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