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title: PSO Precache机制笔记
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date: 2025-02-08 20:42:16
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excerpt:
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tags:
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- Precache
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- BundledPSO
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- PSO
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rating: ⭐
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---
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# 前言
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- 官方文档
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- [Creating a Bundled PSO Cache](https://dev.epicgames.com/documentation/zh-cn/unreal-engine/manually-creating-bundled-pso-caches-in-unreal-engine)
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- 视频
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- [Unreal Engine 5: Setup Precompiling Shaders (Bundled PSO's)](https://www.youtube.com/watch?v=NVoXDgXKS5k)
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- [Unreal Engine 5 fixing shader stuttering](https://youtu.be/ibIFKEYyBYo?si=OfM_2QSHxtE6oqsf)
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- [Unreal Engine 5: Show Number Of Compiling Shaders](https://www.youtube.com/watch?v=8h1k2ViADgU)
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- 文章
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- 渲染管线相关
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- [UE5.3] PSO Cache&PreCache 源码阅读:https://zhuanlan.zhihu.com/p/679832250
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- [UE5.3] PSO Cache&PreCache 源码阅读(二):https://zhuanlan.zhihu.com/p/681803986
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- Unreal Engine 5.2 MeshPass拓展:https://zhuanlan.zhihu.com/p/671423486
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- 优化UE5的PSO卡顿:FileCache,PreCache和异步PSO https://zhuanlan.zhihu.com/p/1898646962561094034
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- 移动端BundledPSO
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- [***UE PSO Cache机制、使用与优化***](https://zhuanlan.zhihu.com/p/681319390)
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- [***Unity6 + UE5.4 PSO缓存实践记录***](https://zhuanlan.zhihu.com/p/714231961)
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- 这些数据终究还是表明Precache系统做不到100%的PSO覆盖率,实际我们还是要结合Bundle PSO来使用,在接下来的古代山谷项目里,我们会尝试使用二者结合的工作流
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- [UE4.27 PSO Caching](https://zhuanlan.zhihu.com/p/700765767)
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# BundledPSO
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- 相关启动参数
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- -logPSO
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- -clearPSODriverCache
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- 需要添加的配置(可加子啊`DefaultEngine.ini`或者`(Platform)Engine.ini`中,推荐后者,不同平台需要不同的收集)
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- RendererSettings
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- r.ShaderPipelineCache.Enable=1
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- r.ShaderPipelineCache.ExcludePrecachePSO=1:用于确保Bundle PSO不会收集PreCache已经收集过的PSO。
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- DevOptions.Shaders
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- NeedsShaderStableKeys=true
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- /Script/UnrealEd.ProjectPackagingSettings
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- bShareMaterialShaderCode=True
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- bSharedMaterialNativeLibraries=True
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PS.
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1. 可以使用UnitGraph查看CPU来判断是否有PSO正在编译。
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2. 理论上需要对所有伸缩性进行跑测来收集PSO。
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## 大致步骤
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1. 可选:使用快捷方式 -clearPSODriverCache,清空PSO。确保`(Project)/Build/(Platform)/PipelineCaches`文件夹是空的或根本不存在
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2. 添加上述配置。
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3. 执行Launch打包并且启动项目。
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4. 收集打包PSO:完成后可以在Saved/Metadata/PipelineCaches/找到打包的PSO文件,将其复制出来。
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5. 收集RuntimePSO:运行打包后的项目,跑测后在Saved/CollectedPSOs可以找到Runtime PSO文件,将其复制出来。
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6. 将所有收集的PSO放到一个制定的文件夹里,比如项目目录下PSOCollection,进行CommandLet`ShaderPipelineCacheTools`,之后会生成制定名称的spc文件。
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7. 回到打包后的项目在指定平台的目录文件夹(在项目的Build文件夹下的Windows、Android)中新建文件夹PipelineCaches,并将spc文件放入。
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8. 重新使用Launch打包,完成后可以在log中知道spc文件中 pso数量。
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## 将收集的PSO打包进Pak中
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```bash
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Engine\Binaries\Win64\UnrealEditor-Cmd.exe -run=ShaderPipelineCacheTools expand #Run ShaderPipelineCacheTools with expand optionl
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Project\PSOCollection\*.rec.upipelinecache #Use all .rec.upipelinecache files
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Project\PSOCollection\*.shk #Use all .shk files
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Project\PSOCollection\PSO_SKGZombies_PCD3D_SM6.spc # Output PSO to be bundled
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cmd /k #保证CMD开启
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```
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```bash
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"D:\UnrealEngine\UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -run=ShaderPipelineCacheTools expand "D:\Project\Demo\PSOCollection\*.rec.upipelinecache" "D:\Project\Demo\PSOCollection\*.shk" "D:\Project\Demo\PSOCollection\PSO_Demo_PCD3D_SM6.spc"
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```
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# 计算Shader编译进度
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UE5.6之后提供了UKismetRenderingLibrary::NumPrecompilingPSOsRemaining(),使用计时器来获取进度。
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# PSO执行链
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- FGraphEventArray UPrimitiveComponent::PrecachePSOs()
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- void UMaterialInterface::InitDefaultMaterials()
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- UMaterial::PrecachePSOs
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UMaterial::PrecachePSOs => **MaterialResource->CollectPSOs()** => PrecacheMaterialPSOs() => PrecachePSOs() => CollectPSOs() => CollectPSOInitializers()
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# CollectPSOInitializers()
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接口IPSOCollector::CollectPSOInitializers()
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## 其他MeshProcessor实现
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