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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]
288 lines
11 KiB
C++
288 lines
11 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MaterialRenderItem.h"
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#include "MaterialBakingStructures.h"
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#include "EngineModule.h"
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#include "StaticMeshAttributes.h"
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#include "DynamicMeshBuilder.h"
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#include "MeshPassProcessor.h"
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#define SHOW_WIREFRAME_MESH 0
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FMeshMaterialRenderItem::FMeshMaterialRenderItem(
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const FMaterialData* InMaterialSettings,
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const FMeshData* InMeshSettings,
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EMaterialProperty InMaterialProperty,
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FDynamicMeshBufferAllocator* InDynamicMeshBufferAllocator)
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: MeshSettings(InMeshSettings)
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, MaterialSettings(InMaterialSettings)
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, MaterialProperty(InMaterialProperty)
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, MaterialRenderProxy(nullptr)
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, ViewFamily(nullptr)
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, bMeshElementDirty(true)
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, DynamicMeshBufferAllocator(InDynamicMeshBufferAllocator)
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{
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GenerateRenderData();
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LCI = new FMeshRenderInfo(InMeshSettings->LightMap, nullptr, nullptr, InMeshSettings->LightmapResourceCluster);
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}
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bool FMeshMaterialRenderItem::Render_RenderThread(FRHICommandListImmediate& RHICmdList, FMeshPassProcessorRenderState& DrawRenderState, const FCanvas* Canvas)
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{
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checkSlow(ViewFamily && MaterialSettings && MeshSettings && MaterialRenderProxy);
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// current render target set for the canvas
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const FRenderTarget* CanvasRenderTarget = Canvas->GetRenderTarget();
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const FIntRect ViewRect(FIntPoint(0, 0), CanvasRenderTarget->GetSizeXY());
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// make a temporary view
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FSceneViewInitOptions ViewInitOptions;
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ViewInitOptions.ViewFamily = ViewFamily;
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ViewInitOptions.SetViewRectangle(ViewRect);
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ViewInitOptions.ViewOrigin = FVector::ZeroVector;
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ViewInitOptions.ViewRotationMatrix = FMatrix::Identity;
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ViewInitOptions.ProjectionMatrix = Canvas->GetTransformStack().Top().GetMatrix();
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ViewInitOptions.BackgroundColor = FLinearColor::Black;
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ViewInitOptions.OverlayColor = FLinearColor::White;
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FSceneView View(ViewInitOptions);
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View.FinalPostProcessSettings.bOverride_IndirectLightingIntensity = 1;
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View.FinalPostProcessSettings.IndirectLightingIntensity = 0.0f;
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const bool bNeedsToSwitchVerticalAxis = RHINeedsToSwitchVerticalAxis(Canvas->GetShaderPlatform()) && !Canvas->GetAllowSwitchVerticalAxis();
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check(bNeedsToSwitchVerticalAxis == false);
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if (Vertices.Num() && Indices.Num())
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{
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FMeshPassProcessorRenderState LocalDrawRenderState(View);
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// disable depth test & writes
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LocalDrawRenderState.SetBlendState(TStaticBlendState<CW_RGBA>::GetRHI());
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LocalDrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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QueueMaterial(RHICmdList, LocalDrawRenderState, &View);
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}
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return true;
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}
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bool FMeshMaterialRenderItem::Render_GameThread(const FCanvas* Canvas, FRenderThreadScope& RenderScope)
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{
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RenderScope.EnqueueRenderCommand(
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[this, Canvas](FRHICommandListImmediate& RHICmdList)
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{
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// Render_RenderThread uses its own render state
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FMeshPassProcessorRenderState DummyRenderState;
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Render_RenderThread(RHICmdList, DummyRenderState, Canvas);
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}
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);
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return true;
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}
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void FMeshMaterialRenderItem::GenerateRenderData()
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(FMeshMaterialRenderItem::GenerateRenderData)
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// Reset array without resizing
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Vertices.SetNum(0, false);
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Indices.SetNum(0, false);
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if (MeshSettings->RawMeshDescription)
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{
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// Use supplied FMeshDescription data to populate render data
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PopulateWithMeshData();
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}
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else
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{
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// Use simple rectangle
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PopulateWithQuadData();
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}
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bMeshElementDirty = true;
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}
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FMeshMaterialRenderItem::~FMeshMaterialRenderItem()
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{
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// Send the release of the buffers to the render thread
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ENQUEUE_RENDER_COMMAND(ReleaseResources)(
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[ToRelease = MoveTemp(MeshBuilderResources)](FRHICommandListImmediate& RHICmdList) {}
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);
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}
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void FMeshMaterialRenderItem::QueueMaterial(FRHICommandListImmediate& RHICmdList, FMeshPassProcessorRenderState& DrawRenderState, const FSceneView* View)
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(FMeshMaterialRenderItem::QueueMaterial)
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if (bMeshElementDirty)
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{
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MeshBuilderResources.Clear();
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FDynamicMeshBuilder DynamicMeshBuilder(View->GetFeatureLevel(), MAX_STATIC_TEXCOORDS, MeshSettings->LightMapIndex, false, DynamicMeshBufferAllocator);
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(CopyData);
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DynamicMeshBuilder.AddVertices(Vertices);
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DynamicMeshBuilder.AddTriangles(Indices);
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}
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DynamicMeshBuilder.GetMeshElement(FMatrix::Identity, MaterialRenderProxy, SDPG_Foreground, true, false, 0, MeshBuilderResources, MeshElement);
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check(MeshBuilderResources.IsValidForRendering());
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bMeshElementDirty = false;
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}
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MeshElement.MaterialRenderProxy = MaterialRenderProxy;
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LCI->CreatePrecomputedLightingUniformBuffer_RenderingThread(View->GetFeatureLevel());
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MeshElement.LCI = LCI;
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#if SHOW_WIREFRAME_MESH
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MeshElement.bWireframe = true;
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#endif
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const int32 NumTris = FMath::TruncToInt(Indices.Num() / 3);
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if (NumTris == 0)
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{
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// there's nothing to do here
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return;
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}
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// Bake the material out to a tile
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GetRendererModule().DrawTileMesh(RHICmdList, DrawRenderState, *View, MeshElement, false /*bIsHitTesting*/, FHitProxyId());
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}
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void FMeshMaterialRenderItem::PopulateWithQuadData()
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{
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Vertices.Empty(4);
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Indices.Empty(6);
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const float U = MeshSettings->TextureCoordinateBox.Min.X;
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const float V = MeshSettings->TextureCoordinateBox.Min.Y;
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const float SizeU = MeshSettings->TextureCoordinateBox.Max.X - MeshSettings->TextureCoordinateBox.Min.X;
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const float SizeV = MeshSettings->TextureCoordinateBox.Max.Y - MeshSettings->TextureCoordinateBox.Min.Y;
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const FIntPoint& PropertySize = MaterialSettings->PropertySizes[MaterialProperty];
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const float ScaleX = PropertySize.X;
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const float ScaleY = PropertySize.Y;
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// add vertices
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for (int32 VertIndex = 0; VertIndex < 4; VertIndex++)
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{
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FDynamicMeshVertex* Vert = new(Vertices)FDynamicMeshVertex();
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const int32 X = VertIndex & 1;
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const int32 Y = (VertIndex >> 1) & 1;
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Vert->Position.Set(ScaleX * X, ScaleY * Y, 0);
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Vert->SetTangents(FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1));
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FMemory::Memzero(&Vert->TextureCoordinate, sizeof(Vert->TextureCoordinate));
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for (int32 TexcoordIndex = 0; TexcoordIndex < MAX_STATIC_TEXCOORDS; TexcoordIndex++)
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{
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Vert->TextureCoordinate[TexcoordIndex].Set(U + SizeU * X, V + SizeV * Y);
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}
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Vert->Color = FColor::White;
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}
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// add indices
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static const uint32 TriangleIndices[6] = { 0, 2, 1, 2, 3, 1 };
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Indices.Append(TriangleIndices, 6);
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}
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void FMeshMaterialRenderItem::PopulateWithMeshData()
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{
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const FMeshDescription* RawMesh = MeshSettings->RawMeshDescription;
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TVertexAttributesConstRef<FVector> VertexPositions = RawMesh->VertexAttributes().GetAttributesRef<FVector>(MeshAttribute::Vertex::Position);
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TVertexInstanceAttributesConstRef<FVector> VertexInstanceNormals = RawMesh->VertexInstanceAttributes().GetAttributesRef<FVector>(MeshAttribute::VertexInstance::Normal);
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TVertexInstanceAttributesConstRef<FVector> VertexInstanceTangents = RawMesh->VertexInstanceAttributes().GetAttributesRef<FVector>(MeshAttribute::VertexInstance::Tangent);
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TVertexInstanceAttributesConstRef<float> VertexInstanceBinormalSigns = RawMesh->VertexInstanceAttributes().GetAttributesRef<float>(MeshAttribute::VertexInstance::BinormalSign);
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TVertexInstanceAttributesConstRef<FVector2D> VertexInstanceUVs = RawMesh->VertexInstanceAttributes().GetAttributesRef<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
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TVertexInstanceAttributesConstRef<FVector4> VertexInstanceColors = RawMesh->VertexInstanceAttributes().GetAttributesRef<FVector4>(MeshAttribute::VertexInstance::Color);
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const int32 NumVerts = RawMesh->Vertices().Num();
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// reserve renderer data
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Vertices.Empty(NumVerts);
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Indices.Empty(NumVerts >> 1);
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const FIntPoint& PropertySize = MaterialSettings->PropertySizes[MaterialProperty];
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const float ScaleX = PropertySize.X;
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const float ScaleY = PropertySize.Y;
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const static int32 VertexPositionStoredUVChannel = 6;
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// count number of texture coordinates for this mesh
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const int32 NumTexcoords = [&]()
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{
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return FMath::Min(VertexInstanceUVs.GetNumIndices(), VertexPositionStoredUVChannel);
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}();
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// check if we should use NewUVs or original UV set
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const bool bUseNewUVs = MeshSettings->CustomTextureCoordinates.Num() > 0;
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if (bUseNewUVs)
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{
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check(MeshSettings->CustomTextureCoordinates.Num() == VertexInstanceUVs.GetNumElements() && VertexInstanceUVs.GetNumIndices() > MeshSettings->TextureCoordinateIndex);
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}
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// add vertices
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int32 VertIndex = 0;
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int32 FaceIndex = 0;
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for(const FPolygonID PolygonID : RawMesh->Polygons().GetElementIDs())
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{
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const FPolygonGroupID PolygonGroupID = RawMesh->GetPolygonPolygonGroup(PolygonID);
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const TArray<FTriangleID>& TriangleIDs = RawMesh->GetPolygonTriangleIDs(PolygonID);
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for (const FTriangleID TriangleID : TriangleIDs)
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{
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if (MeshSettings->MaterialIndices.Contains(PolygonGroupID.GetValue()))
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{
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for (int32 Corner = 0; Corner < 3; Corner++)
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{
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const int32 SrcVertIndex = FaceIndex * 3 + Corner;
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const FVertexInstanceID SrcVertexInstanceID = RawMesh->GetTriangleVertexInstance(TriangleID, Corner);
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const FVertexID SrcVertexID = RawMesh->GetVertexInstanceVertex(SrcVertexInstanceID);
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// add vertex
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FDynamicMeshVertex* Vert = new(Vertices)FDynamicMeshVertex();
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if (!bUseNewUVs)
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{
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// compute vertex position from original UV
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const FVector2D& UV = VertexInstanceUVs.Get(SrcVertexInstanceID, MeshSettings->TextureCoordinateIndex);
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Vert->Position.Set(UV.X * ScaleX, UV.Y * ScaleY, 0);
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}
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else
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{
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const FVector2D& UV = MeshSettings->CustomTextureCoordinates[SrcVertIndex];
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Vert->Position.Set(UV.X * ScaleX, UV.Y * ScaleY, 0);
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}
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FVector TangentX = VertexInstanceTangents[SrcVertexInstanceID];
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FVector TangentZ = VertexInstanceNormals[SrcVertexInstanceID];
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FVector TangentY = FVector::CrossProduct(TangentZ, TangentX).GetSafeNormal() * VertexInstanceBinormalSigns[SrcVertexInstanceID];
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Vert->SetTangents(TangentX, TangentY, TangentZ);
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for (int32 TexcoordIndex = 0; TexcoordIndex < NumTexcoords; TexcoordIndex++)
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{
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Vert->TextureCoordinate[TexcoordIndex] = VertexInstanceUVs.Get(SrcVertexInstanceID, TexcoordIndex);
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}
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if (NumTexcoords < VertexPositionStoredUVChannel)
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{
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for (int32 TexcoordIndex = NumTexcoords; TexcoordIndex < VertexPositionStoredUVChannel; TexcoordIndex++)
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{
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Vert->TextureCoordinate[TexcoordIndex] = Vert->TextureCoordinate[FMath::Max(NumTexcoords - 1, 0)];
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}
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}
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// Store original vertex positions in texture coordinate data
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Vert->TextureCoordinate[6].X = VertexPositions[SrcVertexID].X;
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Vert->TextureCoordinate[6].Y = VertexPositions[SrcVertexID].Y;
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Vert->TextureCoordinate[7].X = VertexPositions[SrcVertexID].Z;
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Vert->Color = FLinearColor(VertexInstanceColors[SrcVertexInstanceID]).ToFColor(true);
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// add index
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Indices.Add(VertIndex);
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VertIndex++;
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}
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// add the same triangle with opposite vertex order
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Indices.Add(VertIndex - 3);
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Indices.Add(VertIndex - 1);
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Indices.Add(VertIndex - 2);
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// Swap vertices order if mesh is mirrored
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if (MeshSettings->bMirrored)
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{
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Swap(Vertices[Vertices.Num() - 3].Position, Vertices[Vertices.Num() - 1].Position);
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}
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}
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FaceIndex++;
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}
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}
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} |