trying to fix entity tree renderer performance

This commit is contained in:
SamGondelman 2019-06-24 11:04:01 -07:00
parent 8ee482f7ab
commit c605c2917f
3 changed files with 24 additions and 32 deletions

View file

@ -207,7 +207,7 @@ void EntityTreeRenderer::stopDomainAndNonOwnedEntities() {
if (entityItem && !entityItem->getScript().isEmpty()) {
if (!(entityItem->isLocalEntity() || (entityItem->isAvatarEntity() && entityItem->getOwningAvatarID() == getTree()->getMyAvatarSessionUUID()))) {
if (entityItem->contains(_avatarPosition)) {
if (_currentEntitiesInside.contains(entityID)) {
_entitiesScriptEngine->callEntityScriptMethod(entityID, "leaveEntity");
}
_entitiesScriptEngine->unloadEntityScript(entityID, true);
@ -222,6 +222,7 @@ void EntityTreeRenderer::clearDomainAndNonOwnedEntities() {
auto sessionUUID = getTree()->getMyAvatarSessionUUID();
std::unordered_map<EntityItemID, EntityRendererPointer> savedEntities;
std::unordered_set<EntityRendererPointer> savedRenderables;
// remove all entities from the scene
auto scene = _viewState->getMain3DScene();
if (scene) {
@ -232,11 +233,12 @@ void EntityTreeRenderer::clearDomainAndNonOwnedEntities() {
fadeOutRenderable(renderer);
} else {
savedEntities[entry.first] = entry.second;
savedRenderables.insert(entry.second);
}
}
}
_renderablesToUpdate = savedEntities;
_renderablesToUpdate = savedRenderables;
_entitiesInScene = savedEntities;
if (_layeredZones.clearDomainAndNonOwnedZones(sessionUUID)) {
@ -389,13 +391,7 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
PerformanceTimer pt("change");
std::unordered_set<EntityItemID> changedEntities;
_changedEntitiesGuard.withWriteLock([&] {
#if 0
// FIXME Weird build failure in latest VC update that fails to compile when using std::swap
changedEntities.swap(_changedEntities);
#else
changedEntities.insert(_changedEntities.begin(), _changedEntities.end());
_changedEntities.clear();
#endif
});
{
@ -404,7 +400,7 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
auto renderable = renderableForEntityId(entityId);
if (renderable) {
// only add valid renderables _renderablesToUpdate
_renderablesToUpdate.insert({ entityId, renderable });
_renderablesToUpdate.insert(renderable);
}
}
}
@ -414,8 +410,7 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
// 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;
for (const auto& renderable : _renderablesToUpdate) {
assert(renderable); // only valid renderables are added to _renderablesToUpdate
renderable->updateInScene(scene, transaction);
}
@ -424,8 +419,8 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
// 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;
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
@ -450,43 +445,40 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
PrioritySortUtil::PriorityQueue<SortableRenderer> sortedRenderables(views);
sortedRenderables.reserve(_renderablesToUpdate.size());
{
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, "BuildSortedRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
for (const auto& renderable : _renderablesToUpdate) {
assert(renderable); // only valid renderables are added to _renderablesToUpdate
sortedRenderables.push(SortableRenderer(renderable));
}
}
{
PROFILE_RANGE_EX(simulation_physics, "UpdateRenderables", 0xffff00ff, sortedRenderables.size());
PROFILE_RANGE_EX(simulation_physics, "SortAndUpdateRenderables", 0xffff00ff, sortedRenderables.size());
// compute remaining time budget
const auto& sortedRenderablesVector = sortedRenderables.getSortedVector();
uint64_t updateStart = usecTimestampNow();
uint64_t timeBudget = MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET;
uint64_t sortCost = updateStart - sortStart;
uint64_t timeBudget = MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET;
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
size_t numSorted = sortedRenderables.size();
const auto& sortedRenderablesVector = sortedRenderables.getSortedVector();
for (const auto& sortedRenderable : sortedRenderablesVector) {
if (usecTimestampNow() > expiry) {
break;
}
const auto& renderable = sortedRenderable.getRenderer();
renderable->updateInScene(scene, transaction);
_renderablesToUpdate.erase(renderable->getEntity()->getID());
_renderablesToUpdate.erase(renderable);
}
// compute average per-renderable update cost
size_t numUpdated = numSorted - sortedRenderables.size() + 1; // add one to avoid divide by zero
size_t numUpdated = sortedRenderables.size() - _renderablesToUpdate.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;
const float BLEND = 0.1f;
_avgRenderableUpdateCost = (1.0f - BLEND) * _avgRenderableUpdateCost + BLEND * cost;
}
}
}
@ -990,7 +982,6 @@ void EntityTreeRenderer::mouseMoveEvent(QMouseEvent* event) {
void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
// If it's in a pending queue, remove it
_renderablesToUpdate.erase(entityID);
_entitiesToAdd.erase(entityID);
auto itr = _entitiesInScene.find(entityID);
@ -1000,7 +991,7 @@ void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
}
if (_tree && !_shuttingDown && _entitiesScriptEngine && !itr->second->getEntity()->getScript().isEmpty()) {
if (itr->second->getEntity()->contains(_avatarPosition)) {
if (_currentEntitiesInside.contains(entityID)) {
_entitiesScriptEngine->callEntityScriptMethod(entityID, "leaveEntity");
}
_entitiesScriptEngine->unloadEntityScript(entityID, true);
@ -1013,6 +1004,7 @@ void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
}
auto renderable = itr->second;
_renderablesToUpdate.erase(renderable);
_entitiesInScene.erase(itr);
if (!renderable) {
@ -1047,7 +1039,7 @@ void EntityTreeRenderer::checkAndCallPreload(const EntityItemID& entityID, bool
QString scriptUrl = entity->getScript();
if ((shouldLoad && unloadFirst) || scriptUrl.isEmpty()) {
if (_entitiesScriptEngine) {
if (entity->contains(_avatarPosition)) {
if (_currentEntitiesInside.contains(entityID)) {
_entitiesScriptEngine->callEntityScriptMethod(entityID, "leaveEntity");
}
_entitiesScriptEngine->unloadEntityScript(entityID);

View file

@ -246,7 +246,7 @@ private:
ReadWriteLockable _changedEntitiesGuard;
std::unordered_set<EntityItemID> _changedEntities;
std::unordered_map<EntityItemID, EntityRendererPointer> _renderablesToUpdate;
std::unordered_set<EntityRendererPointer> _renderablesToUpdate;
std::unordered_map<EntityItemID, EntityRendererPointer> _entitiesInScene;
std::unordered_map<EntityItemID, EntityItemWeakPointer> _entitiesToAdd;

View file

@ -45,7 +45,7 @@ namespace PrioritySortUtil {
class PriorityQueue {
public:
PriorityQueue() = delete;
PriorityQueue(const ConicalViewFrustums& views) : _views(views) { }
PriorityQueue(const ConicalViewFrustums& views) : _views(views), _usecCurrentTime(usecTimestampNow()) { }
PriorityQueue(const ConicalViewFrustums& views, float angularWeight, float centerWeight, float ageWeight)
: _views(views), _angularWeight(angularWeight), _centerWeight(centerWeight), _ageWeight(ageWeight)
, _usecCurrentTime(usecTimestampNow()) {