Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/DistanceFieldObjectManagement.cpp
2025-05-18 13:04:45 +08:00

1052 lines
45 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "HAL/IConsoleManager.h"
#include "Async/ParallelFor.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 "SceneProxies/SkyLightSceneProxy.h"
#include "DistanceFieldAtlas.h"
#include "DistanceFieldLightingShared.h"
#include "DistanceFieldAmbientOcclusion.h"
#include "ComponentRecreateRenderStateContext.h"
#include "GlobalDistanceField.h"
#include "HAL/LowLevelMemStats.h"
#include "ProfilingDebugging/CpuProfilerTrace.h"
#include "UnrealEngine.h"
#include "InstanceDataSceneProxy.h"
#include "Lumen/Lumen.h"
DECLARE_GPU_STAT(DistanceFields);
extern int32 GDistanceFieldOffsetDataStructure;
float GMeshDistanceFieldsMaxObjectBoundingRadius = 100000;
FAutoConsoleVariableRef CVarMeshDistanceFieldsMaxObjectBoundingRadius(
TEXT("r.DistanceFields.MaxObjectBoundingRadius"),
GMeshDistanceFieldsMaxObjectBoundingRadius,
TEXT("Objects larger than this will not be included in the Mesh Distance Field scene, to improve performance."),
ECVF_RenderThreadSafe
);
int32 GDFParallelUpdate = 0;
FAutoConsoleVariableRef CVarDFParallelUpdate(
TEXT("r.DistanceFields.ParallelUpdate"),
GDFParallelUpdate,
TEXT(""),
ECVF_RenderThreadSafe
);
int32 GDFReverseAtlasAllocationOrder = 0;
FAutoConsoleVariableRef CVarDFReverseAtlasAllocationOrder(
TEXT("r.DistanceFields.ReverseAtlasAllocationOrder"),
GDFReverseAtlasAllocationOrder,
TEXT(""),
FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* InVariable)
{
FGlobalComponentRecreateRenderStateContext Context;
}),
ECVF_RenderThreadSafe
);
float GMeshSDFSurfaceBiasExpand = .25f;
FAutoConsoleVariableRef CVarMeshSDFSurfaceBiasExpand(
TEXT("r.DistanceFields.SurfaceBiasExpand"),
GMeshSDFSurfaceBiasExpand,
TEXT("Fraction of a Mesh SDF voxel to expand the surface during intersection. Expanding the surface improves representation quality, at the cost of over-occlusion."),
FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* InVariable)
{
FGlobalComponentRecreateRenderStateContext Context;
}),
ECVF_RenderThreadSafe
);
int32 GDFPreviousReverseAtlasAllocationOrder = 0;
#if ENABLE_LOW_LEVEL_MEM_TRACKER
DECLARE_LLM_MEMORY_STAT(TEXT("DistanceFields"), STAT_DistanceFieldsLLM, STATGROUP_LLMFULL);
DECLARE_LLM_MEMORY_STAT(TEXT("DistanceFields"), STAT_DistanceFieldsSummaryLLM, STATGROUP_LLM);
LLM_DEFINE_TAG(DistanceFields, NAME_None, NAME_None, GET_STATFNAME(STAT_DistanceFieldsLLM), GET_STATFNAME(STAT_DistanceFieldsSummaryLLM));
#endif // ENABLE_LOW_LEVEL_MEM_TRACKER
FDistanceFieldObjectBufferParameters DistanceField::SetupObjectBufferParameters(FRDGBuilder& GraphBuilder, const FDistanceFieldSceneData& DistanceFieldSceneData)
{
FDistanceFieldObjectBufferParameters ObjectBufferParameters;
ObjectBufferParameters.NumSceneObjects = DistanceFieldSceneData.NumObjectsInBuffer;
ObjectBufferParameters.NumSceneHeightfieldObjects = DistanceFieldSceneData.HeightFieldObjectBuffers ? DistanceFieldSceneData.HeightfieldPrimitives.Num() : 0;
if (ObjectBufferParameters.NumSceneObjects > 0)
{
check(DistanceFieldSceneData.GetCurrentObjectBuffers());
ObjectBufferParameters.SceneObjectBounds = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.GetCurrentObjectBuffers()->Bounds));
ObjectBufferParameters.SceneObjectData = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.GetCurrentObjectBuffers()->Data));
}
else
{
ObjectBufferParameters.SceneObjectBounds = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f)));
ObjectBufferParameters.SceneObjectData = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f)));
}
if (ObjectBufferParameters.NumSceneHeightfieldObjects > 0)
{
check(DistanceFieldSceneData.GetHeightFieldObjectBuffers());
ObjectBufferParameters.SceneHeightfieldObjectBounds = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.GetHeightFieldObjectBuffers()->Bounds));
ObjectBufferParameters.SceneHeightfieldObjectData = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.GetHeightFieldObjectBuffers()->Data));
}
else
{
ObjectBufferParameters.SceneHeightfieldObjectBounds = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f)));
ObjectBufferParameters.SceneHeightfieldObjectData = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f)));
}
return ObjectBufferParameters;
}
FDistanceFieldAtlasParameters DistanceField::SetupAtlasParameters(FRDGBuilder& GraphBuilder, const FDistanceFieldSceneData& DistanceFieldSceneData)
{
FDistanceFieldAtlasParameters SceneParameters;
if (DistanceFieldSceneData.DistanceFieldBrickVolumeTexture)
{
SceneParameters.SceneDistanceFieldAssetData = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.AssetDataBuffer));
if (GDistanceFieldOffsetDataStructure == 0 || GDistanceFieldOffsetDataStructure == 1)
{
if (DistanceFieldSceneData.IndirectionTable)
{
FRDGBufferSRV* IndirectTableSRV = GraphBuilder.CreateSRV(GraphBuilder.RegisterExternalBuffer(DistanceFieldSceneData.IndirectionTable));
if (GDistanceFieldOffsetDataStructure == 0)
{
SceneParameters.DistanceFieldIndirectionTable = IndirectTableSRV;
}
else
{
SceneParameters.DistanceFieldIndirection2Table = IndirectTableSRV;
}
}
}
else if (DistanceFieldSceneData.IndirectionAtlas)
{
SceneParameters.DistanceFieldIndirectionAtlas = GraphBuilder.RegisterExternalTexture(DistanceFieldSceneData.IndirectionAtlas);
}
SceneParameters.DistanceFieldBrickTexture = GraphBuilder.RegisterExternalTexture(DistanceFieldSceneData.DistanceFieldBrickVolumeTexture);
SceneParameters.DistanceFieldSampler = TStaticSamplerState<SF_Bilinear,AM_Wrap, AM_Wrap, AM_Wrap>::GetRHI();
SceneParameters.DistanceFieldBrickSize = FVector3f(DistanceField::BrickSize);
SceneParameters.DistanceFieldUniqueDataBrickSize = FVector3f(DistanceField::UniqueDataBrickSize);
SceneParameters.DistanceFieldBrickAtlasSizeInBricks = DistanceFieldSceneData.BrickTextureDimensionsInBricks;
SceneParameters.DistanceFieldBrickAtlasMask = DistanceFieldSceneData.BrickTextureDimensionsInBricks - FIntVector(1);
SceneParameters.DistanceFieldBrickAtlasSizeLog2 = FIntVector(
FMath::FloorLog2(DistanceFieldSceneData.BrickTextureDimensionsInBricks.X),
FMath::FloorLog2(DistanceFieldSceneData.BrickTextureDimensionsInBricks.Y),
FMath::FloorLog2(DistanceFieldSceneData.BrickTextureDimensionsInBricks.Z));
SceneParameters.DistanceFieldBrickAtlasTexelSize = FVector3f(1.0f) / FVector3f(DistanceFieldSceneData.BrickTextureDimensionsInBricks * DistanceField::BrickSize);
SceneParameters.DistanceFieldBrickAtlasHalfTexelSize = 0.5f * SceneParameters.DistanceFieldBrickAtlasTexelSize;
SceneParameters.DistanceFieldUniqueDataBrickSizeInAtlasTexels = SceneParameters.DistanceFieldUniqueDataBrickSize * SceneParameters.DistanceFieldBrickAtlasTexelSize;
SceneParameters.DistanceFieldBrickOffsetToAtlasUVScale = GDistanceFieldOffsetDataStructure == 0 ?
SceneParameters.DistanceFieldBrickSize * SceneParameters.DistanceFieldBrickAtlasTexelSize :
SceneParameters.DistanceFieldBrickSize * SceneParameters.DistanceFieldBrickAtlasTexelSize * (DistanceField::MaxIndirectionDimension - 1);
}
else
{
SceneParameters.SceneDistanceFieldAssetData = nullptr;
SceneParameters.DistanceFieldIndirectionTable = nullptr;
SceneParameters.DistanceFieldIndirection2Table = nullptr;
SceneParameters.DistanceFieldIndirectionAtlas = nullptr;
SceneParameters.DistanceFieldBrickTexture = nullptr;
SceneParameters.DistanceFieldSampler = nullptr;
}
return SceneParameters;
}
const uint32 UpdateObjectsGroupSize = 64;
struct FParallelUpdateRangeDFO
{
int32 ItemStart;
int32 ItemCount;
};
struct FParallelUpdateRangesDFO
{
FParallelUpdateRangeDFO Range[4];
};
// TODO: Improve and move to shared utility location.
static int32 PartitionUpdateRangesDFO(FParallelUpdateRangesDFO& Ranges, int32 ItemCount, bool bAllowParallel)
{
if (ItemCount < 256 || !bAllowParallel)
{
Ranges.Range[0].ItemStart = 0;
Ranges.Range[0].ItemCount = ItemCount;
return 1;
}
const int32 RangeCount = Align(ItemCount, 4) >> 2;
Ranges.Range[0].ItemCount = RangeCount;
Ranges.Range[1].ItemCount = RangeCount;
Ranges.Range[2].ItemCount = RangeCount;
Ranges.Range[0].ItemStart = 0;
Ranges.Range[1].ItemStart = RangeCount;
Ranges.Range[2].ItemStart = RangeCount * 2;
Ranges.Range[3].ItemStart = RangeCount * 3;
Ranges.Range[3].ItemCount = ItemCount - Ranges.Range[3].ItemStart;
return Ranges.Range[3].ItemCount > 0 ? 4 : 3;
}
void AddModifiedBounds(FDistanceFieldSceneData& DistanceFieldSceneData, FGlobalDFCacheType CacheType, const FBox& Bounds)
{
DistanceFieldSceneData.PrimitiveModifiedBounds[CacheType].Add(Bounds);
}
static void RemoveDistanceFieldInstance(int32 RemoveIndex, FDistanceFieldSceneData& DistanceFieldSceneData)
{
--DistanceFieldSceneData.NumObjectsInBuffer;
if (RemoveIndex < DistanceFieldSceneData.NumObjectsInBuffer)
{
const int32 MoveFromIndex = DistanceFieldSceneData.NumObjectsInBuffer;
FPrimitiveAndInstance& PrimitiveAndInstanceBeingMoved = DistanceFieldSceneData.PrimitiveInstanceMapping[MoveFromIndex];
// Fixup indices of the primitive that is being moved
check(PrimitiveAndInstanceBeingMoved.Primitive && PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices.Num() > 0);
PrimitiveAndInstanceBeingMoved.Primitive->DistanceFieldInstanceIndices[PrimitiveAndInstanceBeingMoved.InstanceIndex] = RemoveIndex;
}
DistanceFieldSceneData.PrimitiveInstanceMapping.RemoveAtSwap(RemoveIndex, EAllowShrinking::No);
if(!DistanceFieldSceneData.IndicesToUpdateInObjectBuffersSet.Contains(RemoveIndex))
{
DistanceFieldSceneData.IndicesToUpdateInObjectBuffers.Add(RemoveIndex);
DistanceFieldSceneData.IndicesToUpdateInObjectBuffersSet.Add(RemoveIndex);
}
}
void ProcessDistanceFieldObjectRemoves(FDistanceFieldSceneData& DistanceFieldSceneData, TArray<FSetElementId>& DistanceFieldAssetRemoves)
{
if (DistanceFieldSceneData.PendingRemoveOperations.Num() > 0)
{
TArray<int32, SceneRenderingAllocator> PendingRemoveOperations;
for (int32 RemoveIndex = 0; RemoveIndex < DistanceFieldSceneData.PendingRemoveOperations.Num(); RemoveIndex++)
{
const FPrimitiveRemoveInfo& PrimitiveRemoveInfo = DistanceFieldSceneData.PendingRemoveOperations[RemoveIndex];
FSetElementId AssetSetId = DistanceFieldSceneData.AssetStateArray.FindId(PrimitiveRemoveInfo.DistanceFieldData);
FDistanceFieldAssetState& AssetState = DistanceFieldSceneData.AssetStateArray[AssetSetId];
AssetState.RefCount--;
if (AssetState.RefCount == 0)
{
DistanceFieldAssetRemoves.Add(AssetSetId);
}
// Can't dereference the primitive here, it has already been deleted
const FPrimitiveSceneInfo* Primitive = PrimitiveRemoveInfo.Primitive;
const TArray<int32, TInlineAllocator<1>>& DistanceFieldInstanceIndices = PrimitiveRemoveInfo.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)
{
// Mark region covered by instance in global distance field as modified
FGlobalDFCacheType CacheType = PrimitiveRemoveInfo.bOftenMoving ? GDF_Full : GDF_MostlyStatic;
AddModifiedBounds(DistanceFieldSceneData, CacheType, DistanceFieldSceneData.PrimitiveInstanceMapping[InstanceIndex].GetWorldBounds());
// Add individual instances to temporary array for processing in the next pass
PendingRemoveOperations.Add(InstanceIndex);
}
}
}
DistanceFieldSceneData.PendingRemoveOperations.Reset();
if (PendingRemoveOperations.Num() > 0)
{
check(DistanceFieldSceneData.NumObjectsInBuffer >= PendingRemoveOperations.Num());
// Sort from largest to smallest so we can safely RemoveAtSwap without invalidating indices in this array
PendingRemoveOperations.Sort(TGreater<int32>());
for (int32 RemoveIndex : PendingRemoveOperations)
{
RemoveDistanceFieldInstance(RemoveIndex, DistanceFieldSceneData);
}
PendingRemoveOperations.Reset();
}
}
}
void LogDistanceFieldUpdate(FPrimitiveSceneInfo const* PrimitiveSceneInfo, float BoundingRadius, bool bIsAddOperation)
{
extern int32 GGlobalDistanceFieldDebugLogModifiedPrimitives;
if (GGlobalDistanceFieldDebugLogModifiedPrimitives == 1
|| (GGlobalDistanceFieldDebugLogModifiedPrimitives == 2 && !PrimitiveSceneInfo->Proxy->IsOftenMoving()))
{
UE_LOG(LogDistanceField, Log,
TEXT("Global Distance Field %s primitive %s %s %s bounding radius %.1f"),
PrimitiveSceneInfo->Proxy->IsOftenMoving() ? TEXT("Movable") : TEXT("CACHED"),
(bIsAddOperation ? TEXT("add") : TEXT("update")),
*PrimitiveSceneInfo->Proxy->GetOwnerName().ToString(),
*PrimitiveSceneInfo->Proxy->GetResourceName().ToString(),
BoundingRadius);
}
}
/** Gathers the information needed to represent a single object's distance field and appends it to the upload buffers. */
void ProcessPrimitiveUpdate(
bool bIsAddOperation,
FDistanceFieldSceneData& DistanceFieldSceneData,
FPrimitiveSceneInfo* PrimitiveSceneInfo,
TArray<FMatrix>& InstanceLocalToWorldTmpStorage,
TArray<FDistanceFieldAssetMipId>& DistanceFieldAssetAdds,
TArray<FSetElementId>& DistanceFieldAssetRemoves)
{
const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy;
InstanceLocalToWorldTmpStorage.Reset();
const FDistanceFieldVolumeData* DistanceFieldData = nullptr;
float SelfShadowBias;
Proxy->GetDistanceFieldAtlasData(DistanceFieldData, SelfShadowBias);
TConstArrayView<FMatrix> InstanceLocalToWorldTransforms;
const FInstanceSceneDataBuffers *InstanceData = PrimitiveSceneInfo->GetInstanceSceneDataBuffers();
if (InstanceData)
{
// GPU-only instance data not currently supported - instances must be available on CPU.
check(!InstanceData->IsInstanceDataGPUOnly());
for (int32 InstanceIndex = 0; InstanceIndex < InstanceData->GetNumInstances(); ++InstanceIndex)
{
InstanceLocalToWorldTmpStorage.Add(InstanceData->GetInstanceToWorld(InstanceIndex));
}
InstanceLocalToWorldTransforms = InstanceLocalToWorldTmpStorage;
}
else
{
InstanceLocalToWorldTransforms = MakeArrayView(&Proxy->GetLocalToWorld(), 1);
}
if (DistanceFieldData && DistanceFieldData->IsValid() && InstanceLocalToWorldTransforms.Num() > 0)
{
const float BoundingRadius = Proxy->GetBounds().SphereRadius;
const FGlobalDFCacheType CacheType = Proxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
// Proxy bounds are only useful if single instance
if (InstanceLocalToWorldTransforms.Num() > 1 || BoundingRadius < GMeshDistanceFieldsMaxObjectBoundingRadius)
{
if (bIsAddOperation)
{
PrimitiveSceneInfo->DistanceFieldInstanceIndices.Empty(InstanceLocalToWorldTransforms.Num());
PrimitiveSceneInfo->DistanceFieldInstanceIndices.AddZeroed(InstanceLocalToWorldTransforms.Num());
FSetElementId AddSetId = DistanceFieldSceneData.AssetStateArray.FindId(DistanceFieldData);
if (AddSetId.IsValidId())
{
FDistanceFieldAssetState& AssetState = DistanceFieldSceneData.AssetStateArray[AddSetId];
AssetState.RefCount++;
if (AssetState.RefCount == 1)
{
DistanceFieldAssetRemoves.Remove(AddSetId);
}
}
else
{
FDistanceFieldAssetState NewAssetState;
NewAssetState.RefCount = 1;
NewAssetState.BuiltData = DistanceFieldData;
FSetElementId AssetSetId = DistanceFieldSceneData.AssetStateArray.Add(NewAssetState);
DistanceFieldAssetAdds.Add(FDistanceFieldAssetMipId(AssetSetId));
}
}
for (int32 TransformIndex = 0; TransformIndex < InstanceLocalToWorldTransforms.Num(); TransformIndex++)
{
const int32 bNewInstance = bIsAddOperation || (PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex] == -1);
const bool bInstanceCountOverflow = bNewInstance && (DistanceFieldSceneData.NumObjectsInBuffer + 1 > MAX_INSTANCE_ID);
static bool bWarnOnce = true;
if (bInstanceCountOverflow && bWarnOnce)
{
bWarnOnce = false;
UE_LOG(LogDistanceField, Warning, TEXT("Max instance count in Distance Field Scene reached. New instances might not be represented."));
}
const FMatrix LocalToWorld = InstanceLocalToWorldTransforms[TransformIndex];
const FMatrix::FReal MinScale = LocalToWorld.GetMinimumAxisScale();
// Don't include degenerate instances or when instance count limit is reached
if (MinScale < 0.0001f || bInstanceCountOverflow)
{
if (!bNewInstance)
{
// remove existing instance
const int32 RemoveIndex = PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex];
RemoveDistanceFieldInstance(RemoveIndex, DistanceFieldSceneData);
}
PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex] = -1;
continue;
}
uint32 UploadIndex;
if (bNewInstance)
{
UploadIndex = DistanceFieldSceneData.NumObjectsInBuffer;
++DistanceFieldSceneData.NumObjectsInBuffer;
}
else
{
UploadIndex = PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex];
}
if (!DistanceFieldSceneData.IndicesToUpdateInObjectBuffersSet.Contains(UploadIndex))
{
DistanceFieldSceneData.IndicesToUpdateInObjectBuffers.Add(UploadIndex);
DistanceFieldSceneData.IndicesToUpdateInObjectBuffersSet.Add(UploadIndex);
}
const FBox WorldBounds = ((FBox)DistanceFieldData->LocalSpaceMeshBounds).TransformBy(LocalToWorld);
if (bNewInstance)
{
const int32 MappingIndex = DistanceFieldSceneData.PrimitiveInstanceMapping.Add(FPrimitiveAndInstance(LocalToWorld, WorldBounds, PrimitiveSceneInfo, TransformIndex));
PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex] = UploadIndex;
AddModifiedBounds(DistanceFieldSceneData, CacheType, WorldBounds);
LogDistanceFieldUpdate(PrimitiveSceneInfo, BoundingRadius, bIsAddOperation);
}
else
{
const int32 InstanceIndex = PrimitiveSceneInfo->DistanceFieldInstanceIndices[TransformIndex];
check(InstanceIndex >= 0);
FPrimitiveAndInstance& Mapping = DistanceFieldSceneData.PrimitiveInstanceMapping[InstanceIndex];
const FMatrix PrevLocalToWorld = Mapping.GetLocalToWorld();
const FBox PrevWorldBounds = Mapping.GetWorldBounds();
// Filter out global distance field updates which were too small
if (!PrevWorldBounds.GetExtent().Equals(WorldBounds.GetExtent(), 0.01f)
|| !PrevLocalToWorld.Equals(LocalToWorld, 0.01f))
{
// decide if we want to make a single global distance field update or two updates for large movement (teleport) case
const FBox MergedBounds = PrevWorldBounds + WorldBounds;
const FVector MergedExtentIncrease = MergedBounds.GetExtent() - PrevWorldBounds.GetExtent() - WorldBounds.GetExtent();
if (MergedExtentIncrease.GetMax() < 100.0f)
{
AddModifiedBounds(DistanceFieldSceneData, CacheType, MergedBounds);
}
else
{
AddModifiedBounds(DistanceFieldSceneData, CacheType, PrevWorldBounds);
AddModifiedBounds(DistanceFieldSceneData, CacheType, WorldBounds);
}
LogDistanceFieldUpdate(PrimitiveSceneInfo, BoundingRadius, bIsAddOperation);
Mapping.SetTransformAndBounds(LocalToWorld, WorldBounds);
}
}
}
}
else
{
UE_LOG(LogDistanceField,Verbose,TEXT("Primitive %s %s excluded due to huge bounding radius %f"), *Proxy->GetOwnerName().ToString(), *Proxy->GetResourceName().ToString(), BoundingRadius);
}
}
}
bool bVerifySceneIntegrity = false;
void FDistanceFieldSceneData::UpdateDistanceFieldObjectBuffers(
FRDGBuilder& GraphBuilder,
FRDGExternalAccessQueue& ExternalAccessQueue,
FScene* Scene,
TArray<FDistanceFieldAssetMipId>& DistanceFieldAssetAdds,
TArray<FSetElementId>& DistanceFieldAssetRemoves)
{
// Mask should be set in FSceneRenderer::PrepareDistanceFieldScene before calling this
check(GraphBuilder.RHICmdList.GetGPUMask() == FRHIGPUMask::All());
const bool bExecuteInParallel = GDFParallelUpdate != 0 && FApp::ShouldUseThreadingForPerformance();
if (HasPendingOperations() || HasPendingUploads())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateDistanceFieldObjectBuffers);
RDG_EVENT_SCOPE(GraphBuilder, "UpdateDistanceFieldObjectBuffers");
if (ObjectBuffers == nullptr)
{
ObjectBuffers = new FDistanceFieldObjectBuffers();
}
// Process removes before adds, as the adds will overwrite primitive allocation info
// This also prevents re-uploading distance fields on render state recreation
ProcessDistanceFieldObjectRemoves(*this, DistanceFieldAssetRemoves);
if ((PendingAddOperations.Num() > 0 || PendingUpdateOperations.Num() > 0) && GDFReverseAtlasAllocationOrder == GDFPreviousReverseAtlasAllocationOrder)
{
TArray<FMatrix> InstanceLocalToPrimitiveTransforms;
int32 OriginalNumObjects = NumObjectsInBuffer;
for (FPrimitiveSceneInfo* PrimitiveSceneInfo : PendingAddOperations)
{
ProcessPrimitiveUpdate(
true,
*this,
PrimitiveSceneInfo,
InstanceLocalToPrimitiveTransforms,
DistanceFieldAssetAdds,
DistanceFieldAssetRemoves);
}
for (FPrimitiveSceneInfo* PrimitiveSceneInfo : PendingUpdateOperations)
{
ProcessPrimitiveUpdate(
false,
*this,
PrimitiveSceneInfo,
InstanceLocalToPrimitiveTransforms,
DistanceFieldAssetAdds,
DistanceFieldAssetRemoves);
}
PendingAddOperations.Reset();
PendingUpdateOperations.Reset();
}
GDFPreviousReverseAtlasAllocationOrder = GDFReverseAtlasAllocationOrder;
// Upload buffer changes
if (HasPendingUploads())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UploadDistanceFieldObjectDataAndBounds);
// Upload DF object data and bounds
check(NumObjectsInBuffer <= MAX_INSTANCE_ID);
const uint32 NumDFObjectsRoundedUp = FMath::RoundUpToPowerOfTwo(NumObjectsInBuffer);
const uint32 DFObjectDataNumBytes = NumDFObjectsRoundedUp * GDistanceFieldObjectDataStride * sizeof(FVector4f);
FRDGBuffer* DFObjectDataBuffer = ResizeStructuredBufferIfNeeded(GraphBuilder, ObjectBuffers->Data, DFObjectDataNumBytes, TEXT("DistanceFields.DFObjectData"));
const uint32 DFObjectBoundsNumBytes = NumDFObjectsRoundedUp * GDistanceFieldObjectBoundsStride * sizeof(FVector4f);
FRDGBuffer* DFObjectBoundsBuffer = ResizeStructuredBufferIfNeeded(GraphBuilder, ObjectBuffers->Bounds, DFObjectBoundsNumBytes, TEXT("DistanceFields.DFObjectBounds"));
// Limit number of distance field object uploads per frame to 2M
// The bottleneck is GetMaxUploadBufferElements() used by FRDGScatterUploadBuffer
// This is not expected to be hit during gameplay.
static const int32 MAX_NUM_DISTANCE_FIELD_OBJECT_UPLOADS = (2 << 20);
check(IndicesToUpdateInObjectBuffers.Num() == IndicesToUpdateInObjectBuffersSet.Num());
const int32 NumDFObjectUploads = FMath::Min(IndicesToUpdateInObjectBuffers.Num(), MAX_NUM_DISTANCE_FIELD_OBJECT_UPLOADS);
static FCriticalSection DFUpdateCS;
if (NumDFObjectUploads > 0)
{
UploadDistanceFieldDataBuffer.Init(GraphBuilder, NumDFObjectUploads, GDistanceFieldObjectDataStride * sizeof(FVector4f), true, TEXT("DistanceFields.DFObjectDataUploadBuffer"));
UploadDistanceFieldBoundsBuffer.Init(GraphBuilder, NumDFObjectUploads, GDistanceFieldObjectBoundsStride * sizeof(FVector4f), true, TEXT("DistanceFields.DFObjectBoundsUploadBuffer"));
const TScenePrimitiveArray<FPrimitiveBounds>& PrimitiveBounds = Scene->PrimitiveBounds;
FParallelUpdateRangesDFO ParallelRanges;
int32 RangeCount = PartitionUpdateRangesDFO(ParallelRanges, NumDFObjectUploads, bExecuteInParallel);
ParallelFor(RangeCount,
[this, &ParallelRanges, &PrimitiveBounds, RangeCount](int32 RangeIndex)
{
for (int32 ItemIndex = ParallelRanges.Range[RangeIndex].ItemStart; ItemIndex < ParallelRanges.Range[RangeIndex].ItemStart + ParallelRanges.Range[RangeIndex].ItemCount; ++ItemIndex)
{
const int32 Index = IndicesToUpdateInObjectBuffers[ItemIndex];
checkf(Index >= 0, TEXT("Invalid instances should've been skipped in ProcessPrimitiveUpdate(...)"));
if (Index < PrimitiveInstanceMapping.Num())
{
const FPrimitiveAndInstance& PrimAndInst = PrimitiveInstanceMapping[Index];
const FPrimitiveSceneProxy* PrimitiveSceneProxy = PrimAndInst.Primitive->Proxy;
if (RangeCount > 1)
{
DFUpdateCS.Lock();
}
FVector4f* UploadObjectData = (FVector4f*)UploadDistanceFieldDataBuffer.Add_GetRef(Index);
FVector4f* UploadObjectBounds = (FVector4f*)UploadDistanceFieldBoundsBuffer.Add_GetRef(Index);
if (RangeCount > 1)
{
DFUpdateCS.Unlock();
}
const FDistanceFieldVolumeData* DistanceFieldData = nullptr;
float SelfShadowBias;
PrimitiveSceneProxy->GetDistanceFieldAtlasData(DistanceFieldData, SelfShadowBias);
const FBox3f LocalSpaceMeshBounds = DistanceFieldData->LocalSpaceMeshBounds;
// Uniformly scale our Volume space to lie within [-1, 1] at the max extent
// This is mirrored in the SDF encoding
const FBox3f::FReal LocalToVolumeScale = 1.0f / LocalSpaceMeshBounds.GetExtent().GetMax();
const FDFVector3 WorldPosition(PrimAndInst.Origin + FVector(PrimAndInst.WorldBoundsRelativeToOrigin.GetCenter()));
FMatrix44f LocalToRelativeWorld = FDFMatrix::MakeToRelativeWorldMatrix(WorldPosition.High, PrimAndInst.GetLocalToWorld()).M;
FMatrix44f RelativeWorldToLocal = FMatrix44f(LocalToRelativeWorld.InverseFast());
{
const FVector3f BoundsExtent = PrimAndInst.WorldBoundsRelativeToOrigin.GetExtent();
const FVector4f ObjectBoundingSphere(WorldPosition.Low, BoundsExtent.Size());
UploadObjectBounds[0] = WorldPosition.High;
UploadObjectBounds[1] = ObjectBoundingSphere;
const FGlobalDFCacheType CacheType = PrimitiveSceneProxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
const bool bOftenMoving = CacheType == GDF_Full;
const bool bCastShadow = PrimitiveSceneProxy->CastsDynamicShadow();
const bool bIsNaniteMesh = PrimitiveSceneProxy->IsNaniteMesh();
const bool bEmissiveLightSource = PrimitiveSceneProxy->IsEmissiveLightSource();
const bool bVisible = PrimitiveSceneProxy->IsDrawnInGame(); // Distance field object can be invisible in main view, but cast shadows
const bool bAffectIndirectLightingWhileHidden = PrimitiveSceneProxy->AffectsIndirectLightingWhileHidden();
uint32 Flags = 0;
Flags |= bOftenMoving ? 1u : 0;
Flags |= bCastShadow ? 2u : 0;
Flags |= bIsNaniteMesh ? 4u : 0;
Flags |= bEmissiveLightSource ? 8u : 0;
Flags |= bVisible ? 16u : 0;
Flags |= bAffectIndirectLightingWhileHidden ? 32u : 0;
FVector4f ObjectWorldExtentAndFlags(BoundsExtent, 0.0f);
ObjectWorldExtentAndFlags.W = *(const float*)&Flags;
UploadObjectBounds[2] = ObjectWorldExtentAndFlags;
}
const FMatrix44f VolumeToRelativeWorld = FScaleMatrix44f(1.0f / LocalToVolumeScale) * FTranslationMatrix44f(LocalSpaceMeshBounds.GetCenter()) * LocalToRelativeWorld;
const FMatrix44f RelativeWorldToVolume = RelativeWorldToLocal * FTranslationMatrix44f(-LocalSpaceMeshBounds.GetCenter()) * FScaleMatrix44f(LocalToVolumeScale);
UploadObjectData[0] = WorldPosition.High;
const FMatrix44f WorldToVolumeT = RelativeWorldToVolume.GetTransposed();
// WorldToVolumeT
UploadObjectData[1] = (*(FVector4f*)&WorldToVolumeT.M[0]);
UploadObjectData[2] = (*(FVector4f*)&WorldToVolumeT.M[1]);
UploadObjectData[3] = (*(FVector4f*)&WorldToVolumeT.M[2]);
const FVector3f VolumePositionExtent = LocalSpaceMeshBounds.GetExtent() * LocalToVolumeScale;
// Minimal surface bias which increases chance that ray hit will a surface located between two texels
float ExpandSurfaceDistance = (GMeshSDFSurfaceBiasExpand * VolumePositionExtent / FVector3f(DistanceFieldData->Mips[0].IndirectionDimensions * DistanceField::UniqueDataBrickSize)).Size();
const float WSign = DistanceFieldData->bMostlyTwoSided ? -1 : 1;
UploadObjectData[4] = FVector4f(VolumePositionExtent, WSign * ExpandSurfaceDistance);
const int32 PrimIdx = PrimAndInst.Primitive->GetIndex();
const FPrimitiveBounds& PrimBounds = PrimitiveBounds[PrimIdx];
float MinDrawDist2 = FMath::Square(PrimBounds.MinDrawDistance);
// For IEEE compatible machines, float operations goes to inf if overflow
// In this case, it will effectively disable max draw distance culling
float MaxDrawDist = FMath::Max(PrimBounds.MaxCullDistance, 0.f) * GetCachedScalabilityCVars().ViewDistanceScale;
const uint32 GPUSceneInstanceIndex = PrimitiveSceneProxy->SupportsInstanceDataBuffer() ?
PrimAndInst.Primitive->GetInstanceSceneDataOffset() + PrimAndInst.InstanceIndex :
PrimAndInst.Primitive->GetInstanceSceneDataOffset();
// Bypass NaN checks in FVector4f ctor
FVector4f Vector4;
Vector4.X = MinDrawDist2;
Vector4.Y = MaxDrawDist * MaxDrawDist;
Vector4.Z = SelfShadowBias;
Vector4.W = *(const float*)&GPUSceneInstanceIndex;
UploadObjectData[5] = Vector4;
const FMatrix44f VolumeToWorldT = VolumeToRelativeWorld.GetTransposed();
UploadObjectData[6] = *(FVector4f*)&VolumeToWorldT.M[0];
UploadObjectData[7] = *(FVector4f*)&VolumeToWorldT.M[1];
UploadObjectData[8] = *(FVector4f*)&VolumeToWorldT.M[2];
FVector4f FloatVector8(FVector3f(VolumeToRelativeWorld.GetScaleVector()), 0.0f);
// Bypass NaN checks in FVector4f ctor
FSetElementId AssetStateSetId = AssetStateArray.FindId(DistanceFieldData);
check(AssetStateSetId.IsValidId());
const int32 AssetStateInt = AssetStateSetId.AsInteger();
FloatVector8.W = *(const float*)&AssetStateInt;
UploadObjectData[9] = FloatVector8;
}
}
},
RangeCount == 1
);
UploadDistanceFieldDataBuffer.ResourceUploadTo(GraphBuilder, DFObjectDataBuffer);
UploadDistanceFieldBoundsBuffer.ResourceUploadTo(GraphBuilder, DFObjectBoundsBuffer);
ExternalAccessQueue.Add(DFObjectDataBuffer, ERHIAccess::SRVMask, ERHIPipeline::All);
ExternalAccessQueue.Add(DFObjectBoundsBuffer, ERHIAccess::SRVMask, ERHIPipeline::All);
IndicesToUpdateInObjectBuffersSet.Reset();
if (IndicesToUpdateInObjectBuffers.Num() > NumDFObjectUploads)
{
// this is not expected to happen frequently since we can perform up to MAX_NUM_DISTANCE_FIELD_OBJECT_UPLOADS per frame
// RemoveAtSwap would be more efficient but could potentially result in starvation
IndicesToUpdateInObjectBuffers.RemoveAt(0, NumDFObjectUploads, EAllowShrinking::Yes); // allow array to shrink since getting into this code path means array is very large
for (int32 Index : IndicesToUpdateInObjectBuffers)
{
IndicesToUpdateInObjectBuffersSet.Add(Index);
}
check(IndicesToUpdateInObjectBuffers.Num() == IndicesToUpdateInObjectBuffersSet.Num());
}
else
{
IndicesToUpdateInObjectBuffers.Reset();
}
}
}
check(NumObjectsInBuffer == PrimitiveInstanceMapping.Num());
if (bVerifySceneIntegrity)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateObjectData_VerifyIntegrity);
VerifyIntegrity();
}
}
}
void UpdateGlobalHeightFieldObjectBuffers(FRDGBuilder& GraphBuilder, const TArray<uint32>& IndicesToUpdateInHeightFieldObjectBuffers, FDistanceFieldSceneData& DistanceFieldSceneData)
{
// Mask should be set in FSceneRenderer::PrepareDistanceFieldScene before calling this
check(GraphBuilder.RHICmdList.GetGPUMask() == FRHIGPUMask::All());
check(DistanceFieldSceneData.PendingHeightFieldAddOps.IsEmpty());
check(DistanceFieldSceneData.PendingHeightFieldRemoveOps.IsEmpty());
bool bUpdateAllEntries = false;
if (!DistanceFieldSceneData.HeightFieldObjectBuffers)
{
DistanceFieldSceneData.HeightFieldObjectBuffers = new FDistanceFieldObjectBuffers();
bUpdateAllEntries = true;
}
if (DistanceFieldSceneData.HeightFieldAtlasGeneration != GHeightFieldTextureAtlas.GetGeneration()
|| DistanceFieldSceneData.HFVisibilityAtlasGenerattion != GHFVisibilityTextureAtlas.GetGeneration())
{
DistanceFieldSceneData.HeightFieldAtlasGeneration = GHeightFieldTextureAtlas.GetGeneration();
DistanceFieldSceneData.HFVisibilityAtlasGenerattion = GHFVisibilityTextureAtlas.GetGeneration();
bUpdateAllEntries = true;
}
const uint32 NumHeightFieldObjects = DistanceFieldSceneData.HeightfieldPrimitives.Num();
const uint32 NumHeightFieldObjectUploads = bUpdateAllEntries ? NumHeightFieldObjects : IndicesToUpdateInHeightFieldObjectBuffers.Num();
check(NumHeightFieldObjectUploads <= NumHeightFieldObjects);
if (NumHeightFieldObjectUploads > 0)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateHeightFieldSceneObjectData);
RDG_EVENT_SCOPE(GraphBuilder, "UpdateHeightFieldSceneObjectData");
// Upload height field object data and bounds
FDistanceFieldObjectBuffers*& ObjectBuffers = DistanceFieldSceneData.HeightFieldObjectBuffers;
const uint32 HeighFieldObjectDataNumFloat4s = FMath::RoundUpToPowerOfTwo(NumHeightFieldObjects * GHeightFieldObjectDataStride);
const uint32 HeighFieldObjectDataNumBytes = HeighFieldObjectDataNumFloat4s * sizeof(FVector4f);
FRDGBuffer* HeightfieldObjectDataBuffer = ResizeStructuredBufferIfNeeded(GraphBuilder, ObjectBuffers->Data, HeighFieldObjectDataNumBytes, TEXT("HeighFieldObjectData"));
const uint32 HeighFieldObjectBoundsNumFloat4s = FMath::RoundUpToPowerOfTwo(NumHeightFieldObjects * GHeightFieldObjectBoundsStride);
const uint32 HeighFieldObjectBoundsNumBytes = HeighFieldObjectBoundsNumFloat4s * sizeof(FVector4f);
FRDGBuffer* HeightfieldObjectBoundsBuffer = ResizeStructuredBufferIfNeeded(GraphBuilder, ObjectBuffers->Bounds, HeighFieldObjectBoundsNumBytes, TEXT("HeighFieldObjectBounds"));
DistanceFieldSceneData.UploadHeightFieldDataBuffer.Init(GraphBuilder, NumHeightFieldObjectUploads, GHeightFieldObjectDataStride * sizeof(FVector4f), true, TEXT("HeighFieldObjectDataUploadBuffer"));
DistanceFieldSceneData.UploadHeightFieldBoundsBuffer.Init(GraphBuilder, NumHeightFieldObjectUploads, GHeightFieldObjectBoundsStride * sizeof(FVector4f), true, TEXT("HeighFieldObjectBoundsUploadBuffer"));
for (uint32 Index = 0; Index < NumHeightFieldObjectUploads; ++Index)
{
const uint32 PrimitiveIndex = bUpdateAllEntries ? Index : IndicesToUpdateInHeightFieldObjectBuffers[Index];
check(PrimitiveIndex < (uint32)DistanceFieldSceneData.HeightfieldPrimitives.Num());
FPrimitiveSceneInfo* Primitive = DistanceFieldSceneData.HeightfieldPrimitives[PrimitiveIndex];
FVector4f* UploadObjectData = (FVector4f*)DistanceFieldSceneData.UploadHeightFieldDataBuffer.Add_GetRef(PrimitiveIndex);
FVector4f* UploadObjectBounds = (FVector4f*)DistanceFieldSceneData.UploadHeightFieldBoundsBuffer.Add_GetRef(PrimitiveIndex);
UTexture2D* HeightNormalTexture;
UTexture2D* VisibilityTexture;
FHeightfieldComponentDescription HeightFieldCompDesc(Primitive->Proxy->GetLocalToWorld(), Primitive->GetInstanceSceneDataOffset());
Primitive->Proxy->GetHeightfieldRepresentation(HeightNormalTexture, VisibilityTexture, HeightFieldCompDesc);
const bool bInAtlas = HeightNormalTexture && (GHeightFieldTextureAtlas.GetAllocationHandle(HeightNormalTexture) != INDEX_NONE);
{
const FBoxSphereBounds& Bounds = Primitive->Proxy->GetBounds();
const FBox BoxBound = Bounds.GetBox();
const FDFVector3 AbsoluteWorldPosition(BoxBound.GetCenter());
const FVector4f ObjectBoundingSphere(AbsoluteWorldPosition.Low, Bounds.SphereRadius);
uint32 Flags = 0;
Flags |= bInAtlas ? 1u : 0;
FVector4f BoxBoundExtentAndFlags((FVector3f)BoxBound.GetExtent(), 0.0f);
BoxBoundExtentAndFlags.W = *(const float*)&Flags;
UploadObjectBounds[0] = AbsoluteWorldPosition.High;
UploadObjectBounds[1] = ObjectBoundingSphere;
UploadObjectBounds[2] = BoxBoundExtentAndFlags;
}
const FMatrix& LocalToWorld = HeightFieldCompDesc.LocalToWorld;
check(LocalToWorld.GetMaximumAxisScale() > 0.f);
const FDFVector3 WorldPosition(LocalToWorld.GetOrigin());
// Inverse on FMatrix44f can generate NaNs if the source matrix contains large scaling, so do it in double precision.
FMatrix LocalToRelativeWorld = FDFMatrix::MakeToRelativeWorldMatrixDouble(FVector(WorldPosition.High), LocalToWorld);
UploadObjectData[0] = WorldPosition.High;
const FMatrix44f WorldToLocalT = FMatrix44f(LocalToRelativeWorld.Inverse().GetTransposed());
UploadObjectData[1] = *(const FVector4f*)&WorldToLocalT.M[0];
UploadObjectData[2] = *(const FVector4f*)&WorldToLocalT.M[1];
UploadObjectData[3] = *(const FVector4f*)&WorldToLocalT.M[2];
const FIntRect& HeightFieldRect = HeightFieldCompDesc.HeightfieldRect;
const float WorldToLocalScale = FMath::Min3(
WorldToLocalT.GetColumn(0).Size(),
WorldToLocalT.GetColumn(1).Size(),
WorldToLocalT.GetColumn(2).Size());
UploadObjectData[4] = FVector4f(HeightFieldRect.Width(), HeightFieldRect.Height(), WorldToLocalScale, 0.f);
FVector4f HeightUVScaleBias(ForceInitToZero);
if (HeightNormalTexture)
{
const uint32 HeightNormalTextureHandle = GHeightFieldTextureAtlas.GetAllocationHandle(HeightNormalTexture);
if (HeightNormalTextureHandle != INDEX_NONE)
{
const FVector4f HeightFieldScaleBias = HeightFieldCompDesc.HeightfieldScaleBias;
check(HeightFieldScaleBias.Y >= 0.f && HeightFieldScaleBias.Z >= 0.f && HeightFieldScaleBias.W >= 0.f);
const FVector4f ScaleBias = GHeightFieldTextureAtlas.GetAllocationScaleBias(HeightNormalTextureHandle);
HeightUVScaleBias.Set(FMath::Abs(HeightFieldScaleBias.X) * ScaleBias.X,
HeightFieldScaleBias.Y * ScaleBias.Y,
HeightFieldScaleBias.Z * ScaleBias.X + ScaleBias.Z,
HeightFieldScaleBias.W * ScaleBias.Y + ScaleBias.W);
}
}
UploadObjectData[5] = HeightUVScaleBias;
FVector4f VisUVScaleBias(ForceInitToZero);
if (VisibilityTexture)
{
const uint32 VisHandle = GHFVisibilityTextureAtlas.GetAllocationHandle(VisibilityTexture);
if (VisHandle != INDEX_NONE)
{
const FVector4f ScaleBias = GHFVisibilityTextureAtlas.GetAllocationScaleBias(VisHandle);
VisUVScaleBias = FVector4f(1.f / HeightFieldRect.Width() * ScaleBias.X, 1.f / HeightFieldRect.Height() * ScaleBias.Y, ScaleBias.Z, ScaleBias.W);
}
}
UploadObjectData[6] = VisUVScaleBias;
}
DistanceFieldSceneData.UploadHeightFieldDataBuffer.ResourceUploadTo(GraphBuilder, HeightfieldObjectDataBuffer);
DistanceFieldSceneData.UploadHeightFieldBoundsBuffer.ResourceUploadTo(GraphBuilder, HeightfieldObjectBoundsBuffer);
}
}
void ProcessPendingHeightFieldPrimitiveAddAndRemoveOps(FScene* Scene, TArray<uint32>& IndicesToUpdateInHeightFieldObjectBuffers)
{
FDistanceFieldSceneData& SceneData = Scene->DistanceFieldSceneData;
if (SceneData.HeightFieldObjectBuffers)
{
// When using HeightFieldObjectBuffers we need to track the indices of primitives that need to be updated
IndicesToUpdateInHeightFieldObjectBuffers.Reserve(SceneData.PendingHeightFieldAddOps.Num() + SceneData.PendingHeightFieldRemoveOps.Num());
}
check(SceneData.PendingHeightFieldRemoveOps.Num() <= SceneData.HeightfieldPrimitives.Num());
// First process removes
// Need to gather indices that are pending removal since they need to be sorted to be able to use RemoveAtSwap
TArray<int32, SceneRenderingAllocator> PendingRemoveIndices;
for (int32 Idx = 0; Idx < SceneData.PendingHeightFieldRemoveOps.Num(); ++Idx)
{
const FHeightFieldPrimitiveRemoveInfo& RemoveInfo = SceneData.PendingHeightFieldRemoveOps[Idx];
checkf(RemoveInfo.DistanceFieldInstanceIndices.Num() == 1, TEXT("Heightfield primitives should only have one distance field instance"));
PendingRemoveIndices.Add(RemoveInfo.DistanceFieldInstanceIndices[0]);
const FGlobalDFCacheType CacheType = RemoveInfo.bOftenMoving ? GDF_Full : GDF_MostlyStatic;
AddModifiedBounds(SceneData, CacheType, RemoveInfo.WorldBounds);
}
SceneData.PendingHeightFieldRemoveOps.Reset();
// Sort in descending order to be able to use RemoveAtSwap
PendingRemoveIndices.Sort(TGreater<int32>());
const int32 HeightfieldPrimitivesSizeAfterRemoves = SceneData.HeightfieldPrimitives.Num() - PendingRemoveIndices.Num();
check(HeightfieldPrimitivesSizeAfterRemoves >= 0);
// Actually remove entries from SceneData.HeightfieldPrimitives
for (int32 RemoveIndex : PendingRemoveIndices)
{
const int32 MoveFromIndex = SceneData.HeightfieldPrimitives.Num() - 1;
FPrimitiveSceneInfo* PrimitiveBeingMoved = SceneData.HeightfieldPrimitives[MoveFromIndex];
if (RemoveIndex != MoveFromIndex)
{
// Fixup indices of the primitive that is being moved
checkf(PrimitiveBeingMoved && PrimitiveBeingMoved->DistanceFieldInstanceIndices.Num() == 1, TEXT("Heightfield primitives should only have one distance field instance"));
PrimitiveBeingMoved->DistanceFieldInstanceIndices[0] = RemoveIndex;
// only add index to update entry if there's valid buffers and the index will be a valid entry after all removes are processed
if (SceneData.HeightFieldObjectBuffers && RemoveIndex < HeightfieldPrimitivesSizeAfterRemoves)
{
IndicesToUpdateInHeightFieldObjectBuffers.Add(RemoveIndex);
}
}
SceneData.HeightfieldPrimitives.RemoveAtSwap(RemoveIndex);
}
PendingRemoveIndices.Reset();
// After processing removes, we now process adds
for (FPrimitiveSceneInfo* Primitive : SceneData.PendingHeightFieldAddOps)
{
check(Primitive->DistanceFieldInstanceIndices.IsEmpty());
const int32 AddIndex = SceneData.HeightfieldPrimitives.Add(Primitive);
Primitive->DistanceFieldInstanceIndices.Add(AddIndex);
if (SceneData.HeightFieldObjectBuffers)
{
IndicesToUpdateInHeightFieldObjectBuffers.Add(AddIndex);
}
const FGlobalDFCacheType CacheType = Primitive->Proxy->IsOftenMoving() ? GDF_Full : GDF_MostlyStatic;
const FBoxSphereBounds& Bounds = Primitive->Proxy->GetBounds();
AddModifiedBounds(SceneData, CacheType, Bounds.GetBox());
}
SceneData.PendingHeightFieldAddOps.Reset();
}
void PrepareDistanceFieldScene(FRDGBuilder& GraphBuilder, FRDGExternalAccessQueue& ExternalAccessQueue, const FSceneRenderUpdateInputs& SceneUpdateInputs)
{
RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, PrepareDistanceFieldScene);
TRACE_CPUPROFILER_EVENT_SCOPE(FSceneRenderer::PrepareDistanceFieldScene);
QUICK_SCOPE_CYCLE_COUNTER(STAT_PrepareDistanceFieldScene);
LLM_SCOPE_BYTAG(DistanceFields);
RDG_GPU_MASK_SCOPE(GraphBuilder, FRHIGPUMask::All());
RDG_RHI_GPU_STAT_SCOPE(GraphBuilder, DistanceFields);
extern bool ShouldPrepareDistanceFieldScene(const FSceneRenderUpdateInputs & SceneUpdateInputs);
extern bool ShouldPrepareGlobalDistanceField(const FSceneRenderer*);
extern bool ShouldPrepareHeightFieldScene(const FSceneRenderUpdateInputs& SceneUpdateInputs);
const bool bShouldPrepareHeightFieldScene = ShouldPrepareHeightFieldScene(SceneUpdateInputs);
const bool bShouldPrepareDistanceFieldScene = ShouldPrepareDistanceFieldScene(SceneUpdateInputs);
if (!bShouldPrepareDistanceFieldScene && !bShouldPrepareHeightFieldScene)
{
return;
}
FScene* Scene = SceneUpdateInputs.Scene;
FDistanceFieldSceneData& DistanceFieldSceneData = Scene->DistanceFieldSceneData;
TArray<uint32> IndicesToUpdateInHeightFieldObjectBuffers;
ProcessPendingHeightFieldPrimitiveAddAndRemoveOps(Scene, IndicesToUpdateInHeightFieldObjectBuffers);
if (bShouldPrepareHeightFieldScene)
{
extern int32 GHFShadowQuality;
if (GHFShadowQuality > 2)
{
GHFVisibilityTextureAtlas.UpdateAllocations(GraphBuilder, SceneUpdateInputs.FeatureLevel);
}
GHeightFieldTextureAtlas.UpdateAllocations(GraphBuilder, SceneUpdateInputs.FeatureLevel);
UpdateGlobalHeightFieldObjectBuffers(GraphBuilder, IndicesToUpdateInHeightFieldObjectBuffers, DistanceFieldSceneData);
}
else if (DistanceFieldSceneData.HeightFieldObjectBuffers)
{
// if we don't need HeightFieldScene release the buffers
delete DistanceFieldSceneData.HeightFieldObjectBuffers;
DistanceFieldSceneData.HeightFieldObjectBuffers = nullptr;
DistanceFieldSceneData.HeightFieldAtlasGeneration = 0;
DistanceFieldSceneData.HFVisibilityAtlasGenerattion = 0;
}
if (bShouldPrepareDistanceFieldScene)
{
TArray<FDistanceFieldAssetMipId> DistanceFieldAssetAdds;
TArray<FSetElementId> DistanceFieldAssetRemoves;
DistanceFieldSceneData.UpdateDistanceFieldObjectBuffers(GraphBuilder, ExternalAccessQueue, Scene, DistanceFieldAssetAdds, DistanceFieldAssetRemoves);
DistanceFieldSceneData.UpdateDistanceFieldAtlas(GraphBuilder, ExternalAccessQueue, SceneUpdateInputs, DistanceFieldAssetAdds, DistanceFieldAssetRemoves);
SceneUpdateInputs.ForEachView([&] (const FSceneRenderer* Renderer, FViewInfo& View)
{
if (ShouldPrepareGlobalDistanceField(Renderer))
{
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
float OcclusionMaxDistance = Scene->DefaultMaxDistanceFieldOcclusionDistance;
// Use the skylight's max distance if there is one
if (Scene->SkyLight && Scene->SkyLight->bCastShadows && !Scene->SkyLight->bWantsStaticShadowing)
{
OcclusionMaxDistance = Scene->SkyLight->OcclusionMaxDistance;
}
const bool bUseLumenGlobalDistanceFieldSettings = Renderer->IsLumenEnabled(View) && Lumen::IsUsingGlobalSDF(*View.Family);
UpdateGlobalDistanceFieldVolume(GraphBuilder, ExternalAccessQueue, View, Scene, OcclusionMaxDistance, bUseLumenGlobalDistanceFieldSettings, View.GlobalDistanceFieldInfo);
}
return true;
});
}
}