Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/DistanceFieldObjectManagement.cpp
Marcus Wassmer cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00

1303 lines
54 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DistanceFieldObjectManagement.cpp
=============================================================================*/
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "HAL/IConsoleManager.h"
#include "RHI.h"
#include "RenderResource.h"
#include "ShaderParameters.h"
#include "RendererInterface.h"
#include "Shader.h"
#include "SceneUtils.h"
#include "GlobalShader.h"
#include "DeferredShadingRenderer.h"
#include "ScenePrivate.h"
#include "DistanceFieldLightingShared.h"
#include "DistanceFieldAmbientOcclusion.h"
float GAOMaxObjectBoundingRadius = 50000;
FAutoConsoleVariableRef CVarAOMaxObjectBoundingRadius(
TEXT("r.AOMaxObjectBoundingRadius"),
GAOMaxObjectBoundingRadius,
TEXT("Objects larger than this will not contribute to AO calculations, to improve performance."),
ECVF_RenderThreadSafe
);
int32 GAOLogObjectBufferReallocation = 0;
FAutoConsoleVariableRef CVarAOLogObjectBufferReallocation(
TEXT("r.AOLogObjectBufferReallocation"),
GAOLogObjectBufferReallocation,
TEXT(""),
ECVF_RenderThreadSafe
);
// Must match equivalent shader defines
int32 FDistanceFieldObjectBuffers::ObjectDataStride = 17;
int32 FDistanceFieldCulledObjectBuffers::ObjectDataStride = 17;
int32 FDistanceFieldCulledObjectBuffers::ObjectBoxBoundsStride = 5;
// In float4's. Must match corresponding usf definition
int32 UploadObjectDataStride = 1 + FDistanceFieldObjectBuffers::ObjectDataStride;
void FDistanceFieldObjectBuffers::Initialize()
{
if (MaxObjects > 0)
{
const uint32 BufferFlags = BUF_ShaderResource;
uint32 NumComponents = 4;
EPixelFormat BufferFormat = PF_R32_FLOAT;
if (RHISupports4ComponentUAVReadWrite(GMaxRHIShaderPlatform))
{
NumComponents = 1;
BufferFormat = PF_A32B32G32R32F;
}
Bounds.Initialize(GPixelFormats[BufferFormat].BlockBytes, NumComponents * MaxObjects, BufferFormat, 0, TEXT("FDistanceFieldObjectBuffers::Bounds"));
Data.Initialize(GPixelFormats[BufferFormat].BlockBytes, NumComponents * MaxObjects * ObjectDataStride, BufferFormat, 0, TEXT("FDistanceFieldObjectBuffers::Data"));
}
}
class FDistanceFieldUploadDataResource : public FRenderResource
{
public:
FCPUUpdatedBuffer UploadData;
FDistanceFieldUploadDataResource()
{
// PS4 volatile only supports 8Mb, switch to dynamic once that is fixed.
// PS4 volatile only supports 8Mb, switch to volatile once that is fixed.
UploadData.bVolatile = false;
UploadData.Format = PF_A32B32G32R32F;
UploadData.Stride = UploadObjectDataStride;
}
virtual void InitDynamicRHI() override
{
UploadData.Initialize();
}
virtual void ReleaseDynamicRHI() override
{
UploadData.Release();
}
};
TGlobalResource<FDistanceFieldUploadDataResource> GDistanceFieldUploadData;
class FDistanceFieldUploadIndicesResource : public FRenderResource
{
public:
FCPUUpdatedBuffer UploadIndices;
FDistanceFieldUploadIndicesResource()
{
// PS4 volatile only supports 8Mb, switch to volatile once that is fixed.
UploadIndices.bVolatile = false;
UploadIndices.Format = PF_R32_UINT;
UploadIndices.Stride = 1;
}
virtual void InitDynamicRHI() override
{
UploadIndices.Initialize();
}
virtual void ReleaseDynamicRHI() override
{
UploadIndices.Release();
}
};
TGlobalResource<FDistanceFieldUploadIndicesResource> GDistanceFieldUploadIndices;
class FDistanceFieldRemoveIndicesResource : public FRenderResource
{
public:
FCPUUpdatedBuffer RemoveIndices;
FDistanceFieldRemoveIndicesResource()
{
RemoveIndices.Format = PF_R32G32B32A32_UINT;
RemoveIndices.Stride = 1;
}
virtual void InitDynamicRHI() override
{
RemoveIndices.Initialize();
}
virtual void ReleaseDynamicRHI() override
{
RemoveIndices.Release();
}
};
TGlobalResource<FDistanceFieldRemoveIndicesResource> GDistanceFieldRemoveIndices;
const uint32 UpdateObjectsGroupSize = 64;
class FUploadObjectsToBufferCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FUploadObjectsToBufferCS,Global)
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("UPDATEOBJECTS_THREADGROUP_SIZE"), UpdateObjectsGroupSize);
}
FUploadObjectsToBufferCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
NumUploadOperations.Bind(Initializer.ParameterMap, TEXT("NumUploadOperations"));
UploadOperationIndices.Bind(Initializer.ParameterMap, TEXT("UploadOperationIndices"));
UploadOperationData.Bind(Initializer.ParameterMap, TEXT("UploadOperationData"));
ObjectBufferParameters.Bind(Initializer.ParameterMap);
}
FUploadObjectsToBufferCS()
{
}
void SetParameters(FRHICommandList& RHICmdList, const FScene* Scene, uint32 NumUploadOperationsValue, FShaderResourceViewRHIParamRef InUploadOperationIndices, FShaderResourceViewRHIParamRef InUploadOperationData)
{
FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
SetShaderValue(RHICmdList, ShaderRHI, NumUploadOperations, NumUploadOperationsValue);
SetSRVParameter(RHICmdList, ShaderRHI, UploadOperationIndices, InUploadOperationIndices);
SetSRVParameter(RHICmdList, ShaderRHI, UploadOperationData, InUploadOperationData);
ObjectBufferParameters.Set(RHICmdList, ShaderRHI, *(Scene->DistanceFieldSceneData.ObjectBuffers), Scene->DistanceFieldSceneData.NumObjectsInBuffer, true);
}
void UnsetParameters(FRHICommandList& RHICmdList, const FScene* Scene)
{
ObjectBufferParameters.UnsetParameters(RHICmdList, GetComputeShader(), *(Scene->DistanceFieldSceneData.ObjectBuffers), true);
const FDistanceFieldObjectBuffers& ObjectBuffers = *(Scene->DistanceFieldSceneData.ObjectBuffers);
FUnorderedAccessViewRHIParamRef OutUAVs[2];
OutUAVs[0] = ObjectBuffers.Bounds.UAV;
OutUAVs[1] = ObjectBuffers.Data.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, ARRAY_COUNT(OutUAVs));
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << NumUploadOperations;
Ar << UploadOperationIndices;
Ar << UploadOperationData;
Ar << ObjectBufferParameters;
return bShaderHasOutdatedParameters;
}
private:
FShaderParameter NumUploadOperations;
FShaderResourceParameter UploadOperationIndices;
FShaderResourceParameter UploadOperationData;
FDistanceFieldObjectBufferParameters ObjectBufferParameters;
};
IMPLEMENT_SHADER_TYPE(,FUploadObjectsToBufferCS,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("UploadObjectsToBufferCS"),SF_Compute);
class FCopyObjectBufferCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FCopyObjectBufferCS,Global)
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("UPDATEOBJECTS_THREADGROUP_SIZE"), UpdateObjectsGroupSize);
}
FCopyObjectBufferCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
CopyObjectBounds.Bind(Initializer.ParameterMap, TEXT("CopyObjectBounds"));
CopyObjectData.Bind(Initializer.ParameterMap, TEXT("CopyObjectData"));
ObjectBufferParameters.Bind(Initializer.ParameterMap);
}
FCopyObjectBufferCS()
{
}
void SetParameters(FRHICommandList& RHICmdList, FDistanceFieldObjectBuffers& ObjectBuffersSource, FDistanceFieldObjectBuffers& ObjectBuffersDest, int32 NumObjectsValue)
{
FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
FUnorderedAccessViewRHIParamRef OutUAVs[2];
OutUAVs[0] = ObjectBuffersDest.Bounds.UAV;
OutUAVs[1] = ObjectBuffersDest.Data.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, ARRAY_COUNT(OutUAVs));
CopyObjectBounds.SetBuffer(RHICmdList, ShaderRHI, ObjectBuffersDest.Bounds);
CopyObjectData.SetBuffer(RHICmdList, ShaderRHI, ObjectBuffersDest.Data);
ObjectBufferParameters.Set(RHICmdList, ShaderRHI, ObjectBuffersSource, NumObjectsValue);
}
void UnsetParameters(FRHICommandList& RHICmdList, FDistanceFieldObjectBuffers& ObjectBuffersDest)
{
ObjectBufferParameters.UnsetParameters(RHICmdList, GetComputeShader(), ObjectBuffersDest);
CopyObjectBounds.UnsetUAV(RHICmdList, GetComputeShader());
CopyObjectData.UnsetUAV(RHICmdList, GetComputeShader());
FUnorderedAccessViewRHIParamRef OutUAVs[2];
OutUAVs[0] = ObjectBuffersDest.Bounds.UAV;
OutUAVs[1] = ObjectBuffersDest.Data.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, ARRAY_COUNT(OutUAVs));
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << CopyObjectBounds;
Ar << CopyObjectData;
Ar << ObjectBufferParameters;
return bShaderHasOutdatedParameters;
}
private:
FRWShaderParameter CopyObjectBounds;
FRWShaderParameter CopyObjectData;
FDistanceFieldObjectBufferParameters ObjectBufferParameters;
};
IMPLEMENT_SHADER_TYPE(,FCopyObjectBufferCS,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("CopyObjectBufferCS"),SF_Compute);
class FCopySurfelBufferCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FCopySurfelBufferCS,Global)
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldGI(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("UPDATEOBJECTS_THREADGROUP_SIZE"), UpdateObjectsGroupSize);
}
FCopySurfelBufferCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
CopyInterpolatedVertexData.Bind(Initializer.ParameterMap, TEXT("CopyInterpolatedVertexData"));
CopySurfelData.Bind(Initializer.ParameterMap, TEXT("CopySurfelData"));
SurfelBufferParameters.Bind(Initializer.ParameterMap);
NumSurfels.Bind(Initializer.ParameterMap, TEXT("NumSurfels"));
}
FCopySurfelBufferCS()
{
}
void SetParameters(FRHICommandList& RHICmdList, const FSurfelBuffers& SurfelBuffersSource, const FInstancedSurfelBuffers& InstancedSurfelBuffersSource, FSurfelBuffers& SurfelBuffersDest, int32 NumSurfelsValue)
{
FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
FUnorderedAccessViewRHIParamRef OutUAVs[2];
OutUAVs[0] = SurfelBuffersDest.InterpolatedVertexData.UAV;
OutUAVs[1] = SurfelBuffersDest.Surfels.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, ARRAY_COUNT(OutUAVs));
CopyInterpolatedVertexData.SetBuffer(RHICmdList, ShaderRHI, SurfelBuffersDest.InterpolatedVertexData);
CopySurfelData.SetBuffer(RHICmdList, ShaderRHI, SurfelBuffersDest.Surfels);
SurfelBufferParameters.Set(RHICmdList, ShaderRHI, SurfelBuffersSource, InstancedSurfelBuffersSource);
SetShaderValue(RHICmdList, ShaderRHI, NumSurfels, NumSurfelsValue);
}
void UnsetParameters(FRHICommandList& RHICmdList, FSurfelBuffers& SurfelBuffersDest)
{
SurfelBufferParameters.UnsetParameters(RHICmdList, GetComputeShader());
CopyInterpolatedVertexData.UnsetUAV(RHICmdList, GetComputeShader());
CopySurfelData.UnsetUAV(RHICmdList, GetComputeShader());
FUnorderedAccessViewRHIParamRef OutUAVs[2];
OutUAVs[0] = SurfelBuffersDest.InterpolatedVertexData.UAV;
OutUAVs[1] = SurfelBuffersDest.Surfels.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, ARRAY_COUNT(OutUAVs));
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << CopyInterpolatedVertexData;
Ar << CopySurfelData;
Ar << SurfelBufferParameters;
Ar << NumSurfels;
return bShaderHasOutdatedParameters;
}
private:
FRWShaderParameter CopyInterpolatedVertexData;
FRWShaderParameter CopySurfelData;
FSurfelBufferParameters SurfelBufferParameters;
FShaderParameter NumSurfels;
};
IMPLEMENT_SHADER_TYPE(,FCopySurfelBufferCS,TEXT("/Engine/Private/SurfelTree.usf"),TEXT("CopySurfelBufferCS"),SF_Compute);
class FCopyVPLFluxBufferCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FCopyVPLFluxBufferCS,Global)
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("UPDATEOBJECTS_THREADGROUP_SIZE"), UpdateObjectsGroupSize);
}
FCopyVPLFluxBufferCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
CopyVPLFlux.Bind(Initializer.ParameterMap, TEXT("CopyVPLFlux"));
SurfelBufferParameters.Bind(Initializer.ParameterMap);
NumSurfels.Bind(Initializer.ParameterMap, TEXT("NumSurfels"));
}
FCopyVPLFluxBufferCS()
{
}
void SetParameters(FRHICommandList& RHICmdList, const FSurfelBuffers& SurfelBuffersSource, const FInstancedSurfelBuffers& InstancedSurfelBuffersSource, FInstancedSurfelBuffers& InstancedSurfelBuffersDest, int32 NumSurfelsValue)
{
FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EComputeToCompute, InstancedSurfelBuffersDest.VPLFlux.UAV);
CopyVPLFlux.SetBuffer(RHICmdList, ShaderRHI, InstancedSurfelBuffersDest.VPLFlux);
SurfelBufferParameters.Set(RHICmdList, ShaderRHI, SurfelBuffersSource, InstancedSurfelBuffersSource);
SetShaderValue(RHICmdList, ShaderRHI, NumSurfels, NumSurfelsValue);
}
void UnsetParameters(FRHICommandList& RHICmdList, FInstancedSurfelBuffers& InstancedSurfelBuffersDest)
{
SurfelBufferParameters.UnsetParameters(RHICmdList, GetComputeShader());
CopyVPLFlux.UnsetUAV(RHICmdList, GetComputeShader());
RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToCompute, InstancedSurfelBuffersDest.VPLFlux.UAV);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << CopyVPLFlux;
Ar << SurfelBufferParameters;
Ar << NumSurfels;
return bShaderHasOutdatedParameters;
}
private:
FRWShaderParameter CopyVPLFlux;
FSurfelBufferParameters SurfelBufferParameters;
FShaderParameter NumSurfels;
};
IMPLEMENT_SHADER_TYPE(,FCopyVPLFluxBufferCS,TEXT("/Engine/Private/SurfelTree.usf"),TEXT("CopyVPLFluxBufferCS"),SF_Compute);
template<bool bRemoveFromSameBuffer>
class TRemoveObjectsFromBufferCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TRemoveObjectsFromBufferCS,Global)
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("UPDATEOBJECTS_THREADGROUP_SIZE"), UpdateObjectsGroupSize);
OutEnvironment.SetDefine(TEXT("REMOVE_FROM_SAME_BUFFER"), bRemoveFromSameBuffer);
}
TRemoveObjectsFromBufferCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
NumRemoveOperations.Bind(Initializer.ParameterMap, TEXT("NumRemoveOperations"));
RemoveOperationIndices.Bind(Initializer.ParameterMap, TEXT("RemoveOperationIndices"));
ObjectBufferParameters.Bind(Initializer.ParameterMap);
ObjectBounds2.Bind(Initializer.ParameterMap, TEXT("ObjectBounds2"));
ObjectData2.Bind(Initializer.ParameterMap, TEXT("ObjectData2"));
}
TRemoveObjectsFromBufferCS()
{
}
void SetParameters(
FRHICommandList& RHICmdList,
const FScene* Scene,
uint32 NumRemoveOperationsValue,
FShaderResourceViewRHIParamRef InRemoveOperationIndices,
FShaderResourceViewRHIParamRef InObjectBounds2,
FShaderResourceViewRHIParamRef InObjectData2)
{
FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
SetShaderValue(RHICmdList, ShaderRHI, NumRemoveOperations, NumRemoveOperationsValue);
SetSRVParameter(RHICmdList, ShaderRHI, RemoveOperationIndices, InRemoveOperationIndices);
ObjectBufferParameters.Set(RHICmdList, ShaderRHI, *(Scene->DistanceFieldSceneData.ObjectBuffers), Scene->DistanceFieldSceneData.NumObjectsInBuffer, true);
SetSRVParameter(RHICmdList, ShaderRHI, ObjectBounds2, InObjectBounds2);
SetSRVParameter(RHICmdList, ShaderRHI, ObjectData2, InObjectData2);
}
void UnsetParameters(FRHICommandList& RHICmdList, const FScene* Scene)
{
ObjectBufferParameters.UnsetParameters(RHICmdList, GetComputeShader(), *(Scene->DistanceFieldSceneData.ObjectBuffers), true);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << NumRemoveOperations;
Ar << RemoveOperationIndices;
Ar << ObjectBufferParameters;
Ar << ObjectBounds2;
Ar << ObjectData2;
return bShaderHasOutdatedParameters;
}
private:
FShaderParameter NumRemoveOperations;
FShaderResourceParameter RemoveOperationIndices;
FDistanceFieldObjectBufferParameters ObjectBufferParameters;
FShaderResourceParameter ObjectBounds2;
FShaderResourceParameter ObjectData2;
};
IMPLEMENT_SHADER_TYPE(template<>,TRemoveObjectsFromBufferCS<true>,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("RemoveObjectsFromBufferCS"),SF_Compute);
IMPLEMENT_SHADER_TYPE(template<>,TRemoveObjectsFromBufferCS<false>,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("RemoveObjectsFromBufferCS"),SF_Compute);
void FSurfelBufferAllocator::RemovePrimitive(const FPrimitiveSceneInfo* Primitive)
{
FPrimitiveSurfelAllocation Allocation;
if (Allocations.RemoveAndCopyValue(Primitive, Allocation))
{
bool bMergedWithExisting = false;
FPrimitiveSurfelFreeEntry FreeEntry(Allocation.Offset, Allocation.GetTotalNumSurfels());
// Note: only does one merge
//@todo - keep free list sorted then can binary search
for (int32 FreeIndex = 0; FreeIndex < FreeList.Num(); FreeIndex++)
{
if (FreeList[FreeIndex].Offset == FreeEntry.Offset + FreeEntry.NumSurfels)
{
FreeList[FreeIndex].Offset = FreeEntry.Offset;
FreeList[FreeIndex].NumSurfels += FreeEntry.NumSurfels;
bMergedWithExisting = true;
break;
}
else if (FreeList[FreeIndex].Offset + FreeList[FreeIndex].NumSurfels == FreeEntry.Offset)
{
FreeList[FreeIndex].NumSurfels += FreeEntry.NumSurfels;
bMergedWithExisting = true;
break;
}
}
if (!bMergedWithExisting)
{
FreeList.Add(FreeEntry);
}
}
}
void FSurfelBufferAllocator::AddPrimitive(const FPrimitiveSceneInfo* PrimitiveSceneInfo, int32 PrimitiveLOD0Surfels, int32 PrimitiveNumSurfels, int32 NumInstances)
{
int32 BestFreeAllocationIndex = -1;
for (int32 FreeIndex = 0; FreeIndex < FreeList.Num(); FreeIndex++)
{
const FPrimitiveSurfelFreeEntry& CurrentFreeEntry = FreeList[FreeIndex];
if (CurrentFreeEntry.NumSurfels >= PrimitiveNumSurfels * NumInstances
&& (BestFreeAllocationIndex == -1
|| CurrentFreeEntry.NumSurfels < FreeList[BestFreeAllocationIndex].NumSurfels))
{
BestFreeAllocationIndex = FreeIndex;
}
}
if (BestFreeAllocationIndex != -1)
{
FPrimitiveSurfelFreeEntry FreeEntry = FreeList[BestFreeAllocationIndex];
if (FreeEntry.NumSurfels == PrimitiveNumSurfels * NumInstances)
{
// Existing allocation matches exactly, remove it from the free list
FreeList.RemoveAtSwap(BestFreeAllocationIndex);
}
else
{
// Replace with the remaining free range
FreeList[BestFreeAllocationIndex] = FPrimitiveSurfelFreeEntry(FreeEntry.Offset + PrimitiveNumSurfels * NumInstances, FreeEntry.NumSurfels - PrimitiveNumSurfels * NumInstances);
}
Allocations.Add(PrimitiveSceneInfo, FPrimitiveSurfelAllocation(FreeEntry.Offset, PrimitiveLOD0Surfels, PrimitiveNumSurfels, NumInstances));
}
else
{
// Add a new allocation to the end of the buffer
Allocations.Add(PrimitiveSceneInfo, FPrimitiveSurfelAllocation(NumSurfelsInBuffer, PrimitiveLOD0Surfels, PrimitiveNumSurfels, NumInstances));
NumSurfelsInBuffer += PrimitiveNumSurfels * NumInstances;
}
}
void UpdateGlobalDistanceFieldObjectRemoves(FRHICommandListImmediate& RHICmdList, FScene* Scene)
{
FDistanceFieldSceneData& DistanceFieldSceneData = Scene->DistanceFieldSceneData;
TArray<FIntRect> RemoveObjectIndices;
FDistanceFieldObjectBuffers* TemporaryCopySourceBuffers = NULL;
if (DistanceFieldSceneData.PendingRemoveOperations.Num() > 0)
{
TArray<int32, SceneRenderingAllocator> PendingRemoveOperations;
for (int32 RemoveIndex = 0; RemoveIndex < DistanceFieldSceneData.PendingRemoveOperations.Num(); RemoveIndex++)
{
// Can't dereference the primitive here, it has already been deleted
const FPrimitiveSceneInfo* Primitive = DistanceFieldSceneData.PendingRemoveOperations[RemoveIndex].Primitive;
DistanceFieldSceneData.SurfelAllocations.RemovePrimitive(Primitive);
DistanceFieldSceneData.InstancedSurfelAllocations.RemovePrimitive(Primitive);
const TArray<int32, TInlineAllocator<1>>& DistanceFieldInstanceIndices = DistanceFieldSceneData.PendingRemoveOperations[RemoveIndex].DistanceFieldInstanceIndices;
for (int32 RemoveInstanceIndex = 0; RemoveInstanceIndex < DistanceFieldInstanceIndices.Num(); RemoveInstanceIndex++)
{
const int32 InstanceIndex = DistanceFieldInstanceIndices[RemoveInstanceIndex];
// InstanceIndex will be -1 with zero scale meshes
if (InstanceIndex >= 0)
{
FGlobalDFCacheType CacheType = DistanceFieldSceneData.PendingRemoveOperations[RemoveIndex].bOftenMoving ? GDF_Full : GDF_MostlyStatic;
DistanceFieldSceneData.PrimitiveModifiedBounds[CacheType].Add(DistanceFieldSceneData.PrimitiveInstanceMapping[InstanceIndex].BoundingSphere);
PendingRemoveOperations.Add(InstanceIndex);
}
}
}
DistanceFieldSceneData.PendingRemoveOperations.Reset();
if (PendingRemoveOperations.Num() > 0)
{
check(DistanceFieldSceneData.NumObjectsInBuffer >= PendingRemoveOperations.Num());
// Sort from smallest to largest
PendingRemoveOperations.Sort();
// We have multiple remove requests enqueued in PendingRemoveOperations, can only use the RemoveAtSwap version when there won't be collisions
const bool bUseRemoveAtSwap = PendingRemoveOperations.Last() < DistanceFieldSceneData.NumObjectsInBuffer - PendingRemoveOperations.Num();
if (bUseRemoveAtSwap)
{
// Remove everything in parallel in the same buffer with a RemoveAtSwap algorithm
for (int32 RemovePrimitiveIndex = 0; RemovePrimitiveIndex < PendingRemoveOperations.Num(); RemovePrimitiveIndex++)
{
DistanceFieldSceneData.NumObjectsInBuffer--;
const int32 RemoveIndex = PendingRemoveOperations[RemovePrimitiveIndex];
const int32 MoveFromIndex = DistanceFieldSceneData.NumObjectsInBuffer;
check(RemoveIndex != MoveFromIndex);
// Queue a compute shader move
RemoveObjectIndices.Add(FIntRect(RemoveIndex, MoveFromIndex, 0, 0));
// Fixup indices of the primitive that is being moved
FPrimitiveAndInstance& PrimitiveAndInstanceBeingMoved = DistanceFieldSceneData.PrimitiveInstanceMapping[MoveFromIndex];
check(PrimitiveAndInstanceBeingMoved.Primitive && PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices.Num() > 0);
PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices[PrimitiveAndInstanceBeingMoved.InstanceIndex] = RemoveIndex;
DistanceFieldSceneData.PrimitiveInstanceMapping.RemoveAtSwap(RemoveIndex);
}
}
else
{
const double StartTime = FPlatformTime::Seconds();
// Have to copy the object data to allow parallel removing
TemporaryCopySourceBuffers = DistanceFieldSceneData.ObjectBuffers;
DistanceFieldSceneData.ObjectBuffers = new FDistanceFieldObjectBuffers();
DistanceFieldSceneData.ObjectBuffers->MaxObjects = TemporaryCopySourceBuffers->MaxObjects;
DistanceFieldSceneData.ObjectBuffers->Initialize();
TArray<FPrimitiveAndInstance> OriginalPrimitiveInstanceMapping = DistanceFieldSceneData.PrimitiveInstanceMapping;
DistanceFieldSceneData.PrimitiveInstanceMapping.Reset();
const int32 NumDestObjects = DistanceFieldSceneData.NumObjectsInBuffer - PendingRemoveOperations.Num();
int32 SourceIndex = 0;
int32 NextPendingRemoveIndex = 0;
for (int32 DestinationIndex = 0; DestinationIndex < NumDestObjects; DestinationIndex++)
{
while (NextPendingRemoveIndex < PendingRemoveOperations.Num()
&& PendingRemoveOperations[NextPendingRemoveIndex] == SourceIndex)
{
NextPendingRemoveIndex++;
SourceIndex++;
}
// Queue a compute shader move
RemoveObjectIndices.Add(FIntRect(DestinationIndex, SourceIndex, 0, 0));
// Fixup indices of the primitive that is being moved
FPrimitiveAndInstance& PrimitiveAndInstanceBeingMoved = OriginalPrimitiveInstanceMapping[SourceIndex];
check(PrimitiveAndInstanceBeingMoved.Primitive && PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices.Num() > 0);
PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices[PrimitiveAndInstanceBeingMoved.InstanceIndex] = DestinationIndex;
check(DistanceFieldSceneData.PrimitiveInstanceMapping.Num() == DestinationIndex);
DistanceFieldSceneData.PrimitiveInstanceMapping.Add(PrimitiveAndInstanceBeingMoved);
SourceIndex++;
}
DistanceFieldSceneData.NumObjectsInBuffer = NumDestObjects;
if (GAOLogObjectBufferReallocation)
{
const float ElapsedTime = (float)(FPlatformTime::Seconds() - StartTime);
UE_LOG(LogDistanceField,Warning,TEXT("Global object buffer realloc %.3fs"), ElapsedTime);
}
/*
// Have to remove one at a time while any entries to remove are at the end of the buffer
DistanceFieldSceneData.NumObjectsInBuffer--;
const int32 RemoveIndex = DistanceFieldSceneData.PendingRemoveOperations[ParallelConflictIndex];
const int32 MoveFromIndex = DistanceFieldSceneData.NumObjectsInBuffer;
if (RemoveIndex != MoveFromIndex)
{
// Queue a compute shader move
RemoveObjectIndices.Add(FIntRect(RemoveIndex, MoveFromIndex, 0, 0));
// Fixup indices of the primitive that is being moved
FPrimitiveAndInstance& PrimitiveAndInstanceBeingMoved = DistanceFieldSceneData.PrimitiveInstanceMapping[MoveFromIndex];
check(PrimitiveAndInstanceBeingMoved.Primitive && PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices.Num() > 0);
PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices[PrimitiveAndInstanceBeingMoved.InstanceIndex] = RemoveIndex;
}
DistanceFieldSceneData.PrimitiveInstanceMapping.RemoveAtSwap(RemoveIndex);
DistanceFieldSceneData.PendingRemoveOperations.RemoveAtSwap(ParallelConflictIndex);
*/
}
PendingRemoveOperations.Reset();
if (RemoveObjectIndices.Num() > 0)
{
if (RemoveObjectIndices.Num() > GDistanceFieldRemoveIndices.RemoveIndices.MaxElements)
{
GDistanceFieldRemoveIndices.RemoveIndices.MaxElements = RemoveObjectIndices.Num() * 5 / 4;
GDistanceFieldRemoveIndices.RemoveIndices.Release();
GDistanceFieldRemoveIndices.RemoveIndices.Initialize();
}
void* LockedBuffer = RHILockVertexBuffer(GDistanceFieldRemoveIndices.RemoveIndices.Buffer, 0, GDistanceFieldRemoveIndices.RemoveIndices.Buffer->GetSize(), RLM_WriteOnly);
const uint32 MemcpySize = RemoveObjectIndices.GetTypeSize() * RemoveObjectIndices.Num();
check(GDistanceFieldRemoveIndices.RemoveIndices.Buffer->GetSize() >= MemcpySize);
FPlatformMemory::Memcpy(LockedBuffer, RemoveObjectIndices.GetData(), MemcpySize);
RHIUnlockVertexBuffer(GDistanceFieldRemoveIndices.RemoveIndices.Buffer);
if (bUseRemoveAtSwap)
{
check(!TemporaryCopySourceBuffers);
TShaderMapRef<TRemoveObjectsFromBufferCS<true> > ComputeShader(GetGlobalShaderMap(Scene->GetFeatureLevel()));
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, Scene, RemoveObjectIndices.Num(), GDistanceFieldRemoveIndices.RemoveIndices.BufferSRV, NULL, NULL);
DispatchComputeShader(RHICmdList, *ComputeShader, FMath::DivideAndRoundUp<uint32>(RemoveObjectIndices.Num(), UpdateObjectsGroupSize), 1, 1);
ComputeShader->UnsetParameters(RHICmdList, Scene);
}
else
{
check(TemporaryCopySourceBuffers);
TShaderMapRef<TRemoveObjectsFromBufferCS<false> > ComputeShader(GetGlobalShaderMap(Scene->GetFeatureLevel()));
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, Scene, RemoveObjectIndices.Num(), GDistanceFieldRemoveIndices.RemoveIndices.BufferSRV, TemporaryCopySourceBuffers->Bounds.SRV, TemporaryCopySourceBuffers->Data.SRV);
DispatchComputeShader(RHICmdList, *ComputeShader, FMath::DivideAndRoundUp<uint32>(RemoveObjectIndices.Num(), UpdateObjectsGroupSize), 1, 1);
ComputeShader->UnsetParameters(RHICmdList, Scene);
}
}
// make sure to delete the temporary buffer (even if RemoveObjectIndices is empty)
if (TemporaryCopySourceBuffers)
{
check(bUseRemoveAtSwap == false);
TemporaryCopySourceBuffers->Release();
delete TemporaryCopySourceBuffers;
TemporaryCopySourceBuffers = nullptr;
}
}
}
}
/** Gathers the information needed to represent a single object's distance field and appends it to the upload buffers. */
void ProcessPrimitiveUpdate(
bool bIsAddOperation,
FRHICommandListImmediate& RHICmdList,
FSceneRenderer& SceneRenderer,
FPrimitiveSceneInfo* PrimitiveSceneInfo,
int32 OriginalNumObjects,
FVector InvTextureDim,
bool bPrepareForDistanceFieldGI,
bool bAnyViewEnabledDistanceCulling,
TArray<FMatrix>& ObjectLocalToWorldTransforms,
TArray<uint32>& UploadObjectIndices,
TArray<FVector4>& UploadObjectData)
{
FScene* Scene = SceneRenderer.Scene;
FDistanceFieldSceneData& DistanceFieldSceneData = Scene->DistanceFieldSceneData;
ObjectLocalToWorldTransforms.Reset();
FBox LocalVolumeBounds;
FVector2D DistanceMinMax;
FIntVector BlockMin;
FIntVector BlockSize;
bool bBuiltAsIfTwoSided;
bool bMeshWasPlane;
float SelfShadowBias;
PrimitiveSceneInfo->Proxy->GetDistancefieldAtlasData(LocalVolumeBounds, DistanceMinMax, BlockMin, BlockSize, bBuiltAsIfTwoSided, bMeshWasPlane, SelfShadowBias, ObjectLocalToWorldTransforms);
if (BlockMin.X >= 0
&& BlockMin.Y >= 0
&& BlockMin.Z >= 0
&& ObjectLocalToWorldTransforms.Num() > 0)
{
const float BoundingRadius = PrimitiveSceneInfo->Proxy->GetBounds().SphereRadius;
const FGlobalDFCacheType CacheType = PrimitiveSceneInfo->Proxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
// Proxy bounds are only useful if single instance
if (ObjectLocalToWorldTransforms.Num() > 1 || BoundingRadius < GAOMaxObjectBoundingRadius)
{
FPrimitiveSurfelAllocation Allocation;
FPrimitiveSurfelAllocation InstancedAllocation;
if (bPrepareForDistanceFieldGI)
{
const FPrimitiveSurfelAllocation* AllocationPtr = Scene->DistanceFieldSceneData.SurfelAllocations.FindAllocation(PrimitiveSceneInfo);
const FPrimitiveSurfelAllocation* InstancedAllocationPtr = Scene->DistanceFieldSceneData.InstancedSurfelAllocations.FindAllocation(PrimitiveSceneInfo);
if (AllocationPtr)
{
checkSlow(InstancedAllocationPtr && InstancedAllocationPtr->NumInstances == ObjectLocalToWorldTransforms.Num());
Allocation = *AllocationPtr;
InstancedAllocation = *InstancedAllocationPtr;
extern void GenerateSurfelRepresentation(FRHICommandListImmediate& RHICmdList, FSceneRenderer& Renderer, FViewInfo& View, FPrimitiveSceneInfo* PrimitiveSceneInfo, const FMatrix& Instance0Transform, FPrimitiveSurfelAllocation& Allocation);
// @todo - support surfel generation without a view
GenerateSurfelRepresentation(RHICmdList, SceneRenderer, SceneRenderer.Views[0], PrimitiveSceneInfo, ObjectLocalToWorldTransforms[0], Allocation);
if (Allocation.NumSurfels == 0)
{
InstancedAllocation.NumSurfels = 0;
InstancedAllocation.NumInstances = 0;
InstancedAllocation.NumLOD0 = 0;
}
}
}
if (bIsAddOperation)
{
PrimitiveSceneInfo->DistanceFieldInstanceIndices.Empty(ObjectLocalToWorldTransforms.Num());
PrimitiveSceneInfo->DistanceFieldInstanceIndices.AddZeroed(ObjectLocalToWorldTransforms.Num());
}
for (int32 TransformIndex = 0; TransformIndex < ObjectLocalToWorldTransforms.Num(); TransformIndex++)
{
FMatrix LocalToWorld = ObjectLocalToWorldTransforms[TransformIndex];
const float MaxScale = LocalToWorld.GetMaximumAxisScale();
// Skip degenerate primitives
if (MaxScale > 0)
{
uint32 UploadIndex;
if (bIsAddOperation)
{
UploadIndex = OriginalNumObjects + UploadObjectIndices.Num();
DistanceFieldSceneData.NumObjectsInBuffer++;
}
else
{
UploadIndex = PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex];
}
UploadObjectIndices.Add(UploadIndex);
if (bMeshWasPlane)
{
FVector LocalScales = LocalToWorld.GetScaleVector();
FVector AbsLocalScales(FMath::Abs(LocalScales.X), FMath::Abs(LocalScales.Y), FMath::Abs(LocalScales.Z));
float MidScale = FMath::Min(AbsLocalScales.X, AbsLocalScales.Y);
float ScaleAdjust = FMath::Sign(LocalScales.Z) * MidScale / AbsLocalScales.Z;
// The mesh was determined to be a plane flat in Z during the build process, so we can change the Z scale
// Helps in cases with modular ground pieces with scales of (10, 10, 1) and some triangles just above Z=0
LocalToWorld.SetAxis(2, LocalToWorld.GetScaledAxis(EAxis::Z) * ScaleAdjust);
}
const FMatrix VolumeToWorld = FScaleMatrix(LocalVolumeBounds.GetExtent())
* FTranslationMatrix(LocalVolumeBounds.GetCenter())
* LocalToWorld;
const FVector4 ObjectBoundingSphere(VolumeToWorld.GetOrigin(), VolumeToWorld.GetScaleVector().Size());
UploadObjectData.Add(ObjectBoundingSphere);
const float MaxExtent = LocalVolumeBounds.GetExtent().GetMax();
const FMatrix UniformScaleVolumeToWorld = FScaleMatrix(MaxExtent)
* FTranslationMatrix(LocalVolumeBounds.GetCenter())
* LocalToWorld;
const FVector InvBlockSize(1.0f / BlockSize.X, 1.0f / BlockSize.Y, 1.0f / BlockSize.Z);
//float3 VolumeUV = (VolumePosition / LocalPositionExtent * .5f * UVScale + .5f * UVScale + UVAdd;
const FVector LocalPositionExtent = LocalVolumeBounds.GetExtent() / FVector(MaxExtent);
const FVector UVScale = FVector(BlockSize) * InvTextureDim;
const float VolumeScale = UniformScaleVolumeToWorld.GetMaximumAxisScale();
const FMatrix WorldToVolumeT = UniformScaleVolumeToWorld.Inverse().GetTransposed();
// WorldToVolumeT
UploadObjectData.Add(*(FVector4*)&WorldToVolumeT.M[0]);
UploadObjectData.Add(*(FVector4*)&WorldToVolumeT.M[1]);
UploadObjectData.Add(*(FVector4*)&WorldToVolumeT.M[2]);
const float OftenMovingValue = CacheType == GDF_Full ? 1.0f : 0.0f;
// Clamp to texel center by subtracting a half texel in the [-1,1] position space
// LocalPositionExtent
UploadObjectData.Add(FVector4(LocalPositionExtent - InvBlockSize, OftenMovingValue));
// UVScale, VolumeScale and sign gives bGeneratedAsTwoSided
const float WSign = bBuiltAsIfTwoSided ? -1 : 1;
UploadObjectData.Add(FVector4(FVector(BlockSize) * InvTextureDim * .5f / LocalPositionExtent, WSign * VolumeScale));
// UVAdd
UploadObjectData.Add(FVector4(FVector(BlockMin) * InvTextureDim + .5f * UVScale, SelfShadowBias));
// xy - DistanceFieldMAD
// zw - MinDrawDistance^2, MaxDrawDistance^2
// [0, 1] -> [MinVolumeDistance, MaxVolumeDistance]
const int32 PrimIdx = PrimitiveSceneInfo->GetIndex();
const FPrimitiveBounds& PrimBounds = Scene->PrimitiveBounds[PrimIdx];
float MinDrawDist2 = PrimBounds.MinDrawDistanceSq;
// 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;
#if WITH_EDITOR
if (!bAnyViewEnabledDistanceCulling)
{
MinDrawDist2 = 0.f;
MaxDrawDist = 0.f;
}
#endif
// This is needed to bypass the check Nan/Inf behavior of FVector4.
// If the check is turned on, FVector4 constructor automatically converts
// the FVector4 being constructed to (0, 0, 0, 1) when any of inputs
// to the constructor contains Nan/Inf
UploadObjectData.AddUninitialized();
FVector4& TmpVec4 = UploadObjectData.Last();
TmpVec4.X = DistanceMinMax.Y - DistanceMinMax.X;
TmpVec4.Y = DistanceMinMax.X;
TmpVec4.Z = MinDrawDist2;
TmpVec4.W = MaxDrawDist * MaxDrawDist;
UploadObjectData.Add(*(FVector4*)&UniformScaleVolumeToWorld.M[0]);
UploadObjectData.Add(*(FVector4*)&UniformScaleVolumeToWorld.M[1]);
UploadObjectData.Add(*(FVector4*)&UniformScaleVolumeToWorld.M[2]);
FMatrix LocalToWorldT = LocalToWorld.GetTransposed();
UploadObjectData.Add(*(FVector4*)&LocalToWorldT.M[0]);
UploadObjectData.Add(*(FVector4*)&LocalToWorldT.M[1]);
UploadObjectData.Add(*(FVector4*)&LocalToWorldT.M[2]);
UploadObjectData.Add(FVector4(Allocation.Offset, Allocation.NumLOD0, Allocation.NumSurfels, InstancedAllocation.Offset + InstancedAllocation.NumSurfels * TransformIndex));
FMatrix VolumeToWorldT = VolumeToWorld.GetTransposed();
UploadObjectData.Add(*(FVector4*)&VolumeToWorldT.M[0]);
UploadObjectData.Add(*(FVector4*)&VolumeToWorldT.M[1]);
UploadObjectData.Add(*(FVector4*)&VolumeToWorldT.M[2]);
checkSlow(UploadObjectData.Num() % UploadObjectDataStride == 0);
if (bIsAddOperation)
{
const int32 AddIndex = UploadIndex;
DistanceFieldSceneData.PrimitiveInstanceMapping.Add(FPrimitiveAndInstance(ObjectBoundingSphere, PrimitiveSceneInfo, TransformIndex));
PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex] = AddIndex;
}
else
{
// InstanceIndex will be -1 with zero scale meshes
const int32 InstanceIndex = PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex];
if (InstanceIndex >= 0)
{
// For an update transform we have to dirty the previous bounds and the new bounds, in case of large movement (teleport)
DistanceFieldSceneData.PrimitiveModifiedBounds[CacheType].Add(DistanceFieldSceneData.PrimitiveInstanceMapping[InstanceIndex].BoundingSphere);
DistanceFieldSceneData.PrimitiveInstanceMapping[InstanceIndex].BoundingSphere = ObjectBoundingSphere;
}
}
DistanceFieldSceneData.PrimitiveModifiedBounds[CacheType].Add(ObjectBoundingSphere);
extern int32 GAOLogGlobalDistanceFieldModifiedPrimitives;
if (GAOLogGlobalDistanceFieldModifiedPrimitives)
{
UE_LOG(LogDistanceField,Log,TEXT("Global Distance Field %s primitive %s %s %s bounding radius %.1f"), PrimitiveSceneInfo->Proxy->IsOftenMoving() ? TEXT("CACHED") : TEXT("Movable"), (bIsAddOperation ? TEXT("add") : TEXT("update")), *PrimitiveSceneInfo->Proxy->GetOwnerName().ToString(), *PrimitiveSceneInfo->Proxy->GetResourceName().ToString(), BoundingRadius);
}
}
else if (bIsAddOperation)
{
// Set to -1 for zero scale meshes
PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex] = -1;
}
}
}
else
{
UE_LOG(LogDistanceField,Log,TEXT("Primitive %s %s excluded due to bounding radius %f"), *PrimitiveSceneInfo->Proxy->GetOwnerName().ToString(), *PrimitiveSceneInfo->Proxy->GetResourceName().ToString(), BoundingRadius);
}
}
}
bool bVerifySceneIntegrity = false;
void FDeferredShadingSceneRenderer::UpdateGlobalDistanceFieldObjectBuffers(FRHICommandListImmediate& RHICmdList)
{
FDistanceFieldSceneData& DistanceFieldSceneData = Scene->DistanceFieldSceneData;
if (GDistanceFieldVolumeTextureAtlas.VolumeTextureRHI
&& (DistanceFieldSceneData.HasPendingOperations() || DistanceFieldSceneData.AtlasGeneration != GDistanceFieldVolumeTextureAtlas.GetGeneration()))
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateObjectData);
SCOPED_DRAW_EVENT(RHICmdList, UpdateSceneObjectData);
if (!DistanceFieldSceneData.ObjectBuffers)
{
DistanceFieldSceneData.ObjectBuffers = new FDistanceFieldObjectBuffers();
}
if (!DistanceFieldSceneData.SurfelBuffers)
{
DistanceFieldSceneData.SurfelBuffers = new FSurfelBuffers();
}
if (!DistanceFieldSceneData.InstancedSurfelBuffers)
{
DistanceFieldSceneData.InstancedSurfelBuffers = new FInstancedSurfelBuffers();
}
if (DistanceFieldSceneData.AtlasGeneration != GDistanceFieldVolumeTextureAtlas.GetGeneration())
{
DistanceFieldSceneData.AtlasGeneration = GDistanceFieldVolumeTextureAtlas.GetGeneration();
for (int32 PrimitiveInstanceIndex = 0; PrimitiveInstanceIndex < DistanceFieldSceneData.PrimitiveInstanceMapping.Num(); PrimitiveInstanceIndex++)
{
FPrimitiveAndInstance& PrimitiveInstance = DistanceFieldSceneData.PrimitiveInstanceMapping[PrimitiveInstanceIndex];
// Queue an update of all primitives, since the atlas layout has changed
if (PrimitiveInstance.InstanceIndex == 0
&& !DistanceFieldSceneData.HasPendingRemovePrimitive(PrimitiveInstance.Primitive)
&& !DistanceFieldSceneData.PendingAddOperations.Contains(PrimitiveInstance.Primitive)
&& !DistanceFieldSceneData.PendingUpdateOperations.Contains(PrimitiveInstance.Primitive))
{
DistanceFieldSceneData.PendingUpdateOperations.Add(PrimitiveInstance.Primitive);
}
}
}
// Process removes before adds, as the adds will overwrite primitive allocation info in DistanceFieldSceneData.SurfelAllocations
UpdateGlobalDistanceFieldObjectRemoves(RHICmdList, Scene);
extern int32 GVPLMeshGlobalIllumination;
TArray<uint32> UploadObjectIndices;
TArray<FVector4> UploadObjectData;
const bool bPrepareForDistanceFieldGI = GVPLMeshGlobalIllumination && SupportsDistanceFieldGI(Scene->GetFeatureLevel(), Scene->GetShaderPlatform());
if (DistanceFieldSceneData.PendingAddOperations.Num() > 0 || DistanceFieldSceneData.PendingUpdateOperations.Num() > 0)
{
TArray<FMatrix> ObjectLocalToWorldTransforms;
const int32 NumUploadOperations = DistanceFieldSceneData.PendingAddOperations.Num() + DistanceFieldSceneData.PendingUpdateOperations.Num();
UploadObjectData.Empty(NumUploadOperations * UploadObjectDataStride);
UploadObjectIndices.Empty(NumUploadOperations);
const int32 NumTexelsOneDimX = GDistanceFieldVolumeTextureAtlas.GetSizeX();
const int32 NumTexelsOneDimY = GDistanceFieldVolumeTextureAtlas.GetSizeY();
const int32 NumTexelsOneDimZ = GDistanceFieldVolumeTextureAtlas.GetSizeZ();
const FVector InvTextureDim(1.0f / NumTexelsOneDimX, 1.0f / NumTexelsOneDimY, 1.0f / NumTexelsOneDimZ);
int32 OriginalNumObjects = DistanceFieldSceneData.NumObjectsInBuffer;
int32 OriginalNumSurfels = DistanceFieldSceneData.SurfelAllocations.GetNumSurfelsInBuffer();
int32 OriginalNumInstancedSurfels = DistanceFieldSceneData.InstancedSurfelAllocations.GetNumSurfelsInBuffer();
if (bPrepareForDistanceFieldGI)
{
for (int32 UploadPrimitiveIndex = 0; UploadPrimitiveIndex < DistanceFieldSceneData.PendingAddOperations.Num(); UploadPrimitiveIndex++)
{
FPrimitiveSceneInfo* PrimitiveSceneInfo = DistanceFieldSceneData.PendingAddOperations[UploadPrimitiveIndex];
int32 NumInstances = 0;
float BoundsSurfaceArea = 0;
PrimitiveSceneInfo->Proxy->GetDistanceFieldInstanceInfo(NumInstances, BoundsSurfaceArea);
extern void ComputeNumSurfels(float BoundsSurfaceArea, int32& PrimitiveNumSurfels, int32& PrimitiveLOD0Surfels);
int32 PrimitiveNumSurfels;
int32 PrimitiveLOD0Surfels;
ComputeNumSurfels(BoundsSurfaceArea, PrimitiveNumSurfels, PrimitiveLOD0Surfels);
if (PrimitiveNumSurfels > 0 && NumInstances > 0)
{
const int32 PrimitiveTotalNumSurfels = PrimitiveNumSurfels * NumInstances;
if (PrimitiveNumSurfels > 5000)
{
UE_LOG(LogDistanceField,Warning,TEXT("Primitive %s %s used %u Surfels"), *PrimitiveSceneInfo->Proxy->GetOwnerName().ToString(), *PrimitiveSceneInfo->Proxy->GetResourceName().ToString(), PrimitiveNumSurfels);
}
DistanceFieldSceneData.SurfelAllocations.AddPrimitive(PrimitiveSceneInfo, PrimitiveLOD0Surfels, PrimitiveNumSurfels, 1);
DistanceFieldSceneData.InstancedSurfelAllocations.AddPrimitive(PrimitiveSceneInfo, PrimitiveLOD0Surfels, PrimitiveNumSurfels, NumInstances);
}
}
if (DistanceFieldSceneData.SurfelBuffers->MaxSurfels < DistanceFieldSceneData.SurfelAllocations.GetNumSurfelsInBuffer())
{
if (DistanceFieldSceneData.SurfelBuffers->MaxSurfels > 0)
{
// Realloc
FSurfelBuffers* NewSurfelBuffers = new FSurfelBuffers();
NewSurfelBuffers->MaxSurfels = DistanceFieldSceneData.SurfelAllocations.GetNumSurfelsInBuffer() * 5 / 4;
NewSurfelBuffers->Initialize();
{
TShaderMapRef<FCopySurfelBufferCS> ComputeShader(GetGlobalShaderMap(Scene->GetFeatureLevel()));
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, *(DistanceFieldSceneData.SurfelBuffers), *(DistanceFieldSceneData.InstancedSurfelBuffers), *NewSurfelBuffers, OriginalNumSurfels);
DispatchComputeShader(RHICmdList, *ComputeShader, FMath::DivideAndRoundUp<uint32>(OriginalNumSurfels, UpdateObjectsGroupSize), 1, 1);
ComputeShader->UnsetParameters(RHICmdList, *NewSurfelBuffers);
}
DistanceFieldSceneData.SurfelBuffers->Release();
delete DistanceFieldSceneData.SurfelBuffers;
DistanceFieldSceneData.SurfelBuffers = NewSurfelBuffers;
}
else
{
// First time allocate
DistanceFieldSceneData.SurfelBuffers->MaxSurfels = DistanceFieldSceneData.SurfelAllocations.GetNumSurfelsInBuffer() * 5 / 4;
DistanceFieldSceneData.SurfelBuffers->Initialize();
}
}
if (DistanceFieldSceneData.InstancedSurfelBuffers->MaxSurfels < DistanceFieldSceneData.InstancedSurfelAllocations.GetNumSurfelsInBuffer())
{
if (DistanceFieldSceneData.InstancedSurfelBuffers->MaxSurfels > 0)
{
// Realloc
FInstancedSurfelBuffers* NewInstancedSurfelBuffers = new FInstancedSurfelBuffers();
NewInstancedSurfelBuffers->MaxSurfels = DistanceFieldSceneData.InstancedSurfelAllocations.GetNumSurfelsInBuffer() * 5 / 4;
NewInstancedSurfelBuffers->Initialize();
{
TShaderMapRef<FCopyVPLFluxBufferCS> ComputeShader(GetGlobalShaderMap(Scene->GetFeatureLevel()));
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, *(DistanceFieldSceneData.SurfelBuffers), *(DistanceFieldSceneData.InstancedSurfelBuffers), *NewInstancedSurfelBuffers, OriginalNumInstancedSurfels);
DispatchComputeShader(RHICmdList, *ComputeShader, FMath::DivideAndRoundUp<uint32>(OriginalNumInstancedSurfels, UpdateObjectsGroupSize), 1, 1);
ComputeShader->UnsetParameters(RHICmdList, *NewInstancedSurfelBuffers);
}
DistanceFieldSceneData.InstancedSurfelBuffers->Release();
delete DistanceFieldSceneData.InstancedSurfelBuffers;
DistanceFieldSceneData.InstancedSurfelBuffers = NewInstancedSurfelBuffers;
}
else
{
// First time allocate
DistanceFieldSceneData.InstancedSurfelBuffers->MaxSurfels = DistanceFieldSceneData.InstancedSurfelAllocations.GetNumSurfelsInBuffer() * 5 / 4;
DistanceFieldSceneData.InstancedSurfelBuffers->Initialize();
}
}
}
bool bAnyViewEnabledDistanceCulling = !WITH_EDITOR;
#if WITH_EDITOR
for (const FViewInfo& ViewInfo : Views)
{
if (!ViewInfo.Family->EngineShowFlags.DistanceCulledPrimitives)
{
bAnyViewEnabledDistanceCulling = true;
break;
}
}
#endif
for (int32 UploadPrimitiveIndex = 0; UploadPrimitiveIndex < DistanceFieldSceneData.PendingAddOperations.Num(); UploadPrimitiveIndex++)
{
FPrimitiveSceneInfo* PrimitiveSceneInfo = DistanceFieldSceneData.PendingAddOperations[UploadPrimitiveIndex];
ProcessPrimitiveUpdate(
true,
RHICmdList,
*this,
PrimitiveSceneInfo,
OriginalNumObjects,
InvTextureDim,
bPrepareForDistanceFieldGI,
bAnyViewEnabledDistanceCulling,
ObjectLocalToWorldTransforms,
UploadObjectIndices,
UploadObjectData);
}
for (TSet<FPrimitiveSceneInfo*>::TIterator It(DistanceFieldSceneData.PendingUpdateOperations); It; ++It)
{
FPrimitiveSceneInfo* PrimitiveSceneInfo = *It;
ProcessPrimitiveUpdate(
false,
RHICmdList,
*this,
PrimitiveSceneInfo,
OriginalNumObjects,
InvTextureDim,
bPrepareForDistanceFieldGI,
bAnyViewEnabledDistanceCulling,
ObjectLocalToWorldTransforms,
UploadObjectIndices,
UploadObjectData);
}
DistanceFieldSceneData.PendingAddOperations.Reset();
DistanceFieldSceneData.PendingUpdateOperations.Empty();
if (DistanceFieldSceneData.ObjectBuffers->MaxObjects < DistanceFieldSceneData.NumObjectsInBuffer)
{
if (DistanceFieldSceneData.ObjectBuffers->MaxObjects > 0)
{
// Realloc
FDistanceFieldObjectBuffers* NewObjectBuffers = new FDistanceFieldObjectBuffers();
NewObjectBuffers->MaxObjects = DistanceFieldSceneData.NumObjectsInBuffer * 5 / 4;
NewObjectBuffers->Initialize();
{
TShaderMapRef<FCopyObjectBufferCS> ComputeShader(GetGlobalShaderMap(Scene->GetFeatureLevel()));
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, *(DistanceFieldSceneData.ObjectBuffers), *NewObjectBuffers, OriginalNumObjects);
DispatchComputeShader(RHICmdList, *ComputeShader, FMath::DivideAndRoundUp<uint32>(OriginalNumObjects, UpdateObjectsGroupSize), 1, 1);
ComputeShader->UnsetParameters(RHICmdList, *NewObjectBuffers);
}
DistanceFieldSceneData.ObjectBuffers->Release();
delete DistanceFieldSceneData.ObjectBuffers;
DistanceFieldSceneData.ObjectBuffers = NewObjectBuffers;
}
else
{
// First time allocate
DistanceFieldSceneData.ObjectBuffers->MaxObjects = DistanceFieldSceneData.NumObjectsInBuffer * 5 / 4;
DistanceFieldSceneData.ObjectBuffers->Initialize();
}
}
}
if (UploadObjectIndices.Num() > 0)
{
if (UploadObjectIndices.Num() > GDistanceFieldUploadIndices.UploadIndices.MaxElements
// Shrink if very large
|| (GDistanceFieldUploadIndices.UploadIndices.MaxElements > 1000 && GDistanceFieldUploadIndices.UploadIndices.MaxElements > UploadObjectIndices.Num() * 2))
{
GDistanceFieldUploadIndices.UploadIndices.MaxElements = UploadObjectIndices.Num() * 5 / 4;
GDistanceFieldUploadIndices.UploadIndices.Release();
GDistanceFieldUploadIndices.UploadIndices.Initialize();
GDistanceFieldUploadData.UploadData.MaxElements = UploadObjectIndices.Num() * 5 / 4;
GDistanceFieldUploadData.UploadData.Release();
GDistanceFieldUploadData.UploadData.Initialize();
}
void* LockedBuffer = RHILockVertexBuffer(GDistanceFieldUploadIndices.UploadIndices.Buffer, 0, GDistanceFieldUploadIndices.UploadIndices.Buffer->GetSize(), RLM_WriteOnly);
const uint32 MemcpySize = UploadObjectIndices.GetTypeSize() * UploadObjectIndices.Num();
check(GDistanceFieldUploadIndices.UploadIndices.Buffer->GetSize() >= MemcpySize);
FPlatformMemory::Memcpy(LockedBuffer, UploadObjectIndices.GetData(), MemcpySize);
RHIUnlockVertexBuffer(GDistanceFieldUploadIndices.UploadIndices.Buffer);
LockedBuffer = RHILockVertexBuffer(GDistanceFieldUploadData.UploadData.Buffer, 0, GDistanceFieldUploadData.UploadData.Buffer->GetSize(), RLM_WriteOnly);
const uint32 MemcpySize2 = UploadObjectData.GetTypeSize() * UploadObjectData.Num();
check(GDistanceFieldUploadData.UploadData.Buffer->GetSize() >= MemcpySize2);
FPlatformMemory::Memcpy(LockedBuffer, UploadObjectData.GetData(), MemcpySize2);
RHIUnlockVertexBuffer(GDistanceFieldUploadData.UploadData.Buffer);
{
TShaderMapRef<FUploadObjectsToBufferCS> ComputeShader(GetGlobalShaderMap(Scene->GetFeatureLevel()));
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, Scene, UploadObjectIndices.Num(), GDistanceFieldUploadIndices.UploadIndices.BufferSRV, GDistanceFieldUploadData.UploadData.BufferSRV);
DispatchComputeShader(RHICmdList, *ComputeShader, FMath::DivideAndRoundUp<uint32>(UploadObjectIndices.Num(), UpdateObjectsGroupSize), 1, 1);
ComputeShader->UnsetParameters(RHICmdList, Scene);
}
}
check(DistanceFieldSceneData.NumObjectsInBuffer == DistanceFieldSceneData.PrimitiveInstanceMapping.Num());
if (bVerifySceneIntegrity)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateObjectData_VerifyIntegrity);
DistanceFieldSceneData.VerifyIntegrity();
}
}
}
FString GetObjectBufferMemoryString()
{
return FString::Printf(TEXT("Temp object buffers %.3fMb"),
(GDistanceFieldUploadIndices.UploadIndices.GetSizeBytes() + GDistanceFieldUploadData.UploadData.GetSizeBytes() + GDistanceFieldRemoveIndices.RemoveIndices.GetSizeBytes()) / 1024.0f / 1024.0f);
}