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Vertex cache optimizer
Optimizes indices to make good use of vertex cache on GPU.
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304
core/math/vertex_cache_optimizer.cpp
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304
core/math/vertex_cache_optimizer.cpp
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/**************************************************************************/
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/* vertex_cache_optimizer.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "vertex_cache_optimizer.h"
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#include "core/math/math_funcs.h"
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// Precalculate the tables.
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void VertexCacheOptimizer::init() {
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for (int i = 0; i < Constants::CACHE_SCORE_TABLE_SIZE; i++) {
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float score = 0;
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if (i < 3) {
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// This vertex was used in the last triangle,
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// so it has a fixed score, which ever of the three
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// it's in. Otherwise, you can get very different
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// answers depending on whether you add
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// the triangle 1,2,3 or 3,1,2 - which is silly.
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score = Constants::LAST_TRI_SCORE;
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} else {
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// Points for being high in the cache.
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const float scaler = 1.0f / (Constants::CACHE_FUNCTION_LENGTH - 3);
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score = 1.0f - (i - 3) * scaler;
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score = Math::pow(score, Constants::CACHE_DECAY_POWER);
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}
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_cache_position_score[i] = (SCORE_TYPE)(Constants::SCORE_SCALING * score);
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}
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for (int i = 1; i < Constants::VALENCE_SCORE_TABLE_SIZE; i++) {
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// Bonus points for having a low number of tris still to
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// use the vert, so we get rid of lone verts quickly.
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float valence_boost = Math::pow(i, -Constants::VALENCE_BOOST_POWER);
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float score = Constants::VALENCE_BOOST_SCALE * valence_boost;
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_valence_score[i] = (SCORE_TYPE)(Constants::SCORE_SCALING * score);
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}
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}
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VertexCacheOptimizer::SCORE_TYPE VertexCacheOptimizer::find_vertex_score(int p_num_active_tris, int p_cache_position) {
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if (p_num_active_tris == 0) {
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// No triangles need this vertex!
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return 0;
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}
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SCORE_TYPE score = 0;
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if (p_cache_position < 0) {
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// Vertex is not in LRU cache - no score.
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} else {
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score = _cache_position_score[p_cache_position];
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}
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if (p_num_active_tris < Constants::VALENCE_SCORE_TABLE_SIZE) {
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score += _valence_score[p_num_active_tris];
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}
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return score;
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}
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VertexCacheOptimizer::VERTEX_INDEX_TYPE *VertexCacheOptimizer::_reorder_indices(VERTEX_INDEX_TYPE *r_dest_indices, const VERTEX_INDEX_TYPE *p_source_indices, int p_num_triangles, int p_num_vertices) {
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ADJACENCY_TYPE *num_active_tris = (ADJACENCY_TYPE *)memalloc(sizeof(ADJACENCY_TYPE) * p_num_vertices);
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memset(num_active_tris, 0, sizeof(ADJACENCY_TYPE) * p_num_vertices);
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// First scan over the vertex data, count the total number of
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// occurrances of each vertex.
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for (int i = 0; i < 3 * p_num_triangles; i++) {
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if (num_active_tris[p_source_indices[i]] == Constants::MAX_ADJACENCY) {
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// Unsupported mesh,
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// vertex shared by too many triangles.
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memfree(num_active_tris);
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return nullptr;
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}
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num_active_tris[p_source_indices[i]]++;
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}
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// Allocate the rest of the arrays.
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ARRAY_INDEX_TYPE *offsets = (ARRAY_INDEX_TYPE *)memalloc(sizeof(ARRAY_INDEX_TYPE) * p_num_vertices);
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SCORE_TYPE *last_score = (SCORE_TYPE *)memalloc(sizeof(SCORE_TYPE) * p_num_vertices);
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CACHE_POS_TYPE *cache_tag = (CACHE_POS_TYPE *)memalloc(sizeof(CACHE_POS_TYPE) * p_num_vertices);
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uint8_t *triangle_added = (uint8_t *)memalloc((p_num_triangles + 7) / 8);
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SCORE_TYPE *triangle_score = (SCORE_TYPE *)memalloc(sizeof(SCORE_TYPE) * p_num_triangles);
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TRIANGLE_INDEX_TYPE *triangle_indices = (TRIANGLE_INDEX_TYPE *)memalloc(sizeof(TRIANGLE_INDEX_TYPE) * 3 * p_num_triangles);
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memset(triangle_added, 0, sizeof(uint8_t) * ((p_num_triangles + 7) / 8));
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memset(triangle_score, 0, sizeof(SCORE_TYPE) * p_num_triangles);
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memset(triangle_indices, 0, sizeof(TRIANGLE_INDEX_TYPE) * 3 * p_num_triangles);
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// Count the triangle array offset for each vertex,
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// initialize the rest of the data.
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int sum = 0;
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for (int i = 0; i < p_num_vertices; i++) {
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offsets[i] = sum;
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sum += num_active_tris[i];
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num_active_tris[i] = 0;
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cache_tag[i] = -1;
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}
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// Fill the vertex data structures with indices to the triangles
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// using each vertex.
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for (int i = 0; i < p_num_triangles; i++) {
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for (int j = 0; j < 3; j++) {
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int v = p_source_indices[3 * i + j];
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triangle_indices[offsets[v] + num_active_tris[v]] = i;
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num_active_tris[v]++;
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}
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}
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// Initialize the score for all vertices.
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for (int i = 0; i < p_num_vertices; i++) {
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last_score[i] = find_vertex_score(num_active_tris[i], cache_tag[i]);
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for (int j = 0; j < num_active_tris[i]; j++) {
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triangle_score[triangle_indices[offsets[i] + j]] += last_score[i];
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}
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}
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// Find the best triangle.
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int best_triangle = -1;
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int best_score = -1;
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for (int i = 0; i < p_num_triangles; i++) {
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if (triangle_score[i] > best_score) {
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best_score = triangle_score[i];
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best_triangle = i;
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}
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}
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// Allocate the output array.
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TRIANGLE_INDEX_TYPE *out_triangles = (TRIANGLE_INDEX_TYPE *)memalloc(sizeof(TRIANGLE_INDEX_TYPE) * p_num_triangles);
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int out_pos = 0;
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// Initialize the cache.
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int cache[Constants::VERTEX_CACHE_SIZE + 3];
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for (int i = 0; i < Constants::VERTEX_CACHE_SIZE + 3; i++) {
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cache[i] = -1;
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}
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int scan_pos = 0;
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// Output the currently best triangle, as long as there
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// are triangles left to output.
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while (best_triangle >= 0) {
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// Mark the triangle as added.
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set_added(triangle_added, best_triangle);
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// Output this triangle.
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out_triangles[out_pos++] = best_triangle;
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for (int i = 0; i < 3; i++) {
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// Update this vertex.
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int v = p_source_indices[3 * best_triangle + i];
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// Check the current cache position, if it
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// is in the cache.
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int endpos = cache_tag[v];
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if (endpos < 0) {
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endpos = Constants::VERTEX_CACHE_SIZE + i;
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}
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if (endpos > i) {
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// Move all cache entries from the previous position
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// in the cache to the new target position (i) one
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// step backwards.
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for (int j = endpos; j > i; j--) {
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cache[j] = cache[j - 1];
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// If this cache slot contains a real
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// vertex, update its cache tag.
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if (cache[j] >= 0) {
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cache_tag[cache[j]]++;
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}
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}
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// Insert the current vertex into its new target
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// slot.
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cache[i] = v;
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cache_tag[v] = i;
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}
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// Find the current triangle in the list of active
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// triangles and remove it (moving the last
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// triangle in the list to the slot of this triangle).
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for (int j = 0; j < num_active_tris[v]; j++) {
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if (triangle_indices[offsets[v] + j] == best_triangle) {
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triangle_indices[offsets[v] + j] = triangle_indices[offsets[v] + num_active_tris[v] - 1];
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break;
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}
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}
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// Shorten the list.
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num_active_tris[v]--;
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}
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// Update the scores of all triangles in the cache.
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for (int i = 0; i < Constants::VERTEX_CACHE_SIZE + 3; i++) {
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int v = cache[i];
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if (v < 0) {
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break;
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}
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// This vertex has been pushed outside of the
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// actual cache.
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if (i >= Constants::VERTEX_CACHE_SIZE) {
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cache_tag[v] = -1;
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cache[i] = -1;
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}
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SCORE_TYPE newScore = find_vertex_score(num_active_tris[v], cache_tag[v]);
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SCORE_TYPE diff = newScore - last_score[v];
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for (int j = 0; j < num_active_tris[v]; j++) {
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triangle_score[triangle_indices[offsets[v] + j]] += diff;
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}
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last_score[v] = newScore;
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}
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// Find the best triangle referenced by vertices in the cache.
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best_triangle = -1;
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best_score = -1;
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for (int i = 0; i < Constants::VERTEX_CACHE_SIZE; i++) {
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if (cache[i] < 0) {
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break;
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}
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int v = cache[i];
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for (int j = 0; j < num_active_tris[v]; j++) {
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int t = triangle_indices[offsets[v] + j];
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if (triangle_score[t] > best_score) {
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best_triangle = t;
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best_score = triangle_score[t];
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}
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}
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}
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// If no active triangle was found at all, continue
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// scanning the whole list of triangles.
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if (best_triangle < 0) {
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for (; scan_pos < p_num_triangles; scan_pos++) {
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if (!is_added(triangle_added, scan_pos)) {
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best_triangle = scan_pos;
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break;
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}
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}
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}
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}
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// Convert the triangle index array into a full triangle list.
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out_pos = 0;
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for (int i = 0; i < p_num_triangles; i++) {
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int t = out_triangles[i];
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for (int j = 0; j < 3; j++) {
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int v = p_source_indices[3 * t + j];
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r_dest_indices[out_pos++] = v;
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}
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}
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// Clean up.
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memfree(triangle_indices);
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memfree(offsets);
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memfree(last_score);
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memfree(num_active_tris);
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memfree(cache_tag);
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memfree(triangle_added);
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memfree(triangle_score);
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memfree(out_triangles);
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return r_dest_indices;
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}
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bool VertexCacheOptimizer::reorder_indices_pool(PoolVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) {
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LocalVector<int> temp;
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temp = r_indices;
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if (reorder_indices(temp, p_num_triangles, p_num_verts)) {
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r_indices = temp;
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return true;
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}
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return false;
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}
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bool VertexCacheOptimizer::reorder_indices(LocalVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) {
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LocalVector<int> temp;
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temp.resize(r_indices.size());
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if (_reorder_indices((VERTEX_INDEX_TYPE *)temp.ptr(), (VERTEX_INDEX_TYPE *)r_indices.ptr(), p_num_triangles, p_num_verts)) {
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#if 0
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uint32_t show = MIN(r_indices.size(), 16);
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for (uint32_t n = 0; n < show; n++) {
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print_line(itos(n) + " : " + itos(r_indices[n]) + " to " + itos(temp[n]));
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}
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#endif
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r_indices = temp;
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return true;
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}
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return false;
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}
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