mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-19 03:49:19 +02:00
Cull and assign LOD to instances in a compute pass
This commit is contained in:
@@ -67,6 +67,10 @@ public:
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cube_inside( float3 const &Center, float const Size ) const { return cube_inside( Center.x, Center.y, Center.z, Size ); }
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bool
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cube_inside( float const X, float const Y, float const Z, float const Size ) const;
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// A, B, C and D of the planes, in world coordinates
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inline
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auto const &
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planes() const { return m_frustum; }
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private:
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// types:
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312
rendering/opengl46/opengl46instancecull.cpp
Normal file
312
rendering/opengl46/opengl46instancecull.cpp
Normal file
@@ -0,0 +1,312 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "rendering/opengl46/opengl46instancecull.h"
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#include "model/Model3d.h"
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#include "rendering/frustum.h"
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#include "utilities/Globals.h"
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#include "utilities/utilities.h"
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namespace
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{
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constexpr GLsizeiptr RECORD_SIZE{sizeof(scene::basic_cell::instance_record)};
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// grows a buffer to hold at least Size bytes, at least doubling it. a new buffer drops the contents and the binding
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void reserve(gl::ssbo &Buffer, GLsizeiptr const Size)
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{
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if (Size > Buffer.size())
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Buffer.resize(std::max(Size, 2 * Buffer.size()));
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}
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} // namespace
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void opengl46_instance_cull::init()
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{
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auto const make_compute = [](std::string const &Name) {
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gl::shader shader(Name);
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return std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{shader});
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};
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m_cull_program = make_compute("instance_cull.comp");
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m_offsets_program = make_compute("instance_cull_offsets.comp");
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auto const readbacksize{static_cast<GLsizeiptr>((gl::INSTANCE_COUNTER_HEADER + READBACK_ENTRIES) * sizeof(std::uint32_t))};
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m_records = std::make_unique<gl::ssbo>(65536 * RECORD_SIZE, gl::INSTANCE_RECORD_SSBO_BINDING);
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m_jobs = std::make_unique<gl::ssbo>(4096 * sizeof(gl::instance_cull_job), gl::INSTANCE_JOB_SSBO_BINDING);
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m_groups = std::make_unique<gl::ssbo>(1024 * sizeof(gl::instance_cull_group), gl::INSTANCE_GROUP_SSBO_BINDING);
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m_lods = std::make_unique<gl::ssbo>(4096 * sizeof(float), gl::INSTANCE_LOD_SSBO_BINDING);
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// the readback copies a fixed size from it
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m_counters = std::make_unique<gl::ssbo>(readbacksize, gl::INSTANCE_COUNTER_SSBO_BINDING);
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m_output = std::make_unique<gl::ssbo>(65536 * sizeof(glm::mat4), gl::INSTANCE_OUTPUT_SSBO_BINDING);
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m_readback = std::make_unique<gl::readback>(readbacksize);
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m_readbackdata.resize(gl::INSTANCE_COUNTER_HEADER + READBACK_ENTRIES);
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}
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void opengl46_instance_cull::begin_pass(pass_setup const &Setup)
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{
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collect();
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m_inpass = true;
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m_dispatched = false;
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m_setup = Setup;
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m_buckets.clear();
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m_joblist.clear();
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m_grouplist.clear();
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m_lodlist.clear();
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m_groupmap.clear();
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m_cpucounts.clear();
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m_candidates = 0;
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m_entries = 0;
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}
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void opengl46_instance_cull::add_bucket(scene::basic_cell::instance_bucket_key const &Key, scene::basic_cell::instance_bucket const &Bucket)
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{
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if (!m_inpass || Bucket.records.empty() || Key.pModel == nullptr)
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return;
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auto lookup{m_groupmap.find(Key)};
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if (lookup == m_groupmap.end())
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{
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// lod bounds of the model, the same set Render_Instanced() splits the distance into bands with
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auto const lodfirst{static_cast<std::uint32_t>(m_lodlist.size())};
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m_pending.clear();
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m_pending.push_back(Key.pModel->Root);
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while (!m_pending.empty())
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{
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auto const *submodel{m_pending.back()};
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m_pending.pop_back();
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if (submodel == nullptr)
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continue;
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if (submodel->fSquareMinDist > 0.f)
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m_lodlist.emplace_back(submodel->fSquareMinDist);
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if (submodel->fSquareMaxDist < std::numeric_limits<float>::max())
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m_lodlist.emplace_back(submodel->fSquareMaxDist);
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m_pending.push_back(submodel->Child);
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m_pending.push_back(submodel->Next);
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}
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std::sort(m_lodlist.begin() + lodfirst, m_lodlist.end());
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m_lodlist.erase(std::unique(m_lodlist.begin() + lodfirst, m_lodlist.end()), m_lodlist.end());
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auto const lodcount{static_cast<std::uint32_t>(m_lodlist.size()) - lodfirst};
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group_data const group{static_cast<std::uint32_t>(m_grouplist.size()), m_entries, lodcount + 1};
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m_grouplist.push_back({lodfirst, lodcount, m_entries, 0});
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m_entries += group.entrycount;
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lookup = m_groupmap.emplace(Key, group).first;
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}
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place(Bucket);
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gl::instance_cull_job job{};
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job.origin = packed_vec3{Bucket.recordorigin - m_setup.camera};
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job.first = Bucket.gpufirst;
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job.distanceorigin = packed_vec3{Bucket.recordorigin - m_setup.distancecamera};
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job.count = static_cast<std::uint32_t>(Bucket.records.size());
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job.group = lookup->second.index;
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job.candidatestart = m_candidates;
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m_joblist.push_back(job);
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m_buckets.push_back(&Bucket);
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m_candidates += job.count;
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}
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void opengl46_instance_cull::place(scene::basic_cell::instance_bucket const &Bucket)
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{
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auto const count{static_cast<std::uint32_t>(Bucket.records.size())};
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auto const current{Bucket.gpugeneration == m_recordgeneration};
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if (current && !Bucket.gpustale)
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return;
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if (current && count <= Bucket.gpucapacity)
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{
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m_records->update(Bucket.records.data(), static_cast<GLintptr>(Bucket.gpufirst) * RECORD_SIZE, static_cast<GLsizeiptr>(count) * RECORD_SIZE);
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Bucket.gpustale = false;
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return;
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}
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// a new place, with some room for instances the editor adds
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auto const allocate = [this](scene::basic_cell::instance_bucket const &Target) {
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auto const records{static_cast<std::uint32_t>(Target.records.size())};
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Target.gpufirst = m_recordfill;
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Target.gpucapacity = records + records / 4;
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Target.gpugeneration = m_recordgeneration;
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Target.gpustale = false;
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m_recordfill += Target.gpucapacity;
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m_records->update(Target.records.data(), static_cast<GLintptr>(Target.gpufirst) * RECORD_SIZE, static_cast<GLsizeiptr>(records) * RECORD_SIZE);
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};
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auto const capacity{static_cast<std::uint32_t>(m_records->size() / RECORD_SIZE)};
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if (m_recordfill + count + count / 4 > capacity)
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{
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// the buffer is started over, and only the buckets of this pass get places again. the places left behind by
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// buckets which were made anew or are out of sight are dropped this way
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GLsizeiptr live{count + count / 4};
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for (auto const *bucket : m_buckets)
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live += bucket->records.size() + bucket->records.size() / 4;
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if (2 * live * RECORD_SIZE > m_records->size())
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m_records->resize(std::max(2 * live * RECORD_SIZE, 2 * m_records->size()));
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++m_recordgeneration;
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m_recordfill = 0;
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for (std::size_t job = 0; job < m_buckets.size(); ++job)
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{
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allocate(*m_buckets[job]);
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m_joblist[job].first = m_buckets[job]->gpufirst;
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}
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}
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allocate(Bucket);
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}
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void opengl46_instance_cull::dispatch(glm::mat4 const &View)
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{
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if (!m_inpass || m_joblist.empty())
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return;
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auto const countersize{static_cast<GLsizeiptr>((gl::INSTANCE_COUNTER_HEADER + 2 * m_entries) * sizeof(std::uint32_t))};
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reserve(*m_jobs, static_cast<GLsizeiptr>(m_joblist.size() * sizeof(gl::instance_cull_job)));
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reserve(*m_groups, static_cast<GLsizeiptr>(m_grouplist.size() * sizeof(gl::instance_cull_group)));
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reserve(*m_lods, static_cast<GLsizeiptr>(std::max<std::size_t>(m_lodlist.size(), 1) * sizeof(float)));
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reserve(*m_counters, countersize);
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reserve(*m_output, static_cast<GLsizeiptr>(m_candidates) * static_cast<GLsizeiptr>(sizeof(glm::mat4)));
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m_jobs->update(m_joblist.data(), 0, static_cast<GLsizeiptr>(m_joblist.size() * sizeof(gl::instance_cull_job)));
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m_groups->update(m_grouplist.data(), 0, static_cast<GLsizeiptr>(m_grouplist.size() * sizeof(gl::instance_cull_group)));
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if (!m_lodlist.empty())
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m_lods->update(m_lodlist.data(), 0, static_cast<GLsizeiptr>(m_lodlist.size() * sizeof(float)));
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// counts and cursors start at zero
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glClearNamedBufferSubData(*m_counters, GL_R32UI, 0, countersize, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
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std::uint32_t const header[gl::INSTANCE_COUNTER_HEADER]{m_setup.frame, 0, m_entries, 0};
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m_counters->update(header, 0, sizeof(header));
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m_records->bind_base();
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m_jobs->bind_base();
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m_groups->bind_base();
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m_lods->bind_base();
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m_counters->bind_base();
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m_output->bind_base();
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// planes moved to the camera of the pass, in double precision: the cpu tests world coordinates
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auto const &frustumplanes{m_setup.frustum->planes()};
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glm::vec4 planes[6];
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for (int plane = 0; plane < 6; ++plane)
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{
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auto const *source{frustumplanes[plane]};
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planes[plane] = glm::vec4{source[0], source[1], source[2],
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static_cast<float>(source[0] * m_setup.camera.x + source[1] * m_setup.camera.y + source[2] * m_setup.camera.z + source[3])};
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}
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glProgramUniformMatrix4fv(*m_cull_program, 0, 1, GL_FALSE, glm::value_ptr(View));
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glProgramUniform4fv(*m_cull_program, 1, 6, glm::value_ptr(planes[0]));
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glProgramUniform4f(*m_cull_program, 7, m_setup.distancescale, m_setup.distanceoffset, m_setup.distancerange, m_setup.drawrange);
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glProgramUniform4f(*m_cull_program, 8, m_setup.zoom, 0.f, 0.f, 0.f);
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glProgramUniform4ui(*m_offsets_program, 0, m_entries, 0, 0, 0);
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// one invocation per record; past the count limit of one dimension the groups go into rows
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auto const groups{(m_candidates + gl::INSTANCE_CULL_GROUP_SIZE - 1) / gl::INSTANCE_CULL_GROUP_SIZE};
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auto const groups_x{std::min<GLuint>(groups, 65535)};
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auto const groups_y{(groups + groups_x - 1) / groups_x};
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m_timer.begin();
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glProgramUniform4ui(*m_cull_program, 9, static_cast<GLuint>(m_joblist.size()), m_candidates, m_entries, 0);
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m_cull_program->dispatch(groups_x, groups_y);
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gl::memory_barrier(GL_SHADER_STORAGE_BARRIER_BIT);
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m_offsets_program->dispatch(1);
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gl::memory_barrier(GL_SHADER_STORAGE_BARRIER_BIT);
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glProgramUniform4ui(*m_cull_program, 9, static_cast<GLuint>(m_joblist.size()), m_candidates, m_entries, 1);
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m_cull_program->dispatch(groups_x, groups_y);
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// the output and the counts go to draws, indirect draws and the copy for the cpu
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gl::memory_barrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT | GL_COMMAND_BARRIER_BIT);
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m_timer.end();
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m_readback->push(*m_counters);
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m_cpucounts.assign(m_entries, 0);
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m_dispatched = true;
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}
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void opengl46_instance_cull::cpu_result(scene::basic_cell::instance_bucket_key const &Key, std::vector<std::uint32_t> const &Bandcounts)
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{
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if (!m_dispatched)
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return;
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auto const lookup{m_groupmap.find(Key)};
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if (lookup == m_groupmap.end())
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return;
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auto const &group{lookup->second};
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for (std::size_t band = 0; band < std::min<std::size_t>(Bandcounts.size(), group.entrycount); ++band)
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m_cpucounts[group.entryfirst + band] += Bandcounts[band];
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}
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void opengl46_instance_cull::end_pass()
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{
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if (m_dispatched)
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{
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std::uint64_t total{0};
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for (auto const count : m_cpucounts)
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total += count;
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m_cpupasses.push_back({m_setup.frame, m_cpucounts, total});
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// the gpu is never this far behind
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while (m_cpupasses.size() > 8)
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m_cpupasses.pop_front();
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}
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m_inpass = false;
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m_dispatched = false;
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}
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void opengl46_instance_cull::collect()
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{
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if (!m_readback || !m_readback->pop(m_readbackdata.data()))
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return;
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auto const frame{m_readbackdata[0]};
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while (!m_cpupasses.empty() && m_cpupasses.front().frame != frame)
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m_cpupasses.pop_front();
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if (m_cpupasses.empty())
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return;
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auto const &cpu{m_cpupasses.front()};
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comparison result;
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result.frame = frame;
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result.gputotal = m_readbackdata[1];
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result.cputotal = cpu.total;
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result.entries = m_readbackdata[2];
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result.compared = std::min<std::uint32_t>({result.entries, READBACK_ENTRIES, static_cast<std::uint32_t>(cpu.counts.size())});
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for (std::uint32_t entry = 0; entry < result.compared; ++entry)
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{
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auto const gpu{m_readbackdata[gl::INSTANCE_COUNTER_HEADER + entry]};
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auto const difference{gpu > cpu.counts[entry] ? gpu - cpu.counts[entry] : cpu.counts[entry] - gpu};
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if (difference > 0)
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{
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++result.mismatched;
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result.largestdifference = std::max(result.largestdifference, difference);
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}
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}
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m_cpupasses.pop_front();
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m_last = result;
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++m_comparedframes;
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if ((result.mismatched > 0) || (result.gputotal != result.cputotal) || (result.entries != cpu.counts.size()))
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++m_mismatchedframes;
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}
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std::string opengl46_instance_cull::info()
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{
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if (!Global.gfx_gpucull)
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return {};
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if (m_comparedframes == 0)
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return "\ngpu cull: no result yet";
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return "\ngpu cull: " + std::to_string(m_last.gputotal) + " instances (cpu " + std::to_string(m_last.cputotal) + "), " + std::to_string(m_last.entries) + " bands, " +
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std::to_string(m_last.mismatched) + " differ (by up to " + std::to_string(m_last.largestdifference) + "); frames differing " + std::to_string(m_mismatchedframes) + " of " +
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std::to_string(m_comparedframes);
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}
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std::string opengl46_instance_cull::info_times()
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{
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std::string text;
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if (!Global.gfx_gpucull)
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return text;
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if (auto const time = m_timer.result())
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text += " instance cull: " + to_string(static_cast<double>(*time) / 1000000.0, 3) + " ms\n";
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return text;
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}
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144
rendering/opengl46/opengl46instancecull.h
Normal file
144
rendering/opengl46/opengl46instancecull.h
Normal file
@@ -0,0 +1,144 @@
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/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
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#pragma once
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#include <deque>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "gl/shader.h"
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#include "gl/ssbo.h"
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#include "gl/readback.h"
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#include "gl/query.h"
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#include "gl/ubo.h"
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#include "scene/scene.h"
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class cFrustum;
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// culling of the model instances of a render pass in compute passes (instance_cull.comp, instance_cull_offsets.comp),
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// the gpu side of opengl46_renderer::Queue_Instances() and Render_Instanced():
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// - the records of the instances (scene::basic_cell::instance_record) are kept in one buffer, each bucket of a scene cell
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// in its own place, and sent again only when the bucket made them anew
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// - every bucket queued in the pass becomes a job; the buckets of one model and one set of skins make a group, whose
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// lod bands are its entries
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// - the passes count the instances which pass per entry, turn the counts into places in the output and write the
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// modelview matrices of the instances there
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// so far the result is only compared with the one of the cpu, which still draws: the counts per entry are read back a few
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// frames later and set against the counts Render_Instanced() reported for the same frame (Global.gfx_gpucull)
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class opengl46_instance_cull
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{
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public:
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// what a pass needs for the tests, the way Render_Instanced() takes it
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struct pass_setup
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{
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unsigned int frame{0};
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glm::dvec3 camera{0.0}; // camera of the pass: frustum and placement
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glm::dvec3 distancecamera{0.0}; // the distance is measured from it
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cFrustum const *frustum{nullptr}; // of the pass camera, in world coordinates
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float distancescale{1.f}; // of the squared distance
|
||||
float distanceoffset{0.f}; // added to the scaled squared distance past the range test
|
||||
float distancerange{0.f}; // squared range of the scaled distance before the offset
|
||||
float drawrange{0.f}; // squared draw range
|
||||
float zoom{1.f};
|
||||
};
|
||||
|
||||
opengl46_instance_cull() = default;
|
||||
opengl46_instance_cull(const opengl46_instance_cull &) = delete;
|
||||
opengl46_instance_cull &operator=(const opengl46_instance_cull &) = delete;
|
||||
|
||||
// creates the programs and buffers. throws gl::shader_exception
|
||||
void init();
|
||||
// starts collecting the buckets of a pass
|
||||
void begin_pass(pass_setup const &Setup);
|
||||
bool in_pass() const
|
||||
{
|
||||
return m_inpass;
|
||||
}
|
||||
// adds the records of a bucket (made already) to the pass, sending them to the gpu when they changed
|
||||
void add_bucket(scene::basic_cell::instance_bucket_key const &Key, scene::basic_cell::instance_bucket const &Bucket);
|
||||
// runs the culling passes for the buckets added. View: rotation of the view of the pass
|
||||
void dispatch(glm::mat4 const &View);
|
||||
// counts per lod band of the instances Render_Instanced() drew for a model and its skins in this pass
|
||||
void cpu_result(scene::basic_cell::instance_bucket_key const &Key, std::vector<std::uint32_t> const &Bandcounts);
|
||||
// ends the pass: its cpu counts are kept for the comparison
|
||||
void end_pass();
|
||||
// lines for the debug panel
|
||||
std::string info();
|
||||
std::string info_times();
|
||||
|
||||
private:
|
||||
struct group_data
|
||||
{
|
||||
std::uint32_t index;
|
||||
std::uint32_t entryfirst;
|
||||
std::uint32_t entrycount;
|
||||
};
|
||||
// counts of the cpu of a pass, waiting for those of the gpu
|
||||
struct cpu_pass
|
||||
{
|
||||
unsigned int frame;
|
||||
std::vector<std::uint32_t> counts;
|
||||
std::uint64_t total;
|
||||
};
|
||||
struct comparison
|
||||
{
|
||||
unsigned int frame{0};
|
||||
std::uint64_t gputotal{0};
|
||||
std::uint64_t cputotal{0};
|
||||
std::uint32_t entries{0};
|
||||
std::uint32_t compared{0}; // entries compared, at most READBACK_ENTRIES
|
||||
std::uint32_t mismatched{0};
|
||||
std::uint32_t largestdifference{0};
|
||||
};
|
||||
|
||||
// finds a place for the records of a bucket in the record buffer and sends them
|
||||
void place(scene::basic_cell::instance_bucket const &Bucket);
|
||||
// takes the newest counts of the gpu which arrived and compares them with the ones of the cpu
|
||||
void collect();
|
||||
|
||||
// entries read back for the comparison; with more of them only the totals and these are compared
|
||||
static constexpr std::uint32_t READBACK_ENTRIES{16384};
|
||||
|
||||
std::unique_ptr<gl::program> m_cull_program;
|
||||
std::unique_ptr<gl::program> m_offsets_program;
|
||||
std::unique_ptr<gl::ssbo> m_records;
|
||||
std::unique_ptr<gl::ssbo> m_jobs;
|
||||
std::unique_ptr<gl::ssbo> m_groups;
|
||||
std::unique_ptr<gl::ssbo> m_lods;
|
||||
std::unique_ptr<gl::ssbo> m_counters;
|
||||
std::unique_ptr<gl::ssbo> m_output;
|
||||
std::unique_ptr<gl::readback> m_readback;
|
||||
gl::gpu_timer m_timer;
|
||||
|
||||
// record buffer: records placed so far, the generation which tells current places from the ones of a replaced buffer
|
||||
std::uint32_t m_recordfill{0};
|
||||
unsigned int m_recordgeneration{1};
|
||||
|
||||
bool m_inpass{false};
|
||||
pass_setup m_setup;
|
||||
std::vector<scene::basic_cell::instance_bucket const *> m_buckets; // of the jobs, in their order
|
||||
std::vector<gl::instance_cull_job> m_joblist;
|
||||
std::vector<gl::instance_cull_group> m_grouplist;
|
||||
std::vector<float> m_lodlist;
|
||||
std::unordered_map<scene::basic_cell::instance_bucket_key, group_data, scene::basic_cell::instance_bucket_key_hash> m_groupmap;
|
||||
std::vector<TSubModel const *> m_pending; // walk of the submodel tree
|
||||
std::uint32_t m_candidates{0};
|
||||
std::uint32_t m_entries{0};
|
||||
bool m_dispatched{false};
|
||||
|
||||
std::vector<std::uint32_t> m_cpucounts; // of the current pass, by entry
|
||||
std::deque<cpu_pass> m_cpupasses;
|
||||
std::vector<std::uint32_t> m_readbackdata;
|
||||
comparison m_last;
|
||||
std::uint64_t m_comparedframes{0};
|
||||
std::uint64_t m_mismatchedframes{0};
|
||||
};
|
||||
@@ -188,6 +188,7 @@ bool opengl46_renderer::Init(GLFWwindow *Window)
|
||||
try
|
||||
{
|
||||
m_sky.init();
|
||||
m_instancecull.init();
|
||||
m_exposure.init();
|
||||
m_ao.init();
|
||||
}
|
||||
@@ -721,6 +722,7 @@ void opengl46_renderer::SwapBuffers()
|
||||
m_debugtimestext += m_sky.info_times();
|
||||
m_debugtimestext += m_exposure.info_times();
|
||||
m_debugtimestext += m_ao.info_times();
|
||||
m_debugtimestext += m_instancecull.info_times();
|
||||
m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n";
|
||||
if( DebugModeFlag )
|
||||
m_debugtimestext += m_textures.info();
|
||||
@@ -762,7 +764,8 @@ void opengl46_renderer::SwapBuffers()
|
||||
+ "\nlights: " + to_string( static_cast<int>( m_lights_lit ), 7 )
|
||||
+ " (" + std::to_string( m_lights_dropped ) + " over capacity), "
|
||||
+ ( Global.gfx_lights_clustered ? "clustered" : "first " + std::to_string( std::max( Global.DynamicLightCount, 0 ) ) )
|
||||
+ "\n" + m_locallights.info();
|
||||
+ "\n" + m_locallights.info()
|
||||
+ m_instancecull.info();
|
||||
if( auto const cullstats = ( m_viewports.empty() || !( Global.gfx_lights_clustered || Global.gfx_lights_clusterheatmap ) ? std::nullopt : m_viewports.front()->clusters->stats() ) ) {
|
||||
m_debugstatstext +=
|
||||
"\ncluster lists: " + std::to_string( cullstats->index_count )
|
||||
@@ -823,6 +826,15 @@ void opengl46_renderer::draw_debug_ui()
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
if (ImGui::Begin("Instance culling"))
|
||||
{
|
||||
ImGui::Checkbox("cull instances on the gpu too, compare with the cpu (gfx.gpucull)", &Global.gfx_gpucull);
|
||||
auto const info{m_instancecull.info()};
|
||||
if (!info.empty())
|
||||
ImGui::TextUnformatted(info.c_str() + 1);
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
ImGui::SetNextWindowSize(ImVec2S(400, 400));
|
||||
if (ImGui::Begin("Pickbuffer") && m_pick_tex) {
|
||||
ImGui::Image((ImTextureID)(intptr_t)(m_pick_tex->id), ImGui::GetContentRegionAvail(), ImVec2(0, 1.0), ImVec2(1.0, 0));
|
||||
@@ -2548,6 +2560,30 @@ void opengl46_renderer::Render(scene::basic_region *Region)
|
||||
for( auto &bucket : m_frame_instance_buckets ) {
|
||||
bucket.second.clear();
|
||||
}
|
||||
// the gpu culling runs along the first color pass of the main viewport of a frame, for its result to be compared
|
||||
// with the one of the cpu
|
||||
m_instancecullpass = false;
|
||||
if( ( Global.gfx_gpucull )
|
||||
&& ( m_renderpass.draw_mode == rendermode::color )
|
||||
&& ( m_current_viewport != nullptr )
|
||||
&& ( m_current_viewport->main )
|
||||
&& ( m_instancecullframe != m_framestamp ) ) {
|
||||
m_instancecullframe = m_framestamp;
|
||||
m_instancecullpass = true;
|
||||
// the same choices as in Render_Instanced()
|
||||
auto const reflections { m_renderpass.draw_mode == rendermode::reflections };
|
||||
opengl46_instance_cull::pass_setup setup;
|
||||
setup.frame = m_framestamp;
|
||||
setup.camera = m_renderpass.pass_camera.position();
|
||||
setup.distancecamera = ( m_renderpass.draw_mode == rendermode::shadows ? m_renderpass.viewport_camera.position() : m_renderpass.pass_camera.position() );
|
||||
setup.frustum = &m_renderpass.pass_camera.frustum();
|
||||
setup.distancescale = ( reflections ? 1.f : static_cast<float>( 1.0 / ( static_cast<double>( Global.ZoomFactor ) * static_cast<double>( Global.ZoomFactor ) * static_cast<double>( Global.fDistanceFactor ) ) ) );
|
||||
setup.distanceoffset = ( reflections ? static_cast<float>( sq( EU07_REFLECTIONFIDELITYOFFSET ) ) : 0.f );
|
||||
setup.distancerange = ( reflections ? static_cast<float>( sq( Global.reflectiontune.range_instances ) ) : std::numeric_limits<float>::max() );
|
||||
setup.drawrange = static_cast<float>( sq( m_renderpass.draw_range + 250 ) );
|
||||
setup.zoom = Global.ZoomFactor;
|
||||
m_instancecull.begin_pass( setup );
|
||||
}
|
||||
// build a list of region sections to render
|
||||
glm::vec3 const cameraposition{m_renderpass.pass_camera.position()};
|
||||
auto const camerax = static_cast<int>(std::floor(cameraposition.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2));
|
||||
@@ -2982,11 +3018,22 @@ void opengl46_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
|
||||
// still happens inside Render_Instanced(), so correctness is unchanged -- only
|
||||
// the number of calls and glBufferSubData round-trips drops sharply.
|
||||
// (For pickscenery/pickcontrols modes the map stays empty, so this is a no-op.)
|
||||
if( m_instancecullpass ) {
|
||||
// the view of the pass is in place here, the one Render_Instanced() takes
|
||||
m_instancecull.dispatch( OpenGLMatrices.data( GL_MODELVIEW ) );
|
||||
}
|
||||
for( auto &bucket : m_frame_instance_buckets ) {
|
||||
if( bucket.second.empty() ) { continue; }
|
||||
Render_Instanced( bucket.first.pModel, bucket.second );
|
||||
Render_Instanced( bucket.first.pModel, bucket.second, ( m_instancecullpass ? &m_instance_bandcounts : nullptr ) );
|
||||
if( m_instancecullpass ) {
|
||||
m_instancecull.cpu_result( bucket.first, m_instance_bandcounts );
|
||||
}
|
||||
bucket.second.clear();
|
||||
}
|
||||
if( m_instancecullpass ) {
|
||||
m_instancecull.end_pass();
|
||||
m_instancecullpass = false;
|
||||
}
|
||||
}
|
||||
|
||||
void opengl46_renderer::Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end)
|
||||
@@ -3221,6 +3268,10 @@ void opengl46_renderer::Queue_Instances( scene::basic_cell const *Cell )
|
||||
|| ( instancebucket.records.size() != instancebucket.instances.size() ) ) {
|
||||
Update_Instance_Records( bucket.first.pModel, instancebucket, Cell->m_area.center );
|
||||
}
|
||||
if( m_instancecullpass ) {
|
||||
// the gpu tests every instance of the bucket, the way Render_Instanced() does
|
||||
m_instancecull.add_bucket( bucket.first, instancebucket );
|
||||
}
|
||||
auto const &records { instancebucket.records };
|
||||
std::vector<queued_instance> *dest { nullptr }; // looked up when there's something to put in it
|
||||
for( std::size_t idx = 0; idx < records.size(); ++idx ) {
|
||||
@@ -3270,7 +3321,7 @@ void opengl46_renderer::Update_Instance_Records( TModel3d const *Model, scene::b
|
||||
for( auto *instance : Bucket.instances ) {
|
||||
scene::basic_cell::instance_record record;
|
||||
if( instance != nullptr ) {
|
||||
record.position = glm::vec3{ instance->location() - Origin };
|
||||
record.position = packed_vec3{ instance->location() - Origin };
|
||||
record.radius = instance->radius();
|
||||
record.rangesquaredmin = tofloat( instance->m_rangesquaredmin );
|
||||
record.rangesquaredmax = tofloat( instance->m_rangesquaredmax );
|
||||
@@ -3286,6 +3337,7 @@ void opengl46_renderer::Update_Instance_Records( TModel3d const *Model, scene::b
|
||||
Bucket.records.emplace_back( record );
|
||||
}
|
||||
Bucket.recordsversion = m_instancerecordsversion;
|
||||
Bucket.gpustale = true;
|
||||
}
|
||||
|
||||
// places supplied modelview matrices in the instance buffer of the frame. returns: base instance of the first of them
|
||||
@@ -3315,8 +3367,9 @@ std::uint32_t opengl46_renderer::Upload_Instance_Modelviews( glm::mat4 const *Mo
|
||||
// instance_modelview[i] is the camera-space root transform of an instance (precomputed below)
|
||||
// and model_ubs.modelview is the submodel-local chain (accumulated by the matrix stack starting
|
||||
// from identity, NOT the camera/instance frame).
|
||||
void opengl46_renderer::Render_Instanced( TModel3d *Model, std::vector<queued_instance> const &Instances )
|
||||
void opengl46_renderer::Render_Instanced( TModel3d *Model, std::vector<queued_instance> const &Instances, std::vector<std::uint32_t> *Bandcounts )
|
||||
{
|
||||
if( Bandcounts != nullptr ) { Bandcounts->clear(); }
|
||||
if( Model == nullptr ) { return; }
|
||||
if( Instances.empty() ) { return; }
|
||||
|
||||
@@ -3353,6 +3406,7 @@ void opengl46_renderer::Render_Instanced( TModel3d *Model, std::vector<queued_in
|
||||
std::sort( m_instance_lodbounds.begin(), m_instance_lodbounds.end() );
|
||||
m_instance_lodbounds.erase( std::unique( m_instance_lodbounds.begin(), m_instance_lodbounds.end() ), m_instance_lodbounds.end() );
|
||||
auto const bandcount { m_instance_lodbounds.size() + 1 };
|
||||
if( Bandcounts != nullptr ) { Bandcounts->assign( bandcount, 0 ); }
|
||||
|
||||
// 1. Visibility / distance cull, by the records of the instances. Collect surviving instances with
|
||||
// their precomputed camera-space root modelview matrices and lod bands. m_instance_survivors and the
|
||||
@@ -3456,6 +3510,11 @@ void opengl46_renderer::Render_Instanced( TModel3d *Model, std::vector<queued_in
|
||||
for( auto const &survivor : m_instance_survivors ) {
|
||||
m_instance_modelviews[ m_instance_bandcursors[ survivor.band ]++ ] = survivor.modelview;
|
||||
}
|
||||
if( Bandcounts != nullptr ) {
|
||||
for( std::size_t band = 0; band < bandcount; ++band ) {
|
||||
( *Bandcounts )[ band ] = static_cast<std::uint32_t>( m_instance_bandstarts[ ( band + 1 ) * distanceslots ] - m_instance_bandstarts[ band * distanceslots ] );
|
||||
}
|
||||
}
|
||||
// all bands go to the instance buffer at once, each band is drawn from its own base instance
|
||||
auto const baseinstance { Upload_Instance_Modelviews( m_instance_modelviews.data(), m_instance_modelviews.size() ) };
|
||||
|
||||
|
||||
@@ -36,6 +36,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "rendering/opengl46/opengl46exposure.h"
|
||||
#include "rendering/opengl46/opengl46ao.h"
|
||||
#include "rendering/opengl46/opengl46locallights.h"
|
||||
#include "rendering/opengl46/opengl46instancecull.h"
|
||||
|
||||
// bare-bones render controller, in lack of anything better yet
|
||||
class opengl46_renderer : public gfx_renderer {
|
||||
@@ -316,7 +317,8 @@ class opengl46_renderer : public gfx_renderer {
|
||||
// ones still are. Instances are individually frustum/distance culled by their records, the
|
||||
// TAnimModel itself is read only for the first instance drawn. Each lod band drawn counts as
|
||||
// one instanced_drawcall in draw_stats; the instances drawn are added to the instances counter.
|
||||
void Render_Instanced( TModel3d *Model, std::vector<queued_instance> const &Instances );
|
||||
// Bandcounts, when given, gets the number of instances drawn in each lod band.
|
||||
void Render_Instanced( TModel3d *Model, std::vector<queued_instance> const &Instances, std::vector<std::uint32_t> *Bandcounts = nullptr );
|
||||
// adds the bucketed instances of a scene cell to the frame-level buckets drawn by Render_Instanced(),
|
||||
// less the ones their records show to be out of sight in the current render pass
|
||||
void Queue_Instances( scene::basic_cell const *Cell );
|
||||
@@ -473,6 +475,12 @@ class opengl46_renderer : public gfx_renderer {
|
||||
// and whenever scene::node_state_version does, as instances are shown, hidden or drawn on their own
|
||||
unsigned int m_instancerecordsversion { 1 };
|
||||
unsigned int m_nodestateversion { 0 }; // scene::node_state_version which m_instancerecordsversion was last checked against
|
||||
// culling of instances in compute passes, run along the first color pass of the main viewport of a frame
|
||||
// when Global.gfx_gpucull is set; for now its result is only compared with the one of the cpu
|
||||
opengl46_instance_cull m_instancecull;
|
||||
bool m_instancecullpass { false }; // the current pass feeds it
|
||||
unsigned int m_instancecullframe { ~0u }; // frame it last ran in
|
||||
std::vector<std::uint32_t> m_instance_bandcounts; // reported by Render_Instanced() for the comparison
|
||||
renderpass_config m_colorpass; // parametrs of most recent color pass
|
||||
std::array<renderpass_config, 3> m_shadowpass; // parametrs of most recent shadowmap pass for each of csm stages
|
||||
std::vector<TSubModel const *> m_pickcontrolsitems;
|
||||
|
||||
@@ -53,6 +53,9 @@ public:
|
||||
inline
|
||||
std::vector<glm::vec4> &
|
||||
frustum_points() { return m_frustumpoints; }
|
||||
inline
|
||||
cFrustum const &
|
||||
frustum() const { return m_frustum; }
|
||||
// transforms provided set of clip space points to world space
|
||||
template <class Iterator_>
|
||||
void
|
||||
|
||||
Reference in New Issue
Block a user