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UnrealEngine/Engine/Source/Editor/VirtualTexturingEditor/Private/RuntimeVirtualTextureBuildStreamingMips.cpp
2025-05-18 13:04:45 +08:00

492 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RuntimeVirtualTextureBuildStreamingMips.h"
#include "AssetCompilingManager.h"
#include "Components/RuntimeVirtualTextureComponent.h"
#include "ComponentRecreateRenderStateContext.h"
#include "ContentStreaming.h"
#include "EngineModule.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Engine/World.h"
#include "Materials/Material.h"
#include "Materials/MaterialInstance.h"
#include "Materials/MaterialInterface.h"
#include "Misc/ScopedSlowTask.h"
#include "RenderGraphBuilder.h"
#include "RenderGraphUtils.h"
#include "RendererInterface.h"
#include "RenderTargetPool.h"
#include "SceneInterface.h"
#include "SceneUtils.h"
#include "ShaderCompiler.h"
#include "UObject/Package.h"
#include "VT/RuntimeVirtualTexture.h"
#include "VT/RuntimeVirtualTextureRender.h"
#include "VT/VirtualTextureBuilder.h"
#define LOCTEXT_NAMESPACE "VirtualTexturingEditorModule"
namespace
{
/** Container for render resources needed to render the runtime virtual texture. */
class FTileRenderResources : public FRenderResource
{
public:
FTileRenderResources(int32 InTileSize, int32 InNumTilesX, int32 InNumTilesY, int32 InNumLayers, TArrayView<EPixelFormat> const& InLayerFormats)
: TileSize(InTileSize)
, NumLayers(InNumLayers)
, TotalSizeBytes(0)
{
LayerFormats.SetNumZeroed(InNumLayers);
LayerOffsets.SetNumZeroed(InNumLayers);
for (int32 Layer = 0; Layer < NumLayers; ++Layer)
{
check(InLayerFormats[Layer] == PF_G16 || InLayerFormats[Layer] == PF_B8G8R8A8 || InLayerFormats[Layer] == PF_DXT1 || InLayerFormats[Layer] == PF_DXT5 || InLayerFormats[Layer] == PF_BC4
|| InLayerFormats[Layer] == PF_BC5 || InLayerFormats[Layer] == PF_R5G6B5_UNORM || InLayerFormats[Layer] == PF_B5G5R5A1_UNORM);
LayerFormats[Layer] = InLayerFormats[Layer] == PF_G16 || InLayerFormats[Layer] == PF_BC4 ? PF_G16 : PF_B8G8R8A8;
LayerOffsets[Layer] = TotalSizeBytes;
TotalSizeBytes += CalculateImageBytes(InTileSize, InTileSize, 0, LayerFormats[Layer]) * InNumTilesX * InNumTilesY;
}
}
//~ Begin FRenderResource Interface.
virtual void InitRHI(FRHICommandListBase& RHICmdList) override
{
RenderTargets.Init(nullptr, NumLayers);
StagingTextures.Init(nullptr, NumLayers);
for (int32 Layer = 0; Layer < NumLayers; ++Layer)
{
FPooledRenderTargetDesc RenderTargetDesc = FPooledRenderTargetDesc::Create2DDesc(
FIntPoint(TileSize, TileSize), LayerFormats[Layer], FClearValueBinding::None, TexCreate_None, TexCreate_ShaderResource, false);
GRenderTargetPool.FindFreeElement(RHICmdList, RenderTargetDesc, RenderTargets[Layer], TEXT("FTileRenderResources"));
FRHITextureCreateDesc StagingTextureDesc = FRHITextureCreateDesc::Create2D(TEXT("FTileRenderResources"), TileSize, TileSize, LayerFormats[Layer]);
StagingTextureDesc.SetFlags(ETextureCreateFlags::CPUReadback);
StagingTextures[Layer] = RHICreateTexture(StagingTextureDesc);
}
Fence = RHICreateGPUFence(TEXT("Runtime Virtual Texture Build"));
}
virtual void ReleaseRHI() override
{
RenderTargets.Empty();
StagingTextures.Empty();
Fence.SafeRelease();
}
//~ End FRenderResource Interface.
int32 GetNumLayers() const { return NumLayers; }
int64 GetTotalSizeBytes() const { return TotalSizeBytes; }
EPixelFormat GetLayerFormat(int32 Index) const { return LayerFormats[Index]; }
int64 GetLayerOffset(int32 Index) const { return LayerOffsets[Index]; }
TRefCountPtr<IPooledRenderTarget> GetRenderTarget(int32 Index) const { return RenderTargets[Index]; }
FRHITexture* GetStagingTexture(int32 Index) const { return StagingTextures[Index]; }
FRHIGPUFence* GetFence() const { return Fence; }
private:
int32 TileSize;
int32 NumLayers;
int64 TotalSizeBytes;
TArray<EPixelFormat> LayerFormats;
TArray<int64> LayerOffsets;
TArray<TRefCountPtr<IPooledRenderTarget>> RenderTargets;
TArray<FTextureRHIRef> StagingTextures;
FGPUFenceRHIRef Fence;
};
/** Templatized helper function for copying a rendered tile to the final composited image data. */
template<typename T>
void TCopyTile(T* SrcPixels, int32 TileSize, int32 SrcStride, T* DestPixels, int32 DestStride, int32 DestLayerStride, FIntPoint const& DestPos)
{
for (int32 y = 0; y < TileSize; y++)
{
memcpy(
DestPixels + (SIZE_T)DestStride * ((SIZE_T)DestPos[1] + (SIZE_T)y) + DestPos[0],
SrcPixels + SrcStride * y,
TileSize * sizeof(T));
}
}
/** Function for copying a rendered tile to the final composited image data. Needs ERuntimeVirtualTextureMaterialType to know what type of data is being copied. */
void CopyTile(void* SrcPixels, int32 TileSize, int32 SrcStride, void* DestPixels, int32 DestStride, int32 DestLayerStride, FIntPoint const& DestPos, EPixelFormat Format)
{
check(Format == PF_G16 || Format == PF_B8G8R8A8);
if (Format == PF_G16)
{
TCopyTile((uint16*)SrcPixels, TileSize, SrcStride, (uint16*)DestPixels, DestStride, DestLayerStride, DestPos);
}
else if (Format == PF_B8G8R8A8)
{
TCopyTile((FColor*)SrcPixels, TileSize, SrcStride, (FColor*)DestPixels, DestStride, DestLayerStride, DestPos);
}
}
}
namespace RuntimeVirtualTexture
{
bool HasStreamedMips(EShadingPath ShadingPath, URuntimeVirtualTextureComponent* InComponent)
{
if (InComponent == nullptr)
{
return false;
}
if (InComponent->GetVirtualTexture() == nullptr || InComponent->GetStreamingTexture() == nullptr)
{
return false;
}
if (InComponent->NumStreamingMips() <= 0)
{
return false;
}
if (ShadingPath == EShadingPath::Mobile && !InComponent->GetStreamingTexture()->bSeparateTextureForMobile)
{
return false;
}
return true;
}
bool BuildStreamedMips(EShadingPath ShadingPath, URuntimeVirtualTextureComponent* InComponent)
{
TRACE_CPUPROFILER_EVENT_SCOPE(BuildStreamedMips);
if (!HasStreamedMips(ShadingPath, InComponent))
{
return true;
}
if (!InComponent->IsRegistered())
{
UE_LOG(LogVirtualTexturing, Error, TEXT("Trying to build streaming mips for a component (from actor %s) that is not registered. It will be ignored"), *InComponent->GetOwner()->GetActorNameOrLabel());
return false;
}
URuntimeVirtualTexture* RuntimeVirtualTexture = InComponent->GetVirtualTexture();
const int32 RuntimeVirtualTextureId = RuntimeVirtualTexture->GetUniqueID();
FSceneInterface* Scene = InComponent->GetScene();
checkf(Scene != nullptr, TEXT("Trying to build streaming mips for a component (from actor %s) that doesn't have a valid scene"), *InComponent->GetOwner()->GetActorNameOrLabel());
const FTransform Transform = InComponent->GetComponentTransform();
const FBox Bounds = InComponent->Bounds.GetBox();
const FVector4f CustomMaterialData = InComponent->GetCustomMaterialData();
const FLinearColor FixedColor = InComponent->GetStreamingMipsFixedColor();
FVTProducerDescription VTDesc;
RuntimeVirtualTexture->GetProducerDescription(VTDesc, URuntimeVirtualTexture::FInitSettings(), Transform);
const int32 TileSize = VTDesc.TileSize;
const int32 TileBorderSize = VTDesc.TileBorderSize;
const int32 TextureSizeX = VTDesc.WidthInBlocks * VTDesc.BlockWidthInTiles * TileSize;
const int32 TextureSizeY = VTDesc.HeightInBlocks * VTDesc.BlockHeightInTiles * TileSize;
const int32 MaxLevel = (int32)FMath::CeilLogTwo(FMath::Max(VTDesc.BlockWidthInTiles, VTDesc.BlockHeightInTiles));
const int32 RenderLevel = FMath::Max(MaxLevel - InComponent->NumStreamingMips() + 1, 0);
const int32 ImageSizeX = FMath::Max(TileSize, TextureSizeX >> RenderLevel);
const int32 ImageSizeY = FMath::Max(TileSize, TextureSizeY >> RenderLevel);
const int32 NumTilesX = ImageSizeX / TileSize;
const int32 NumTilesY = ImageSizeY / TileSize;
const int32 NumLayers = RuntimeVirtualTexture->GetLayerCount();
const ERuntimeVirtualTextureMaterialType MaterialType = RuntimeVirtualTexture->GetMaterialType();
TArray<EPixelFormat, TInlineAllocator<4>> LayerFormats;
for (int32 Layer = 0; Layer < NumLayers; ++Layer)
{
LayerFormats.Add(RuntimeVirtualTexture->GetLayerFormat(Layer));
}
// Spin up slow task UI
const float TaskWorkRender = static_cast<float>(NumTilesX * NumTilesY);
const float TextureBuildTaskMultiplier = 0.25f;
const float TaskWorkBuildBulkData = TaskWorkRender * TextureBuildTaskMultiplier;
FScopedSlowTask Task(TaskWorkRender + TaskWorkBuildBulkData, FText::AsCultureInvariant(InComponent->GetStreamingTexture()->GetName()));
Task.MakeDialog(true);
// Allocate render targets for rendering out the runtime virtual texture tiles
FTileRenderResources RenderTileResources(TileSize, NumTilesX, NumTilesY, NumLayers, LayerFormats);
BeginInitResource(&RenderTileResources);
int64 RenderTileResourcesBytes = RenderTileResources.GetTotalSizeBytes();
UE_LOG(LogVirtualTexturing, Display, TEXT("Allocating %uMiB for RenderTileResourcesBytes"),(uint32)(RenderTileResourcesBytes/(1024*1024)));
// Final pixels will contain image data for each virtual texture layer in order
TArray64<uint8> FinalPixels;
FinalPixels.SetNumUninitialized(RenderTileResourcesBytes);
UE::RenderCommandPipe::FSyncScope SyncScope;
// Iterate over all tiles and render/store each one to the final image
for (int32 TileY = 0; TileY < NumTilesY && !Task.ShouldCancel(); TileY++)
{
for (int32 TileX = 0; TileX < NumTilesX; TileX++)
{
// Render tile
Task.EnterProgressFrame();
const FBox2D UVRange = FBox2D(
FVector2D((float)TileX / (float)NumTilesX, (float)TileY / (float)NumTilesY),
FVector2D((float)(TileX + 1) / (float)NumTilesX, (float)(TileY + 1) / (float)NumTilesY));
// Stream textures for this tile. This triggers a render flush internally.
//todo[vt]: Batch groups of streaming locations and render commands to reduce number of flushes.
const FVector StreamingWorldPos = Transform.TransformPosition(FVector(UVRange.GetCenter(), 0.5f));
IStreamingManager::Get().Tick(0.f);
IStreamingManager::Get().AddViewLocation(StreamingWorldPos);
IStreamingManager::Get().StreamAllResources(0);
ENQUEUE_RENDER_COMMAND(BakeStreamingTextureTileCommand)([
Scene, RuntimeVirtualTextureId,
&RenderTileResources,
MaterialType, NumLayers,
Transform, Bounds, UVRange,
RenderLevel, MaxLevel,
TileX, TileY,
TileSize, ImageSizeX, ImageSizeY,
&FinalPixels,
CustomMaterialData, FixedColor] (FRHICommandListImmediate& RHICmdList)
{
const FIntRect TileRect(0, 0, TileSize, TileSize);
{
FRDGBuilder GraphBuilder(RHICmdList);
FScenePrimitiveRenderingContextScopeHelper RenderingScope(GetRendererModule().BeginScenePrimitiveRendering(GraphBuilder, *Scene));
RuntimeVirtualTexture::FRenderPageBatchDesc Desc;
Desc.SceneRenderer = RenderingScope.ScenePrimitiveRenderingContext->GetSceneRenderer();
Desc.RuntimeVirtualTextureId = RuntimeVirtualTextureId;
Desc.UVToWorld = Transform;
Desc.WorldBounds = Bounds;
Desc.MaterialType = MaterialType;
Desc.MaxLevel = IntCastChecked<uint8>(MaxLevel);
Desc.bClearTextures = true;
Desc.bIsThumbnails = false;
Desc.FixedColor = FixedColor;
Desc.CustomMaterialData = CustomMaterialData;
Desc.NumPageDescs = 1;
for (int32 Layer = 0; Layer < NumLayers; Layer++)
{
Desc.Targets[Layer].PooledRenderTarget = RenderTileResources.GetRenderTarget(Layer);
Desc.PageDescs[0].DestRect[Layer] = TileRect;
}
Desc.PageDescs[0].UVRange = UVRange;
Desc.PageDescs[0].vLevel = IntCastChecked<uint8>(RenderLevel);
RuntimeVirtualTexture::RenderPages(GraphBuilder, Desc);
// Copy to staging
for (int32 Layer = 0; Layer < NumLayers; Layer++)
{
FRDGTextureRef RenderTarget = GraphBuilder.RegisterExternalTexture(RenderTileResources.GetRenderTarget(Layer), ERDGTextureFlags::None);
FRDGTextureRef StagingTexture = GraphBuilder.RegisterExternalTexture(CreateRenderTarget(RenderTileResources.GetStagingTexture(Layer), TEXT("StagingTexture")));
AddCopyTexturePass(GraphBuilder, RenderTarget, StagingTexture, FRHICopyTextureInfo());
}
GraphBuilder.Execute();
}
RenderTileResources.GetFence()->Clear();
RHICmdList.WriteGPUFence(RenderTileResources.GetFence());
// Read back tile data and copy into final destination
for (int32 Layer = 0; Layer < NumLayers; Layer++)
{
void* TilePixels = nullptr;
int32 OutWidth, OutHeight;
RHICmdList.MapStagingSurface(RenderTileResources.GetStagingTexture(Layer), RenderTileResources.GetFence(), TilePixels, OutWidth, OutHeight);
check(TilePixels != nullptr);
check(OutHeight == TileSize);
const int64 LayerOffset = RenderTileResources.GetLayerOffset(Layer);
const EPixelFormat LayerFormat = RenderTileResources.GetLayerFormat(Layer);
const FIntPoint DestPos(TileX * TileSize, TileY * TileSize);
CopyTile(TilePixels, TileSize, OutWidth, FinalPixels.GetData() + LayerOffset, ImageSizeX, ImageSizeX * ImageSizeY, DestPos, LayerFormat);
RHICmdList.UnmapStagingSurface(RenderTileResources.GetStagingTexture(Layer));
}
});
}
}
BeginReleaseResource(&RenderTileResources);
FlushRenderingCommands();
if (Task.ShouldCancel())
{
return false;
}
// Place final pixel data into the runtime virtual texture
Task.EnterProgressFrame(TaskWorkBuildBulkData);
InComponent->InitializeStreamingTexture(ShadingPath, ImageSizeX, ImageSizeY, (uint8*)FinalPixels.GetData());
return true;
}
FBuildAllStreamedMipsResult BuildAllStreamedMips(const FBuildAllStreamedMipsParams& InParams)
{
TRACE_CPUPROFILER_EVENT_SCOPE(BuildAllStreamedMips);
FBuildAllStreamedMipsResult Result;
// We will need to build VTs for both shading paths
const ERHIFeatureLevel::Type CurFeatureLevel = InParams.World->GetFeatureLevel();
const ERHIFeatureLevel::Type AltFeatureLevel = (CurFeatureLevel == ERHIFeatureLevel::ES3_1 ? GMaxRHIFeatureLevel : ERHIFeatureLevel::ES3_1);
const EShadingPath CurShadingPath = FSceneInterface::GetShadingPath(CurFeatureLevel);
const EShadingPath AltShadingPath = FSceneInterface::GetShadingPath(AltFeatureLevel);
TArray<URuntimeVirtualTextureComponent*> Components[2];
for (URuntimeVirtualTextureComponent* Component : InParams.Components)
{
check(Component->GetWorld() == InParams.World);
if (Component->IsRegistered())
{
if (HasStreamedMips(CurShadingPath, Component))
{
Components[0].Add(Component);
}
if (HasStreamedMips(AltShadingPath, Component))
{
Components[1].Add(Component);
}
}
else
{
UE_LOG(LogVirtualTexturing, Error, TEXT("Trying to build streaming mips for a component (from actor %s) that is not registered. It will be ignored"), *Component->GetOwner()->GetActorNameOrLabel());
}
}
const int32 NumStreamedMips = Components[0].Num() + Components[1].Num();
const int32 NumSteps =
/* Initial flush = */1
+ NumStreamedMips
/* Switch to alternate feature level and back = */ + (Components[1].IsEmpty() ? 0 : 2);
{
FScopedSlowTask Task(static_cast<float>(NumSteps), LOCTEXT("BuildingStreamingMips", "Building Streamed Mips"));
Task.MakeDialog(true);
{
// Initial flush :
Task.EnterProgressFrame();
// Make sure the World is fully streamed in and ready to render at the current feature level :
InParams.World->FlushLevelStreaming();
FAssetCompilingManager::Get().FinishAllCompilation();
// Recreate render state after shader compilation complete
{
FGlobalComponentRecreateRenderStateContext Context;
}
}
// Build for a current feature level first
if (Components[0].Num() != 0)
{
for (URuntimeVirtualTextureComponent* Component : Components[0])
{
if (Task.ShouldCancel())
{
Result.bSuccess = false;
break;
}
Task.EnterProgressFrame();
bool bSuccess = BuildStreamedMips(CurShadingPath, Component);
if (bSuccess)
{
if (UVirtualTextureBuilder* VTBuilder = Component->GetStreamingTexture(); VTBuilder->GetPackage()->IsDirty())
{
Result.ModifiedPackages.Add(VTBuilder->GetPackage());
}
}
Result.bSuccess &= bSuccess;
}
}
// Build for others if any
if ((Components[1].Num() != 0) && !Task.ShouldCancel())
{
{
// Setup alternate feature level :
Task.EnterProgressFrame();
// Commandlets do not initialize shader resources for alternate feature levels, do it now
{
bool bUpdateProgressDialog = false;
bool bCacheAllRemainingShaders = true;
UMaterialInterface::SetGlobalRequiredFeatureLevel(AltFeatureLevel, true);
UMaterial::AllMaterialsCacheResourceShadersForRendering(bUpdateProgressDialog, bCacheAllRemainingShaders);
UMaterialInstance::AllMaterialsCacheResourceShadersForRendering(bUpdateProgressDialog, bCacheAllRemainingShaders);
CompileGlobalShaderMap(AltFeatureLevel);
}
InParams.World->ChangeFeatureLevel(AltFeatureLevel);
// Make sure all assets are finished compiling. Recreate render state after shader compilation complete
{
UMaterialInterface::SubmitRemainingJobsForWorld(InParams.World);
FAssetCompilingManager::Get().FinishAllCompilation();
FAssetCompilingManager::Get().ProcessAsyncTasks();
FGlobalComponentRecreateRenderStateContext Context;
}
// Flush all rendering commands issued by UpdateAllPrimitiveSceneInfos inside the FGlobalComponentRecreateRenderStateContext.
// Some rendering commands may trigger some shader compilations that we need to be issued and wait for completion before rendering the RVT.
FlushRenderingCommands();
// FGlobalComponentRecreateRenderStateContext can create new shaderJobs, make sure to wait on them.
FAssetCompilingManager::Get().FinishAllCompilation();
FAssetCompilingManager::Get().ProcessAsyncTasks();
}
for (URuntimeVirtualTextureComponent* Component : Components[1])
{
if (Task.ShouldCancel())
{
Result.bSuccess = false;
break;
}
Task.EnterProgressFrame();
bool bSuccess = BuildStreamedMips(AltShadingPath, Component);
if (bSuccess)
{
if (UVirtualTextureBuilder* VTBuilder = Component->GetStreamingTexture(); VTBuilder->GetPackage()->IsDirty())
{
Result.ModifiedPackages.Add(VTBuilder->GetPackage());
}
}
Result.bSuccess &= bSuccess;
}
// Restore world feature level
if (InParams.bRestoreFeatureLevelAfterBuilding)
{
Task.EnterProgressFrame();
UMaterialInterface::SetGlobalRequiredFeatureLevel(CurFeatureLevel, /*bShouldCompile = */ false);
InParams.World->ChangeFeatureLevel(CurFeatureLevel);
}
}
}
return MoveTemp(Result);
}
}
#undef LOCTEXT_NAMESPACE