Merge remote-tracking branch 'origin/master'
This commit is contained in:
@@ -27,6 +27,11 @@ pix的单步调试需要开启**开发者模式**,具体是在window的设置
|
||||
|
||||
## 抓帧技巧
|
||||
- [RenderDoc抓帧steam平台](https://zhuanlan.zhihu.com/p/721764908)
|
||||
- 关闭并行绘制相关命令:
|
||||
- **r.RHICmdBypass=1**
|
||||
- **r.MeshDrawCommands.ParallelPassSetup=0**
|
||||
- **r.MeshDrawCommands.UseCachedCommands=1**
|
||||
- **r.RDG.ImmediateMode=1**
|
||||
|
||||
# UE相关设置
|
||||
开启Renderdoc的PixelDebug功能:
|
||||
|
@@ -1534,6 +1534,7 @@ void AShaderWorldActor::CollisionCPU()
|
||||
BPRecomputeScope = BPCollisionRebuildRequest, ColRingCount = CollisionGridMaxRingNumber, LocalActorLocation, LocalOriginLocation,
|
||||
Height0 = HeightOnStart, Bounded = WorldHasBounds_OnRebuild, GBounds = WorldBoundsOnRebuild, Lock = CollisionMeshAccessLock]
|
||||
{
|
||||
//CollisionShareable无效则返回
|
||||
if (!CollData.IsValid())
|
||||
{
|
||||
if (Completion.IsValid())
|
||||
@@ -1542,9 +1543,8 @@ void AShaderWorldActor::CollisionCPU()
|
||||
}
|
||||
|
||||
FScopeLock CollisionMeshArrayAccess(Lock.Get());
|
||||
|
||||
//Brush相关
|
||||
double CollisionWidth = CollData->CollisionResolution * (CollData->VerticePerPatch - 1);
|
||||
|
||||
TMap<FIntVector, FVector> BrushRedraws;
|
||||
for (const FBox2d& B : BrushScope)
|
||||
{
|
||||
@@ -1571,7 +1571,6 @@ void AShaderWorldActor::CollisionCPU()
|
||||
SWorldBounds.Max *= 100.0;
|
||||
|
||||
TSet<FIntVector> ExternalCollisionsBounds;
|
||||
|
||||
for (const ShaderWorld::FVisitor& SingleCamLoc : VisitorLocations)
|
||||
{
|
||||
if (SingleCamLoc.Bounds.IsValid)
|
||||
@@ -1583,6 +1582,7 @@ void AShaderWorldActor::CollisionCPU()
|
||||
CollData->MultipleCamera.Empty();
|
||||
CollData->LocRefs.Empty();
|
||||
|
||||
//遍历所有Visitor,之后往CollisionShareable中的LocRefs、MultipleCamera添加计算结果。
|
||||
for (const ShaderWorld::FVisitor& SingleCamLoc : VisitorLocations)
|
||||
{
|
||||
if (SingleCamLoc.Bounds.IsValid)
|
||||
@@ -1689,6 +1689,7 @@ void AShaderWorldActor::CollisionCPU()
|
||||
WorldBounds.Min *= 100.0;
|
||||
WorldBounds.Max *= 100.0;
|
||||
|
||||
//根据ShaderWorld边界,来维护UsedCollisionMesh、CollisionMeshData、CollisionMeshToCreate、CollisionMeshToRenameMoveUpdate、GroundCollisionLayout
|
||||
for (auto& ExternalBounds : ExternalCollisionsBounds)
|
||||
{
|
||||
FIntVector LocMeshInt = ExternalBounds;
|
||||
@@ -1735,6 +1736,7 @@ void AShaderWorldActor::CollisionCPU()
|
||||
}
|
||||
}
|
||||
|
||||
//根据ShaderWorld MultipleCamera,来维护UsedCollisionMesh、CollisionMeshData、CollisionMeshToCreate、CollisionMeshToRenameMoveUpdate、GroundCollisionLayout
|
||||
for (auto& Elem : CollData->MultipleCamera)
|
||||
{
|
||||
FIntVector& SingleCam = Elem.Key;
|
||||
@@ -1796,6 +1798,7 @@ void AShaderWorldActor::CollisionCPU()
|
||||
}
|
||||
}
|
||||
|
||||
//开始下一轮循环,bPreprocessingCollisionUpdate 设置为false
|
||||
if (Completion.IsValid())
|
||||
(*Completion.Get()) = false;
|
||||
}
|
||||
|
@@ -9,6 +9,7 @@ rating: ⭐
|
||||
- [UE5.3] PSO Cache&PreCache 源码阅读:https://zhuanlan.zhihu.com/p/679832250
|
||||
- [UE5.3] PSO Cache&PreCache 源码阅读(二):https://zhuanlan.zhihu.com/p/681803986
|
||||
- Unreal Engine 5.2 MeshPass拓展:https://zhuanlan.zhihu.com/p/671423486
|
||||
- 优化UE5的PSO卡顿:FileCache,PreCache和异步PSO https://zhuanlan.zhihu.com/p/1898646962561094034
|
||||
# 执行链
|
||||
- FGraphEventArray UPrimitiveComponent::PrecachePSOs()
|
||||
- void UMaterialInterface::InitDefaultMaterials()
|
||||
|
Reference in New Issue
Block a user