Optimize Streaming service with Task Graph to use async update on a Job System
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@@ -4,9 +4,11 @@
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#include "StreamableResource.h"
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#include "StreamingGroup.h"
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#include "StreamingSettings.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Threading/TaskGraph.h"
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#include "Engine/Threading/Task.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/Textures/GPUSampler.h"
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@@ -14,7 +16,6 @@
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namespace StreamingManagerImpl
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{
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DateTime LastUpdateTime(0);
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int32 LastUpdateResourcesIndex = 0;
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CriticalSection ResourcesLock;
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Array<StreamableResource*> Resources;
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@@ -24,19 +25,31 @@ namespace StreamingManagerImpl
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using namespace StreamingManagerImpl;
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class StreamingManagerService : public EngineService
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class StreamingService : public EngineService
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{
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public:
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StreamingManagerService()
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: EngineService(TEXT("Streaming Manager"), 100)
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StreamingService()
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: EngineService(TEXT("Streaming"), 100)
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{
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}
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void Update() override;
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bool Init() override;
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void BeforeExit() override;
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};
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StreamingManagerService StreamingManagerServiceInstance;
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class StreamingSystem : public TaskGraphSystem
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{
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public:
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void Job(int32 index);
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void Execute(TaskGraph* graph) override;
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};
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namespace
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{
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TaskGraphSystem* System = nullptr;
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}
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StreamingService StreamingServiceInstance;
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Array<TextureGroup, InlinedAllocation<32>> Streaming::TextureGroups;
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@@ -176,26 +189,33 @@ void UpdateResource(StreamableResource* resource, DateTime now, double currentTi
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// low mem should be updated once per a few frames
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}
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void StreamingManagerService::Update()
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bool StreamingService::Init()
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{
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// Configuration
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// TODO: use game settings
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static TimeSpan ManagerUpdatesInterval = TimeSpan::FromMilliseconds(30);
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static TimeSpan ResourceUpdatesInterval = TimeSpan::FromMilliseconds(100);
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static int32 MaxResourcesPerUpdate = 50;
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System = New<StreamingSystem>();
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Engine::UpdateGraph->AddSystem(System);
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return false;
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}
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// Check if skip update
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auto now = DateTime::NowUTC();
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auto delta = now - LastUpdateTime;
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ScopeLock lock(ResourcesLock);
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const int32 resourcesCount = Resources.Count();
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if (resourcesCount == 0 || delta < ManagerUpdatesInterval || GPUDevice::Instance->GetState() != GPUDevice::DeviceState::Ready)
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return;
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LastUpdateTime = now;
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void StreamingService::BeforeExit()
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{
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SAFE_DELETE_GPU_RESOURCE(FallbackSampler);
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SAFE_DELETE_GPU_RESOURCES(TextureGroupSamplers);
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TextureGroupSamplers.Resize(0);
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SAFE_DELETE(System);
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}
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PROFILE_CPU();
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void StreamingSystem::Job(int32 index)
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{
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PROFILE_CPU_NAMED("Streaming.Job");
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// TODO: use streaming settings
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TimeSpan ResourceUpdatesInterval = TimeSpan::FromMilliseconds(100);
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int32 MaxResourcesPerUpdate = 50;
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// Start update
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ScopeLock lock(ResourcesLock);
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auto now = DateTime::NowUTC();
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const int32 resourcesCount = Resources.Count();
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int32 resourcesUpdates = Math::Min(MaxResourcesPerUpdate, resourcesCount);
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double currentTime = Platform::GetTimeSeconds();
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@@ -223,11 +243,15 @@ void StreamingManagerService::Update()
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// TODO: add StreamingManager stats, update time per frame, updates per frame, etc.
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}
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void StreamingManagerService::BeforeExit()
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void StreamingSystem::Execute(TaskGraph* graph)
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{
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SAFE_DELETE_GPU_RESOURCE(FallbackSampler);
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SAFE_DELETE_GPU_RESOURCES(TextureGroupSamplers);
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TextureGroupSamplers.Resize(0);
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if (Resources.Count() == 0 || GPUDevice::Instance->GetState() != GPUDevice::DeviceState::Ready)
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return;
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// Schedule work to update all storage containers in async
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Function<void(int32)> job;
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job.Bind<StreamingSystem, &StreamingSystem::Job>(this);
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graph->DispatchJob(job, 1);
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}
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void Streaming::RequestStreamingUpdate()
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