You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
CL 10373564 by danny.couture
Optimize Material Baking (Phase 1)
- Introduce a mecanism to override the vertex/index buffer allocator used for dynamic meshes
- Avoid GDynamicMesh non-ticked pools build-up by using our own vertex/index buffer pool during baking
- Reduce reallocation and incurred soft page faults by reusing a single set of vertex/index buffers big enough for the biggest mesh
- Preemptively detect if smearing would result in monochrome texture to avoid useless work
- Shrink smeared monochrome textures during the baking process for huge memory savings
- Move UV smearing in worker threads to avoid blocking the game thread
- Required shaders are now built asynchronously
- Add progress bar for material baking
- 28m23 [at] 150 GB RAM -> 2m14s [at] 45 GB RAM for 6 channels [at] 512x512 when baking materials on ProxyLOD for DATASET-0008a with DDC empty
#rb Jurre.deBaare, Sebastien.Lussier
CL 10516258 by danny.couture
Optimize Material Baking (Phase 2)
- Implement pipelining with staging buffers to avoid GPU stalls when reading from render targets
- Reuse the same prepared FMeshBatch instead of rebuilding it for each draw pass
- Prepare the RenderItem in advance on other threads to reduce work on the game thread
- Move the staging surface copy out of the render thread
- Small vertex and index buffers are not reused to avoid dependency locks when mapping them
- Fix bug in Canvas Flush_RenderThread found while running HLOD rebuild commandlet on Fortnite
- Delete old and unused MaterialBakingModule.h from public files
- 4m44s -> 59s for baking 6 channel [at] 1024x1024 when baking materials on ProxyLOD for DATASET-0008a with shaders already compiled
- Time spent in Material Baking when rebuilding all HLOD on Apollo_POI_Large_HLOD (Phase 1 + 2 combined)
- 10m18s -> 2m36s for a first rebuild all in editor with no shaders in DDC (cold)
- 1m23s -> 20s for a second rebuild all in editor (warm)
#rb Jeremy.Moore, Sebastien.Lussier
CL 11135986 by sebastien.lussier
Optimized mesh merging
* Added DeletePolygons() & DeleteTriangles methods to FMeshDescription which rely on TSets<> instead of performing costly TArray::AddUnique() calls()
* Parallelized UV generation and avoided duplicate processing of the same mesh+lod pairs
* Optimized FMeshDescriptionOperations::GenerateUniqueUVsForStaticMesh()
* Goes from 100s to 10s in my test case
#rb danny.couture, jeanfrancois.dube, richard.talbotwatkin
#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 11206337 via CL 11206341 via CL 11206346
#ROBOMERGE-BOT: (v643-11205221)
[CL 11206493 by sebastien lussier in Main branch]
67 lines
2.9 KiB
C++
67 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Modules/ModuleInterface.h"
|
|
#include "PixelFormat.h"
|
|
#include "SceneTypes.h"
|
|
#include "IMaterialBakingModule.h"
|
|
|
|
class UTextureRenderTarget2D;
|
|
class UMaterialOptions;
|
|
class UMaterialInterface;
|
|
|
|
class FExportMaterialProxy;
|
|
class FTextureRenderTargetResource;
|
|
|
|
struct FMaterialData;
|
|
struct FMeshData;
|
|
struct FBakeOutput;
|
|
|
|
class MATERIALBAKING_API FMaterialBakingModule : public IMaterialBakingModule
|
|
{
|
|
public:
|
|
/** IModuleInterface overrides begin */
|
|
virtual void StartupModule();
|
|
virtual void ShutdownModule();
|
|
/** IModuleInterface overrides end */
|
|
|
|
/** Bakes out material properties according to MaterialSettings using MeshSettings and stores the output in Output */
|
|
virtual void BakeMaterials(const TArray<FMaterialData*>& MaterialSettings, const TArray<FMeshData*>& MeshSettings, TArray<FBakeOutput>& Output) override;
|
|
|
|
/** Promps a slate window to allow the user to populate specific material baking settings used while baking out materials */
|
|
virtual bool SetupMaterialBakeSettings(TArray<TWeakObjectPtr<UObject>>& OptionObjects, int32 NumLODs) override;
|
|
|
|
protected:
|
|
/* Creates and adds or reuses a RenderTarget from the pool */
|
|
UTextureRenderTarget2D* CreateRenderTarget(bool bInForceLinearGamma, EPixelFormat InPixelFormat, const FIntPoint& InTargetSize);
|
|
|
|
/* Creates and adds (or reuses a ExportMaterialProxy from the pool if MaterialBaking.UseMaterialProxyCaching is set to 1) */
|
|
FExportMaterialProxy* CreateMaterialProxy(UMaterialInterface* Material, const EMaterialProperty Property );
|
|
|
|
/** Helper for emissive color conversion to Output */
|
|
static void ProcessEmissiveOutput(const FFloat16Color* Color16, const FIntPoint& OutputSize, TArray<FColor>& Output, float& EmissiveScale);
|
|
|
|
/** Cleans up all cached material proxies in MaterialProxyPool */
|
|
void CleanupMaterialProxies();
|
|
|
|
/** Callback for modified objects which should be removed from MaterialProxyPool in that case */
|
|
void OnObjectModified(UObject* Object);
|
|
private:
|
|
/** Pool of available render targets, cached for re-using on consecutive property rendering */
|
|
TArray<UTextureRenderTarget2D*> RenderTargetPool;
|
|
|
|
/** Pool of cached material proxies to optimize material baking workflow, stays resident when MaterialBaking.UseMaterialProxyCaching is set to 1 */
|
|
typedef TWeakObjectPtr<UMaterialInterface> FMaterialPoolKey;
|
|
typedef TPair<EMaterialProperty, FExportMaterialProxy*> FMaterialPoolValue;
|
|
typedef TMultiMap<FMaterialPoolKey, FMaterialPoolValue, FDefaultSetAllocator, TWeakObjectPtrMapKeyFuncs<FMaterialPoolKey, FMaterialPoolValue, true /*bInAllowDuplicateKeys*/>> FMaterialPoolMap;
|
|
FMaterialPoolMap MaterialProxyPool;
|
|
|
|
/** Pixel formats to use for baking out specific material properties */
|
|
EPixelFormat PerPropertyFormat[MP_MAX];
|
|
|
|
/** Whether or not to enforce gamma correction while baking out specific material properties */
|
|
bool PerPropertyGamma[MP_MAX];
|
|
};
|