From 187592b6734bf8cc73b10bbcf9e100597ee3b544 Mon Sep 17 00:00:00 2001 From: Saas Date: Mon, 15 Sep 2025 22:37:31 +0200 Subject: [PATCH 01/57] add moving visject nodes in smaller increments when holding shift and alt --- Source/Editor/Surface/VisjectSurface.Input.cs | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/Source/Editor/Surface/VisjectSurface.Input.cs b/Source/Editor/Surface/VisjectSurface.Input.cs index 09df195eb..6299c1bb5 100644 --- a/Source/Editor/Surface/VisjectSurface.Input.cs +++ b/Source/Editor/Surface/VisjectSurface.Input.cs @@ -721,7 +721,12 @@ namespace FlaxEditor.Surface if (HasNodesSelection) { - var keyMoveRange = 50; + var keyMoveDelta = 50; + bool altDown = RootWindow.GetKey(KeyboardKeys.Alt); + bool shiftDown = RootWindow.GetKey(KeyboardKeys.Shift); + if (altDown || shiftDown) + keyMoveDelta = shiftDown ? 10 : 25; + switch (key) { case KeyboardKeys.Backspace: @@ -759,7 +764,7 @@ namespace FlaxEditor.Surface else if (!IsMovingSelection && CanEdit) { // Move selected nodes - var delta = new Float2(0, key == KeyboardKeys.ArrowUp ? -keyMoveRange : keyMoveRange); + var delta = new Float2(0, key == KeyboardKeys.ArrowUp ? -keyMoveDelta : keyMoveDelta); MoveSelectedNodes(delta); } return true; @@ -775,9 +780,8 @@ namespace FlaxEditor.Surface if ((key == KeyboardKeys.ArrowRight && selectedBox.IsOutput) || (key == KeyboardKeys.ArrowLeft && !selectedBox.IsOutput)) { if (_selectedConnectionIndex < 0 || _selectedConnectionIndex >= selectedBox.Connections.Count) - { _selectedConnectionIndex = 0; - } + toSelect = selectedBox.Connections[_selectedConnectionIndex]; } else @@ -805,7 +809,7 @@ namespace FlaxEditor.Surface else if (!IsMovingSelection && CanEdit) { // Move selected nodes - var delta = new Float2(key == KeyboardKeys.ArrowLeft ? -keyMoveRange : keyMoveRange, 0); + var delta = new Float2(key == KeyboardKeys.ArrowLeft ? -keyMoveDelta : keyMoveDelta, 0); MoveSelectedNodes(delta); } return true; @@ -821,13 +825,9 @@ namespace FlaxEditor.Surface return true; if (Root.GetKey(KeyboardKeys.Shift)) - { _selectedConnectionIndex = ((_selectedConnectionIndex - 1) % connectionCount + connectionCount) % connectionCount; - } else - { _selectedConnectionIndex = (_selectedConnectionIndex + 1) % connectionCount; - } return true; } } From 4d77646f2692b8c9570bd426a8c15cbb2d08b6f3 Mon Sep 17 00:00:00 2001 From: Saas Date: Mon, 15 Sep 2025 22:46:56 +0200 Subject: [PATCH 02/57] fix error when changing selected box with arrow keys --- Source/Editor/Surface/VisjectSurface.Input.cs | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/Source/Editor/Surface/VisjectSurface.Input.cs b/Source/Editor/Surface/VisjectSurface.Input.cs index 6299c1bb5..c24a82f52 100644 --- a/Source/Editor/Surface/VisjectSurface.Input.cs +++ b/Source/Editor/Surface/VisjectSurface.Input.cs @@ -777,11 +777,8 @@ namespace FlaxEditor.Surface if (selectedBox != null) { Box toSelect = null; - if ((key == KeyboardKeys.ArrowRight && selectedBox.IsOutput) || (key == KeyboardKeys.ArrowLeft && !selectedBox.IsOutput)) + if (((key == KeyboardKeys.ArrowRight && selectedBox.IsOutput) || (key == KeyboardKeys.ArrowLeft && !selectedBox.IsOutput)) && selectedBox.HasAnyConnection) { - if (_selectedConnectionIndex < 0 || _selectedConnectionIndex >= selectedBox.Connections.Count) - _selectedConnectionIndex = 0; - toSelect = selectedBox.Connections[_selectedConnectionIndex]; } else From 4f3f1cd163b287924cc04948d41c927ac6dbe9b3 Mon Sep 17 00:00:00 2001 From: Saas Date: Mon, 15 Sep 2025 23:09:07 +0200 Subject: [PATCH 03/57] make changing selected box with arrow up/ down loop --- Source/Editor/Surface/VisjectSurface.Input.cs | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/Source/Editor/Surface/VisjectSurface.Input.cs b/Source/Editor/Surface/VisjectSurface.Input.cs index c24a82f52..4ce2025a6 100644 --- a/Source/Editor/Surface/VisjectSurface.Input.cs +++ b/Source/Editor/Surface/VisjectSurface.Input.cs @@ -754,12 +754,13 @@ namespace FlaxEditor.Surface Box selectedBox = GetSelectedBox(SelectedNodes); if (selectedBox != null) { - Box toSelect = (key == KeyboardKeys.ArrowUp) ? selectedBox?.ParentNode.GetPreviousBox(selectedBox) : selectedBox?.ParentNode.GetNextBox(selectedBox); - if (toSelect != null && toSelect.IsOutput == selectedBox.IsOutput) - { - Select(toSelect.ParentNode); - toSelect.ParentNode.SelectBox(toSelect); - } + int delta = key == KeyboardKeys.ArrowDown ? 1 : -1; + List boxes = selectedBox.ParentNode.GetBoxes().FindAll(b => b.IsOutput == selectedBox.IsOutput); + int selectedIndex = boxes.IndexOf(selectedBox); + Box toSelect = boxes[Mathf.Wrap(selectedIndex + delta, 0, boxes.Count - 1)]; + + Select(toSelect.ParentNode); + toSelect.ParentNode.SelectBox(toSelect); } else if (!IsMovingSelection && CanEdit) { From b38a7e6eb234eaea6dac28a224279818e0458ceb Mon Sep 17 00:00:00 2001 From: Saas Date: Thu, 18 Sep 2025 17:54:21 +0200 Subject: [PATCH 04/57] unify both "too many audio listeners"- warnings --- Source/Engine/Audio/AudioListener.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/Source/Engine/Audio/AudioListener.cpp b/Source/Engine/Audio/AudioListener.cpp index 1921bd373..99f4424ec 100644 --- a/Source/Engine/Audio/AudioListener.cpp +++ b/Source/Engine/Audio/AudioListener.cpp @@ -37,15 +37,14 @@ void AudioListener::OnEnable() { _prevPos = GetPosition(); _velocity = Vector3::Zero; + + ASSERT(!Audio::Listeners.Contains(this)); if (Audio::Listeners.Count() >= AUDIO_MAX_LISTENERS) { - LOG(Error, "Unsupported amount of the audio listeners!"); + LOG(Warning, "There is more than one Audio Listener active. Please make sure only exactly one is active at any given time."); } else { - ASSERT(!Audio::Listeners.Contains(this)); - if (Audio::Listeners.Count() > 0) - LOG(Warning, "There is more than one Audio Listener active. Please make sure only exactly one is active at any given time."); Audio::Listeners.Add(this); AudioBackend::Listener::Reset(); AudioBackend::Listener::TransformChanged(GetPosition(), GetOrientation()); From b130b81863e069a9084426cf62a79a246a1d1277 Mon Sep 17 00:00:00 2001 From: Saas Date: Sat, 20 Sep 2025 15:08:03 +0200 Subject: [PATCH 05/57] add game view and show/ hiding navigation similar to unreal engine --- Source/Editor/Gizmo/TransformGizmo.cs | 13 +++++++++ Source/Editor/Options/InputOptions.cs | 8 +++++ .../Viewport/MainEditorGizmoViewport.cs | 29 +++++++++++++++++++ Source/Engine/Graphics/Enums.h | 5 ++++ 4 files changed, 55 insertions(+) diff --git a/Source/Editor/Gizmo/TransformGizmo.cs b/Source/Editor/Gizmo/TransformGizmo.cs index 8294a4302..d5847c892 100644 --- a/Source/Editor/Gizmo/TransformGizmo.cs +++ b/Source/Editor/Gizmo/TransformGizmo.cs @@ -31,6 +31,7 @@ namespace FlaxEditor.Gizmo private readonly List _selection = new List(); private readonly List _selectionParents = new List(); + private bool _visible = true; /// /// The event to apply objects transformation. @@ -52,6 +53,11 @@ namespace FlaxEditor.Gizmo /// public List SelectedParents => _selectionParents; + /// + /// Gets or sets a value indicating whether this is visible. + /// + public bool Visible { get { return _visible; } set { _visible = value; } } + /// /// Initializes a new instance of the class. /// @@ -272,6 +278,13 @@ namespace FlaxEditor.Gizmo base.OnSelectionChanged(newSelection); } + /// + public override void Draw(ref RenderContext renderContext) + { + if (Visible) + base.Draw(ref renderContext); + } + /// protected override int SelectionCount => _selectionParents.Count; diff --git a/Source/Editor/Options/InputOptions.cs b/Source/Editor/Options/InputOptions.cs index af919c1f3..1c6a8279d 100644 --- a/Source/Editor/Options/InputOptions.cs +++ b/Source/Editor/Options/InputOptions.cs @@ -387,6 +387,14 @@ namespace FlaxEditor.Options [EditorDisplay("Viewport"), EditorOrder(1760)] public InputBinding ToggleOrthographic = new InputBinding(KeyboardKeys.NumpadDecimal); + [DefaultValue(typeof(InputBinding), "G")] + [EditorDisplay("Viewport"), EditorOrder(1770)] + public InputBinding ToggleGameView = new InputBinding(KeyboardKeys.G); + + [DefaultValue(typeof(InputBinding), "P")] + [EditorDisplay("Viewport"), EditorOrder(1770)] + public InputBinding ToggleNavMeshVisibility = new InputBinding(KeyboardKeys.P); + #endregion #region Debug Views diff --git a/Source/Editor/Viewport/MainEditorGizmoViewport.cs b/Source/Editor/Viewport/MainEditorGizmoViewport.cs index bb01bc863..6f30977e2 100644 --- a/Source/Editor/Viewport/MainEditorGizmoViewport.cs +++ b/Source/Editor/Viewport/MainEditorGizmoViewport.cs @@ -108,6 +108,12 @@ namespace FlaxEditor.Viewport private EditorSpritesRenderer _editorSpritesRenderer; private ViewportRubberBandSelector _rubberBandSelector; + private bool _gameViewActive; + private ViewFlags _preGameViewFlags; + private bool _gameViewWasGridShown; + private bool _gameViewWasFpsCounterShown; + private bool _gameViewWasNagivationShown; + /// /// Drag and drop handlers /// @@ -259,6 +265,29 @@ namespace FlaxEditor.Viewport InputActions.Add(options => options.FocusSelection, FocusSelection); InputActions.Add(options => options.RotateSelection, RotateSelection); InputActions.Add(options => options.Delete, _editor.SceneEditing.Delete); + InputActions.Add(options => options.ToggleNavMeshVisibility, () => ShowNavigation = !ShowNavigation); + + // Game View + InputActions.Add(options => options.ToggleGameView, () => + { + if (!_gameViewActive) + { + _preGameViewFlags = Task.ViewFlags; + _gameViewWasGridShown = ShowFpsCounter; + _gameViewWasFpsCounterShown = ShowNavigation; + _gameViewWasNagivationShown = Grid.Enabled; + } + + Task.ViewFlags = _gameViewActive ? _preGameViewFlags : ViewFlags.GameView; + ShowFpsCounter = _gameViewActive ? _gameViewWasGridShown : false; + ShowNavigation = _gameViewActive ? _gameViewWasFpsCounterShown : false; + Grid.Enabled = _gameViewActive ? _gameViewWasNagivationShown : false; + + _gameViewActive = !_gameViewActive; + + TransformGizmo.Visible = !_gameViewActive; + SelectionOutline.ShowSelectionOutline = !_gameViewActive; + }); } /// diff --git a/Source/Engine/Graphics/Enums.h b/Source/Engine/Graphics/Enums.h index 6343b827b..9019fc504 100644 --- a/Source/Engine/Graphics/Enums.h +++ b/Source/Engine/Graphics/Enums.h @@ -1082,6 +1082,11 @@ API_ENUM(Attributes="Flags") enum class ViewFlags : uint64 /// Default flags for materials/models previews generating. /// DefaultAssetPreview = Reflections | Decals | DirectionalLights | PointLights | SpotLights | SkyLights | SpecularLight | AntiAliasing | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows | Sky, + + /// + /// Default flags for game view. + /// + GameView = AntiAliasing | Shadows | Reflections | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Sky | Fog | SpecularLight | Decals | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | MotionBlur | ContactShadows | DepthOfField, }; DECLARE_ENUM_OPERATORS(ViewFlags); From fd1e0a4e80eabf0c308c29f5357ade9031c626a7 Mon Sep 17 00:00:00 2001 From: Saas Date: Sat, 20 Sep 2025 16:12:04 +0200 Subject: [PATCH 06/57] add game view to "View" menu, add keyboard new keyboard shortcuts to menu and extra options for view flags and view layers --- Source/Editor/Viewport/EditorViewport.cs | 8 ++- .../Viewport/MainEditorGizmoViewport.cs | 56 ++++++++++++------- Source/Engine/Graphics/Enums.h | 5 ++ 3 files changed, 46 insertions(+), 23 deletions(-) diff --git a/Source/Editor/Viewport/EditorViewport.cs b/Source/Editor/Viewport/EditorViewport.cs index b4af43281..ed4832d63 100644 --- a/Source/Editor/Viewport/EditorViewport.cs +++ b/Source/Editor/Viewport/EditorViewport.cs @@ -864,7 +864,9 @@ namespace FlaxEditor.Viewport } }); viewLayers.AddButton("Reset layers", () => Task.ViewLayersMask = LayersMask.Default).Icon = Editor.Instance.Icons.Rotate32; - viewLayers.AddButton("Disable layers", () => Task.ViewLayersMask = new LayersMask(0)).Icon = Editor.Instance.Icons.Rotate32; + viewLayers.AddSeparator(); + viewLayers.AddButton("Enable all", () => Task.ViewLayersMask = new LayersMask(-1)).Icon = Editor.Instance.Icons.CheckBoxTick12; + viewLayers.AddButton("Disable all", () => Task.ViewLayersMask = new LayersMask(0)).Icon = Editor.Instance.Icons.Cross12; viewLayers.AddSeparator(); var layers = LayersAndTagsSettings.GetCurrentLayers(); if (layers != null && layers.Length > 0) @@ -905,7 +907,9 @@ namespace FlaxEditor.Viewport } }); viewFlags.AddButton("Reset flags", () => Task.ViewFlags = ViewFlags.DefaultEditor).Icon = Editor.Instance.Icons.Rotate32; - viewFlags.AddButton("Disable flags", () => Task.ViewFlags = ViewFlags.None).Icon = Editor.Instance.Icons.Rotate32; + viewFlags.AddSeparator(); + viewFlags.AddButton("Enable all", () => Task.ViewFlags = ViewFlags.All).Icon = Editor.Instance.Icons.CheckBoxTick12; + viewFlags.AddButton("Disable all", () => Task.ViewFlags = ViewFlags.None).Icon = Editor.Instance.Icons.Cross12; viewFlags.AddSeparator(); for (int i = 0; i < ViewFlagsValues.Length; i++) { diff --git a/Source/Editor/Viewport/MainEditorGizmoViewport.cs b/Source/Editor/Viewport/MainEditorGizmoViewport.cs index 6f30977e2..f882505b3 100644 --- a/Source/Editor/Viewport/MainEditorGizmoViewport.cs +++ b/Source/Editor/Viewport/MainEditorGizmoViewport.cs @@ -25,6 +25,7 @@ namespace FlaxEditor.Viewport private readonly Editor _editor; private readonly ContextMenuButton _showGridButton; private readonly ContextMenuButton _showNavigationButton; + private readonly ContextMenuButton _toggleGameViewButton; private SelectionOutline _customSelectionOutline; /// @@ -191,6 +192,7 @@ namespace FlaxEditor.Viewport : base(Object.New(), editor.Undo, editor.Scene.Root) { _editor = editor; + var inputOptions = _editor.Options.Options.Input; DragHandlers = new ViewportDragHandlers(this, this, ValidateDragItem, ValidateDragActorType, ValidateDragScriptItem); // Prepare rendering task @@ -238,9 +240,14 @@ namespace FlaxEditor.Viewport _showGridButton.CloseMenuOnClick = false; // Show navigation widget - _showNavigationButton = ViewWidgetShowMenu.AddButton("Navigation", () => ShowNavigation = !ShowNavigation); + _showNavigationButton = ViewWidgetShowMenu.AddButton("Navigation", inputOptions.ToggleNavMeshVisibility, () => ShowNavigation = !ShowNavigation); _showNavigationButton.CloseMenuOnClick = false; + // Game View + ViewWidgetButtonMenu.AddSeparator(); + _toggleGameViewButton = ViewWidgetButtonMenu.AddButton("Game View", inputOptions.ToggleGameView, ToggleGameView); + _toggleGameViewButton.CloseMenuOnClick = false; + // Create camera widget ViewWidgetButtonMenu.AddSeparator(); ViewWidgetButtonMenu.AddButton("Create camera here", CreateCameraAtView); @@ -268,26 +275,7 @@ namespace FlaxEditor.Viewport InputActions.Add(options => options.ToggleNavMeshVisibility, () => ShowNavigation = !ShowNavigation); // Game View - InputActions.Add(options => options.ToggleGameView, () => - { - if (!_gameViewActive) - { - _preGameViewFlags = Task.ViewFlags; - _gameViewWasGridShown = ShowFpsCounter; - _gameViewWasFpsCounterShown = ShowNavigation; - _gameViewWasNagivationShown = Grid.Enabled; - } - - Task.ViewFlags = _gameViewActive ? _preGameViewFlags : ViewFlags.GameView; - ShowFpsCounter = _gameViewActive ? _gameViewWasGridShown : false; - ShowNavigation = _gameViewActive ? _gameViewWasFpsCounterShown : false; - Grid.Enabled = _gameViewActive ? _gameViewWasNagivationShown : false; - - _gameViewActive = !_gameViewActive; - - TransformGizmo.Visible = !_gameViewActive; - SelectionOutline.ShowSelectionOutline = !_gameViewActive; - }); + InputActions.Add(options => options.ToggleGameView, ToggleGameView); } /// @@ -503,6 +491,32 @@ namespace FlaxEditor.Viewport TransformGizmo.EndTransforming(); } + /// + /// Toggles game view view mode on or off. + /// + public void ToggleGameView() + { + if (!_gameViewActive) + { + _preGameViewFlags = Task.ViewFlags; + _gameViewWasGridShown = ShowFpsCounter; + _gameViewWasFpsCounterShown = ShowNavigation; + _gameViewWasNagivationShown = Grid.Enabled; + } + + Task.ViewFlags = _gameViewActive ? _preGameViewFlags : ViewFlags.GameView; + ShowFpsCounter = _gameViewActive ? _gameViewWasGridShown : false; + ShowNavigation = _gameViewActive ? _gameViewWasFpsCounterShown : false; + Grid.Enabled = _gameViewActive ? _gameViewWasNagivationShown : false; + + _gameViewActive = !_gameViewActive; + + TransformGizmo.Visible = !_gameViewActive; + SelectionOutline.ShowSelectionOutline = !_gameViewActive; + + _toggleGameViewButton.Icon = _gameViewActive ? Style.Current.CheckBoxTick : SpriteHandle.Invalid; + } + /// public override void OnLostFocus() { diff --git a/Source/Engine/Graphics/Enums.h b/Source/Engine/Graphics/Enums.h index 9019fc504..f61096863 100644 --- a/Source/Engine/Graphics/Enums.h +++ b/Source/Engine/Graphics/Enums.h @@ -1087,6 +1087,11 @@ API_ENUM(Attributes="Flags") enum class ViewFlags : uint64 /// Default flags for game view. /// GameView = AntiAliasing | Shadows | Reflections | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Sky | Fog | SpecularLight | Decals | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | MotionBlur | ContactShadows | DepthOfField, + + /// + /// All flags enabled. + /// + All = None | DebugDraw | EditorSprites | Reflections | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | Decals | DepthOfField | PhysicsDebug | Fog | MotionBlur | ContactShadows | GlobalSDF | Sky | LightsDebug, }; DECLARE_ENUM_OPERATORS(ViewFlags); From 6e9902a9668ec122c45179e78a36a45878d1061a Mon Sep 17 00:00:00 2001 From: Saas Date: Sun, 21 Sep 2025 16:49:07 +0200 Subject: [PATCH 07/57] use DefaultGame ViewFlag and some fixes --- Source/Editor/Viewport/MainEditorGizmoViewport.cs | 8 ++++---- Source/Engine/Graphics/Enums.h | 5 ----- 2 files changed, 4 insertions(+), 9 deletions(-) diff --git a/Source/Editor/Viewport/MainEditorGizmoViewport.cs b/Source/Editor/Viewport/MainEditorGizmoViewport.cs index f882505b3..9e37b3dce 100644 --- a/Source/Editor/Viewport/MainEditorGizmoViewport.cs +++ b/Source/Editor/Viewport/MainEditorGizmoViewport.cs @@ -499,12 +499,12 @@ namespace FlaxEditor.Viewport if (!_gameViewActive) { _preGameViewFlags = Task.ViewFlags; - _gameViewWasGridShown = ShowFpsCounter; - _gameViewWasFpsCounterShown = ShowNavigation; - _gameViewWasNagivationShown = Grid.Enabled; + _gameViewWasGridShown = Grid.Enabled; + _gameViewWasFpsCounterShown = ShowFpsCounter; + _gameViewWasNagivationShown = ShowNavigation; } - Task.ViewFlags = _gameViewActive ? _preGameViewFlags : ViewFlags.GameView; + Task.ViewFlags = _gameViewActive ? _preGameViewFlags : ViewFlags.DefaultGame; ShowFpsCounter = _gameViewActive ? _gameViewWasGridShown : false; ShowNavigation = _gameViewActive ? _gameViewWasFpsCounterShown : false; Grid.Enabled = _gameViewActive ? _gameViewWasNagivationShown : false; diff --git a/Source/Engine/Graphics/Enums.h b/Source/Engine/Graphics/Enums.h index f61096863..3df3194d4 100644 --- a/Source/Engine/Graphics/Enums.h +++ b/Source/Engine/Graphics/Enums.h @@ -1083,11 +1083,6 @@ API_ENUM(Attributes="Flags") enum class ViewFlags : uint64 /// DefaultAssetPreview = Reflections | Decals | DirectionalLights | PointLights | SpotLights | SkyLights | SpecularLight | AntiAliasing | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows | Sky, - /// - /// Default flags for game view. - /// - GameView = AntiAliasing | Shadows | Reflections | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Sky | Fog | SpecularLight | Decals | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | MotionBlur | ContactShadows | DepthOfField, - /// /// All flags enabled. /// From 13dd80d4290fd6743ff3dfadd6c19f973e114309 Mon Sep 17 00:00:00 2001 From: Saas Date: Sun, 21 Sep 2025 16:57:38 +0200 Subject: [PATCH 08/57] add changing and caching Debug ViewMode for Game View --- Source/Editor/Viewport/EditorViewport.cs | 6 +++--- Source/Editor/Viewport/MainEditorGizmoViewport.cs | 3 +++ 2 files changed, 6 insertions(+), 3 deletions(-) diff --git a/Source/Editor/Viewport/EditorViewport.cs b/Source/Editor/Viewport/EditorViewport.cs index ed4832d63..4502880cb 100644 --- a/Source/Editor/Viewport/EditorViewport.cs +++ b/Source/Editor/Viewport/EditorViewport.cs @@ -584,7 +584,7 @@ namespace FlaxEditor.Viewport _cameraButton = new ViewportWidgetButton(string.Format(MovementSpeedTextFormat, _movementSpeed), Editor.Instance.Icons.Camera64, cameraCM, false, cameraSpeedTextWidth) { Tag = this, - TooltipText = "Camera Settings", + TooltipText = "Camera Settings.", Parent = _cameraWidget }; _cameraWidget.Parent = this; @@ -593,7 +593,7 @@ namespace FlaxEditor.Viewport _orthographicModeButton = new ViewportWidgetButton(string.Empty, Editor.Instance.Icons.CamSpeed32, null, true) { Checked = !_isOrtho, - TooltipText = "Toggle Orthographic/Perspective Mode", + TooltipText = "Toggle Orthographic/Perspective Mode.", Parent = _cameraWidget }; _orthographicModeButton.Toggled += OnOrthographicModeToggled; @@ -832,7 +832,7 @@ namespace FlaxEditor.Viewport ViewWidgetButtonMenu = new ContextMenu(); var viewModeButton = new ViewportWidgetButton("View", SpriteHandle.Invalid, ViewWidgetButtonMenu) { - TooltipText = "View properties", + TooltipText = "View properties.", Parent = viewMode }; viewMode.Parent = this; diff --git a/Source/Editor/Viewport/MainEditorGizmoViewport.cs b/Source/Editor/Viewport/MainEditorGizmoViewport.cs index 9e37b3dce..f9b382a0a 100644 --- a/Source/Editor/Viewport/MainEditorGizmoViewport.cs +++ b/Source/Editor/Viewport/MainEditorGizmoViewport.cs @@ -111,6 +111,7 @@ namespace FlaxEditor.Viewport private bool _gameViewActive; private ViewFlags _preGameViewFlags; + private ViewMode _preGameViewViewMode; private bool _gameViewWasGridShown; private bool _gameViewWasFpsCounterShown; private bool _gameViewWasNagivationShown; @@ -499,12 +500,14 @@ namespace FlaxEditor.Viewport if (!_gameViewActive) { _preGameViewFlags = Task.ViewFlags; + _preGameViewViewMode = Task.ViewMode; _gameViewWasGridShown = Grid.Enabled; _gameViewWasFpsCounterShown = ShowFpsCounter; _gameViewWasNagivationShown = ShowNavigation; } Task.ViewFlags = _gameViewActive ? _preGameViewFlags : ViewFlags.DefaultGame; + Task.ViewMode = _gameViewActive ? _preGameViewViewMode : ViewMode.Default; ShowFpsCounter = _gameViewActive ? _gameViewWasGridShown : false; ShowNavigation = _gameViewActive ? _gameViewWasFpsCounterShown : false; Grid.Enabled = _gameViewActive ? _gameViewWasNagivationShown : false; From 26e24769bea94f4b3d73a283c582a6d2c05c67a5 Mon Sep 17 00:00:00 2001 From: Saas Date: Thu, 11 Dec 2025 20:44:40 +0100 Subject: [PATCH 09/57] actually set things to the right thing How the hell did this happen?? --- Source/Editor/Viewport/MainEditorGizmoViewport.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/Source/Editor/Viewport/MainEditorGizmoViewport.cs b/Source/Editor/Viewport/MainEditorGizmoViewport.cs index f9b382a0a..66e1b5210 100644 --- a/Source/Editor/Viewport/MainEditorGizmoViewport.cs +++ b/Source/Editor/Viewport/MainEditorGizmoViewport.cs @@ -499,6 +499,7 @@ namespace FlaxEditor.Viewport { if (!_gameViewActive) { + // Cache flags & values _preGameViewFlags = Task.ViewFlags; _preGameViewViewMode = Task.ViewMode; _gameViewWasGridShown = Grid.Enabled; @@ -506,11 +507,12 @@ namespace FlaxEditor.Viewport _gameViewWasNagivationShown = ShowNavigation; } + // Set flags & values Task.ViewFlags = _gameViewActive ? _preGameViewFlags : ViewFlags.DefaultGame; Task.ViewMode = _gameViewActive ? _preGameViewViewMode : ViewMode.Default; - ShowFpsCounter = _gameViewActive ? _gameViewWasGridShown : false; - ShowNavigation = _gameViewActive ? _gameViewWasFpsCounterShown : false; - Grid.Enabled = _gameViewActive ? _gameViewWasNagivationShown : false; + ShowFpsCounter = _gameViewActive ? _gameViewWasFpsCounterShown : false; + ShowNavigation = _gameViewActive ? _gameViewWasNagivationShown : false; + Grid.Enabled = _gameViewActive ? _gameViewWasGridShown : false; _gameViewActive = !_gameViewActive; From e1ffdee57a0bf8ca6186bd247da0fbb140c0cd4a Mon Sep 17 00:00:00 2001 From: Chandler Cox Date: Fri, 30 Jan 2026 15:51:53 -0600 Subject: [PATCH 10/57] If UI is culling children, dont return children outside of client area for raycast. --- Source/Engine/UI/GUI/ContainerControl.cs | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/Source/Engine/UI/GUI/ContainerControl.cs b/Source/Engine/UI/GUI/ContainerControl.cs index ada93ff1e..55fcecf80 100644 --- a/Source/Engine/UI/GUI/ContainerControl.cs +++ b/Source/Engine/UI/GUI/ContainerControl.cs @@ -901,6 +901,15 @@ namespace FlaxEngine.GUI internal bool RayCastChildren(ref Float2 location, out Control hit) { + if (_clipChildren) + { + GetDesireClientArea(out var clientArea); + if (!clientArea.Contains(ref location)) + { + hit = null; + return false; + } + } for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--) { var child = _children[i]; From 1535f95cf11b92185ce2918b236ee8a25e81cd61 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 13:18:02 +0100 Subject: [PATCH 11/57] Fix mesh collision proxy setup for meshes using packed positions format #3791 --- Source/Engine/Core/Math/Half.h | 13 ++++++++ Source/Engine/Core/Math/Packed.cpp | 10 ------ Source/Engine/Core/Math/Packed.h | 11 +++++-- .../Engine/Graphics/Models/CollisionProxy.h | 33 ++++++++++++++----- Source/Engine/Graphics/Models/MeshBase.cpp | 5 +-- 5 files changed, 49 insertions(+), 23 deletions(-) diff --git a/Source/Engine/Core/Math/Half.h b/Source/Engine/Core/Math/Half.h index 2617649d0..ebb2cc951 100644 --- a/Source/Engine/Core/Math/Half.h +++ b/Source/Engine/Core/Math/Half.h @@ -248,6 +248,19 @@ public: explicit Half4(const Color& c); explicit Half4(const Rectangle& rect); + operator Float2() const + { + return ToFloat2(); + } + operator Float3() const + { + return ToFloat3(); + } + operator Float4() const + { + return ToFloat4(); + } + public: Float2 ToFloat2() const; Float3 ToFloat3() const; diff --git a/Source/Engine/Core/Math/Packed.cpp b/Source/Engine/Core/Math/Packed.cpp index 55ebd9ccf..b22e65d3e 100644 --- a/Source/Engine/Core/Math/Packed.cpp +++ b/Source/Engine/Core/Math/Packed.cpp @@ -41,16 +41,6 @@ FloatR10G10B10A2::FloatR10G10B10A2(const float* values) { } -FloatR10G10B10A2::operator Float3() const -{ - return ToFloat3(); -} - -FloatR10G10B10A2::operator Float4() const -{ - return ToFloat4(); -} - Float3 FloatR10G10B10A2::ToFloat3() const { Float3 vectorOut; diff --git a/Source/Engine/Core/Math/Packed.h b/Source/Engine/Core/Math/Packed.h index 8e3aad41f..c5b5e827f 100644 --- a/Source/Engine/Core/Math/Packed.h +++ b/Source/Engine/Core/Math/Packed.h @@ -40,9 +40,14 @@ struct FLAXENGINE_API FloatR10G10B10A2 { return Value; } - - operator Float3() const; - operator Float4() const; + operator Float3() const + { + return ToFloat3(); + } + operator Float4() const + { + return ToFloat4(); + } FloatR10G10B10A2& operator=(const FloatR10G10B10A2& other) { diff --git a/Source/Engine/Graphics/Models/CollisionProxy.h b/Source/Engine/Graphics/Models/CollisionProxy.h index 5dc021867..eba17cf4e 100644 --- a/Source/Engine/Graphics/Models/CollisionProxy.h +++ b/Source/Engine/Graphics/Models/CollisionProxy.h @@ -6,7 +6,9 @@ #include "Engine/Core/Math/Transform.h" #include "Engine/Core/Math/Ray.h" #include "Engine/Core/Math/CollisionsHelper.h" +#include "Engine/Core/Math/Packed.h" #include "Engine/Core/Collections/Array.h" +#include "Engine/Graphics/PixelFormat.h" /// /// Helper container used for detailed triangle mesh intersections tests. @@ -31,23 +33,38 @@ public: } template - void Init(uint32 vertices, uint32 triangles, const Float3* positions, const IndexType* indices, uint32 positionsStride = sizeof(Float3)) + void Init(uint32 vertices, uint32 triangles, const Float3* positions, const IndexType* indices, uint32 positionsStride = sizeof(Float3), PixelFormat positionsFormat = PixelFormat::R32G32B32_Float) { Triangles.Clear(); Triangles.EnsureCapacity(triangles, false); const IndexType* it = indices; - for (uint32 i = 0; i < triangles; i++) +#define LOOP_BEGIN() \ + for (uint32 i = 0; i < triangles; i++) \ + { \ + const IndexType i0 = *(it++); \ + const IndexType i1 = *(it++); \ + const IndexType i2 = *(it++); \ + if (i0 < vertices && i1 < vertices && i2 < vertices) \ { - const IndexType i0 = *(it++); - const IndexType i1 = *(it++); - const IndexType i2 = *(it++); - if (i0 < vertices && i1 < vertices && i2 < vertices) - { +#define LOOP_END() } } + if (positionsFormat == PixelFormat::R32G32B32_Float) + { + LOOP_BEGIN() #define GET_POS(idx) *(const Float3*)((const byte*)positions + positionsStride * idx) Triangles.Add({ GET_POS(i0), GET_POS(i1), GET_POS(i2) }); #undef GET_POS - } + LOOP_END() } + else if (positionsFormat == PixelFormat::R16G16B16A16_Float) + { + LOOP_BEGIN() +#define GET_POS(idx) (Float3)*(const Half4*)((const byte*)positions + positionsStride * idx) + Triangles.Add({ GET_POS(i0), GET_POS(i1), GET_POS(i2) }); +#undef GET_POS + LOOP_END() + } +#undef LOOP_BEGIN +#undef LOOP_END } void Clear() diff --git a/Source/Engine/Graphics/Models/MeshBase.cpp b/Source/Engine/Graphics/Models/MeshBase.cpp index 3434cd91a..91ed892ea 100644 --- a/Source/Engine/Graphics/Models/MeshBase.cpp +++ b/Source/Engine/Graphics/Models/MeshBase.cpp @@ -470,10 +470,11 @@ bool MeshBase::Init(uint32 vertices, uint32 triangles, const ArrayFindElement(VertexElement::Types::Position); if (use16BitIndexBuffer) - _collisionProxy.Init(vertices, triangles, (const Float3*)vbData[0], (const uint16*)ibData); + _collisionProxy.Init(vertices, triangles, (const Float3*)vbData[0], (const uint16*)ibData, vertexBuffer0->GetStride(), positionsElement.Format); else - _collisionProxy.Init(vertices, triangles, (const Float3*)vbData[0], (const uint32*)ibData); + _collisionProxy.Init(vertices, triangles, (const Float3*)vbData[0], (const uint32*)ibData, vertexBuffer0->GetStride(), positionsElement.Format); #endif // Free old buffers From f725f4c0b982764a8b3387290f6fb390cf4884ae Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 13:24:13 +0100 Subject: [PATCH 12/57] Add saving viewport icons scale (global) within Editor window layout #3820 --- Source/Editor/Windows/EditGameWindow.cs | 12 +++--------- 1 file changed, 3 insertions(+), 9 deletions(-) diff --git a/Source/Editor/Windows/EditGameWindow.cs b/Source/Editor/Windows/EditGameWindow.cs index 888dd4250..dbeab28b1 100644 --- a/Source/Editor/Windows/EditGameWindow.cs +++ b/Source/Editor/Windows/EditGameWindow.cs @@ -429,6 +429,7 @@ namespace FlaxEditor.Windows writer.WriteAttributeString("FarPlane", Viewport.FarPlane.ToString()); writer.WriteAttributeString("FieldOfView", Viewport.FieldOfView.ToString()); writer.WriteAttributeString("MovementSpeed", Viewport.MovementSpeed.ToString()); + writer.WriteAttributeString("ViewportIconsScale", ViewportIconsRenderer.Scale.ToString()); writer.WriteAttributeString("OrthographicScale", Viewport.OrthographicScale.ToString()); writer.WriteAttributeString("UseOrthographicProjection", Viewport.UseOrthographicProjection.ToString()); writer.WriteAttributeString("ViewFlags", ((ulong)Viewport.Task.View.Flags).ToString()); @@ -439,31 +440,24 @@ namespace FlaxEditor.Windows { if (bool.TryParse(node.GetAttribute("GridEnabled"), out bool value1)) Viewport.Grid.Enabled = value1; - if (bool.TryParse(node.GetAttribute("ShowFpsCounter"), out value1)) Viewport.ShowFpsCounter = value1; - if (bool.TryParse(node.GetAttribute("ShowNavigation"), out value1)) Viewport.ShowNavigation = value1; - if (float.TryParse(node.GetAttribute("NearPlane"), out float value2)) Viewport.NearPlane = value2; - if (float.TryParse(node.GetAttribute("FarPlane"), out value2)) Viewport.FarPlane = value2; - if (float.TryParse(node.GetAttribute("FieldOfView"), out value2)) Viewport.FieldOfView = value2; - if (float.TryParse(node.GetAttribute("MovementSpeed"), out value2)) Viewport.MovementSpeed = value2; - + if (float.TryParse(node.GetAttribute("ViewportIconsScale"), out value2)) + ViewportIconsRenderer.Scale = value2; if (float.TryParse(node.GetAttribute("OrthographicScale"), out value2)) Viewport.OrthographicScale = value2; - if (bool.TryParse(node.GetAttribute("UseOrthographicProjection"), out value1)) Viewport.UseOrthographicProjection = value1; - if (ulong.TryParse(node.GetAttribute("ViewFlags"), out ulong value3)) Viewport.Task.ViewFlags = (ViewFlags)value3; From c828c901616408442156c2ff8911fab845b2fde0 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 15:42:26 +0100 Subject: [PATCH 13/57] Add `Set Parameter` node to Anim Graph #2162 --- .../Editor/Surface/Archetypes/Parameters.cs | 21 +++++++++++++++++++ .../Animations/Graph/AnimGroup.Animation.cpp | 15 +++++++++++++ 2 files changed, 36 insertions(+) diff --git a/Source/Editor/Surface/Archetypes/Parameters.cs b/Source/Editor/Surface/Archetypes/Parameters.cs index 3d74d2e10..3383e7662 100644 --- a/Source/Editor/Surface/Archetypes/Parameters.cs +++ b/Source/Editor/Surface/Archetypes/Parameters.cs @@ -1100,6 +1100,27 @@ namespace FlaxEditor.Surface.Archetypes NodeElementArchetype.Factory.ComboBox(2 + 20, 0, 116) } }, + new NodeArchetype + { + TypeID = 5, + Create = (id, context, arch, groupArch) => new SurfaceNodeParamsSet(id, context, arch, groupArch), + Title = "Set Parameter", + Description = "Parameter value setter invoked when the animation pose is evaluated (output pose comes from input)", + Flags = NodeFlags.AnimGraph, + Size = new Float2(140, 40), + DefaultValues = new object[] + { + Guid.Empty, + null + }, + Elements = new[] + { + NodeElementArchetype.Factory.Output(0, string.Empty, typeof(void), 0), + NodeElementArchetype.Factory.Input(0, string.Empty, true, typeof(void), 2), + NodeElementArchetype.Factory.Input(1, string.Empty, true, ScriptType.Null, 1, 1), + NodeElementArchetype.Factory.ComboBox(2 + 20, 0, 116) + } + }, }; } } diff --git a/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp b/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp index 1e4444af0..08767728a 100644 --- a/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp +++ b/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp @@ -958,6 +958,21 @@ void AnimGraphExecutor::ProcessGroupParameters(Box* box, Node* node, Value& valu } break; } + // Set Parameter + case 5: + { + // Set parameter value + int32 paramIndex; + const auto param = _graph.GetParameter((Guid)node->Values[0], paramIndex); + if (param) + { + context.Data->Parameters[paramIndex].Value = tryGetValue(node->GetBox(1), 1, Value::Null); + } + + // Pass over the pose + value = tryGetValue(node->GetBox(2), Value::Null); + break; + } default: break; } From 21e2c830e5e85f3e8cb852658fdc7930c74d3208 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 16:32:22 +0100 Subject: [PATCH 14/57] Refactor `Animation` editor to use cloned asset for live preview of nested animations editing #3773 --- .../Editor/Windows/Assets/AnimationWindow.cs | 44 ++++++++++++++++--- 1 file changed, 38 insertions(+), 6 deletions(-) diff --git a/Source/Editor/Windows/Assets/AnimationWindow.cs b/Source/Editor/Windows/Assets/AnimationWindow.cs index 41fdfde65..268e18503 100644 --- a/Source/Editor/Windows/Assets/AnimationWindow.cs +++ b/Source/Editor/Windows/Assets/AnimationWindow.cs @@ -2,7 +2,6 @@ using System; using System.Globalization; -using System.IO; using System.Reflection; using System.Xml; using FlaxEditor.Content; @@ -25,7 +24,7 @@ namespace FlaxEditor.Windows.Assets /// /// /// - public sealed class AnimationWindow : AssetEditorWindowBase + public sealed class AnimationWindow : ClonedAssetEditorWindowBase { private sealed class Preview : AnimationPreview { @@ -255,6 +254,7 @@ namespace FlaxEditor.Windows.Assets private bool _isWaitingForTimelineLoad; private SkinnedModel _initialPreviewModel, _initialBaseModel; private float _initialPanel2Splitter = 0.6f; + private bool _timelineIsDirty; /// /// Gets the animation timeline editor. @@ -295,7 +295,7 @@ namespace FlaxEditor.Windows.Assets Parent = _panel1.Panel1, Enabled = false }; - _timeline.Modified += MarkAsEdited; + _timeline.Modified += OnTimelineModified; _timeline.SetNoTracksText("Loading..."); // Asset properties @@ -321,11 +321,31 @@ namespace FlaxEditor.Windows.Assets { MarkAsEdited(); UpdateToolstrip(); + _propertiesPresenter.BuildLayout(); + } + + private void OnTimelineModified() + { + _timelineIsDirty = true; + MarkAsEdited(); + } + + private bool RefreshTempAsset() + { + if (_asset == null || _isWaitingForTimelineLoad) + return true; + if (_timeline.IsModified) + { + _timeline.Save(_asset); + } + _propertiesPresenter.BuildLayoutOnUpdate(); + + return false; } private string GetPreviewModelCacheName() { - return _asset.ID + ".PreviewModel"; + return _item.ID + ".PreviewModel"; } /// @@ -361,7 +381,11 @@ namespace FlaxEditor.Windows.Assets if (!IsEdited) return; - _timeline.Save(_asset); + if (RefreshTempAsset()) + return; + if (SaveToOriginal()) + return; + ClearEditedFlag(); _item.RefreshThumbnail(); } @@ -414,10 +438,18 @@ namespace FlaxEditor.Windows.Assets { base.Update(deltaTime); + // Check if temporary asset need to be updated + if (_timelineIsDirty) + { + _timelineIsDirty = false; + RefreshTempAsset(); + } + + // Check if need to load timeline if (_isWaitingForTimelineLoad && _asset.IsLoaded) { _isWaitingForTimelineLoad = false; - _timeline._id = _asset.ID; + _timeline._id = _item.ID; _timeline.Load(_asset); _undo.Clear(); _timeline.Enabled = true; From bbb5354e9ce964eeaa9f9cb974551ade82c5c9f8 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 16:32:34 +0100 Subject: [PATCH 15/57] Fix potential crash on out of bounds access --- .../Tools/MaterialGenerator/MaterialGenerator.Textures.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp index 7978b4f9e..13b835185 100644 --- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp +++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp @@ -585,7 +585,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value) const auto offset = useOffset ? eatBox(offsetBox->GetParent(), offsetBox->FirstConnection()) : Value::Zero; const Char* samplerName; const int32 samplerIndex = node->Values[0].AsInt; - if (samplerIndex == TextureGroup) + if (samplerIndex == TextureGroup && node->Values.Count() > 2) { auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[2].AsInt); samplerName = *textureGroupSampler.ShaderName; From 0f383d2fc694c6ba751ce40cb0f2f8618a95b842 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 16:46:46 +0100 Subject: [PATCH 16/57] Move transform gizmo visibility to the base class #3692 --- Source/Editor/Gizmo/GizmoBase.cs | 6 ++++++ Source/Editor/Gizmo/TransformGizmo.cs | 13 ------------- Source/Editor/Viewport/MainEditorGizmoViewport.cs | 7 +++++-- Source/Editor/Viewport/PrefabWindowViewport.cs | 7 +++++-- 4 files changed, 16 insertions(+), 17 deletions(-) diff --git a/Source/Editor/Gizmo/GizmoBase.cs b/Source/Editor/Gizmo/GizmoBase.cs index 57cd62d79..80c3e5012 100644 --- a/Source/Editor/Gizmo/GizmoBase.cs +++ b/Source/Editor/Gizmo/GizmoBase.cs @@ -13,6 +13,7 @@ namespace FlaxEditor.Gizmo public abstract class GizmoBase { private IGizmoOwner _owner; + private bool _visible = true; /// /// Gets the gizmo owner. @@ -34,6 +35,11 @@ namespace FlaxEditor.Gizmo /// public virtual BoundingSphere FocusBounds => BoundingSphere.Empty; + /// + /// Gets or sets a value indicating whether this gizmo is visible. + /// + public bool Visible { get { return _visible; } set { _visible = value; } } + /// /// Initializes a new instance of the class. /// diff --git a/Source/Editor/Gizmo/TransformGizmo.cs b/Source/Editor/Gizmo/TransformGizmo.cs index 3e4a193a4..91e37ca25 100644 --- a/Source/Editor/Gizmo/TransformGizmo.cs +++ b/Source/Editor/Gizmo/TransformGizmo.cs @@ -31,7 +31,6 @@ namespace FlaxEditor.Gizmo private readonly List _selection = new List(); private readonly List _selectionParents = new List(); - private bool _visible = true; /// /// The event to apply objects transformation. @@ -53,11 +52,6 @@ namespace FlaxEditor.Gizmo /// public List SelectedParents => _selectionParents; - /// - /// Gets or sets a value indicating whether this is visible. - /// - public bool Visible { get { return _visible; } set { _visible = value; } } - /// /// Initializes a new instance of the class. /// @@ -281,13 +275,6 @@ namespace FlaxEditor.Gizmo base.OnSelectionChanged(newSelection); } - /// - public override void Draw(ref RenderContext renderContext) - { - if (Visible) - base.Draw(ref renderContext); - } - /// protected override int SelectionCount => _selectionParents.Count; diff --git a/Source/Editor/Viewport/MainEditorGizmoViewport.cs b/Source/Editor/Viewport/MainEditorGizmoViewport.cs index 396c38c07..3d366809c 100644 --- a/Source/Editor/Viewport/MainEditorGizmoViewport.cs +++ b/Source/Editor/Viewport/MainEditorGizmoViewport.cs @@ -391,9 +391,12 @@ namespace FlaxEditor.Viewport public void DrawEditorPrimitives(GPUContext context, ref RenderContext renderContext, GPUTexture target, GPUTexture targetDepth) { // Draw gizmos - for (int i = 0; i < Gizmos.Count; i++) + foreach (var gizmo in Gizmos) { - Gizmos[i].Draw(ref renderContext); + if (gizmo.Visible) + { + gizmo.Draw(ref renderContext); + } } // Draw selected objects debug shapes and visuals diff --git a/Source/Editor/Viewport/PrefabWindowViewport.cs b/Source/Editor/Viewport/PrefabWindowViewport.cs index a22b4042f..7f2b1a471 100644 --- a/Source/Editor/Viewport/PrefabWindowViewport.cs +++ b/Source/Editor/Viewport/PrefabWindowViewport.cs @@ -720,9 +720,12 @@ namespace FlaxEditor.Viewport public override void DrawEditorPrimitives(GPUContext context, ref RenderContext renderContext, GPUTexture target, GPUTexture targetDepth) { // Draw gizmos - for (int i = 0; i < Gizmos.Count; i++) + foreach (var gizmo in Gizmos) { - Gizmos[i].Draw(ref renderContext); + if (gizmo.Visible) + { + gizmo.Draw(ref renderContext); + } } base.DrawEditorPrimitives(context, ref renderContext, target, targetDepth); From 217701ae05876407b7e7cebb2d47d7192ae1af34 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 17:48:30 +0100 Subject: [PATCH 17/57] Adjust error in case we support more listeners #3686 --- Source/Engine/Audio/AudioListener.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Source/Engine/Audio/AudioListener.cpp b/Source/Engine/Audio/AudioListener.cpp index 59975e33c..3151abafd 100644 --- a/Source/Engine/Audio/AudioListener.cpp +++ b/Source/Engine/Audio/AudioListener.cpp @@ -41,7 +41,10 @@ void AudioListener::OnEnable() ASSERT(!Audio::Listeners.Contains(this)); if (Audio::Listeners.Count() >= AUDIO_MAX_LISTENERS) { - LOG(Warning, "There is more than one Audio Listener active. Please make sure only exactly one is active at any given time."); + if IF_CONSTEXPR (AUDIO_MAX_LISTENERS == 1) + LOG(Warning, "There is more than one Audio Listener active. Please make sure only exactly one is active at any given time."); + else + LOG(Warning, "Too many Audio Listener active."); } else { From 834c4553b22d2d8ec771293f5edf8cea9ba0fbed Mon Sep 17 00:00:00 2001 From: Phantom Date: Tue, 3 Feb 2026 17:57:31 +0100 Subject: [PATCH 18/57] Add Missing functions on `Vector4` #3715 --- Source/Engine/Core/Math/Vector4.cs | 13 +++++ Source/Engine/Core/Math/Vector4.h | 80 ++++++++++++++++++++++++++++++ 2 files changed, 93 insertions(+) diff --git a/Source/Engine/Core/Math/Vector4.cs b/Source/Engine/Core/Math/Vector4.cs index e50d03ca0..909e35157 100644 --- a/Source/Engine/Core/Math/Vector4.cs +++ b/Source/Engine/Core/Math/Vector4.cs @@ -260,6 +260,19 @@ namespace FlaxEngine /// public bool IsNormalized => Mathr.Abs((X * X + Y * Y + Z * Z + W * W) - 1.0f) < 1e-4f; + /// + /// Gets the normalized vector. Returned vector has length equal 1. + /// + public Vector4 Normalized + { + get + { + Vector4 vector4 = this; + vector4.Normalize(); + return vector4; + } + } + /// /// Gets a value indicting whether this vector is zero /// diff --git a/Source/Engine/Core/Math/Vector4.h b/Source/Engine/Core/Math/Vector4.h index cc7b59730..91743ad73 100644 --- a/Source/Engine/Core/Math/Vector4.h +++ b/Source/Engine/Core/Math/Vector4.h @@ -129,6 +129,12 @@ public: FLAXENGINE_API String ToString() const; public: + // Gets a value indicting whether this instance is normalized. + bool IsNormalized() const + { + return Math::Abs((X * X + Y * Y + Z * Z + W * W) - 1.0f) < 1e-4f; + } + // Gets a value indicting whether this vector is zero. bool IsZero() const { @@ -219,6 +225,45 @@ public: return Vector4Base(-X, -Y, -Z, -W); } + /// + /// Calculates a normalized vector that has length equal to 1. + /// + Vector4Base GetNormalized() const + { + Vector4Base result(X, Y, Z, W); + result.Normalize(); + return result; + } + +public: + /// + /// Performs vector normalization (scales vector up to unit length). + /// + void Normalize() + { + const T length = Math::Sqrt(X * X + Y * Y + Z * Z + W * W); + if (length >= ZeroTolerance) + { + const T inv = (T)1.0f / length; + X *= inv; + Y *= inv; + Z *= inv; + W *= inv; + } + } + + /// + /// Performs fast vector normalization (scales vector up to unit length). + /// + void NormalizeFast() + { + const T inv = 1.0f / Math::Sqrt(X * X + Y * Y + Z * Z + W * W); + X *= inv; + Y *= inv; + Z *= inv; + W *= inv; + } + public: Vector4Base operator+(const Vector4Base& b) const { @@ -469,6 +514,41 @@ public: result = Vector4Base(Math::Clamp(v.X, min.X, max.X), Math::Clamp(v.Y, min.Y, max.Y), Math::Clamp(v.Z, min.Z, max.Z), Math::Clamp(v.W, min.W, max.W)); } + // Performs vector normalization (scales vector up to unit length). + static Vector4Base Normalize(const Vector4Base& v) + { + Vector4Base r = v; + const T length = Math::Sqrt(r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W); + if (length >= ZeroTolerance) + { + const T inv = (T)1.0f / length; + r.X *= inv; + r.Y *= inv; + r.Z *= inv; + r.W *= inv; + } + return r; + } + + // Performs vector normalization (scales vector up to unit length). This is a faster version that does not perform check for length equal 0 (it assumes that input vector is not empty). + static Vector4Base NormalizeFast(const Vector4Base& v) + { + const T inv = 1.0f / v.Length(); + return Vector4Base(v.X * inv, v.Y * inv, v.Z * inv, v.W * inv); + } + + // Performs vector normalization (scales vector up to unit length). + static FORCE_INLINE void Normalize(const Vector4Base& input, Vector4Base& result) + { + result = Normalize(input); + } + + // Calculates the dot product of two vectors. + FORCE_INLINE static T Dot(const Vector4Base& a, const Vector4Base& b) + { + return a.X * b.X + a.Y * b.Y + a.Z * b.Z + a.W * b.W; + } + // Performs a linear interpolation between two vectors. static void Lerp(const Vector4Base& start, const Vector4Base& end, T amount, Vector4Base& result) { From 36ab08e60df25798a3b0545eb8b6aa97b9a83477 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 18:28:25 +0100 Subject: [PATCH 19/57] Fix build regression on Clang --- Source/Engine/Core/Math/Half.h | 1 + 1 file changed, 1 insertion(+) diff --git a/Source/Engine/Core/Math/Half.h b/Source/Engine/Core/Math/Half.h index ebb2cc951..9ec68a6a0 100644 --- a/Source/Engine/Core/Math/Half.h +++ b/Source/Engine/Core/Math/Half.h @@ -5,6 +5,7 @@ #include "Math.h" #include "Vector2.h" #include "Vector3.h" +#include "Vector4.h" /// /// Half-precision 16 bit floating point number consisting of a sign bit, a 5 bit biased exponent, and a 10 bit mantissa From 3c6838ee3524f1aa02c8140f8e1d9c0c361318a8 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 19:13:31 +0100 Subject: [PATCH 20/57] Fix error in reparent action when scene is missing (eg. in prefab editor) --- Source/Editor/Undo/Actions/ParentActorsAction.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Source/Editor/Undo/Actions/ParentActorsAction.cs b/Source/Editor/Undo/Actions/ParentActorsAction.cs index 312ce578d..aed85cb3c 100644 --- a/Source/Editor/Undo/Actions/ParentActorsAction.cs +++ b/Source/Editor/Undo/Actions/ParentActorsAction.cs @@ -134,7 +134,8 @@ namespace FlaxEditor.Actions var obj = Object.Find(ref item.ID); if (obj != null) { - scenes.Add(obj.Parent.Scene); + if (obj.Parent != null) + scenes.Add(obj.Parent.Scene); if (obj is Actor actor) actor.SetParent(newParent, _worldPositionsStays, true); else From f3111e855df3b016f36edff63dc3a19dda3167aa Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 19:48:57 +0100 Subject: [PATCH 21/57] Fix showing C++ structures inlined in collection editor when they have a single property/field --- Source/Editor/CustomEditors/Editors/CollectionEditor.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/Source/Editor/CustomEditors/Editors/CollectionEditor.cs b/Source/Editor/CustomEditors/Editors/CollectionEditor.cs index 28593a7f5..02742b512 100644 --- a/Source/Editor/CustomEditors/Editors/CollectionEditor.cs +++ b/Source/Editor/CustomEditors/Editors/CollectionEditor.cs @@ -593,11 +593,12 @@ namespace FlaxEditor.CustomEditors.Editors panel.Panel.Offsets = new Margin(7, 7, 0, 0); panel.Panel.BackgroundColor = _background; var elementType = ElementType; + var bindingAttr = System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public; bool single = elementType.IsPrimitive || elementType.Equals(new ScriptType(typeof(string))) || elementType.IsEnum || - (elementType.GetFields().Length == 1 && elementType.GetProperties().Length == 0) || - (elementType.GetProperties().Length == 1 && elementType.GetFields().Length == 0) || + (elementType.GetFields(bindingAttr).Length == 1 && elementType.GetProperties(bindingAttr).Length == 0) || + (elementType.GetProperties(bindingAttr).Length == 1 && elementType.GetFields(bindingAttr).Length == 0) || elementType.Equals(new ScriptType(typeof(JsonAsset))) || elementType.Equals(new ScriptType(typeof(SettingsBase))); if (_cachedDropPanels == null) From 15771355cb0f6e64a8ab81d14a8e24f63d7ef81d Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 22:09:41 +0100 Subject: [PATCH 22/57] Add `ShouldSerialize` to `ISerializable` to properly handle serialization of custom C++ types in prefabs #3499 --- Source/Engine/Core/Config.h | 2 +- Source/Engine/Core/ISerializable.h | 7 +++ Source/Engine/Serialization/Serialization.h | 4 +- .../Bindings/BindingsGenerator.Cpp.cs | 43 ++++++++++++++++--- 4 files changed, 48 insertions(+), 8 deletions(-) diff --git a/Source/Engine/Core/Config.h b/Source/Engine/Core/Config.h index 810217050..95319b885 100644 --- a/Source/Engine/Core/Config.h +++ b/Source/Engine/Core/Config.h @@ -57,5 +57,5 @@ #define API_PARAM(...) #define API_TYPEDEF(...) #define API_INJECT_CODE(...) -#define API_AUTO_SERIALIZATION(...) public: void Serialize(SerializeStream& stream, const void* otherObj) override; void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override; +#define API_AUTO_SERIALIZATION(...) public: bool ShouldSerialize(const void* otherObj) const override; void Serialize(SerializeStream& stream, const void* otherObj) override; void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override; #define DECLARE_SCRIPTING_TYPE_MINIMAL(type) public: friend class type##Internal; static struct ScriptingTypeInitializer TypeInitializer; diff --git a/Source/Engine/Core/ISerializable.h b/Source/Engine/Core/ISerializable.h index c99051fc0..7500eff8b 100644 --- a/Source/Engine/Core/ISerializable.h +++ b/Source/Engine/Core/ISerializable.h @@ -36,6 +36,13 @@ public: /// virtual ~ISerializable() = default; + /// + /// Compares with other instance to decide whether serialize this instance (eg. any field orp property is modified). Used to skip object serialization if not needed. + /// + /// The instance of the object (always valid) to compare with to decide whether serialize this instance. + /// True if any field or property is modified compared to the other object instance, otherwise false. + virtual bool ShouldSerialize(const void* otherObj) const { return true; } + /// /// Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties. /// diff --git a/Source/Engine/Serialization/Serialization.h b/Source/Engine/Serialization/Serialization.h index d3205ad83..9af6d7be1 100644 --- a/Source/Engine/Serialization/Serialization.h +++ b/Source/Engine/Serialization/Serialization.h @@ -415,7 +415,7 @@ namespace Serialization inline bool ShouldSerialize(const ISerializable& v, const void* otherObj) { - return true; + return !otherObj || v.ShouldSerialize(otherObj); } inline void Serialize(ISerializable::SerializeStream& stream, const ISerializable& v, const void* otherObj) { @@ -431,7 +431,7 @@ namespace Serialization template inline typename TEnableIf::Value, bool>::Type ShouldSerialize(const ISerializable& v, const void* otherObj) { - return true; + return !otherObj || v.ShouldSerialize(otherObj); } template inline typename TEnableIf::Value>::Type Serialize(ISerializable::SerializeStream& stream, const ISerializable& v, const void* otherObj) diff --git a/Source/Tools/Flax.Build/Bindings/BindingsGenerator.Cpp.cs b/Source/Tools/Flax.Build/Bindings/BindingsGenerator.Cpp.cs index 46f0ec245..3bdb16815 100644 --- a/Source/Tools/Flax.Build/Bindings/BindingsGenerator.Cpp.cs +++ b/Source/Tools/Flax.Build/Bindings/BindingsGenerator.Cpp.cs @@ -1892,13 +1892,13 @@ namespace Flax.Build.Bindings CppAutoSerializeProperties.Clear(); CppIncludeFiles.Add("Engine/Serialization/Serialization.h"); + // Serialize contents.AppendLine(); contents.Append($"void {typeNameNative}::Serialize(SerializeStream& stream, const void* otherObj)").AppendLine(); contents.Append('{').AppendLine(); if (baseType != null) contents.Append($" {baseType.FullNameNative}::Serialize(stream, otherObj);").AppendLine(); contents.Append($" SERIALIZE_GET_OTHER_OBJ({typeNameNative});").AppendLine(); - if (classInfo != null) { foreach (var fieldInfo in classInfo.Fields) @@ -1910,7 +1910,6 @@ namespace Flax.Build.Bindings contents.Append($" SERIALIZE{typeHint}({fieldInfo.Name});").AppendLine(); CppAutoSerializeFields.Add(fieldInfo); } - foreach (var propertyInfo in classInfo.Properties) { if (propertyInfo.Getter == null || propertyInfo.Setter == null) @@ -1952,21 +1951,19 @@ namespace Flax.Build.Bindings CppAutoSerializeFields.Add(fieldInfo); } } - contents.Append('}').AppendLine(); + // Deserialize contents.AppendLine(); contents.Append($"void {typeNameNative}::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)").AppendLine(); contents.Append('{').AppendLine(); if (baseType != null) contents.Append($" {baseType.FullNameNative}::Deserialize(stream, modifier);").AppendLine(); - foreach (var fieldInfo in CppAutoSerializeFields) { var typeHint = GenerateCppAutoSerializationDefineType(buildData, contents, moduleInfo, typeInfo, fieldInfo.Type, fieldInfo); contents.Append($" DESERIALIZE{typeHint}({fieldInfo.Name});").AppendLine(); } - foreach (var propertyInfo in CppAutoSerializeProperties) { contents.AppendLine(" {"); @@ -1978,7 +1975,43 @@ namespace Flax.Build.Bindings contents.AppendLine(" }"); contents.AppendLine(" }"); } + contents.Append('}').AppendLine(); + // ShouldSerialize + contents.AppendLine(); + contents.Append($"bool {typeNameNative}::ShouldSerialize(const void* otherObj) const").AppendLine(); + contents.Append('{').AppendLine(); + if (!typeInfo.IsScriptingObject) + { + contents.Append($" SERIALIZE_GET_OTHER_OBJ({typeNameNative});").AppendLine(); + contents.AppendLine(" bool result = false;"); + if (baseType != null) + contents.Append($" result |= {baseType.FullNameNative}::ShouldSerialize(otherObj);").AppendLine(); + foreach (var fieldInfo in CppAutoSerializeFields) + { + contents.Append($" result |= Serialization::ShouldSerialize({fieldInfo.Name}, &other->{fieldInfo.Name});").AppendLine(); + } + foreach (var propertyInfo in CppAutoSerializeProperties) + { + contents.Append(" {"); + contents.Append(" const auto"); + if (propertyInfo.Getter.ReturnType.IsConstRef) + contents.Append('&'); + contents.Append($" value = {propertyInfo.Getter.Name}();"); + contents.Append(" const auto"); + if (propertyInfo.Getter.ReturnType.IsConstRef) + contents.Append('&'); + contents.Append($" otherValue = other->{propertyInfo.Getter.Name}();"); + contents.Append(" result |= Serialization::ShouldSerialize(value, &otherValue);").AppendLine(); + contents.Append('}').AppendLine(); + } + contents.AppendLine(" return result;"); + } + else + { + // Not needed to generate + contents.AppendLine(" return true;"); + } contents.Append('}').AppendLine(); } From 39a2bc2535b6944c2e163e721355fb589ed9a2bc Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 22:11:15 +0100 Subject: [PATCH 23/57] Fix build regression on Clang --- Source/Engine/Graphics/Models/MeshBase.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Source/Engine/Graphics/Models/MeshBase.cpp b/Source/Engine/Graphics/Models/MeshBase.cpp index 91ed892ea..eadbfcba9 100644 --- a/Source/Engine/Graphics/Models/MeshBase.cpp +++ b/Source/Engine/Graphics/Models/MeshBase.cpp @@ -441,6 +441,9 @@ bool MeshBase::Init(uint32 vertices, uint32 triangles, const ArrayFindElement(VertexElement::Types::Position); + positionsElement = vbLayout[0]->FindElement(VertexElement::Types::Position); if (use16BitIndexBuffer) _collisionProxy.Init(vertices, triangles, (const Float3*)vbData[0], (const uint16*)ibData, vertexBuffer0->GetStride(), positionsElement.Format); else From 9ac19cbd2f4bf4d15368ae4043c57e4ae8a09abc Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 22:58:09 +0100 Subject: [PATCH 24/57] Fix build regression on Clang --- Source/Engine/Graphics/Models/CollisionProxy.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Engine/Graphics/Models/CollisionProxy.h b/Source/Engine/Graphics/Models/CollisionProxy.h index eba17cf4e..2ecdce756 100644 --- a/Source/Engine/Graphics/Models/CollisionProxy.h +++ b/Source/Engine/Graphics/Models/CollisionProxy.h @@ -6,7 +6,7 @@ #include "Engine/Core/Math/Transform.h" #include "Engine/Core/Math/Ray.h" #include "Engine/Core/Math/CollisionsHelper.h" -#include "Engine/Core/Math/Packed.h" +#include "Engine/Core/Math/Half.h" #include "Engine/Core/Collections/Array.h" #include "Engine/Graphics/PixelFormat.h" @@ -58,7 +58,7 @@ public: else if (positionsFormat == PixelFormat::R16G16B16A16_Float) { LOOP_BEGIN() -#define GET_POS(idx) (Float3)*(const Half4*)((const byte*)positions + positionsStride * idx) +#define GET_POS(idx) ((const Half4*)((const byte*)positions + positionsStride * idx))->ToFloat3() Triangles.Add({ GET_POS(i0), GET_POS(i1), GET_POS(i2) }); #undef GET_POS LOOP_END() From e84b5410ec95f0630782ac3626d2511fbea26185 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 22:59:35 +0100 Subject: [PATCH 25/57] Fix C# Json serialization to use proper value comparison for structures with Scene Object references #3499 --- Source/Engine/Level/MeshReference.cs | 2 +- Source/Engine/Level/Prefabs/Prefab.Apply.cpp | 4 +-- Source/Engine/Serialization/JsonSerializer.cs | 34 ++++++++++++++++--- 3 files changed, 33 insertions(+), 7 deletions(-) diff --git a/Source/Engine/Level/MeshReference.cs b/Source/Engine/Level/MeshReference.cs index 14ef0c72b..cb87e9769 100644 --- a/Source/Engine/Level/MeshReference.cs +++ b/Source/Engine/Level/MeshReference.cs @@ -13,7 +13,7 @@ namespace FlaxEngine public bool ValueEquals(object other) { var o = (MeshReference)other; - return JsonSerializer.ValueEquals(Actor, o.Actor) && + return JsonSerializer.SceneObjectEquals(Actor, o.Actor) && LODIndex == o.LODIndex && MeshIndex == o.MeshIndex; } diff --git a/Source/Engine/Level/Prefabs/Prefab.Apply.cpp b/Source/Engine/Level/Prefabs/Prefab.Apply.cpp index 0bed02f0b..378b706ed 100644 --- a/Source/Engine/Level/Prefabs/Prefab.Apply.cpp +++ b/Source/Engine/Level/Prefabs/Prefab.Apply.cpp @@ -227,9 +227,9 @@ public: void PrefabInstanceData::CollectPrefabInstances(PrefabInstancesData& prefabInstancesData, const Guid& prefabId, Actor* defaultInstance, Actor* targetActor) { ScopeLock lock(PrefabManager::PrefabsReferencesLocker); - if (PrefabManager::PrefabsReferences.ContainsKey(prefabId)) + if (auto instancesPtr = PrefabManager::PrefabsReferences.TryGet(prefabId)) { - auto& instances = PrefabManager::PrefabsReferences[prefabId]; + auto& instances = *instancesPtr; int32 usedCount = 0; for (int32 instanceIndex = 0; instanceIndex < instances.Count(); instanceIndex++) { diff --git a/Source/Engine/Serialization/JsonSerializer.cs b/Source/Engine/Serialization/JsonSerializer.cs index 4321ffa36..86e4ead8b 100644 --- a/Source/Engine/Serialization/JsonSerializer.cs +++ b/Source/Engine/Serialization/JsonSerializer.cs @@ -270,8 +270,8 @@ namespace FlaxEngine.Json // Special case when saving reference to prefab object and the objects are different but the point to the same prefab object // In that case, skip saving reference as it's defined in prefab (will be populated via IdsMapping during deserialization) - if (objA is SceneObject sceneA && objB is SceneObject sceneB && sceneA && sceneB && sceneA.HasPrefabLink && sceneB.HasPrefabLink) - return sceneA.PrefabObjectID == sceneB.PrefabObjectID; + if (objA is SceneObject sceneObjA && objB is SceneObject sceneObjB && sceneObjA && sceneObjB && sceneObjA.HasPrefabLink && sceneObjB.HasPrefabLink) + return sceneObjA.PrefabObjectID == sceneObjB.PrefabObjectID; // Comparing an Int32 and Int64 both of the same value returns false, make types the same then compare if (objA.GetType() != objB.GetType()) @@ -286,7 +286,6 @@ namespace FlaxEngine.Json type == typeof(Int32) || type == typeof(UInt32) || type == typeof(Int64) || - type == typeof(SByte) || type == typeof(UInt64); } if (IsInteger(objA) && IsInteger(objB)) @@ -301,6 +300,12 @@ namespace FlaxEngine.Json { if (aList.Count != bList.Count) return false; + for (int i = 0; i < aList.Count; i++) + { + if (!ValueEquals(aList[i], bList[i])) + return false; + } + return true; } if (objA is IEnumerable aEnumerable && objB is IEnumerable bEnumerable) { @@ -316,8 +321,29 @@ namespace FlaxEngine.Json return !bEnumerator.MoveNext(); } - if (objA is ICustomValueEquals customValueEquals && objA.GetType() == objB.GetType()) + // Custom comparer + if (objA is ICustomValueEquals customValueEquals) return customValueEquals.ValueEquals(objB); + + // If type contains SceneObject references then it needs to use custom comparision that handles prefab links (see SceneObjectEquals) + if (objA.GetType().IsStructure()) + { + var contract = Settings.ContractResolver.ResolveContract(objA.GetType()); + if (contract is JsonObjectContract objContract) + { + foreach (var property in objContract.Properties) + { + var valueProvider = property.ValueProvider; + var propA = valueProvider.GetValue(objA); + var propB = valueProvider.GetValue(objB); + if (!ValueEquals(propA, propB)) + return false; + } + return true; + } + } + + // Generic fallback return objA.Equals(objB); #endif } From 9a44902949e845ebd5de362aa3cfe8aa7ae23361 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 23:00:36 +0100 Subject: [PATCH 26/57] Optimize e84b5410ec95f0630782ac3626d2511fbea26185 to use faster code path on common math types #3499 --- Source/Engine/Core/Math/Color.cs | 9 ++++++++- Source/Engine/Core/Math/Double2.cs | 9 ++++++++- Source/Engine/Core/Math/Double3.cs | 9 ++++++++- Source/Engine/Core/Math/Double4.cs | 9 ++++++++- Source/Engine/Core/Math/Float2.cs | 9 ++++++++- Source/Engine/Core/Math/Float3.cs | 9 ++++++++- Source/Engine/Core/Math/Float4.cs | 9 ++++++++- Source/Engine/Core/Math/Int2.cs | 9 ++++++++- Source/Engine/Core/Math/Int3.cs | 9 ++++++++- Source/Engine/Core/Math/Int4.cs | 9 ++++++++- Source/Engine/Core/Math/Quaternion.cs | 9 ++++++++- Source/Engine/Core/Math/Rectangle.cs | 9 ++++++++- Source/Engine/Core/Math/Transform.cs | 9 ++++++++- Source/Engine/Core/Math/Vector2.cs | 9 ++++++++- Source/Engine/Core/Math/Vector3.cs | 9 ++++++++- Source/Engine/Core/Math/Vector4.cs | 9 ++++++++- 16 files changed, 128 insertions(+), 16 deletions(-) diff --git a/Source/Engine/Core/Math/Color.cs b/Source/Engine/Core/Math/Color.cs index 2d779dcfa..be4a12789 100644 --- a/Source/Engine/Core/Math/Color.cs +++ b/Source/Engine/Core/Math/Color.cs @@ -11,7 +11,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.ColorConverter))] #endif - partial struct Color + partial struct Color : Json.ICustomValueEquals { /// /// The size of the type, in bytes. @@ -196,6 +196,13 @@ namespace FlaxEngine A = values[3]; } + /// + public bool ValueEquals(object other) + { + var o = (Color)other; + return Equals(ref o); + } + /// public override bool Equals(object value) { diff --git a/Source/Engine/Core/Math/Double2.cs b/Source/Engine/Core/Math/Double2.cs index 9594b22cb..51fcf32d5 100644 --- a/Source/Engine/Core/Math/Double2.cs +++ b/Source/Engine/Core/Math/Double2.cs @@ -65,7 +65,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Double2Converter))] #endif - partial struct Double2 : IEquatable, IFormattable + partial struct Double2 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2}"; @@ -1574,6 +1574,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Double2)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Double3.cs b/Source/Engine/Core/Math/Double3.cs index cb26cf071..4dccc1fb3 100644 --- a/Source/Engine/Core/Math/Double3.cs +++ b/Source/Engine/Core/Math/Double3.cs @@ -66,7 +66,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Double3Converter))] #endif - partial struct Double3 : IEquatable, IFormattable + partial struct Double3 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2}"; @@ -1872,6 +1872,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Double3)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Double4.cs b/Source/Engine/Core/Math/Double4.cs index 70d27cb28..bf176e6ff 100644 --- a/Source/Engine/Core/Math/Double4.cs +++ b/Source/Engine/Core/Math/Double4.cs @@ -66,7 +66,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Double4Converter))] #endif - partial struct Double4 : IEquatable, IFormattable + partial struct Double4 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}"; @@ -1372,6 +1372,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Double4)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Float2.cs b/Source/Engine/Core/Math/Float2.cs index 1b70dd0a6..5bb81ec3a 100644 --- a/Source/Engine/Core/Math/Float2.cs +++ b/Source/Engine/Core/Math/Float2.cs @@ -60,7 +60,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Float2Converter))] #endif - partial struct Float2 : IEquatable, IFormattable + partial struct Float2 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2}"; @@ -1650,6 +1650,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Float2)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Float3.cs b/Source/Engine/Core/Math/Float3.cs index 5e8dceed6..50554345b 100644 --- a/Source/Engine/Core/Math/Float3.cs +++ b/Source/Engine/Core/Math/Float3.cs @@ -60,7 +60,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Float3Converter))] #endif - partial struct Float3 : IEquatable, IFormattable + partial struct Float3 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2}"; @@ -1904,6 +1904,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Float3)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Float4.cs b/Source/Engine/Core/Math/Float4.cs index b6eb6dd9e..26abf4b2e 100644 --- a/Source/Engine/Core/Math/Float4.cs +++ b/Source/Engine/Core/Math/Float4.cs @@ -60,7 +60,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Float4Converter))] #endif - partial struct Float4 : IEquatable, IFormattable + partial struct Float4 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}"; @@ -1412,6 +1412,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Float4)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Int2.cs b/Source/Engine/Core/Math/Int2.cs index 4a4107252..32a273307 100644 --- a/Source/Engine/Core/Math/Int2.cs +++ b/Source/Engine/Core/Math/Int2.cs @@ -14,7 +14,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Int2Converter))] #endif - partial struct Int2 : IEquatable, IFormattable + partial struct Int2 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0} Y:{1}"; @@ -940,6 +940,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Int2)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Int3.cs b/Source/Engine/Core/Math/Int3.cs index 78e4600c3..81bb8026e 100644 --- a/Source/Engine/Core/Math/Int3.cs +++ b/Source/Engine/Core/Math/Int3.cs @@ -14,7 +14,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Int3Converter))] #endif - partial struct Int3 : IEquatable, IFormattable + partial struct Int3 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0} Y:{1} Z:{2}"; @@ -1023,6 +1023,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Int3)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Int4.cs b/Source/Engine/Core/Math/Int4.cs index e180ccb31..bbccadab4 100644 --- a/Source/Engine/Core/Math/Int4.cs +++ b/Source/Engine/Core/Math/Int4.cs @@ -14,7 +14,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Int4Converter))] #endif - partial struct Int4 : IEquatable, IFormattable + partial struct Int4 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0} Y:{1} Z:{2} W:{3}"; @@ -881,6 +881,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Int4)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Quaternion.cs b/Source/Engine/Core/Math/Quaternion.cs index d89b71488..cf51fac50 100644 --- a/Source/Engine/Core/Math/Quaternion.cs +++ b/Source/Engine/Core/Math/Quaternion.cs @@ -60,7 +60,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.QuaternionConverter))] #endif - partial struct Quaternion : IEquatable, IFormattable + partial struct Quaternion : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}"; @@ -1681,6 +1681,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Quaternion)other; + return Equals(ref o); + } + /// /// Tests whether one quaternion is near another quaternion. /// diff --git a/Source/Engine/Core/Math/Rectangle.cs b/Source/Engine/Core/Math/Rectangle.cs index 81c689d48..8e3c2b6c4 100644 --- a/Source/Engine/Core/Math/Rectangle.cs +++ b/Source/Engine/Core/Math/Rectangle.cs @@ -6,7 +6,7 @@ using System.Runtime.CompilerServices; namespace FlaxEngine { - partial struct Rectangle : IEquatable + partial struct Rectangle : IEquatable, Json.ICustomValueEquals { /// /// A which represents an empty space. @@ -523,6 +523,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Rectangle)other; + return Equals(ref o); + } + /// public override string ToString() { diff --git a/Source/Engine/Core/Math/Transform.cs b/Source/Engine/Core/Math/Transform.cs index fc16a501b..90c0c36c9 100644 --- a/Source/Engine/Core/Math/Transform.cs +++ b/Source/Engine/Core/Math/Transform.cs @@ -16,7 +16,7 @@ using System.Runtime.InteropServices; namespace FlaxEngine { [Serializable] - partial struct Transform : IEquatable, IFormattable + partial struct Transform : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "Translation:{0} Orientation:{1} Scale:{2}"; @@ -673,6 +673,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Transform)other; + return Equals(ref o); + } + /// /// Tests whether one transform is near another transform. /// diff --git a/Source/Engine/Core/Math/Vector2.cs b/Source/Engine/Core/Math/Vector2.cs index 8e1599513..3f63c4e9c 100644 --- a/Source/Engine/Core/Math/Vector2.cs +++ b/Source/Engine/Core/Math/Vector2.cs @@ -73,7 +73,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Vector2Converter))] #endif - public unsafe partial struct Vector2 : IEquatable, IFormattable + public unsafe partial struct Vector2 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2}"; @@ -1774,6 +1774,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Vector2)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Vector3.cs b/Source/Engine/Core/Math/Vector3.cs index 5e01a7a6c..388317810 100644 --- a/Source/Engine/Core/Math/Vector3.cs +++ b/Source/Engine/Core/Math/Vector3.cs @@ -73,7 +73,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Vector3Converter))] #endif - public unsafe partial struct Vector3 : IEquatable, IFormattable + public unsafe partial struct Vector3 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2}"; @@ -2133,6 +2133,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Vector3)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// diff --git a/Source/Engine/Core/Math/Vector4.cs b/Source/Engine/Core/Math/Vector4.cs index 909e35157..776bbd3dc 100644 --- a/Source/Engine/Core/Math/Vector4.cs +++ b/Source/Engine/Core/Math/Vector4.cs @@ -72,7 +72,7 @@ namespace FlaxEngine #if FLAX_EDITOR [System.ComponentModel.TypeConverter(typeof(TypeConverters.Vector4Converter))] #endif - public partial struct Vector4 : IEquatable, IFormattable + public partial struct Vector4 : IEquatable, IFormattable, Json.ICustomValueEquals { private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}"; @@ -1499,6 +1499,13 @@ namespace FlaxEngine } } + /// + public bool ValueEquals(object other) + { + var o = (Vector4)other; + return Equals(ref o); + } + /// /// Determines whether the specified is equal to this instance. /// From 4d447b7544f343dd435149b999432abfaec8923d Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 23:33:09 +0100 Subject: [PATCH 27/57] Fix very rare race condition when waiting for an asset to load --- Source/Engine/Content/Asset.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Source/Engine/Content/Asset.cpp b/Source/Engine/Content/Asset.cpp index 9fd4cee9c..7a35d3b28 100644 --- a/Source/Engine/Content/Asset.cpp +++ b/Source/Engine/Content/Asset.cpp @@ -487,6 +487,8 @@ bool Asset::WaitForLoaded(double timeoutInMilliseconds) const const auto loadingTask = (ContentLoadTask*)Platform::AtomicRead(&_loadingTask); if (loadingTask == nullptr) { + if (IsLoaded()) + return false; LOG(Warning, "WaitForLoaded asset \'{0}\' failed. No loading task attached and asset is not loaded.", ToString()); return true; } From 780e78f056f6abb0ddec3a52b7758a19af487e2a Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 3 Feb 2026 23:33:24 +0100 Subject: [PATCH 28/57] Another compilation fix attempt --- Source/Engine/Serialization/JsonSerializer.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/Source/Engine/Serialization/JsonSerializer.cs b/Source/Engine/Serialization/JsonSerializer.cs index 86e4ead8b..c8d00567a 100644 --- a/Source/Engine/Serialization/JsonSerializer.cs +++ b/Source/Engine/Serialization/JsonSerializer.cs @@ -326,9 +326,10 @@ namespace FlaxEngine.Json return customValueEquals.ValueEquals(objB); // If type contains SceneObject references then it needs to use custom comparision that handles prefab links (see SceneObjectEquals) - if (objA.GetType().IsStructure()) + var typeA = objA.GetType(); + if (typeA.IsValueType && !typeA.IsEnum && !typeA.IsPrimitive) { - var contract = Settings.ContractResolver.ResolveContract(objA.GetType()); + var contract = Settings.ContractResolver.ResolveContract(typeA); if (contract is JsonObjectContract objContract) { foreach (var property in objContract.Properties) From f733611213ef77b1e3180ff6b982f5f0e20cd14e Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 4 Feb 2026 21:48:02 +0100 Subject: [PATCH 29/57] Fix various issues with audio and video playback #3716 --- .../Engine/Audio/OpenAL/AudioBackendOAL.cpp | 2 +- .../Audio/XAudio2/AudioBackendXAudio2.cpp | 4 ++-- Source/Engine/Video/MF/VideoBackendMF.cpp | 22 +++++++++---------- Source/Engine/Video/VideoPlayer.cpp | 4 +++- 4 files changed, 17 insertions(+), 15 deletions(-) diff --git a/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp b/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp index 86e828028..2891cec02 100644 --- a/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp +++ b/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp @@ -400,7 +400,7 @@ void AudioBackendOAL::Source_IsLoopingChanged(uint32 sourceID, bool loop) void AudioBackendOAL::Source_SpatialSetupChanged(uint32 sourceID, bool spatial, float attenuation, float minDistance, float doppler) { ALC::Locker.Lock(); - const bool pan = ALC::SourcesData[sourceID].Spatial; + const float pan = ALC::SourcesData[sourceID].Pan; ALC::Locker.Unlock(); if (spatial) { diff --git a/Source/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp b/Source/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp index 9600a93fb..6cba1302b 100644 --- a/Source/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp +++ b/Source/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp @@ -672,7 +672,7 @@ bool AudioBackendXAudio2::Base_Init() HRESULT hr = XAudio2Create(&XAudio2::Instance, 0, XAUDIO2_DEFAULT_PROCESSOR); if (FAILED(hr)) { - LOG(Error, "Failed to initalize XAudio2. Error: 0x{0:x}", hr); + LOG(Error, "Failed to initialize XAudio2. Error: 0x{0:x}", hr); return true; } XAudio2::Instance->RegisterForCallbacks(&XAudio2::Callback); @@ -681,7 +681,7 @@ bool AudioBackendXAudio2::Base_Init() hr = XAudio2::Instance->CreateMasteringVoice(&XAudio2::MasteringVoice); if (FAILED(hr)) { - LOG(Error, "Failed to initalize XAudio2 mastering voice. Error: 0x{0:x}", hr); + LOG(Error, "Failed to initialize XAudio2 mastering voice. Error: 0x{0:x}", hr); return true; } XAUDIO2_VOICE_DETAILS details; diff --git a/Source/Engine/Video/MF/VideoBackendMF.cpp b/Source/Engine/Video/MF/VideoBackendMF.cpp index df24f5eed..3e738d09f 100644 --- a/Source/Engine/Video/MF/VideoBackendMF.cpp +++ b/Source/Engine/Video/MF/VideoBackendMF.cpp @@ -47,6 +47,8 @@ struct VideoPlayerMF namespace MF { Array Players; + TimeSpan UpdateDeltaTime; + double UpdateTime; bool Configure(VideoBackendPlayer& player, VideoPlayerMF& playerMF, DWORD streamIndex) { @@ -395,13 +397,6 @@ namespace MF if (!playerMF.Playing && !playerMF.Seek) return; - bool useTimeScale = true; -#if USE_EDITOR - if (!Editor::IsPlayMode) - useTimeScale = false; -#endif - TimeSpan dt = useTimeScale ? Time::Update.DeltaTime : Time::Update.UnscaledDeltaTime; - // Update playback time if (playerMF.FirstFrame) { @@ -410,9 +405,9 @@ namespace MF } else if (playerMF.Playing) { - playerMF.Time += dt; + playerMF.Time += UpdateDeltaTime; } - if (playerMF.Time > player.Duration) + if (playerMF.Time > player.Duration && player.Duration.Ticks != 0) { if (playerMF.Loop) { @@ -452,7 +447,7 @@ namespace MF } // Update streams - if (ReadStream(player, playerMF, MF_SOURCE_READER_FIRST_VIDEO_STREAM, dt)) + if (ReadStream(player, playerMF, MF_SOURCE_READER_FIRST_VIDEO_STREAM, UpdateDeltaTime)) { // Failed to pick a valid sample so try again with seeking playerMF.Seek = 1; @@ -464,7 +459,7 @@ namespace MF } } if (player.AudioInfo.BitDepth != 0) - ReadStream(player, playerMF, MF_SOURCE_READER_FIRST_AUDIO_STREAM, dt); + ReadStream(player, playerMF, MF_SOURCE_READER_FIRST_AUDIO_STREAM, UpdateDeltaTime); player.Tick(); } @@ -610,12 +605,17 @@ bool VideoBackendMF::Base_Init() VIDEO_API_MF_ERROR(MFStartup, hr); return true; } + MF::UpdateTime = Platform::GetTimeSeconds(); return false; } void VideoBackendMF::Base_Update(TaskGraph* graph) { + double time = Platform::GetTimeSeconds(); + MF::UpdateDeltaTime = TimeSpan::FromSeconds(time - MF::UpdateTime); + MF::UpdateTime = time; + // Schedule work to update all videos in async Function job; job.Bind(MF::UpdatePlayer); diff --git a/Source/Engine/Video/VideoPlayer.cpp b/Source/Engine/Video/VideoPlayer.cpp index 59f8d2438..363779038 100644 --- a/Source/Engine/Video/VideoPlayer.cpp +++ b/Source/Engine/Video/VideoPlayer.cpp @@ -133,7 +133,9 @@ void VideoPlayer::SetTime(float time) if (_state == States::Stopped || _player.Backend == nullptr) return; TimeSpan timeSpan = TimeSpan::FromSeconds(time); - timeSpan.Ticks = Math::Clamp(timeSpan.Ticks, 0, _player.Duration.Ticks); + timeSpan.Ticks = Math::Max(timeSpan.Ticks, 0); + if (_player.Duration.Ticks > 0) + timeSpan.Ticks = Math::Min(timeSpan.Ticks, _player.Duration.Ticks); _player.Backend->Player_Seek(_player, timeSpan); } From 7e9ee0610a7f3886889c216b3d02abd03cc62dc4 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 4 Feb 2026 23:43:06 +0100 Subject: [PATCH 30/57] Fix missing audio on OpenAL when changing active device #3621 --- Source/Engine/Audio/AudioClip.cpp | 4 +- Source/Engine/Audio/AudioClip.h | 1 + .../Engine/Audio/OpenAL/AudioBackendOAL.cpp | 78 +++++++++++++++++-- Source/Engine/Level/Level.h | 13 ++++ Source/Engine/Video/VideoPlayer.h | 1 + 5 files changed, 86 insertions(+), 11 deletions(-) diff --git a/Source/Engine/Audio/AudioClip.cpp b/Source/Engine/Audio/AudioClip.cpp index 336ddb7bd..4e258e81a 100644 --- a/Source/Engine/Audio/AudioClip.cpp +++ b/Source/Engine/Audio/AudioClip.cpp @@ -132,9 +132,7 @@ int32 AudioClip::GetFirstBufferIndex(float time, float& offset) const if (_buffersStartTimes[i + 1] > time) { offset = time - _buffersStartTimes[i]; -#if BUILD_DEBUG - ASSERT(Math::Abs(GetBufferStartTime(i) + offset - time) < 0.001f); -#endif + ASSERT_LOW_LAYER(Math::Abs(GetBufferStartTime(i) + offset - time) < 0.001f); return i; } } diff --git a/Source/Engine/Audio/AudioClip.h b/Source/Engine/Audio/AudioClip.h index d35bd18fc..ac30b4c85 100644 --- a/Source/Engine/Audio/AudioClip.h +++ b/Source/Engine/Audio/AudioClip.h @@ -18,6 +18,7 @@ class AudioSource; API_CLASS(NoSpawn) class FLAXENGINE_API AudioClip : public BinaryAsset, public StreamableResource { DECLARE_BINARY_ASSET_HEADER(AudioClip, 2); + friend class AudioBackendOAL; public: /// diff --git a/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp b/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp index 2891cec02..fb883f952 100644 --- a/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp +++ b/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp @@ -14,6 +14,9 @@ #include "Engine/Audio/AudioListener.h" #include "Engine/Audio/AudioSource.h" #include "Engine/Audio/AudioSettings.h" +#include "Engine/Content/Content.h" +#include "Engine/Level/Level.h" +#include "Engine/Video/VideoPlayer.h" // Include OpenAL library // Source: https://github.com/kcat/openal-soft @@ -73,6 +76,7 @@ namespace ALC ALCdevice* Device = nullptr; ALCcontext* Context = nullptr; AudioBackend::FeatureFlags Features = AudioBackend::FeatureFlags::None; + bool Inited = false; CriticalSection Locker; Dictionary SourcesData; @@ -164,12 +168,9 @@ namespace ALC float Time; }; - void RebuildContext(const Array& states) + void RebuildContext() { - LOG(Info, "Rebuilding audio contexts"); - ClearContext(); - if (Device == nullptr) return; @@ -182,10 +183,16 @@ namespace ALC Context = alcCreateContext(Device, attrList); alcMakeContextCurrent(Context); - + } + + void RebuildListeners() + { for (AudioListener* listener : Audio::Listeners) Listener::Rebuild(listener); - + } + + void RebuildSources(const Array& states) + { for (int32 i = 0; i < states.Count(); i++) { AudioSource* source = Audio::Sources[i]; @@ -205,6 +212,13 @@ namespace ALC } } + void RebuildContext(const Array& states) + { + RebuildContext(); + RebuildListeners(); + RebuildSources(states); + } + void RebuildContext(bool isChangingDevice) { Array states; @@ -629,6 +643,7 @@ AudioBackend::FeatureFlags AudioBackendOAL::Base_Features() void AudioBackendOAL::Base_OnActiveDeviceChanged() { + PROFILE_CPU(); PROFILE_MEM(Audio); // Cleanup @@ -659,9 +674,55 @@ void AudioBackendOAL::Base_OnActiveDeviceChanged() LOG(Fatal, "Failed to open OpenAL device ({0}).", String(name)); return; } + if (ALC::Inited) + LOG(Info, "Changed audio device to: {}", String(Audio::GetActiveDevice()->Name)); - // Setup - ALC::RebuildContext(states); + // Rebuild context + ALC::RebuildContext(); + if (ALC::Inited) + { + // Reload all audio clips to recreate their buffers + for (Asset* asset : Content::GetAssets()) + { + if (auto* audioClip = ScriptingObject::Cast(asset)) + { + ScopeLock lock(audioClip->Locker); + + // Clear old buffer IDs + for (uint32& bufferID : audioClip->Buffers) + bufferID = 0; + + if (audioClip->IsStreamable()) + { + // Let the streaming recreate missing buffers + audioClip->RequestStreamingUpdate(); + } + else + { + // Reload audio clip + auto assetLock = audioClip->Storage->Lock(); + audioClip->LoadChunk(0); + audioClip->Buffers[0] = AudioBackend::Buffer::Create(); + audioClip->WriteBuffer(0); + + } + } + } + + // Reload all videos to recreate their buffers + for (VideoPlayer* videoPlayer : Level::GetActors(true)) + { + VideoBackendPlayer& player = videoPlayer->_player; + + // Clear audio state + for (uint32& bufferID : player.AudioBuffers) + bufferID = 0; + player.NextAudioBuffer = 0; + player.AudioSource = 0; + } + } + ALC::RebuildListeners(); + ALC::RebuildSources(states); } void AudioBackendOAL::Base_SetDopplerFactor(float value) @@ -782,6 +843,7 @@ bool AudioBackendOAL::Base_Init() if (ALC::IsExtensionSupported("AL_SOFT_source_spatialize")) ALC::Features = EnumAddFlags(ALC::Features, FeatureFlags::SpatialMultiChannel); #endif + ALC::Inited = true; // Log service info LOG(Info, "{0} ({1})", String(alGetString(AL_RENDERER)), String(alGetString(AL_VERSION))); diff --git a/Source/Engine/Level/Level.h b/Source/Engine/Level/Level.h index 110b9ac61..e3d43b7c5 100644 --- a/Source/Engine/Level/Level.h +++ b/Source/Engine/Level/Level.h @@ -473,6 +473,19 @@ public: /// Found actors list. API_FUNCTION() static Array GetActors(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type, bool activeOnly = false); + /// + /// Finds all the actors of the given type in all the loaded scenes. + /// + /// Type of the object. + /// Finds only active actors. + /// Found actors list. + template + static Array GetActors(bool activeOnly = false) + { + Array actors = GetActors(T::GetStaticClass(), activeOnly); + return *(Array*)&actors; + } + /// /// Finds all the scripts of the given type in an actor or all the loaded scenes. /// diff --git a/Source/Engine/Video/VideoPlayer.h b/Source/Engine/Video/VideoPlayer.h index e1b7e877d..4447337ea 100644 --- a/Source/Engine/Video/VideoPlayer.h +++ b/Source/Engine/Video/VideoPlayer.h @@ -15,6 +15,7 @@ class FLAXENGINE_API VideoPlayer : public Actor { DECLARE_SCENE_OBJECT(VideoPlayer); API_AUTO_SERIALIZATION(); + friend class AudioBackendOAL; public: /// From 66894b71fa837f11c739246aaac53b7a896c77a4 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Thu, 5 Feb 2026 12:37:03 +0100 Subject: [PATCH 31/57] Add utility to get loaded assets --- .../Engine/Audio/OpenAL/AudioBackendOAL.cpp | 40 +++++++++---------- Source/Engine/Content/Content.cpp | 13 ++++++ Source/Engine/Content/Content.h | 21 +++++++++- 3 files changed, 52 insertions(+), 22 deletions(-) diff --git a/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp b/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp index fb883f952..715ede74f 100644 --- a/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp +++ b/Source/Engine/Audio/OpenAL/AudioBackendOAL.cpp @@ -682,30 +682,28 @@ void AudioBackendOAL::Base_OnActiveDeviceChanged() if (ALC::Inited) { // Reload all audio clips to recreate their buffers - for (Asset* asset : Content::GetAssets()) + for (AudioClip* audioClip : Content::GetAssets()) { - if (auto* audioClip = ScriptingObject::Cast(asset)) + audioClip->WaitForLoaded(); + ScopeLock lock(audioClip->Locker); + + // Clear old buffer IDs + for (uint32& bufferID : audioClip->Buffers) + bufferID = 0; + + if (audioClip->IsStreamable()) { - ScopeLock lock(audioClip->Locker); + // Let the streaming recreate missing buffers + audioClip->RequestStreamingUpdate(); + } + else + { + // Reload audio clip + auto assetLock = audioClip->Storage->Lock(); + audioClip->LoadChunk(0); + audioClip->Buffers[0] = AudioBackend::Buffer::Create(); + audioClip->WriteBuffer(0); - // Clear old buffer IDs - for (uint32& bufferID : audioClip->Buffers) - bufferID = 0; - - if (audioClip->IsStreamable()) - { - // Let the streaming recreate missing buffers - audioClip->RequestStreamingUpdate(); - } - else - { - // Reload audio clip - auto assetLock = audioClip->Storage->Lock(); - audioClip->LoadChunk(0); - audioClip->Buffers[0] = AudioBackend::Buffer::Create(); - audioClip->WriteBuffer(0); - - } } } diff --git a/Source/Engine/Content/Content.cpp b/Source/Engine/Content/Content.cpp index 4a9ea500b..59d2dfffa 100644 --- a/Source/Engine/Content/Content.cpp +++ b/Source/Engine/Content/Content.cpp @@ -684,6 +684,19 @@ Array Content::GetAssets() return assets; } +Array Content::GetAssets(const MClass* type) +{ + Array assets; + AssetsLocker.Lock(); + for (auto& e : Assets) + { + if (e.Value->Is(type)) + assets.Add(e.Value); + } + AssetsLocker.Unlock(); + return assets; +} + const Dictionary& Content::GetAssetsRaw() { AssetsLocker.Lock(); diff --git a/Source/Engine/Content/Content.h b/Source/Engine/Content/Content.h index f6dcf59f0..15da20a9c 100644 --- a/Source/Engine/Content/Content.h +++ b/Source/Engine/Content/Content.h @@ -122,7 +122,26 @@ public: /// Gets the assets (loaded or during load). /// /// The collection of assets. - static Array GetAssets(); + API_FUNCTION() static Array GetAssets(); + + /// + /// Gets the assets (loaded or during load). + /// + /// Type of the assets to search for. Includes any assets derived from the type. + /// Found actors list. + API_FUNCTION() static Array GetAssets(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type); + + /// + /// Gets the assets (loaded or during load). + /// + /// Type of the object. + /// Found actors list. + template + static Array GetAssets() + { + Array assets = GetAssets(T::GetStaticClass()); + return *(Array*) & assets; + } /// /// Gets the raw dictionary of assets (loaded or during load). From f57df83d26f2ece2359962bdf58616fa6d229a2b Mon Sep 17 00:00:00 2001 From: Phantom Date: Thu, 5 Feb 2026 12:43:29 +0100 Subject: [PATCH 32/57] Add Slerp methods on Vectors #3682 --- Source/Engine/Core/Math/Vector2.cs | 27 +++++++++++++++++++++++++++ Source/Engine/Core/Math/Vector2.h | 18 ++++++++++++++++++ Source/Engine/Core/Math/Vector3.cs | 27 +++++++++++++++++++++++++++ Source/Engine/Core/Math/Vector3.h | 18 ++++++++++++++++++ Source/Engine/Core/Math/Vector4.cs | 27 +++++++++++++++++++++++++++ Source/Engine/Core/Math/Vector4.h | 18 ++++++++++++++++++ 6 files changed, 135 insertions(+) diff --git a/Source/Engine/Core/Math/Vector2.cs b/Source/Engine/Core/Math/Vector2.cs index 3f63c4e9c..77c52035d 100644 --- a/Source/Engine/Core/Math/Vector2.cs +++ b/Source/Engine/Core/Math/Vector2.cs @@ -954,6 +954,33 @@ namespace FlaxEngine return result; } + /// + /// Performs a spherical linear interpolation between two vectors. + /// + /// Start vector. + /// End vector. + /// Value between 0 and 1 indicating the weight of . + /// >When the method completes, contains the linear interpolation of the two vectors. + public static void Slerp(ref Vector2 start, ref Vector2 end, float amount, out Vector2 result) + { + var dot = Mathr.Clamp(Dot(start, end), -1.0f, 1.0f); + var theta = Mathr.Acos(dot) * amount; + Vector2 relativeVector = (end - start * dot).Normalized; + result = ((start * Mathr.Cos(theta)) + (relativeVector * Mathr.Sin(theta))); + } + + /// + /// Performs a spherical linear interpolation between two vectors. + /// + /// Start vector. + /// End vector. + /// Value between 0 and 1 indicating the weight of . + public static Vector2 Slerp(Vector2 start, Vector2 end, float amount) + { + Slerp(ref start, ref end, amount, out Vector2 result); + return result; + } + /// /// Performs a gradual change of a vector towards a specified target over time /// diff --git a/Source/Engine/Core/Math/Vector2.h b/Source/Engine/Core/Math/Vector2.h index 34bd1a59c..cee013840 100644 --- a/Source/Engine/Core/Math/Vector2.h +++ b/Source/Engine/Core/Math/Vector2.h @@ -558,6 +558,24 @@ public: return result; } + // Performs a spherical linear interpolation between two vectors. + static void Slerp(const Vector2Base& start, const Vector2Base& end, T amount, Vector2Base& result) + { + T dot = Math::Clamp(Dot(start, end), -1.0f, 1.0f); + T theta = Math::Acos(dot) * amount; + Vector2Base relativeVector = end - start * dot; + relativeVector.Normalize(); + result = ((start * Math::Cos(theta)) + (relativeVector * Math::Sin(theta))); + } + + // Performs a spherical linear interpolation between two vectors. + static Vector2Base Slerp(const Vector2Base& start, const Vector2Base& end, T amount) + { + Vector2Base result; + Slerp(start, end, amount, result); + return result; + } + public: /// /// Calculates the area of the triangle. diff --git a/Source/Engine/Core/Math/Vector3.cs b/Source/Engine/Core/Math/Vector3.cs index 388317810..ce7492e55 100644 --- a/Source/Engine/Core/Math/Vector3.cs +++ b/Source/Engine/Core/Math/Vector3.cs @@ -1043,6 +1043,33 @@ namespace FlaxEngine return result; } + /// + /// Performs a spherical linear interpolation between two vectors. + /// + /// Start vector. + /// End vector. + /// Value between 0 and 1 indicating the weight of . + /// When the method completes, contains the linear interpolation of the two vectors. + public static void Slerp(ref Vector3 start, ref Vector3 end, float amount, out Vector3 result) + { + var dot = Mathr.Clamp(Dot(start, end), -1.0f, 1.0f); + var theta = Mathr.Acos(dot) * amount; + Vector3 relativeVector = (end - start * dot).Normalized; + result = ((start * Mathr.Cos(theta)) + (relativeVector * Mathr.Sin(theta))); + } + + /// + /// Performs a spherical linear interpolation between two vectors. + /// + /// Start vector. + /// End vector. + /// Value between 0 and 1 indicating the weight of . + public static Vector3 Slerp(Vector3 start, Vector3 end, float amount) + { + Slerp(ref start, ref end, amount, out var result); + return result; + } + /// /// Performs a gradual change of a vector towards a specified target over time /// diff --git a/Source/Engine/Core/Math/Vector3.h b/Source/Engine/Core/Math/Vector3.h index a19253b00..bf737877b 100644 --- a/Source/Engine/Core/Math/Vector3.h +++ b/Source/Engine/Core/Math/Vector3.h @@ -686,6 +686,24 @@ public: return result; } + // Performs a spherical linear interpolation between two vectors. + static void Slerp(const Vector3Base& start, const Vector3Base& end, T amount, Vector3Base& result) + { + T dot = Math::Clamp(Dot(start, end), -1.0f, 1.0f); + T theta = Math::Acos(dot) * amount; + Vector3Base relativeVector = end - start * dot; + relativeVector.Normalize(); + result = ((start * Math::Cos(theta)) + (relativeVector * Math::Sin(theta))); + } + + // Performs a spherical linear interpolation between two vectors. + static Vector3Base Slerp(const Vector3Base& start, const Vector3Base& end, T amount) + { + Vector3Base result; + Slerp(start, end, amount, result); + return result; + } + // Performs a cubic interpolation between two vectors. static void SmoothStep(const Vector3Base& start, const Vector3Base& end, T amount, Vector3Base& result) { diff --git a/Source/Engine/Core/Math/Vector4.cs b/Source/Engine/Core/Math/Vector4.cs index 776bbd3dc..b08a08f50 100644 --- a/Source/Engine/Core/Math/Vector4.cs +++ b/Source/Engine/Core/Math/Vector4.cs @@ -891,6 +891,33 @@ namespace FlaxEngine return result; } + /// + /// Performs a spherical linear interpolation between two vectors. + /// + /// Start vector. + /// End vector. + /// Value between 0 and 1 indicating the weight of . + /// When the method completes, contains the linear interpolation of the two vectors. + public static void Slerp(ref Vector4 start, ref Vector4 end, Real amount, out Vector4 result) + { + var dot = Mathr.Clamp(Dot(start, end), -1.0f, 1.0f); + var theta = Mathr.Acos(dot) * amount; + Vector4 relativeVector = (end - start * dot).Normalized; + result = ((start * Mathr.Cos(theta)) + (relativeVector * Mathr.Sin(theta))); + } + + /// + /// Performs a spherical linear interpolation between two vectors. + /// + /// Start vector. + /// End vector. + /// Value between 0 and 1 indicating the weight of . + public static Vector4 Slerp(Vector4 start, Vector4 end, Real amount) + { + Slerp(ref start, ref end, amount, out var result); + return result; + } + /// /// Performs a cubic interpolation between two vectors. /// diff --git a/Source/Engine/Core/Math/Vector4.h b/Source/Engine/Core/Math/Vector4.h index 91743ad73..5f5e436ad 100644 --- a/Source/Engine/Core/Math/Vector4.h +++ b/Source/Engine/Core/Math/Vector4.h @@ -566,6 +566,24 @@ public: return result; } + // Performs a spherical linear interpolation between two vectors. + static void Slerp(const Vector4Base& start, const Vector4Base& end, T amount, Vector4Base& result) + { + T dot = Math::Clamp(Dot(start, end), -1.0f, 1.0f); + T theta = Math::Acos(dot) * amount; + Vector4Base relativeVector = end - start * dot; + relativeVector.Normalize(); + result = ((start * Math::Cos(theta)) + (relativeVector * Math::Sin(theta))); + } + + // Performs a spherical linear interpolation between two vectors. + static Vector4Base Slerp(const Vector4Base& start, const Vector4Base& end, T amount) + { + Vector4Base result; + Slerp(start, end, amount, result); + return result; + } + FLAXENGINE_API static Vector4Base Transform(const Vector4Base& v, const Matrix& m); }; From 65fd22f5b6bea616ea6e3a6d9e366496b6836197 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Thu, 5 Feb 2026 13:00:49 +0100 Subject: [PATCH 33/57] Add `Triangles` to `MeshAccessor` for easy index buffer access #3918 --- Source/Engine/Graphics/Models/MeshAccessor.cs | 98 +++++++++++++++++-- 1 file changed, 92 insertions(+), 6 deletions(-) diff --git a/Source/Engine/Graphics/Models/MeshAccessor.cs b/Source/Engine/Graphics/Models/MeshAccessor.cs index 228e43a8c..29aa86c18 100644 --- a/Source/Engine/Graphics/Models/MeshAccessor.cs +++ b/Source/Engine/Graphics/Models/MeshAccessor.cs @@ -265,6 +265,39 @@ namespace FlaxEngine } } + /// + /// Copies the contents of the input into the elements of this stream. + /// + /// The source . + public void Set(Span src) + { + if (IsLinear(PixelFormat.R32_UInt)) + { + src.CopyTo(MemoryMarshal.Cast(_data)); + } + else if (IsLinear(PixelFormat.R16_UInt)) + { + var count = Count; + fixed (byte* data = _data) + { + for (int i = 0; i < count; i++) + ((ushort*)data)[i] = (ushort)src[i]; + } + } + else + { + var count = Count; + fixed (byte* data = _data) + { + for (int i = 0; i < count; i++) + { + var v = new Float4(src[i]); + _sampler.Write(data + i * _stride, ref v); + } + } + } + } + /// /// Copies the contents of this stream into a destination . /// @@ -281,9 +314,7 @@ namespace FlaxEngine fixed (byte* data = _data) { for (int i = 0; i < count; i++) - { dst[i] = new Float2(_sampler.Read(data + i * _stride)); - } } } } @@ -304,9 +335,7 @@ namespace FlaxEngine fixed (byte* data = _data) { for (int i = 0; i < count; i++) - { dst[i] = new Float3(_sampler.Read(data + i * _stride)); - } } } } @@ -327,9 +356,37 @@ namespace FlaxEngine fixed (byte* data = _data) { for (int i = 0; i < count; i++) - { dst[i] = (Color)_sampler.Read(data + i * _stride); - } + } + } + } + + /// + /// Copies the contents of this stream into a destination . + /// + /// The destination . + public void CopyTo(Span dst) + { + if (IsLinear(PixelFormat.R32_UInt)) + { + _data.CopyTo(MemoryMarshal.Cast(dst)); + } + else if (IsLinear(PixelFormat.R16_UInt)) + { + var count = Count; + fixed (byte* data = _data) + { + for (int i = 0; i < count; i++) + dst[i] = ((ushort*)data)[i]; + } + } + else + { + var count = Count; + fixed (byte* data = _data) + { + for (int i = 0; i < count; i++) + dst[i] = (uint)_sampler.Read(data + i * _stride).X; } } } @@ -619,6 +676,16 @@ namespace FlaxEngine return Attribute((VertexElement.Types)((byte)VertexElement.Types.TexCoord0 + channel)); } + /// + /// Gets or sets the index buffer with triangle indices. + /// + /// Uses stream to read or write data to the index buffer. + public uint[] Triangles + { + get => GetStreamUInt(Index()); + set => SetStreamUInt(Index(), value); + } + /// /// Gets or sets the vertex positions. Null if does not exist in vertex buffers of the mesh. /// @@ -659,6 +726,25 @@ namespace FlaxEngine set => SetStreamFloat2(VertexElement.Types.TexCoord, value); } + private uint[] GetStreamUInt(Stream stream) + { + uint[] result = null; + if (stream.IsValid) + { + result = new uint[stream.Count]; + stream.CopyTo(result); + } + return result; + } + + private void SetStreamUInt(Stream stream, uint[] value) + { + if (stream.IsValid) + { + stream.Set(value); + } + } + private delegate void TransformDelegate3(ref Float3 value); private Float3[] GetStreamFloat3(VertexElement.Types attribute, TransformDelegate3 transform = null) From 4833c19366de0474c81becad678423f98546ca6f Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Thu, 5 Feb 2026 15:45:02 +0100 Subject: [PATCH 34/57] Fix build regression --- Source/Engine/Content/Content.h | 3 +++ 1 file changed, 3 insertions(+) diff --git a/Source/Engine/Content/Content.h b/Source/Engine/Content/Content.h index 15da20a9c..e286e7c7d 100644 --- a/Source/Engine/Content/Content.h +++ b/Source/Engine/Content/Content.h @@ -3,6 +3,9 @@ #pragma once #include "Engine/Scripting/ScriptingType.h" +#ifndef _MSC_VER +#include "Engine/Core/Collections/Array.h" +#endif #include "AssetInfo.h" #include "Asset.h" #include "Config.h" From c18b9163ca92ee82246d1098402c25cd121b5ca6 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 09:11:12 +0100 Subject: [PATCH 35/57] Refactor Job System to reduce mutex usage with more atomic operations #3917 --- Source/Engine/Threading/JobSystem.cpp | 305 ++++++++++++++------------ 1 file changed, 167 insertions(+), 138 deletions(-) diff --git a/Source/Engine/Threading/JobSystem.cpp b/Source/Engine/Threading/JobSystem.cpp index 692a088b7..cbdf53136 100644 --- a/Source/Engine/Threading/JobSystem.cpp +++ b/Source/Engine/Threading/JobSystem.cpp @@ -8,7 +8,6 @@ #include "Engine/Core/Types/Span.h" #include "Engine/Core/Types/Pair.h" #include "Engine/Core/Memory/SimpleHeapAllocation.h" -#include "Engine/Core/Collections/Dictionary.h" #include "Engine/Core/Collections/RingBuffer.h" #include "Engine/Engine/EngineService.h" #include "Engine/Profiler/ProfilerCPU.h" @@ -22,14 +21,6 @@ #if JOB_SYSTEM_ENABLED -// Local allocator for job system memory that uses internal pooling and assumes that JobsLocker is taken (write access owned by the calling thread). -class JobSystemAllocation : public SimpleHeapAllocation -{ -public: - static void* Allocate(uintptr size); - static void Free(void* ptr, uintptr size); -}; - class JobSystemService : public EngineService { public: @@ -43,24 +34,25 @@ public: void Dispose() override; }; -struct JobData -{ - int32 Index; - int64 JobKey; -}; - -template<> -struct TIsPODType -{ - enum { Value = true }; -}; - -struct JobContext +// Holds a single job dispatch data +struct alignas(int64) JobContext { + // The next index of the job to process updated when picking a job by the thread. + volatile int64 JobIndex; + // The number of jobs left to process updated after job completion by the thread. volatile int64 JobsLeft; - int32 DependenciesLeft; + // The unique label of this job used to identify it. Set to -1 when job is done. + volatile int64 JobLabel; + // Utility atomic counter used to indicate that any job is waiting for this one to finish. Then Dependants can be accessed within thread-safe JobsLocker. + volatile int64 DependantsCount; + // The number of dependency jobs left to be finished before starting this job. + volatile int64 DependenciesLeft; + // The total number of jobs to process (in this context). + int32 JobsCount; + // The job function to execute. Function Job; - Array Dependants; + // List of dependant jobs to signal when this job is done. + Array Dependants; }; template<> @@ -92,50 +84,36 @@ public: namespace { JobSystemService JobSystemInstance; - Array> MemPool; Thread* Threads[PLATFORM_THREADS_LIMIT / 2] = {}; int32 ThreadsCount = 0; bool JobStartingOnDispatch = true; volatile int64 ExitFlag = 0; volatile int64 JobLabel = 0; - Dictionary JobContexts; + volatile int64 JobEndLabel = 0; + volatile int64 JobStartLabel = 0; + volatile int64 JobContextsCount = 0; + uint32 JobContextsSize = 0; + uint32 JobContextsMask = 0; + JobContext* JobContexts = nullptr; ConditionVariable JobsSignal; CriticalSection JobsMutex; ConditionVariable WaitSignal; CriticalSection WaitMutex; CriticalSection JobsLocker; - RingBuffer Jobs; -} - -void* JobSystemAllocation::Allocate(uintptr size) -{ - void* result = nullptr; - for (int32 i = 0; i < MemPool.Count(); i++) - { - if (MemPool.Get()[i].Second == size) - { - result = MemPool.Get()[i].First; - MemPool.RemoveAt(i); - break; - } - } - if (!result) - { - PROFILE_MEM(EngineThreading); - result = Platform::Allocate(size, 16); - } - return result; -} - -void JobSystemAllocation::Free(void* ptr, uintptr size) -{ - PROFILE_MEM(EngineThreading); - MemPool.Add({ ptr, size }); +#define GET_CONTEXT_INDEX(label) (uint32)((label) & (int64)JobContextsMask) } bool JobSystemService::Init() { PROFILE_MEM(EngineThreading); + + // Initialize job context storage (fixed-size ring buffer for active jobs tracking) + JobContextsSize = 256; + JobContextsMask = JobContextsSize - 1; + JobContexts = (JobContext*)Platform::Allocate(JobContextsSize * sizeof(JobContext), alignof(JobContext)); + Platform::MemoryClear(JobContexts, sizeof(JobContextsSize * sizeof(JobContext))); + + // Spawn threads ThreadsCount = Math::Min(Platform::GetCPUInfo().LogicalProcessorCount, ARRAY_COUNT(Threads)); for (int32 i = 0; i < ThreadsCount; i++) { @@ -146,6 +124,7 @@ bool JobSystemService::Init() return true; Threads[i] = thread; } + return false; } @@ -171,35 +150,66 @@ void JobSystemService::Dispose() } } - JobContexts.SetCapacity(0); - Jobs.Release(); - for (auto& e : MemPool) - Platform::Free(e.First); - MemPool.Clear(); + Platform::Free(JobContexts); + JobContexts = nullptr; } int32 JobSystemThread::Run() { + // Pin thread to the physical core Platform::SetThreadAffinityMask(1ull << Index); - JobData data; - Function job; bool attachCSharpThread = true; MONO_THREAD_INFO_TYPE* monoThreadInfo = nullptr; while (Platform::AtomicRead(&ExitFlag) == 0) { // Try to get a job - JobsLocker.Lock(); - if (Jobs.Count() != 0) + int32 jobIndex; + JobContext* jobContext = nullptr; { - data = Jobs.PeekFront(); - Jobs.PopFront(); - const JobContext& context = ((const Dictionary&)JobContexts).At(data.JobKey); - job = context.Job; - } - JobsLocker.Unlock(); + int64 jobOffset = 0; + RETRY: + int64 jobStartLabel = Platform::AtomicRead(&JobStartLabel) + jobOffset; + int64 jobEndLabel = Platform::AtomicRead(&JobEndLabel); + if (jobStartLabel <= jobEndLabel && jobEndLabel > 0) + { + jobContext = &JobContexts[GET_CONTEXT_INDEX(jobStartLabel)]; + if (Platform::AtomicRead(&jobContext->DependenciesLeft) > 0) + { + // This job still waits for dependency so skip it for now and try the next one + jobOffset++; + jobContext = nullptr; + goto RETRY; + } - if (job.IsBinded()) + // Move forward with index for a job + jobIndex = (int32)(Platform::InterlockedIncrement(&jobContext->JobIndex) - 1); + if (jobIndex < jobContext->JobsCount) + { + // Index is valid + } + else if (jobStartLabel < jobEndLabel && jobOffset == 0) + { + // No more jobs inside this context, move to the next one + Platform::InterlockedCompareExchange(&JobStartLabel, jobStartLabel + 1, jobStartLabel); + jobContext = nullptr; + goto RETRY; + } + else + { + // No more jobs + jobContext = nullptr; + if (jobStartLabel < jobEndLabel) + { + // Try with a different one before going to sleep + jobOffset++; + goto RETRY; + } + } + } + } + + if (jobContext) { #if USE_CSHARP // Ensure to have C# thread attached to this thead (late init due to MCore being initialized after Job System) @@ -212,37 +222,39 @@ int32 JobSystemThread::Run() #endif // Run job - job(data.Index); + jobContext->Job(jobIndex); // Move forward with the job queue - bool notifyWaiting = false; - JobsLocker.Lock(); - JobContext& context = JobContexts.At(data.JobKey); - if (Platform::InterlockedDecrement(&context.JobsLeft) <= 0) + if (Platform::InterlockedDecrement(&jobContext->JobsLeft) <= 0) { - // Update any dependant jobs - for (int64 dependant : context.Dependants) + // Mark job as done before processing dependants + Platform::AtomicStore(&jobContext->JobLabel, -1); + + // Check if any other job waits on this one + if (Platform::AtomicRead(&jobContext->DependantsCount) != 0) { - JobContext& dependantContext = JobContexts.At(dependant); - if (--dependantContext.DependenciesLeft <= 0) + // Update dependant jobs + JobsLocker.Lock(); + for (int64 dependant : jobContext->Dependants) { - // Dispatch dependency when it's ready - JobData dependantData; - dependantData.JobKey = dependant; - for (dependantData.Index = 0; dependantData.Index < dependantContext.JobsLeft; dependantData.Index++) - Jobs.PushBack(dependantData); + JobContext& dependantContext = JobContexts[GET_CONTEXT_INDEX(dependant)]; + if (dependantContext.JobLabel == dependant) + Platform::InterlockedDecrement(&dependantContext.DependenciesLeft); } + JobsLocker.Unlock(); } - // Remove completed context - JobContexts.Remove(data.JobKey); - notifyWaiting = true; - } - JobsLocker.Unlock(); - if (notifyWaiting) - WaitSignal.NotifyAll(); + // Cleanup completed context + jobContext->Job.Unbind(); + jobContext->Dependants.Clear(); + Platform::AtomicStore(&jobContext->DependantsCount, 0); + Platform::AtomicStore(&jobContext->DependenciesLeft, -999); // Mark to indicate deleted context + Platform::AtomicStore(&jobContext->JobLabel, -1); + Platform::InterlockedDecrement(&JobContextsCount); - job.Unbind(); + // Wakeup any thread waiting for the jobs to complete + WaitSignal.NotifyAll(); + } } else { @@ -266,8 +278,8 @@ void JobSystem::Execute(const Function& job, int32 jobCount) if (jobCount > 1) { // Async - const int64 jobWaitHandle = Dispatch(job, jobCount); - Wait(jobWaitHandle); + const int64 label = Dispatch(job, jobCount); + Wait(label); } else #endif @@ -284,21 +296,32 @@ int64 JobSystem::Dispatch(const Function& job, int32 jobCount) return 0; PROFILE_CPU(); #if JOB_SYSTEM_ENABLED - const auto label = Platform::InterlockedAdd(&JobLabel, (int64)jobCount) + jobCount; + while (Platform::InterlockedIncrement(&JobContextsCount) >= JobContextsSize) + { + // Too many jobs in flight, wait for some to complete to free up contexts + PROFILE_CPU_NAMED("JOB SYSTEM OVERFLOW"); + ZoneColor(TracyWaitZoneColor); + Platform::InterlockedDecrement(&JobContextsCount); + Platform::Sleep(1); + } - JobData data; - data.JobKey = label; + // Get a new label + const int64 label = Platform::InterlockedIncrement(&JobLabel); - JobContext context; + // Build job + JobContext& context = JobContexts[GET_CONTEXT_INDEX(label)]; context.Job = job; + context.JobIndex = 0; context.JobsLeft = jobCount; + context.JobLabel = label; + context.DependantsCount = 0; context.DependenciesLeft = 0; + context.JobsCount = jobCount; + ASSERT(context.Dependants.IsEmpty()); + context.Dependants.Clear(); - JobsLocker.Lock(); - JobContexts.Add(label, MoveTemp(context)); - for (data.Index = 0; data.Index < jobCount; data.Index++) - Jobs.PushBack(data); - JobsLocker.Unlock(); + // Move the job queue forward + Platform::InterlockedIncrement(&JobEndLabel); if (JobStartingOnDispatch) { @@ -321,34 +344,48 @@ int64 JobSystem::Dispatch(const Function& job, Span dependen if (jobCount <= 0) return 0; PROFILE_CPU(); + PROFILE_MEM(EngineThreading); #if JOB_SYSTEM_ENABLED - const auto label = Platform::InterlockedAdd(&JobLabel, (int64)jobCount) + jobCount; + while (Platform::InterlockedIncrement(&JobContextsCount) >= JobContextsSize) + { + // Too many jobs in flight, wait for some to complete to free up contexts + PROFILE_CPU_NAMED("JOB SYSTEM OVERFLOW"); + ZoneColor(TracyWaitZoneColor); + Platform::InterlockedDecrement(&JobContextsCount); + Platform::Sleep(1); + } - JobData data; - data.JobKey = label; + // Get a new label + const int64 label = Platform::InterlockedIncrement(&JobLabel); - JobContext context; + // Build job + JobContext& context = JobContexts[GET_CONTEXT_INDEX(label)]; context.Job = job; + context.JobIndex = 0; context.JobsLeft = jobCount; + context.JobLabel = label; + context.DependantsCount = 0; context.DependenciesLeft = 0; - - JobsLocker.Lock(); - for (int64 dependency : dependencies) + context.JobsCount = jobCount; + ASSERT(context.Dependants.IsEmpty()); + context.Dependants.Clear(); { - if (JobContext* dependencyContext = JobContexts.TryGet(dependency)) + JobsLocker.Lock(); + for (int64 dependency : dependencies) { - context.DependenciesLeft++; - dependencyContext->Dependants.Add(label); + JobContext& dependencyContext = JobContexts[GET_CONTEXT_INDEX(dependency)]; + if (Platform::AtomicRead(&dependencyContext.JobLabel) == dependency) + { + Platform::InterlockedIncrement(&dependencyContext.DependantsCount); + dependencyContext.Dependants.Add(label); + context.DependenciesLeft++; + } } + JobsLocker.Unlock(); } - JobContexts.Add(label, MoveTemp(context)); - if (context.DependenciesLeft == 0) - { - // No dependencies left to complete so dispatch now - for (data.Index = 0; data.Index < jobCount; data.Index++) - Jobs.PushBack(data); - } - JobsLocker.Unlock(); + + // Move the job queue forward + Platform::InterlockedIncrement(&JobEndLabel); if (context.DependenciesLeft == 0 && JobStartingOnDispatch) { @@ -369,19 +406,17 @@ int64 JobSystem::Dispatch(const Function& job, Span dependen void JobSystem::Wait() { #if JOB_SYSTEM_ENABLED - JobsLocker.Lock(); - int32 numJobs = JobContexts.Count(); - JobsLocker.Unlock(); + PROFILE_CPU(); + ZoneColor(TracyWaitZoneColor); + int64 numJobs = Platform::AtomicRead(&JobContextsCount); while (numJobs > 0) { WaitMutex.Lock(); WaitSignal.Wait(WaitMutex, 1); WaitMutex.Unlock(); - JobsLocker.Lock(); - numJobs = JobContexts.Count(); - JobsLocker.Unlock(); + numJobs = Platform::AtomicRead(&JobContextsCount); } #endif } @@ -394,12 +429,11 @@ void JobSystem::Wait(int64 label) while (Platform::AtomicRead(&ExitFlag) == 0) { - JobsLocker.Lock(); - const JobContext* context = JobContexts.TryGet(label); - JobsLocker.Unlock(); + const JobContext& context = JobContexts[GET_CONTEXT_INDEX(label)]; + const bool finished = Platform::AtomicRead(&context.JobLabel) != label || Platform::AtomicRead(&context.JobsLeft) <= 0; // Skip if context has been already executed (last job removes it) - if (!context) + if (finished) break; // Wait on signal until input label is not yet done @@ -417,15 +451,10 @@ void JobSystem::SetJobStartingOnDispatch(bool value) { #if JOB_SYSTEM_ENABLED JobStartingOnDispatch = value; - if (value) + if (value && (Platform::AtomicRead(&JobEndLabel) - Platform::AtomicRead(&JobStartLabel)) > 0) { - JobsLocker.Lock(); - const int32 count = Jobs.Count(); - JobsLocker.Unlock(); - if (count == 1) - JobsSignal.NotifyOne(); - else if (count != 0) - JobsSignal.NotifyAll(); + // Wake up threads to start processing jobs that may be already in the queue + JobsSignal.NotifyAll(); } #endif } From 20516bb8bc86170cd8ec9d06263b0de34d263e28 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 09:11:45 +0100 Subject: [PATCH 36/57] Fix foliage dithered LOD transitions when using shadows --- Source/Engine/Foliage/Foliage.cpp | 81 ++++++++++++++++++------------- 1 file changed, 48 insertions(+), 33 deletions(-) diff --git a/Source/Engine/Foliage/Foliage.cpp b/Source/Engine/Foliage/Foliage.cpp index f8b9c7b0f..6d3d8b700 100644 --- a/Source/Engine/Foliage/Foliage.cpp +++ b/Source/Engine/Foliage/Foliage.cpp @@ -7,17 +7,17 @@ #include "Engine/Core/Random.h" #include "Engine/Engine/Engine.h" #include "Engine/Graphics/RenderTask.h" +#include "Engine/Graphics/GPUDevice.h" #include "Engine/Content/Deprecated.h" #if !FOLIAGE_USE_SINGLE_QUAD_TREE #include "Engine/Threading/JobSystem.h" #if FOLIAGE_USE_DRAW_CALLS_BATCHING #include "Engine/Graphics/RenderTools.h" -#include "Engine/Graphics/GPUDevice.h" -#include "Engine/Renderer/RenderList.h" #endif #endif #include "Engine/Level/SceneQuery.h" #include "Engine/Profiler/ProfilerCPU.h" +#include "Engine/Renderer/RenderList.h" #include "Engine/Renderer/GlobalSignDistanceFieldPass.h" #include "Engine/Renderer/GI/GlobalSurfaceAtlasPass.h" #include "Engine/Serialization/Serialization.h" @@ -193,6 +193,8 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, // Draw visible instances const auto frame = Engine::FrameCount; const auto model = type.Model.Get(); + const auto transitionLOD = renderContext.View.Pass != DrawPass::Depth; // Let the main view pass update LOD transitions + // TODO: move DrawState to be stored per-view (so shadows can fade objects on their own) for (int32 i = 0; i < cluster->Instances.Count(); i++) { auto& instance = *cluster->Instances.Get()[i]; @@ -210,20 +212,29 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, // Handling model fade-out transition if (modelFrame == frame && instance.DrawState.PrevLOD != -1) { - // Check if start transition - if (instance.DrawState.LODTransition == 255) + if (transitionLOD) { - instance.DrawState.LODTransition = 0; - } + // Check if start transition + if (instance.DrawState.LODTransition == 255) + { + instance.DrawState.LODTransition = 0; + } - RenderTools::UpdateModelLODTransition(instance.DrawState.LODTransition); + RenderTools::UpdateModelLODTransition(instance.DrawState.LODTransition); - // Check if end transition - if (instance.DrawState.LODTransition == 255) - { - instance.DrawState.PrevLOD = lodIndex; + // Check if end transition + if (instance.DrawState.LODTransition == 255) + { + instance.DrawState.PrevLOD = lodIndex; + } + else + { + const auto prevLOD = model->ClampLODIndex(instance.DrawState.PrevLOD); + const float normalizedProgress = static_cast(instance.DrawState.LODTransition) * (1.0f / 255.0f); + DrawInstance(renderContext, instance, type, model, prevLOD, normalizedProgress, drawCallsLists, result); + } } - else + else if (instance.DrawState.LODTransition < 255) { const auto prevLOD = model->ClampLODIndex(instance.DrawState.PrevLOD); const float normalizedProgress = static_cast(instance.DrawState.LODTransition) * (1.0f / 255.0f); @@ -236,29 +247,32 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, lodIndex += renderContext.View.ModelLODBias; lodIndex = model->ClampLODIndex(lodIndex); - // Check if it's the new frame and could update the drawing state (note: model instance could be rendered many times per frame to different viewports) - if (modelFrame == frame) + if (transitionLOD) { - // Check if start transition - if (instance.DrawState.PrevLOD != lodIndex && instance.DrawState.LODTransition == 255) + // Check if it's the new frame and could update the drawing state (note: model instance could be rendered many times per frame to different viewports) + if (modelFrame == frame) { + // Check if start transition + if (instance.DrawState.PrevLOD != lodIndex && instance.DrawState.LODTransition == 255) + { + instance.DrawState.LODTransition = 0; + } + + RenderTools::UpdateModelLODTransition(instance.DrawState.LODTransition); + + // Check if end transition + if (instance.DrawState.LODTransition == 255) + { + instance.DrawState.PrevLOD = lodIndex; + } + } + // Check if there was a gap between frames in drawing this model instance + else if (modelFrame < frame || instance.DrawState.PrevLOD == -1) + { + // Reset state + instance.DrawState.PrevLOD = lodIndex; instance.DrawState.LODTransition = 0; } - - RenderTools::UpdateModelLODTransition(instance.DrawState.LODTransition); - - // Check if end transition - if (instance.DrawState.LODTransition == 255) - { - instance.DrawState.PrevLOD = lodIndex; - } - } - // Check if there was a gap between frames in drawing this model instance - else if (modelFrame < frame || instance.DrawState.PrevLOD == -1) - { - // Reset state - instance.DrawState.PrevLOD = lodIndex; - instance.DrawState.LODTransition = 255; } // Draw @@ -281,7 +295,8 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, //DebugDraw::DrawSphere(instance.Bounds, Color::YellowGreen); - instance.DrawState.PrevFrame = frame; + if (transitionLOD) + instance.DrawState.PrevFrame = frame; } } } @@ -350,7 +365,7 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, draw.DrawState = &instance.DrawState; draw.Bounds = sphere; draw.PerInstanceRandom = instance.Random; - draw.DrawModes = type._drawModes; + draw.DrawModes = type.DrawModes; draw.SetStencilValue(_layer); type.Model->Draw(renderContext, draw); From 70b324cdecaba0a7b7a61112d9c9783dc20f2c9b Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 09:11:55 +0100 Subject: [PATCH 37/57] Optimize included header usage --- Source/Engine/Renderer/RenderList.cpp | 1 + Source/Engine/Renderer/RenderList.h | 1 - 2 files changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Engine/Renderer/RenderList.cpp b/Source/Engine/Renderer/RenderList.cpp index 544438bb5..453fd71a9 100644 --- a/Source/Engine/Renderer/RenderList.cpp +++ b/Source/Engine/Renderer/RenderList.cpp @@ -15,6 +15,7 @@ #include "Engine/Profiler/Profiler.h" #include "Engine/Content/Assets/CubeTexture.h" #include "Engine/Core/Log.h" +#include "Engine/Core/Math/Half.h" #include "Engine/Graphics/Shaders/GPUVertexLayout.h" #include "Engine/Level/Scene/Lightmap.h" #include "Engine/Level/Actors/PostFxVolume.h" diff --git a/Source/Engine/Renderer/RenderList.h b/Source/Engine/Renderer/RenderList.h index 8eb3540e0..a37d2a941 100644 --- a/Source/Engine/Renderer/RenderList.h +++ b/Source/Engine/Renderer/RenderList.h @@ -4,7 +4,6 @@ #include "Engine/Core/Collections/Array.h" #include "Engine/Core/Memory/ArenaAllocation.h" -#include "Engine/Core/Math/Half.h" #include "Engine/Graphics/PostProcessSettings.h" #include "Engine/Graphics/DynamicBuffer.h" #include "Engine/Scripting/ScriptingObject.h" From 5d0fdc83138e42ddcea44c4f99c090a96ae335ce Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 09:28:06 +0100 Subject: [PATCH 38/57] Add info about skinned model skeleton size --- Source/Editor/Windows/Assets/SkinnedModelWindow.cs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/Source/Editor/Windows/Assets/SkinnedModelWindow.cs b/Source/Editor/Windows/Assets/SkinnedModelWindow.cs index 392cc896a..75fa87dfe 100644 --- a/Source/Editor/Windows/Assets/SkinnedModelWindow.cs +++ b/Source/Editor/Windows/Assets/SkinnedModelWindow.cs @@ -70,6 +70,13 @@ namespace FlaxEditor.Windows.Assets return; var nodes = proxy.Asset.Nodes; var bones = proxy.Asset.Bones; + var blendShapes = proxy.Asset.BlendShapes; + + // Info + { + var group = layout.Group("Info"); + group.Label($"Nodes: {nodes.Length}\nBones: {bones.Length}\nBlend Shapes: {blendShapes.Length}").AddCopyContextMenu().Label.Height *= 2.5f; + } // Skeleton Bones { @@ -109,7 +116,6 @@ namespace FlaxEditor.Windows.Assets } // Blend Shapes - var blendShapes = proxy.Asset.BlendShapes; if (blendShapes.Length != 0) { var group = layout.Group("Blend Shapes"); From 4a7f1a5fde285daba16e2038a3207b33a6827eb7 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 10:37:52 +0100 Subject: [PATCH 39/57] Fix various issues --- .../Windows/Assets/AnimationGraphWindow.cs | 9 +++- Source/Engine/Foliage/Foliage.cpp | 4 +- Source/Engine/Foliage/FoliageCluster.cpp | 45 ++++++++++--------- Source/Engine/Level/Actor.cpp | 4 +- Source/Engine/Threading/JobSystem.cpp | 2 - 5 files changed, 37 insertions(+), 27 deletions(-) diff --git a/Source/Editor/Windows/Assets/AnimationGraphWindow.cs b/Source/Editor/Windows/Assets/AnimationGraphWindow.cs index 7e809d968..12142219c 100644 --- a/Source/Editor/Windows/Assets/AnimationGraphWindow.cs +++ b/Source/Editor/Windows/Assets/AnimationGraphWindow.cs @@ -99,7 +99,14 @@ namespace FlaxEditor.Windows.Assets Window = window; var surfaceParam = window.Surface.GetParameter(BaseModelId); if (surfaceParam != null) - BaseModel = FlaxEngine.Content.LoadAsync((Guid)surfaceParam.Value); + { + if (surfaceParam.Value is Guid asGuid) + BaseModel = FlaxEngine.Content.LoadAsync(asGuid); + else if (surfaceParam.Value is SkinnedModel asModel) + BaseModel = asModel; + else + BaseModel = null; + } else BaseModel = window.PreviewActor.GetParameterValue(BaseModelId) as SkinnedModel; } diff --git a/Source/Engine/Foliage/Foliage.cpp b/Source/Engine/Foliage/Foliage.cpp index 6d3d8b700..116866848 100644 --- a/Source/Engine/Foliage/Foliage.cpp +++ b/Source/Engine/Foliage/Foliage.cpp @@ -41,8 +41,7 @@ Foliage::Foliage(const SpawnParams& params) void Foliage::AddToCluster(ChunkedArray& clusters, FoliageCluster* cluster, FoliageInstance& instance) { - ASSERT(instance.Bounds.Radius > ZeroTolerance); - ASSERT(cluster->Bounds.Intersects(instance.Bounds)); + ASSERT_LOW_LAYER(instance.Bounds.Radius > ZeroTolerance); // Minor clusters don't use bounds intersection but try to find the first free cluster instead if (cluster->IsMinor) @@ -63,6 +62,7 @@ void Foliage::AddToCluster(ChunkedArrayBounds.Intersects(instance.Bounds)); while (cluster->Children[0]) { #define CHECK_CHILD(idx) \ diff --git a/Source/Engine/Foliage/FoliageCluster.cpp b/Source/Engine/Foliage/FoliageCluster.cpp index fd4c0f753..107bf265a 100644 --- a/Source/Engine/Foliage/FoliageCluster.cpp +++ b/Source/Engine/Foliage/FoliageCluster.cpp @@ -21,26 +21,7 @@ void FoliageCluster::Init(const BoundingBox& bounds) void FoliageCluster::UpdateTotalBoundsAndCullDistance() { - if (Children[0]) - { - ASSERT(Instances.IsEmpty()); - - Children[0]->UpdateTotalBoundsAndCullDistance(); - Children[1]->UpdateTotalBoundsAndCullDistance(); - Children[2]->UpdateTotalBoundsAndCullDistance(); - Children[3]->UpdateTotalBoundsAndCullDistance(); - - TotalBounds = Children[0]->TotalBounds; - BoundingBox::Merge(TotalBounds, Children[1]->TotalBounds, TotalBounds); - BoundingBox::Merge(TotalBounds, Children[2]->TotalBounds, TotalBounds); - BoundingBox::Merge(TotalBounds, Children[3]->TotalBounds, TotalBounds); - - MaxCullDistance = Children[0]->MaxCullDistance; - MaxCullDistance = Math::Max(MaxCullDistance, Children[1]->MaxCullDistance); - MaxCullDistance = Math::Max(MaxCullDistance, Children[2]->MaxCullDistance); - MaxCullDistance = Math::Max(MaxCullDistance, Children[3]->MaxCullDistance); - } - else if (Instances.HasItems()) + if (Instances.HasItems()) { BoundingBox box; BoundingBox::FromSphere(Instances[0]->Bounds, TotalBounds); @@ -58,6 +39,30 @@ void FoliageCluster::UpdateTotalBoundsAndCullDistance() MaxCullDistance = 0; } + if (Children[0]) + { + Children[0]->UpdateTotalBoundsAndCullDistance(); + Children[1]->UpdateTotalBoundsAndCullDistance(); + Children[2]->UpdateTotalBoundsAndCullDistance(); + Children[3]->UpdateTotalBoundsAndCullDistance(); + + if (Instances.HasItems()) + BoundingBox::Merge(TotalBounds, Children[0]->TotalBounds, TotalBounds); + else + TotalBounds = Children[0]->TotalBounds; + BoundingBox::Merge(TotalBounds, Children[1]->TotalBounds, TotalBounds); + BoundingBox::Merge(TotalBounds, Children[2]->TotalBounds, TotalBounds); + BoundingBox::Merge(TotalBounds, Children[3]->TotalBounds, TotalBounds); + + if (Instances.HasItems()) + MaxCullDistance = Math::Max(MaxCullDistance, Children[0]->MaxCullDistance); + else + MaxCullDistance = Children[0]->MaxCullDistance; + MaxCullDistance = Math::Max(MaxCullDistance, Children[1]->MaxCullDistance); + MaxCullDistance = Math::Max(MaxCullDistance, Children[2]->MaxCullDistance); + MaxCullDistance = Math::Max(MaxCullDistance, Children[3]->MaxCullDistance); + } + BoundingSphere::FromBox(TotalBounds, TotalBoundsSphere); } diff --git a/Source/Engine/Level/Actor.cpp b/Source/Engine/Level/Actor.cpp index 7d07cd0e7..f52fab600 100644 --- a/Source/Engine/Level/Actor.cpp +++ b/Source/Engine/Level/Actor.cpp @@ -1685,7 +1685,7 @@ Quaternion Actor::LookingAt(const Vector3& worldPos) const { const Vector3 direction = worldPos - _transform.Translation; if (direction.LengthSquared() < ZeroTolerance) - return _parent->GetOrientation(); + return _parent ? _parent->GetOrientation() : Quaternion::Identity; const Float3 newForward = Vector3::Normalize(direction); const Float3 oldForward = _transform.Orientation * Vector3::Forward; @@ -1712,7 +1712,7 @@ Quaternion Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp) con { const Vector3 direction = worldPos - _transform.Translation; if (direction.LengthSquared() < ZeroTolerance) - return _parent->GetOrientation(); + return _parent ? _parent->GetOrientation() : Quaternion::Identity; const Float3 forward = Vector3::Normalize(direction); const Float3 up = Vector3::Normalize(worldUp); if (Math::IsOne(Float3::Dot(forward, up))) diff --git a/Source/Engine/Threading/JobSystem.cpp b/Source/Engine/Threading/JobSystem.cpp index cbdf53136..4d90f1c06 100644 --- a/Source/Engine/Threading/JobSystem.cpp +++ b/Source/Engine/Threading/JobSystem.cpp @@ -317,7 +317,6 @@ int64 JobSystem::Dispatch(const Function& job, int32 jobCount) context.DependantsCount = 0; context.DependenciesLeft = 0; context.JobsCount = jobCount; - ASSERT(context.Dependants.IsEmpty()); context.Dependants.Clear(); // Move the job queue forward @@ -367,7 +366,6 @@ int64 JobSystem::Dispatch(const Function& job, Span dependen context.DependantsCount = 0; context.DependenciesLeft = 0; context.JobsCount = jobCount; - ASSERT(context.Dependants.IsEmpty()); context.Dependants.Clear(); { JobsLocker.Lock(); From b4cb1028edb41fb70f087fcbf6f353fcc36504fb Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 12:47:07 +0100 Subject: [PATCH 40/57] Fix typos --- Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp | 5 ----- Source/Engine/Graphics/Models/SkinnedMeshDrawData.h | 7 +------ Source/Engine/Level/Actors/AnimatedModel.cpp | 2 +- Source/Engine/Platform/Base/FileSystemBase.cpp | 8 ++++---- 4 files changed, 6 insertions(+), 16 deletions(-) diff --git a/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp b/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp index 8470facac..eaa4aa5a9 100644 --- a/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp +++ b/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp @@ -5,11 +5,6 @@ #include "Engine/Animations/Config.h" #include "Engine/Core/Log.h" #include "Engine/Core/Math/Matrix.h" -#include "Engine/Core/Math/Matrix3x4.h" - -SkinnedMeshDrawData::SkinnedMeshDrawData() -{ -} SkinnedMeshDrawData::~SkinnedMeshDrawData() { diff --git a/Source/Engine/Graphics/Models/SkinnedMeshDrawData.h b/Source/Engine/Graphics/Models/SkinnedMeshDrawData.h index 24d5ca230..dc780a26d 100644 --- a/Source/Engine/Graphics/Models/SkinnedMeshDrawData.h +++ b/Source/Engine/Graphics/Models/SkinnedMeshDrawData.h @@ -36,11 +36,6 @@ public: Array Data; public: - /// - /// Initializes a new instance of the class. - /// - SkinnedMeshDrawData(); - /// /// Finalizes an instance of the class. /// @@ -76,7 +71,7 @@ public: void OnDataChanged(bool dropHistory); /// - /// After bones Data has been send to the GPU buffer. + /// After bones Data has been sent to the GPU buffer. /// void OnFlush() { diff --git a/Source/Engine/Level/Actors/AnimatedModel.cpp b/Source/Engine/Level/Actors/AnimatedModel.cpp index f75174f72..a2d95dbf4 100644 --- a/Source/Engine/Level/Actors/AnimatedModel.cpp +++ b/Source/Engine/Level/Actors/AnimatedModel.cpp @@ -1002,7 +1002,7 @@ void AnimatedModel::Draw(RenderContext& renderContext) if (renderContext.View.Pass == DrawPass::GlobalSDF) return; if (renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas) - return; // No supported + return; // Not supported ACTOR_GET_WORLD_MATRIX(this, view, world); GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, world); diff --git a/Source/Engine/Platform/Base/FileSystemBase.cpp b/Source/Engine/Platform/Base/FileSystemBase.cpp index f414bbd01..13ae3481c 100644 --- a/Source/Engine/Platform/Base/FileSystemBase.cpp +++ b/Source/Engine/Platform/Base/FileSystemBase.cpp @@ -12,25 +12,25 @@ bool FileSystemBase::ShowOpenFileDialog(Window* parentWindow, const StringView& initialDirectory, const StringView& filter, bool multiSelect, const StringView& title, Array& filenames) { - // No supported + // Not supported return true; } bool FileSystemBase::ShowSaveFileDialog(Window* parentWindow, const StringView& initialDirectory, const StringView& filter, bool multiSelect, const StringView& title, Array& filenames) { - // No supported + // Not supported return true; } bool FileSystemBase::ShowBrowseFolderDialog(Window* parentWindow, const StringView& initialDirectory, const StringView& title, String& path) { - // No supported + // Not supported return true; } bool FileSystemBase::ShowFileExplorer(const StringView& path) { - // No supported + // Not supported return true; } From 73c19b278f1ffbfd7cb76de53390733267d7ea69 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 12:47:34 +0100 Subject: [PATCH 41/57] Optimize updating Animated Model bones buffer when it's not dirty #3827 --- Source/Engine/Level/Actors/AnimatedModel.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Source/Engine/Level/Actors/AnimatedModel.cpp b/Source/Engine/Level/Actors/AnimatedModel.cpp index a2d95dbf4..1bf05a505 100644 --- a/Source/Engine/Level/Actors/AnimatedModel.cpp +++ b/Source/Engine/Level/Actors/AnimatedModel.cpp @@ -1015,6 +1015,7 @@ void AnimatedModel::Draw(RenderContext& renderContext) RenderContext::GPULocker.Lock(); GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count()); RenderContext::GPULocker.Unlock(); + _skinningData.OnFlush(); } SkinnedMesh::DrawInfo draw; @@ -1059,6 +1060,7 @@ void AnimatedModel::Draw(RenderContextBatch& renderContextBatch) RenderContext::GPULocker.Lock(); GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count()); RenderContext::GPULocker.Unlock(); + _skinningData.OnFlush(); } SkinnedMesh::DrawInfo draw; From 4afd9fd8dfe3a37f05a9d4323ab9fb421d0367f2 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 13:27:53 +0100 Subject: [PATCH 42/57] Optimize Animated Model bones buffer flushing with delayed draw action to reduce lock contention #3917 #3827 --- Source/Engine/Level/Actors/AnimatedModel.cpp | 15 +++++++++------ Source/Engine/Particles/Particles.cpp | 7 +++---- Source/Engine/Renderer/RenderList.cpp | 12 +++++------- Source/Engine/Renderer/RenderList.h | 7 ++++--- Source/Engine/Renderer/Renderer.cpp | 2 +- 5 files changed, 22 insertions(+), 21 deletions(-) diff --git a/Source/Engine/Level/Actors/AnimatedModel.cpp b/Source/Engine/Level/Actors/AnimatedModel.cpp index 1bf05a505..f6ac51f1c 100644 --- a/Source/Engine/Level/Actors/AnimatedModel.cpp +++ b/Source/Engine/Level/Actors/AnimatedModel.cpp @@ -20,6 +20,7 @@ #include "Engine/Level/Scene/Scene.h" #include "Engine/Level/SceneObjectsFactory.h" #include "Engine/Profiler/ProfilerMemory.h" +#include "Engine/Renderer/RenderList.h" #include "Engine/Serialization/Serialization.h" AnimatedModel::AnimatedModel(const SpawnParams& params) @@ -1012,9 +1013,10 @@ void AnimatedModel::Draw(RenderContext& renderContext) // Flush skinning data with GPU if (_skinningData.IsDirty()) { - RenderContext::GPULocker.Lock(); - GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count()); - RenderContext::GPULocker.Unlock(); + renderContext.List->AddDelayedDraw([this](GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex) + { + context->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count()); + }); _skinningData.OnFlush(); } @@ -1057,9 +1059,10 @@ void AnimatedModel::Draw(RenderContextBatch& renderContextBatch) // Flush skinning data with GPU if (_skinningData.IsDirty()) { - RenderContext::GPULocker.Lock(); - GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count()); - RenderContext::GPULocker.Unlock(); + renderContext.List->AddDelayedDraw([this](GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex) + { + context->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count()); + }); _skinningData.OnFlush(); } diff --git a/Source/Engine/Particles/Particles.cpp b/Source/Engine/Particles/Particles.cpp index 951b657b2..7d3703ee0 100644 --- a/Source/Engine/Particles/Particles.cpp +++ b/Source/Engine/Particles/Particles.cpp @@ -677,11 +677,10 @@ void CleanupGPUParticlesSorting() SAFE_DELETE_GPU_RESOURCE(GPUIndirectArgsBuffer); } -void DrawEmittersGPU(RenderContextBatch& renderContextBatch) +void DrawEmittersGPU(GPUContext* context, RenderContextBatch& renderContextBatch) { PROFILE_GPU_CPU_NAMED("DrawEmittersGPU"); ScopeReadLock systemScope(Particles::SystemLocker); - GPUContext* context = GPUDevice::Instance->GetMainContext(); // Count draws and sorting passes needed for resources allocation uint32 indirectArgsSize = 0; @@ -1124,9 +1123,9 @@ void DrawEmitterGPU(RenderContextBatch& renderContextBatch, ParticleBuffer* buff if (GPUEmitterDraws.Count() == 0) { // The first emitter schedules the drawing of all batched draws - renderContextBatch.GetMainContext().List->AddDelayedDraw([](RenderContextBatch& renderContextBatch, int32 contextIndex) + renderContextBatch.GetMainContext().List->AddDelayedDraw([](GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex) { - DrawEmittersGPU(renderContextBatch); + DrawEmittersGPU(context, renderContextBatch); }); } GPUEmitterDraws.Add({ buffer, drawCall, drawModes, staticFlags, bounds, renderModulesIndices, indirectArgsSize, sortOrder, sorting }); diff --git a/Source/Engine/Renderer/RenderList.cpp b/Source/Engine/Renderer/RenderList.cpp index 453fd71a9..ba1f7a0f9 100644 --- a/Source/Engine/Renderer/RenderList.cpp +++ b/Source/Engine/Renderer/RenderList.cpp @@ -258,18 +258,17 @@ void RenderList::AddSettingsBlend(IPostFxSettingsProvider* provider, float weigh void RenderList::AddDelayedDraw(DelayedDraw&& func) { - MemPoolLocker.Lock(); // TODO: convert _delayedDraws into RenderListBuffer with usage of arena Memory for fast alloc _delayedDraws.Add(MoveTemp(func)); - MemPoolLocker.Unlock(); } -void RenderList::DrainDelayedDraws(RenderContextBatch& renderContextBatch, int32 contextIndex) +void RenderList::DrainDelayedDraws(GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex) { - if (_delayedDraws.IsEmpty()) + if (_delayedDraws.Count() == 0) return; + PROFILE_CPU(); for (DelayedDraw& e : _delayedDraws) - e(renderContextBatch, contextIndex); - _delayedDraws.SetCapacity(0); + e(context, renderContextBatch, renderContextIndex); + _delayedDraws.Clear(); } void RenderList::BlendSettings() @@ -495,7 +494,6 @@ RenderList::RenderList(const SpawnParams& params) , ObjectBuffer(0, PixelFormat::R32G32B32A32_Float, false, TEXT("Object Buffer")) , TempObjectBuffer(0, PixelFormat::R32G32B32A32_Float, false, TEXT("Object Buffer")) , _instanceBuffer(0, sizeof(ShaderObjectDrawInstanceData), TEXT("Instance Buffer"), GPUVertexLayout::Get({ { VertexElement::Types::Attribute0, 3, 0, 1, PixelFormat::R32_UInt } })) - , _delayedDraws(&Memory) { } diff --git a/Source/Engine/Renderer/RenderList.h b/Source/Engine/Renderer/RenderList.h index a37d2a941..9b0a91ed6 100644 --- a/Source/Engine/Renderer/RenderList.h +++ b/Source/Engine/Renderer/RenderList.h @@ -459,13 +459,14 @@ public: /// DynamicTypedBuffer TempObjectBuffer; - typedef Function DelayedDraw; + typedef Function DelayedDraw; void AddDelayedDraw(DelayedDraw&& func); - void DrainDelayedDraws(RenderContextBatch& renderContextBatch, int32 contextIndex); + void DrainDelayedDraws(GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex); /// /// Adds custom callback (eg. lambda) to invoke after scene draw calls are collected on a main thread (some async draw tasks might be active). Allows for safe usage of GPUContext for draw preparations or to perform GPU-driven drawing. /// + /// Can be called in async during scene rendering (thread-safe internally). Lambda is allocated by concurrent arena allocator owned by the RenderList. template FORCE_INLINE void AddDelayedDraw(const T& lambda) { @@ -476,7 +477,7 @@ public: private: DynamicVertexBuffer _instanceBuffer; - Array _delayedDraws; + RenderListBuffer _delayedDraws; public: /// diff --git a/Source/Engine/Renderer/Renderer.cpp b/Source/Engine/Renderer/Renderer.cpp index fd7d43c8b..2f17e5294 100644 --- a/Source/Engine/Renderer/Renderer.cpp +++ b/Source/Engine/Renderer/Renderer.cpp @@ -461,7 +461,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont // Perform custom post-scene drawing (eg. GPU dispatches used by VFX) for (int32 i = 0; i < renderContextBatch.Contexts.Count(); i++) - renderContextBatch.Contexts[i].List->DrainDelayedDraws(renderContextBatch, i); + renderContextBatch.Contexts[i].List->DrainDelayedDraws(context, renderContextBatch, i); #if USE_EDITOR GBufferPass::Instance()->OverrideDrawCalls(renderContext); From 27dd1bda253cd8b849802ed44165ea3e3575b74d Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 6 Feb 2026 21:57:16 +0100 Subject: [PATCH 43/57] Optimize `GPUVertexLayout::Get` to not use mutex on lookup read #3917 --- .../Graphics/Shaders/GPUVertexLayout.cpp | 33 ++++++++++--------- Source/Engine/Renderer/RenderList.cpp | 19 +++++++---- 2 files changed, 31 insertions(+), 21 deletions(-) diff --git a/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp b/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp index 05c6d605a..6c34b2008 100644 --- a/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp +++ b/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp @@ -44,23 +44,30 @@ namespace Dictionary LayoutCache; Dictionary VertexBufferCache; + // TODO: it's not safe to use map and then use again with a lock (find a better way, eg. using two maps, one first read-only and thread safe, second with mutex-guarded new values from this frame) GPUVertexLayout* AddCache(const VertexBufferLayouts& key, int32 count) { - GPUVertexLayout::Elements elements; - bool anyValid = false; - for (int32 slot = 0; slot < count; slot++) + GPUVertexLayout* result; + CacheLocker.Lock(); + if (!VertexBufferCache.TryGet(key, result)) { - if (key.Layouts[slot]) + GPUVertexLayout::Elements elements; + bool anyValid = false; + for (int32 slot = 0; slot < count; slot++) { - anyValid = true; - int32 start = elements.Count(); - elements.Add(key.Layouts[slot]->GetElements()); - for (int32 j = start; j < elements.Count(); j++) - elements.Get()[j].Slot = (byte)slot; + if (key.Layouts[slot]) + { + anyValid = true; + int32 start = elements.Count(); + elements.Add(key.Layouts[slot]->GetElements()); + for (int32 j = start; j < elements.Count(); j++) + elements.Get()[j].Slot = (byte)slot; + } } + result = anyValid ? GPUVertexLayout::Get(elements, true) : nullptr; + VertexBufferCache.Add(key, result); } - GPUVertexLayout* result = anyValid ? GPUVertexLayout::Get(elements, true) : nullptr; - VertexBufferCache.Add(key, result); + CacheLocker.Unlock(); return result; } } @@ -185,11 +192,9 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span& vertexBuffers) key.Layouts[i] = nullptr; // Lookup existing cache - CacheLocker.Lock(); GPUVertexLayout* result; if (!VertexBufferCache.TryGet(key, result)) result = AddCache(key, vertexBuffers.Length()); - CacheLocker.Unlock(); return result; } @@ -209,11 +214,9 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span& layouts) key.Layouts[i] = nullptr; // Lookup existing cache - CacheLocker.Lock(); GPUVertexLayout* result; if (!VertexBufferCache.TryGet(key, result)) result = AddCache(key, layouts.Length()); - CacheLocker.Unlock(); return result; } diff --git a/Source/Engine/Renderer/RenderList.cpp b/Source/Engine/Renderer/RenderList.cpp index ba1f7a0f9..23fcd52dc 100644 --- a/Source/Engine/Renderer/RenderList.cpp +++ b/Source/Engine/Renderer/RenderList.cpp @@ -825,6 +825,13 @@ FORCE_INLINE bool DrawsEqual(const DrawCall* a, const DrawCall* b) Platform::MemoryCompare(a->Geometry.VertexBuffers, b->Geometry.VertexBuffers, sizeof(a->Geometry.VertexBuffers) + sizeof(a->Geometry.VertexBuffersOffsets)) == 0; } +FORCE_INLINE Span GetVB(GPUBuffer* const* ptr, int32 maxSize) +{ + while (ptr[maxSize - 1] == nullptr && maxSize > 1) + maxSize--; + return ToSpan(ptr, maxSize); +} + void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list, RenderList* drawCallsList, GPUTextureView* input) { if (list.IsEmpty()) @@ -953,7 +960,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL Platform::MemoryCopy(vb, activeDraw->Geometry.VertexBuffers, sizeof(DrawCall::Geometry.VertexBuffers)); Platform::MemoryCopy(vbOffsets, activeDraw->Geometry.VertexBuffersOffsets, sizeof(DrawCall::Geometry.VertexBuffersOffsets)); context->BindIB(activeDraw->Geometry.IndexBuffer); - context->BindVB(ToSpan(vb, ARRAY_COUNT(vb)), vbOffsets); + context->BindVB(GetVB(vb, ARRAY_COUNT(vb)), vbOffsets); context->DrawIndexedInstanced(activeDraw->Draw.IndicesCount, activeCount, instanceBufferOffset, 0, activeDraw->Draw.StartIndex); instanceBufferOffset += activeCount; @@ -970,7 +977,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL // Single-draw call batch context->BindIB(drawCall.Geometry.IndexBuffer); - context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets); + context->BindVB(GetVB(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets); if (drawCall.InstanceCount == 0) { context->DrawIndexedInstancedIndirect(drawCall.Draw.IndirectArgsBuffer, drawCall.Draw.IndirectArgsOffset); @@ -993,7 +1000,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL Platform::MemoryCopy(vb, drawCall.Geometry.VertexBuffers, sizeof(DrawCall::Geometry.VertexBuffers)); Platform::MemoryCopy(vbOffsets, drawCall.Geometry.VertexBuffersOffsets, sizeof(DrawCall::Geometry.VertexBuffersOffsets)); context->BindIB(drawCall.Geometry.IndexBuffer); - context->BindVB(ToSpan(vb, vbMax + 1), vbOffsets); + context->BindVB(GetVB(vb, vbMax + 1), vbOffsets); if (drawCall.InstanceCount == 0) { @@ -1023,7 +1030,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL const DrawCall& drawCall = drawCallsData[perDraw.DrawObjectIndex]; context->BindIB(drawCall.Geometry.IndexBuffer); - context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets); + context->BindVB(GetVB(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets); if (drawCall.InstanceCount == 0) { @@ -1044,7 +1051,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL bindParams.DrawCall->Material->Bind(bindParams); context->BindIB(drawCall.Geometry.IndexBuffer); - context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets); + context->BindVB(GetVB(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets); for (int32 j = 0; j < batch.Instances.Count(); j++) { @@ -1068,7 +1075,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL drawCall.Material->Bind(bindParams); context->BindIB(drawCall.Geometry.IndexBuffer); - context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets); + context->BindVB(GetVB(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets); if (drawCall.InstanceCount == 0) { From a855b17cc0f02bce6b72350e0e146837a49eb992 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Sat, 7 Feb 2026 00:44:51 +0100 Subject: [PATCH 44/57] Add new collection type `ConcurrentDictionary` #3917 #3827 --- Source/Engine/Core/Collections/Dictionary.h | 4 + .../Engine/Threading/ConcurrentDictionary.h | 316 ++++++++++++++++++ 2 files changed, 320 insertions(+) create mode 100644 Source/Engine/Threading/ConcurrentDictionary.h diff --git a/Source/Engine/Core/Collections/Dictionary.h b/Source/Engine/Core/Collections/Dictionary.h index e2f5f0ed6..e18a5b999 100644 --- a/Source/Engine/Core/Collections/Dictionary.h +++ b/Source/Engine/Core/Collections/Dictionary.h @@ -4,6 +4,9 @@ #include "HashSetBase.h" +template +class ConcurrentDictionary; + /// /// Describes single portion of space for the key and value pair in a hash map. /// @@ -13,6 +16,7 @@ struct DictionaryBucket friend Memory; friend HashSetBase; friend Dictionary; + friend ConcurrentDictionary; /// The key. KeyType Key; diff --git a/Source/Engine/Threading/ConcurrentDictionary.h b/Source/Engine/Threading/ConcurrentDictionary.h new file mode 100644 index 000000000..22395d798 --- /dev/null +++ b/Source/Engine/Threading/ConcurrentDictionary.h @@ -0,0 +1,316 @@ +// Copyright (c) Wojciech Figat. All rights reserved. + +#pragma once + +#include "Engine/Core/Collections/Dictionary.h" +#include "Engine/Platform/CriticalSection.h" + +/// +/// Template for unordered dictionary with mapped key with value pairs that supports asynchronous data reading and writing. +/// +/// The type of the keys in the dictionary. +/// The type of the values in the dictionary. +/// The type of memory allocator. +template +class ConcurrentDictionary : Dictionary +{ + friend ConcurrentDictionary; +public: + typedef Dictionary Base; + typedef DictionaryBucket Bucket; + using AllocationData = typename AllocationType::template Data; + using AllocationTag = typename AllocationType::Tag; + +private: + mutable volatile int64 _threadsReading = 0; + volatile int64 _threadsWriting = 0; + CriticalSection _locker; + +public: + /// + /// Initializes an empty without reserving any space. + /// + ConcurrentDictionary() + { + } + + /// + /// Initializes an empty without reserving any space. + /// + /// The custom allocation tag. + ConcurrentDictionary(AllocationTag tag) + : Base(tag) + { + } + + /// + /// Finalizes an instance of the class. + /// + ~ConcurrentDictionary() + { + Clear(); + } + +public: + /// + /// Gets the amount of the elements in the collection. + /// + int32 Count() const + { + Reader reader(this); + return Base::_elementsCount; + } + + /// + /// Gets the amount of the elements that can be contained by the collection. + /// + int32 Capacity() const + { + Reader reader(this); + return Base::_size; + } + + /// + /// Tries to get element with given key. + /// + /// The key of the element. + /// The result value. + /// True if element of given key has been found, otherwise false. + template + bool TryGet(const KeyComparableType& key, ValueType& result) const + { + Reader reader(this); + typename Base::FindPositionResult pos; + Base::FindPosition(key, pos); + if (pos.ObjectIndex != -1) + result = Base::_allocation.Get()[pos.ObjectIndex].Value; + return pos.ObjectIndex != -1; + } + +public: + /// + /// Adds a pair of key and value to the collection. + /// + /// The key. + /// The value. + /// True if added element, otherwise false if it already exists (or other thread added it). + template + bool Add(const KeyComparableType& key, const ValueType& value) + { + Writer writer(this); + Bucket* bucket = Base::OnAdd(key, false, true); + if (bucket) + bucket->Occupy(key, value); + return bucket != nullptr; + } + + /// + /// Removes element with a specified key. + /// + /// The element key to remove. + /// True if item was removed from collection, otherwise false. + template + bool Remove(const KeyComparableType& key) + { + Writer writer(this); + return Base::Remove(key); + } + +public: + /// + /// Removes all elements from the collection. + /// + void Clear() + { + Writer writer(this); + Base::Clear(); + } + +public: + /// + /// The read-only dictionary collection iterator. + /// + struct ConstIterator : Base::IteratorBase + { + friend ConcurrentDictionary; + public: + ConstIterator(const ConcurrentDictionary* collection, const int32 index) + : Base::IteratorBase(collection, index) + { + if (collection) + collection->BeginRead(); + } + + ConstIterator(const ConstIterator& i) + : Base::IteratorBase(i._collection, i._index) + { + if (i.collection) + i.collection->BeginRead(); + } + + ConstIterator(ConstIterator&& i) noexcept + : Base::IteratorBase(i._collection, i._index) + { + i._collection = nullptr; + } + + ~ConstIterator() + { + if (this->_collection) + ((ConcurrentDictionary*)this->_collection)->EndRead(); + } + + public: + FORCE_INLINE bool operator!() const + { + return !(bool)*this; + } + + FORCE_INLINE bool operator==(const ConstIterator& v) const + { + return this->_index == v._index && this->_collection == v._collection; + } + + FORCE_INLINE bool operator!=(const ConstIterator& v) const + { + return this->_index != v._index || this->_collection != v._collection; + } + + ConstIterator& operator=(const ConstIterator& v) + { + this->_collection = v._collection; + this->_index = v._index; + return *this; + } + + ConstIterator& operator=(ConstIterator&& v) noexcept + { + this->_collection = v._collection; + this->_index = v._index; + v._collection = nullptr; + return *this; + } + + ConstIterator& operator++() + { + this->Next(); + return *this; + } + + ConstIterator operator++(int) const + { + ConstIterator i = *this; + i.Next(); + return i; + } + + ConstIterator& operator--() + { + this->Prev(); + return *this; + } + + ConstIterator operator--(int) const + { + ConstIterator i = *this; + i.Prev(); + return i; + } + }; + + ConstIterator begin() const + { + ConstIterator i(this, -1); + ++i; + return i; + } + + FORCE_INLINE ConstIterator end() const + { + return ConstIterator(this, Base::_size); + } + +private: + void BeginWrite() + { + Platform::InterlockedIncrement(&_threadsWriting); + + // Wait for all reads to end + RETRY: + while (Platform::AtomicRead(&_threadsReading)) + Platform::Yield(); + + // Thread-safe writing + _locker.Lock(); + if (Platform::AtomicRead(&_threadsReading)) + { + // Other reader entered during mutex locking so give them a chance to transition into active-waiting + _locker.Unlock(); + goto RETRY; + } + } + + void EndWrite() + { + _locker.Unlock(); + Platform::InterlockedDecrement(&_threadsWriting); + } + + void BeginRead() const + { + RETRY: + Platform::InterlockedIncrement(&_threadsReading); + + // Check if any thread is writing (or is about to write) + if (Platform::AtomicRead(&_threadsWriting) != 0) + { + // Wait for all writes to end + Platform::InterlockedDecrement(&_threadsReading); + while (Platform::AtomicRead(&_threadsWriting)) + Platform::Yield(); + + // Try again + goto RETRY; + } + } + + void EndRead() const + { + Platform::InterlockedDecrement(&_threadsReading); + } + +private: + // Utility for methods that read-write state. + struct Writer + { + ConcurrentDictionary* _collection; + + Writer(ConcurrentDictionary* collection) + : _collection(collection) + { + _collection->BeginWrite(); + } + + ~Writer() + { + _collection->EndWrite(); + } + }; + + // Utility for methods that read-only state. + struct Reader + { + const ConcurrentDictionary* _collection; + + Reader(const ConcurrentDictionary* collection) + : _collection(collection) + { + _collection->BeginRead(); + } + + ~Reader() + { + _collection->EndRead(); + } + }; +}; From ecddb8aae5b211ce3a89da42e41e415887ae5ffc Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Sat, 7 Feb 2026 00:45:14 +0100 Subject: [PATCH 45/57] Optimize `GPUVertexLayout` caches with `ConcurrentDictionary` --- .../Graphics/Shaders/GPUVertexLayout.cpp | 43 +++++++++---------- 1 file changed, 21 insertions(+), 22 deletions(-) diff --git a/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp b/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp index 6c34b2008..e458ff1c1 100644 --- a/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp +++ b/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp @@ -8,6 +8,7 @@ #include "Engine/Graphics/GPUDevice.h" #include "Engine/Graphics/GPUBuffer.h" #include "Engine/Graphics/PixelFormatExtensions.h" +#include "Engine/Threading/ConcurrentDictionary.h" #if GPU_ENABLE_RESOURCE_NAMING #include "Engine/Scripting/Enums.h" #endif @@ -40,15 +41,12 @@ uint32 GetHash(const VertexBufferLayouts& key) namespace { - CriticalSection CacheLocker; - Dictionary LayoutCache; - Dictionary VertexBufferCache; + ConcurrentDictionary LayoutCache; + ConcurrentDictionary VertexBufferCache; - // TODO: it's not safe to use map and then use again with a lock (find a better way, eg. using two maps, one first read-only and thread safe, second with mutex-guarded new values from this frame) - GPUVertexLayout* AddCache(const VertexBufferLayouts& key, int32 count) + GPUVertexLayout* GetCache(const VertexBufferLayouts& key, int32 count) { GPUVertexLayout* result; - CacheLocker.Lock(); if (!VertexBufferCache.TryGet(key, result)) { GPUVertexLayout::Elements elements; @@ -65,9 +63,15 @@ namespace } } result = anyValid ? GPUVertexLayout::Get(elements, true) : nullptr; - VertexBufferCache.Add(key, result); + if (!VertexBufferCache.Add(key, result)) + { + // Other thread added the value + Delete(result); + bool found = VertexBufferCache.TryGet(key, result); + ASSERT(found); + } + } - CacheLocker.Unlock(); return result; } } @@ -155,7 +159,6 @@ GPUVertexLayout* GPUVertexLayout::Get(const Elements& elements, bool explicitOff } // Lookup existing cache - CacheLocker.Lock(); GPUVertexLayout* result; if (!LayoutCache.TryGet(hash, result)) { @@ -167,12 +170,16 @@ GPUVertexLayout* GPUVertexLayout::Get(const Elements& elements, bool explicitOff LOG(Error, " {}", e.ToString()); #endif LOG(Error, "Failed to create vertex layout"); - CacheLocker.Unlock(); return nullptr; } - LayoutCache.Add(hash, result); + if (!LayoutCache.Add(hash, result)) + { + // Other thread added the value + Delete(result); + bool found = LayoutCache.TryGet(hash, result); + ASSERT(found); + } } - CacheLocker.Unlock(); return result; } @@ -192,11 +199,7 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span& vertexBuffers) key.Layouts[i] = nullptr; // Lookup existing cache - GPUVertexLayout* result; - if (!VertexBufferCache.TryGet(key, result)) - result = AddCache(key, vertexBuffers.Length()); - - return result; + return GetCache(key, vertexBuffers.Length()); } GPUVertexLayout* GPUVertexLayout::Get(const Span& layouts) @@ -214,11 +217,7 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span& layouts) key.Layouts[i] = nullptr; // Lookup existing cache - GPUVertexLayout* result; - if (!VertexBufferCache.TryGet(key, result)) - result = AddCache(key, layouts.Length()); - - return result; + return GetCache(key, layouts.Length()); } GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused, bool addMissing, int32 missingSlotOverride, bool referenceOrder) From ed5ad91a32cc6b4d01410a86e12f20ba6ee42243 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Sat, 7 Feb 2026 00:46:32 +0100 Subject: [PATCH 46/57] Optimize `SkinnedModel::GetSkeletonMapping` to not use locking for better perf when multi-threading #3827 --- Source/Engine/Content/Assets/SkinnedModel.cpp | 27 ++++++++++++------- Source/Engine/Content/Assets/SkinnedModel.h | 8 +++--- 2 files changed, 22 insertions(+), 13 deletions(-) diff --git a/Source/Engine/Content/Assets/SkinnedModel.cpp b/Source/Engine/Content/Assets/SkinnedModel.cpp index ed41c4aab..ce6300b17 100644 --- a/Source/Engine/Content/Assets/SkinnedModel.cpp +++ b/Source/Engine/Content/Assets/SkinnedModel.cpp @@ -61,16 +61,24 @@ Array SkinnedModel::GetBlendShapes() SkinnedModel::SkeletonMapping SkinnedModel::GetSkeletonMapping(Asset* source, bool autoRetarget) { + // Fast-path to use cached mapping SkeletonMapping mapping; mapping.TargetSkeleton = this; + SkeletonMappingData mappingData; + if (_skeletonMappingCache.TryGet(source, mappingData)) + { + mapping.SourceSkeleton = mappingData.SourceSkeleton; + mapping.NodesMapping = mappingData.NodesMapping; + return mapping; + } + mapping.SourceSkeleton = nullptr; + if (WaitForLoaded() || !source || source->WaitForLoaded()) return mapping; + PROFILE_CPU(); ScopeLock lock(Locker); - SkeletonMappingData mappingData; if (!_skeletonMappingCache.TryGet(source, mappingData)) { - PROFILE_CPU(); - // Initialize the mapping SkeletonRetarget* retarget = nullptr; const Guid sourceId = source->GetID(); @@ -823,13 +831,13 @@ bool SkinnedModel::SaveMesh(WriteStream& stream, const ModelData& modelData, int void SkinnedModel::ClearSkeletonMapping() { - for (auto& e : _skeletonMappingCache) + for (const auto& e : _skeletonMappingCache) { e.Key->OnUnloaded.Unbind(this); #if USE_EDITOR e.Key->OnReloading.Unbind(this); #endif - Allocator::Free(e.Value.NodesMapping.Get()); + Allocator::Free((void*)e.Value.NodesMapping.Get()); } _skeletonMappingCache.Clear(); } @@ -837,8 +845,9 @@ void SkinnedModel::ClearSkeletonMapping() void SkinnedModel::OnSkeletonMappingSourceAssetUnloaded(Asset* obj) { ScopeLock lock(Locker); - auto i = _skeletonMappingCache.Find(obj); - ASSERT(i != _skeletonMappingCache.End()); + SkeletonMappingData mappingData; + bool found = _skeletonMappingCache.TryGet(obj, mappingData); + ASSERT(found); // Unlink event obj->OnUnloaded.Unbind(this); @@ -847,8 +856,8 @@ void SkinnedModel::OnSkeletonMappingSourceAssetUnloaded(Asset* obj) #endif // Clear cache - Allocator::Free(i->Value.NodesMapping.Get()); - _skeletonMappingCache.Remove(i); + Allocator::Free(mappingData.NodesMapping.Get()); + _skeletonMappingCache.Remove(obj); } uint64 SkinnedModel::GetMemoryUsage() const diff --git a/Source/Engine/Content/Assets/SkinnedModel.h b/Source/Engine/Content/Assets/SkinnedModel.h index 894a080c4..111d4d6cb 100644 --- a/Source/Engine/Content/Assets/SkinnedModel.h +++ b/Source/Engine/Content/Assets/SkinnedModel.h @@ -3,7 +3,7 @@ #pragma once #include "ModelBase.h" -#include "Engine/Core/Collections/Dictionary.h" +#include "Engine/Threading/ConcurrentDictionary.h" #include "Engine/Graphics/Models/SkinnedMesh.h" #include "Engine/Graphics/Models/SkeletonData.h" @@ -101,9 +101,9 @@ public: struct FLAXENGINE_API SkeletonMapping { // Target skeleton. - AssetReference TargetSkeleton; + SkinnedModel* TargetSkeleton; // Source skeleton. - AssetReference SourceSkeleton; + SkinnedModel* SourceSkeleton; // The node-to-node mapping for the fast animation sampling for the skinned model skeleton nodes. Each item is index of the source skeleton node into target skeleton node. Span NodesMapping; }; @@ -115,7 +115,7 @@ private: Span NodesMapping; }; - Dictionary _skeletonMappingCache; + ConcurrentDictionary _skeletonMappingCache; public: /// From 9c32f978fb7f3ab2ce0ef3b7e550487ec052c1e1 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Sun, 8 Feb 2026 00:22:37 +0100 Subject: [PATCH 47/57] Fix regression from 73c19b278f1ffbfd7cb76de53390733267d7ea69 to fix missing skeleton bones on start in Editor --- Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp b/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp index eaa4aa5a9..eb2ea0145 100644 --- a/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp +++ b/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp @@ -28,7 +28,7 @@ void SkinnedMeshDrawData::Setup(int32 bonesCount) BonesCount = bonesCount; _hasValidData = false; - _isDirty = false; + _isDirty = true; Data.Resize(BoneMatrices->GetSize()); SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices); } From 3d66316716307e8a8d9acb069b71e6a7c65297c1 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 9 Feb 2026 15:03:42 +0100 Subject: [PATCH 48/57] Optimize animations retargeting between skeletons Cuts down `RetargetSkeletonPose` time down by over 80%. #3827 --- .../Animations/Graph/AnimGroup.Animation.cpp | 135 +++++++++--------- Source/Engine/Content/Assets/SkinnedModel.cpp | 2 + Source/Engine/Graphics/Models/SkeletonData.h | 9 ++ Source/Engine/Graphics/Models/SkinnedMesh.cpp | 36 +++++ 4 files changed, 116 insertions(+), 66 deletions(-) diff --git a/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp b/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp index 08767728a..7eb8d32d6 100644 --- a/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp +++ b/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp @@ -109,86 +109,84 @@ namespace nodes->RootMotion.Orientation.Normalize(); } } - - Matrix ComputeWorldMatrixRecursive(const SkeletonData& skeleton, int32 index, Matrix localMatrix) - { - const auto& node = skeleton.Nodes[index]; - index = node.ParentIndex; - while (index != -1) - { - const auto& parent = skeleton.Nodes[index]; - localMatrix *= parent.LocalTransform.GetWorld(); - index = parent.ParentIndex; - } - return localMatrix; - } - - Matrix ComputeInverseParentMatrixRecursive(const SkeletonData& skeleton, int32 index) - { - Matrix inverseParentMatrix = Matrix::Identity; - const auto& node = skeleton.Nodes[index]; - if (node.ParentIndex != -1) - { - inverseParentMatrix = ComputeWorldMatrixRecursive(skeleton, index, inverseParentMatrix); - inverseParentMatrix = Matrix::Invert(inverseParentMatrix); - } - return inverseParentMatrix; - } } -void RetargetSkeletonNode(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& sourceMapping, Transform& node, int32 targetIndex) +// Utility for retargeting animation poses between skeletons. +struct Retargeting { - // sourceSkeleton - skeleton of Anim Graph (Base Locomotion pack) - // targetSkeleton - visual mesh skeleton (City Characters pack) - // target - anim graph input/output transformation of that node - const auto& targetNode = targetSkeleton.Nodes[targetIndex]; - const int32 sourceIndex = sourceMapping.NodesMapping[targetIndex]; - if (sourceIndex == -1) +private: + const Matrix* _sourcePosePtr, * _targetPosePtr; + const SkeletonData* _sourceSkeleton, *_targetSkeleton; + const SkinnedModel::SkeletonMapping* _sourceMapping; + +public: + void Init(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& sourceMapping) { - // Use T-pose - node = targetNode.LocalTransform; - return; + ASSERT_LOW_LAYER(targetSkeleton.Nodes.Count() == sourceMapping.NodesMapping.Length()); + + // Cache world-space poses for source and target skeletons to avoid redundant calculations during retargeting + _sourcePosePtr = sourceSkeleton.GetNodesPose().Get(); + _targetPosePtr = targetSkeleton.GetNodesPose().Get(); + + _sourceSkeleton = &sourceSkeleton; + _targetSkeleton = &targetSkeleton; + _sourceMapping = &sourceMapping; } - const auto& sourceNode = sourceSkeleton.Nodes[sourceIndex]; - // [Reference: https://wickedengine.net/2022/09/animation-retargeting/comment-page-1/] - - // Calculate T-Pose of source node, target node and target parent node - Matrix bindMatrix = ComputeWorldMatrixRecursive(sourceSkeleton, sourceIndex, sourceNode.LocalTransform.GetWorld()); - Matrix inverseBindMatrix = Matrix::Invert(bindMatrix); - Matrix targetMatrix = ComputeWorldMatrixRecursive(targetSkeleton, targetIndex, targetNode.LocalTransform.GetWorld()); - Matrix inverseParentMatrix = ComputeInverseParentMatrixRecursive(targetSkeleton, targetIndex); - - // Target node animation is world-space difference of the animated source node inside the target's parent node world-space - Matrix localMatrix = inverseBindMatrix * ComputeWorldMatrixRecursive(sourceSkeleton, sourceIndex, node.GetWorld()); - localMatrix = targetMatrix * localMatrix * inverseParentMatrix; - - // Extract local node transformation - localMatrix.Decompose(node); -} - -void RetargetSkeletonPose(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& mapping, const Transform* sourceNodes, Transform* targetNodes) -{ - // TODO: cache source and target skeletons world-space poses for faster retargeting (use some pooled memory) - ASSERT_LOW_LAYER(targetSkeleton.Nodes.Count() == mapping.NodesMapping.Length()); - for (int32 targetIndex = 0; targetIndex < targetSkeleton.Nodes.Count(); targetIndex++) + void RetargetNode(const Transform& source, Transform& target, int32 sourceIndex, int32 targetIndex) { - auto& targetNode = targetSkeleton.Nodes.Get()[targetIndex]; - const int32 sourceIndex = mapping.NodesMapping.Get()[targetIndex]; - Transform node; + // sourceSkeleton - skeleton of Anim Graph + // targetSkeleton - visual mesh skeleton + // target - anim graph input/output transformation of that node + const SkeletonNode& targetNode = _targetSkeleton->Nodes.Get()[targetIndex]; if (sourceIndex == -1) { // Use T-pose - node = targetNode.LocalTransform; + target = targetNode.LocalTransform; } else { - // Retarget - node = sourceNodes[sourceIndex]; - RetargetSkeletonNode(sourceSkeleton, targetSkeleton, mapping, node, targetIndex); + // [Reference: https://wickedengine.net/2022/09/animation-retargeting/comment-page-1/] + + // Calculate T-Pose of source node, target node and target parent node + const Matrix* sourcePosePtr = _sourcePosePtr; + const Matrix* targetPosePtr = _targetPosePtr; + const Matrix& bindMatrix = sourcePosePtr[sourceIndex]; + const Matrix& targetMatrix = targetPosePtr[targetIndex]; + Matrix inverseParentMatrix; + if (targetNode.ParentIndex != -1) + Matrix::Invert(targetPosePtr[targetNode.ParentIndex], inverseParentMatrix); + else + inverseParentMatrix = Matrix::Identity; + + // Target node animation is world-space difference of the animated source node inside the target's parent node world-space + const SkeletonNode& sourceNode = _sourceSkeleton->Nodes.Get()[sourceIndex]; + Matrix localMatrix = source.GetWorld(); + if (sourceNode.ParentIndex != -1) + localMatrix = localMatrix * sourcePosePtr[sourceNode.ParentIndex]; + localMatrix = Matrix::Invert(bindMatrix) * localMatrix; + localMatrix = targetMatrix * localMatrix * inverseParentMatrix; + + // Extract local node transformation + localMatrix.Decompose(target); } - targetNodes[targetIndex] = node; } + + FORCE_INLINE void RetargetPose(const Transform* sourceNodes, Transform* targetNodes) + { + for (int32 targetIndex = 0; targetIndex < _targetSkeleton->Nodes.Count(); targetIndex++) + { + const int32 sourceIndex = _sourceMapping->NodesMapping.Get()[targetIndex]; + RetargetNode(sourceNodes[sourceIndex], targetNodes[targetIndex], sourceIndex, targetIndex); + } + } +}; + +void RetargetSkeletonPose(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& mapping, const Transform* sourceNodes, Transform* targetNodes) +{ + Retargeting retargeting; + retargeting.Init(sourceSkeleton, targetSkeleton, mapping); + retargeting.RetargetPose(sourceNodes, targetNodes); } AnimGraphTraceEvent& AnimGraphContext::AddTraceEvent(const AnimGraphNode* node) @@ -431,9 +429,13 @@ void AnimGraphExecutor::ProcessAnimation(AnimGraphImpulse* nodes, AnimGraphNode* const bool weighted = weight < 1.0f; const bool retarget = mapping.SourceSkeleton && mapping.SourceSkeleton != mapping.TargetSkeleton; const auto emptyNodes = GetEmptyNodes(); + Retargeting retargeting; SkinnedModel::SkeletonMapping sourceMapping; if (retarget) + { sourceMapping = _graph.BaseModel->GetSkeletonMapping(mapping.SourceSkeleton); + retargeting.Init(mapping.SourceSkeleton->Skeleton, mapping.TargetSkeleton->Skeleton, mapping); + } for (int32 nodeIndex = 0; nodeIndex < nodes->Nodes.Count(); nodeIndex++) { const int32 nodeToChannel = mapping.NodesMapping[nodeIndex]; @@ -447,7 +449,8 @@ void AnimGraphExecutor::ProcessAnimation(AnimGraphImpulse* nodes, AnimGraphNode* // Optionally retarget animation into the skeleton used by the Anim Graph if (retarget) { - RetargetSkeletonNode(mapping.SourceSkeleton->Skeleton, mapping.TargetSkeleton->Skeleton, sourceMapping, srcNode, nodeIndex); + const int32 sourceIndex = sourceMapping.NodesMapping[nodeIndex]; + retargeting.RetargetNode(srcNode, srcNode, sourceIndex, nodeIndex); } // Mark node as used diff --git a/Source/Engine/Content/Assets/SkinnedModel.cpp b/Source/Engine/Content/Assets/SkinnedModel.cpp index ce6300b17..c0355ea0e 100644 --- a/Source/Engine/Content/Assets/SkinnedModel.cpp +++ b/Source/Engine/Content/Assets/SkinnedModel.cpp @@ -378,6 +378,7 @@ bool SkinnedModel::SetupSkeleton(const Array& nodes) model->Skeleton.Bones[i].LocalTransform = node.LocalTransform; model->Skeleton.Bones[i].NodeIndex = i; } + model->Skeleton.Dirty(); ClearSkeletonMapping(); // Calculate offset matrix (inverse bind pose transform) for every bone manually @@ -435,6 +436,7 @@ bool SkinnedModel::SetupSkeleton(const Array& nodes, const ArraySkeleton.Nodes = nodes; model->Skeleton.Bones = bones; + model->Skeleton.Dirty(); ClearSkeletonMapping(); // Calculate offset matrix (inverse bind pose transform) for every bone manually diff --git a/Source/Engine/Graphics/Models/SkeletonData.h b/Source/Engine/Graphics/Models/SkeletonData.h index 0b6c7d4d7..79e0be512 100644 --- a/Source/Engine/Graphics/Models/SkeletonData.h +++ b/Source/Engine/Graphics/Models/SkeletonData.h @@ -73,6 +73,10 @@ struct TIsPODType /// class FLAXENGINE_API SkeletonData { +private: + mutable volatile int64 _dirty = 1; + mutable Array _cachedPose; + public: /// /// The nodes in this hierarchy. The root node is always at the index 0. @@ -114,6 +118,11 @@ public: int32 FindNode(const StringView& name) const; int32 FindBone(int32 nodeIndex) const; + // Gets the skeleton nodes transforms in mesh space (pose). Calculated from the local node transforms and hierarchy. Cached internally and updated when data is dirty. + const Array& GetNodesPose() const; + + // Marks data as dirty (modified) to update internal state and recalculate cached data if needed (eg. skeleton pose). + void Dirty(); uint64 GetMemoryUsage() const; /// diff --git a/Source/Engine/Graphics/Models/SkinnedMesh.cpp b/Source/Engine/Graphics/Models/SkinnedMesh.cpp index 66b3e5701..369e5d825 100644 --- a/Source/Engine/Graphics/Models/SkinnedMesh.cpp +++ b/Source/Engine/Graphics/Models/SkinnedMesh.cpp @@ -154,6 +154,8 @@ void SkeletonData::Swap(SkeletonData& other) { Nodes.Swap(other.Nodes); Bones.Swap(other.Bones); + Dirty(); + other.Dirty(); } Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const @@ -171,6 +173,7 @@ Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const void SkeletonData::SetNodeTransform(int32 nodeIndex, const Transform& value) { CHECK(Nodes.IsValidIndex(nodeIndex)); + Dirty(); const int32 parentIndex = Nodes[nodeIndex].ParentIndex; if (parentIndex == -1) { @@ -201,6 +204,39 @@ int32 SkeletonData::FindBone(int32 nodeIndex) const return -1; } +const Array& SkeletonData::GetNodesPose() const +{ + // Guard with a simple atomic flag to avoid locking if the pose is up to date + if (Platform::AtomicRead(&_dirty)) + { + ScopeLock lock(RenderContext::GPULocker); + if (Platform::AtomicRead(&_dirty)) + { + Platform::AtomicStore(&_dirty, 0); + const SkeletonNode* nodes = Nodes.Get(); + const int32 nodesCount = Nodes.Count(); + _cachedPose.Resize(nodesCount); + Matrix* posePtr = _cachedPose.Get(); + for (int32 nodeIndex = 0; nodeIndex < nodesCount; nodeIndex++) + { + const SkeletonNode& node = nodes[nodeIndex]; + Matrix local; + Matrix::Transformation(node.LocalTransform.Scale, node.LocalTransform.Orientation, node.LocalTransform.Translation, local); + if (node.ParentIndex != -1) + Matrix::Multiply(local, posePtr[node.ParentIndex], posePtr[nodeIndex]); + else + posePtr[nodeIndex] = local; + } + } + } + return _cachedPose; +} + +void SkeletonData::Dirty() +{ + Platform::AtomicStore(&_dirty, 1); +} + uint64 SkeletonData::GetMemoryUsage() const { uint64 result = Nodes.Capacity() * sizeof(SkeletonNode) + Bones.Capacity() * sizeof(SkeletonBone); From a2b0d0714e89cfb07647211134b404d1b6a217d0 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 9 Feb 2026 15:03:54 +0100 Subject: [PATCH 49/57] Add more docs about new `ConcurrentDictionary` --- Source/Engine/Threading/ConcurrentDictionary.h | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Source/Engine/Threading/ConcurrentDictionary.h b/Source/Engine/Threading/ConcurrentDictionary.h index 22395d798..1b78a735e 100644 --- a/Source/Engine/Threading/ConcurrentDictionary.h +++ b/Source/Engine/Threading/ConcurrentDictionary.h @@ -7,6 +7,8 @@ /// /// Template for unordered dictionary with mapped key with value pairs that supports asynchronous data reading and writing. +/// Implemented via reader-writer lock pattern, so multiple threads can read data at the same time, but only one thread can write data and it blocks all other threads (including readers) until the write operation is finished. +/// Optimized for frequent reads (no lock operation). /// /// The type of the keys in the dictionary. /// The type of the values in the dictionary. From bd300651ecc61b4f94500658b0fbdce223a53dfe Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 9 Feb 2026 15:04:19 +0100 Subject: [PATCH 50/57] Fix Job System regression bug with incorrect initialization of job context --- Source/Engine/Threading/JobSystem.cpp | 21 ++++++++------------- 1 file changed, 8 insertions(+), 13 deletions(-) diff --git a/Source/Engine/Threading/JobSystem.cpp b/Source/Engine/Threading/JobSystem.cpp index 4d90f1c06..8d62aa8e3 100644 --- a/Source/Engine/Threading/JobSystem.cpp +++ b/Source/Engine/Threading/JobSystem.cpp @@ -38,29 +38,23 @@ public: struct alignas(int64) JobContext { // The next index of the job to process updated when picking a job by the thread. - volatile int64 JobIndex; + volatile int64 JobIndex = 0; // The number of jobs left to process updated after job completion by the thread. - volatile int64 JobsLeft; + volatile int64 JobsLeft = 0; // The unique label of this job used to identify it. Set to -1 when job is done. - volatile int64 JobLabel; + volatile int64 JobLabel = 0; // Utility atomic counter used to indicate that any job is waiting for this one to finish. Then Dependants can be accessed within thread-safe JobsLocker. - volatile int64 DependantsCount; + volatile int64 DependantsCount = 0; // The number of dependency jobs left to be finished before starting this job. - volatile int64 DependenciesLeft; + volatile int64 DependenciesLeft = 0; // The total number of jobs to process (in this context). - int32 JobsCount; + int32 JobsCount = 0; // The job function to execute. Function Job; // List of dependant jobs to signal when this job is done. Array Dependants; }; -template<> -struct TIsPODType -{ - enum { Value = false }; -}; - class JobSystemThread : public IRunnable { public: @@ -111,7 +105,7 @@ bool JobSystemService::Init() JobContextsSize = 256; JobContextsMask = JobContextsSize - 1; JobContexts = (JobContext*)Platform::Allocate(JobContextsSize * sizeof(JobContext), alignof(JobContext)); - Platform::MemoryClear(JobContexts, sizeof(JobContextsSize * sizeof(JobContext))); + Memory::ConstructItems(JobContexts, (int32)JobContextsSize); // Spawn threads ThreadsCount = Math::Min(Platform::GetCPUInfo().LogicalProcessorCount, ARRAY_COUNT(Threads)); @@ -150,6 +144,7 @@ void JobSystemService::Dispose() } } + Memory::DestructItems(JobContexts, (int32)JobContextsSize); Platform::Free(JobContexts); JobContexts = nullptr; } From 7b7a92758ff1a6f040c535b8e5a8858dd36d7380 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 9 Feb 2026 18:01:47 +0100 Subject: [PATCH 51/57] Optimize `VariantType` to use static type name in game or from non-reloadable assemblies This avoids many dynamic memory allocations in Visual Scripts and Anim Graph. # --- Source/Engine/Core/Types/Variant.cpp | 160 +++++++++++++----- Source/Engine/Core/Types/Variant.h | 36 +++- Source/Engine/Scripting/BinaryModule.cpp | 2 + Source/Engine/Scripting/BinaryModule.h | 5 + .../Engine/Scripting/ManagedCLR/MAssembly.h | 9 + Source/Engine/Scripting/ManagedCLR/MCore.cpp | 2 + Source/Engine/Scripting/Runtime/DotNet.cpp | 1 + Source/Engine/Scripting/Scripting.cpp | 4 + Source/Engine/Serialization/Serialization.cpp | 3 + Source/Engine/Serialization/Stream.cpp | 1 + 10 files changed, 170 insertions(+), 53 deletions(-) diff --git a/Source/Engine/Core/Types/Variant.cpp b/Source/Engine/Core/Types/Variant.cpp index 4ab8552d3..bd2d594df 100644 --- a/Source/Engine/Core/Types/Variant.cpp +++ b/Source/Engine/Core/Types/Variant.cpp @@ -18,8 +18,10 @@ #include "Engine/Core/Math/Ray.h" #include "Engine/Core/Math/Rectangle.h" #include "Engine/Core/Math/Transform.h" +#include "Engine/Scripting/BinaryModule.h" #include "Engine/Scripting/Scripting.h" #include "Engine/Scripting/ScriptingObject.h" +#include "Engine/Scripting/ManagedCLR/MAssembly.h" #include "Engine/Scripting/ManagedCLR/MClass.h" #include "Engine/Scripting/ManagedCLR/MCore.h" #include "Engine/Scripting/ManagedCLR/MUtils.h" @@ -33,6 +35,13 @@ #endif #define AsEnum AsUint64 +// Editor can hot-reload assemblies thus cached type names may become invalid, otherwise use modules that are never unloaded and their type names are always valid +#if USE_EDITOR +#define IS_VARIANT_TYPE_NAME_STATIC(canReload) !canReload +#else +#define IS_VARIANT_TYPE_NAME_STATIC(canReload) true +#endif + namespace { const char* InBuiltTypesTypeNames[40] = @@ -88,6 +97,7 @@ static_assert((int32)VariantType::Types::MAX == ARRAY_COUNT(InBuiltTypesTypeName VariantType::VariantType(Types type, const StringView& typeName) { Type = type; + StaticName = 0; TypeName = nullptr; const int32 length = typeName.Length(); if (length) @@ -98,32 +108,41 @@ VariantType::VariantType(Types type, const StringView& typeName) } } -VariantType::VariantType(Types type, const StringAnsiView& typeName) +VariantType::VariantType(Types type, const StringAnsiView& typeName, bool staticName) { Type = type; - TypeName = nullptr; - int32 length = typeName.Length(); - if (length) + StaticName = staticName && (typeName.HasChars() && typeName[typeName.Length()] == 0); // Require string to be null-terminated (not fully safe check) + if (staticName) { - TypeName = static_cast(Allocator::Allocate(length + 1)); - Platform::MemoryCopy(TypeName, typeName.Get(), length); - TypeName[length] = 0; + TypeName = (char*)typeName.Get(); } + else + { + TypeName = nullptr; + int32 length = typeName.Length(); + if (length) + { + TypeName = static_cast(Allocator::Allocate(length + 1)); + Platform::MemoryCopy(TypeName, typeName.Get(), length); + TypeName[length] = 0; + } + } +} + +VariantType::VariantType(Types type, const ScriptingType& sType) + : VariantType(type) +{ + SetTypeName(sType); } VariantType::VariantType(Types type, const MClass* klass) { Type = type; + StaticName = false; TypeName = nullptr; #if USE_CSHARP if (klass) - { - const StringAnsiView typeName = klass->GetFullName(); - const int32 length = typeName.Length(); - TypeName = static_cast(Allocator::Allocate(length + 1)); - Platform::MemoryCopy(TypeName, typeName.Get(), length); - TypeName[length] = 0; - } + SetTypeName(*klass); #endif } @@ -190,9 +209,9 @@ VariantType::VariantType(const StringAnsiView& typeName) if (const auto mclass = Scripting::FindClass(typeName)) { if (mclass->IsEnum()) - new(this) VariantType(Enum, typeName); + new(this) VariantType(Enum, mclass); else - new(this) VariantType(ManagedObject, typeName); + new(this) VariantType(ManagedObject, mclass); return; } #endif @@ -204,36 +223,48 @@ VariantType::VariantType(const StringAnsiView& typeName) VariantType::VariantType(const VariantType& other) { Type = other.Type; - TypeName = nullptr; - const int32 length = StringUtils::Length(other.TypeName); - if (length) + StaticName = other.StaticName; + if (StaticName) { - TypeName = static_cast(Allocator::Allocate(length + 1)); - Platform::MemoryCopy(TypeName, other.TypeName, length); - TypeName[length] = 0; + TypeName = other.TypeName; + } + else + { + TypeName = nullptr; + const int32 length = StringUtils::Length(other.TypeName); + if (length) + { + TypeName = static_cast(Allocator::Allocate(length + 1)); + Platform::MemoryCopy(TypeName, other.TypeName, length); + TypeName[length] = 0; + } } } VariantType::VariantType(VariantType&& other) noexcept { Type = other.Type; + StaticName = other.StaticName; TypeName = other.TypeName; other.Type = Null; other.TypeName = nullptr; + other.StaticName = 0; } VariantType& VariantType::operator=(const Types& type) { Type = type; - Allocator::Free(TypeName); + if (StaticName) + Allocator::Free(TypeName); TypeName = nullptr; + StaticName = 0; return *this; } VariantType& VariantType::operator=(VariantType&& other) { ASSERT(this != &other); - Swap(Type, other.Type); + Swap(Packed, other.Packed); Swap(TypeName, other.TypeName); return *this; } @@ -242,14 +273,23 @@ VariantType& VariantType::operator=(const VariantType& other) { ASSERT(this != &other); Type = other.Type; - Allocator::Free(TypeName); - TypeName = nullptr; - const int32 length = StringUtils::Length(other.TypeName); - if (length) + if (StaticName) + Allocator::Free(TypeName); + StaticName = other.StaticName; + if (StaticName) { - TypeName = static_cast(Allocator::Allocate(length + 1)); - Platform::MemoryCopy(TypeName, other.TypeName, length); - TypeName[length] = 0; + TypeName = other.TypeName; + } + else + { + TypeName = nullptr; + const int32 length = StringUtils::Length(other.TypeName); + if (length) + { + TypeName = static_cast(Allocator::Allocate(length + 1)); + Platform::MemoryCopy(TypeName, other.TypeName, length); + TypeName[length] = 0; + } } return *this; } @@ -283,24 +323,45 @@ void VariantType::SetTypeName(const StringView& typeName) { if (StringUtils::Length(TypeName) != typeName.Length()) { - Allocator::Free(TypeName); + if (StaticName) + Allocator::Free(TypeName); + StaticName = 0; TypeName = static_cast(Allocator::Allocate(typeName.Length() + 1)); TypeName[typeName.Length()] = 0; } StringUtils::ConvertUTF162ANSI(typeName.Get(), TypeName, typeName.Length()); } -void VariantType::SetTypeName(const StringAnsiView& typeName) +void VariantType::SetTypeName(const StringAnsiView& typeName, bool staticName) { - if (StringUtils::Length(TypeName) != typeName.Length()) + if (StringUtils::Length(TypeName) != typeName.Length() || StaticName != staticName) { - Allocator::Free(TypeName); + if (StaticName) + Allocator::Free(TypeName); + StaticName = staticName; + if (staticName) + { + TypeName = (char*)typeName.Get(); + return; + } TypeName = static_cast(Allocator::Allocate(typeName.Length() + 1)); TypeName[typeName.Length()] = 0; } Platform::MemoryCopy(TypeName, typeName.Get(), typeName.Length()); } +void VariantType::SetTypeName(const ScriptingType& type) +{ + SetTypeName(type.Fullname, IS_VARIANT_TYPE_NAME_STATIC(type.Module->CanReload)); +} + +void VariantType::SetTypeName(const MClass& klass) +{ +#if USE_CSHARP + SetTypeName(klass.GetFullName(), IS_VARIANT_TYPE_NAME_STATIC(klass.GetAssembly()->CanReload())); +#endif +} + const char* VariantType::GetTypeName() const { if (TypeName) @@ -322,6 +383,17 @@ VariantType VariantType::GetElementType() const return VariantType(); } +void VariantType::Inline() +{ + const ScriptingTypeHandle typeHandle = Scripting::FindScriptingType(TypeName); + if (typeHandle) + SetTypeName(typeHandle.GetType()); +#if USE_CSHARP + else if (const auto mclass = Scripting::FindClass(TypeName)) + SetTypeName(*mclass); +#endif +} + ::String VariantType::ToString() const { ::String result; @@ -632,8 +704,7 @@ Variant::Variant(ScriptingObject* v) AsObject = v; if (v) { - // TODO: optimize VariantType to support statically linked typename of ScriptingType (via 1 bit flag within Types enum, only in game as editor might hot-reload types) - Type.SetTypeName(v->GetType().Fullname); + Type.SetTypeName(v->GetType()); v->Deleted.Bind(this); } } @@ -644,9 +715,8 @@ Variant::Variant(Asset* v) AsAsset = v; if (v) { - // TODO: optimize VariantType to support statically linked typename of ScriptingType (via 1 bit flag within Types enum, only in game as editor might hot-reload types) - Type.SetTypeName(v->GetType().Fullname); v->AddReference(); + Type.SetTypeName(v->GetType()); v->OnUnloaded.Bind(this); } } @@ -3007,16 +3077,16 @@ Variant Variant::NewValue(const StringAnsiView& typeName) switch (type.Type) { case ScriptingTypes::Script: - v.SetType(VariantType(VariantType::Object, typeName)); + v.SetType(VariantType(VariantType::Object, type)); v.AsObject = type.Script.Spawn(ScriptingObjectSpawnParams(Guid::New(), typeHandle)); if (v.AsObject) v.AsObject->Deleted.Bind(&v); break; case ScriptingTypes::Structure: - v.SetType(VariantType(VariantType::Structure, typeName)); + v.SetType(VariantType(VariantType::Structure, type)); break; case ScriptingTypes::Enum: - v.SetType(VariantType(VariantType::Enum, typeName)); + v.SetType(VariantType(VariantType::Enum, type)); v.AsEnum = 0; break; default: @@ -3030,16 +3100,16 @@ Variant Variant::NewValue(const StringAnsiView& typeName) // Fallback to C#-only types if (mclass->IsEnum()) { - v.SetType(VariantType(VariantType::Enum, typeName)); + v.SetType(VariantType(VariantType::Enum, mclass)); v.AsEnum = 0; } else if (mclass->IsValueType()) { - v.SetType(VariantType(VariantType::Structure, typeName)); + v.SetType(VariantType(VariantType::Structure, mclass)); } else { - v.SetType(VariantType(VariantType::ManagedObject, typeName)); + v.SetType(VariantType(VariantType::ManagedObject, mclass)); MObject* instance = mclass->CreateInstance(); if (instance) { diff --git a/Source/Engine/Core/Types/Variant.h b/Source/Engine/Core/Types/Variant.h index 4fd6ab2eb..5c057bc65 100644 --- a/Source/Engine/Core/Types/Variant.h +++ b/Source/Engine/Core/Types/Variant.h @@ -17,7 +17,7 @@ struct ScriptingTypeHandle; /// API_STRUCT(InBuild) struct FLAXENGINE_API VariantType { - enum Types + enum Types : uint8 { Null = 0, Void, @@ -80,10 +80,22 @@ API_STRUCT(InBuild) struct FLAXENGINE_API VariantType }; public: - /// - /// The type of the variant. - /// - Types Type; + union + { + struct + { + /// + /// The type of the variant. + /// + Types Type; + + /// + /// Internal flag used to indicate that pointer to TypeName has been linked from a static/external memory that is stable (eg. ScriptingType or MClass). Allows avoiding dynamic memory allocation. + /// + uint8 StaticName : 1; + }; + uint16 Packed; + }; /// /// The optional additional full name of the scripting type. Used for Asset, Object, Enum, Structure types to describe type precisely. @@ -94,17 +106,20 @@ public: FORCE_INLINE VariantType() { Type = Null; + StaticName = 0; TypeName = nullptr; } FORCE_INLINE explicit VariantType(Types type) { Type = type; + StaticName = 0; TypeName = nullptr; } explicit VariantType(Types type, const StringView& typeName); - explicit VariantType(Types type, const StringAnsiView& typeName); + explicit VariantType(Types type, const StringAnsiView& typeName, bool staticName = false); + explicit VariantType(Types type, const ScriptingType& sType); explicit VariantType(Types type, const MClass* klass); explicit VariantType(const StringAnsiView& typeName); VariantType(const VariantType& other); @@ -112,7 +127,8 @@ public: FORCE_INLINE ~VariantType() { - Allocator::Free(TypeName); + if (!StaticName) + Allocator::Free(TypeName); } public: @@ -130,9 +146,13 @@ public: public: void SetTypeName(const StringView& typeName); - void SetTypeName(const StringAnsiView& typeName); + void SetTypeName(const StringAnsiView& typeName, bool staticName = false); + void SetTypeName(const ScriptingType& type); + void SetTypeName(const MClass& klass); const char* GetTypeName() const; VariantType GetElementType() const; + // Drops custom type name into the name allocated by the scripting module to reduce memory allocations when referencing types. + void Inline(); ::String ToString() const; }; diff --git a/Source/Engine/Scripting/BinaryModule.cpp b/Source/Engine/Scripting/BinaryModule.cpp index 4d26e678b..bbcd7de57 100644 --- a/Source/Engine/Scripting/BinaryModule.cpp +++ b/Source/Engine/Scripting/BinaryModule.cpp @@ -683,6 +683,8 @@ BinaryModule* BinaryModule::GetModule(const StringAnsiView& name) BinaryModule::BinaryModule() { + CanReload = USE_EDITOR; + // Register GetModules().Add(this); } diff --git a/Source/Engine/Scripting/BinaryModule.h b/Source/Engine/Scripting/BinaryModule.h index 70aa60fff..1da35401b 100644 --- a/Source/Engine/Scripting/BinaryModule.h +++ b/Source/Engine/Scripting/BinaryModule.h @@ -91,6 +91,11 @@ public: /// Dictionary TypeNameToTypeIndex; + /// + /// Determinates whether module can be hot-reloaded at runtime. For example, in Editor after scripts recompilation. Some modules such as engine and class library modules are static. + /// + bool CanReload; + public: /// diff --git a/Source/Engine/Scripting/ManagedCLR/MAssembly.h b/Source/Engine/Scripting/ManagedCLR/MAssembly.h index 6c0aa9579..0a785c06a 100644 --- a/Source/Engine/Scripting/ManagedCLR/MAssembly.h +++ b/Source/Engine/Scripting/ManagedCLR/MAssembly.h @@ -34,6 +34,7 @@ private: int32 _isLoaded : 1; int32 _isLoading : 1; + int32 _canReload : 1; mutable int32 _hasCachedClasses : 1; mutable ClassesDictionary _classes; @@ -125,6 +126,14 @@ public: return _isLoaded != 0; } + /// + /// Returns true if assembly can be hot-reloaded at runtime. For example, in Editor after scripts recompilation. Some assemblies such as engine and class library modules are static. + /// + FORCE_INLINE bool CanReload() const + { + return USE_EDITOR && _canReload; + } + /// /// Gets the assembly name. /// diff --git a/Source/Engine/Scripting/ManagedCLR/MCore.cpp b/Source/Engine/Scripting/ManagedCLR/MCore.cpp index 350cc39d2..6fa499002 100644 --- a/Source/Engine/Scripting/ManagedCLR/MCore.cpp +++ b/Source/Engine/Scripting/ManagedCLR/MCore.cpp @@ -45,6 +45,7 @@ MAssembly::MAssembly(MDomain* domain, const StringAnsiView& name) : _domain(domain) , _isLoaded(false) , _isLoading(false) + , _canReload(true) , _hasCachedClasses(false) , _reloadCount(0) , _name(name) @@ -59,6 +60,7 @@ MAssembly::MAssembly(MDomain* domain, const StringAnsiView& name, const StringAn , _domain(domain) , _isLoaded(false) , _isLoading(false) + , _canReload(true) , _hasCachedClasses(false) , _reloadCount(0) , _name(name) diff --git a/Source/Engine/Scripting/Runtime/DotNet.cpp b/Source/Engine/Scripting/Runtime/DotNet.cpp index 1c8c2bcdd..4be0ce1a1 100644 --- a/Source/Engine/Scripting/Runtime/DotNet.cpp +++ b/Source/Engine/Scripting/Runtime/DotNet.cpp @@ -874,6 +874,7 @@ bool MAssembly::LoadCorlib() return true; } _hasCachedClasses = false; + _canReload = false; CachedAssemblyHandles.Add(_handle, this); // End diff --git a/Source/Engine/Scripting/Scripting.cpp b/Source/Engine/Scripting/Scripting.cpp index 4e17bb80a..aa7e26674 100644 --- a/Source/Engine/Scripting/Scripting.cpp +++ b/Source/Engine/Scripting/Scripting.cpp @@ -502,6 +502,7 @@ bool Scripting::LoadBinaryModules(const String& path, const String& projectFolde // C# if (managedPath.HasChars() && !((ManagedBinaryModule*)module)->Assembly->IsLoaded()) { + (((ManagedBinaryModule*)module)->Assembly)->_canReload = module->CanReload; if (((ManagedBinaryModule*)module)->Assembly->Load(managedPath, nativePath)) { LOG(Error, "Failed to load C# assembly '{0}' for binary module {1}.", managedPath, name); @@ -528,6 +529,7 @@ bool Scripting::Load() #if USE_CSHARP // Load C# core assembly ManagedBinaryModule* corlib = GetBinaryModuleCorlib(); + corlib->CanReload = false; if (corlib->Assembly->LoadCorlib()) { LOG(Error, "Failed to load corlib C# assembly."); @@ -581,6 +583,8 @@ bool Scripting::Load() LOG(Error, "Failed to load FlaxEngine C# assembly."); return true; } + flaxEngineModule->CanReload = false; + flaxEngineModule->Assembly->_canReload = false; onEngineLoaded(flaxEngineModule->Assembly); // Insert type aliases for vector types that don't exist in C++ but are just typedef (properly redirect them to actual types) diff --git a/Source/Engine/Serialization/Serialization.cpp b/Source/Engine/Serialization/Serialization.cpp index a3dfc6ffa..1eb6b0181 100644 --- a/Source/Engine/Serialization/Serialization.cpp +++ b/Source/Engine/Serialization/Serialization.cpp @@ -78,7 +78,10 @@ void Serialization::Deserialize(ISerializable::DeserializeStream& stream, Varian v.Type = VariantType::Null; const auto mTypeName = SERIALIZE_FIND_MEMBER(stream, "TypeName"); if (mTypeName != stream.MemberEnd() && mTypeName->value.IsString()) + { v.SetTypeName(StringAnsiView(mTypeName->value.GetStringAnsiView())); + v.Inline(); + } } else { diff --git a/Source/Engine/Serialization/Stream.cpp b/Source/Engine/Serialization/Stream.cpp index f95e9ef9b..4c9b94042 100644 --- a/Source/Engine/Serialization/Stream.cpp +++ b/Source/Engine/Serialization/Stream.cpp @@ -255,6 +255,7 @@ void ReadStream::Read(VariantType& data) ptr++; } *ptr = 0; + data.Inline(); } else if (typeNameLength > 0) { From a1399c51575cd98a2a90b5f4eab7320b22bf7d35 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 9 Feb 2026 18:02:58 +0100 Subject: [PATCH 52/57] Optimize Anim Graph retarget to use cached pose to avoid dynamic memory allocation #3827 --- Source/Engine/Animations/Graph/AnimGraph.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Source/Engine/Animations/Graph/AnimGraph.cpp b/Source/Engine/Animations/Graph/AnimGraph.cpp index e99f53b8f..3c2630b51 100644 --- a/Source/Engine/Animations/Graph/AnimGraph.cpp +++ b/Source/Engine/Animations/Graph/AnimGraph.cpp @@ -336,11 +336,13 @@ void AnimGraphExecutor::Update(AnimGraphInstanceData& data, float dt) SkeletonData* animResultSkeleton = &skeleton; // Retarget animation when using output pose from other skeleton - AnimGraphImpulse retargetNodes; if (_graph.BaseModel != data.NodesSkeleton) { ANIM_GRAPH_PROFILE_EVENT("Retarget"); auto& targetSkeleton = data.NodesSkeleton->Skeleton; + if (context.PoseCacheSize == context.PoseCache.Count()) + context.PoseCache.AddOne(); + auto& retargetNodes = context.PoseCache[context.PoseCacheSize++]; retargetNodes = *animResult; retargetNodes.Nodes.Resize(targetSkeleton.Nodes.Count()); Transform* targetNodes = retargetNodes.Nodes.Get(); From d2ee61ef8ddd55685b03ceac7486d446cf9230c5 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 9 Feb 2026 18:06:57 +0100 Subject: [PATCH 53/57] Fix `GetNodesPose` issue when 2 threads call it at once --- Source/Engine/Graphics/Models/SkinnedMesh.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Engine/Graphics/Models/SkinnedMesh.cpp b/Source/Engine/Graphics/Models/SkinnedMesh.cpp index 369e5d825..0377003be 100644 --- a/Source/Engine/Graphics/Models/SkinnedMesh.cpp +++ b/Source/Engine/Graphics/Models/SkinnedMesh.cpp @@ -212,7 +212,6 @@ const Array& SkeletonData::GetNodesPose() const ScopeLock lock(RenderContext::GPULocker); if (Platform::AtomicRead(&_dirty)) { - Platform::AtomicStore(&_dirty, 0); const SkeletonNode* nodes = Nodes.Get(); const int32 nodesCount = Nodes.Count(); _cachedPose.Resize(nodesCount); @@ -227,6 +226,7 @@ const Array& SkeletonData::GetNodesPose() const else posePtr[nodeIndex] = local; } + Platform::AtomicStore(&_dirty, 0); } } return _cachedPose; From 0f6c1aea629cbe60468209a4b6c11e8f1a7af53d Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 9 Feb 2026 18:40:39 +0100 Subject: [PATCH 54/57] Fix various material nodes to work on D3D12 --- .../MaterialGenerator.Material.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp index 09ac78e6b..f3d830382 100644 --- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp +++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp @@ -384,7 +384,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) // Apply hardness, use 0.991 as max since any value above will result in harsh aliasing auto x2 = writeLocal(ValueType::Float, String::Format(TEXT("saturate((1 - {0}) * (1 / (1 - clamp({1}, 0, 0.991f))))"), x1.Value, hardness.Value), node); - value = writeLocal(ValueType::Float, String::Format(TEXT("{0} ? (1 - {1}) : {1}"), invert.Value, x2.Value), node); + value = writeLocal(ValueType::Float, String::Format(TEXT("select({0}, (1 - {1}), {1})"), invert.Value, x2.Value), node); break; } // Tiling & Offset @@ -459,7 +459,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) auto x = writeLocal(ValueType::Float, String::Format(TEXT("56100000.0f * pow({0}, -1) + 148.0f"), temperature.Value), node); // Value Y - auto y = writeLocal(ValueType::Float, String::Format(TEXT("{0} > 6500.0f ? 35200000.0f * pow({0}, -1) + 184.0f : 100.04f * log({0}) - 623.6f"), temperature.Value), node); + auto y = writeLocal(ValueType::Float, String::Format(TEXT("select({0} > 6500.0f, 35200000.0f * pow({0}, -1) + 184.0f, 100.04f * log({0}) - 623.6f)"), temperature.Value), node); // Value Z auto z = writeLocal(ValueType::Float, String::Format(TEXT("194.18f * log({0}) - 1448.6f"), temperature.Value), node); @@ -467,7 +467,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) // Final color auto color = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, {1}, {2})"), x.Value, y.Value, z.Value), node); color = writeLocal(ValueType::Float3, String::Format(TEXT("clamp({0}, 0.0f, 255.0f) / 255.0f"), color.Value), node); - value = writeLocal(ValueType::Float3, String::Format(TEXT("{1} < 1000.0f ? {0} * {1}/1000.0f : {0}"), color.Value, temperature.Value), node); + value = writeLocal(ValueType::Float3, String::Format(TEXT("select({1} < 1000.0f, {0} * {1}/1000.0f, {0})"), color.Value, temperature.Value), node); break; } // HSVToRGB @@ -490,8 +490,8 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) const auto rgb = tryGetValue(node->GetBox(0), node->Values[0]).AsFloat3(); const auto epsilon = writeLocal(ValueType::Float, TEXT("1e-10"), node); - auto p = writeLocal(ValueType::Float4, String::Format(TEXT("({0}.g < {0}.b) ? float4({0}.bg, -1.0f, 2.0f/3.0f) : float4({0}.gb, 0.0f, -1.0f/3.0f)"), rgb.Value), node); - auto q = writeLocal(ValueType::Float4, String::Format(TEXT("({0}.r < {1}.x) ? float4({1}.xyw, {0}.r) : float4({0}.r, {1}.yzx)"), rgb.Value, p.Value), node); + auto p = writeLocal(ValueType::Float4, String::Format(TEXT("select(({0}.g < {0}.b), float4({0}.bg, -1.0f, 2.0f/3.0f), float4({0}.gb, 0.0f, -1.0f/3.0f))"), rgb.Value), node); + auto q = writeLocal(ValueType::Float4, String::Format(TEXT("select(({0}.r < {1}.x), float4({1}.xyw, {0}.r), float4({0}.r, {1}.yzx))"), rgb.Value, p.Value), node); auto c = writeLocal(ValueType::Float, String::Format(TEXT("{0}.x - min({0}.w, {0}.y)"), q.Value), node); auto h = writeLocal(ValueType::Float, String::Format(TEXT("abs(({0}.w - {0}.y) / (6 * {1} + {2}) + {0}.z)"), q.Value, c.Value, epsilon.Value), node); @@ -721,13 +721,13 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) blendFormula = TEXT("1.0 - (1.0 - base) * (1.0 - blend)"); break; case 5: // Overlay - blendFormula = TEXT("base <= 0.5 ? 2.0 * base * blend : 1.0 - 2.0 * (1.0 - base) * (1.0 - blend)"); + blendFormula = TEXT("select(base <= 0.5, 2.0 * base * blend, 1.0 - 2.0 * (1.0 - base) * (1.0 - blend))"); break; case 6: // Linear Burn blendFormula = TEXT("base + blend - 1.0"); break; case 7: // Linear Light - blendFormula = TEXT("blend < 0.5 ? max(base + (2.0 * blend) - 1.0, 0.0) : min(base + 2.0 * (blend - 0.5), 1.0)"); + blendFormula = TEXT("select(blend < 0.5, max(base + (2.0 * blend) - 1.0, 0.0), min(base + 2.0 * (blend - 0.5), 1.0))"); break; case 8: // Darken blendFormula = TEXT("min(base, blend)"); @@ -745,10 +745,10 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) blendFormula = TEXT("base / (blend + 0.000001)"); break; case 13: // Hard Light - blendFormula = TEXT("blend <= 0.5 ? 2.0 * base * blend : 1.0 - 2.0 * (1.0 - base) * (1.0 - blend)"); + blendFormula = TEXT("select(blend <= 0.5, 2.0 * base * blend, 1.0 - 2.0 * (1.0 - base) * (1.0 - blend))"); break; case 14: // Pin Light - blendFormula = TEXT("blend <= 0.5 ? min(base, 2.0 * blend) : max(base, 2.0 * (blend - 0.5))"); + blendFormula = TEXT("select(blend <= 0.5, min(base, 2.0 * blend), max(base, 2.0 * (blend - 0.5)))"); break; case 15: // Hard Mix blendFormula = TEXT("step(1.0 - base, blend)"); From 55f73b6cf7acf55613d52ad528db70eb69f03eff Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 9 Feb 2026 23:03:25 +0100 Subject: [PATCH 55/57] Optimize Animated Models bones updating with a batches memory pass and manual resource transitions batch #3917 #3827 --- Source/Engine/Level/Actors/AnimatedModel.cpp | 83 +++++++++++++++++--- Source/Engine/Renderer/RenderList.cpp | 31 ++++++++ Source/Engine/Renderer/RenderList.h | 19 +++++ Source/Engine/Renderer/Renderer.cpp | 2 + 4 files changed, 125 insertions(+), 10 deletions(-) diff --git a/Source/Engine/Level/Actors/AnimatedModel.cpp b/Source/Engine/Level/Actors/AnimatedModel.cpp index f6ac51f1c..11497e558 100644 --- a/Source/Engine/Level/Actors/AnimatedModel.cpp +++ b/Source/Engine/Level/Actors/AnimatedModel.cpp @@ -14,15 +14,84 @@ #include "Engine/Content/Deprecated.h" #include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPUDevice.h" +#include "Engine/Graphics/GPUPass.h" #include "Engine/Graphics/RenderTask.h" #include "Engine/Graphics/Models/MeshAccessor.h" #include "Engine/Graphics/Models/MeshDeformation.h" +#include "Engine/Renderer/RenderList.h" #include "Engine/Level/Scene/Scene.h" #include "Engine/Level/SceneObjectsFactory.h" -#include "Engine/Profiler/ProfilerMemory.h" -#include "Engine/Renderer/RenderList.h" +#include "Engine/Profiler/Profiler.h" #include "Engine/Serialization/Serialization.h" +// Implements efficient skinning data update within a shared GPUMemoryPass with manual resource transitions batched for all animated models. +class AnimatedModelRenderListExtension : public RenderList::IExtension +{ +public: + struct Item + { + GPUBuffer* BoneMatrices; + void* Data; + int32 Size; + }; + + RenderListBuffer Items; + + void PreDraw(GPUContext* context, RenderContextBatch& renderContextBatch) override + { + Items.Clear(); + } + + void PostDraw(GPUContext* context, RenderContextBatch& renderContextBatch) override + { + const int32 count = Items.Count(); + if (count == 0) + return; + PROFILE_GPU_CPU_NAMED("Update Bones"); + GPUMemoryPass pass(context); + Item* items = Items.Get(); + + // Special case for D3D11 backend that doesn't need transitions + if (context->GetDevice()->GetRendererType() <= RendererType::DirectX11) + { + for (int32 i = 0; i < count; i++) + { + Item& item = items[i]; + context->UpdateBuffer(item.BoneMatrices, item.Data, item.Size); + } + } + else + { + // Batch resource barriers for buffer update + for (int32 i = 0; i < count; i++) + pass.Transition(items[i].BoneMatrices, GPUResourceAccess::CopyWrite); + + // Update all buffers within Memory Pass (no barriers between) + for (int32 i = 0; i < count; i++) + { + Item& item = items[i]; + context->UpdateBuffer(item.BoneMatrices, item.Data, item.Size); + } + + // Batch resource barriers for reading in Vertex Shader + for (int32 i = 0; i < count; i++) + pass.Transition(items[i].BoneMatrices, GPUResourceAccess::ShaderReadGraphics); + } + +#if COMPILE_WITH_PROFILER + // Insert amount of kilobytes of data updated into profiler trace + uint32 dataSize = 0; + for (int32 i = 0; i < count; i++) + dataSize += items[i].Size; + ZoneValue(dataSize / 1024); +#endif + + Items.Clear(); + } +}; + +AnimatedModelRenderListExtension RenderListExtension; + AnimatedModel::AnimatedModel(const SpawnParams& params) : ModelInstanceActor(params) , _actualMode(AnimationUpdateMode::Never) @@ -1013,10 +1082,7 @@ void AnimatedModel::Draw(RenderContext& renderContext) // Flush skinning data with GPU if (_skinningData.IsDirty()) { - renderContext.List->AddDelayedDraw([this](GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex) - { - context->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count()); - }); + RenderListExtension.Items.Add({ _skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count() }); _skinningData.OnFlush(); } @@ -1059,10 +1125,7 @@ void AnimatedModel::Draw(RenderContextBatch& renderContextBatch) // Flush skinning data with GPU if (_skinningData.IsDirty()) { - renderContext.List->AddDelayedDraw([this](GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex) - { - context->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count()); - }); + RenderListExtension.Items.Add({ _skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count() }); _skinningData.OnFlush(); } diff --git a/Source/Engine/Renderer/RenderList.cpp b/Source/Engine/Renderer/RenderList.cpp index 23fcd52dc..ac643b4e8 100644 --- a/Source/Engine/Renderer/RenderList.cpp +++ b/Source/Engine/Renderer/RenderList.cpp @@ -31,6 +31,13 @@ namespace Array FreeRenderList; Array> MemPool; CriticalSection MemPoolLocker; + + typedef Array> ExtensionsList; + ExtensionsList& GetExtensions() + { + static ExtensionsList list; + return list; + } } void ShaderObjectData::Store(const Matrix& worldMatrix, const Matrix& prevWorldMatrix, const Rectangle& lightmapUVsArea, const Float3& geometrySize, float perInstanceRandom, float worldDeterminantSign, float lodDitherFactor) @@ -236,6 +243,16 @@ void RenderList::CleanupCache() MemPoolLocker.Unlock(); } +RenderList::IExtension::IExtension() +{ + GetExtensions().Add(this); +} + +RenderList::IExtension::~IExtension() +{ + GetExtensions().Remove(this); +} + bool RenderList::BlendableSettings::operator<(const BlendableSettings& other) const { // Sort by higher priority @@ -271,6 +288,20 @@ void RenderList::DrainDelayedDraws(GPUContext* context, RenderContextBatch& rend _delayedDraws.Clear(); } +#define LOOP_EXTENSIONS() const auto& extensions = GetExtensions(); for (auto* e : extensions) + +void RenderList::PreDraw(GPUContext* context, RenderContextBatch& renderContextBatch) +{ + LOOP_EXTENSIONS() + e->PreDraw(context, renderContextBatch); +} + +void RenderList::PostDraw(GPUContext* context, RenderContextBatch& renderContextBatch) +{ + LOOP_EXTENSIONS() + e->PostDraw(context, renderContextBatch); +} + void RenderList::BlendSettings() { PROFILE_CPU(); diff --git a/Source/Engine/Renderer/RenderList.h b/Source/Engine/Renderer/RenderList.h index 9b0a91ed6..b4b7121de 100644 --- a/Source/Engine/Renderer/RenderList.h +++ b/Source/Engine/Renderer/RenderList.h @@ -326,6 +326,21 @@ API_CLASS(Sealed) class FLAXENGINE_API RenderList : public ScriptingObject /// static void CleanupCache(); + /// + /// The rendering extension interface for custom drawing/effects linked to RenderList. Can be used during async scene drawing and further drawing/processing for more optimized rendering. + /// + class FLAXENGINE_API IExtension + { + public: + IExtension(); + virtual ~IExtension(); + + // Event called before collecting draw calls. Can be used for initialization. + virtual void PreDraw(GPUContext* context, RenderContextBatch& renderContextBatch) {} + // Event called after collecting draw calls. Can be used for cleanup or to perform additional drawing using collected draw calls data such as batched data processing. + virtual void PostDraw(GPUContext* context, RenderContextBatch& renderContextBatch) {} + }; + public: /// /// Memory storage with all draw-related data that lives during a single frame rendering time. Thread-safe to allocate memory during rendering jobs. @@ -475,6 +490,10 @@ public: AddDelayedDraw(MoveTemp(func)); } + // IExtension implementation + void PreDraw(GPUContext* context, RenderContextBatch& renderContextBatch); + void PostDraw(GPUContext* context, RenderContextBatch& renderContextBatch); + private: DynamicVertexBuffer _instanceBuffer; RenderListBuffer _delayedDraws; diff --git a/Source/Engine/Renderer/Renderer.cpp b/Source/Engine/Renderer/Renderer.cpp index 2f17e5294..96253934e 100644 --- a/Source/Engine/Renderer/Renderer.cpp +++ b/Source/Engine/Renderer/Renderer.cpp @@ -423,6 +423,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont if (setup.UseMotionVectors) view.Pass |= DrawPass::MotionVectors; renderContextBatch.GetMainContext() = renderContext; // Sync render context in batch with the current value + renderContext.List->PreDraw(context, renderContextBatch); bool drawShadows = !isGBufferDebug && EnumHasAnyFlags(view.Flags, ViewFlags::Shadows) && ShadowsPass::Instance()->IsReady(); switch (renderContext.View.Mode) @@ -462,6 +463,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont // Perform custom post-scene drawing (eg. GPU dispatches used by VFX) for (int32 i = 0; i < renderContextBatch.Contexts.Count(); i++) renderContextBatch.Contexts[i].List->DrainDelayedDraws(context, renderContextBatch, i); + renderContext.List->PostDraw(context, renderContextBatch); #if USE_EDITOR GBufferPass::Instance()->OverrideDrawCalls(renderContext); From 846b64048f0ceaed946d5d13cb10e2aea5c6c9c2 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 10 Feb 2026 11:42:17 +0100 Subject: [PATCH 56/57] Update build number --- Flax.flaxproj | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Flax.flaxproj b/Flax.flaxproj index 74ab82f55..c9c27281b 100644 --- a/Flax.flaxproj +++ b/Flax.flaxproj @@ -4,10 +4,10 @@ "Major": 1, "Minor": 11, "Revision": 0, - "Build": 6806 + "Build": 6807 }, "Company": "Flax", - "Copyright": "Copyright (c) 2012-2025 Wojciech Figat. All rights reserved.", + "Copyright": "Copyright (c) 2012-2026 Wojciech Figat. All rights reserved.", "GameTarget": "FlaxGame", "EditorTarget": "FlaxEditor", "Configuration": { From 1f9f281c317b2f343c5796e67142bec30acb3e5d Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 10 Feb 2026 15:02:05 +0100 Subject: [PATCH 57/57] Fix regression from 7b7a92758ff1a6f040c535b8e5a8858dd36d7380 for Visual Scripts --- Source/Engine/Content/Assets/VisualScript.cpp | 2 ++ Source/Engine/Core/Types/Variant.cpp | 31 +++++++++++-------- 2 files changed, 20 insertions(+), 13 deletions(-) diff --git a/Source/Engine/Content/Assets/VisualScript.cpp b/Source/Engine/Content/Assets/VisualScript.cpp index 329696dea..a7e132bdc 100644 --- a/Source/Engine/Content/Assets/VisualScript.cpp +++ b/Source/Engine/Content/Assets/VisualScript.cpp @@ -1700,6 +1700,8 @@ void VisualScript::CacheScriptingType() VisualScriptingBinaryModule::VisualScriptingBinaryModule() : _name("Visual Scripting") { + // Visual Scripts can be unloaded and loaded again even in game + CanReload = true; } ScriptingObject* VisualScriptingBinaryModule::VisualScriptObjectSpawn(const ScriptingObjectSpawnParams& params) diff --git a/Source/Engine/Core/Types/Variant.cpp b/Source/Engine/Core/Types/Variant.cpp index bd2d594df..dcabe8e48 100644 --- a/Source/Engine/Core/Types/Variant.cpp +++ b/Source/Engine/Core/Types/Variant.cpp @@ -35,13 +35,6 @@ #endif #define AsEnum AsUint64 -// Editor can hot-reload assemblies thus cached type names may become invalid, otherwise use modules that are never unloaded and their type names are always valid -#if USE_EDITOR -#define IS_VARIANT_TYPE_NAME_STATIC(canReload) !canReload -#else -#define IS_VARIANT_TYPE_NAME_STATIC(canReload) true -#endif - namespace { const char* InBuiltTypesTypeNames[40] = @@ -352,13 +345,13 @@ void VariantType::SetTypeName(const StringAnsiView& typeName, bool staticName) void VariantType::SetTypeName(const ScriptingType& type) { - SetTypeName(type.Fullname, IS_VARIANT_TYPE_NAME_STATIC(type.Module->CanReload)); + SetTypeName(type.Fullname, type.Module->CanReload); } void VariantType::SetTypeName(const MClass& klass) { #if USE_CSHARP - SetTypeName(klass.GetFullName(), IS_VARIANT_TYPE_NAME_STATIC(klass.GetAssembly()->CanReload())); + SetTypeName(klass.GetFullName(), klass.GetAssembly()->CanReload()); #endif } @@ -385,11 +378,23 @@ VariantType VariantType::GetElementType() const void VariantType::Inline() { - const ScriptingTypeHandle typeHandle = Scripting::FindScriptingType(TypeName); - if (typeHandle) - SetTypeName(typeHandle.GetType()); + // Check if the typename comes from static assembly which can be used to inline name instead of dynamic memory allocation + StringAnsiView typeName(TypeName); + auto& modules = BinaryModule::GetModules(); + for (auto module : modules) + { + int32 typeIndex; + if (!module->CanReload && module->FindScriptingType(typeName, typeIndex)) + { + ScriptingTypeHandle typeHandle(module, typeIndex); + SetTypeName(typeHandle.GetType().Fullname, true); + return; + } + } + #if USE_CSHARP - else if (const auto mclass = Scripting::FindClass(TypeName)) + // Try with C#-only types + if (const auto mclass = Scripting::FindClass(TypeName)) SetTypeName(*mclass); #endif }