// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #include "StreamingHandlers.h" #include "Streaming.h" #include "Engine/Core/Math/Math.h" #include "Engine/Graphics/Textures/StreamingTexture.h" #include "Engine/Content/Assets/Model.h" #include "Engine/Content/Assets/SkinnedModel.h" #include "Engine/Audio/AudioClip.h" #include "Engine/Audio/Audio.h" #include "Engine/Audio/AudioSource.h" float TexturesStreamingHandler::CalculateTargetQuality(StreamableResource* resource, DateTime now) { ASSERT(resource); auto& texture = *(StreamingTexture*)resource; const TextureHeader& header = *texture.GetHeader(); if (header.TextureGroup < 0 || header.TextureGroup >= Streaming::TextureGroups.Count()) { // Full texture load by default return 1.0f; } // Quality based on texture group settings const TextureGroup& group = Streaming::TextureGroups[header.TextureGroup]; return group.QualityScale; } int32 TexturesStreamingHandler::CalculateResidency(StreamableResource* resource, float quality) { if (quality < ZeroTolerance) return 0; ASSERT(resource); auto& texture = *(StreamingTexture*)resource; ASSERT(texture.IsInitialized()); const TextureHeader& header = *texture.GetHeader(); const int32 totalMipLevels = texture.TotalMipLevels(); int32 mipLevels = Math::CeilToInt(quality * (float)totalMipLevels); if (header.TextureGroup >= 0 && header.TextureGroup < Streaming::TextureGroups.Count()) { const TextureGroup& group = Streaming::TextureGroups[header.TextureGroup]; mipLevels = Math::Clamp(mipLevels + group.MipLevelsBias, group.MipLevelsMin, group.MipLevelsMax); #if USE_EDITOR // Simulate per-platform limit in Editor int32 max; if (group.MipLevelsMaxPerPlatform.TryGet(PLATFORM_TYPE, max)) mipLevels = Math::Min(mipLevels, max); #endif } if (mipLevels > 0 && mipLevels < 3 && totalMipLevels > 1 && texture.IsBlockCompressed()) { // Block compressed textures require minimum size of 4 (3 mips or more) mipLevels = 3; } return Math::Clamp(mipLevels, 0, totalMipLevels); } int32 TexturesStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency) { ASSERT(resource); auto& texture = *(StreamingTexture*)resource; ASSERT(texture.IsInitialized()); int32 residency = targetResidency; int32 currentResidency = texture.GetCurrentResidency(); 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; } float ModelsStreamingHandler::CalculateTargetQuality(StreamableResource* resource, DateTime now) { // TODO: calculate a proper quality levels for models based on render time and streaming enable/disable options return 1.0f; } int32 ModelsStreamingHandler::CalculateResidency(StreamableResource* resource, float quality) { if (quality < ZeroTolerance) return 0; ASSERT(resource); auto& model = *(Model*)resource; const int32 lodCount = model.GetLODsCount(); int32 lods = Math::CeilToInt(quality * (float)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; } float SkinnedModelsStreamingHandler::CalculateTargetQuality(StreamableResource* resource, DateTime now) { // TODO: calculate a proper quality levels for models based on render time and streaming enable/disable options return 1.0f; } int32 SkinnedModelsStreamingHandler::CalculateResidency(StreamableResource* resource, float quality) { if (quality < ZeroTolerance) return 0; ASSERT(resource); auto& model = *(SkinnedModel*)resource; const int32 lodCount = model.GetLODsCount(); int32 lods = Math::CeilToInt(quality * (float)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; } float AudioStreamingHandler::CalculateTargetQuality(StreamableResource* resource, DateTime now) { // Audio clips don't use quality but only residency return 1.0f; } int32 AudioStreamingHandler::CalculateResidency(StreamableResource* resource, float quality) { ASSERT(resource); auto clip = static_cast(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(resource); return clip->StreamingQueue.HasItems(); }