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Today's work on the binary scene format plan (binary-scene-format-plan.md), from the first measurement to a terrain that bakes itself on first run and streams from a thread. The step-by-step history is kept on backup/scene-streaming-format-presquash-0916. Measuring first. -loadprofile times a scenery load by stage and by node kind and reports node counts and resident memory. On l204 terrain is 95% of the bytes and 99.8% of the nodes; on quarkmce2007 vehicles, not models, dominate what is left. The terrain turned out to be a heightfield in all but name, a ribbon covering 12% of its bounding box. The heightfield. scene/heightfieldformat.h is the .ehf layout: Morton-ordered tiles of 128 samples with one shared edge sample, a point-sampled mip chain, zstd per tile, a nodata sentinel, a material palette with a measured tiling per material, and a stamp of the rules that decided what counted as terrain. scene/heightfieldreader.h reads it for the tool, the renderer and the loader alike, and scene/terraincooker.h writes it, shared by the terraincook tool and the engine so a first-run bake is the file the tool would have made. The cooker rasterises every triangle where it is drawn (through scene::place_in_world, the placement the region applies too), keeps an upper surface laid within half a metre over another and the lower of two further apart, and then asks each triangle whether the heightfield shows it: laid, reaching a sample, keeping nearly all it claimed, and with the ground around it drawn at every level out to 2 km. Baking on first run. simulation/terrainbake bakes <scenario>.ehf the first time a scenery is opened, choosing the grid step from the first 200,000 vertices, and on later loads leaves out the triangles its node table says the heightfield shows. Everything else - trees, grass tufts, gantries, bridge decks - is drawn as written, so a bad bake can at worst draw something twice, and the heightfield sits 2 cm under the triangles so the original wins there. Nodes are keyed by file, line, include parameters and placement; an edited file changes its keys and those nodes are drawn again. A bake under older rules, or without its table, is thrown away and redone. A launcher copy named $scenario shares the scenario's files. -nobaketerrain shows the triangles as written. A scenery can still name hand-cooked fields, several at different steps. Drawing and streaming. rendering/terrainclipmap draws resident tiles at the mip level their distance earns, deriving the grid from gl_VertexID and texturing in world space with the scenery's own materials. rendering/terraintileloader reads and decodes tiles on a thread of its own; the renderer rescans what is in range only after moving a quarter of a tile, asks for what is missing nearest first, uploads at most 32 tiles a frame, drops arrivals the camera has moved past, and keeps drawing a tile at the level it has until the right one arrives. The terrain has its own range, terrainrange in the ini and a slider in the debug panel, 20 km by default and independent of basedrawrange; the far plane of an ordinary view is pushed out to it. The debug panel shows the range, tiles in view, on the gpu, wanted and queued, and how many sit at each level. Events. The event queue moved out of the events into a binary heap with a deterministic tie-break, and an event is handed its activator instead of storing it, so basic_event is a definition and nothing else. The logic container. scene/logicformat.h and scene/logiccontainer write a scenery's events, their targets and sibling chains as flat, deterministic arrays with a schema hash that refuses a mismatched build. simulation/logiccook cooks it from the loaded state whenever it is missing, stale or unreadable, reads it straight back to check it, and resolves each target to a position in the registry its event kind searches. -cooklogic forces a cook, -verifylogic only checks. Nothing reads it at load yet. Prefabs. scene/prefab describes a signal by the aspects it can show - lights, speeds, animation channels, a sound - instead of pasting an .inc per variant, and expands an instance to ordinary scenery text. Tried on a light signal and a shape signal. Screenshots without a person present: -shot x,y,z[,yaw[,pitch]], -shotsettle, -shotstay.
109 lines
3.6 KiB
C++
109 lines
3.6 KiB
C++
/*
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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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module;
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#include <array>
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#include <chrono>
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#include <cstddef>
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#include <cstdint>
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#include <string>
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#include <string_view>
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export module eu07.simulation.loadprofile;
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export {
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// Scenery load profiler. Answers the questions phase 0 of the binary format plan asks:
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// where the load time goes, how many nodes of each kind the scenery holds, and how much
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// memory the result occupies. Measurement only - nothing here changes what gets loaded.
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namespace loadprofile {
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// stages the load time is split into. shape_import covers parsing the vertex data of a
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// triangle node, shape_insert the region side of it: trimming to cell boundaries and
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// handing the geometry to its bank
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enum class stage : std::size_t {
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parse, // token loop remainder: total time less every stage below
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shape_import,
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shape_insert,
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shape_divide, // RaTriangleDivider, the subset of shape_insert spent splitting
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other_nodes, // every node type other than the triangle family
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count
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};
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// node kinds counted separately; anything else lands in 'other'
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enum class kind : std::size_t {
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triangles,
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lines,
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track,
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traction,
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model,
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dynamic,
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memcell,
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eventlauncher,
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sound,
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other,
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count
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};
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// discards everything gathered so far and takes the starting memory reading
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void reset();
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// accumulates elapsed time in the given stage
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void add_time( stage Stage, double const Seconds );
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// accumulates elapsed time against a node kind, so that "everything else" can be told
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// apart into what it actually is
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void add_time( kind const Kind, double const Seconds );
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// accumulates elapsed time of the whole token loop. the parse stage is reported as
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// what is left of it once the node stages are taken out
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void add_total( double const Seconds );
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// registers a node of the given kind
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void add_node( kind const Kind );
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// adds to the tally of vertices held by shape nodes
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void add_vertices( std::size_t const Vertices );
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// registers a shape split into extra pieces by the cell-boundary trimmer
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void add_split( std::size_t const Pieces );
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// true when profiling is switched on; the instrumentation is skipped otherwise
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bool enabled();
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// switches profiling on or off. off by default, turned on by the -loadprofile switch
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void enable( bool const Enable );
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// resolves the node type name used by the scenario format to a counter
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kind kind_of( std::string_view const Type );
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// writes the gathered numbers to the log and to loadprofile.txt in the working directory
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void report( std::string const &Scenariofile );
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// RAII helper accumulating the lifetime of the scope against a stage or a node kind. the
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// clock is not read at all while profiling is off, since this sits on per-node paths
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template <typename Counter_>
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class scoped_timer {
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public:
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explicit scoped_timer( Counter_ const Counter ) :
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m_counter( Counter ) {
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if( true == enabled() ) {
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m_start = std::chrono::steady_clock::now();
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m_running = true;
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} }
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~scoped_timer() {
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if( false == m_running ) { return; }
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add_time(
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m_counter,
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std::chrono::duration<double>( std::chrono::steady_clock::now() - m_start ).count() ); }
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scoped_timer( scoped_timer const & ) = delete;
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scoped_timer &operator=( scoped_timer const & ) = delete;
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private:
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Counter_ m_counter;
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std::chrono::steady_clock::time_point m_start;
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bool m_running { false };
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};
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} // loadprofile
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} // export
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