPtr<FMutableOperationData>& OperationData)
{
// This runs in a worker thread
check(OperationData);
for (const FInstanceUpdateData::FSurface& Surface : OperationData->InstanceUpdateData.Surfaces)
{
for (int32 ImageIndex = 0; ImageIndex<Surface.ImageCount; ++ImageIndex)
{
const FInstanceUpdateData::FImage& Image = OperationData->InstanceUpdateData.Images[Surface.FirstImage+ImageIndex];
FString KeyName = Image.Name;
mu::ImagePtrConst MutableImage = Image.Image;
// If the image is null, it must be in the cache (or repeated in this instance), and we don't need to do anything here.
if (MutableImage)
{
FTexturePlatformData* PlatformData = UCustomizableInstancePrivateData::MutableCreateImagePlatformData(MutableImage.get(), -1, Image.FullImageSizeX, Image.FullImageSizeY);
OperationData->ImageToPlatformDataMap.Add(Image.ImageID, PlatformData);
OperationData->PendingTextureCoverageQueries.Add({ KeyName, Surface.MaterialIndex, PlatformData });
}
}
}
}
void Subtask_Mutable_PrepareSkeletonData(const TSharedPtr<FMutableOperationData>& OperationData)
{
// This runs in a worker thread
MUTABLE_CPUPROFILER_SCOPE(PrepareSkeletonData);
check(OperationData);
const int32 LODCount = OperationData->InstanceUpdateData.LODs.Num();
const FInstanceUpdateData::FLOD& MinLOD = OperationData->InstanceUpdateData.LODs[OperationData->CurrentMinLOD];
const int32 ComponentCount = MinLOD.ComponentCount;
// Add SkeletonData for each component
OperationData->InstanceUpdateData.Skeletons.AddDefaulted(ComponentCount);
for (int32 ComponentIndex = 0; ComponentIndex < ComponentCount; ++ComponentIndex)
{
FInstanceUpdateData::FComponent& MinLODComponent = OperationData->InstanceUpdateData.Components[MinLOD.FirstComponent + ComponentIndex];
// Set the ComponentIndex
OperationData->InstanceUpdateData.Skeletons[ComponentIndex].ComponentIndex = MinLODComponent.Id;
// Fill the data used to generate the RefSkeletalMesh
TArray<uint32>& SkeletonIds = OperationData->InstanceUpdateData.Skeletons[ComponentIndex].SkeletonIds;
TArray<FName>& BoneNames = OperationData->InstanceUpdateData.Skeletons[ComponentIndex].BoneNames;
TMap<FName, FMatrix44f>& BoneMatricesWithScale = OperationData->InstanceUpdateData.Skeletons[ComponentIndex].BoneMatricesWithScale;
// Use first valid LOD bone count as a potential total number of bones, used for pre-allocating data arrays
if (MinLODComponent.Mesh && MinLODComponent.Mesh->GetSkeleton())
{
const int32 TotalPossibleBones = MinLODComponent.Mesh->GetSkeleton()->GetBoneCount();
// Out Data
BoneNames.Reserve(TotalPossibleBones);
BoneMatricesWithScale.Reserve(TotalPossibleBones);
}
for (int32 LODIndex = OperationData->CurrentMinLOD; LODIndex <= OperationData->CurrentMaxLOD && LODIndex < LODCount; ++LODIndex)
{
MUTABLE_CPUPROFILER_SCOPE(PrepareSkeletonData_LODs);
const FInstanceUpdateData::FLOD& CurrentLOD = OperationData->InstanceUpdateData.LODs[LODIndex];
FInstanceUpdateData::FComponent& CurrentLODComponent = OperationData->InstanceUpdateData.Components[CurrentLOD.FirstComponent + ComponentIndex];
mu::MeshPtrConst Mesh = CurrentLODComponent.Mesh;
if (!Mesh || !Mesh->GetSkeleton())
{
continue;
}
// Add SkeletonIds
const int32 SkeletonIDsCount = Mesh->GetSkeletonIDsCount();
for (int32 SkeletonIndex = 0; SkeletonIndex < SkeletonIDsCount; ++SkeletonIndex)
{
SkeletonIds.AddUnique(Mesh->GetSkeletonID(SkeletonIndex));
}
const int32 MaxBoneIndex = Mesh->GetBonePoseCount();
// Add active bones and new names to the BoneNames array
CurrentLODComponent.BoneMap.Reserve(MaxBoneIndex);
CurrentLODComponent.ActiveBones.Reserve(MaxBoneIndex);
for (int32 BonePoseIndex = 0; BonePoseIndex < MaxBoneIndex; ++BonePoseIndex)
{
const FName BoneName = Mesh->GetBonePoseName(BonePoseIndex);
check(BoneName != NAME_None);
int32 BoneIndex = BoneNames.Find(BoneName);
if (BoneIndex == INDEX_NONE)
{
BoneIndex = BoneNames.Add(BoneName);
FTransform3f Transform;
Mesh->GetBoneTransform(BonePoseIndex, Transform);
BoneMatricesWithScale.Emplace(BoneName, Transform.Inverse().ToMatrixWithScale());
}
if (EnumHasAnyFlags(Mesh->GetBoneUsageFlags(BonePoseIndex), mu::EBoneUsageFlags::Skinning))
{
CurrentLODComponent.BoneMap.Add(BoneIndex);
}
CurrentLODComponent.ActiveBones.Add(BoneIndex);
}
}
}
}
void Task_Mutable_Update_GetMesh(TSharedPtr<FMutableOperationData> OperationData, TSharedPtr<mu::Model, ESPMode::ThreadSafe> Model, mu::ParametersPtrConst Parameters, bool bBuildParameterDecorations, int32 State)
{
// This runs in a worker thread.
MUTABLE_CPUPROFILER_SCOPE(Task_Mutable_GetMesh)
#if WITH_EDITOR
uint32 StartCycles = FPlatformTime::Cycles();
#endif
check(OperationData.IsValid());
if (bBuildParameterDecorations)
{
// This cannot happen inside the beginupdate-endupdate cycle.
Subtask_Mutable_UpdateParameterDecorations(OperationData, Model, Parameters.get());
}
else
{
OperationData->ParametersUpdateData.Clear();
OperationData->RelevantParametersInProgress.Reset();
}
Subtask_Mutable_BeginUpdate_GetMesh(OperationData, Model, Parameters.get(), State);
// TODO: Not strictly mutable: move to another worker thread task to free mutable access?
Subtask_Mutable_PrepareSkeletonData(OperationData);
#if WITH_EDITOR
uint32 EndCycles = FPlatformTime::Cycles();
OperationData->MutableRuntimeCycles = EndCycles - StartCycles;
#endif
}
void Task_Mutable_Update_GetImages(TSharedPtr<FMutableOperationData> OperationData, TSharedPtr<mu::Model, ESPMode::ThreadSafe> Model, mu::ParametersPtrConst Parameters, int32 State)
{
// This runs in a worker thread.
MUTABLE_CPUPROFILER_SCOPE(Task_Mutable_GetImages)
#if WITH_EDITOR
uint32 StartCycles = FPlatformTime::Cycles();
#endif
check(OperationData.IsValid());
Subtask_Mutable_GetImages(OperationData, Model, Parameters.get(), State);
// TODO: Not strictly mutable: move to another worker thread task to free mutable access?
Subtask_Mutable_PrepareTextures(OperationData);
#if WITH_EDITOR
uint32 EndCycles = FPlatformTime::Cycles();
OperationData->MutableRuntimeCycles += EndCycles - StartCycles;
#endif
}
void Task_Mutable_ReleaseInstance(TSharedPtr<FMutableOperationData> OperationData, mu::SystemPtr MutableSystem)
{
MUTABLE_CPUPROFILER_SCOPE(Task_Mutable_ReleaseInstance)
// This runs in a worker thread.
check(OperationData.IsValid());
if (OperationData->InstanceID > 0)
{
MUTABLE_CPUPROFILER_SCOPE(EndUpdate);
check(MutableSystem);
MutableSystem->EndUpdate(OperationData->InstanceID);
OperationData->InstanceUpdateData.Clear();
MutableSystem->ReleaseInstance(OperationData->InstanceID);
OperationData->InstanceID = 0;
}
}
void Task_Game_ReleasePlatformData(TSharedPtr<FMutableReleasePlatformOperationData> OperationData)
{
MUTABLE_CPUPROFILER_SCOPE(Task_Game_ReleasePlatformData)
check(OperationData.IsValid());
TMap<uint32, FTexturePlatformData*>& ImageToPlatformDataMap = OperationData->ImageToPlatformDataMap;
for (TPair<uint32, FTexturePlatformData*> Pair : ImageToPlatformDataMap)
{
delete Pair.Value; // If this is not null then it must mean it hasn't been used, otherwise they would have taken ownership and nulled it
}
ImageToPlatformDataMap.Reset();
}
void Task_Game_Callbacks(TSharedPtr<FMutableOperationData> OperationData, const TWeakObjectPtr<UCustomizableObjectInstance>& CustomizableObjectInstancePtr)
{
MUTABLE_CPUPROFILER_SCOPE(Task_Game_Callbacks)
check(IsInGameThread());
UCustomizableObjectSystem* System = UCustomizableObjectSystem::GetInstance();
if (!System || !System->IsValidLowLevel() || System->HasAnyFlags(RF_BeginDestroyed))
{
return;
}
UCustomizableObjectInstance* CustomizableObjectInstance = CustomizableObjectInstancePtr.Get();
// TODO: Review checks.
if (!CustomizableObjectInstance || !CustomizableObjectInstance->IsValidLowLevel() )
{
System->ClearCurrentMutableOperation();
return;
}
// Actual work
UpdateSkeletalMesh(CustomizableObjectInstance);
// TODO: T2927
if (LogBenchmarkUtil::isLoggingActive())
{
// Log the time stat
FCustomizableObjectSystemPrivate* CustomizableObjectSystemPrivateData = System->GetPrivate();
check(CustomizableObjectSystemPrivateData != nullptr);
double deltaSeconds = FPlatformTime::Seconds() - CustomizableObjectSystemPrivateData->CurrentMutableOperation->StartUpdateTime;
int32 deltaMs = int32(deltaSeconds * 1000);
int64 streamingCache = CustomizableObjectSystemPrivateData->LastStreamingMemorySize / 1024;
LogBenchmarkUtil::updateStat("customizable_instance_build_time", deltaMs);
LogBenchmarkUtil::updateStat("mutable_streaming_cache_memory", (long double)streamingCache / 1024.0);
CustomizableObjectSystemPrivateData->TotalBuildMs += deltaMs;
CustomizableObjectSystemPrivateData->TotalBuiltInstances++;
SET_DWORD_STAT(STAT_MutableInstanceBuildTime, deltaMs);
SET_DWORD_STAT(STAT_MutableInstanceBuildTimeAvrg, CustomizableObjectSystemPrivateData->TotalBuildMs / CustomizableObjectSystemPrivateData->TotalBuiltInstances);
SET_DWORD_STAT(STAT_MutableStreamingCache, streamingCache);
mu::System* MutableSystem = CustomizableObjectSystemPrivateData->MutableSystem.get();
if (MutableSystem)
{
SET_DWORD_STAT(STAT_MutableProfile_LiveInstanceCount, MutableSystem->GetProfileMetric(mu::System::ProfileMetric::LiveInstanceCount));
SET_DWORD_STAT(STAT_MutableProfile_StreamingCacheBytes, MutableSystem->GetProfileMetric(mu::System::ProfileMetric::StreamingCacheBytes));
SET_DWORD_STAT(STAT_MutableProfile_InstanceUpdateCount, MutableSystem->GetProfileMetric(mu::System::ProfileMetric::InstanceUpdateCount));
}
else
{
SET_DWORD_STAT(STAT_MutableProfile_LiveInstanceCount, 0);
SET_DWORD_STAT(STAT_MutableProfile_StreamingCacheBytes, 0);
SET_DWORD_STAT(STAT_MutableProfile_InstanceUpdateCount, 0);
}
}
// End Update
System->ClearCurrentMutableOperation();
}
void Task_Game_ConvertResources(TSharedPtr<FMutableOperationData> OperationData, const TWeakObjectPtr<UCustomizableObjectInstance>& CustomizableObjectInstancePtr)
{
MUTABLE_CPUPROFILER_SCOPE(Task_Game_ConvertResources)
check(IsInGameThread());
UCustomizableObjectSystem* System = UCustomizableObjectSystem::GetInstance();
if (!System || !System->IsValidLowLevel() || System->HasAnyFlags(RF_BeginDestroyed))
{
return;
}
check(OperationData.IsValid());
UCustomizableObjectInstance* CustomizableObjectInstance = CustomizableObjectInstancePtr.Get();
// TODO: Review checks.
bool bCancel = false;
if (!CustomizableObjectInstance || !CustomizableObjectInstance->IsValidLowLevel())
{
bCancel = true;
}
// Actual work
if (!bCancel)
{
UCustomizableInstancePrivateData* CustomizableInstancePrivateData = CustomizableObjectInstance->GetPrivate();
check(CustomizableInstancePrivateData != nullptr);
// Process the pending texture coverage queries
{
MUTABLE_CPUPROFILER_SCOPE(GameTextureQueries);
for (const FPendingTextureCoverageQuery& Query : OperationData->PendingTextureCoverageQueries)
{
UMaterialInterface* Material = nullptr;
const uint32* InstanceIndex = CustomizableInstancePrivateData->ObjectToInstanceIndexMap.Find(Query.MaterialIndex);
if (InstanceIndex && CustomizableInstancePrivateData->ReferencedMaterials.IsValidIndex(*InstanceIndex))
{
Material = CustomizableInstancePrivateData->ReferencedMaterials[*InstanceIndex];
}
UCustomizableInstancePrivateData::ProcessTextureCoverageQueries(OperationData, CustomizableObjectInstance->GetCustomizableObject(), Query.KeyName, Query.PlatformData, Material);
}
OperationData->PendingTextureCoverageQueries.Empty();
}
// Process texture coverage queries because it's safe to do now that the Mutable thread is stopped
{
if (OperationData->TextureCoverageQueries_MutableThreadResults.Num() > 0)
{
for (auto& Result : OperationData->TextureCoverageQueries_MutableThreadResults)
{
FTextureCoverageQueryData* FinalResultData = CustomizableInstancePrivateData->TextureCoverageQueries.Find(Result.Key);
*FinalResultData = Result.Value;
}
OperationData->TextureCoverageQueries_MutableThreadResults.Empty();
}
#if WITH_EDITOR
CustomizableObjectInstance->LastUpdateMutableRuntimeCycles = OperationData->MutableRuntimeCycles;
#endif
// Convert Step
//-------------------------------------------------------------
// \TODO: Bring that code here instead of keeping it in the UCustomizableObjectInstance
if (CustomizableInstancePrivateData->UpdateSkeletalMesh_PostBeginUpdate0(CustomizableObjectInstance, OperationData))
{
// This used to be CustomizableObjectInstance::UpdateSkeletalMesh_PostBeginUpdate1
{
MUTABLE_CPUPROFILER_SCOPE(UpdateSkeletalMesh_PostBeginUpdate1);
// \TODO: Bring here
CustomizableInstancePrivateData->BuildMaterials(OperationData, CustomizableObjectInstance);
}
// This used to be CustomizableObjectInstance::UpdateSkeletalMesh_PostBeginUpdate2
{
MUTABLE_CPUPROFILER_SCOPE(UpdateSkeletalMesh_PostBeginUpdate2);
for (int32 Component = 0; Component < CustomizableObjectInstance->SkeletalMeshes.Num(); ++Component)
{
if (CustomizableObjectInstance->SkeletalMeshes[Component] && CustomizableObjectInstance->SkeletalMeshes[Component]->GetLODInfoArray().Num())
{
MUTABLE_CPUPROFILER_SCOPE(UpdateSkeletalMesh_PostEditChangeProperty);
CustomizableInstancePrivateData->PostEditChangePropertyWithoutEditor(CustomizableObjectInstance->SkeletalMeshes[Component]);
}
}
}
}
} // END - Process texture coverage queries
} // if (!bCancel)
FCustomizableObjectSystemPrivate* CustomizableObjectSystemPrivateData = System->GetPrivate();
check(CustomizableObjectSystemPrivateData != nullptr);
// Next Task: Release Mutable. We need this regardless if we cancel or not
//-------------------------------------------------------------
{
mu::SystemPtr MutableSystem = CustomizableObjectSystemPrivateData->MutableSystem;
CustomizableObjectSystemPrivateData->AddMutableThreadTask(
TEXT("Task_Mutable_ReleaseInstance"),
[OperationData, MutableSystem]() {Task_Mutable_ReleaseInstance(OperationData, MutableSystem); },
UE::Tasks::ETaskPriority::BackgroundNormal);
}
// Next Task: Release Platform Data
//-------------------------------------------------------------
if (!bCancel)
{
TSharedPtr<FMutableReleasePlatformOperationData> ReleaseOperationData = MakeShared<FMutableReleasePlatformOperationData>();
check(ReleaseOperationData);
ReleaseOperationData->ImageToPlatformDataMap = MoveTemp(OperationData->ImageToPlatformDataMap);
CustomizableObjectSystemPrivateData->AddAnyThreadTask(
TEXT("Mutable_ReleasePlatformData"),
[ReleaseOperationData]() { Task_Game_ReleasePlatformData(ReleaseOperationData); },
UE::Tasks::ETaskPriority::BackgroundNormal
);
// Unlock step
//-------------------------------------------------------------
if (CustomizableObjectInstance->GetCustomizableObject())
{
// Unlock the resource cache for the object used by this instance to avoid
// the destruction of resources that we may want to reuse.
System->ClearResourceCacheProtected();
}
// Next Task: Callbacks
//-------------------------------------------------------------
CustomizableObjectSystemPrivateData->AddGameThreadTask(
{
FMutableTaskDelegate::CreateLambda(
[OperationData,CustomizableObjectInstancePtr]()
{
Task_Game_Callbacks(OperationData,CustomizableObjectInstancePtr);
}),
{}
});
}
}
/** "Lock Cached Resources" */
void Task_Game_LockCache(TSharedPtr<FMutableOperationData> OperationData, const TWeakObjectPtr<UCustomizableObjectInstance>& CustomizableObjectInstancePtr, mu::Ptr<const mu::Parameters> Parameters, bool bBuildParameterDecorations)
{
check(IsInGameThread());
UCustomizableObjectSystem* System = UCustomizableObjectSystem::GetInstance();
if (!System)
{
return;
}
UCustomizableObjectInstance* ObjectInstance = CustomizableObjectInstancePtr.Get();
if (!ObjectInstance)
{
System->ClearCurrentMutableOperation();
return;
}
const UCustomizableObject* CustomizableObject = ObjectInstance->GetCustomizableObject();
if (!CustomizableObject)
{
System->ClearCurrentMutableOperation();
return;
}
check(OperationData.IsValid());
UCustomizableInstancePrivateData* ObjectInstancePrivateData = ObjectInstance->GetPrivate();
check(ObjectInstancePrivateData != nullptr);
// Process the parameter decorations if requested
if (bBuildParameterDecorations)
{
ObjectInstancePrivateData->UpdateParameterDecorationsEngineResources(OperationData);
}
// Selectively lock the resource cache for the object used by this instance to avoid the destruction of resources that we may want to reuse.
// When protecting textures there mustn't be any left from a previous update
check(System->ProtectedCachedTextures.Num() == 0);
FCustomizableObjectSystemPrivate* SystemPrivateData = System->GetPrivate();
check(SystemPrivateData != nullptr);
FMutableResourceCache& Cache = SystemPrivateData->GetObjectCache(CustomizableObject);
System->ProtectedCachedTextures.Reset(Cache.Images.Num());
SystemPrivateData->ProtectedObjectCachedImages.Reset(Cache.Images.Num());
for (const FInstanceUpdateData::FImage& Image : OperationData->InstanceUpdateData.Images)
{
FMutableImageCacheKey Key(Image.ImageID, OperationData->MipsToSkip);
TWeakObjectPtr<UTexture2D>* TexturePtr = Cache.Images.Find(Key);
if (TexturePtr && TexturePtr->Get() && SystemPrivateData->TextureHasReferences(Image.ImageID))
{
System->ProtectedCachedTextures.Add(TexturePtr->Get());
SystemPrivateData->ProtectedObjectCachedImages.Add(Image.ImageID);
}
}
// Any external texture that may be needed for this update will be requested from Mutable Core's GetImage
// which will safely access the GlobalExternalImages map, and then just get the cached image or issue a disk read
// Copy data generated in the mutable thread over to the instance
ObjectInstancePrivateData->PrepareForUpdate(OperationData);
// Task: Mutable GetImages
//-------------------------------------------------------------
FGraphEventRef Mutable_GetImagesTask;
{
// Task inputs
check(CustomizableObject->GetPrivate() != nullptr);
TSharedPtr<mu::Model, ESPMode::ThreadSafe> Model = CustomizableObject->GetPrivate()->GetModel();
int32 State = ObjectInstance->GetState();
Mutable_GetImagesTask = SystemPrivateData->AddMutableThreadTask(
TEXT("Task_Mutable_GetImages"),
[OperationData, Parameters, Model, State]()
{
impl::Task_Mutable_Update_GetImages(OperationData, Model, Parameters, State);
},
UE::Tasks::ETaskPriority::BackgroundHigh);
}
// Next Task: Load Unreal Assets
//-------------------------------------------------------------
FGraphEventRef Game_LoadUnrealAssets = ObjectInstancePrivateData->LoadAdditionalAssetsAsync(OperationData, ObjectInstance, UCustomizableObjectSystem::GetInstance()->GetStreamableManager());
if (Game_LoadUnrealAssets)
{
Game_LoadUnrealAssets->SetDebugName(TEXT("LoadAdditionalAssetsAsync"));
}
// Next-next Task: Convert Resources
//-------------------------------------------------------------
SystemPrivateData->AddGameThreadTask(
{
FMutableTaskDelegate::CreateLambda(
[OperationData,CustomizableObjectInstancePtr]()
{
Task_Game_ConvertResources(OperationData,CustomizableObjectInstancePtr);
}),
#ifdef MUTABLE_USE_NEW_TASKGRAPH
{},
#endif
Game_LoadUnrealAssets,
Mutable_GetImagesTask
});
}
/** "Start Update" */
void Task_Game_StartUpdate(TSharedPtr<FMutableOperation> Operation)
{
check(Operation);
check(Operation->Type == FMutableOperation::EOperationType::Update);
UCustomizableObjectSystem* System = UCustomizableObjectSystem::GetInstance();
check(System != nullptr);
if (!Operation->CustomizableObjectInstance.IsValid() || !Operation->CustomizableObjectInstance->IsValidLowLevel()) // Only start if it hasn't been already destroyed (i.e. GC after finish PIE)
{
System->ClearCurrentMutableOperation();
return;
}
UCustomizableInstancePrivateData* ObjectInstancePrivateData = Operation->CustomizableObjectInstance->GetPrivate();
check(ObjectInstancePrivateData != nullptr);
if (ObjectInstancePrivateData->HasCOInstanceFlags(PendingLODsUpdate))
{
ObjectInstancePrivateData->ClearCOInstanceFlags(PendingLODsUpdate);
// TODO: Is anything needed for this now?
//Operation->CustomizableObjectInstance->ReleaseMutableInstanceId(); // To make mutable regenerate the LODs even if the instance parameters have not changed
}
float LastMinSquareDistFromComponentToPlayer = ObjectInstancePrivateData->LastMinSquareDistFromComponentToPlayer;
UCustomizableObjectInstance* CandidateInstance = Operation->CustomizableObjectInstance.Get();
bool bCancel = false;
UCustomizableObject* CustomizableObject = nullptr;
mu::Ptr<const mu::Parameters> Parameters;
// If the object is locked (for instance, compiling) we skip any instance update.
if (!CandidateInstance) // TODO DRB: Shouldn't this be impossible? This is Operation->CustomizableObjectInstance, and we returned above if it wasn't valid.
{
bCancel = true;
}
else
{
CustomizableObject = CandidateInstance->GetCustomizableObject();
if (!CustomizableObject)
{
bCancel = true;
}
else
{
check(CustomizableObject->GetPrivate() != nullptr);
if (CustomizableObject->GetPrivate()->bLocked)
{
bCancel = true;
}
}
// Only update resources if the instance is in range (it could have got far from the player since the task was queued)
check(System->CurrentInstanceLODManagement != nullptr);
if (System->CurrentInstanceLODManagement->IsOnlyUpdateCloseCustomizableObjectsEnabled()
&& LastMinSquareDistFromComponentToPlayer > FMath::Square(System->CurrentInstanceLODManagement->GetOnlyUpdateCloseCustomizableObjectsDist())
&& LastMinSquareDistFromComponentToPlayer != FLT_MAX // This means it is the first frame so it has to be updated
)
{
bCancel = true;
}
Parameters = Operation->GetParameters();
if (!Parameters)
{
bCancel = true;
}
}
if (bCancel)
{
if (Operation->CustomizableObjectInstance.IsValid()) // TODO DRB: If this was true at the top of this functoin, we returned. Can it have become invalid in between? Any reason we're not using CandidateInstance here?
{
ObjectInstancePrivateData->ClearCOInstanceFlags(Updating);
}
System->ClearCurrentMutableOperation();
return;
}
if (LogBenchmarkUtil::isLoggingActive())
{
Operation->StartUpdateTime = FPlatformTime::Seconds();
}
FCustomizableObjectSystemPrivate* SystemPrivateData = System->GetPrivate();
check(SystemPrivateData != nullptr);
SystemPrivateData->CurrentInstanceBeingUpdated = CandidateInstance;
UCustomizableInstancePrivateData* CandidateInstancePrivateData = CandidateInstance->GetPrivate();
check(CandidateInstancePrivateData != nullptr);
// Prepare streaming for the current customizable object
check(SystemPrivateData->Streamer != nullptr);
SystemPrivateData->Streamer->PrepareStreamingForObject(CustomizableObject);
CandidateInstance->CommitMinMaxLOD();
// Task: Mutable Update and GetMesh
//-------------------------------------------------------------
TSharedPtr<FMutableOperationData> CurrentOperationData = MakeShared<FMutableOperationData>();
check(CurrentOperationData);
CurrentOperationData->TextureCoverageQueries_MutableThreadParams = CandidateInstancePrivateData->TextureCoverageQueries;
CurrentOperationData->TextureCoverageQueries_MutableThreadResults.Empty();
CurrentOperationData->CurrentMinLOD = Operation->InstanceDescriptorRuntimeHash.GetMinLOD();
CurrentOperationData->CurrentMaxLOD = Operation->InstanceDescriptorRuntimeHash.GetMaxLOD();
CurrentOperationData->bNeverStream = Operation->bNeverStream;
CurrentOperationData->MipsToSkip = Operation->MipsToSkip;
CurrentOperationData->MutableParameters = Parameters;
check(Operation->CustomizableObjectInstance.IsValid());
CurrentOperationData->State = Operation->CustomizableObjectInstance->GetState();
FGraphEventRef Mutable_GetMeshTask;
{
// Task inputs
TWeakObjectPtr<UCustomizableObjectInstance> CustomizableObjectInstancePtr = CandidateInstance;
check(CustomizableObjectInstancePtr.IsValid());
TSharedPtr<FMutableOperation> CurrentMutableOperation = SystemPrivateData->CurrentMutableOperation;
check(CurrentMutableOperation);
bool bBuildParameterDecorations = CurrentMutableOperation->IsBuildParameterDecorations();
check(CustomizableObject->GetPrivate() != nullptr);
TSharedPtr<mu::Model, ESPMode::ThreadSafe> Model = CustomizableObject->GetPrivate()->GetModel();
int32 State = CustomizableObjectInstancePtr->GetState();
Mutable_GetMeshTask = SystemPrivateData->AddMutableThreadTask(
TEXT("Task_Mutable_Update_GetMesh"),
[CurrentOperationData, bBuildParameterDecorations, Parameters, Model, State]()
{
impl::Task_Mutable_Update_GetMesh(CurrentOperationData, Model, Parameters, bBuildParameterDecorations, State);
},
UE::Tasks::ETaskPriority::BackgroundHigh);
}
// Task: Lock cache
//-------------------------------------------------------------
{
// Task inputs
TWeakObjectPtr<UCustomizableObjectInstance> CustomizableObjectInstancePtr = CandidateInstance;
check(CustomizableObjectInstancePtr.IsValid());
TSharedPtr<FMutableOperation> CurrentMutableOperation = SystemPrivateData->CurrentMutableOperation;
check(CurrentMutableOperation);
bool bBuildParameterDecorations = CurrentMutableOperation->IsBuildParameterDecorations();
SystemPrivateData->AddGameThreadTask(
{
FMutableTaskDelegate::CreateLambda(
[CurrentOperationData, CustomizableObjectInstancePtr, bBuildParameterDecorations, Parameters]()
{
impl::Task_Game_LockCache(CurrentOperationData, CustomizableObjectInstancePtr, Parameters, bBuildParameterDecorations);
}),
Mutable_GetMeshTask
});
}
}
} // namespace impl
void UCustomizableObjectSystem::AdvanceCurrentOperation()
{
MUTABLE_CPUPROFILER_SCOPE(AdvanceCurrentOperation);
check(Private != nullptr);
// See if we can clear the last reference to the mutable-thread task
Private->ClearMutableTaskIfDone();
// See if we have a game-thread task to process
FMutableTask* PendingTask = Private->PendingTasks.Peek();
if (PendingTask)
{
if (PendingTask->AreDependenciesComplete())
{
PendingTask->ClearDependencies();
PendingTask->Function.Execute();
Private->PendingTasks.Pop();
}
// Don't do anything else until the pending work is completed.
return;
}
// It is safe to do this now.
Private->UpdateStreamingLimit();
// If we don't have an ongoing operation, don't do anything.
if (!Private->CurrentMutableOperation.IsValid())
{
return;
}
// If we reach here it means:
// - we have an ongoing operations
// - we have no pending work for the ongoing operation
// - so we are starting it.
switch (Private->CurrentMutableOperation->Type)
{
case FMutableOperation::EOperationType::Discard:
{
MUTABLE_CPUPROFILER_SCOPE(OperationDiscard);
// \TODO: Discards could be done in any case, concurrently with update operations. Should they be
// in their own "queue"?
UCustomizableObjectInstance* COI = Private->CurrentMutableOperation->CustomizableObjectInstance.Get();
UCustomizableInstancePrivateData* COIPrivateData = COI ? COI->GetPrivate() : nullptr;
// Only discard resources if the instance is still out range (it could have got closer to the player since the task was queued)
if (!CurrentInstanceLODManagement->IsOnlyUpdateCloseCustomizableObjectsEnabled() ||
!COI ||
((COIPrivateData != nullptr) &&
(COIPrivateData->LastMinSquareDistFromComponentToPlayer > FMath::Square(CurrentInstanceLODManagement->GetOnlyUpdateCloseCustomizableObjectsDist()))
)
)
{
if (COI && COI->IsValidLowLevel())
{
check(COIPrivateData != nullptr);
COIPrivateData->DiscardResourcesAndSetReferenceSkeletalMesh(COI);
COIPrivateData->ClearCOInstanceFlags(Updating);
COI->SkeletalMeshStatus = ESkeletalMeshState::Correct;
}
}
else
{
check(COIPrivateData != nullptr);
COIPrivateData->ClearCOInstanceFlags(Updating);
}
if (COI && !COI->HasAnySkeletalMesh())
{
// To solve the problem in the Mutable demo where PIE just after editor start made all instances appear as reference mesh until editor restart
check(COIPrivateData != nullptr);
COIPrivateData->ClearCOInstanceFlags(Generated);
}
ClearCurrentMutableOperation();
break;
}
case FMutableOperation::EOperationType::Update:
{
MUTABLE_CPUPROFILER_SCOPE(OperationUpdate);
// Start the first task of the update process. See namespace impl comments above.
impl::Task_Game_StartUpdate(Private->CurrentMutableOperation);
break;
}
default:
check(false);
break;
}
}
bool UCustomizableObjectSystem::Tick(float DeltaTime)
{
MUTABLE_CPUPROFILER_SCOPE(UCustomizableObjectSystem::Tick)
// Building instances is not enable in servers. If at some point relevant collision or animation data is necessary for server logic this will need to be changed.
#if UE_SERVER
return true;
#endif
if (!Private.IsValid())
{
return true;
}
UWorld* World = GWorld;
if (World)
{
EWorldType::Type WorldType = World->WorldType;
if (WorldType != EWorldType::PIE && WorldType != EWorldType::Game && WorldType != EWorldType::Editor && WorldType != EWorldType::GamePreview)
{
return true;
}
}
// \TODO: Review: We should never compile an object from this tick, so this could be removed
#if WITH_EDITOR
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
if (AssetRegistryModule.Get().IsLoadingAssets())
{
return true; // Assets are still being loaded, so subobjects won't be found, compiled objects incomplete and thus updates wrong
}
#endif
MUTABLE_CPUPROFILER_SCOPE(TickCustomizableObjectSystem)
// Reset the instance relevancy
// \TODO: Review
// TODO: This should be done only when requiring a new job. And for the current operation instance, in case it needs to be cancelled.
CurrentInstanceLODManagement->UpdateInstanceDistsAndLODs();
// Get a new operation if we aren't working on one
if (!Private->CurrentMutableOperation)
{
// Update the streaming limit if it has changed. It is safe to do this now.
Private->UpdateStreamingLimit();
// Decide the next mutable operation to perform.
if (!Private->MutableOperationQueue.IsEmpty())
{
FMutableQueueElem AuxElem;
Private->MutableOperationQueue.Dequeue(&AuxElem);
Private->CurrentMutableOperation = AuxElem.Operation;
}
else
{
Private->CurrentMutableOperation = nullptr;
}
}
// Advance the current operation
if (Private->CurrentMutableOperation)
{
AdvanceCurrentOperation();
}
for (TObjectIterator<UCustomizableObjectInstance> CustomizableObjectInstance; CustomizableObjectInstance; ++CustomizableObjectInstance)
{
if (IsValidChecked(*CustomizableObjectInstance) && CustomizableObjectInstance->GetPrivate())
{
UCustomizableInstancePrivateData* ObjectInstancePrivateData = CustomizableObjectInstance->GetPrivate();
check(ObjectInstancePrivateData != nullptr);
if (ObjectInstancePrivateData->HasCOInstanceFlags(UsedByComponentInPlay))
{
ObjectInstancePrivateData->TickUpdateCloseCustomizableObjects(**CustomizableObjectInstance);
}
else if (ObjectInstancePrivateData->HasCOInstanceFlags(UsedByComponent))
{
ObjectInstancePrivateData->UpdateInstanceIfNotGenerated(**CustomizableObjectInstance);
}
ObjectInstancePrivateData->ClearCOInstanceFlags((ECOInstanceFlags)(UsedByComponent | UsedByComponentInPlay));
}
}
// Update the queue. TODO: This should be done only when requiring a new job. And for the current operation instance, in case it needs to be cancelled.
{
Private->MutableOperationQueue.ChangePriorities();
for (TObjectIterator<UCustomizableObjectInstance> CustomizableObjectInstance; CustomizableObjectInstance; ++CustomizableObjectInstance)
{
if (IsValidChecked(*CustomizableObjectInstance) && CustomizableObjectInstance->GetPrivate())
{
CustomizableObjectInstance->GetPrivate()->LastMinSquareDistFromComponentToPlayer = CustomizableObjectInstance->GetPrivate()->MinSquareDistFromComponentToPlayer;
CustomizableObjectInstance->GetPrivate()->MinSquareDistFromComponentToPlayer = FLT_MAX;
}
}
Private->MutableOperationQueue.Sort();
}
// TODO: T2927
if (LogBenchmarkUtil::isLoggingActive())
{
uint64 SizeCache = 0;
for (const UTexture2D* CachedTextures : ProtectedCachedTextures)
{
if (CachedTextures)
{
SizeCache += CachedTextures->CalcTextureMemorySizeEnum(TMC_AllMips);
}
}
SET_DWORD_STAT(STAT_MutableTextureCacheMemory, SizeCache / 1024.f);
}
Private->UpdateStats();
#if WITH_EDITOR
TickRecompileCustomizableObjects();
#endif
return true;
}
TArray<FCustomizableObjectExternalTexture> UCustomizableObjectSystem::GetTextureParameterValues()
{
TArray<FCustomizableObjectExternalTexture> Result;
check(Private != nullptr);
check(Private->ImageProvider != nullptr);
for (const TWeakObjectPtr<UCustomizableSystemImageProvider> Provider : Private->ImageProvider->ImageProviders)
{
if (Provider.IsValid())
{
Provider->GetTextureParameterValues(Result);
}
}
return Result;
}
void UCustomizableObjectSystem::RegisterImageProvider(UCustomizableSystemImageProvider* Provider)
{
check(Private != nullptr);
check(Private->ImageProvider != nullptr);
Private->ImageProvider->ImageProviders.Add(Provider);
}
void UCustomizableObjectSystem::UnregisterImageProvider(UCustomizableSystemImageProvider* Provider)
{
check(Private != nullptr);
check(Private->ImageProvider != nullptr);
Private->ImageProvider->ImageProviders.Remove(Provider);
}
UDefaultImageProvider& UCustomizableObjectSystem::GetDefaultImageProvider()
{
if (!DefaultImageProvider)
{
DefaultImageProvider = NewObject<UDefaultImageProvider>();
RegisterImageProvider(DefaultImageProvider);
}
return *DefaultImageProvider;
}
FMutableOperation FMutableOperation::CreateInstanceUpdate(UCustomizableObjectInstance* InCustomizableObjectInstance, bool bInNeverStream, int32 InMipsToSkip)
{
check(InCustomizableObjectInstance != nullptr);
check(InCustomizableObjectInstance->GetPrivate() != nullptr);
check(InCustomizableObjectInstance->GetCustomizableObject() != nullptr);
FMutableOperation Op;
Op.Type = EOperationType::Update;
Op.bNeverStream = bInNeverStream;
Op.MipsToSkip = InMipsToSkip;
Op.CustomizableObjectInstance = InCustomizableObjectInstance;
Op.InstanceDescriptorRuntimeHash = InCustomizableObjectInstance->GetUpdateDescriptorRuntimeHash();
Op.bStarted = false;
Op.bBuildParameterDecorations = InCustomizableObjectInstance->GetBuildParameterDecorations();
Op.Parameters = InCustomizableObjectInstance->GetPrivate()->GetParameters(InCustomizableObjectInstance);
InCustomizableObjectInstance->GetCustomizableObject()->ApplyStateForcedValuesToParameters(InCustomizableObjectInstance->GetState(), Op.Parameters.get());
if (!Op.Parameters)
{
// Cancel the update because the parameters aren't valid, probably because the object is not compiled
Op.CustomizableObjectInstance = nullptr;
}
return Op;
}
FMutableOperation FMutableOperation::CreateInstanceDiscard(UCustomizableObjectInstance* InCustomizableObjectInstance)
{
check(InCustomizableObjectInstance != nullptr);
check(InCustomizableObjectInstance->GetPrivate() != nullptr);
FMutableOperation Op;
Op.Type = EOperationType::Discard;
Op.CustomizableObjectInstance = InCustomizableObjectInstance;
Op.CustomizableObjectInstance->GetPrivate()->SetCOInstanceFlags(Updating);
return Op;
}
void FMutableOperation::MutableIsDisabledCase()
{
check(CustomizableObjectInstance != nullptr);
check(CustomizableObjectInstance->GetPrivate() != nullptr);
check(CustomizableObjectInstance->GetCustomizableObject() != nullptr);
for (TObjectIterator<UCustomizableSkeletalComponent> It; It; ++It)
{
UCustomizableSkeletalComponent* CustomizableSkeletalComponent = *It;
if (CustomizableSkeletalComponent && CustomizableSkeletalComponent->CustomizableObjectInstance == CustomizableObjectInstance.Get())
{
CustomizableSkeletalComponent->SetSkeletalMesh(CustomizableObjectInstance->GetCustomizableObject()->GetRefSkeletalMesh(CustomizableSkeletalComponent->ComponentIndex), false);
}
}
CustomizableObjectInstance->GetPrivate()->SetCOInstanceFlags(Generated);
CustomizableObjectInstance->GetPrivate()->ClearCOInstanceFlags(CreatingSkeletalMesh);
if (CustomizableObjectInstance->bEditorPropertyChanged)
{
CustomizableObjectInstance->bEditorPropertyChanged = false;
}
CustomizableObjectInstance->Updated(EUpdateResult::Success);
#if WITH_EDITOR
CustomizableObjectInstance->InstanceUpdated = true;
#endif
}
int32 UCustomizableObjectSystem::GetNumInstances() const
{
check(Private != nullptr);
return Private->NumInstances;
}
int32 UCustomizableObjectSystem::GetNumPendingInstances() const
{
check(Private != nullptr);
return Private->NumPendingInstances;
}
int32 UCustomizableObjectSystem::GetTotalInstances() const
{
check(Private != nullptr);
return Private->TotalInstances;
}
int32 UCustomizableObjectSystem::GetTextureMemoryUsed() const
{
check(Private != nullptr);
return int32(Private->TextureMemoryUsed);
}
int32 UCustomizableObjectSystem::GetAverageBuildTime() const
{
check(Private != nullptr);
return Private->TotalBuiltInstances == 0 ? 0 : Private->TotalBuildMs / Private->TotalBuiltInstances;
}
bool UCustomizableObjectSystem::IsCompactSerializationEnabled() const
{
check(Private != nullptr);
return Private->bCompactSerialization;
}
bool UCustomizableObjectSystem::IsSupport16BitBoneIndexEnabled() const
{
check(Private != nullptr);
return Private->bSupport16BitBoneIndex;
}
bool UCustomizableObjectSystem::IsProgressiveMipStreamingEnabled() const
{
check(Private != nullptr);
return Private->EnableMutableProgressiveMipStreaming != 0;
}
void UCustomizableObjectSystem::AddUncompiledCOWarning(UCustomizableObject* InObject)
{
if (!InObject)
{
return;
}
FString Msg;
Msg += FString::Printf(TEXT("Warning: Customizable Object [%s] not compiled. Please compile and save the object."), *InObject->GetName());
GEngine->AddOnScreenDebugMessage((uint64)((PTRINT)InObject), 10.0f, FColor::Red, Msg);
#if WITH_EDITOR
if (UncompiledCustomizableObjectIds.Find(InObject->GetVersionId()) == INDEX_NONE)
{
UncompiledCustomizableObjectIds.Add(InObject->GetVersionId());
FMessageLog MessageLog("Mutable");
MessageLog.Warning(FText::FromString(Msg));
if (!UncompiledCustomizableObjectsNotificationPtr.IsValid())
{
FNotificationInfo Info(FText::FromString("Uncompiled Customizable Object/s found. Please, check the Message Log - Mutable for more information."));
Info.bFireAndForget = true;
Info.bUseThrobber = true;
Info.FadeOutDuration = 1.0f;
Info.ExpireDuration = 5.0f;
UncompiledCustomizableObjectsNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
}
}
#endif
}
void UCustomizableObjectSystem::EnableBenchmark()
{
LogBenchmarkUtil::startLogging();
}
void UCustomizableObjectSystem::EndBenchmark()
{
LogBenchmarkUtil::shutdownAndSaveResults();
}
void UCustomizableObjectSystem::SetReleaseMutableTexturesImmediately(bool bReleaseTextures)
{
check(Private != nullptr);
Private->bReleaseTexturesImmediately = bReleaseTextures;
}
#if WITH_EDITOR
void UCustomizableObjectSystem::OnPreBeginPIE(const bool bIsSimulatingInEditor)
{
if (!EditorSettings.bCompileRootObjectsOnStartPIE || IsRunningGame() || IsCompilationDisabled())
{
return;
}
// Find root customizable objects
FARFilter AssetRegistryFilter;
AssetRegistryFilter.ClassPaths.Add(FTopLevelAssetPath(TEXT("/Script/CustomizableObject"), TEXT("CustomizableObject")));
AssetRegistryFilter.TagsAndValues.Add(FName("IsRoot"), FString::FromInt(1));
TArray<FAssetData> OutAssets;
const FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
AssetRegistryModule.Get().GetAssets(AssetRegistryFilter, OutAssets);
TArray<FAssetData> TempObjectsToRecompile;
for (const FAssetData& Asset : OutAssets)
{
// If it is referenced by PIE it should be loaded
if (!Asset.IsAssetLoaded())
{
continue;
}
const UCustomizableObject* Object = Cast<UCustomizableObject>(Asset.GetAsset());
if (!Object || Object->IsCompiled() || Object->IsLocked() || Object->bIsChildObject)
{
continue;
}
// Add uncompiled objects to the objects to cook list
TempObjectsToRecompile.Add(Asset);
}
if (!TempObjectsToRecompile.IsEmpty())
{
FText Msg = FText::FromString(TEXT("Warning: one or more Customizable Objects used in PIE are uncompiled.\n\nDo you want to compile them?"));
if (FMessageDialog::Open(EAppMsgType::OkCancel, Msg) == EAppReturnType::Ok)
{
ObjectsToRecompile.Empty(TempObjectsToRecompile.Num());
RecompileCustomizableObjects(TempObjectsToRecompile);
}
}
}
void UCustomizableObjectSystem::StartNextRecompile()
{
if (ObjectsToRecompile.Num() % 10 == 0) // TODO DRB: What? If we can add more than one between calls, this might never be hit. Why % 10?
{
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
}
FAssetData Itr = ObjectsToRecompile.Pop();
UCustomizableObject* CustomizableObject = Cast<UCustomizableObject>(Itr.GetAsset());
if (CustomizableObject)
{
FText UpdateMsg = FText::FromString(FString::Printf(TEXT("Compiling Customizable Objects:\n%s"), *CustomizableObject->GetName()));
FSlateNotificationManager::Get().UpdateProgressNotification(RecompileNotificationHandle, NumObjectsCompiled, TotalNumObjectsToRecompile, UpdateMsg);
// Use default options
FCompilationOptions Options = CustomizableObject->CompileOptions;
Options.bSilentCompilation = true;
check(RecompileCustomizableObjectsCompiler != nullptr);
RecompileCustomizableObjectsCompiler->Compile(*CustomizableObject, Options, true);
}
}
void UCustomizableObjectSystem::RecompileCustomizableObjectAsync(const FAssetData& InAssetData,
const UCustomizableObject* InObject)
{
if (IsRunningGame() || IsCompilationDisabled())
{
return;
}
if ((InObject && InObject->IsLocked()) || ObjectsToRecompile.Find((InAssetData)) != INDEX_NONE)
{
return;
}
if (!ObjectsToRecompile.IsEmpty())
{
ObjectsToRecompile.Add(InAssetData);
}
else
{
RecompileCustomizableObjects({InAssetData});
}
}
void UCustomizableObjectSystem::RecompileCustomizableObjects(const TArray<FAssetData>& InObjects)
{
if (IsRunningGame() || IsCompilationDisabled())
{
return;
}
if (InObjects.Num())
{
if (!RecompileCustomizableObjectsCompiler)
{
RecompileCustomizableObjectsCompiler = GetNewCompiler();
if (!RecompileCustomizableObjectsCompiler)
{
return;
}
}
ObjectsToRecompile.Append(InObjects);
TotalNumObjectsToRecompile = ObjectsToRecompile.Num();
NumObjectsCompiled = 0;
if (RecompileNotificationHandle.IsValid())
{
++TotalNumObjectsToRecompile;
FSlateNotificationManager::Get().UpdateProgressNotification(RecompileNotificationHandle, NumObjectsCompiled, TotalNumObjectsToRecompile);
}
else
{
RecompileNotificationHandle = FSlateNotificationManager::Get().StartProgressNotification(FText::FromString(TEXT("Compiling Customizable Objects")), TotalNumObjectsToRecompile);
StartNextRecompile();
}
}
}
void UCustomizableObjectSystem::TickRecompileCustomizableObjects()
{
bool bUpdated = false;
if (RecompileCustomizableObjectsCompiler)
{
bUpdated = RecompileCustomizableObjectsCompiler->Tick() || RecompileCustomizableObjectsCompiler->GetCompilationState() == ECustomizableObjectCompilationState::Failed;
}
if (bUpdated)
{
NumObjectsCompiled++;
if (!ObjectsToRecompile.IsEmpty())
{
StartNextRecompile();
}
else // All objects compiled, clean up
{
// Delete compiler
delete RecompileCustomizableObjectsCompiler;
RecompileCustomizableObjectsCompiler = nullptr;
// Remove progress bar
FSlateNotificationManager::Get().UpdateProgressNotification(RecompileNotificationHandle, NumObjectsCompiled, TotalNumObjectsToRecompile);
FSlateNotificationManager::Get().CancelProgressNotification(RecompileNotificationHandle);
RecompileNotificationHandle.Reset();
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
}
}
}
uint64 UCustomizableObjectSystem::GetMaxChunkSizeForPlatform(const ITargetPlatform* TargetPlatform)
{
const FString& PlatformName = TargetPlatform ? TargetPlatform->IniPlatformName() : FPlatformProperties::IniPlatformName();
if (const int64* CachedMaxChunkSize = PlatformMaxChunkSize.Find(PlatformName))
{
return *CachedMaxChunkSize;
}
int64 MaxChunkSize = -1;
if (!FParse::Value(FCommandLine::Get(), TEXT("ExtraFlavorChunkSize="), MaxChunkSize) || MaxChunkSize < 0)
{
FConfigFile PlatformIniFile;
FConfigCacheIni::LoadLocalIniFile(PlatformIniFile, TEXT("Game"), true, *PlatformName);
FString ConfigString;
if (PlatformIniFile.GetString(TEXT("/Script/UnrealEd.ProjectPackagingSettings"), TEXT("MaxChunkSize"), ConfigString))
{
MaxChunkSize = FCString::Atoi64(*ConfigString);
}
}
// If no limit is specified default it to MUTABLE_STREAMED_DATA_MAXCHUNKSIZE
if (MaxChunkSize <= 0)
{
MaxChunkSize = MUTABLE_STREAMED_DATA_MAXCHUNKSIZE;
}
PlatformMaxChunkSize.Add(PlatformName, MaxChunkSize);
return MaxChunkSize;
}
#endif // WITH_EDITOR
void UCustomizableObjectSystem::CacheImage(uint64 ImageId)
{
check(GetPrivate() != nullptr);
check(GetPrivate()->ImageProvider != nullptr);
GetPrivate()->ImageProvider->CacheImage(ImageId);
}
void UCustomizableObjectSystem::UnCacheImage(uint64 ImageId)
{
check(GetPrivate() != nullptr);
check(GetPrivate()->ImageProvider != nullptr);
GetPrivate()->ImageProvider->UnCacheImage(ImageId);
}
void UCustomizableObjectSystem::CacheAllImagesInAllProviders(bool bClearPreviousCacheImages)
{
check(GetPrivate() != nullptr);
check(GetPrivate()->ImageProvider != nullptr);
GetPrivate()->ImageProvider->CacheAllImagesInAllProviders(bClearPreviousCacheImages);
}
void UCustomizableObjectSystem::ClearImageCache()
{
check(GetPrivate() != nullptr);
check(GetPrivate()->ImageProvider != nullptr);
GetPrivate()->ImageProvider->ClearCache();
}
bool FCustomizableObjectSystemPrivate::IsMutableAnimInfoDebuggingEnabled() const
{
#if WITH_EDITORONLY_DATA
return EnableMutableAnimInfoDebugging > 0;
#else
return false;
#endif
}
bool UCustomizableObjectSystem::IsMutableAnimInfoDebuggingEnabled() const
{
#if WITH_EDITOR
return GetPrivate()->IsMutableAnimInfoDebuggingEnabled();
#else
return false;
#endif
}