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- this fixes a number of crashes and issue with heightfields missing from global distance field when heightfield shadows are enabled.
- Context:
- Heightfields are used by two techniques using different approaches:
- Global Distance Field (r.AOGlobalDistanceField.Heightfield) - heightfields are composed one by one into Global SDF so there's no need for bindless resources or atlas.
- Height Field Shadows (r.HeightFieldShadowing) - since all heightfields data must be accessible in the same dispatch, heightfields descriptiors are stored in structured buffers (HeightFieldObjectBuffers) and textures are copied to an atlas (GHeightFieldTextureAtlas/GHFVisibilityTextureAtlas).
- FDistanceFieldSceneData::HeightfieldPrimitives is an array of relevant heighfield primitives.
- For each primitive, DistanceFieldInstanceIndices contains the index of the corresponding entry in HeightfieldPrimitives array.
- The same DistanceFieldInstanceIndices is also used to manage distance fields (there's an assumption that a primitive can have a distance field or a height field, but not both).
- The codepath to manage the HeightFieldObjectBuffers and GHeightFieldTextureAtlas/GHFVisibilityTextureAtlas is only enabled when ShouldPrepareHeightFieldScene() returns true.
- There's limited space in the atlas so it's not guaranteed that every loaded heightfield fits in the atlas.
- Issues with existing approach:
- When the codepath to manage HeightFieldObjectBuffers/Atlases is enabled, only the heighfields that fit in the atlas are added to FDistanceFieldSceneData::HeightfieldPrimitives.
- this means that in some cases not every loaded heighfield will be composed into the global distance field (since only primitives in HeightfieldPrimitives are included).
- there are also a few bugs with the code that can result in crashes.
- Heighfields that fail the inital allocation are not added to HeightfieldPrimitives even after space becomes available in the atlas.
- the atlas itself correctly retries to fit failed allocations when space becomes available, however the higher level managment code doesn't handle this.
- Changes:
- all heightfield primitives are added to FDistanceFieldSceneData::HeightfieldPrimitives regardless of whether they fit in atlas or not.
- this way all heightfields will be included in global distance field
- added a new field, bInAtlas, to entries in HeightFieldObjectBuffers.
- during Height Field Shadows culling pass, heightfields not present in atlas are skipped.
- significantly refactored relevant codepaths to simplify logic.
#rb Krzysztof.Narkowicz, Jian.Ru
#preflight 6372c0ef953c19d4353ad211
[CL 23131399 by tiago costa in ue5-main branch]
1023 lines
44 KiB
C++
1023 lines
44 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Stats/Stats.h"
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#include "HAL/IConsoleManager.h"
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#include "Async/ParallelFor.h"
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#include "RHI.h"
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#include "RenderResource.h"
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#include "ShaderParameters.h"
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#include "RendererInterface.h"
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#include "Shader.h"
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#include "SceneUtils.h"
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#include "GlobalShader.h"
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#include "DeferredShadingRenderer.h"
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#include "ScenePrivate.h"
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#include "DistanceFieldLightingShared.h"
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#include "DistanceFieldAmbientOcclusion.h"
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#include "ComponentRecreateRenderStateContext.h"
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#include "GlobalDistanceField.h"
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#include "HAL/LowLevelMemStats.h"
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#include "ProfilingDebugging/CpuProfilerTrace.h"
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DECLARE_GPU_STAT(DistanceFields);
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extern int32 GDistanceFieldOffsetDataStructure;
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float GMeshDistanceFieldsMaxObjectBoundingRadius = 100000;
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FAutoConsoleVariableRef CVarMeshDistanceFieldsMaxObjectBoundingRadius(
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TEXT("r.DistanceFields.MaxObjectBoundingRadius"),
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GMeshDistanceFieldsMaxObjectBoundingRadius,
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TEXT("Objects larger than this will not be included in the Mesh Distance Field scene, to improve performance."),
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ECVF_RenderThreadSafe
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);
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int32 GDFParallelUpdate = 0;
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FAutoConsoleVariableRef CVarDFParallelUpdate(
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TEXT("r.DistanceFields.ParallelUpdate"),
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GDFParallelUpdate,
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TEXT(""),
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ECVF_RenderThreadSafe
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);
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int32 GDFReverseAtlasAllocationOrder = 0;
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FAutoConsoleVariableRef CVarDFReverseAtlasAllocationOrder(
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TEXT("r.DistanceFields.ReverseAtlasAllocationOrder"),
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GDFReverseAtlasAllocationOrder,
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TEXT(""),
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FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* InVariable)
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{
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FGlobalComponentRecreateRenderStateContext Context;
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}),
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ECVF_RenderThreadSafe
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);
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float GMeshSDFSurfaceBiasExpand = .25f;
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FAutoConsoleVariableRef CVarMeshSDFSurfaceBiasExpand(
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TEXT("r.DistanceFields.SurfaceBiasExpand"),
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GMeshSDFSurfaceBiasExpand,
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TEXT("Fraction of a Mesh SDF voxel to expand the surface during intersection. Expanding the surface improves representation quality, at the cost of over-occlusion."),
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FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* InVariable)
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{
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FGlobalComponentRecreateRenderStateContext Context;
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}),
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ECVF_RenderThreadSafe
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);
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int32 GDFPreviousReverseAtlasAllocationOrder = 0;
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#if ENABLE_LOW_LEVEL_MEM_TRACKER
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DECLARE_LLM_MEMORY_STAT(TEXT("DistanceFields"), STAT_DistanceFieldsLLM, STATGROUP_LLMFULL);
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DECLARE_LLM_MEMORY_STAT(TEXT("DistanceFields"), STAT_DistanceFieldsSummaryLLM, STATGROUP_LLM);
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LLM_DEFINE_TAG(DistanceFields, NAME_None, NAME_None, GET_STATFNAME(STAT_DistanceFieldsLLM), GET_STATFNAME(STAT_DistanceFieldsSummaryLLM));
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#endif // ENABLE_LOW_LEVEL_MEM_TRACKER
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// Must match equivalent shader defines
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template<> int32 TDistanceFieldObjectBuffers<DFPT_SignedDistanceField>::ObjectDataStride = GDistanceFieldObjectDataStride;
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template<> int32 TDistanceFieldObjectBuffers<DFPT_SignedDistanceField>::ObjectBoundsStride = GDistanceFieldObjectBoundsStride;
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template<> int32 TDistanceFieldObjectBuffers<DFPT_HeightField>::ObjectDataStride = GHeightFieldObjectDataStride;
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template<> int32 TDistanceFieldObjectBuffers<DFPT_HeightField>::ObjectBoundsStride = GHeightFieldObjectBoundsStride;
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template <EDistanceFieldPrimitiveType PrimitiveType>
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void TDistanceFieldObjectBuffers<PrimitiveType>::Initialize()
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{
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}
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FDistanceFieldObjectBufferParameters DistanceField::SetupObjectBufferParameters(FRDGBuilder& GraphBuilder, const FDistanceFieldSceneData& DistanceFieldSceneData)
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{
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FDistanceFieldObjectBufferParameters ObjectBufferParameters;
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ObjectBufferParameters.NumSceneObjects = DistanceFieldSceneData.NumObjectsInBuffer;
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ObjectBufferParameters.NumSceneHeightfieldObjects = DistanceFieldSceneData.HeightFieldObjectBuffers ? DistanceFieldSceneData.HeightfieldPrimitives.Num() : 0;
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if (ObjectBufferParameters.NumSceneObjects > 0)
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{
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check(DistanceFieldSceneData.GetCurrentObjectBuffers());
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ObjectBufferParameters.SceneObjectBounds = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.GetCurrentObjectBuffers()->Bounds));
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ObjectBufferParameters.SceneObjectData = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.GetCurrentObjectBuffers()->Data));
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}
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else
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{
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ObjectBufferParameters.SceneObjectBounds = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f)));
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ObjectBufferParameters.SceneObjectData = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f)));
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}
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if (ObjectBufferParameters.NumSceneHeightfieldObjects > 0)
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{
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check(DistanceFieldSceneData.GetHeightFieldObjectBuffers());
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ObjectBufferParameters.SceneHeightfieldObjectBounds = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.GetHeightFieldObjectBuffers()->Bounds));
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ObjectBufferParameters.SceneHeightfieldObjectData = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.GetHeightFieldObjectBuffers()->Data));
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}
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else
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{
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ObjectBufferParameters.SceneHeightfieldObjectBounds = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f)));
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ObjectBufferParameters.SceneHeightfieldObjectData = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f)));
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}
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return ObjectBufferParameters;
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}
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FDistanceFieldAtlasParameters DistanceField::SetupAtlasParameters(FRDGBuilder& GraphBuilder, const FDistanceFieldSceneData& DistanceFieldSceneData)
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{
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FDistanceFieldAtlasParameters SceneParameters;
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if (DistanceFieldSceneData.DistanceFieldBrickVolumeTexture)
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{
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SceneParameters.SceneDistanceFieldAssetData = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.AssetDataBuffer));
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if (GDistanceFieldOffsetDataStructure == 0 || GDistanceFieldOffsetDataStructure == 1)
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{
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if (DistanceFieldSceneData.IndirectionTable)
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{
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FRDGBufferSRV* IndirectTableSRV = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.IndirectionTable));
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if (GDistanceFieldOffsetDataStructure == 0)
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{
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SceneParameters.DistanceFieldIndirectionTable = IndirectTableSRV;
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}
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else
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{
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SceneParameters.DistanceFieldIndirection2Table = IndirectTableSRV;
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}
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}
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}
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else if (DistanceFieldSceneData.IndirectionAtlas)
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{
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SceneParameters.DistanceFieldIndirectionAtlas = GraphBuilder.RegisterExternalTexture(DistanceFieldSceneData.IndirectionAtlas);
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}
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SceneParameters.DistanceFieldBrickTexture = GraphBuilder.RegisterExternalTexture(DistanceFieldSceneData.DistanceFieldBrickVolumeTexture);
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SceneParameters.DistanceFieldSampler = TStaticSamplerState<SF_Bilinear,AM_Wrap, AM_Wrap, AM_Wrap>::GetRHI();
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SceneParameters.DistanceFieldBrickSize = FVector3f(DistanceField::BrickSize);
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SceneParameters.DistanceFieldUniqueDataBrickSize = FVector3f(DistanceField::UniqueDataBrickSize);
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SceneParameters.DistanceFieldBrickAtlasSizeInBricks = DistanceFieldSceneData.BrickTextureDimensionsInBricks;
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SceneParameters.DistanceFieldBrickAtlasMask = DistanceFieldSceneData.BrickTextureDimensionsInBricks - FIntVector(1);
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SceneParameters.DistanceFieldBrickAtlasSizeLog2 = FIntVector(
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FMath::FloorLog2(DistanceFieldSceneData.BrickTextureDimensionsInBricks.X),
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FMath::FloorLog2(DistanceFieldSceneData.BrickTextureDimensionsInBricks.Y),
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FMath::FloorLog2(DistanceFieldSceneData.BrickTextureDimensionsInBricks.Z));
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SceneParameters.DistanceFieldBrickAtlasTexelSize = FVector3f(1.0f) / FVector3f(DistanceFieldSceneData.BrickTextureDimensionsInBricks * DistanceField::BrickSize);
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SceneParameters.DistanceFieldBrickAtlasHalfTexelSize = 0.5f * SceneParameters.DistanceFieldBrickAtlasTexelSize;
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SceneParameters.DistanceFieldUniqueDataBrickSizeInAtlasTexels = SceneParameters.DistanceFieldUniqueDataBrickSize * SceneParameters.DistanceFieldBrickAtlasTexelSize;
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SceneParameters.DistanceFieldBrickOffsetToAtlasUVScale = GDistanceFieldOffsetDataStructure == 0 ?
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SceneParameters.DistanceFieldBrickSize * SceneParameters.DistanceFieldBrickAtlasTexelSize :
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SceneParameters.DistanceFieldBrickSize * SceneParameters.DistanceFieldBrickAtlasTexelSize * (DistanceField::MaxIndirectionDimension - 1);
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}
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else
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{
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SceneParameters.SceneDistanceFieldAssetData = nullptr;
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SceneParameters.DistanceFieldIndirectionTable = nullptr;
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SceneParameters.DistanceFieldIndirection2Table = nullptr;
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SceneParameters.DistanceFieldIndirectionAtlas = nullptr;
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SceneParameters.DistanceFieldBrickTexture = nullptr;
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SceneParameters.DistanceFieldSampler = nullptr;
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}
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return SceneParameters;
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}
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const uint32 UpdateObjectsGroupSize = 64;
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struct FParallelUpdateRangeDFO
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{
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int32 ItemStart;
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int32 ItemCount;
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};
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struct FParallelUpdateRangesDFO
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{
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FParallelUpdateRangeDFO Range[4];
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};
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// TODO: Improve and move to shared utility location.
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static int32 PartitionUpdateRangesDFO(FParallelUpdateRangesDFO& Ranges, int32 ItemCount, bool bAllowParallel)
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{
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if (ItemCount < 256 || !bAllowParallel)
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{
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Ranges.Range[0].ItemStart = 0;
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Ranges.Range[0].ItemCount = ItemCount;
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return 1;
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}
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const int32 RangeCount = Align(ItemCount, 4) >> 2;
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Ranges.Range[0].ItemCount = RangeCount;
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Ranges.Range[1].ItemCount = RangeCount;
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Ranges.Range[2].ItemCount = RangeCount;
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Ranges.Range[0].ItemStart = 0;
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Ranges.Range[1].ItemStart = RangeCount;
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Ranges.Range[2].ItemStart = RangeCount * 2;
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Ranges.Range[3].ItemStart = RangeCount * 3;
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Ranges.Range[3].ItemCount = ItemCount - Ranges.Range[3].ItemStart;
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return Ranges.Range[3].ItemCount > 0 ? 4 : 3;
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}
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void AddModifiedBounds(FScene* Scene, FGlobalDFCacheType CacheType, const FBox& Bounds)
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{
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FDistanceFieldSceneData& DistanceFieldData = Scene->DistanceFieldSceneData;
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DistanceFieldData.PrimitiveModifiedBounds[CacheType].Add(Bounds);
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}
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void UpdateGlobalDistanceFieldObjectRemoves(FScene* Scene, TArray<FSetElementId>& DistanceFieldAssetRemoves)
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{
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FDistanceFieldSceneData& DistanceFieldSceneData = Scene->DistanceFieldSceneData;
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if (DistanceFieldSceneData.PendingRemoveOperations.Num() > 0)
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{
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TArray<int32, SceneRenderingAllocator> PendingRemoveOperations;
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for (int32 RemoveIndex = 0; RemoveIndex < DistanceFieldSceneData.PendingRemoveOperations.Num(); RemoveIndex++)
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{
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const FPrimitiveRemoveInfo& PrimitiveRemoveInfo = DistanceFieldSceneData.PendingRemoveOperations[RemoveIndex];
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FSetElementId AssetSetId = DistanceFieldSceneData.AssetStateArray.FindId(PrimitiveRemoveInfo.DistanceFieldData);
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FDistanceFieldAssetState& AssetState = DistanceFieldSceneData.AssetStateArray[AssetSetId];
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AssetState.RefCount--;
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if (AssetState.RefCount == 0)
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{
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DistanceFieldAssetRemoves.Add(AssetSetId);
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}
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// Can't dereference the primitive here, it has already been deleted
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const FPrimitiveSceneInfo* Primitive = PrimitiveRemoveInfo.Primitive;
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const TArray<int32, TInlineAllocator<1>>& DistanceFieldInstanceIndices = PrimitiveRemoveInfo.DistanceFieldInstanceIndices;
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for (int32 RemoveInstanceIndex = 0; RemoveInstanceIndex < DistanceFieldInstanceIndices.Num(); RemoveInstanceIndex++)
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{
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const int32 InstanceIndex = DistanceFieldInstanceIndices[RemoveInstanceIndex];
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// InstanceIndex will be -1 with zero scale meshes
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if (InstanceIndex >= 0)
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{
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FGlobalDFCacheType CacheType = PrimitiveRemoveInfo.bOftenMoving ? GDF_Full : GDF_MostlyStatic;
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AddModifiedBounds(Scene, CacheType, DistanceFieldSceneData.PrimitiveInstanceMapping[InstanceIndex].WorldBounds);
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PendingRemoveOperations.Add(InstanceIndex);
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}
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}
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}
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DistanceFieldSceneData.PendingRemoveOperations.Reset();
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if (PendingRemoveOperations.Num() > 0)
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{
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check(DistanceFieldSceneData.NumObjectsInBuffer >= PendingRemoveOperations.Num());
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// Sort from largest to smallest so we can safely RemoveAtSwap without invalidating indices in this array
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PendingRemoveOperations.Sort(TGreater<int32>());
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for (int32 RemoveIndex : PendingRemoveOperations)
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{
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--DistanceFieldSceneData.NumObjectsInBuffer;
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const int32 MoveFromIndex = DistanceFieldSceneData.NumObjectsInBuffer;
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FPrimitiveAndInstance& PrimitiveAndInstanceBeingMoved = DistanceFieldSceneData.PrimitiveInstanceMapping[MoveFromIndex];
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if (RemoveIndex < DistanceFieldSceneData.NumObjectsInBuffer)
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{
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// Fixup indices of the primitive that is being moved
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check(PrimitiveAndInstanceBeingMoved.Primitive && PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices.Num() > 0);
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PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices[PrimitiveAndInstanceBeingMoved.InstanceIndex] = RemoveIndex;
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}
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DistanceFieldSceneData.PrimitiveInstanceMapping.RemoveAtSwap(RemoveIndex, 1, false);
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DistanceFieldSceneData.IndicesToUpdateInObjectBuffers.Add(RemoveIndex);
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}
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PendingRemoveOperations.Reset();
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}
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}
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}
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void LogDistanceFieldUpdate(FPrimitiveSceneInfo const* PrimitiveSceneInfo, float BoundingRadius, bool bIsAddOperation)
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{
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extern int32 GAOLogGlobalDistanceFieldModifiedPrimitives;
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if (GAOLogGlobalDistanceFieldModifiedPrimitives == 1
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|| (GAOLogGlobalDistanceFieldModifiedPrimitives == 2 && !PrimitiveSceneInfo->Proxy->IsOftenMoving()))
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{
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UE_LOG(LogDistanceField, Log,
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TEXT("Global Distance Field %s primitive %s %s %s bounding radius %.1f"),
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PrimitiveSceneInfo->Proxy->IsOftenMoving() ? TEXT("Movable") : TEXT("CACHED"),
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(bIsAddOperation ? TEXT("add") : TEXT("update")),
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*PrimitiveSceneInfo->Proxy->GetOwnerName().ToString(),
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*PrimitiveSceneInfo->Proxy->GetResourceName().ToString(),
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BoundingRadius);
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}
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}
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/** Gathers the information needed to represent a single object's distance field and appends it to the upload buffers. */
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bool ProcessPrimitiveUpdate(
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bool bIsAddOperation,
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FScene* Scene,
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FPrimitiveSceneInfo* PrimitiveSceneInfo,
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TArray<FRenderTransform>& InstanceLocalToPrimitiveTransforms,
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TArray<int32>& IndicesToUpdateInObjectBuffers,
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TArray<FDistanceFieldAssetMipId>& DistanceFieldAssetAdds,
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TArray<FSetElementId>& DistanceFieldAssetRemoves)
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{
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const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy;
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FDistanceFieldSceneData& DistanceFieldSceneData = Scene->DistanceFieldSceneData;
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InstanceLocalToPrimitiveTransforms.Reset();
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const FDistanceFieldVolumeData* DistanceFieldData = nullptr;
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float SelfShadowBias;
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Proxy->GetDistanceFieldAtlasData(DistanceFieldData, SelfShadowBias);
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Proxy->GetDistanceFieldInstanceData(InstanceLocalToPrimitiveTransforms);
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if (DistanceFieldData && DistanceFieldData->IsValid() && InstanceLocalToPrimitiveTransforms.Num() > 0)
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{
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const float BoundingRadius = Proxy->GetBounds().SphereRadius;
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const FGlobalDFCacheType CacheType = Proxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
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// Proxy bounds are only useful if single instance
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if (InstanceLocalToPrimitiveTransforms.Num() > 1 || BoundingRadius < GMeshDistanceFieldsMaxObjectBoundingRadius)
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{
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if (bIsAddOperation)
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{
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PrimitiveSceneInfo->DistanceFieldInstanceIndices.Empty(InstanceLocalToPrimitiveTransforms.Num());
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PrimitiveSceneInfo->DistanceFieldInstanceIndices.AddZeroed(InstanceLocalToPrimitiveTransforms.Num());
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FSetElementId AddSetId = DistanceFieldSceneData.AssetStateArray.FindId(DistanceFieldData);
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if (AddSetId.IsValidId())
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{
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FDistanceFieldAssetState& AssetState = DistanceFieldSceneData.AssetStateArray[AddSetId];
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AssetState.RefCount++;
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if (AssetState.RefCount == 1)
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{
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DistanceFieldAssetRemoves.Remove(AddSetId);
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}
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}
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else
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{
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FDistanceFieldAssetState NewAssetState;
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NewAssetState.RefCount = 1;
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NewAssetState.BuiltData = DistanceFieldData;
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FSetElementId AssetSetId = DistanceFieldSceneData.AssetStateArray.Add(NewAssetState);
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DistanceFieldAssetAdds.Add(FDistanceFieldAssetMipId(AssetSetId));
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}
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}
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for (int32 TransformIndex = 0; TransformIndex < InstanceLocalToPrimitiveTransforms.Num(); TransformIndex++)
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{
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const FMatrix LocalToWorld = InstanceLocalToPrimitiveTransforms[TransformIndex].ToMatrix() * Proxy->GetLocalToWorld();
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const FMatrix::FReal MaxScale = LocalToWorld.GetMaximumAxisScale();
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// Skip degenerate primitives
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if (MaxScale > 0)
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{
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uint32 UploadIndex;
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if (bIsAddOperation)
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{
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UploadIndex = DistanceFieldSceneData.NumObjectsInBuffer;
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++DistanceFieldSceneData.NumObjectsInBuffer;
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}
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else
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{
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UploadIndex = PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex];
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}
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IndicesToUpdateInObjectBuffers.Add(UploadIndex);
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const FBox WorldBounds = DistanceFieldData->LocalSpaceMeshBounds.TransformBy(LocalToWorld);
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if (bIsAddOperation)
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{
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const int32 AddIndex = UploadIndex;
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const int32 MappingIndex = DistanceFieldSceneData.PrimitiveInstanceMapping.Add(FPrimitiveAndInstance(LocalToWorld, WorldBounds, PrimitiveSceneInfo, TransformIndex));
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PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex] = AddIndex;
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AddModifiedBounds(Scene, CacheType, WorldBounds);
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LogDistanceFieldUpdate(PrimitiveSceneInfo, BoundingRadius, bIsAddOperation);
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}
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else
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{
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// InstanceIndex will be -1 with zero scale meshes
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const int32 InstanceIndex = PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex];
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if (InstanceIndex >= 0)
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{
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FPrimitiveAndInstance& Mapping = DistanceFieldSceneData.PrimitiveInstanceMapping[InstanceIndex];
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|
// Filter out global distance field updates which were too small
|
|
if (!Mapping.WorldBounds.GetExtent().Equals(WorldBounds.GetExtent(), 0.01f)
|
|
|| !Mapping.LocalToWorld.Equals(LocalToWorld, 0.01f))
|
|
{
|
|
// decide if we want to make a single global distance field update or two updates for large movement (teleport) case
|
|
const FBox MergedBounds = Mapping.WorldBounds + WorldBounds;
|
|
const FVector MergedExtentIncrease = MergedBounds.GetExtent() - Mapping.WorldBounds.GetExtent() - WorldBounds.GetExtent();
|
|
if (MergedExtentIncrease.GetMax() < 100.0f)
|
|
{
|
|
AddModifiedBounds(Scene, CacheType, MergedBounds);
|
|
}
|
|
else
|
|
{
|
|
AddModifiedBounds(Scene, CacheType, Mapping.WorldBounds);
|
|
AddModifiedBounds(Scene, CacheType, WorldBounds);
|
|
}
|
|
LogDistanceFieldUpdate(PrimitiveSceneInfo, BoundingRadius, bIsAddOperation);
|
|
|
|
Mapping.LocalToWorld = LocalToWorld;
|
|
Mapping.WorldBounds = WorldBounds;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (bIsAddOperation)
|
|
{
|
|
// Set to -1 for zero scale meshes
|
|
PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex] = -1;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogDistanceField,Verbose,TEXT("Primitive %s %s excluded due to huge bounding radius %f"), *Proxy->GetOwnerName().ToString(), *Proxy->GetResourceName().ToString(), BoundingRadius);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool bVerifySceneIntegrity = false;
|
|
|
|
void FDistanceFieldSceneData::UpdateDistanceFieldObjectBuffers(
|
|
FRDGBuilder& GraphBuilder,
|
|
FRDGExternalAccessQueue& ExternalAccessQueue,
|
|
FScene* Scene,
|
|
TArray<FDistanceFieldAssetMipId>& DistanceFieldAssetAdds,
|
|
TArray<FSetElementId>& DistanceFieldAssetRemoves)
|
|
{
|
|
// Mask should be set in FSceneRenderer::PrepareDistanceFieldScene before calling this
|
|
check(GraphBuilder.RHICmdList.GetGPUMask() == FRHIGPUMask::All());
|
|
|
|
const bool bExecuteInParallel = GDFParallelUpdate != 0 && FApp::ShouldUseThreadingForPerformance();
|
|
|
|
if (HasPendingOperations() || PendingThrottledOperations.Num() > 0)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateDistanceFieldObjectBuffers);
|
|
RDG_EVENT_SCOPE(GraphBuilder, "UpdateDistanceFieldObjectBuffers");
|
|
|
|
if (ObjectBuffers == nullptr)
|
|
{
|
|
ObjectBuffers = new FDistanceFieldObjectBuffers();
|
|
}
|
|
|
|
if (PendingAddOperations.Num() > 0)
|
|
{
|
|
PendingThrottledOperations.Reserve(PendingThrottledOperations.Num() + PendingAddOperations.Num());
|
|
}
|
|
|
|
PendingAddOperations.Append(PendingThrottledOperations);
|
|
PendingThrottledOperations.Reset();
|
|
|
|
// Process removes before adds, as the adds will overwrite primitive allocation info
|
|
// This also prevents re-uploading distance fields on render state recreation
|
|
UpdateGlobalDistanceFieldObjectRemoves(Scene, DistanceFieldAssetRemoves);
|
|
|
|
if ((PendingAddOperations.Num() > 0 || PendingUpdateOperations.Num() > 0) && GDFReverseAtlasAllocationOrder == GDFPreviousReverseAtlasAllocationOrder)
|
|
{
|
|
TArray<FRenderTransform> InstanceLocalToPrimitiveTransforms;
|
|
|
|
int32 OriginalNumObjects = NumObjectsInBuffer;
|
|
for (FPrimitiveSceneInfo* PrimitiveSceneInfo : PendingAddOperations)
|
|
{
|
|
if (!ProcessPrimitiveUpdate(
|
|
true,
|
|
Scene,
|
|
PrimitiveSceneInfo,
|
|
InstanceLocalToPrimitiveTransforms,
|
|
IndicesToUpdateInObjectBuffers,
|
|
DistanceFieldAssetAdds,
|
|
DistanceFieldAssetRemoves))
|
|
{
|
|
PendingThrottledOperations.Add(PrimitiveSceneInfo);
|
|
}
|
|
}
|
|
|
|
for (FPrimitiveSceneInfo* PrimitiveSceneInfo : PendingUpdateOperations)
|
|
{
|
|
ProcessPrimitiveUpdate(
|
|
false,
|
|
Scene,
|
|
PrimitiveSceneInfo,
|
|
InstanceLocalToPrimitiveTransforms,
|
|
IndicesToUpdateInObjectBuffers,
|
|
DistanceFieldAssetAdds,
|
|
DistanceFieldAssetRemoves);
|
|
}
|
|
|
|
PendingAddOperations.Reset();
|
|
PendingUpdateOperations.Reset();
|
|
if (PendingThrottledOperations.Num() == 0)
|
|
{
|
|
PendingThrottledOperations.Reset();
|
|
}
|
|
}
|
|
|
|
GDFPreviousReverseAtlasAllocationOrder = GDFReverseAtlasAllocationOrder;
|
|
|
|
// Upload buffer changes
|
|
if (IndicesToUpdateInObjectBuffers.Num() > 0)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(UpdateDFObjectBuffers);
|
|
|
|
// Upload DF object data and bounds
|
|
{
|
|
const uint32 NumDFObjects = NumObjectsInBuffer;
|
|
|
|
const uint32 DFObjectDataNumFloat4s = FMath::RoundUpToPowerOfTwo(NumDFObjects * FDistanceFieldObjectBuffers::ObjectDataStride);
|
|
const uint32 DFObjectDataNumBytes = DFObjectDataNumFloat4s * sizeof(FVector4f);
|
|
FRDGBuffer* DFObjectDataBuffer = ResizeStructuredBufferIfNeeded(GraphBuilder, ObjectBuffers->Data, DFObjectDataNumBytes, TEXT("DistanceFields.DFObjectData"));
|
|
|
|
const uint32 DFObjectBoundsNumFloat4s = FMath::RoundUpToPowerOfTwo(NumDFObjects * FDistanceFieldObjectBuffers::ObjectBoundsStride);
|
|
const uint32 DFObjectBoundsNumBytes = DFObjectBoundsNumFloat4s * sizeof(FVector4f);
|
|
FRDGBuffer* DFObjectBoundsBuffer = ResizeStructuredBufferIfNeeded(GraphBuilder, ObjectBuffers->Bounds, DFObjectBoundsNumBytes, TEXT("DistanceFields.DFObjectBounds"));
|
|
|
|
const int32 NumDFObjectUploads = IndicesToUpdateInObjectBuffers.Num();
|
|
|
|
static FCriticalSection DFUpdateCS;
|
|
|
|
if (NumDFObjectUploads > 0)
|
|
{
|
|
UploadDistanceFieldDataBuffer.Init(GraphBuilder, NumDFObjectUploads, FDistanceFieldObjectBuffers::ObjectDataStride * sizeof(FVector4f), true, TEXT("DistanceFields.DFObjectDataUploadBuffer"));
|
|
UploadDistanceFieldBoundsBuffer.Init(GraphBuilder, NumDFObjectUploads, FDistanceFieldObjectBuffers::ObjectBoundsStride * sizeof(FVector4f), true, TEXT("DistanceFields.DFObjectBoundsUploadBuffer"));
|
|
|
|
const TArray<FPrimitiveBounds>& PrimitiveBounds = Scene->PrimitiveBounds;
|
|
|
|
FParallelUpdateRangesDFO ParallelRanges;
|
|
|
|
int32 RangeCount = PartitionUpdateRangesDFO(ParallelRanges, IndicesToUpdateInObjectBuffers.Num(), bExecuteInParallel);
|
|
|
|
ParallelFor(RangeCount,
|
|
[this, &ParallelRanges, &PrimitiveBounds, RangeCount](int32 RangeIndex)
|
|
{
|
|
for (int32 ItemIndex = ParallelRanges.Range[RangeIndex].ItemStart; ItemIndex < ParallelRanges.Range[RangeIndex].ItemStart + ParallelRanges.Range[RangeIndex].ItemCount; ++ItemIndex)
|
|
{
|
|
const int32 Index = IndicesToUpdateInObjectBuffers[ItemIndex];
|
|
if (Index >= 0 && Index < PrimitiveInstanceMapping.Num())
|
|
{
|
|
const FPrimitiveAndInstance& PrimAndInst = PrimitiveInstanceMapping[Index];
|
|
const FPrimitiveSceneProxy* PrimitiveSceneProxy = PrimAndInst.Primitive->Proxy;
|
|
|
|
if (RangeCount > 1)
|
|
{
|
|
DFUpdateCS.Lock();
|
|
}
|
|
|
|
FVector4f* UploadObjectData = (FVector4f*)UploadDistanceFieldDataBuffer.Add_GetRef(Index);
|
|
FVector4f* UploadObjectBounds = (FVector4f*)UploadDistanceFieldBoundsBuffer.Add_GetRef(Index);
|
|
|
|
if (RangeCount > 1)
|
|
{
|
|
DFUpdateCS.Unlock();
|
|
}
|
|
|
|
const FDistanceFieldVolumeData* DistanceFieldData = nullptr;
|
|
float SelfShadowBias;
|
|
PrimitiveSceneProxy->GetDistanceFieldAtlasData(DistanceFieldData, SelfShadowBias);
|
|
|
|
const FBox LocalSpaceMeshBounds = DistanceFieldData->LocalSpaceMeshBounds;
|
|
|
|
const FMatrix LocalToWorld = PrimAndInst.LocalToWorld;
|
|
|
|
{
|
|
const FBox WorldSpaceMeshBounds = LocalSpaceMeshBounds.TransformBy(LocalToWorld);
|
|
|
|
const FLargeWorldRenderPosition AbsoluteWorldPosition(WorldSpaceMeshBounds.GetCenter());
|
|
|
|
const FVector4f ObjectBoundingSphere(AbsoluteWorldPosition.GetOffset(), WorldSpaceMeshBounds.GetExtent().Size());
|
|
|
|
UploadObjectBounds[0] = AbsoluteWorldPosition.GetTile();
|
|
UploadObjectBounds[1] = ObjectBoundingSphere;
|
|
|
|
const FGlobalDFCacheType CacheType = PrimitiveSceneProxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
|
|
const bool bOftenMoving = CacheType == GDF_Full;
|
|
const bool bCastShadow = PrimitiveSceneProxy->CastsDynamicShadow();
|
|
const bool bIsNaniteMesh = PrimitiveSceneProxy->IsNaniteMesh();
|
|
const bool bEmissiveLightSource = PrimitiveSceneProxy->IsEmissiveLightSource();
|
|
const bool bVisible = PrimitiveSceneProxy->IsDrawnInGame(); // Distance field object can be invisible in main view, but cast shadows
|
|
const bool bAffectIndirectLightingWhileHidden = PrimitiveSceneProxy->AffectsIndirectLightingWhileHidden();
|
|
|
|
uint32 Flags = 0;
|
|
Flags |= bOftenMoving ? 1u : 0;
|
|
Flags |= bCastShadow ? 2u : 0;
|
|
Flags |= bIsNaniteMesh ? 4u : 0;
|
|
Flags |= bEmissiveLightSource ? 8u : 0;
|
|
Flags |= bVisible ? 16u : 0;
|
|
Flags |= bAffectIndirectLightingWhileHidden ? 32u : 0;
|
|
|
|
FVector4f ObjectWorldExtentAndFlags((FVector3f)WorldSpaceMeshBounds.GetExtent(), 0.0f);
|
|
ObjectWorldExtentAndFlags.W = *(const float*)&Flags;
|
|
UploadObjectBounds[2] = ObjectWorldExtentAndFlags;
|
|
}
|
|
|
|
// Uniformly scale our Volume space to lie within [-1, 1] at the max extent
|
|
// This is mirrored in the SDF encoding
|
|
const FBox::FReal LocalToVolumeScale = 1.0f / LocalSpaceMeshBounds.GetExtent().GetMax();
|
|
|
|
const FMatrix VolumeToWorld = FScaleMatrix(1.0f / LocalToVolumeScale) * FTranslationMatrix(LocalSpaceMeshBounds.GetCenter()) * LocalToWorld;
|
|
|
|
const FLargeWorldRenderPosition WorldPosition(VolumeToWorld.GetOrigin());
|
|
const FVector TilePositionOffset = WorldPosition.GetTileOffset();
|
|
|
|
// Inverse on FMatrix44f can generate NaNs if the source matrix contains large scaling, so do it in double precision.
|
|
FMatrix LocalToRelativeWorld = FLargeWorldRenderScalar::MakeToRelativeWorldMatrixDouble(TilePositionOffset, VolumeToWorld);
|
|
|
|
// TilePosition
|
|
UploadObjectData[0] = WorldPosition.GetTile();
|
|
|
|
const FMatrix44f WorldToVolumeT = FMatrix44f(LocalToRelativeWorld.Inverse().GetTransposed());
|
|
// WorldToVolumeT
|
|
UploadObjectData[1] = (*(FVector4f*)&WorldToVolumeT.M[0]);
|
|
UploadObjectData[2] = (*(FVector4f*)&WorldToVolumeT.M[1]);
|
|
UploadObjectData[3] = (*(FVector4f*)&WorldToVolumeT.M[2]);
|
|
|
|
const FVector VolumePositionExtent = LocalSpaceMeshBounds.GetExtent() * LocalToVolumeScale;
|
|
|
|
// Minimal surface bias which increases chance that ray hit will a surface located between two texels
|
|
float ExpandSurfaceDistance = (GMeshSDFSurfaceBiasExpand * VolumePositionExtent / FVector(DistanceFieldData->Mips[0].IndirectionDimensions * DistanceField::UniqueDataBrickSize)).Size();
|
|
|
|
const float WSign = DistanceFieldData->bMostlyTwoSided ? -1 : 1;
|
|
UploadObjectData[4] = FVector4f((FVector3f)VolumePositionExtent, WSign * ExpandSurfaceDistance);
|
|
|
|
const int32 PrimIdx = PrimAndInst.Primitive->GetIndex();
|
|
const FPrimitiveBounds& PrimBounds = PrimitiveBounds[PrimIdx];
|
|
float MinDrawDist2 = FMath::Square(PrimBounds.MinDrawDistance);
|
|
// For IEEE compatible machines, float operations goes to inf if overflow
|
|
// In this case, it will effectively disable max draw distance culling
|
|
float MaxDrawDist = FMath::Max(PrimBounds.MaxCullDistance, 0.f) * GetCachedScalabilityCVars().ViewDistanceScale;
|
|
|
|
const uint32 GPUSceneInstanceIndex = PrimitiveSceneProxy->SupportsInstanceDataBuffer() ?
|
|
PrimAndInst.Primitive->GetInstanceSceneDataOffset() + PrimAndInst.InstanceIndex :
|
|
PrimAndInst.Primitive->GetInstanceSceneDataOffset();
|
|
|
|
// Bypass NaN checks in FVector4f ctor
|
|
FVector4f Vector4;
|
|
Vector4.X = MinDrawDist2;
|
|
Vector4.Y = MaxDrawDist * MaxDrawDist;
|
|
Vector4.Z = SelfShadowBias;
|
|
Vector4.W = *(const float*)&GPUSceneInstanceIndex;
|
|
UploadObjectData[5] = Vector4;
|
|
|
|
const FMatrix44f VolumeToWorldT = FMatrix44f(LocalToRelativeWorld.GetTransposed());
|
|
UploadObjectData[6] = *(FVector4f*)&VolumeToWorldT.M[0];
|
|
UploadObjectData[7] = *(FVector4f*)&VolumeToWorldT.M[1];
|
|
UploadObjectData[8] = *(FVector4f*)&VolumeToWorldT.M[2];
|
|
|
|
FVector4f FloatVector8(FVector3f(VolumeToWorld.GetScaleVector()), 0.0f);
|
|
|
|
// Bypass NaN checks in FVector4f ctor
|
|
FSetElementId AssetStateSetId = AssetStateArray.FindId(DistanceFieldData);
|
|
check(AssetStateSetId.IsValidId());
|
|
const int32 AssetStateInt = AssetStateSetId.AsInteger();
|
|
FloatVector8.W = *(const float*)&AssetStateInt;
|
|
|
|
UploadObjectData[9] = FloatVector8;
|
|
}
|
|
}
|
|
},
|
|
RangeCount == 1
|
|
);
|
|
|
|
UploadDistanceFieldDataBuffer.ResourceUploadTo(GraphBuilder, DFObjectDataBuffer);
|
|
UploadDistanceFieldBoundsBuffer.ResourceUploadTo(GraphBuilder, DFObjectBoundsBuffer);
|
|
|
|
ExternalAccessQueue.Add(DFObjectDataBuffer, ERHIAccess::SRVMask, ERHIPipeline::All);
|
|
ExternalAccessQueue.Add(DFObjectBoundsBuffer, ERHIAccess::SRVMask, ERHIPipeline::All);
|
|
}
|
|
}
|
|
}
|
|
|
|
check(NumObjectsInBuffer == PrimitiveInstanceMapping.Num());
|
|
|
|
if (bVerifySceneIntegrity)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateObjectData_VerifyIntegrity);
|
|
VerifyIntegrity();
|
|
}
|
|
}
|
|
|
|
IndicesToUpdateInObjectBuffers.Reset();
|
|
}
|
|
|
|
void FSceneRenderer::UpdateGlobalHeightFieldObjectBuffers(FRDGBuilder& GraphBuilder, const TArray<uint32>& IndicesToUpdateInHeightFieldObjectBuffers)
|
|
{
|
|
// Mask should be set in FSceneRenderer::PrepareDistanceFieldScene before calling this
|
|
check(GraphBuilder.RHICmdList.GetGPUMask() == FRHIGPUMask::All());
|
|
|
|
FDistanceFieldSceneData& DistanceFieldSceneData = Scene->DistanceFieldSceneData;
|
|
|
|
check(DistanceFieldSceneData.PendingHeightFieldAddOps.IsEmpty());
|
|
check(DistanceFieldSceneData.PendingHeightFieldRemoveOps.IsEmpty());
|
|
|
|
bool bUpdateAllEntries = false;
|
|
|
|
if (!DistanceFieldSceneData.HeightFieldObjectBuffers)
|
|
{
|
|
DistanceFieldSceneData.HeightFieldObjectBuffers = new FHeightFieldObjectBuffers;
|
|
|
|
bUpdateAllEntries = true;
|
|
}
|
|
|
|
if (DistanceFieldSceneData.HeightFieldAtlasGeneration != GHeightFieldTextureAtlas.GetGeneration()
|
|
|| DistanceFieldSceneData.HFVisibilityAtlasGenerattion != GHFVisibilityTextureAtlas.GetGeneration())
|
|
{
|
|
DistanceFieldSceneData.HeightFieldAtlasGeneration = GHeightFieldTextureAtlas.GetGeneration();
|
|
DistanceFieldSceneData.HFVisibilityAtlasGenerattion = GHFVisibilityTextureAtlas.GetGeneration();
|
|
|
|
bUpdateAllEntries = true;
|
|
}
|
|
|
|
const uint32 NumHeightFieldObjects = DistanceFieldSceneData.HeightfieldPrimitives.Num();
|
|
const uint32 NumHeightFieldObjectUploads = bUpdateAllEntries ? NumHeightFieldObjects : IndicesToUpdateInHeightFieldObjectBuffers.Num();
|
|
check(NumHeightFieldObjectUploads <= NumHeightFieldObjects);
|
|
|
|
if (NumHeightFieldObjectUploads > 0)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateHeightFieldSceneObjectData);
|
|
RDG_EVENT_SCOPE(GraphBuilder, "UpdateHeightFieldSceneObjectData");
|
|
|
|
// Upload height field object data and bounds
|
|
|
|
FHeightFieldObjectBuffers*& ObjectBuffers = DistanceFieldSceneData.HeightFieldObjectBuffers;
|
|
|
|
const uint32 HeighFieldObjectDataNumFloat4s = FMath::RoundUpToPowerOfTwo(NumHeightFieldObjects * FHeightFieldObjectBuffers::ObjectDataStride);
|
|
const uint32 HeighFieldObjectDataNumBytes = HeighFieldObjectDataNumFloat4s * sizeof(FVector4f);
|
|
FRDGBuffer* HeightfieldObjectDataBuffer = ResizeStructuredBufferIfNeeded(GraphBuilder, ObjectBuffers->Data, HeighFieldObjectDataNumBytes, TEXT("HeighFieldObjectData"));
|
|
|
|
const uint32 HeighFieldObjectBoundsNumFloat4s = FMath::RoundUpToPowerOfTwo(NumHeightFieldObjects * FHeightFieldObjectBuffers::ObjectBoundsStride);
|
|
const uint32 HeighFieldObjectBoundsNumBytes = HeighFieldObjectBoundsNumFloat4s * sizeof(FVector4f);
|
|
FRDGBuffer* HeightfieldObjectBoundsBuffer = ResizeStructuredBufferIfNeeded(GraphBuilder, ObjectBuffers->Bounds, HeighFieldObjectBoundsNumBytes, TEXT("HeighFieldObjectBounds"));
|
|
|
|
DistanceFieldSceneData.UploadHeightFieldDataBuffer.Init(GraphBuilder, NumHeightFieldObjectUploads, FHeightFieldObjectBuffers::ObjectDataStride * sizeof(FVector4f), true, TEXT("HeighFieldObjectDataUploadBuffer"));
|
|
DistanceFieldSceneData.UploadHeightFieldBoundsBuffer.Init(GraphBuilder, NumHeightFieldObjectUploads, FHeightFieldObjectBuffers::ObjectBoundsStride * sizeof(FVector4f), true, TEXT("HeighFieldObjectBoundsUploadBuffer"));
|
|
|
|
for (uint32 Index = 0; Index < NumHeightFieldObjectUploads; ++Index)
|
|
{
|
|
const uint32 PrimitiveIndex = bUpdateAllEntries ? Index : IndicesToUpdateInHeightFieldObjectBuffers[Index];
|
|
check(PrimitiveIndex < (uint32)DistanceFieldSceneData.HeightfieldPrimitives.Num());
|
|
|
|
FPrimitiveSceneInfo* Primitive = DistanceFieldSceneData.HeightfieldPrimitives[PrimitiveIndex];
|
|
|
|
FVector4f* UploadObjectData = (FVector4f*)DistanceFieldSceneData.UploadHeightFieldDataBuffer.Add_GetRef(PrimitiveIndex);
|
|
FVector4f* UploadObjectBounds = (FVector4f*)DistanceFieldSceneData.UploadHeightFieldBoundsBuffer.Add_GetRef(PrimitiveIndex);
|
|
|
|
UTexture2D* HeightNormalTexture;
|
|
UTexture2D* DiffuseColorTexture;
|
|
UTexture2D* VisibilityTexture;
|
|
FHeightfieldComponentDescription HeightFieldCompDesc(Primitive->Proxy->GetLocalToWorld(), Primitive->GetInstanceSceneDataOffset());
|
|
Primitive->Proxy->GetHeightfieldRepresentation(HeightNormalTexture, DiffuseColorTexture, VisibilityTexture, HeightFieldCompDesc);
|
|
|
|
const bool bInAtlas = HeightNormalTexture && (GHeightFieldTextureAtlas.GetAllocationHandle(HeightNormalTexture) != INDEX_NONE);
|
|
|
|
{
|
|
const FBoxSphereBounds& Bounds = Primitive->Proxy->GetBounds();
|
|
const FBox BoxBound = Bounds.GetBox();
|
|
|
|
const FLargeWorldRenderPosition AbsoluteWorldPosition(BoxBound.GetCenter());
|
|
|
|
const FVector4f ObjectBoundingSphere(AbsoluteWorldPosition.GetOffset(), Bounds.SphereRadius);
|
|
|
|
uint32 Flags = 0;
|
|
Flags |= bInAtlas ? 1u : 0;
|
|
|
|
FVector4f BoxBoundExtentAndFlags((FVector3f)BoxBound.GetExtent(), 0.0f);
|
|
BoxBoundExtentAndFlags.W = *(const float*)&Flags;
|
|
|
|
UploadObjectBounds[0] = AbsoluteWorldPosition.GetTile();
|
|
UploadObjectBounds[1] = ObjectBoundingSphere;
|
|
UploadObjectBounds[2] = BoxBoundExtentAndFlags;
|
|
}
|
|
|
|
const FMatrix& LocalToWorld = HeightFieldCompDesc.LocalToWorld;
|
|
check(LocalToWorld.GetMaximumAxisScale() > 0.f);
|
|
|
|
const FLargeWorldRenderPosition WorldPosition(LocalToWorld.GetOrigin());
|
|
const FVector TilePositionOffset = WorldPosition.GetTileOffset();
|
|
|
|
// Inverse on FMatrix44f can generate NaNs if the source matrix contains large scaling, so do it in double precision.
|
|
FMatrix LocalToRelativeWorld = FLargeWorldRenderScalar::MakeToRelativeWorldMatrixDouble(TilePositionOffset, LocalToWorld);
|
|
|
|
UploadObjectData[0] = WorldPosition.GetTile();
|
|
|
|
const FMatrix44f WorldToLocalT = FMatrix44f(LocalToRelativeWorld.Inverse().GetTransposed());
|
|
UploadObjectData[1] = *(const FVector4f*)&WorldToLocalT.M[0];
|
|
UploadObjectData[2] = *(const FVector4f*)&WorldToLocalT.M[1];
|
|
UploadObjectData[3] = *(const FVector4f*)&WorldToLocalT.M[2];
|
|
|
|
const FIntRect& HeightFieldRect = HeightFieldCompDesc.HeightfieldRect;
|
|
const float WorldToLocalScale = FMath::Min3(
|
|
WorldToLocalT.GetColumn(0).Size(),
|
|
WorldToLocalT.GetColumn(1).Size(),
|
|
WorldToLocalT.GetColumn(2).Size());
|
|
UploadObjectData[4] = FVector4f(HeightFieldRect.Width(), HeightFieldRect.Height(), WorldToLocalScale, 0.f);
|
|
|
|
FVector4f HeightUVScaleBias(ForceInitToZero);
|
|
if (HeightNormalTexture)
|
|
{
|
|
const uint32 HeightNormalTextureHandle = GHeightFieldTextureAtlas.GetAllocationHandle(HeightNormalTexture);
|
|
if (HeightNormalTextureHandle != INDEX_NONE)
|
|
{
|
|
const FVector4f HeightFieldScaleBias = HeightFieldCompDesc.HeightfieldScaleBias;
|
|
check(HeightFieldScaleBias.Y >= 0.f && HeightFieldScaleBias.Z >= 0.f && HeightFieldScaleBias.W >= 0.f);
|
|
|
|
const FVector4f ScaleBias = GHeightFieldTextureAtlas.GetAllocationScaleBias(HeightNormalTextureHandle);
|
|
HeightUVScaleBias.Set(FMath::Abs(HeightFieldScaleBias.X) * ScaleBias.X,
|
|
HeightFieldScaleBias.Y * ScaleBias.Y,
|
|
HeightFieldScaleBias.Z * ScaleBias.X + ScaleBias.Z,
|
|
HeightFieldScaleBias.W * ScaleBias.Y + ScaleBias.W);
|
|
}
|
|
}
|
|
UploadObjectData[5] = HeightUVScaleBias;
|
|
|
|
FVector4f VisUVScaleBias(ForceInitToZero);
|
|
if (VisibilityTexture)
|
|
{
|
|
const uint32 VisHandle = GHFVisibilityTextureAtlas.GetAllocationHandle(VisibilityTexture);
|
|
if (VisHandle != INDEX_NONE)
|
|
{
|
|
const FVector4f ScaleBias = GHFVisibilityTextureAtlas.GetAllocationScaleBias(VisHandle);
|
|
VisUVScaleBias = FVector4f(1.f / HeightFieldRect.Width() * ScaleBias.X, 1.f / HeightFieldRect.Height() * ScaleBias.Y, ScaleBias.Z, ScaleBias.W);
|
|
}
|
|
}
|
|
UploadObjectData[6] = VisUVScaleBias;
|
|
}
|
|
|
|
DistanceFieldSceneData.UploadHeightFieldDataBuffer.ResourceUploadTo(GraphBuilder, HeightfieldObjectDataBuffer);
|
|
DistanceFieldSceneData.UploadHeightFieldBoundsBuffer.ResourceUploadTo(GraphBuilder, HeightfieldObjectBoundsBuffer);
|
|
}
|
|
}
|
|
|
|
void FSceneRenderer::PrepareDistanceFieldScene(FRDGBuilder& GraphBuilder, FRDGExternalAccessQueue& ExternalAccessQueue, bool bSplitDispatch)
|
|
{
|
|
RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, PrepareDistanceFieldScene);
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(FSceneRenderer::PrepareDistanceFieldScene);
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_PrepareDistanceFieldScene);
|
|
LLM_SCOPE_BYTAG(DistanceFields);
|
|
RDG_GPU_MASK_SCOPE(GraphBuilder, FRHIGPUMask::All());
|
|
RDG_RHI_GPU_STAT_SCOPE(GraphBuilder, DistanceFields);
|
|
|
|
const bool bShouldPrepareHeightFieldScene = ShouldPrepareHeightFieldScene();
|
|
const bool bShouldPrepareDistanceFieldScene = ShouldPrepareDistanceFieldScene();
|
|
|
|
if (!bShouldPrepareDistanceFieldScene && !bShouldPrepareHeightFieldScene)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FDistanceFieldSceneData& DistanceFieldSceneData = Scene->DistanceFieldSceneData;
|
|
|
|
TArray<uint32> IndicesToUpdateInHeightFieldObjectBuffers;
|
|
|
|
ProcessPendingHeightFieldPrimitiveAddAndRemoveOps(IndicesToUpdateInHeightFieldObjectBuffers);
|
|
|
|
if (bShouldPrepareHeightFieldScene)
|
|
{
|
|
extern int32 GHFShadowQuality;
|
|
if (GHFShadowQuality > 2)
|
|
{
|
|
GHFVisibilityTextureAtlas.UpdateAllocations(GraphBuilder, FeatureLevel);
|
|
}
|
|
GHeightFieldTextureAtlas.UpdateAllocations(GraphBuilder, FeatureLevel);
|
|
|
|
UpdateGlobalHeightFieldObjectBuffers(GraphBuilder, IndicesToUpdateInHeightFieldObjectBuffers);
|
|
}
|
|
else if (DistanceFieldSceneData.HeightFieldObjectBuffers)
|
|
{
|
|
// if we don't need HeightFieldScene release the buffers
|
|
delete DistanceFieldSceneData.HeightFieldObjectBuffers;
|
|
DistanceFieldSceneData.HeightFieldObjectBuffers = nullptr;
|
|
DistanceFieldSceneData.HeightFieldAtlasGeneration = 0;
|
|
DistanceFieldSceneData.HFVisibilityAtlasGenerattion = 0;
|
|
}
|
|
|
|
if (bShouldPrepareDistanceFieldScene)
|
|
{
|
|
TArray<FDistanceFieldAssetMipId> DistanceFieldAssetAdds;
|
|
TArray<FSetElementId> DistanceFieldAssetRemoves;
|
|
DistanceFieldSceneData.UpdateDistanceFieldObjectBuffers(GraphBuilder, ExternalAccessQueue, Scene, DistanceFieldAssetAdds, DistanceFieldAssetRemoves);
|
|
|
|
DistanceFieldSceneData.UpdateDistanceFieldAtlas(GraphBuilder, ExternalAccessQueue, Views[0], Scene, IsLumenEnabled(Views[0]), Views[0].ShaderMap, DistanceFieldAssetAdds, DistanceFieldAssetRemoves);
|
|
|
|
if (bSplitDispatch)
|
|
{
|
|
GraphBuilder.AddDispatchHint();
|
|
}
|
|
|
|
if (ShouldPrepareGlobalDistanceField())
|
|
{
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
FViewInfo& View = Views[ViewIndex];
|
|
|
|
RDG_GPU_MASK_SCOPE(GraphBuilder, GNumAlternateFrameRenderingGroups > 1 ? FRHIGPUMask::All() : View.GPUMask);
|
|
|
|
float OcclusionMaxDistance = Scene->DefaultMaxDistanceFieldOcclusionDistance;
|
|
|
|
// Use the skylight's max distance if there is one
|
|
if (Scene->SkyLight && Scene->SkyLight->bCastShadows && !Scene->SkyLight->bWantsStaticShadowing)
|
|
{
|
|
OcclusionMaxDistance = Scene->SkyLight->OcclusionMaxDistance;
|
|
}
|
|
|
|
UpdateGlobalDistanceFieldVolume(GraphBuilder, ExternalAccessQueue, View, Scene, OcclusionMaxDistance, IsLumenEnabled(View), View.GlobalDistanceFieldInfo);
|
|
}
|
|
}
|
|
if (!bSplitDispatch)
|
|
{
|
|
GraphBuilder.AddDispatchHint();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSceneRenderer::ProcessPendingHeightFieldPrimitiveAddAndRemoveOps(TArray<uint32>& IndicesToUpdateInHeightFieldObjectBuffers)
|
|
{
|
|
FDistanceFieldSceneData& SceneData = Scene->DistanceFieldSceneData;
|
|
|
|
if (SceneData.HeightFieldObjectBuffers)
|
|
{
|
|
// When using HeightFieldObjectBuffers we need to track the indices of primitives that need to be updated
|
|
IndicesToUpdateInHeightFieldObjectBuffers.Reserve(SceneData.PendingHeightFieldAddOps.Num() + SceneData.PendingHeightFieldRemoveOps.Num());
|
|
}
|
|
|
|
check(SceneData.PendingHeightFieldRemoveOps.Num() <= SceneData.HeightfieldPrimitives.Num());
|
|
|
|
// First process removes
|
|
|
|
// Need to gather indices that are pending removal since they need to be sorted to be able to use RemoveAtSwap
|
|
TArray<int32, SceneRenderingAllocator> PendingRemoveIndices;
|
|
for (int32 Idx = 0; Idx < SceneData.PendingHeightFieldRemoveOps.Num(); ++Idx)
|
|
{
|
|
const FHeightFieldPrimitiveRemoveInfo& RemoveInfo = SceneData.PendingHeightFieldRemoveOps[Idx];
|
|
|
|
checkf(RemoveInfo.DistanceFieldInstanceIndices.Num() == 1, TEXT("Heightfield primitives should only have one distance field instance"));
|
|
PendingRemoveIndices.Add(RemoveInfo.DistanceFieldInstanceIndices[0]);
|
|
|
|
const FGlobalDFCacheType CacheType = RemoveInfo.bOftenMoving ? GDF_Full : GDF_MostlyStatic;
|
|
AddModifiedBounds(Scene, CacheType, RemoveInfo.WorldBounds);
|
|
}
|
|
|
|
SceneData.PendingHeightFieldRemoveOps.Reset();
|
|
|
|
// Sort in descending order to be able to use RemoveAtSwap
|
|
PendingRemoveIndices.Sort(TGreater<int32>());
|
|
|
|
const int32 HeightfieldPrimitivesSizeAfterRemoves = SceneData.HeightfieldPrimitives.Num() - PendingRemoveIndices.Num();
|
|
check(HeightfieldPrimitivesSizeAfterRemoves >= 0);
|
|
|
|
// Actually remove entries from SceneData.HeightfieldPrimitives
|
|
for (int32 RemoveIndex : PendingRemoveIndices)
|
|
{
|
|
const int32 MoveFromIndex = SceneData.HeightfieldPrimitives.Num() - 1;
|
|
FPrimitiveSceneInfo* PrimitiveBeingMoved = SceneData.HeightfieldPrimitives[MoveFromIndex];
|
|
|
|
if (RemoveIndex != MoveFromIndex)
|
|
{
|
|
// Fixup indices of the primitive that is being moved
|
|
checkf(PrimitiveBeingMoved && PrimitiveBeingMoved->DistanceFieldInstanceIndices.Num() == 1, TEXT("Heightfield primitives should only have one distance field instance"));
|
|
PrimitiveBeingMoved->DistanceFieldInstanceIndices[0] = RemoveIndex;
|
|
|
|
// only add index to update entry if there's valid buffers and the index will be a valid entry after all removes are processed
|
|
if (SceneData.HeightFieldObjectBuffers && RemoveIndex < HeightfieldPrimitivesSizeAfterRemoves)
|
|
{
|
|
IndicesToUpdateInHeightFieldObjectBuffers.Add(RemoveIndex);
|
|
}
|
|
}
|
|
|
|
SceneData.HeightfieldPrimitives.RemoveAtSwap(RemoveIndex);
|
|
}
|
|
|
|
PendingRemoveIndices.Reset();
|
|
|
|
// After processing removes, we now process adds
|
|
|
|
for (FPrimitiveSceneInfo* Primitive : SceneData.PendingHeightFieldAddOps)
|
|
{
|
|
check(Primitive->DistanceFieldInstanceIndices.IsEmpty());
|
|
|
|
const int32 AddIndex = SceneData.HeightfieldPrimitives.Add(Primitive);
|
|
Primitive->DistanceFieldInstanceIndices.Add(AddIndex);
|
|
|
|
if (SceneData.HeightFieldObjectBuffers)
|
|
{
|
|
IndicesToUpdateInHeightFieldObjectBuffers.Add(AddIndex);
|
|
}
|
|
|
|
const FGlobalDFCacheType CacheType = Primitive->Proxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
|
|
const FBoxSphereBounds& Bounds = Primitive->Proxy->GetBounds();
|
|
AddModifiedBounds(Scene, CacheType, Bounds.GetBox());
|
|
}
|
|
|
|
SceneData.PendingHeightFieldAddOps.Reset();
|
|
}
|