UE4.25 Slate源码解读

概述

Slate系统是UE的一套UI解决方案,UMG系统也是依赖Slate系统实现的。
问题:

  • Slate系统是如何组织的?
    • 控件树的父子关系是如何绑定的?
  • Slate系统是如何渲染的?
    • slate渲染结构和流程是如何组织的?
    • 如何进行合批?

结构

SWidget控件类型

SWidget是Slate系统中所有控件的父类。

控件有三种类型。
叶控件 - 不带子槽的控件。如显示一块文本的 STextBlock。其原生便了解如何绘制文本。
面板 - 子槽数量为动态的控件。如垂直排列任意数量子项,形成一些布局规则的 SVerticalBox。
合成控件 - 子槽显式命名、数量固定的控件。如拥有一个名为 Content 的槽(包含按钮中所有控件)的 SButton。
-- 官方文档

UE4.25 Slate源码解读

也有一些其他控件直接继承自SWidget,情况比较特殊,暂时忽略。

SWidget 控件树实现

上述控件三种类型中,其中SPanel、SCompoundWidget可以作为父节点,控件之间的父子关系是依赖Slot实现的。父控件引用Slot,Slot引用子控件并且保留子控件相对于父控件的布局信息。UMG的控件树的实现方式类似,以UCanvasPanel为例:

UCanvasPanel 控件树相关源码分析

相关类图
UE4.25 Slate源码解读

  • UCanvasPanel有一个SConsntraintCanvas的引用,UCanvasPanel功能依赖SConsntraintCanvas实现。(组合关系)
Class UMG_API UCanvasPanel : public UPanelWidget { 	// ... protected: 	TSharedPtr<class SConstraintCanvas> MyCanvas; 	// ... } 
  • UCanvasPanel有一个Slot容器,AddChild会生成Slot并与Child互相绑定引用,然后把Slot放入Slot容器。
UCanvasPanelSlot* UCanvasPanel::AddChildToCanvas(UWidget* Content) { 	return Cast<UCanvasPanelSlot>( Super::AddChild(Content) ); } 
class UMG_API UPanelWidget : public UWidget { 	// ... protected: 	TArray<UPanelSlot*> Slots; 	// ... }  UPanelSlot* UPanelWidget::AddChild(UWidget* Content) { 	// ... 	UPanelSlot* PanelSlot = NewObject<UPanelSlot>(this, GetSlotClass(), NAME_None, NewObjectFlags); 	PanelSlot->Content = Content; 	PanelSlot->Parent = this;  	Content->Slot = PanelSlot;  	Slots.Add(PanelSlot);  	OnSlotAdded(PanelSlot);  	InvalidateLayoutAndVolatility();  	return PanelSlot; } 
  • 当UCanvasPanel增加一个UCanvasPanelSlot,其SConstraintCanvas引用也响应的添加一个FSlot(SConstraintCanvas::FSlot),且UCanvasPanelSlot保存FSlot的引用。
void UCanvasPanel::OnSlotAdded(UPanelSlot* InSlot) { 	// Add the child to the live canvas if it already exists 	if ( MyCanvas.IsValid() ) 	{ 		CastChecked<UCanvasPanelSlot>(InSlot)->BuildSlot(MyCanvas.ToSharedRef()); 	} } 
class UMG_API UCanvasPanelSlot : public UPanelSlot { // ... private: 	SConstraintCanvas::FSlot* Slot; // ... }  void UCanvasPanelSlot::BuildSlot(TSharedRef<SConstraintCanvas> Canvas) { 	Slot = &Canvas->AddSlot() 		[ 			Content == nullptr ? SNullWidget::NullWidget : Content->TakeWidget() 		];  	SynchronizeProperties(); } 
class SLATE_API SConstraintCanvas : public SPanel { public: 	class FSlot : public TSlotBase<FSlot> { /* Offset,Anchors,Alignment 等布局数据... */ } 	// ... protected: 	TPanelChildren< FSlot > Children; 	// ... public: 	FSlot& AddSlot() 	{ 		Invalidate(EInvalidateWidget::Layout);  		SConstraintCanvas::FSlot& NewSlot = *(new FSlot()); 		this->Children.Add( &NewSlot ); 		return NewSlot; 	} 	// ... } 
  • 当修改UCanvasPanelSlot的属性时,通用引用也修改了SConstraintCanvas::FSlot对应的属性。
void UCanvasPanelSlot::SetOffsets(FMargin InOffset) { 	LayoutData.Offsets = InOffset; 	if ( Slot ) 	{ 		Slot->Offset(InOffset); 	} } 

渲染

Slate渲染由Game线程驱动,收集渲染单元并转换成渲染参数打包推送到渲染线程,渲染线程依据渲染参数分批生成RHICommand,RHIConmand调用图形库API设置渲染状态和绘制。

  • RHICommand是多态的,提供了OpenGL,D3D,Vulkan等多个图像库对应的子类。

UE4.25 Slate源码解读

渲染流程图

UE4.25 Slate源码解读

渲染相关类图

UE4.25 Slate源码解读

FSlateApplication::PrivateDrawWindows

遍历所有Window,收集渲染图元信息。

FSlateApplication::DrawPrepass

对控件树进行中序遍历,缓存每个控件的DesiredSize,给后面DrawWindowAndChildren遍历时使用。ComputeDesiredSize行为是多态的,例如:

  • SImage 依据ImageBrush->ImageSize计算。
  • SConstraintCanvas 依据子控件布局计算。

FSlateApplication::DrawWindowAndChildren

从树根开始,依据每个节点的遍历策略遍历,调用Paint函数收集图元信息保存在上下文中。OnPaint行为是多态的,例如:

  • SConstraintCanvas 先遍历计算孩子的布局信息,再遍历孩子的Paint方法。
  • SImage 会调用FSlateDrawElement::MakeBox等方法计算计算自身的图元信息保存在上下文中。

FDrawWindowArgs

  • FSlateDrawBuffer 负载所有Window的图元信息。
  • FSlateWindowElementList 负载Window内所有图元信息。
  • FSlateDrawElement 负载一个元素的图元信息

以SImage的OnPaint为例:

void FSlateApplication::DrawWindowAndChildren( const TSharedRef<SWindow>& WindowToDraw, FDrawWindowArgs& DrawWindowArgs ) { 	// ... 	FSlateWindowElementList& WindowElementList = DrawWindowArgs.OutDrawBuffer.AddWindowElementList(WindowToDraw); 	// ... 	MaxLayerId = WindowToDraw->PaintWindow( 					GetCurrentTime(), 					GetDeltaTime(), 					WindowElementList, 					FWidgetStyle(), 					WindowToDraw->IsEnabled()); 	// ... } 
int32 SImage::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const { 	// ... 	FSlateDrawElement::MakeBox(OutDrawElements, LayerId, AllottedGeometry.ToPaintGeometry(), ImageBrush, DrawEffects, FinalColorAndOpacity); 	// ... 	return LayerId; } 
FSlateDrawElement& FSlateDrawElement::MakeBoxInternal( 	FSlateWindowElementList& ElementList, 	uint32 InLayer, 	const FPaintGeometry& PaintGeometry, 	const FSlateBrush* InBrush, 	ESlateDrawEffect InDrawEffects, 	const FLinearColor& InTint ) { 	EElementType ElementType = (InBrush->DrawAs == ESlateBrushDrawType::Border) ? EElementType::ET_Border : EElementType::ET_Box;  	FSlateDrawElement& Element = ElementList.AddUninitialized();  	const FMargin& Margin = InBrush->GetMargin(); 	FSlateBoxPayload& BoxPayload = ElementList.CreatePayload<FSlateBoxPayload>(Element);  	Element.Init(ElementList, ElementType, InLayer, PaintGeometry, InDrawEffects);  	BoxPayload.SetTint(InTint); 	BoxPayload.SetBrush(InBrush);  	return Element; } 

SImage调用了FSlateDrawElement::MakeBox令FSlateWindowElementList增加一个FSlateDrawElement并将自身的图元信息保存其中。

FSlateRHIRenderer::DrawWindows_Private

  • 调用FSlateElementBatcher::AddElements生成渲染参数(顶点数组,索引数组,shader相关参数...)
  • 生成渲染命令闭包放到RHI渲染命令队列中,供渲染线程取出调用。
void FSlateRHIRenderer::DrawWindows_Private(FSlateDrawBuffer& WindowDrawBuffer) { 	// ... 	for (int32 ListIndex = 0; ListIndex < WindowElementLists.Num(); ++ListIndex) 	{ 		// ... 		ElementBatcher->AddElements(ElementList); 		// ...  		// ... 		if (GIsClient && !IsRunningCommandlet() && !GUsingNullRHI) 		{ 			ENQUEUE_RENDER_COMMAND(SlateDrawWindowsCommand)( 				[Params, ViewInfo](FRHICommandListImmediate& RHICmdList) 				{ 					Params.Renderer->DrawWindow_RenderThread(RHICmdList, *ViewInfo, *Params.WindowElementList, Params); 				} 			); 		} 	// ... } 

FSlateElementBatcher::AddElements

将 FSlateApplication::PrivateDrawWindows 阶段生成的 FSlateDrawElement 所负载的图元信息,转换成渲染所需的参数封装到FSlateRenderBatch中,放入FSlateWindowElementList的FSlateBatchData成员中,对于缓存/未缓存的数据有不同的处理策略:

void FSlateElementBatcher::AddElements(FSlateWindowElementList& WindowElementList) { 	// ... 	AddElementsInternal(WindowElementList.GetUncachedDrawElements(), ViewportSize);  	// ... 	const TArrayView<FSlateCachedElementData* const> CachedElementDataList = WindowElementList.GetCachedElementDataList();  	if(CachedElementDataList.Num()) 	{ 		for (FSlateCachedElementData* CachedElementData : CachedElementDataList) 		{ 			AddCachedElements(*CachedElementData, ViewportSize); 		} 	} 	// ... } 
  • 未缓存的调用AddElements,AddElements调用AddElementsInternal生成和封装渲染参数,放入FSlateWindowElementList的FSlateBatchData成员中。
void FSlateElementBatcher::AddElementsInternal(const FSlateDrawElementArray& DrawElements, const FVector2D& ViewportSize) { 	for (const FSlateDrawElement& DrawElement : DrawElements) 	{ 		switch ( DrawElement.GetElementType() ) 		{ 		case EElementType::ET_Box: 		{ 			SCOPED_NAMED_EVENT_TEXT("Slate::AddBoxElement", FColor::Magenta); 			STAT(ElementStat_Boxes++); 			DrawElement.IsPixelSnapped() ? AddBoxElement<ESlateVertexRounding::Enabled>(DrawElement) : AddBoxElement<ESlateVertexRounding::Disabled>(DrawElement); 		} 		// ... 	} } 
template<ESlateVertexRounding Rounding> void FSlateElementBatcher::AddBoxElement(const FSlateDrawElement& DrawElement) { 	const FSlateBoxPayload& DrawElementPayload = DrawElement.GetDataPayload<FSlateBoxPayload>(); 	const FColor Tint = PackVertexColor(DrawElementPayload.GetTint()); 	const FSlateRenderTransform& ElementRenderTransform = DrawElement.GetRenderTransform(); 	// ...  	RenderBatch.AddVertex( FSlateVertex::Make<Rounding>( RenderTransform, FVector2D( Position.X, Position.Y ),		LocalSize, DrawScale, FVector4(StartUV,										Tiling),	Tint ) ); //0 	RenderBatch.AddVertex( FSlateVertex::Make<Rounding>( RenderTransform, FVector2D( Position.X, TopMarginY ),		LocalSize, DrawScale, FVector4(FVector2D( StartUV.X, TopMarginV ),			Tiling),	Tint ) ); //1 	// ...  	RenderBatch.AddIndex( IndexStart + 0 ); 	RenderBatch.AddIndex( IndexStart + 1 ); 	// ... } 
  • 已缓存的调用AddCachedElements:
    • 遍历 ListsWithNewData 中的FSlateDrawElement,调用AddElementsInternal生成和封装渲染参数,放入FSlateWindowElementList的FSlateBatchData成员中。
    • 直接将 CachedElementData 中所有FSlateRenderBatch放入FSlateWindowElementList的FSlateBatchData成员中。
void FSlateElementBatcher::AddCachedElements(FSlateCachedElementData& CachedElementData, const FVector2D& ViewportSize) { 	// ... 	for (FSlateCachedElementList* List : CachedElementData.ListsWithNewData) 	{ 		// ... 		AddElementsInternal(List->DrawElements, ViewportSize); 		// ... 	} 	// ... 	BatchData->AddCachedBatches(CachedElementData.GetCachedBatches()); 	// ... } 

DrawWindow_RenderThread

合并和处理批次,提交渲染参数,调用渲染相关API进行绘制。

void FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate& RHICmdList, FViewportInfo& ViewportInfo, FSlateWindowElementList& WindowElementList, const struct FSlateDrawWindowCommandParams& DrawCommandParams) { 	// ... 	RenderingPolicy->BuildRenderingBuffers(RHICmdList, BatchData);  	// ... 	RenderingPolicy->DrawElements 			( 				RHICmdList, 				BackBufferTarget, 				BackBuffer, 				PostProcessBuffer, 				ViewportInfo.bRequiresStencilTest ? ViewportInfo.DepthStencil : EmptyTarget, 				BatchData.GetFirstRenderBatchIndex(), 				BatchData.GetRenderBatches(), 				RenderParams 			);  	// ... 	RHICmdList.EndDrawingViewport(ViewportInfo.ViewportRHI, true, DrawCommandParams.bLockToVsync); 	// ... } 

FSlateRHIRenderingPolicy::BuildRenderingBuffers

合并批次并收集所有batch的顶点/索引数据分别填充到数组中(方便后面一次性提交给GPU)。

void FSlateRHIRenderingPolicy::BuildRenderingBuffers(FRHICommandListImmediate& RHICmdList, FSlateBatchData& InBatchData) { 	// ... 	InBatchData.MergeRenderBatches();  	// ... 	uint32 RequiredVertexBufferSize = NumBatchedVertices * sizeof(FSlateVertex); 	uint8* VertexBufferData = (uint8*)InRHICmdList.LockVertexBuffer(VertexBuffer, 0, RequiredVertexBufferSize, RLM_WriteOnly);  	uint32 RequiredIndexBufferSize = NumBatchedIndices * sizeof(SlateIndex); 	uint8* IndexBufferData = (uint8*)InRHICmdList.LockIndexBuffer(IndexBuffer, 0, RequiredIndexBufferSize, RLM_WriteOnly);  	FMemory::Memcpy(VertexBufferData, LambdaFinalVertexData.GetData(), RequiredVertexBufferSize); 	FMemory::Memcpy(IndexBufferData, LambdaFinalIndexData.GetData(), RequiredIndexBufferSize); 	// ... }  
  • 调用FSlateBatchData::MergeRenderBatches设置批次顶点/索引偏移(每次绘制时按照偏移读取一段数据进行绘制)并进行合批,注意合批条件:
    • TestBatch.GetLayer() == CurBatch.GetLayer()
    • CurBatch.IsBatchableWith(TestBatch)
void FSlateBatchData::MergeRenderBatches() { 	// ... 	FillBuffersFromNewBatch(CurBatch, FinalVertexData, FinalIndexData); 	// ... 	if (CurBatch.bIsMergable) 	{ 		for (int32 TestIndex = BatchIndex + 1; TestIndex < BatchIndices.Num(); ++TestIndex) 		{ 			const TPair<int32, int32>& NextBatchIndexPair = BatchIndices[TestIndex]; 			FSlateRenderBatch& TestBatch = RenderBatches[NextBatchIndexPair.Key]; 			if (TestBatch.GetLayer() != CurBatch.GetLayer()) 			{ 				// none of the batches will be compatible since we encountered an incompatible layer 				break; 			} 			else if (!TestBatch.bIsMerged && CurBatch.IsBatchableWith(TestBatch)) 			{ 				CombineBatches(CurBatch, TestBatch, FinalVertexData, FinalIndexData);  				check(TestBatch.NextBatchIndex == INDEX_NONE);  			} 		} 	} 	// ... }  void FSlateBatchData::FillBuffersFromNewBatch(FSlateRenderBatch& Batch, FSlateVertexArray& FinalVertices, FSlateIndexArray& FinalIndices) { 	if(Batch.HasVertexData()) 	{ 		const int32 SourceVertexOffset = Batch.VertexOffset; 		const int32 SourceIndexOffset = Batch.IndexOffset;  		// At the start of a new batch, just direct copy the verts 		// todo: May need to change this to use absolute indices 		Batch.VertexOffset = FinalVertices.Num(); 		Batch.IndexOffset = FinalIndices.Num(); 		 		FinalVertices.Append(&(*Batch.SourceVertices)[SourceVertexOffset], Batch.NumVertices); 		FinalIndices.Append(&(*Batch.SourceIndices)[SourceIndexOffset], Batch.NumIndices); 	} }  
bool IsBatchableWith(const FSlateRenderBatch& Other) const { 	return 		ShaderResource == Other.ShaderResource 		&& DrawFlags == Other.DrawFlags 		&& ShaderType == Other.ShaderType 		&& DrawPrimitiveType == Other.DrawPrimitiveType 		&& DrawEffects == Other.DrawEffects 		&& ShaderParams == Other.ShaderParams 		&& InstanceData == Other.InstanceData 		&& InstanceCount == Other.InstanceCount 		&& InstanceOffset == Other.InstanceOffset 		&& DynamicOffset == Other.DynamicOffset 		&& CustomDrawer == Other.CustomDrawer 		&& SceneIndex == Other.SceneIndex 		&& ClippingState == Other.ClippingState; } 

FRHICommandList::BeginDrawingViewport

调用FRHICommandListImmediate::ImmediateFlush提交上文提到的所有顶点/索引数组等渲染状态信息。

void FRHICommandList::BeginDrawingViewport(FRHIViewport* Viewport, FRHITexture* RenderTargetRHI) { 	// ... 	FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::FlushRHIThread); 	// ... } 
FORCEINLINE_DEBUGGABLE void FRHICommandListImmediate::ImmediateFlush(EImmediateFlushType::Type FlushType) { 	// ... 	GRHICommandList.ExecuteList(*this); // 执行并销毁所有命令 	// ... } 

FSlateRHIRenderingPolicy::DrawElements

为每一个批次生成渲染状态信息和绘制相关RHI命令。

void FSlateRHIRenderingPolicy::DrawElements( 	FRHICommandListImmediate& RHICmdList, 	FSlateBackBuffer& BackBuffer, 	FTexture2DRHIRef& ColorTarget, 	FTexture2DRHIRef& PostProcessTexture, 	FTexture2DRHIRef& DepthStencilTarget, 	int32 FirstBatchIndex, 	const TArray<FSlateRenderBatch>& RenderBatches, 	const FSlateRenderingParams& Params) { 	// ... 	while (NextRenderBatchIndex != INDEX_NONE) 	{ 		// ... 		RHICmdList.SetStreamSource(0, VertexBufferPtr->VertexBufferRHI, RenderBatch.VertexOffset * sizeof(FSlateVertex)); 		RHICmdList.DrawIndexedPrimitive(IndexBufferPtr->IndexBufferRHI, 0, 0, RenderBatch.NumVertices, RenderBatch.IndexOffset, PrimitiveCount, RenderBatch.InstanceCount); 		// ... 	} 	// ... } 

FRHICommandList::EndDrawingViewport

再次调用FRHICommandListImmediate::ImmediateFlush执行并销毁所有命令,调用图形库API提交所有渲染状态和绘制命令。

FD3D11DynamicRHI::RHIDrawIndexedPrimitive

绘制命令调用FD3D11DynamicRHI::RHIDrawIndexedPrimitive最终调到ID3D11DeviceContext::DrawIndexed调用图形库API进行绘制。

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