diff --git a/Source/Engine/Renderer/GI/GlobalSurfaceAtlasPass.cpp b/Source/Engine/Renderer/GI/GlobalSurfaceAtlasPass.cpp index 0fb63af62..a64a06635 100644 --- a/Source/Engine/Renderer/GI/GlobalSurfaceAtlasPass.cpp +++ b/Source/Engine/Renderer/GI/GlobalSurfaceAtlasPass.cpp @@ -14,7 +14,6 @@ #include "Engine/Content/Content.h" #include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPUDevice.h" -#include "Engine/Graphics/Graphics.h" #include "Engine/Graphics/RenderTask.h" #include "Engine/Graphics/RenderBuffers.h" #include "Engine/Graphics/RenderTargetPool.h" @@ -40,6 +39,8 @@ #define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES 0 // Forces to redraw all object tiles every frame #define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations) #define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS 0 // Debug draws culled chunks bounds (non-empty) +#define GLOBAL_SURFACE_ATLAS_MAX_NEW_OBJECTS_PER_FRAME 500 // Limits the amount of newly added objects to atlas per-frame to reduce hitches on 1st frame or camera-cut +#define GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(flags) (EnumHasAnyFlags(flags, StaticFlags::Lightmap) ? 200 : 10) // Amount of frames after which update object (less frequent updates for static scenes) #if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS || GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS #include "Engine/Debug/DebugDraw.h" @@ -300,14 +301,14 @@ public: if (enableAsync) { - // Run in async via Job System + // Run sync actors drawing now or force in async (different drawing path doesn't interfere with normal scene drawing) Function func; - func.Bind(this); + func.Bind(this); const int32 jobCount = Math::Max(JobSystem::GetThreadsCount() - 1, 1); // Leave 1 thread unused to not block the main-thread (jobs will overlap with rendering) AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, jobCount)); - // Run sync actors drawing now or force in async (different drawing path doesn't interfere with normal scene drawing) - func.Bind(this); + // Run in async via Job System + func.Bind(this); AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, jobCount)); // Run dependant job that will process objects data in async @@ -797,7 +798,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co context->SetRenderTarget(depthBuffer, ToSpan(targetBuffers, ARRAY_COUNT(targetBuffers))); { PROFILE_GPU_CPU_NAMED("Clear"); - if (noCache || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES || !GPU_SPREAD_WORKLOAD) + if (noCache || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES) { // Full-atlas hardware clear context->ClearDepth(depthBuffer); @@ -1086,7 +1087,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co { GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID]; lightData.LastFrameUsed = currentFrame; - uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4; + uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags); if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount))) continue; lightData.LastFrameUpdated = currentFrame; @@ -1121,7 +1122,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co { GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID]; lightData.LastFrameUsed = currentFrame; - uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4; + uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags); if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount))) continue; lightData.LastFrameUpdated = currentFrame; @@ -1143,7 +1144,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co { GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID]; lightData.LastFrameUsed = currentFrame; - uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4; + uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags); if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount))) continue; lightData.LastFrameUpdated = currentFrame; @@ -1459,9 +1460,9 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con const float distanceScale = Math::Lerp(1.0f, surfaceAtlasData.DistanceScaling, Math::InverseLerp(surfaceAtlasData.DistanceScalingStart, surfaceAtlasData.DistanceScalingEnd, (float)CollisionsHelper::DistanceSpherePoint(actorObjectBounds, surfaceAtlasData.ViewPosition))); const float tilesScale = surfaceAtlasData.TileTexelsPerWorldUnit * distanceScale * qualityScale; GlobalSurfaceAtlasObject* object = surfaceAtlasData.Objects.TryGet(actorObject); - if (!object && surfaceAtlasData.AsyncNewObjects.Count() >= 512) + if (!object && surfaceAtlasData.AsyncNewObjects.Count() >= GLOBAL_SURFACE_ATLAS_MAX_NEW_OBJECTS_PER_FRAME) return; // Reduce load on 1st frame and add more objects during next frames to balance performance - bool anyTile = false, dirty = GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES || !GPU_SPREAD_WORKLOAD; + bool anyTile = false, dirty = GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES; for (int32 tileIndex = 0; tileIndex < 6; tileIndex++) { if (((1 << tileIndex) & tilesMask) == 0) @@ -1517,7 +1518,7 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con if (object) { // Redraw objects from time-to-time (dynamic objects can be animated, static objects can have textures streamed) - uint32 redrawFramesCount = actor->HasStaticFlag(StaticFlags::Lightmap) ? 120 : 4; + uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(actor->GetStaticFlags()); if (surfaceAtlasData.CurrentFrame - object->LastFrameUpdated >= (redrawFramesCount + (actor->GetID().D & redrawFramesCount))) dirty = true; @@ -1527,7 +1528,7 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con object->Bounds = bounds; object->Position = (Float3)actorObjectBounds.Center; // TODO: large worlds object->Radius = (float)actorObjectBounds.Radius; - object->Dirty = dirty; + object->Dirty |= dirty; object->UseVisibility = useVisibility; } else