Merge pull request #11770 from AndrewMeadows/sort-and-throttle

sort and throttle UpdateRenderables work... when necessary
This commit is contained in:
Brad Hefta-Gaub 2017-11-19 11:09:08 -08:00 committed by GitHub
commit 33d35bbe14
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6 changed files with 244 additions and 24 deletions

View file

@ -12,24 +12,25 @@
#include "EntityTreeRenderer.h"
#include <glm/gtx/quaternion.hpp>
#include <queue>
#include <QEventLoop>
#include <QScriptSyntaxCheckResult>
#include <QThreadPool>
#include <shared/QtHelpers.h>
#include <ColorUtils.h>
#include <AbstractScriptingServicesInterface.h>
#include <AbstractViewStateInterface.h>
#include <AddressManager.h>
#include <ColorUtils.h>
#include <Model.h>
#include <NetworkAccessManager.h>
#include <PerfStat.h>
#include <PrioritySortUtil.h>
#include <Rig.h>
#include <SceneScriptingInterface.h>
#include <ScriptEngine.h>
#include <AddressManager.h>
#include <Rig.h>
#include <EntitySimulation.h>
#include <AddressManager.h>
#include <ZoneRenderer.h>
#include "EntitiesRendererLogging.h"
@ -183,6 +184,7 @@ void EntityTreeRenderer::clear() {
qCWarning(entitiesrenderer) << "EntitityTreeRenderer::clear(), Unexpected null scene, possibly during application shutdown";
}
_entitiesInScene.clear();
_renderablesToUpdate.clear();
// reset the zone to the default (while we load the next scene)
_layeredZones.clear();
@ -272,7 +274,7 @@ void EntityTreeRenderer::addPendingEntities(const render::ScenePointer& scene, r
}
}
void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene, render::Transaction& transaction) {
void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene, const ViewFrustum& view, render::Transaction& transaction) {
PROFILE_RANGE_EX(simulation_physics, "Change", 0xffff00ff, (uint64_t)_changedEntities.size());
PerformanceTimer pt("change");
std::unordered_set<EntityItemID> changedEntities;
@ -286,21 +288,91 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
#endif
});
for (const auto& entityId : changedEntities) {
auto renderable = renderableForEntityId(entityId);
if (!renderable) {
continue;
{
PROFILE_RANGE_EX(simulation_physics, "CopyRenderables", 0xffff00ff, (uint64_t)changedEntities.size());
for (const auto& entityId : changedEntities) {
auto renderable = renderableForEntityId(entityId);
if (renderable) {
// only add valid renderables _renderablesToUpdate
_renderablesToUpdate.insert({ entityId, renderable });
}
}
_renderablesToUpdate.insert({ entityId, renderable });
}
if (!_renderablesToUpdate.empty()) {
float expectedUpdateCost = _avgRenderableUpdateCost * _renderablesToUpdate.size();
if (expectedUpdateCost < MAX_UPDATE_RENDERABLES_TIME_BUDGET) {
// we expect to update all renderables within available time budget
PROFILE_RANGE_EX(simulation_physics, "UpdateRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
uint64_t updateStart = usecTimestampNow();
for (const auto& entry : _renderablesToUpdate) {
const auto& renderable = entry.second;
assert(renderable); // only valid renderables are added to _renderablesToUpdate
renderable->updateInScene(scene, transaction);
}
size_t numRenderables = _renderablesToUpdate.size() + 1; // add one to avoid divide by zero
_renderablesToUpdate.clear();
// compute average per-renderable update cost
float cost = (float)(usecTimestampNow() - updateStart) / (float)(numRenderables);
const float blend = 0.1f;
_avgRenderableUpdateCost = (1.0f - blend) * _avgRenderableUpdateCost + blend * cost;
} else {
// we expect the cost to updating all renderables to exceed available time budget
// so we first sort by priority and update in order until out of time
class SortableRenderer: public PrioritySortUtil::Sortable {
public:
SortableRenderer(const EntityRendererPointer& renderer) : _renderer(renderer) { }
glm::vec3 getPosition() const override { return _renderer->getEntity()->getPosition(); }
float getRadius() const override { return 0.5f * _renderer->getEntity()->getQueryAACube().getScale(); }
uint64_t getTimestamp() const override { return _renderer->getUpdateTime(); }
const EntityRendererPointer& getRenderer() const { return _renderer; }
private:
EntityRendererPointer _renderer;
};
// prioritize and sort the renderables
uint64_t sortStart = usecTimestampNow();
PrioritySortUtil::PriorityQueue<SortableRenderer> sortedRenderables(view);
{
PROFILE_RANGE_EX(simulation_physics, "SortRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
std::unordered_map<EntityItemID, EntityRendererPointer>::iterator itr = _renderablesToUpdate.begin();
while (itr != _renderablesToUpdate.end()) {
assert(itr->second); // only valid renderables are added to _renderablesToUpdate
sortedRenderables.push(SortableRenderer(itr->second));
++itr;
}
}
{
PROFILE_RANGE_EX(simulation_physics, "UpdateRenderables", 0xffff00ff, sortedRenderables.size());
// compute remaining time budget
uint64_t updateStart = usecTimestampNow();
uint64_t timeBudget = MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET;
uint64_t sortCost = updateStart - sortStart;
if (sortCost < MAX_UPDATE_RENDERABLES_TIME_BUDGET - MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET) {
timeBudget = MAX_UPDATE_RENDERABLES_TIME_BUDGET - sortCost;
}
uint64_t expiry = updateStart + timeBudget;
// process the sorted renderables
std::unordered_map<EntityItemID, EntityRendererPointer>::iterator itr;
size_t numSorted = sortedRenderables.size();
while (!sortedRenderables.empty() && usecTimestampNow() < expiry) {
const EntityRendererPointer& renderable = sortedRenderables.top().getRenderer();
renderable->updateInScene(scene, transaction);
_renderablesToUpdate.erase(renderable->getEntity()->getID());
sortedRenderables.pop();
}
// compute average per-renderable update cost
size_t numUpdated = numSorted - sortedRenderables.size() + 1; // add one to avoid divide by zero
float cost = (float)(usecTimestampNow() - updateStart) / (float)(numUpdated);
const float blend = 0.1f;
_avgRenderableUpdateCost = (1.0f - blend) * _avgRenderableUpdateCost + blend * cost;
}
}
}
@ -319,7 +391,9 @@ void EntityTreeRenderer::update(bool simulate) {
if (scene) {
render::Transaction transaction;
addPendingEntities(scene, transaction);
updateChangedEntities(scene, transaction);
ViewFrustum view;
_viewState->copyCurrentViewFrustum(view);
updateChangedEntities(scene, view, transaction);
scene->enqueueTransaction(transaction);
}
}
@ -749,7 +823,8 @@ void EntityTreeRenderer::mouseMoveEvent(QMouseEvent* event) {
}
void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
// If it's in the pending queue, remove it
// If it's in a pending queue, remove it
_renderablesToUpdate.erase(entityID);
_entitiesToAdd.erase(entityID);
auto itr = _entitiesInScene.find(entityID);
@ -757,7 +832,7 @@ void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
// Not in the scene, and no longer potentially in the pending queue, we're done
return;
}
if (_tree && !_shuttingDown && _entitiesScriptEngine) {
_entitiesScriptEngine->unloadEntityScript(entityID, true);
}

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@ -144,7 +144,7 @@ protected:
private:
void addPendingEntities(const render::ScenePointer& scene, render::Transaction& transaction);
void updateChangedEntities(const render::ScenePointer& scene, render::Transaction& transaction);
void updateChangedEntities(const render::ScenePointer& scene, const ViewFrustum& view, render::Transaction& transaction);
EntityRendererPointer renderableForEntity(const EntityItemPointer& entity) const { return renderableForEntityId(entity->getID()); }
render::ItemID renderableIdForEntity(const EntityItemPointer& entity) const { return renderableIdForEntityId(entity->getID()); }
@ -235,11 +235,12 @@ private:
NetworkTexturePointer _skyboxTexture;
QString _ambientTextureURL;
QString _skyboxTextureURL;
float _avgRenderableUpdateCost { 0.0f };
bool _pendingAmbientTexture { false };
bool _pendingSkyboxTexture { false };
quint64 _lastZoneCheck { 0 };
const quint64 ZONE_CHECK_INTERVAL = USECS_PER_MSEC * 100; // ~10hz
uint64_t _lastZoneCheck { 0 };
const uint64_t ZONE_CHECK_INTERVAL = USECS_PER_MSEC * 100; // ~10hz
const float ZONE_CHECK_DISTANCE = 0.001f;
ReadWriteLockable _changedEntitiesGuard;

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@ -59,7 +59,7 @@ void EntityRenderer::makeStatusGetters(const EntityItemPointer& entity, Item::St
const QUuid& myNodeID = nodeList->getSessionUUID();
statusGetters.push_back([entity]() -> render::Item::Status::Value {
quint64 delta = usecTimestampNow() - entity->getLastEditedFromRemote();
uint64_t delta = usecTimestampNow() - entity->getLastEditedFromRemote();
const float WAIT_THRESHOLD_INV = 1.0f / (0.2f * USECS_PER_SECOND);
float normalizedDelta = delta * WAIT_THRESHOLD_INV;
// Status icon will scale from 1.0f down to 0.0f after WAIT_THRESHOLD
@ -71,7 +71,7 @@ void EntityRenderer::makeStatusGetters(const EntityItemPointer& entity, Item::St
});
statusGetters.push_back([entity] () -> render::Item::Status::Value {
quint64 delta = usecTimestampNow() - entity->getLastBroadcast();
uint64_t delta = usecTimestampNow() - entity->getLastBroadcast();
const float WAIT_THRESHOLD_INV = 1.0f / (0.4f * USECS_PER_SECOND);
float normalizedDelta = delta * WAIT_THRESHOLD_INV;
// Status icon will scale from 1.0f down to 0.0f after WAIT_THRESHOLD
@ -278,6 +278,7 @@ void EntityRenderer::updateInScene(const ScenePointer& scene, Transaction& trans
if (!isValidRenderItem()) {
return;
}
_updateTime = usecTimestampNow();
// FIXME is this excessive?
if (!needsRenderUpdate()) {

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@ -52,6 +52,8 @@ public:
void clearSubRenderItemIDs();
void setSubRenderItemIDs(const render::ItemIDs& ids);
const uint64_t& getUpdateTime() const { return _updateTime; }
protected:
virtual bool needsRenderUpdateFromEntity() const final { return needsRenderUpdateFromEntity(_entity); }
virtual void onAddToScene(const EntityItemPointer& entity);
@ -100,7 +102,6 @@ protected:
return result;
}
signals:
void requestRenderUpdate();
@ -113,14 +114,15 @@ protected:
static std::function<bool()> _entitiesShouldFadeFunction;
const Transform& getModelTransform() const;
Item::Bound _bound;
SharedSoundPointer _collisionSound;
QUuid _changeHandlerId;
ItemID _renderItemID{ Item::INVALID_ITEM_ID };
ItemIDs _subRenderItemIDs;
quint64 _fadeStartTime{ usecTimestampNow() };
uint64_t _fadeStartTime{ usecTimestampNow() };
uint64_t _updateTime{ usecTimestampNow() }; // used when sorting/throttling render updates
bool _isFading{ _entitiesShouldFadeFunction() };
bool _prevIsTransparent { false };
Item::Bound _bound;
bool _visible { false };
bool _moving { false };
// Only touched on the rendering thread

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@ -87,7 +87,7 @@ namespace indexed_container {
if (index < (Index) _elements.size()) {
_elements[index] = e;
} else {
assert(index == _elements.size());
assert(index == (Index)_elements.size());
_elements.emplace_back(e);
}
}
@ -159,4 +159,4 @@ namespace indexed_container {
};
};
}
#endif
#endif

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@ -0,0 +1,141 @@
//
// PrioritySortUtil.h
//
// Created by Andrew Meadows on 2017-11-08
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#ifndef hifi_PrioritySortUtil_h
#define hifi_PrioritySortUtil_h
#include <glm/glm.hpp>
#include "ViewFrustum.h"
/* PrioritySortUtil is a helper for sorting 3D things relative to a ViewFrustum. To use:
(1) Derive a class from pure-virtual PrioritySortUtil::Sortable that wraps a copy of
the Thing you want to prioritize and sort:
class SortableWrapper: public PrioritySortUtil::Sortable {
public:
SortableWrapper(const Thing& thing) : _thing(thing) { }
glm::vec3 getPosition() const override { return _thing->getPosition(); }
float getRadius() const override { return 0.5f * _thing->getBoundingRadius(); }
uint64_t getTimestamp() const override { return _thing->getLastTime(); }
const Thing& getThing() const { return _thing; }
private:
Thing _thing;
};
(2) Make a PrioritySortUtil::PriorityQueue<Thing> and add them to the queue:
PrioritySortUtil::Prioritizer prioritizer(viewFrustum);
std::priority_queue< PrioritySortUtil::Sortable<Thing> > sortedThings;
for (thing in things) {
float priority = prioritizer.computePriority(PrioritySortUtil::PrioritizableThing(thing));
sortedThings.push(PrioritySortUtil::Sortable<Thing> entry(thing, priority));
}
(3) Loop over your priority queue and do timeboxed work:
uint64_t cutoffTime = usecTimestampNow() + TIME_BUDGET;
while (!sortedThings.empty()) {
const Thing& thing = sortedThings.top();
// ...do work on thing...
sortedThings.pop();
if (usecTimestampNow() > cutoffTime) {
break;
}
}
*/
namespace PrioritySortUtil {
constexpr float DEFAULT_ANGULAR_COEF { 1.0f };
constexpr float DEFAULT_CENTER_COEF { 0.5f };
constexpr float DEFAULT_AGE_COEF { 0.25f / (float)(USECS_PER_SECOND) };
class Sortable {
public:
virtual glm::vec3 getPosition() const = 0;
virtual float getRadius() const = 0;
virtual uint64_t getTimestamp() const = 0;
void setPriority(float priority) { _priority = priority; }
bool operator<(const Sortable& other) const { return _priority < other._priority; }
private:
float _priority { 0.0f };
};
template <typename T>
class PriorityQueue {
public:
PriorityQueue() = delete;
PriorityQueue(const ViewFrustum& view) : _view(view) { }
PriorityQueue(const ViewFrustum& view, float angularWeight, float centerWeight, float ageWeight)
: _view(view), _angularWeight(angularWeight), _centerWeight(centerWeight), _ageWeight(ageWeight)
{ }
void setView(const ViewFrustum& view) { _view = view; }
void setWeights(float angularWeight, float centerWeight, float ageWeight) {
_angularWeight = angularWeight;
_centerWeight = centerWeight;
_ageWeight = ageWeight;
}
size_t size() const { return _queue.size(); }
void push(T thing) {
thing.setPriority(computePriority(thing));
_queue.push(thing);
}
const T& top() const { return _queue.top(); }
void pop() { return _queue.pop(); }
bool empty() const { return _queue.empty(); }
private:
float computePriority(const T& thing) const {
// priority = weighted linear combination of multiple values:
// (a) angular size
// (b) proximity to center of view
// (c) time since last update
// where the relative "weights" are tuned to scale the contributing values into units of "priority".
glm::vec3 position = thing.getPosition();
glm::vec3 offset = position - _view.getPosition();
float distance = glm::length(offset) + 0.001f; // add 1mm to avoid divide by zero
float radius = thing.getRadius();
float priority = _angularWeight * (radius / distance)
+ _centerWeight * (glm::dot(offset, _view.getDirection()) / distance)
+ _ageWeight * (float)(usecTimestampNow() - thing.getTimestamp());
// decrement priority of things outside keyhole
if (distance - radius > _view.getCenterRadius()) {
if (!_view.sphereIntersectsFrustum(position, radius)) {
constexpr float OUT_OF_VIEW_PENALTY = -10.0f;
priority += OUT_OF_VIEW_PENALTY;
}
}
return priority;
}
ViewFrustum _view;
std::priority_queue<T> _queue;
float _angularWeight { DEFAULT_ANGULAR_COEF };
float _centerWeight { DEFAULT_CENTER_COEF };
float _ageWeight { DEFAULT_AGE_COEF };
};
} // namespace PrioritySortUtil
// for now we're keeping hard-coded sorted time budgets in one spot
const uint64_t MAX_UPDATE_RENDERABLES_TIME_BUDGET = 2000; // usec
const uint64_t MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET = 1000; // usec
#endif // hifi_PrioritySortUtil_h