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Address performance issues introduced with this PR.
* Prevent clusterMatrices from being invalidated and re-computed in each updateItem lambda. We do this by not setting _model->_needsUpdateClusterMatrices = true; * Prevent redundant work if Model::enqueueLocationChange is called multiple times per frame. We do this by introducing a preRenderLambdas map in the Application class. Instead of adding work directly to the scene PendingChanges queue Model::enqueueLocationChange adds a lambda to the Application preRenderLambdas map. The Application ensures that only one lambda will be invoked for each model per frame.
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parent
e77cf54483
commit
115fd607a0
5 changed files with 69 additions and 31 deletions
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@ -2985,6 +2985,11 @@ void Application::updateLOD() {
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}
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}
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void Application::pushPreRenderLambda(void* key, std::function<void()> func) {
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std::unique_lock<std::mutex> guard(_preRenderLambdasLock);
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_preRenderLambdas[key] = func;
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}
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// Called during Application::update immediately before AvatarManager::updateMyAvatar, updating my data that is then sent to everyone.
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// (Maybe this code should be moved there?)
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// The principal result is to call updateLookAtTargetAvatar() and then setLookAtPosition().
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@ -3461,6 +3466,16 @@ void Application::update(float deltaTime) {
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QMetaObject::invokeMethod(DependencyManager::get<AudioClient>().data(), "sendDownstreamAudioStatsPacket", Qt::QueuedConnection);
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}
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}
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{
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PROFILE_RANGE_EX("PreRenderLambdas", 0xffff0000, (uint64_t)0);
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std::unique_lock<std::mutex> guard(_preRenderLambdasLock);
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for (auto& iter : _preRenderLambdas) {
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iter.second();
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}
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_preRenderLambdas.clear();
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}
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}
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@ -211,6 +211,8 @@ public:
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render::EnginePointer getRenderEngine() override { return _renderEngine; }
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gpu::ContextPointer getGPUContext() const { return _gpuContext; }
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virtual void pushPreRenderLambda(void* key, std::function<void()> func) override;
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const QRect& getMirrorViewRect() const { return _mirrorViewRect; }
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void updateMyAvatarLookAtPosition();
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@ -510,6 +512,9 @@ private:
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bool _cursorNeedsChanging { false };
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QThread* _deadlockWatchdogThread;
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std::map<void*, std::function<void()>> _preRenderLambdas;
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std::mutex _preRenderLambdasLock;
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};
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#endif // hifi_Application_h
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@ -46,6 +46,8 @@ public:
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virtual render::ScenePointer getMain3DScene() = 0;
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virtual render::EnginePointer getRenderEngine() = 0;
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virtual void pushPreRenderLambda(void* key, std::function<void()> func) = 0;
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// FIXME - we shouldn't assume that there's a single instance of an AbstractViewStateInterface
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static AbstractViewStateInterface* instance();
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static void setInstance(AbstractViewStateInterface* instance);
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@ -347,7 +347,7 @@ void ModelMeshPartPayload::initCache() {
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void ModelMeshPartPayload::notifyLocationChanged() {
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_model->_needsUpdateClusterMatrices = true;
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}
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void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transform, const Transform& offsetTransform, const glm::mat4* clusterMatrices, size_t numClusterMatrices) {
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@ -128,45 +128,61 @@ void Model::setOffset(const glm::vec3& offset) {
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}
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void Model::enqueueLocationChange() {
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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Transform modelTransform;
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modelTransform.setScale(_scale);
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modelTransform.setTranslation(_translation);
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modelTransform.setRotation(_rotation);
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// queue up this work for later processing, at the end of update and just before rendering.
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// the application will ensure only the last lambda is actually invoked.
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void* key = (void*)this;
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std::weak_ptr<Model> weakSelf = shared_from_this();
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AbstractViewStateInterface::instance()->pushPreRenderLambda(key, [weakSelf]() {
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Transform modelMeshOffset;
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if (_geometry && _geometry->isLoaded()) {
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modelMeshOffset = Transform(_rig->getGeometryToRigTransform());
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} else {
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modelMeshOffset.postTranslate(_offset);
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}
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// do nothing, if the model has already been destroyed.
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auto self = weakSelf.lock();
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if (!self) {
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return;
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}
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Transform collisionMeshOffset;
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collisionMeshOffset.postTranslate(_offset);
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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Transform modelTransform;
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modelTransform.setScale(self->_scale);
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modelTransform.setTranslation(self->_translation);
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modelTransform.setRotation(self->_rotation);
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render::PendingChanges pendingChanges;
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foreach (auto itemID, _modelMeshRenderItems.keys()) {
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pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, modelMeshOffset](ModelMeshPartPayload& data) {
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Transform modelMeshOffset;
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if (self->_geometry && self->_geometry->isLoaded()) {
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// includes model offset and unitScale.
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modelMeshOffset = Transform(self->_rig->getGeometryToRigTransform());
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} else {
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modelMeshOffset.postTranslate(self->_offset);
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}
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data._model->updateClusterMatrices(modelTransform.getTranslation(), modelTransform.getRotation());
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const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex);
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size_t numClusterMatrices = data._model->getGeometry()->getFBXGeometry().meshes.at(data._meshIndex).clusters.size();
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// only apply offset only, collision mesh does not share the same unit scale as the FBX file's mesh.
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Transform collisionMeshOffset;
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collisionMeshOffset.postTranslate(self->_offset);
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data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, &state.clusterMatrices[0], numClusterMatrices);
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data.notifyLocationChanged();
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});
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}
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render::PendingChanges pendingChanges;
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foreach (auto itemID, self->_modelMeshRenderItems.keys()) {
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pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, modelMeshOffset](ModelMeshPartPayload& data) {
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foreach (auto itemID, _collisionRenderItems.keys()) {
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pendingChanges.updateItem<MeshPartPayload>(itemID, [modelTransform, collisionMeshOffset](MeshPartPayload& data) {
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data.updateTransform(modelTransform, collisionMeshOffset);
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data.notifyLocationChanged();
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});
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}
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// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
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data._model->updateClusterMatrices(modelTransform.getTranslation(), modelTransform.getRotation());
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scene->enqueuePendingChanges(pendingChanges);
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// update the model transform and bounding box for this render item.
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const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex);
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size_t numClusterMatrices = data._model->getGeometry()->getFBXGeometry().meshes.at(data._meshIndex).clusters.size();
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data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, &state.clusterMatrices[0], numClusterMatrices);
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});
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}
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foreach (auto itemID, self->_collisionRenderItems.keys()) {
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pendingChanges.updateItem<MeshPartPayload>(itemID, [modelTransform, collisionMeshOffset](MeshPartPayload& data) {
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// update the model transform for this render item.
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data.updateTransform(modelTransform, collisionMeshOffset);
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});
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}
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scene->enqueuePendingChanges(pendingChanges);
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});
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}
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void Model::initJointTransforms() {
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