Files
FlaxEngine/Source/Engine/Streaming/StreamingHandlers.cpp
Wojciech Figat a7e428a21c Merge branch 'master' into 1.5
# Conflicts:
#	Content/Shaders/GI/DDGI.flax
#	Content/Shaders/GI/GlobalSurfaceAtlas.flax
#	Content/Shaders/TAA.flax
#	Content/Shaders/VolumetricFog.flax
#	Source/Editor/CustomEditors/Editors/ActorTagEditor.cs
#	Source/Engine/Core/Config/GraphicsSettings.cpp
#	Source/Engine/Engine/PostProcessEffect.cs
#	Source/Engine/Graphics/GPUResourcesCollection.cpp
#	Source/Engine/Graphics/GPUResourcesCollection.h
#	Source/Engine/Graphics/PostProcessBase.h
#	Source/FlaxEngine.Gen.cs
2023-01-10 15:37:55 +01:00

234 lines
7.9 KiB
C++

// Copyright (c) 2012-2023 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/Graphics/Textures/GPUTexture.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, double currentTime)
{
ASSERT(resource);
auto& texture = *(StreamingTexture*)resource;
const TextureHeader& header = *texture.GetHeader();
float result = 1.0f;
if (header.TextureGroup >= 0 && header.TextureGroup < Streaming::TextureGroups.Count())
{
// Quality based on texture group settings
const TextureGroup& group = Streaming::TextureGroups[header.TextureGroup];
result = group.Quality;
// Drop quality if invisible
const double lastRenderTime = texture.GetTexture()->LastRenderTime;
if (lastRenderTime < 0 || group.TimeToInvisible <= (float)(currentTime - lastRenderTime))
{
result *= group.QualityIfInvisible;
}
}
return result;
}
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 < texture._minMipCountBlockCompressed && texture._isBlockCompressed)
{
// Block compressed textures require minimum size of 4
mipLevels = texture._minMipCountBlockCompressed;
}
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, double currentTime)
{
// 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);
const auto& model = *(Model*)resource;
const int32 lodCount = model.GetLODsCount();
const int32 lods = Math::CeilToInt(quality * (float)lodCount);
return lods;
}
int32 ModelsStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency)
{
ASSERT(resource);
const auto& model = *(Model*)resource;
// Always load only single LOD at once
int32 residency = targetResidency;
const 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, double currentTime)
{
// 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);
const auto& model = *(SkinnedModel*)resource;
const int32 lodCount = model.GetLODsCount();
const int32 lods = Math::CeilToInt(quality * (float)lodCount);
return lods;
}
int32 SkinnedModelsStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency)
{
ASSERT(resource);
const auto& model = *(SkinnedModel*)resource;
// Always load only single LOD at once
int32 residency = targetResidency;
const 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, double currentTime)
{
// 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<AudioClip*>(resource);
const int32 chunksCount = clip->Buffers.Count();
bool chunksMask[ASSET_FILE_DATA_CHUNKS]; // TODO: use single int as bit mask
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::Stopped)
{
// 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; // TODO: make it configurable via StreamingSettings
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();
}