You're breathtaking!

This commit is contained in:
Wojtek Figat
2020-12-07 23:40:54 +01:00
commit 6fb9eee74c
5143 changed files with 1153594 additions and 0 deletions

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
// Resources streaming types
typedef float StreamingQuality;
#define MIN_STREAMING_QUALITY 0.0f
#define MAX_STREAMING_QUALITY 1.0f
/// <summary>
/// Enables/disables dynamic resources streaming feature
/// </summary>
#define ENABLE_RESOURCES_DYNAMIC_STREAMING 1
class StreamableResource;

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "AudioStreamingHandler.h"
#include "Engine/Audio/AudioClip.h"
#include "Engine/Audio/Audio.h"
#include "Engine/Audio/AudioSource.h"
StreamingQuality AudioStreamingHandler::CalculateTargetQuality(StreamableResource* resource, DateTime now)
{
// Audio clips don't use quality but only residency
return MAX_STREAMING_QUALITY;
}
int32 AudioStreamingHandler::CalculateResidency(StreamableResource* resource, StreamingQuality quality)
{
ASSERT(resource);
auto clip = static_cast<AudioClip*>(resource);
const int32 chunksCount = clip->Buffers.Count();
bool chunksMask[ASSET_FILE_DATA_CHUNKS];
Platform::MemoryClear(chunksMask, sizeof(chunksMask));
// Find audio chunks required for streaming
clip->StreamingQueue.Clear();
for (int32 sourceIndex = 0; sourceIndex < Audio::Sources.Count(); sourceIndex++)
{
// TODO: collect refs to audio clip from sources and use faster iteration (but do it thread-safe)
const auto src = Audio::Sources[sourceIndex];
if (src->Clip == clip && src->GetState() == AudioSource::States::Playing)
{
// Stream the current and the next chunk if could be used in a while
const int32 chunk = src->_streamingFirstChunk;
ASSERT(Math::IsInRange(chunk, 0, chunksCount));
chunksMask[chunk] = true;
const float StreamingDstSec = 2.0f;
if (chunk + 1 < chunksCount && src->GetTime() + StreamingDstSec >= clip->GetBufferStartTime(src->_streamingFirstChunk))
{
chunksMask[chunk + 1] = true;
}
}
}
// Try to enqueue chunks to modify (load or unload)
for (int32 i = 0; i < chunksCount; i++)
{
if (chunksMask[i] != (clip->Buffers[i] != 0))
{
clip->StreamingQueue.Add(i);
}
}
return clip->StreamingQueue.Count();
}
int32 AudioStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency)
{
// No smoothing or slowdown in residency change
return targetResidency;
}
bool AudioStreamingHandler::RequiresStreaming(StreamableResource* resource, int32 currentResidency, int32 targetResidency)
{
// Audio clips use streaming queue buffer to detect streaming request start
const auto clip = static_cast<AudioClip*>(resource);
return clip->StreamingQueue.HasItems();
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Streaming/IStreamingHandler.h"
/// <summary>
/// Implementation of IStreamingHandler for audio resources.
/// </summary>
/// <seealso cref="IStreamingHandler" />
class FLAXENGINE_API AudioStreamingHandler : public IStreamingHandler
{
public:
// [IStreamingHandler]
StreamingQuality CalculateTargetQuality(StreamableResource* resource, DateTime now) override;
int32 CalculateResidency(StreamableResource* resource, StreamingQuality quality) override;
int32 CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency) override;
bool RequiresStreaming(StreamableResource* resource, int32 currentResidency, int32 targetResidency) override;
};

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "ModelsStreamingHandler.h"
#include "Engine/Content/Assets/Model.h"
StreamingQuality ModelsStreamingHandler::CalculateTargetQuality(StreamableResource* resource, DateTime now)
{
ASSERT(resource);
// TODO: calculate a proper quality levels for models based on render time and streaming enable/disable options
return MAX_STREAMING_QUALITY;
}
int32 ModelsStreamingHandler::CalculateResidency(StreamableResource* resource, StreamingQuality quality)
{
ASSERT(resource);
auto& model = *(Model*)resource;
auto lodCount = model.GetLODsCount();
if (quality < ZeroTolerance)
return 0;
int32 lods = Math::CeilToInt(quality * lodCount);
ASSERT(model.IsValidLODIndex(lods - 1));
return lods;
}
int32 ModelsStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency)
{
ASSERT(resource);
auto& model = *(Model*)resource;
// Always load only single LOD at once
int32 residency = targetResidency;
int32 currentResidency = model.GetCurrentResidency();
if (currentResidency < targetResidency)
{
// Up
residency = currentResidency + 1;
}
else if (currentResidency > targetResidency)
{
// Down
residency = currentResidency - 1;
}
return residency;
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Streaming/IStreamingHandler.h"
/// <summary>
/// Implementation of IStreamingHandler for streamable models.
/// </summary>
/// <seealso cref="IStreamingHandler" />
class FLAXENGINE_API ModelsStreamingHandler : public IStreamingHandler
{
public:
// [IStreamingHandler]
StreamingQuality CalculateTargetQuality(StreamableResource* resource, DateTime now) override;
int32 CalculateResidency(StreamableResource* resource, StreamingQuality quality) override;
int32 CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency) override;
};

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "SkinnedModelsStreamingHandler.h"
#include "Engine/Content/Assets/SkinnedModel.h"
StreamingQuality SkinnedModelsStreamingHandler::CalculateTargetQuality(StreamableResource* resource, DateTime now)
{
ASSERT(resource);
// TODO: calculate a proper quality levels for models based on render time and streaming enable/disable options
return MAX_STREAMING_QUALITY;
}
int32 SkinnedModelsStreamingHandler::CalculateResidency(StreamableResource* resource, StreamingQuality quality)
{
ASSERT(resource);
auto& model = *(SkinnedModel*)resource;
auto lodCount = model.GetLODsCount();
if (quality < ZeroTolerance)
return 0;
int32 lods = Math::CeilToInt(quality * lodCount);
ASSERT(model.IsValidLODIndex(lods - 1));
return lods;
}
int32 SkinnedModelsStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency)
{
ASSERT(resource);
auto& model = *(SkinnedModel*)resource;
// Always load only single LOD at once
int32 residency = targetResidency;
int32 currentResidency = model.GetCurrentResidency();
if (currentResidency < targetResidency)
{
// Up
residency = currentResidency + 1;
}
else if (currentResidency > targetResidency)
{
// Down
residency = currentResidency - 1;
}
return residency;
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Streaming/IStreamingHandler.h"
/// <summary>
/// Implementation of IStreamingHandler for streamable skinned models.
/// </summary>
/// <seealso cref="IStreamingHandler" />
class FLAXENGINE_API SkinnedModelsStreamingHandler : public IStreamingHandler
{
public:
// [IStreamingHandler]
StreamingQuality CalculateTargetQuality(StreamableResource* resource, DateTime now) override;
int32 CalculateResidency(StreamableResource* resource, StreamingQuality quality) override;
int32 CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency) override;
};

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "TexturesStreamingHandler.h"
#include "Engine/Core/Math/Math.h"
#include "Engine/Graphics/Textures/StreamingTexture.h"
StreamingQuality TexturesStreamingHandler::CalculateTargetQuality(StreamableResource* resource, DateTime now)
{
ASSERT(resource);
auto& texture = *(StreamingTexture*)resource;
// TODO: calculate a proper quality levels for the textures
//return 0.5f;
return MAX_STREAMING_QUALITY;
}
int32 TexturesStreamingHandler::CalculateResidency(StreamableResource* resource, StreamingQuality quality)
{
ASSERT(resource);
auto& texture = *(StreamingTexture*)resource;
ASSERT(texture.IsInitialized());
const auto totalMipLevels = texture.TotalMipLevels();
if (quality < ZeroTolerance)
{
return 0;
}
int32 mipLevels = Math::CeilToInt(quality * totalMipLevels);
if (mipLevels > 0 && mipLevels < 3 && totalMipLevels > 1 && texture.IsBlockCompressed())
{
// Block compressed textures require minimum size of 4 (3 mips or more)
mipLevels = 3;
}
ASSERT(Math::IsInRange(mipLevels, 0, totalMipLevels));
return mipLevels;
}
int32 TexturesStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency)
{
ASSERT(resource);
auto& texture = *(StreamingTexture*)resource;
ASSERT(texture.IsInitialized());
int32 residency = targetResidency;
int32 currentResidency = texture.GetCurrentResidency();
// Check if go up or down
if (currentResidency < targetResidency)
{
// Up
residency = Math::Min(currentResidency + 2, targetResidency);
// Stream first a few mips very fast (they are very small)
const int32 QuickStartMipsCount = 6;
if (currentResidency == 0)
{
residency = Math::Min(QuickStartMipsCount, targetResidency);
}
}
else if (currentResidency > targetResidency)
{
// Down at once
residency = targetResidency;
}
return residency;
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Streaming/IStreamingHandler.h"
/// <summary>
/// Implementation of IStreamingHandler for streamable textures.
/// </summary>
/// <seealso cref="IStreamingHandler" />
class FLAXENGINE_API TexturesStreamingHandler : public IStreamingHandler
{
public:
// [IStreamingHandler]
StreamingQuality CalculateTargetQuality(StreamableResource* resource, DateTime now) override;
int32 CalculateResidency(StreamableResource* resource, StreamingQuality quality) override;
int32 CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency) override;
};

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Config.h"
#include "Engine/Core/Types/DateTime.h"
class StreamingGroup;
/// <summary>
/// Base interface for all streamable resource handlers
/// </summary>
class FLAXENGINE_API IStreamingHandler
{
public:
virtual ~IStreamingHandler() = default;
public:
/// <summary>
/// Calculates target quality level for the given resource.
/// </summary>
/// <param name="resource">The resource.</param>
/// <param name="now">The current time.</param>
/// <returns>Target Quality</returns>
virtual StreamingQuality CalculateTargetQuality(StreamableResource* resource, DateTime now) = 0;
/// <summary>
/// Calculates the residency level for a given resource and quality level.
/// </summary>
/// <param name="resource">The resource.</param>
/// <param name="quality">The quality level.</param>
/// <returns>Residency level</returns>
virtual int32 CalculateResidency(StreamableResource* resource, StreamingQuality quality) = 0;
/// <summary>
/// Calculates the residency level to stream for a given resource and target residency.
/// </summary>
/// <param name="resource">The resource.</param>
/// <param name="targetResidency">The target residency level.</param>
/// <returns>Residency level to stream</returns>
virtual int32 CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency) = 0;
/// <summary>
/// Determines if the specified resource requires the streaming.
/// </summary>
/// <param name="resource">The resource.</param>
/// <param name="currentResidency">The current residency level.</param>
/// <param name="targetResidency">The target residency level.</param>
/// <returns>True if perform resource streaming, otherwise false.</returns>
virtual bool RequiresStreaming(StreamableResource* resource, int32 currentResidency, int32 targetResidency)
{
return currentResidency != targetResidency;
}
};

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "StreamableResource.h"
#include "StreamingManager.h"
StreamableResource::StreamableResource(StreamingGroup* group)
: _group(group)
, _isDynamic(true)
, _isStreaming(false)
, _streamingQuality(MAX_STREAMING_QUALITY)
{
ASSERT(_group != nullptr);
}
StreamableResource::~StreamableResource()
{
stopStreaming();
}
void StreamableResource::startStreaming(bool isDynamic)
{
_isDynamic = isDynamic;
if (_isStreaming == false)
{
StreamingManager::Resources.Add(this);
_isStreaming = true;
}
}
void StreamableResource::stopStreaming()
{
if (_isStreaming == true)
{
StreamingManager::Resources.Remove(this);
Streaming = StreamingCache();
_isStreaming = false;
}
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/DateTime.h"
#include "Engine/Core/Collections/SamplesBuffer.h"
#include "Config.h"
class StreamingGroup;
class Task;
/// <summary>
/// Base class for all resource types that can be dynamically streamed.
/// </summary>
class FLAXENGINE_API StreamableResource
{
protected:
StreamingGroup* _group;
bool _isDynamic, _isStreaming;
StreamingQuality _streamingQuality;
StreamableResource(StreamingGroup* group);
~StreamableResource();
public:
/// <summary>
/// Gets resource group
/// </summary>
/// <returns>Streaming Group</returns>
FORCE_INLINE StreamingGroup* GetGroup() const
{
return _group;
}
/// <summary>
/// Gets value indicating whenever resource can be used in dynamic streaming (otherwise use always the best quality)
/// </summary>
/// <returns>Is dynamic streamable</returns>
FORCE_INLINE bool IsDynamic() const
{
#if ENABLE_RESOURCES_DYNAMIC_STREAMING
return _isDynamic;
#else
return false;
#endif
}
/// <summary>
/// Gets resource streaming quality level
/// </summary>
/// <returns>Streaming Quality level</returns>
FORCE_INLINE StreamingQuality GetStreamingQuality() const
{
return _streamingQuality;
}
/// <summary>
/// Gets resource maximum residency level.
/// </summary>
/// <returns>Residency</returns>
virtual int32 GetMaxResidency() const = 0;
/// <summary>
/// Gets resource current residency level.
/// </summary>
/// <returns>Residency</returns>
virtual int32 GetCurrentResidency() const = 0;
/// <summary>
/// Gets resource allocated residency level.
/// </summary>
/// <returns>Residency</returns>
virtual int32 GetAllocatedResidency() const = 0;
/// <summary>
/// Gets resource target residency level.
/// </summary>
/// <returns>Residency</returns>
int32 GetTargetResidency() const
{
return Streaming.TargetResidency;
}
/// <summary>
/// Gets a value indicating whether this resource has been allocated.
/// </summary>
FORCE_INLINE bool IsAllocated() const
{
return GetAllocatedResidency() != 0;
}
public:
/// <summary>
/// Determines whether this instance can be updated. Which means: no async streaming, no pending action in background.
/// </summary>
/// <returns><c>true</c> if this instance can be updated; otherwise, <c>false</c>.</returns>
virtual bool CanBeUpdated() const = 0;
/// <summary>
/// Updates the resource allocation to the given residency level. May not be updated now but in an async operation.
/// </summary>
/// <param name="residency">The target allocation residency.</param>
/// <returns>Async task that updates resource allocation or null if already done it. Warning: need to call task start to perform allocation.</returns>
virtual Task* UpdateAllocation(int32 residency) = 0;
/// <summary>
/// Creates streaming task (or tasks sequence) to perform resource streaming for the desire residency level.
/// </summary>
/// <param name="residency">The target residency.</param>
/// <returns>Async task or tasks that update resource residency level. Must be preceded with UpdateAllocation call.</returns>
virtual Task* CreateStreamingTask(int32 residency) = 0;
public:
// Streaming Manager cached variables
struct StreamingCache
{
/// <summary>
/// The minimum usage distance since last update (eg. mesh draw distance from camera).
/// Used to calculate resource quality.
/// </summary>
//float MinDstSinceLastUpdate;
DateTime LastUpdate;
int32 TargetResidency;
DateTime TargetResidencyChange;
SamplesBuffer<StreamingQuality, 5> QualitySamples;
StreamingCache()
//: MinDstSinceLastUpdate(MAX_float)
: LastUpdate(0)
, TargetResidency(0)
, TargetResidencyChange(0)
{
}
};
StreamingCache Streaming;
/// <summary>
/// Requests the streaming update for this resource during next streaming manager update.
/// </summary>
void RequestStreamingUpdate()
{
Streaming.LastUpdate.Ticks = 0;
}
protected:
void startStreaming(bool isDynamic);
void stopStreaming();
};

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Delegate.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Platform/CriticalSection.h"
class StreamableResource;
/// <summary>
/// Container for collection of Streamable Resources.
/// </summary>
class StreamableResourcesCollection
{
private:
CriticalSection _locker;
Array<StreamableResource*> _resources;
public:
/// <summary>
/// Initializes a new instance of the <see cref="StreamableResourcesCollection"/> class.
/// </summary>
StreamableResourcesCollection()
: _resources(4096)
{
}
public:
/// <summary>
/// Event called on new resource added to the collection.
/// </summary>
Delegate<StreamableResource*> Added;
/// <summary>
/// Event called on new resource added from the collection.
/// </summary>
Delegate<StreamableResource*> Removed;
public:
/// <summary>
/// Gets the amount of registered resources.
/// </summary>
/// <returns>The resources count.</returns>
int32 ResourcesCount() const
{
_locker.Lock();
const int32 result = _resources.Count();
_locker.Unlock();
return result;
}
/// <summary>
/// Gets the resource at the given index.
/// </summary>
/// <param name="index">The index.</param>
/// <returns>The resource at the given index.</returns>
StreamableResource* operator[](int32 index) const
{
_locker.Lock();
StreamableResource* result = _resources.At(index);
_locker.Unlock();
return result;
}
public:
/// <summary>
/// Adds the resource to the collection.
/// </summary>
/// <param name="resource">The resource to add.</param>
void Add(StreamableResource* resource)
{
ASSERT(resource);
_locker.Lock();
ASSERT(_resources.Contains(resource) == false);
_resources.Add(resource);
_locker.Unlock();
Added(resource);
}
/// <summary>
/// Removes resource from the collection.
/// </summary>
/// <param name="resource">The resource to remove.</param>
void Remove(StreamableResource* resource)
{
ASSERT(resource);
_locker.Lock();
ASSERT(_resources.Contains(resource) == true);
_resources.Remove(resource);
_locker.Unlock();
Removed(resource);
}
};

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using Flax.Build;
/// <summary>
/// Content streaming module.
/// </summary>
public class Streaming : EngineModule
{
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "StreamingGroup.h"
#include "Handlers/TexturesStreamingHandler.h"
#include "Handlers/ModelsStreamingHandler.h"
#include "Handlers/SkinnedModelsStreamingHandler.h"
#include "Handlers/AudioStreamingHandler.h"
StreamingGroup::StreamingGroup(Type type, IStreamingHandler* handler)
: _type(type)
, _handler(handler)
{
ASSERT(_handler != nullptr);
}
StreamingGroups::StreamingGroups()
: _textures(nullptr)
, _models(nullptr)
, _skinnedModels(nullptr)
, _audio(nullptr)
, _groups(8)
{
// Register in-build streaming groups
Add(_textures = New<StreamingGroup>(StreamingGroup::Type::Textures, New<TexturesStreamingHandler>()));
Add(_models = New<StreamingGroup>(StreamingGroup::Type::Models, New<ModelsStreamingHandler>()));
Add(_skinnedModels = New<StreamingGroup>(StreamingGroup::Type::Models, New<SkinnedModelsStreamingHandler>()));
Add(_audio = New<StreamingGroup>(StreamingGroup::Type::Audio, New<AudioStreamingHandler>()));
}
StreamingGroups::~StreamingGroups()
{
// Cleanup
_groups.ClearDelete();
_handlers.ClearDelete();
}
void StreamingGroups::Add(StreamingGroup* group)
{
ASSERT(group && !_groups.Contains(group));
// Register group and it's handler
_groups.Add(group);
if (!_handlers.Contains(group->GetHandler()))
_handlers.Add(group->GetHandler());
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "IStreamingHandler.h"
#include "Engine/Core/Enums.h"
#include "Engine/Core/Singleton.h"
#include "Engine/Core/Collections/Array.h"
/// <summary>
/// Describes streamable resources group object.
/// </summary>
class FLAXENGINE_API StreamingGroup
{
public:
/// <summary>
/// Declares the Group type
/// </summary>
DECLARE_ENUM_4(Type, Custom, Textures, Models, Audio);
protected:
Type _type;
IStreamingHandler* _handler;
public:
/// <summary>
/// Initializes a new instance of the <see cref="StreamingGroup"/> class.
/// </summary>
/// <param name="type">The group type.</param>
/// <param name="handler">Group dedicated handler.</param>
StreamingGroup(Type type, IStreamingHandler* handler);
public:
/// <summary>
/// Gets the group type.
/// </summary>
/// <returns>Type</returns>
FORCE_INLINE Type GetType() const
{
return _type;
}
/// <summary>
/// Gets the group type name.
/// </summary>
/// <returns>Typename</returns>
FORCE_INLINE const Char* GetTypename() const
{
return ToString(_type);
}
/// <summary>
/// Gets the group streaming handler used by this group.
/// </summary>
/// <returns>Handler</returns>
FORCE_INLINE IStreamingHandler* GetHandler() const
{
return _handler;
}
};
/// <summary>
/// Streaming groups manager.
/// </summary>
class FLAXENGINE_API StreamingGroups : public Singleton<StreamingGroups>
{
private:
StreamingGroup* _textures;
StreamingGroup* _models;
StreamingGroup* _skinnedModels;
StreamingGroup* _audio;
Array<StreamingGroup*> _groups;
Array<IStreamingHandler*> _handlers;
public:
StreamingGroups();
~StreamingGroups();
public:
/// <summary>
/// Gets textures group.
/// </summary>
/// <returns>Group</returns>
FORCE_INLINE StreamingGroup* Textures() const
{
return _textures;
}
/// <summary>
/// Gets models group.
/// </summary>
/// <returns>Group</returns>
FORCE_INLINE StreamingGroup* Models() const
{
return _models;
}
/// <summary>
/// Gets skinned models group.
/// </summary>
/// <returns>Group</returns>
FORCE_INLINE StreamingGroup* SkinnedModels() const
{
return _skinnedModels;
}
/// <summary>
/// Gets audio group.
/// </summary>
/// <returns>Group</returns>
FORCE_INLINE StreamingGroup* Audio() const
{
return _audio;
}
public:
/// <summary>
/// Gets all the groups.
/// </summary>
/// <returns>Groups.</returns>
FORCE_INLINE const Array<StreamingGroup*>& Groups() const
{
return _groups;
}
/// <summary>
/// Gets all the handlers.
/// </summary>
/// <returns>Groups.</returns>
FORCE_INLINE const Array<IStreamingHandler*>& Handlers() const
{
return _handlers;
}
public:
/// <summary>
/// Adds the specified streaming group.
/// </summary>
/// <param name="group">The group.</param>
void Add(StreamingGroup* group);
};

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "StreamingManager.h"
#include "StreamableResource.h"
#include "StreamingGroup.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Threading/Task.h"
#include "Engine/Graphics/GPUDevice.h"
namespace StreamingManagerImpl
{
DateTime LastUpdateTime(0);
CriticalSection UpdateLocker;
int32 LastUpdateResourcesIndex = 0;
}
using namespace StreamingManagerImpl;
class StreamingManagerService : public EngineService
{
public:
StreamingManagerService()
: EngineService(TEXT("Streaming Manager"), 100)
{
}
void Update() override;
};
StreamingManagerService StreamingManagerServiceInstance;
StreamableResourcesCollection StreamingManager::Resources;
void UpdateResource(StreamableResource* resource, DateTime now)
{
ASSERT(resource && resource->CanBeUpdated());
// Pick group and handler dedicated for that resource
auto group = resource->GetGroup();
auto handler = group->GetHandler();
// Calculate target quality for that asset
StreamingQuality targetQuality = MAX_STREAMING_QUALITY;
if (resource->IsDynamic())
{
targetQuality = handler->CalculateTargetQuality(resource, now);
// TODO: here we should apply resources group master scale (based on game settings quality level and memory level)
targetQuality = Math::Clamp<StreamingQuality>(targetQuality, MIN_STREAMING_QUALITY, MAX_STREAMING_QUALITY);
}
// Update quality smoothing
resource->Streaming.QualitySamples.Add(targetQuality);
targetQuality = resource->Streaming.QualitySamples.Maximum();
targetQuality = Math::Clamp<StreamingQuality>(targetQuality, MIN_STREAMING_QUALITY, MAX_STREAMING_QUALITY);
// Calculate target residency level (discrete value)
auto maxResidency = resource->GetMaxResidency();
auto currentResidency = resource->GetCurrentResidency();
auto allocatedResidency = resource->GetAllocatedResidency();
auto targetResidency = handler->CalculateResidency(resource, targetQuality);
ASSERT(allocatedResidency >= currentResidency && allocatedResidency >= 0);
// Assign last update time
auto updateTimeDelta = now - resource->Streaming.LastUpdate;
resource->Streaming.LastUpdate = now;
// Check if a target residency level has been changed
if (targetResidency != resource->Streaming.TargetResidency)
{
// Register change
resource->Streaming.TargetResidency = targetResidency;
resource->Streaming.TargetResidencyChange = now;
}
// Check if need to change resource current residency
if (handler->RequiresStreaming(resource, currentResidency, targetResidency))
{
// Check if need to change allocation for that resource
if (allocatedResidency != targetResidency)
{
// Update resource allocation
Task* allocateTask = resource->UpdateAllocation(targetResidency);
if (allocateTask)
{
// When resource wants to perform reallocation on a task then skip further updating until it's done
allocateTask->Start();
resource->RequestStreamingUpdate();
return;
}
}
// Calculate residency level to stream in (resources may want to incease/decrease it's quality in steps rather than at once)
int32 requestedResidency = handler->CalculateRequestedResidency(resource, targetResidency);
// Create streaming task (resource type specific)
Task* streamingTask = resource->CreateStreamingTask(requestedResidency);
if (streamingTask != nullptr)
{
streamingTask->Start();
}
}
else
{
// TODO: Check if target residency is stable (no changes for a while)
// TODO: deallocate or decrease memory usage after timeout? (timeout should be smaller on low mem)
}
// low memory case:
// if we are on budget and cannot load everything we have to:
// decrease global resources quality scale (per resources group)
// decrease asset deallocate timeout
// low mem detecting:
// for low mem we have to get whole memory budget for a group and then
// subtract immutable resources mem usage (like render targets or non dynamic resources)
// so we get amount of memory we can distribute and we can detect if we are out of the limit
// low mem should be updated once per a few frames
}
void StreamingManagerService::Update()
{
// Configuration
// TODO: use game settings
static TimeSpan ManagerUpdatesInterval = TimeSpan::FromMilliseconds(30);
static TimeSpan ResourceUpdatesInterval = TimeSpan::FromMilliseconds(200);
static int32 MaxResourcesPerUpdate = 50;
// Check if skip update
auto now = DateTime::NowUTC();
auto delta = now - LastUpdateTime;
int32 resourcesCount = StreamingManager::Resources.ResourcesCount();
if (resourcesCount == 0 || delta < ManagerUpdatesInterval || GPUDevice::Instance->GetState() != GPUDevice::DeviceState::Ready)
return;
LastUpdateTime = now;
PROFILE_CPU();
// Start update
ScopeLock lock(UpdateLocker);
int32 resourcesUpdates = Math::Min(MaxResourcesPerUpdate, resourcesCount);
// Update high priority queue and then rest of the resources
// Note: resources in the update queue are updated always, while others only between specified intervals
int32 resourcesChecks = resourcesCount;
while (resourcesUpdates > 0 && resourcesChecks-- > 0)
{
// Move forward
LastUpdateResourcesIndex++;
if (LastUpdateResourcesIndex >= resourcesCount)
LastUpdateResourcesIndex = 0;
// Peek resource
const auto resource = StreamingManager::Resources[LastUpdateResourcesIndex];
// Try to update it
if (now - resource->Streaming.LastUpdate >= ResourceUpdatesInterval && resource->CanBeUpdated())
{
UpdateResource(resource, now);
resourcesUpdates--;
}
}
// TODO: add StreamingManager stats, update time per frame, updates per frame, etc.
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "StreamableResourcesCollection.h"
/// <summary>
/// Main class for dynamic resources streaming service
/// </summary>
class FLAXENGINE_API StreamingManager
{
public:
/// <summary>
/// List with all resources
/// </summary>
static StreamableResourcesCollection Resources;
};