{"id":4237,"date":"2025-07-30T14:32:14","date_gmt":"2025-07-30T06:32:14","guid":{"rendered":"https:\/\/www.caiqinyi.cn\/?p=4237"},"modified":"2025-07-30T15:05:09","modified_gmt":"2025-07-30T07:05:09","slug":"comb_ue5_uskinnedmeshcomponent_precachepsos_related_call_process","status":"publish","type":"post","link":"https:\/\/www.caiqinyi.cn\/index.php\/2025\/07\/30\/comb_ue5_uskinnedmeshcomponent_precachepsos_related_call_process\/","title":{"rendered":"UE5 USkinnedMeshComponent::PrecachePSOs\u76f8\u5173\u8c03\u7528\u6d41\u7a0b\u68b3\u7406"},"content":{"rendered":"<p><script type=\"text\/javascript\" async src=\"https:\/\/www.caiqinyi.cn\/wp-content\/MathJax\/MathJax.js?config=TeX-AMS_CHTML\">\n<\/script><br \/>\n<script type=\"text\/x-mathjax-config\">\n    MathJax.Hub.Config({\n        tex2jax: {inlineMath: [['$','$']]},\n        TeX: {equationNumbers: {autoNumber: [\"AMS\"], useLabelIds: true}},\n        \"HTML-CSS\": {linebreaks: {automatic: true}},\n        SVG: {linebreaks: {automatic: true}}\n    });\n<\/script><\/p>\n<p>\u6700\u8fd1\u5728\u6e38\u620f\u5f00\u53d1\u5de5\u4f5c\u4e0a\u78b0\u5230\u4e00\u4e2a\u95ee\u9898, \u8fc7\u573a\u52a8\u753b\u4e2d\u4e00\u89d2\u8272\u7684\u4e0a\u534a\u8eab\u5728\u5207\u6362\u5176\u67d0\u4e2a\u6750\u8d28\u65f6\u6d88\u5931\u4e86\u4e00\u4e24\u5e27, \u8be5\u95ee\u9898\u5927\u591a\u6570\u51fa\u73b0\u4e8e\u673a\u5668\u7b2c\u4e00\u6b21\u6253\u5f00\u6e38\u620f\u5305\u4f53\u64ad\u653e\u8be5\u8fc7\u573a\u52a8\u753b\u65f6, \u6545\u521d\u6b65\u7ed3\u8bba\u662f\u7531\u4e8e\u7f16\u8bd1PSOs\u5bfc\u81f4\u7684. \u7ecf\u8fc7\u4e00\u756a\u6392\u67e5, \u786e\u8ba4\u662f\u7f16\u8bd1PSOs\u5bfc\u81f4\u7684\u95ee\u9898, \u6545\u4ee5\u672c\u6587\u68b3\u7406USkinnedMeshComponent::PrecachePSOs\u76f8\u5173\u7684\u8c03\u7528\u6d41\u7a0b, \u65b9\u4fbf\u540e\u7eed\u5728\u78b0\u5230\u7c7b\u4f3c\u95ee\u9898\u65f6\u8fdb\u884c\u590d\u4e60.<\/p>\n<p><!--more--><\/p>\n<p><strong>\u53c2\u8003\u6750\u6599<\/strong><br \/>\n1. <a href=\"https:\/\/zhuanlan.zhihu.com\/p\/679832250\">[UE5.3] PSO Cache&#038;PreCache \u6e90\u7801\u9605\u8bfb<\/a><\/p>\n<p>\u5173\u4e8ePSO PreCache\u7684\u4ecb\u7ecd\u53ef\u53c2\u8003Epic\u5b98\u65b9\u6587\u6863(<a href=\"https:\/\/dev.epicgames.com\/documentation\/zh-cn\/unreal-engine\/pso-precaching-for-unreal-engine?application_version=5.4\">PSO\u9884\u7f13\u5b58<\/a>), \u672c\u6587\u57fa\u4e8eUE5.5.3\u68b3\u7406USkinnedMeshComponent::PrecachePSOs\u76f8\u5173\u7684\u8c03\u7528\u6d41\u7a0b.<\/p>\n<p><strong>1. \u8fc7\u573a\u52a8\u753b\u4e2d\u7684\u8c03\u7528\u8d77\u70b9<\/strong><\/p>\n<p>\u8c03\u7528\u8d77\u70b9\u4e3b\u8981\u6709\u4e09\u4e2a, \u5206\u522b\u4e3aUSkinnedMeshComponent::PostLoad, USkinnedMeshComponent::OnRegister\u4e0eUMeshComponent::SetMaterial.<\/p>\n<p><strong>2. USkinnedMeshComponent::PrecachePSOs<\/strong><\/p>\n<p>\u6ca1\u6709override\u7236\u7c7b\u7684\u865a\u51fd\u6570PrecachePSOs, \u6545\u672c\u8d28\u4e0a\u8c03\u7528\u7684\u5373\u4e3aUPrimitiveComponent::PrecachePSOs.<\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid UPrimitiveComponent::PrecachePSOs()\r\n{\r\n#if UE_WITH_PSO_PRECACHING\r\n\t\/\/ Only request PSO precaching if app is rendering and per component PSO precaching is enabled\r\n\t\/\/ Also only request PSOs from game thread because TStrongObjectPtr is used on the material to make\r\n\t\/\/ it's not deleted via garbage collection when PSO precaching is still busy. TStrongObjectPtr can only\r\n\t\/\/ be constructed on the GameThread\r\n\tif (!FApp::CanEverRender() || !IsComponentPSOPrecachingEnabled() || !IsInGameThread())\r\n\t{\r\n\t\treturn;\r\n\t}\r\n\r\n\t\/\/ clear the current request data\r\n\tMaterialPSOPrecacheRequestIDs.Empty();\r\n\tPSOPrecacheRequestPriority = EPSOPrecachePriority::Medium;\r\n\r\n\t\/\/ Collect the data from the derived classes\r\n\tFPSOPrecacheParams PSOPrecacheParams;\r\n\tSetupPrecachePSOParams(PSOPrecacheParams);\r\n\tFMaterialInterfacePSOPrecacheParamsList PSOPrecacheDataArray;\r\n\tCollectPSOPrecacheData(PSOPrecacheParams, PSOPrecacheDataArray);\r\n\r\n\tFGraphEventArray GraphEvents;\r\n\tPrecacheMaterialPSOs(PSOPrecacheDataArray, MaterialPSOPrecacheRequestIDs, GraphEvents);\r\n\r\n\tRequestRecreateRenderStateWhenPSOPrecacheFinished(GraphEvents);\r\n#endif\r\n}\r\n\r\n<\/pre>\n<p>\u4e3b\u8981\u5206\u4e3a4\u6b65.<\/p>\n<p><strong>2.1 SetupPrecachePSOParams<\/strong><\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid UPrimitiveComponent::SetupPrecachePSOParams(FPSOPrecacheParams& Params)\r\n{\r\n\tParams.bRenderInMainPass = bRenderInMainPass;\r\n\tParams.bRenderInDepthPass = bRenderInDepthPass;\r\n\tParams.bStaticLighting = HasStaticLighting();\r\n\tParams.bUsesIndirectLightingCache = Params.bStaticLighting && IndirectLightingCacheQuality != ILCQ_Off && (!IsPrecomputedLightingValid() || GetLightmapType() == ELightmapType::ForceVolumetric);\r\n\tParams.bAffectDynamicIndirectLighting = bAffectDynamicIndirectLighting;\r\n\tParams.bCastShadow = CastShadow;\r\n\t\/\/ Custom depth can be toggled at runtime with PSO precache call so assume it might be needed when depth pass is needed\r\n\t\/\/ Ideally precache those with lower priority and don't wait on these (UE-174426)\r\n\tParams.bRenderCustomDepth = bRenderInDepthPass;\r\n\tParams.bCastShadowAsTwoSided = bCastShadowAsTwoSided;\r\n\tParams.SetMobility(Mobility);\t\r\n\tParams.SetStencilWriteMask(FRendererStencilMaskEvaluation::ToStencilMask(CustomDepthStencilWriteMask));\r\n\r\n\tTArray<UMaterialInterface*> UsedMaterials;\r\n\tGetUsedMaterials(UsedMaterials);\r\n\tfor (const UMaterialInterface* MaterialInterface : UsedMaterials)\r\n\t{\r\n\t\tif (MaterialInterface)\r\n\t\t{\r\n\t\t\tif (MaterialInterface->GetRelevance_Concurrent(GMaxRHIFeatureLevel).bUsesWorldPositionOffset)\r\n\t\t\t{\r\n\t\t\t\tParams.bAnyMaterialHasWorldPositionOffset = true;\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n}\r\n\r\n<\/pre>\n<p>\u5173\u952e\u70b9\u5728\u4e8e\u901a\u8fc7GetUsedMaterials\u83b7\u53d6\u4f7f\u7528\u7684\u6240\u6709\u6750\u8d28(\u5305\u62ecOverlay\u6750\u8d28), \u82e5\u53d1\u73b0\u542b\u6709\u4f7f\u7528WPO\u7684\u6750\u8d28, \u5219\u5c06Params\u7684\u5c5e\u6027bAnyMaterialHasWorldPositionOffset\u503c\u7f6e\u4e3atrue.<\/p>\n<p><strong>2.2 CollectPSOPrecacheData<\/strong><\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid USkinnedMeshComponent::CollectPSOPrecacheData(const FPSOPrecacheParams& BasePrecachePSOParams, FMaterialInterfacePSOPrecacheParamsList& OutParams)\r\n{\r\n\tif (GetSkinnedAsset() == nullptr ||\r\n\t\tGetSkinnedAsset()->GetResourceForRendering() == nullptr)\r\n\t{\r\n\t\treturn;\r\n\t}\r\n\r\n\t\/\/ TODO: Nanite-Skinning\r\n\r\n\tERHIFeatureLevel::Type FeatureLevel = GetWorld() ? GetWorld()->GetFeatureLevel() : GMaxRHIFeatureLevel;\r\n\tint32 MinLODIndex = ComputeMinLOD();\r\n\tbool bCPUSkin = bRenderStatic || ShouldCPUSkin();\r\n\r\n\tFPSOPrecacheVertexFactoryDataPerMaterialIndexList VFsPerMaterials = GetSkinnedAsset()->GetVertexFactoryTypesPerMaterialIndex(this, MinLODIndex, bCPUSkin, FeatureLevel);\r\n\tbool bAnySectionCastsShadows = GetSkinnedAsset()->GetResourceForRendering()->AnyRenderSectionCastsShadows(MinLODIndex);\r\n\r\n\tFPSOPrecacheParams PrecachePSOParams = BasePrecachePSOParams;\r\n\tPrecachePSOParams.bCastShadow = PrecachePSOParams.bCastShadow && bAnySectionCastsShadows;\r\n\r\n\t\/\/ Skinned assets shouldn't need dynamic indirect lighting but MDCs for LumenCardCapture can still be setup and created (but not actually used) causing PSO precache misses\r\n\t\/\/PrecachePSOParams.bAffectDynamicIndirectLighting = false;\r\n\r\n\tfor (FPSOPrecacheVertexFactoryDataPerMaterialIndex& VFsPerMaterial : VFsPerMaterials)\r\n\t{\r\n\t\tUMaterialInterface* MaterialInterface = GetMaterial(VFsPerMaterial.MaterialIndex);\r\n\t\tif (MaterialInterface == nullptr)\r\n\t\t{\r\n\t\t\tMaterialInterface = UMaterial::GetDefaultMaterial(MD_Surface);\r\n\t\t}\r\n\r\n\t\tFMaterialInterfacePSOPrecacheParams& ComponentParams = OutParams[OutParams.AddDefaulted()];\r\n\t\tComponentParams.MaterialInterface = MaterialInterface;\r\n\t\tComponentParams.VertexFactoryDataList = VFsPerMaterial.VertexFactoryDataList;\r\n\t\tComponentParams.PSOPrecacheParams = PrecachePSOParams;\r\n\t}\r\n\r\n\tUMaterialInterface* OverlayMaterialInterface = GetOverlayMaterial();\r\n\tif (OverlayMaterialInterface && VFsPerMaterials.Num() != 0)\r\n\t{\r\n\t\t\/\/ Overlay is rendered with the same set of VFs\r\n\t\tFMaterialInterfacePSOPrecacheParams& ComponentParams = OutParams[OutParams.AddDefaulted()];\r\n\r\n\t\tComponentParams.MaterialInterface = OverlayMaterialInterface;\r\n\t\tComponentParams.VertexFactoryDataList = VFsPerMaterials[0].VertexFactoryDataList;\r\n\t\tComponentParams.PSOPrecacheParams = PrecachePSOParams;\r\n\t\tComponentParams.PSOPrecacheParams.bCastShadow = false;\r\n\t}\r\n}\r\n\r\n<\/pre>\n<p>USkinnedMeshComponent override\u7236\u7c7bUPrimitiveComponent\u7684\u865a\u51fd\u6570CollectPSOPrecacheData, \u5c06\u6240\u6709\u6750\u8d28\u7684PSO Precache\u53c2\u6570\u6536\u96c6\u81f3FMaterialInterfacePSOPrecacheParamsList&#038; OutParams\u4e2d.<\/p>\n<p><strong>2.3 PrecacheMaterialPSOs<\/strong><\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid PrecacheMaterialPSOs(const FMaterialInterfacePSOPrecacheParamsList& PSOPrecacheParamsList, TArray<FMaterialPSOPrecacheRequestID>& OutMaterialPSOPrecacheRequestIDs, FGraphEventArray& OutGraphEvents)\r\n{\r\n\tfor (const FMaterialInterfacePSOPrecacheParams& MaterialPSOPrecacheParams : PSOPrecacheParamsList)\r\n\t{\r\n\t\tif (MaterialPSOPrecacheParams.MaterialInterface)\r\n\t\t{\r\n\t\t\tOutGraphEvents.Append(MaterialPSOPrecacheParams.MaterialInterface->PrecachePSOs(MaterialPSOPrecacheParams.VertexFactoryDataList, MaterialPSOPrecacheParams.PSOPrecacheParams, MaterialPSOPrecacheParams.Priority, OutMaterialPSOPrecacheRequestIDs));\r\n\t\t}\r\n\t}\r\n}\r\n\r\n<\/pre>\n<p>\u79c1\u4ee5\u4e3a\u8fd9\u662f\u6700\u4e3a\u91cd\u8981\u7684\u4e00\u6b65: \u4e3a\u6bcf\u4e2a\u6750\u8d28\u5c1d\u8bd5\u521b\u5efaPrecache PSOs\u7684Graph Events, \u5728\u4e0b\u4e00\u5c0f\u8282\u4e2d\u4f1a\u8be6\u7ec6\u4ecb\u7ecd\u8be5\u6d41\u7a0b.<\/p>\n<p><strong>2.4 RequestRecreateRenderStateWhenPSOPrecacheFinished<\/strong><\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid UPrimitiveComponent::RequestRecreateRenderStateWhenPSOPrecacheFinished(const FGraphEventArray& PSOPrecacheCompileEvents)\r\n{\r\n#if UE_WITH_PSO_PRECACHING\r\n\t\/\/ If the proxy creation strategy relies on knowing when the precached PSO has been compiled,\r\n\t\/\/ schedule a task to mark the render state dirty when all PSOs are compiled so the proxy gets recreated.\r\n\tif (UsePSOPrecacheRenderProxyDelay() && GetPSOPrecacheProxyCreationStrategy() != EPSOPrecacheProxyCreationStrategy::AlwaysCreate)\r\n\t{\r\n\t\tLatestPSOPrecacheJobSet++;\r\n\t\tif(!PSOPrecacheCompileEvents.IsEmpty())\r\n\t\t{\r\n\t\t\tTGraphTask<FPSOPrecacheFinishedTask>::CreateTask(&PSOPrecacheCompileEvents).ConstructAndDispatchWhenReady(this, LatestPSOPrecacheJobSet);\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\t\/\/ No graph events to wait on, the job set can be considered complete.\r\n\t\t\tLatestPSOPrecacheJobSetCompleted = LatestPSOPrecacheJobSet;\r\n\t\t}\r\n\t}\r\n\tbPSOPrecacheCalled = true;\r\n#endif \/\/UE_WITH_PSO_PRECACHING\r\n}\r\n\r\n<\/pre>\n<p>\u521b\u5efa\u4e00\u7c7b\u578b\u4e3aFPSOPrecacheFinishedTask\u7684Graph Task, \u5c06\u4e0a\u8ff0\u6b65\u9aa4\u521b\u5efa\u5f97\u5230\u7684\u7c7b\u578b\u4e3aFGraphEventArray\u7684PSOPrecacheCompileEvents\u4f5c\u4e3a\u5176\u4f9d\u8d56\u7684Graph Tasks, \u5e76\u653e\u5165Task Graph\u4e2d\u7b49\u5f85\u6267\u884c. \u5176\u4e2d, FPSOPrecacheFinishedTask::DoTask\u4e3b\u8981\u662f\u4e3a\u5173\u8054\u7684UPrimitiveComponent\u5bf9\u8c61\u8c03\u7528MarkRenderStateDirty\u51fd\u6570.<\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)\r\n{\r\n\tif (UPrimitiveComponent* PC = WeakPrimitiveComponent.Get())\r\n\t{\r\n\t\tQUICK_SCOPE_CYCLE_COUNTER(STAT_PSOPrecacheFinishedTask);\r\n\t\tint32 CurrJobSetCompleted = PC->LatestPSOPrecacheJobSetCompleted.load();\r\n\t\twhile (CurrJobSetCompleted < JobSetThatJustCompleted &#038;&#038; !PC->LatestPSOPrecacheJobSetCompleted.compare_exchange_weak(CurrJobSetCompleted, JobSetThatJustCompleted)){}\r\n\t\tPC->MarkRenderStateDirty();\r\n\t}\r\n}\r\n\r\n<\/pre>\n<p><strong>3. PrecacheMaterialPSOs<\/strong><\/p>\n<p>\u5728\u6267\u884c2.3\u5c0f\u8282\u6240\u793a\u7684\u4ee3\u7801\u65f6, \u4f1a\u5bf9PSOPrecacheParamsList\u4e2d\u6bcf\u4e00\u4e2aMaterialPSOPrecacheParams\u7684MaterialInterface\u8c03\u7528\u5176PrecachePSOs\u51fd\u6570; \u5f53\u8be5MaterialInterface\u4e3a\u4e00UMaterialInstance\u5bf9\u8c61\u65f6, \u5c06\u8c03\u7528\u5176UMaterialInstance::PrecachePSOs\u51fd\u6570.<\/p>\n<p><strong>3.1 UMaterialInstance::PrecachePSOs<\/strong><\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nFGraphEventArray UMaterialInstance::PrecachePSOs(const FPSOPrecacheVertexFactoryDataList& VertexFactoryDataList, const FPSOPrecacheParams& InPreCacheParams, EPSOPrecachePriority Priority, TArray<FMaterialPSOPrecacheRequestID>& OutMaterialPSORequestIDs)\r\n{\r\n\tFGraphEventArray GraphEvents;\r\n\tif (FApp::CanEverRender()  && (PipelineStateCache::IsPSOPrecachingEnabled() || IsPSOShaderPreloadingEnabled()) && Parent)\r\n\t{\r\n\t\t\/\/ Make sure material is initialized.\r\n\t\tConditionalPostLoad();\r\n\r\n\t\tif (bHasStaticPermutationResource)\r\n\t\t{\t\t\t\r\n\t\t\tEMaterialQualityLevel::Type ActiveQualityLevel = GetCachedScalabilityCVars().MaterialQualityLevel;\r\n\t\t\tuint32 FeatureLevelsToCompile = GetFeatureLevelsToCompileForRendering();\r\n\t\t\twhile (FeatureLevelsToCompile != 0)\r\n\t\t\t{\r\n\t\t\t\tconst ERHIFeatureLevel::Type FeatureLevel = (ERHIFeatureLevel::Type)FBitSet::GetAndClearNextBit(FeatureLevelsToCompile);\r\n\t\t\t\tFMaterialResource* StaticPermutationResource = FindMaterialResource(StaticPermutationMaterialResources, FeatureLevel, ActiveQualityLevel, true\/*bAllowDefaultMaterial*\/);\r\n\t\t\t\tif (StaticPermutationResource)\r\n\t\t\t\t{\r\n\t\t\t\t\tGraphEvents.Append(StaticPermutationResource->CollectPSOs(FeatureLevel, VertexFactoryDataList, InPreCacheParams, Priority, OutMaterialPSORequestIDs));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\tGraphEvents = Parent->PrecachePSOs(VertexFactoryDataList, InPreCacheParams, Priority, OutMaterialPSORequestIDs);\r\n\t\t}\r\n\t}\r\n\treturn GraphEvents;\r\n}\r\n\r\n<\/pre>\n<p>\u65e0\u8bba\u5f53\u524dUMaterialInstance\u5bf9\u8c61\u662f\u5426\u5305\u542b\u9759\u6001\u53d8\u4f53, \u6700\u7ec8\u5747\u4f1a\u8c03\u7528FMaterial::CollectPSOs.<\/p>\n<p><strong>3.2 FMaterial::CollectPSOs<\/strong><\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nFGraphEventArray FMaterial::CollectPSOs(ERHIFeatureLevel::Type InFeatureLevel, const FPSOPrecacheVertexFactoryDataList& VertexFactoryDataList, const FPSOPrecacheParams& PreCacheParams, EPSOPrecachePriority Priority, TArray<FMaterialPSOPrecacheRequestID>& OutMaterialPSORequestIDs)\r\n{\r\n\tTRACE_CPUPROFILER_EVENT_SCOPE(FMaterial::CollectPSOs);\r\n\t\r\n\tFGraphEventArray GraphEvents;\r\n\tif (GameThreadShaderMap == nullptr)\r\n\t{\r\n\t\treturn GraphEvents;\r\n\t}\r\n\r\n\tfor (const FPSOPrecacheVertexFactoryData& VFData : VertexFactoryDataList)\r\n\t{\r\n\t\tif (!VFData.VertexFactoryType->SupportsPSOPrecaching())\r\n\t\t{\r\n\t\t\tcontinue;\r\n\t\t}\r\n\r\n\t\tFMaterialPSOPrecacheParams Params;\r\n\t\tParams.FeatureLevel = FeatureLevel;\r\n\t\tParams.Material = this;\r\n\t\tParams.VertexFactoryData = VFData;\r\n\t\tParams.PrecachePSOParams = PreCacheParams;\r\n\r\n\t\tFMaterialPSOPrecacheRequestID RequestID = PrecacheMaterialPSOs(Params, Priority, GraphEvents);\r\n\t\tif (RequestID != INDEX_NONE)\r\n\t\t{\r\n\t\t\tOutMaterialPSORequestIDs.AddUnique(RequestID);\r\n\r\n\t\t\t\/\/ Verified in game thread above\r\n\t\t\tFScopeLock ScopeLock(&PrecachedPSORequestIDsCS);\r\n\t\t\tPrecachedPSORequestIDs.AddUnique(RequestID);\r\n\t\t}\r\n\t}\r\n\treturn GraphEvents;\r\n}\r\n\r\n<\/pre>\n<p>\u5bf9\u4e8eVertexFactoryDataList(\u8be5\u6570\u7ec4\u957f\u5ea6\u4e00\u822c\u4e3a1) \u4e2d\u6bcf\u4e00\u4efd\u7c7b\u578b\u4e3aFPSOPrecacheVertexFactoryData\u7684\u6570\u636e, \u5747\u4f1a\u901a\u8fc7\u8c03\u7528PrecacheMaterialPSOs\u51fd\u6570\u5f97\u5230\u7c7b\u578b\u4e3aFMaterialPSOPrecacheRequestID\u7684RequestID, \u5b9e\u8d28\u4e0a\u662f\u8c03\u7528GMaterialPSORequestManager\u7684PreloadShaderMap\u51fd\u6570.<\/p>\n<p><strong>3.3 FMaterialPSORequestManager::PrecachePSOs<\/strong><\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nFMaterialPSOPrecacheRequestID PrecachePSOs(const FMaterialPSOPrecacheParams& Params, EPSOPrecachePriority Priority, FGraphEventArray& OutGraphEvents)\r\n{\r\n\tFMaterialPSOPrecacheRequestID RequestID = INDEX_NONE;\t\t\r\n\r\n\tif (GetPSOPrecacheMode() == EPSOPrecacheMode::PreloadShader)\r\n\t{\r\n\t\tPreloadShaders(Params, OutGraphEvents);\r\n\t}\r\n\telse\r\n\t{\r\n\t\t\/\/ Fast check first with read lock if it's not requested or completely finished already\r\n\t\t{\r\n\t\t\tFRWScopeLock ReadLock(RWLock, SLT_ReadOnly);\r\n\t\t\tFPrecacheData* FindResult = MaterialPSORequestData.Find(Params);\r\n\t\t\tif (FindResult != nullptr && FindResult->State == EState::Completed)\r\n\t\t\t{\r\n\t\t\t\treturn RequestID;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t\/\/ Offload to background job task graph if threading is enabled\r\n\t\t\/\/ Don't use background thread in editor because shader maps and material resources could be destroyed while the task is running\r\n\t\t\/\/ If it's a perf problem at some point then FMaterialPSOPrecacheRequestID has to be used at material level in the correct places to wait for\r\n\t\tbool bUseBackgroundTask = GPSOUseBackgroundThreadForCollection && FApp::ShouldUseThreadingForPerformance() && !GIsEditor;\r\n\r\n\t\tFGraphEventRef CollectionGraphEvent;\r\n\r\n\t\t\/\/ Now try and add with write lock\r\n\t\t{\r\n\t\t\tFRWScopeLock WriteLock(RWLock, SLT_Write);\r\n\r\n\t\t\tFPrecacheData* FindResult = MaterialPSORequestData.Find(Params);\r\n\t\t\tif (FindResult != nullptr)\r\n\t\t\t{\r\n\t\t\t\t\/\/ Update the list of compiling PSOs and update the internal state\r\n\t\t\t\tbool bBoostPriority = (Priority == EPSOPrecachePriority::High && FindResult->Priority != Priority);\r\n\t\t\t\tCheckCompilingPSOs(*FindResult, bBoostPriority);\r\n\t\t\t\tif (FindResult->State != EState::Completed)\r\n\t\t\t\t{\r\n\t\t\t\t\t\/\/ If there is a collection graph event than task is used for collection and PSO compiles\r\n\t\t\t\t\t\/\/ The collection graph event is extended until all PSOs are compiled and caller only has to wait\r\n\t\t\t\t\t\/\/ for this event to finish\r\n\t\t\t\t\tif (FindResult->CollectionGraphEvent)\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tOutGraphEvents.Add(FindResult->CollectionGraphEvent);\r\n\t\t\t\t\t}\r\n\t\t\t\t\telse\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tfor (FPSOPrecacheRequestResult& Result : FindResult->ActivePSOPrecacheRequests)\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tOutGraphEvents.Add(Result.AsyncCompileEvent);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t\tRequestID = FindResult->RequestID;\r\n\t\t\t\t}\r\n\r\n\t\t\t\treturn RequestID;\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\/\/ Add to array to get the new RequestID\r\n\t\t\t\tRequestID = MaterialPSORequests.Add(Params);\r\n\r\n\t\t\t\t\/\/ Add data to map\r\n\t\t\t\tFPrecacheData PrecacheData;\r\n\t\t\t\tPrecacheData.State = EState::Collecting;\r\n\t\t\t\tPrecacheData.RequestID = RequestID;\r\n\t\t\t\tPrecacheData.Priority = Priority;\r\n\t\t\t\tif (bUseBackgroundTask)\r\n\t\t\t\t{\r\n\t\t\t\t\tCollectionGraphEvent = FGraphEvent::CreateGraphEvent();\r\n\t\t\t\t\tPrecacheData.CollectionGraphEvent = CollectionGraphEvent;\r\n\r\n\t\t\t\t\t\/\/ Create task the clear mark fully complete in the cache when done\r\n\t\t\t\t\tuint32 RequestLifecycleID = LifecycleID;\r\n\t\t\t\t\tFFunctionGraphTask::CreateAndDispatchWhenReady(\r\n\t\t\t\t\t\t[this, Params, RequestLifecycleID]\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tMarkCompilationComplete(Params, RequestLifecycleID);\r\n\t\t\t\t\t\t},\r\n\t\t\t\t\t\tTStatId{}, CollectionGraphEvent\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tMaterialPSORequestData.Add(Params, PrecacheData);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tif (bUseBackgroundTask)\r\n\t\t{\r\n\t\t\t\/\/ Make sure the material instance isn't garbage collected or destroyed yet (create TStrongObjectPtr which will be destroyed on the GT when the collection is done)\r\n\t\t\tTStrongObjectPtr<UMaterialInterface>* MaterialInterface = new TStrongObjectPtr<UMaterialInterface>(Params.Material->GetMaterialInterface());\r\n\r\n\t\t\tFGraphEventArray Prereqs;\r\n\t\t\t\/\/ Create and kick off the PSO collection task.\r\n\t\t\tTGraphTask<FMaterialPSOPrecacheCollectionTask>::CreateTask(&Prereqs).ConstructAndDispatchWhenReady(MaterialInterface, Params, CollectionGraphEvent, LifecycleID);\r\n\r\n\t\t\t\/\/ Need to wait for collection task which will be extended during run with the actual async compile events.\r\n\t\t\tOutGraphEvents.Add(CollectionGraphEvent);\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\t\/\/ Collect pso data. Note we don't explicitly collect and preload shaders here since we're not using background tasks\r\n\t\t\t\/\/ and doing so in separate phases wouldn't benefit anything.\r\n\t\t\tFPSOPrecacheDataArray PSOPrecacheData = Params.Material->GetGameThreadShaderMap()->CollectPSOPrecacheData(Params);\r\n\r\n\t\t\t\/\/ Start the async compiles\r\n\t\t\tFPSOPrecacheRequestResultArray PrecacheResults = RequestPrecachePSOs(PSOPrecacheData);\r\n\r\n\t\t\t\/\/ Mark collection complete\r\n\t\t\tMarkCollectionComplete(Params, PSOPrecacheData, PrecacheResults, LifecycleID);\r\n\r\n\t\t\t\/\/ Add the graph events to wait for\r\n\t\t\tfor (FPSOPrecacheRequestResult& Result : PrecacheResults)\r\n\t\t\t{\r\n\t\t\t\tcheck(Result.IsValid());\r\n\t\t\t\tOutGraphEvents.Add(Result.AsyncCompileEvent);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn RequestID;\r\n}\r\n\r\n<\/pre>\n<p>\u8be5\u51fd\u6570\u5728\u5f00\u5934\u5904<\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nFRWScopeLock ReadLock(RWLock, SLT_ReadOnly);\r\nFPrecacheData* FindResult = MaterialPSORequestData.Find(Params);\r\nif (FindResult != nullptr && FindResult->State == EState::Completed)\r\n{\r\n\treturn RequestID;\r\n}\r\n\r\n<\/pre>\n<p>\u4fbf\u4f1a\u6839\u636e\u4f20\u5165\u7684\u7c7b\u578b\u4e3aFMaterialPSOPrecacheParams\u7684Params\u5728MaterialPSORequestData\u8fd9\u4e2a\u5de8\u5927\u7684TMap\u4e2d\u67e5\u627e\u662f\u5426\u5df2\u6709\u76f8\u540c\u7684Precache PSOs\u8bf7\u6c42, \u82e5\u6709\u4e14\u5df2\u5b58\u5728\u7684Precache PSOs\u8bf7\u6c42Task\u5df2\u5904\u4e8e\u5b8c\u6210\u72b6\u6001, \u5219\u76f4\u63a5\u8fd4\u56de\u5bf9\u5e94\u7684RequestID, \u9632\u6b62\u91cd\u590dPrecache\u5df2\u5b58\u5728\u7684PSOs; \u5426\u5219\u521b\u5efa\u5bf9\u5e94\u7684\u7c7b\u578b\u4e3aFMaterialPSOPrecacheCollectionTask\u7684Graph Task, \u5e76\u653e\u5165Task Graph\u4e2d\u7b49\u5f85\u6267\u884c.<\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid FMaterialPSOPrecacheCollectionTask::DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)\r\n{\r\n\tTRACE_CPUPROFILER_EVENT_SCOPE(FMaterialPSOPrecacheCollectionTask);\r\n\r\n#if WITH_ODSC\r\n\tFODSCSuspendForceRecompileScope ODSCSuspendForceRecompileScope;\r\n#endif\r\n\r\n\t\/\/ Make sure task is still relevant\r\n\tif (RequestLifecycleID != GMaterialPSORequestManager.GetLifecycleID())\r\n\t{\r\n\t\tCollectionGraphEvent->DispatchSubsequents();\r\n\t\tMaterialInterface->Reset();\r\n\t\treturn;\r\n\t}\r\n\r\n\tFTaskTagScope ParallelGTScope(ETaskTag::EParallelGameThread);\r\n\r\n\t\/\/ Collect pso data\r\n\tFPSOPrecacheDataArray PSOPrecacheData;\r\n\tif (PrecacheParams.Material->GetGameThreadShaderMap())\r\n\t{\r\n\t\tPSOPrecacheData = PrecacheParams.Material->GetGameThreadShaderMap()->CollectPSOPrecacheData(PrecacheParams);\r\n\t}\r\n\r\n\t\/\/ Start the async compiles\r\n\tFPSOPrecacheRequestResultArray PrecacheResults = RequestPrecachePSOs(PSOPrecacheData);\r\n\r\n\t\/\/ Mark collection complete\r\n\tGMaterialPSORequestManager.MarkCollectionComplete(PrecacheParams, PSOPrecacheData, PrecacheResults, RequestLifecycleID);\r\n\r\n\t\/\/ Won't touch the material interface anymore - PSO compile jobs take refs to all RHI resources while creating the task\r\n\tMaterialInterface->Reset();\r\n\r\n\t\/\/ Extend MyCompletionGraphEvent to wait for all the async compile events\r\n\tif (PrecacheResults.Num() > 0)\r\n\t{\r\n\t\tfor (FPSOPrecacheRequestResult& Result : PrecacheResults)\r\n\t\t{\r\n\t\t\tcheck(Result.IsValid());\r\n\t\t\tCollectionGraphEvent->DontCompleteUntil(Result.AsyncCompileEvent);\r\n\t\t}\r\n\t}\r\n\t\r\n\tCollectionGraphEvent->DispatchSubsequents();\r\n}\r\n\r\n<\/pre>\n<p><strong>4. USkinnedMeshComponent::PrecachePSOs\u76f8\u5173\u8c03\u7528\u6d41\u7a0b\u793a\u610f\u56fe<\/strong><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.caiqinyi.cn\/wp-content\/uploads\/2025\/07\/PrecachePSOs\u76f8\u5173\u8c03\u7528\u6d41\u7a0b\u793a\u610f\u56fe.jpg\" alt=\"\" width=\"1123\" height=\"794\" class=\"aligncenter size-full wp-image-4264\" srcset=\"https:\/\/www.caiqinyi.cn\/wp-content\/uploads\/2025\/07\/PrecachePSOs\u76f8\u5173\u8c03\u7528\u6d41\u7a0b\u793a\u610f\u56fe.jpg 1123w, https:\/\/www.caiqinyi.cn\/wp-content\/uploads\/2025\/07\/PrecachePSOs\u76f8\u5173\u8c03\u7528\u6d41\u7a0b\u793a\u610f\u56fe-300x212.jpg 300w, https:\/\/www.caiqinyi.cn\/wp-content\/uploads\/2025\/07\/PrecachePSOs\u76f8\u5173\u8c03\u7528\u6d41\u7a0b\u793a\u610f\u56fe-768x543.jpg 768w\" sizes=\"(max-width: 1123px) 100vw, 1123px\" \/><\/p>\n<p><strong>5. \u76f8\u5173Bug<\/strong><\/p>\n<p><strong>5.1 Bug\u80cc\u666f<\/strong><\/p>\n<p>\u8fc7\u573a\u52a8\u753b\u4e2d\u4e00\u89d2\u8272\u7684\u4e0a\u534a\u8eab\u5728\u5207\u6362\u5176\u67d0\u4e2a\u6750\u8d28\u65f6\u6d88\u5931\u4e86\u4e00\u4e24\u5e27, \u8be5\u95ee\u9898\u5927\u591a\u6570\u51fa\u73b0\u4e8e\u673a\u5668\u7b2c\u4e00\u6b21\u6253\u5f00\u6e38\u620f\u5305\u4f53\u64ad\u653e\u8be5\u8fc7\u573a\u52a8\u753b\u65f6, \u6545\u521d\u6b65\u7ed3\u8bba\u662f\u7531\u4e8e\u7f16\u8bd1PSOs\u5bfc\u81f4\u7684.<\/p>\n<p><strong>5.2 \u5b9a\u4f4d\u6d41\u7a0b<\/strong><\/p>\n<p>\u5c06Engine\\Source\\Runtime\\Engine\\Private\\PSOPrecacheValidation.cpp\u4e2dCVarPSOPrecachingBreakOnMaterialName\u7684Flags\u4fee\u6539\u4e3aECVF_Default, \u65b9\u4fbf\u8fd0\u884c\u65f6\u8c03\u8bd5. \u540c\u65f6, \u6211\u4eec\u9700\u8981\u5728\u6e38\u620f\u7684\u542f\u52a8\u53c2\u6570\u4e2d\u52a0\u5165-clearPSODriverCache, \u786e\u4fdd\u6d4b\u8bd5\u8fc7\u7a0b\u4e2d\u4e0d\u4f1a\u53d7\u5230\u7f13\u5b58PSOs\u7684\u5f71\u54cd. \u542f\u52a8\u6e38\u620f\u540e, \u901a\u8fc7\u5728\u63a7\u5236\u53f0\u4e2d\u8f93\u5165r.PSOPrecache.BreakOnMaterialName\u4e3a\u53d8\u91cfGPSOPrecachingBreakOnMaterialName\u8d4b\u4e88\u4e00\u4e2a\u975e\u7a7a\u503c, \u5982\u6b64\u4e00\u6765, UE\u4fbf\u4f1a\u81ea\u52a8\u5728\u51fd\u6570ConditionalBreakOnPSOPrecacheMaterial\u5185\u6253\u4e0a\u65ad\u70b9, \u4ece\u800c\u6bcf\u6b21\u7f16\u8bd1\u6750\u8d28\u76f8\u5173\u7684PSOs\u65f6, \u6211\u4eec\u53ef\u4ee5\u901a\u8fc7\u65ad\u70b9\u67e5\u8be2\u5230\u5bf9\u5e94\u7684\u6750\u8d28\u4fe1\u606f(\u5305\u62ec\u6750\u8d28\u540d\u7b49).<\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid ConditionalBreakOnPSOPrecacheMaterial(const FMaterial& Material, int32 PSOCollectorIndex)\r\n{\r\n\tif (!GPSOPrecachingBreakOnMaterialName.IsEmpty())\r\n\t{\r\n\t\tint PSOCollectorIndexToDebug = FPSOCollectorCreateManager::GetIndex(GetFeatureLevelShadingPath(GMaxRHIFeatureLevel), *GPSOPrecachingBreakOnPassName);\r\n\t\tFString MaterialName = Material.GetAssetName();\r\n\t\t\/\/ Support debugging specific materials and their passes, or a specific shader hash at runtime.\r\n\t\tif (MaterialName.Contains(GPSOPrecachingBreakOnMaterialName) && PSOCollectorIndex == PSOCollectorIndexToDebug)\r\n\t\t{\r\n\t\t\tUE_DEBUG_BREAK();\r\n\t\t}\r\n\t}\r\n}\r\n\r\n<\/pre>\n<p>\u6d4b\u8bd5\u53d1\u73b0, \u6bcf\u6b21\u8fc7\u573a\u52a8\u753b\u4e2d\u89d2\u8272\u7684\u4e0a\u534a\u8eab\u6d88\u5931\u4e00\u4e24\u5e27\u65f6, \u90fd\u6070\u597d\u662fUE\u7f16\u8bd1\u6750\u8d28\u76f8\u5173\u7684PSOs\u7684\u65f6\u673a, \u5bfc\u706b\u7d22\u4e3a\u7f16\u8bd1PSOs\u7684\u51e0\u7387\u5927\u5927\u589e\u52a0.<\/p>\n<p><strong>5.3 \u89e3\u51b3\u65b9\u6848<\/strong><\/p>\n<p>\u76ee\u524d\u5c1a\u4e0d\u6e05\u695a\u4e3a\u4f55Bundled PSO Cache\u672a\u751f\u6548, \u6211\u4eec\u53ef\u4ee5\u8f6c\u800c\u7b80\u8981\u8ba8\u8bba\u4e00\u4e0b\u4e3a\u4f55Precache PSOs\u672a\u751f\u6548. \u7531\u4e0a\u8ff0\u5173\u4e8eUSkinnedMeshComponent::PrecachePSOs\u7684\u76f8\u5173\u8c03\u7528\u6d41\u7a0b\u7684\u5206\u6790\u53ef\u77e5, \u5176\u8c03\u7528\u8d77\u70b9\u4e3b\u8981\u6709\u4e09\u4e2a, \u5206\u522b\u4e3aUSkinnedMeshComponent::PostLoad, USkinnedMeshComponent::OnRegister\u4e0eUMeshComponent::SetMaterial. \u5176\u4e2d, \u5728USkinnedMeshComponent::PostLoad\u6216USkinnedMeshComponent::OnRegister\u4e2d\u8c03\u7528USkinnedMeshComponent::PrecachePSOs\u6839\u672c\u65e0\u6cd5Precache\u5373\u5c06\u5207\u6362\u7684\u6750\u8d28\u76f8\u5173\u7684PSOs, \u56e0\u4e3a\u8fd9\u662f\u7eaf\u4e1a\u52a1\u76f8\u5173\u7684, \u4e14\u5728\u65e0\u5176\u5b83\u4fe1\u606f\u7684\u524d\u63d0\u4e0b, \u5bf9\u4e8e\u5f15\u64ce\u800c\u8a00\u4ea6\u662f\u4e0d\u53ef\u9884\u6d4b\u7684; \u53e6\u4e00\u65b9\u9762,  \u5728UMeshComponent::SetMaterial\u4e2d\u518d\u8c03\u7528USkinnedMeshComponent::PrecachePSOs\u7684\u65f6\u673a\u4e00\u822c\u6765\u8bf4\u53c8\u8f83\u665a. \u5982\u6b64\u4e00\u6765, \u6211\u4eec\u4ec5\u9700\u63d0\u4f9b\u53ef\u88ab\u4e1a\u52a1\u5c42\u63d0\u524d\u8c03\u7528\u7684\u53ef\u7f13\u5b58\u6307\u5b9a\u6750\u8d28\u76f8\u5173\u7684PSOs\u7684\u63a5\u53e3\u5373\u53ef.<\/p>\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"C++\" data-enlighter-theme=\"monokai\">\r\n\r\nvoid USkinnedMeshComponent::PrecacheMutablePSOs(const TMap<int32, UMaterialInterface*>& MaterialIndexToMutableMaterialMap, UMaterialInterface* OverlayMaterialInterface)\r\n{\r\n#if UE_WITH_PSO_PRECACHING\r\n\t\/\/ Only request PSO precaching if app is rendering and per component PSO precaching is enabled\r\n\t\/\/ Also only request PSOs from game thread because TStrongObjectPtr is used on the material to make\r\n\t\/\/ it's not deleted via garbage collection when PSO precaching is still busy. TStrongObjectPtr can only\r\n\t\/\/ be constructed on the GameThread\r\n\tif (!FApp::CanEverRender() || !IsComponentPSOPrecachingEnabled() || !IsInGameThread())\r\n\t{\r\n\t\treturn;\r\n\t}\r\n\r\n\tPSOPrecacheRequestPriority = EPSOPrecachePriority::High;\r\n\r\n\t\/\/ Collect the data from the derived classes\r\n\tFPSOPrecacheParams PSOPrecacheParams;\r\n\tPSOPrecacheParams.bRenderInMainPass = bRenderInMainPass;\r\n\tPSOPrecacheParams.bRenderInDepthPass = bRenderInDepthPass;\r\n\tPSOPrecacheParams.bStaticLighting = HasStaticLighting();\r\n\tPSOPrecacheParams.bUsesIndirectLightingCache = PSOPrecacheParams.bStaticLighting && IndirectLightingCacheQuality != ILCQ_Off && (!IsPrecomputedLightingValid() || GetLightmapType() == ELightmapType::ForceVolumetric);\r\n\tPSOPrecacheParams.bAffectDynamicIndirectLighting = bAffectDynamicIndirectLighting;\r\n\tPSOPrecacheParams.bCastShadow = CastShadow;\r\n\t\/\/ Custom depth can be toggled at runtime with PSO precache call so assume it might be needed when depth pass is needed\r\n\t\/\/ Ideally precache those with lower priority and don't wait on these (UE-174426)\r\n\tPSOPrecacheParams.bRenderCustomDepth = bRenderInDepthPass;\r\n\tPSOPrecacheParams.bCastShadowAsTwoSided = bCastShadowAsTwoSided;\r\n\tPSOPrecacheParams.SetMobility(Mobility);\r\n\tPSOPrecacheParams.SetStencilWriteMask(FRendererStencilMaskEvaluation::ToStencilMask(CustomDepthStencilWriteMask));\r\n\r\n\tTArray<UMaterialInterface*> UsedMaterials;\r\n\tGetUsedMaterials(UsedMaterials);\r\n\tif (OverlayMaterialInterface != nullptr)\r\n\t{\r\n\t\tUsedMaterials.Emplace(OverlayMaterialInterface);\r\n\t}\r\n\r\n\tfor (int32 UsedMaterialIndex = 0; UsedMaterialIndex < UsedMaterials.Num(); ++UsedMaterialIndex)\r\n\t{\r\n\t\tUMaterialInterface* MaterialInterface = nullptr;\r\n\t\tconst auto&#038; MutableMaterialPtr = MaterialIndexToMutableMaterialMap.Find(UsedMaterialIndex);\r\n\t\tMaterialInterface = (MutableMaterialPtr != nullptr ? *MutableMaterialPtr : UsedMaterials[UsedMaterialIndex]);\r\n\t\tif (MaterialInterface)\r\n\t\t{\r\n\t\t\tif (MaterialInterface->GetRelevance_Concurrent(GMaxRHIFeatureLevel).bUsesWorldPositionOffset)\r\n\t\t\t{\r\n\t\t\t\tPSOPrecacheParams.bAnyMaterialHasWorldPositionOffset = true;\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tFMaterialInterfacePSOPrecacheParamsList PSOPrecacheDataArray;\r\n\t\/\/ CollectPSOPrecacheData\r\n\tUSkinnedAsset* LocalSkinnedAsset = GetSkinnedAsset();\r\n\tif (LocalSkinnedAsset != nullptr && LocalSkinnedAsset->GetResourceForRendering() != nullptr)\r\n\t{\r\n\t\t\/\/ TODO: Nanite-Skinning\r\n\r\n\t\tERHIFeatureLevel::Type FeatureLevel = GetWorld() ? GetWorld()->GetFeatureLevel() : GMaxRHIFeatureLevel;\r\n\t\tint32 MinLODIndex = ComputeMinLOD();\r\n\t\tbool bCPUSkin = bRenderStatic || ShouldCPUSkin();\r\n\r\n\t\tFPSOPrecacheVertexFactoryDataPerMaterialIndexList VFsPerMaterials = LocalSkinnedAsset->GetVertexFactoryTypesPerMaterialIndex(this, MinLODIndex, bCPUSkin, FeatureLevel);\r\n\t\tbool bAnySectionCastsShadows = LocalSkinnedAsset->GetResourceForRendering()->AnyRenderSectionCastsShadows(MinLODIndex);\r\n\r\n\t\tFPSOPrecacheParams PrecachePSOParams = PSOPrecacheParams;\r\n\t\tPrecachePSOParams.bCastShadow = PrecachePSOParams.bCastShadow && bAnySectionCastsShadows;\r\n\r\n\t\t\/\/ Skinned assets shouldn't need dynamic indirect lighting but MDCs for LumenCardCapture can still be setup and created (but not actually used) causing PSO precache misses\r\n\t\t\/\/PrecachePSOParams.bAffectDynamicIndirectLighting = false;\r\n\r\n\t\tint32 VFsPerMaterialsNum = VFsPerMaterials.Num();\r\n\t\tif (VFsPerMaterialsNum != 0)\r\n\t\t{\r\n\t\t\tfor (const auto& [MaterialIndex, MaterialInterface] : MaterialIndexToMutableMaterialMap)\r\n\t\t\t{\r\n\t\t\t\tif (MaterialIndex >= VFsPerMaterialsNum || MaterialInterface == nullptr)\r\n\t\t\t\t{\r\n\t\t\t\t\tcontinue;\r\n\t\t\t\t}\r\n\r\n\t\t\t\tFMaterialInterfacePSOPrecacheParams& ComponentParams = PSOPrecacheDataArray[PSOPrecacheDataArray.AddDefaulted()];\r\n\r\n\t\t\t\tComponentParams.MaterialInterface = MaterialInterface;\r\n\t\t\t\tComponentParams.VertexFactoryDataList = VFsPerMaterials[MaterialIndex].VertexFactoryDataList;\r\n\t\t\t\tComponentParams.PSOPrecacheParams = PrecachePSOParams;\r\n\t\t\t}\r\n\r\n\t\t\tif (OverlayMaterialInterface != nullptr)\r\n\t\t\t{\r\n\t\t\t\t\/\/ Overlay is rendered with the same set of VFs\r\n\t\t\t\tFMaterialInterfacePSOPrecacheParams& ComponentParams = PSOPrecacheDataArray[PSOPrecacheDataArray.AddDefaulted()];\r\n\r\n\t\t\t\tComponentParams.MaterialInterface = OverlayMaterialInterface;\r\n\t\t\t\tComponentParams.VertexFactoryDataList = VFsPerMaterials[0].VertexFactoryDataList;\r\n\t\t\t\tComponentParams.PSOPrecacheParams = PrecachePSOParams;\r\n\t\t\t\tComponentParams.PSOPrecacheParams.bCastShadow = false;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t\/\/ PrecacheMaterialPSOs\r\n\tFGraphEventArray GraphEvents;\r\n\tfor (const FMaterialInterfacePSOPrecacheParams& MaterialPSOPrecacheParams : PSOPrecacheDataArray)\r\n\t{\r\n\t\tif (MaterialPSOPrecacheParams.MaterialInterface)\r\n\t\t{\r\n\t\t\tGraphEvents.Append(MaterialPSOPrecacheParams.MaterialInterface->PrecachePSOs(MaterialPSOPrecacheParams.VertexFactoryDataList, MaterialPSOPrecacheParams.PSOPrecacheParams, MaterialPSOPrecacheParams.Priority, MaterialPSOPrecacheRequestIDs));\r\n\t\t}\r\n\t}\r\n\r\n\tRequestRecreateRenderStateWhenPSOPrecacheFinished(GraphEvents);\r\n#endif\r\n}\r\n\r\n<\/pre>\n<p><strong>5.4 \u6d4b\u8bd5\u7ed3\u679c<\/strong><\/p>\n<p>\u5728\u8fc7\u573a\u52a8\u753b\u4e2d\u89d2\u8272\u5207\u6362\u6750\u8d28\u524d\u63d0\u524d\u8c03\u7528\u4e0a\u8ff0\u51fd\u6570, \u89d2\u8272\u5207\u6362\u6750\u8d28\u65f6\u672a\u5728\u51fd\u6570ConditionalBreakOnPSOPrecacheMaterial\u5185\u89e6\u53d1\u65ad\u70b9, \u8868\u660e\u5207\u6362\u6750\u8d28\u76f8\u5173\u7684PSOs\u5df2\u6210\u529fPrecache. \u4e0e\u6b64\u540c\u65f6, \u8fc7\u573a\u52a8\u753b\u4e2d\u89d2\u8272\u5207\u6362\u6750\u8d28\u4e5f\u672a\u518d\u51fa\u73b0\u6d88\u5931\u4e00\u4e24\u5e27\u7684\u95ee\u9898.<\/p>\n<p><strong>5.5 Todo<\/strong><\/p>\n<p>\u7531\u65b0\u589e\u51fd\u6570USkinnedMeshComponent::PrecacheMutablePSOs\u7684\u4f20\u5165\u53c2\u6570\u53ef\u77e5, \u8c03\u7528\u8005\u9700\u8981\u63d0\u4f9b\u4e00\u4e2a\u7c7b\u578b\u4e3aTMap<int32, UMaterialInterface*>\u7684\u4ece\u6750\u8d28\u7d22\u5f15\u81f3\u6750\u8d28\u7684\u6620\u5c04\u5173\u7cfb, \u5b9e\u9645\u4f7f\u7528\u8d77\u6765\u5e76\u4e0d\u662f\u5341\u5206\u65b9\u4fbf, \u914d\u7f6e\u65b9\u5f0f\u6709\u5f85\u540e\u7eed\u8fdb\u884c\u8fed\u4ee3.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u6700\u8fd1\u5728\u6e38\u620f\u5f00\u53d1\u5de5\u4f5c\u4e0a\u78b0\u5230\u4e00\u4e2a\u95ee\u9898, \u8fc7\u573a\u52a8\u753b\u4e2d\u4e00\u89d2\u8272\u7684\u4e0a\u534a\u8eab\u5728\u5207\u6362\u5176\u67d0\u4e2a\u6750\u8d28\u65f6\u6d88\u5931\u4e86\u4e00\u4e24\u5e27, \u8be5\u95ee\u9898\u5927\u591a\u6570\u51fa\u73b0 &hellip; <a href=\"https:\/\/www.caiqinyi.cn\/index.php\/2025\/07\/30\/comb_ue5_uskinnedmeshcomponent_precachepsos_related_call_process\/\" class=\"more-link\">\u7ee7\u7eed\u9605\u8bfb<span class=\"screen-reader-text\">UE5 USkinnedMeshComponent::PrecachePSOs\u76f8\u5173\u8c03\u7528\u6d41\u7a0b\u68b3\u7406<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12,10,9],"tags":[],"_links":{"self":[{"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/posts\/4237"}],"collection":[{"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/comments?post=4237"}],"version-history":[{"count":38,"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/posts\/4237\/revisions"}],"predecessor-version":[{"id":4279,"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/posts\/4237\/revisions\/4279"}],"wp:attachment":[{"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/media?parent=4237"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/categories?post=4237"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.caiqinyi.cn\/index.php\/wp-json\/wp\/v2\/tags?post=4237"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}