コード例 #1
0
void IncrementBufferMemory(GLenum Type, bool bStructuredBuffer, uint32 NumBytes)
{
	if (bStructuredBuffer)
	{
		check(Type == GL_ARRAY_BUFFER);
		INC_MEMORY_STAT_BY(STAT_StructuredBufferMemory,NumBytes);
	}
	else if (Type == GL_UNIFORM_BUFFER)
	{
		INC_MEMORY_STAT_BY(STAT_UniformBufferMemory,NumBytes);
	}
	else if (Type == GL_ELEMENT_ARRAY_BUFFER)
	{
		INC_MEMORY_STAT_BY(STAT_IndexBufferMemory,NumBytes);
	}
	else if (Type == GL_PIXEL_UNPACK_BUFFER)
	{
		INC_MEMORY_STAT_BY(STAT_PixelBufferMemory,NumBytes);
	}
	else
	{
		check(Type == GL_ARRAY_BUFFER);
		INC_MEMORY_STAT_BY(STAT_VertexBufferMemory,NumBytes);
	}
}
コード例 #2
0
ファイル: MemStack.cpp プロジェクト: Tigrouzen/UnrealEngine-4
void FMemStack::AllocateNewChunk( int32 MinSize )
{
	FTaggedMemory* Chunk=NULL;
	for( FTaggedMemory** Link=&UnusedChunks; *Link; Link=&(*Link)->Next )
	{
		// Find existing chunk.
		if( (*Link)->DataSize >= MinSize )
		{
			Chunk = *Link;
			*Link = (*Link)->Next;
			break;
		}
	}

	if( !Chunk )
	{
		// Create new chunk.
		const int32 DataSize   = AlignArbitrary<int32>( MinSize + (int32)sizeof(FTaggedMemory), DefaultChunkSize ) - sizeof(FTaggedMemory);
		const uint32 AllocSize = DataSize + sizeof(FTaggedMemory);
		Chunk                  = (FTaggedMemory*)FMemory::Malloc( AllocSize );
		Chunk->DataSize        = DataSize;
		INC_MEMORY_STAT_BY( STAT_MemStackAllocated, AllocSize );	
	}

	if( Chunk != TopChunk )
	{
		INC_MEMORY_STAT_BY( STAT_MemStackUsed, Chunk->DataSize );
	}

	Chunk->Next = TopChunk;
	TopChunk    = Chunk;
	Top         = Chunk->Data;
	End         = Top + Chunk->DataSize;
}
コード例 #3
0
ファイル: D3D11RHI.cpp プロジェクト: amyvmiwei/UnrealEngine4
void UpdateBufferStats(TRefCountPtr<ID3D11Buffer> Buffer, bool bAllocating)
{
	D3D11_BUFFER_DESC Desc;
	Buffer->GetDesc(&Desc);

	const bool bUniformBuffer = !!(Desc.BindFlags & D3D11_BIND_CONSTANT_BUFFER);
	const bool bIndexBuffer = !!(Desc.BindFlags & D3D11_BIND_INDEX_BUFFER);
	const bool bVertexBuffer = !!(Desc.BindFlags & D3D11_BIND_VERTEX_BUFFER);

	if (bAllocating)
	{
		if (bUniformBuffer)
		{
			INC_MEMORY_STAT_BY(STAT_UniformBufferMemory,Desc.ByteWidth);
		}
		else if (bIndexBuffer)
		{
			INC_MEMORY_STAT_BY(STAT_IndexBufferMemory,Desc.ByteWidth);
		}
		else if (bVertexBuffer)
		{
			INC_MEMORY_STAT_BY(STAT_VertexBufferMemory,Desc.ByteWidth);
		}
		else
		{
			INC_MEMORY_STAT_BY(STAT_StructuredBufferMemory,Desc.ByteWidth);
		}
	}
	else
	{ //-V523
		if (bUniformBuffer)
		{
			DEC_MEMORY_STAT_BY(STAT_UniformBufferMemory,Desc.ByteWidth);
		}
		else if (bIndexBuffer)
		{
			DEC_MEMORY_STAT_BY(STAT_IndexBufferMemory,Desc.ByteWidth);
		}
		else if (bVertexBuffer)
		{
			DEC_MEMORY_STAT_BY(STAT_VertexBufferMemory,Desc.ByteWidth);
		}
		else
		{
			DEC_MEMORY_STAT_BY(STAT_StructuredBufferMemory,Desc.ByteWidth);
		}
	}
}
コード例 #4
0
void FReflectionCaptureFullHDRDerivedData::InitializeFromUncompressedData(const TArray<uint8>& UncompressedData)
{
	DEC_MEMORY_STAT_BY(STAT_ReflectionCaptureMemory, CompressedCapturedData.GetAllocatedSize());

	int32 UncompressedSize = UncompressedData.Num() * UncompressedData.GetTypeSize();

	TArray<uint8> TempCompressedMemory;
	// Compressed can be slightly larger than uncompressed
	TempCompressedMemory.Empty(UncompressedSize * 4 / 3);
	TempCompressedMemory.AddUninitialized(UncompressedSize * 4 / 3);
	int32 CompressedSize = TempCompressedMemory.Num() * TempCompressedMemory.GetTypeSize();

	verify(FCompression::CompressMemory(
		(ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory), 
		TempCompressedMemory.GetData(), 
		CompressedSize, 
		UncompressedData.GetData(), 
		UncompressedSize));

	// Note: change REFLECTIONCAPTURE_FULL_DERIVEDDATA_VER when modifying the serialization layout
	FMemoryWriter FinalArchive(CompressedCapturedData, true);
	FinalArchive << UncompressedSize;
	FinalArchive << CompressedSize;
	FinalArchive.Serialize(TempCompressedMemory.GetData(), CompressedSize);

	INC_MEMORY_STAT_BY(STAT_ReflectionCaptureMemory, CompressedCapturedData.GetAllocatedSize());
}
コード例 #5
0
void FNavigationOctree::AddNode(UObject* ElementOb, INavRelevantInterface* NavElement, const FBox& Bounds, FNavigationOctreeElement& Data)
{
	Data.Owner = ElementOb;
	Data.Bounds = Bounds;

	UActorComponent* ActorComp = Cast<UActorComponent>(ElementOb);
	if (bGatherGeometry && ActorComp)
	{
		ComponentExportDelegate.ExecuteIfBound(ActorComp, Data.Data);
	}

	if (NavElement)
	{
		SCOPE_CYCLE_COUNTER(STAT_Navigation_GatheringNavigationModifiersSync);
		NavElement->GetNavigationData(Data.Data);
	}

	// shrink arrays before counting memory
	// it will be reallocated when adding to octree and RemoveNode will have different value returned by GetAllocatedSize()
	Data.Shrink();

	const int32 ElementMemory = Data.GetAllocatedSize();
	NodesMemory += ElementMemory;
	INC_MEMORY_STAT_BY(STAT_Navigation_CollisionTreeMemory, ElementMemory);

	AddElement(Data);
}
コード例 #6
0
void FNavigationOctree::AppendToNode(const FOctreeElementId& Id, INavRelevantInterface* NavElement, const FBox& Bounds, FNavigationOctreeElement& Element)
{
	FNavigationOctreeElement OrgData = GetElementById(Id);

	Element = OrgData;
	Element.Bounds = Bounds + OrgData.Bounds.GetBox();

	if (NavElement)
	{
		SCOPE_CYCLE_COUNTER(STAT_Navigation_GatheringNavigationModifiersSync);
		NavElement->GetNavigationData(*Element.Data);
	}

	// shrink arrays before counting memory
	// it will be reallocated when adding to octree and RemoveNode will have different value returned by GetAllocatedSize()
	Element.Shrink();

	const int32 OrgElementMemory = OrgData.GetAllocatedSize();
	const int32 NewElementMemory = Element.GetAllocatedSize();
	const int32 MemoryDelta = NewElementMemory - OrgElementMemory;

	NodesMemory += MemoryDelta;
	INC_MEMORY_STAT_BY(STAT_Navigation_CollisionTreeMemory, MemoryDelta);

	RemoveElement(Id);
	AddElement(Element);
}
コード例 #7
0
FD3D11UniformBuffer::~FD3D11UniformBuffer()
{
	// Do not return the allocation to the pool if it is in the dynamic constant buffer!
	if (!RingAllocation.IsValid() && Resource != nullptr)
	{
		check(IsInRenderingThread());
		D3D11_BUFFER_DESC Desc;
		Resource->GetDesc(&Desc);

		// Return this uniform buffer to the free pool
		if (Desc.CPUAccessFlags == D3D11_CPU_ACCESS_WRITE && Desc.Usage == D3D11_USAGE_DYNAMIC)
		{
			check(IsValidRef(Resource));
			FPooledUniformBuffer NewEntry;
			NewEntry.Buffer = Resource;
			NewEntry.FrameFreed = GFrameNumberRenderThread;
			NewEntry.CreatedSize = Desc.ByteWidth;

			// Add to this frame's array of free uniform buffers
			const int32 SafeFrameIndex = (GFrameNumberRenderThread - 1) % NumSafeFrames;
			const uint32 BucketIndex = GetPoolBucketIndex(Desc.ByteWidth);
			int32 LastNum = SafeUniformBufferPools[SafeFrameIndex][BucketIndex].Num();
			check(Desc.ByteWidth <= GetPoolBucketSize(Desc.ByteWidth));
			SafeUniformBufferPools[SafeFrameIndex][BucketIndex].Add(NewEntry);
			INC_DWORD_STAT(STAT_D3D11NumFreeUniformBuffers);
			INC_MEMORY_STAT_BY(STAT_D3D11FreeUniformBufferMemory, Desc.ByteWidth);

			FPlatformMisc::MemoryBarrier(); // check for unwanted concurrency
			check(SafeUniformBufferPools[SafeFrameIndex][BucketIndex].Num() == LastNum + 1);
		}
	}
}
コード例 #8
0
void UpdateBufferStats(FD3D12ResourceLocation* ResourceLocation, bool bAllocating, uint32 BufferType)
{
	uint64 RequestedSize = ResourceLocation->GetSize();

	const bool bUniformBuffer = BufferType == D3D12_BUFFER_TYPE_CONSTANT;
	const bool bIndexBuffer = BufferType == D3D12_BUFFER_TYPE_INDEX;
	const bool bVertexBuffer = BufferType == D3D12_BUFFER_TYPE_VERTEX;

	if (bAllocating)
	{
		if (bUniformBuffer)
		{
			INC_MEMORY_STAT_BY(STAT_UniformBufferMemory, RequestedSize);
		}
		else if (bIndexBuffer)
		{
			INC_MEMORY_STAT_BY(STAT_IndexBufferMemory, RequestedSize);
		}
		else if (bVertexBuffer)
		{
			INC_MEMORY_STAT_BY(STAT_VertexBufferMemory, RequestedSize);
		}
		else
		{
			INC_MEMORY_STAT_BY(STAT_StructuredBufferMemory, RequestedSize);
		}
	}
	else
	{
		if (bUniformBuffer)
		{
			DEC_MEMORY_STAT_BY(STAT_UniformBufferMemory, RequestedSize);
		}
		else if (bIndexBuffer)
		{
			DEC_MEMORY_STAT_BY(STAT_IndexBufferMemory, RequestedSize);
		}
		else if (bVertexBuffer)
		{
			DEC_MEMORY_STAT_BY(STAT_VertexBufferMemory, RequestedSize);
		}
		else
		{
			DEC_MEMORY_STAT_BY(STAT_StructuredBufferMemory, RequestedSize);
		}
	}
}
コード例 #9
0
void FEnvQueryInstance::ReserveItemData(int32 NumAdditionalItems)
{
	DEC_MEMORY_STAT_BY(STAT_AI_EnvQuery_InstanceMemory, RawData.GetAllocatedSize());

	RawData.Reserve((RawData.Num() + NumAdditionalItems) * ValueSize);

	INC_MEMORY_STAT_BY(STAT_AI_EnvQuery_InstanceMemory, RawData.GetAllocatedSize());
}
コード例 #10
0
	virtual void InitRHI()
	{
		TextureCubeRHI = RHICreateTextureCube(Size, Format, NumMips, 0, NULL);
		TextureRHI = TextureCubeRHI;

		if (SourceData)
		{
			check(SourceData->Num() > 0);

			const int32 BlockBytes = GPixelFormats[Format].BlockBytes;
			int32 MipBaseIndex = 0;

			for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
			{
				const int32 MipSize = 1 << (NumMips - MipIndex - 1);
				const int32 CubeFaceBytes = MipSize * MipSize * BlockBytes;

				for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
				{
					uint32 DestStride = 0;
					uint8* DestBuffer = (uint8*)RHILockTextureCubeFace(TextureCubeRHI, CubeFace, 0, MipIndex, RLM_WriteOnly, DestStride, false);

					// Handle DestStride by copying each row
					for (int32 Y = 0; Y < MipSize; Y++)
					{
						uint8* DestPtr = ((uint8*)DestBuffer + Y * DestStride);
						const int32 SourceIndex = MipBaseIndex + CubeFace * CubeFaceBytes + Y * MipSize * BlockBytes;
						const uint8* SourcePtr = &(*SourceData)[SourceIndex];
						FMemory::Memcpy(DestPtr, SourcePtr, MipSize * BlockBytes);
					}

					RHIUnlockTextureCubeFace(TextureCubeRHI, CubeFace, 0, MipIndex, false);
				}

				MipBaseIndex += CubeFaceBytes * CubeFace_MAX;
			}

			if (!GIsEditor)
			{
				// Toss the source data now that we've created the cubemap
				// Note: can't do this if we ever use this texture resource in the editor and want to save the data later
				DEC_MEMORY_STAT_BY(STAT_ReflectionCaptureMemory,SourceData->GetAllocatedSize());
				SourceData->Empty();
			}
		}

		// Create the sampler state RHI resource.
		FSamplerStateInitializerRHI SamplerStateInitializer
		(
			SF_Trilinear,
			AM_Clamp,
			AM_Clamp,
			AM_Clamp
		);
		SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);

		INC_MEMORY_STAT_BY(STAT_ReflectionCaptureTextureMemory,CalcTextureSize(Size,Size,Format,NumMips) * 6);
	}
コード例 #11
0
void FNavigationOctree::AddNode(FNavigationOctreeElement& Data)
{
#if NAVOCTREE_CONTAINS_COLLISION_DATA
	const int32 ElementMemory = Data.GetAllocatedSize();
	NodesMemory += ElementMemory;
	INC_MEMORY_STAT_BY(STAT_Navigation_CollisionTreeMemory, ElementMemory);
#endif

	AddElement(Data);
}
コード例 #12
0
void FSlateTextureAtlas::InitAtlasData()
{
	check(RootNode == nullptr && AtlasData.Num() == 0);

	RootNode = new FAtlasedTextureSlot(0, 0, AtlasWidth, AtlasHeight, GetPaddingAmount());
	AtlasData.Reserve(AtlasWidth * AtlasHeight * BytesPerPixel);
	AtlasData.AddZeroed(AtlasWidth * AtlasHeight * BytesPerPixel);

	check(IsInGameThread() || IsInRenderingThread());
	AtlasOwnerThread = (IsInGameThread()) ? ESlateTextureAtlasOwnerThread::Game : ESlateTextureAtlasOwnerThread::Render;

	INC_MEMORY_STAT_BY(STAT_SlateTextureAtlasMemory, AtlasData.GetAllocatedSize());
}
コード例 #13
0
void FNavigationOctree::AddNode(UObject* ElementOb, INavRelevantInterface* NavElement, const FBox& Bounds, FNavigationOctreeElement& Element)
{
	// we assume NavElement is ElementOb already cast
	Element.Bounds = Bounds;	

	if (NavElement)
	{
		const ENavDataGatheringMode GatheringMode = NavElement->GetGeometryGatheringMode();
		bool bDoInstantGathering = ((GatheringMode == ENavDataGatheringMode::Default && DefaultGeometryGatheringMode == ENavDataGatheringMode::Instant) 
			|| GatheringMode == ENavDataGatheringMode::Instant);

		if (bGatherGeometry)
		{
			UActorComponent* ActorComp = Cast<UActorComponent>(ElementOb);
			if (ActorComp)
			{
				if (bDoInstantGathering)
				{
					ComponentExportDelegate.ExecuteIfBound(ActorComp, *Element.Data);
				}
				else
				{
					Element.Data->bPendingLazyGeometryGathering = true;
					Element.Data->bSupportsGatheringGeometrySlices = NavElement && NavElement->SupportsGatheringGeometrySlices();
				}
			}
		}

		SCOPE_CYCLE_COUNTER(STAT_Navigation_GatheringNavigationModifiersSync);
		if (bDoInstantGathering)
		{
			NavElement->GetNavigationData(*Element.Data);
		}
		else
		{
			Element.Data->bPendingLazyModifiersGathering = true;
		}
	}

	// shrink arrays before counting memory
	// it will be reallocated when adding to octree and RemoveNode will have different value returned by GetAllocatedSize()
	Element.Shrink();

	const int32 ElementMemory = Element.GetAllocatedSize();
	NodesMemory += ElementMemory;
	INC_MEMORY_STAT_BY(STAT_Navigation_CollisionTreeMemory, ElementMemory);

	AddElement(Element);
}
コード例 #14
0
void FNavigationOctree::DemandLazyDataGathering(FNavigationRelevantData& ElementData)
{
	UObject* ElementOb = ElementData.GetOwner();
	if (ElementOb == nullptr)
	{
		return;
	}

	bool bShrink = false;
	const int32 OrgElementMemory = ElementData.GetGeometryAllocatedSize();

	if (ElementData.IsPendingLazyGeometryGathering() == true && ElementData.SupportsGatheringGeometrySlices() == false)
	{
		QUICK_SCOPE_CYCLE_COUNTER(STAT_RecastNavMeshGenerator_LazyGeometryExport);
		UActorComponent& ActorComp = *CastChecked<UActorComponent>(ElementOb);
		ComponentExportDelegate.ExecuteIfBound(&ActorComp, ElementData);

		bShrink = true;

		// mark this element as no longer needing geometry gathering
		ElementData.bPendingLazyGeometryGathering = false;
	}

	if (ElementData.IsPendingLazyModifiersGathering())
	{
		QUICK_SCOPE_CYCLE_COUNTER(STAT_RecastNavMeshGenerator_LazyModifiersExport);
		INavRelevantInterface* NavElement = Cast<INavRelevantInterface>(ElementOb);
		check(NavElement);
		NavElement->GetNavigationData(ElementData);
		ElementData.bPendingLazyModifiersGathering = false;
		bShrink = true;
	}

	if (bShrink)
	{
		// shrink arrays before counting memory
		// it will be reallocated when adding to octree and RemoveNode will have different value returned by GetAllocatedSize()
		ElementData.Shrink();
	}

	const int32 ElementMemoryChange = ElementData.GetGeometryAllocatedSize() - OrgElementMemory;
	const_cast<FNavigationOctree*>(this)->NodesMemory += ElementMemoryChange;
	INC_MEMORY_STAT_BY(STAT_Navigation_CollisionTreeMemory, ElementMemoryChange);
}
コード例 #15
0
TRefCountPtr<FReflectionCaptureEncodedHDRDerivedData> FReflectionCaptureEncodedHDRDerivedData::GenerateEncodedHDRData(const FReflectionCaptureFullHDRDerivedData& FullHDRData, const FGuid& StateId, float Brightness)
{
	TRefCountPtr<FReflectionCaptureEncodedHDRDerivedData> EncodedHDRData = new FReflectionCaptureEncodedHDRDerivedData();
	const FString KeyString = GetDDCKeyString(StateId);

	if (!GetDerivedDataCacheRef().GetSynchronous(*KeyString, EncodedHDRData->CapturedData))
	{
		EncodedHDRData->GenerateFromDerivedDataSource(FullHDRData, Brightness);

		if (EncodedHDRData->CapturedData.Num() > 0)
		{
			GetDerivedDataCacheRef().Put(*KeyString, EncodedHDRData->CapturedData);
		}
	}

	check(EncodedHDRData->CapturedData.Num() > 0);
	INC_MEMORY_STAT_BY(STAT_ReflectionCaptureMemory,EncodedHDRData->CapturedData.GetAllocatedSize());
	return EncodedHDRData;
}
コード例 #16
0
void UEnvQueryManager::CreateOptionInstance(UEnvQueryOption* OptionTemplate, const TArray<UEnvQueryTest*>& SortedTests, FEnvQueryInstance& Instance)
{
	FEnvQueryOptionInstance OptionInstance;
	OptionInstance.Generator = OptionTemplate->Generator;
	OptionInstance.ItemType = OptionTemplate->Generator->ItemType;

	OptionInstance.Tests.AddZeroed(SortedTests.Num());
	for (int32 TestIndex = 0; TestIndex < SortedTests.Num(); TestIndex++)
	{
		UEnvQueryTest* TestOb = SortedTests[TestIndex];
		OptionInstance.Tests[TestIndex] = TestOb;
	}

	DEC_MEMORY_STAT_BY(STAT_AI_EQS_InstanceMemory, Instance.Options.GetAllocatedSize());

	const int32 AddedIdx = Instance.Options.Add(OptionInstance);

	INC_MEMORY_STAT_BY(STAT_AI_EQS_InstanceMemory, Instance.Options.GetAllocatedSize() + Instance.Options[AddedIdx].GetAllocatedSize());
}
コード例 #17
0
bool FEnvQueryInstance::PrepareContext(UClass* ContextClass, FEnvQueryContextData& ContextData)
{
	if (ContextClass == NULL)
	{
		return false;
	}

	if (ContextClass != UEnvQueryContext_Item::StaticClass())
	{
		FEnvQueryContextData* CachedData = ContextCache.Find(ContextClass);
		if (CachedData == NULL)
		{
			UEnvQueryContext* ContextOb = ContextClass->GetDefaultObject<UEnvQueryContext>();
			ContextOb->ProvideDelegate.ExecuteIfBound(*this, ContextData);

			DEC_MEMORY_STAT_BY(STAT_AI_EnvQuery_InstanceMemory, GetContextAllocatedSize());

			ContextCache.Add(ContextClass, ContextData);

			INC_MEMORY_STAT_BY(STAT_AI_EnvQuery_InstanceMemory, GetContextAllocatedSize());
		}
		else
		{
			ContextData = *CachedData;
		}
	}

	if (ContextData.NumValues == 0)
	{
		UE_LOG(LogEQS, Warning, TEXT("Query [%s] is missing values for context [%s], skipping test %d:%d [%s]"),
			*QueryName, *UEnvQueryTypes::GetShortTypeName(ContextClass),
			OptionIndex, CurrentTest,
			*UEnvQueryTypes::GetShortTypeName(Options[OptionIndex].TestDelegates[CurrentTest].GetUObject()));

		return false;
	}

	return true;
}
コード例 #18
0
TSharedPtr<FEnvQueryInstance> UEnvQueryManager::PrepareQueryInstance(const FEnvQueryRequest& Request, EEnvQueryRunMode::Type RunMode)
{
	TSharedPtr<FEnvQueryInstance> QueryInstance = CreateQueryInstance(Request.QueryTemplate, RunMode);
	if (!QueryInstance.IsValid())
	{
		return NULL;
	}

	QueryInstance->World = Cast<UWorld>(GetOuter());
	QueryInstance->Owner = Request.Owner;

	DEC_MEMORY_STAT_BY(STAT_AI_EQS_InstanceMemory, QueryInstance->NamedParams.GetAllocatedSize());

	// @TODO: interface for providing default named params (like custom ranges in AI)
	QueryInstance->NamedParams = Request.NamedParams;

	INC_MEMORY_STAT_BY(STAT_AI_EQS_InstanceMemory, QueryInstance->NamedParams.GetAllocatedSize());

	QueryInstance->QueryID = NextQueryID++;

	return QueryInstance;
}
コード例 #19
0
void FPrimitiveSceneInfo::AddToScene(bool bUpdateStaticDrawLists)
{
	check(IsInRenderingThread());
	
	// If we are attaching a primitive that should be statically lit but has unbuilt lighting,
	// Allocate space in the indirect lighting cache so that it can be used for previewing indirect lighting
	if (Proxy->HasStaticLighting() 
		&& Proxy->NeedsUnbuiltPreviewLighting() 
		&& IsIndirectLightingCacheAllowed())
	{
		FIndirectLightingCacheAllocation* PrimitiveAllocation = Scene->IndirectLightingCache.FindPrimitiveAllocation(PrimitiveComponentId);

		if (PrimitiveAllocation)
		{
			IndirectLightingCacheAllocation = PrimitiveAllocation;
			PrimitiveAllocation->SetDirty();
		}
		else
		{
			PrimitiveAllocation = Scene->IndirectLightingCache.AllocatePrimitive(this, true);
			PrimitiveAllocation->SetDirty();
			IndirectLightingCacheAllocation = PrimitiveAllocation;
		}
	}

	if (bUpdateStaticDrawLists)
	{
		AddStaticMeshes();
	}

	// create potential storage for our compact info
	FPrimitiveSceneInfoCompact LocalCompactPrimitiveSceneInfo;
	FPrimitiveSceneInfoCompact* CompactPrimitiveSceneInfo = &LocalCompactPrimitiveSceneInfo;

	// if we are being added directly to the Octree, initialize the temp compact scene info,
	// and let the Octree make a copy of it
	LocalCompactPrimitiveSceneInfo.Init(this);

	// Add the primitive to the octree.
	check(!OctreeId.IsValidId());
	Scene->PrimitiveOctree.AddElement(LocalCompactPrimitiveSceneInfo);
	check(OctreeId.IsValidId());

	// Set bounds.
	FPrimitiveBounds& PrimitiveBounds = Scene->PrimitiveBounds[PackedIndex];
	FBoxSphereBounds BoxSphereBounds = Proxy->GetBounds();
	PrimitiveBounds.Origin = BoxSphereBounds.Origin;
	PrimitiveBounds.SphereRadius = BoxSphereBounds.SphereRadius;
	PrimitiveBounds.BoxExtent = BoxSphereBounds.BoxExtent;
	PrimitiveBounds.MinDrawDistanceSq = FMath::Square(Proxy->GetMinDrawDistance());
	PrimitiveBounds.MaxDrawDistance = Proxy->GetMaxDrawDistance();

	// Store precomputed visibility ID.
	int32 VisibilityBitIndex = Proxy->GetVisibilityId();
	FPrimitiveVisibilityId& VisibilityId = Scene->PrimitiveVisibilityIds[PackedIndex];
	VisibilityId.ByteIndex = VisibilityBitIndex / 8;
	VisibilityId.BitMask = (1 << (VisibilityBitIndex & 0x7));

	// Store occlusion flags.
	uint8 OcclusionFlags = EOcclusionFlags::None;
	if (Proxy->CanBeOccluded())
	{
		OcclusionFlags |= EOcclusionFlags::CanBeOccluded;
	}
	if (Proxy->AllowApproximateOcclusion()
		// Allow approximate occlusion if attached, even if the parent does not have bLightAttachmentsAsGroup enabled
		|| LightingAttachmentRoot.IsValid())
	{
		OcclusionFlags |= EOcclusionFlags::AllowApproximateOcclusion;
	}
	if (VisibilityBitIndex >= 0)
	{
		OcclusionFlags |= EOcclusionFlags::HasPrecomputedVisibility;
	}
	Scene->PrimitiveOcclusionFlags[PackedIndex] = OcclusionFlags;

	// Store occlusion bounds.
	FBoxSphereBounds OcclusionBounds = BoxSphereBounds;
	if (Proxy->HasCustomOcclusionBounds())
	{
		OcclusionBounds = Proxy->GetCustomOcclusionBounds();
	}
	OcclusionBounds.BoxExtent.X = OcclusionBounds.BoxExtent.X + OCCLUSION_SLOP;
	OcclusionBounds.BoxExtent.Y = OcclusionBounds.BoxExtent.Y + OCCLUSION_SLOP;
	OcclusionBounds.BoxExtent.Z = OcclusionBounds.BoxExtent.Z + OCCLUSION_SLOP;
	OcclusionBounds.SphereRadius = OcclusionBounds.SphereRadius + OCCLUSION_SLOP;
	Scene->PrimitiveOcclusionBounds[PackedIndex] = OcclusionBounds;

	// Store the component.
	Scene->PrimitiveComponentIds[PackedIndex] = PrimitiveComponentId;

	bNeedsCachedReflectionCaptureUpdate = true;

	{
		FMemMark MemStackMark(FMemStack::Get());

		// Find lights that affect the primitive in the light octree.
		for (FSceneLightOctree::TConstElementBoxIterator<SceneRenderingAllocator> LightIt(Scene->LightOctree, Proxy->GetBounds().GetBox());
			LightIt.HasPendingElements();
			LightIt.Advance())
		{
			const FLightSceneInfoCompact& LightSceneInfoCompact = LightIt.GetCurrentElement();
			if (LightSceneInfoCompact.AffectsPrimitive(*CompactPrimitiveSceneInfo))
			{
				FLightPrimitiveInteraction::Create(LightSceneInfoCompact.LightSceneInfo,this);
			}
		}
	}

	INC_MEMORY_STAT_BY(STAT_PrimitiveInfoMemory, sizeof(*this) + StaticMeshes.GetAllocatedSize() + Proxy->GetMemoryFootprint());
}
コード例 #20
0
void UReflectionCaptureComponent::PostLoad()
{
	Super::PostLoad();

	// If we're loading on a platform that doesn't require cooked data, attempt to load missing data from the DDC
	if (!FPlatformProperties::RequiresCookedData())
	{
		// Only check the DDC if we don't already have it loaded
		// If we are loading cooked then FullHDRDerivedData might be setup already (FullHDRDerivedData is set in Serialize)
		if (!FullHDRDerivedData)
		{
			FullHDRDerivedData = new FReflectionCaptureFullHDRDerivedData();

			// Attempt to load the full HDR data from the DDC
			if (!GetDerivedDataCacheRef().GetSynchronous(*FReflectionCaptureFullHDRDerivedData::GetDDCKeyString(StateId), FullHDRDerivedData->CompressedCapturedData))
			{
				bDerivedDataDirty = true;
				delete FullHDRDerivedData;
				FullHDRDerivedData = NULL;

				if (!FApp::CanEverRender())
				{
					// Warn, especially when running the DDC commandlet to build a DDC for the binary version of UE4.
					UE_LOG(LogMaterial, Warning, TEXT("Reflection capture was loaded without any valid capture data and will be black.  This can happen if the DDC was not up to date during cooking.  Load the map in the editor once before cooking to fix.  %s."), *GetFullName());
				}
			}
		}

		// If we have full HDR data but not encoded HDR data, generate the encoded data now
		if (FullHDRDerivedData 
			&& !EncodedHDRDerivedData 
			&& GRHIFeatureLevel == ERHIFeatureLevel::ES2)
		{
			EncodedHDRDerivedData = FReflectionCaptureEncodedHDRDerivedData::GenerateEncodedHDRData(*FullHDRDerivedData, StateId, Brightness);
		}
	}
	
	// Initialize rendering resources for the current feature level, and toss data only needed by other feature levels
	if (FullHDRDerivedData && GRHIFeatureLevel >= ERHIFeatureLevel::SM4)
	{
		// Don't need encoded HDR data for rendering on this feature level
		INC_MEMORY_STAT_BY(STAT_ReflectionCaptureMemory,FullHDRDerivedData->CompressedCapturedData.GetAllocatedSize());
		EncodedHDRDerivedData = NULL;

		if (GRHIFeatureLevel == ERHIFeatureLevel::SM4)
		{
			SM4FullHDRCubemapTexture = new FReflectionTextureCubeResource();
			SM4FullHDRCubemapTexture->SetupParameters(GReflectionCaptureSize, FMath::CeilLogTwo(GReflectionCaptureSize) + 1, PF_FloatRGBA, &FullHDRDerivedData->GetCapturedDataForSM4Load());
			BeginInitResource(SM4FullHDRCubemapTexture);
		}
	}
	else if (EncodedHDRDerivedData && GRHIFeatureLevel == ERHIFeatureLevel::ES2)
	{
		if (FPlatformProperties::RequiresCookedData())
		{
			INC_MEMORY_STAT_BY(STAT_ReflectionCaptureMemory,EncodedHDRDerivedData->CapturedData.GetAllocatedSize());
		}

		// Create a cubemap texture out of the encoded HDR data
		EncodedHDRCubemapTexture = new FReflectionTextureCubeResource();
		EncodedHDRCubemapTexture->SetupParameters(GReflectionCaptureSize, FMath::CeilLogTwo(GReflectionCaptureSize) + 1, PF_B8G8R8A8, &EncodedHDRDerivedData->CapturedData);
		BeginInitResource(EncodedHDRCubemapTexture);

		// Don't need the full HDR data for rendering on this feature level
		delete FullHDRDerivedData;
		FullHDRDerivedData = NULL;
	}

	// PostLoad was called, so we can make a proper decision based on visibility of whether or not to update
	ReflectionCapturesToUpdateNewlyCreated.Remove(this);

	// Add ourselves to the global list of reflection captures that need to be uploaded to the scene or recaptured
	if (bVisible)
	{
		ReflectionCapturesToUpdateForLoad.AddUnique(this);
		bCaptureDirty = true; 
	}
}