Merge pull request #5070 from ZappoMan/team-teaching-drawperf

TEAM TEACHING - cache the Item bounds across sub tasks
This commit is contained in:
samcake 2015-06-08 18:42:34 +02:00
commit cc55056eef
3 changed files with 63 additions and 38 deletions

View file

@ -9,6 +9,9 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
// //
#include <algorithm>
#include <assert.h>
#include "DrawTask.h" #include "DrawTask.h"
#include <PerfStat.h> #include <PerfStat.h>
@ -19,9 +22,6 @@
#include "ViewFrustum.h" #include "ViewFrustum.h"
#include "RenderArgs.h" #include "RenderArgs.h"
#include <algorithm>
#include <assert.h>
using namespace render; using namespace render;
DrawSceneTask::DrawSceneTask() : Task() { DrawSceneTask::DrawSceneTask() : Task() {
@ -56,7 +56,7 @@ void DrawSceneTask::run(const SceneContextPointer& sceneContext, const RenderCon
Job::~Job() { Job::~Job() {
} }
void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems, ItemIDs& outItems) { void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
PerformanceTimer perfTimer("cullItems"); PerformanceTimer perfTimer("cullItems");
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_viewFrustum); assert(renderContext->args->_viewFrustum);
@ -68,22 +68,35 @@ void render::cullItems(const SceneContextPointer& sceneContext, const RenderCont
renderDetails->_considered += inItems.size(); renderDetails->_considered += inItems.size();
// Culling / LOD // Culling / LOD
for (auto id : inItems) { for (auto itemDetails : inItems) {
auto item = scene->getItem(id); auto item = scene->getItem(itemDetails.id);
auto bound = item.getBound(); AABox bound;
{
PerformanceTimer perfTimer("getBound");
bound = item.getBound();
}
if (bound.isNull()) { if (bound.isNull()) {
outItems.push_back(id); // One more Item to render outItems.push_back(ItemIDAndBounds(itemDetails.id)); // One more Item to render
continue; continue;
} }
// TODO: some entity types (like lights) might want to be rendered even // TODO: some entity types (like lights) might want to be rendered even
// when they are outside of the view frustum... // when they are outside of the view frustum...
bool outOfView = args->_viewFrustum->boxInFrustum(bound) == ViewFrustum::OUTSIDE; bool outOfView;
{
PerformanceTimer perfTimer("boxInFrustum");
outOfView = args->_viewFrustum->boxInFrustum(bound) == ViewFrustum::OUTSIDE;
}
if (!outOfView) { if (!outOfView) {
bool bigEnoughToRender = (args->_shouldRender) ? args->_shouldRender(args, bound) : true; bool bigEnoughToRender;
{
PerformanceTimer perfTimer("shouldRender");
bigEnoughToRender = (args->_shouldRender) ? args->_shouldRender(args, bound) : true;
}
if (bigEnoughToRender) { if (bigEnoughToRender) {
outItems.push_back(id); // One more Item to render outItems.push_back(ItemIDAndBounds(itemDetails.id, bound)); // One more Item to render
} else { } else {
renderDetails->_tooSmall++; renderDetails->_tooSmall++;
} }
@ -116,28 +129,29 @@ struct BackToFrontSort {
} }
}; };
void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDs& inItems, ItemIDs& outItems) { void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
PerformanceTimer perfTimer("depthSortItems"); PerformanceTimer perfTimer("depthSortItems");
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_viewFrustum); assert(renderContext->args->_viewFrustum);
auto& scene = sceneContext->_scene; auto& scene = sceneContext->_scene;
RenderArgs* args = renderContext->args; RenderArgs* args = renderContext->args;
// Allocate and simply copy // Allocate and simply copy
outItems.reserve(inItems.size()); outItems.reserve(inItems.size());
// Make a local dataset of the center distance and closest point distance // Make a local dataset of the center distance and closest point distance
std::vector<ItemBound> itemBounds; std::vector<ItemBound> itemBounds;
itemBounds.reserve(outItems.size()); itemBounds.reserve(outItems.size());
for (auto id : inItems) { for (auto itemDetails : inItems) {
auto item = scene->getItem(id); auto item = scene->getItem(itemDetails.id);
auto bound = item.getBound(); auto bound = itemDetails.bounds; // item.getBound();
float distance = args->_viewFrustum->distanceToCamera(bound.calcCenter()); float distance = args->_viewFrustum->distanceToCamera(bound.calcCenter());
itemBounds.emplace_back(ItemBound(distance, distance, distance, id)); itemBounds.emplace_back(ItemBound(distance, distance, distance, itemDetails.id));
} }
// sort against Z // sort against Z
@ -155,20 +169,20 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
} }
} }
void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems, int maxDrawnItems) { void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, int maxDrawnItems) {
PerformanceTimer perfTimer("renderItems"); PerformanceTimer perfTimer("renderItems");
auto& scene = sceneContext->_scene; auto& scene = sceneContext->_scene;
RenderArgs* args = renderContext->args; RenderArgs* args = renderContext->args;
// render // render
if ((maxDrawnItems < 0) || (maxDrawnItems > inItems.size())) { if ((maxDrawnItems < 0) || (maxDrawnItems > inItems.size())) {
for (auto id : inItems) { for (auto itemDetails : inItems) {
auto item = scene->getItem(id); auto item = scene->getItem(itemDetails.id);
item.render(args); item.render(args);
} }
} else { } else {
int numItems = 0; int numItems = 0;
for (auto id : inItems) { for (auto itemDetails : inItems) {
auto item = scene->getItem(id); auto item = scene->getItem(itemDetails.id);
item.render(args); item.render(args);
numItems++; numItems++;
if (numItems >= maxDrawnItems) { if (numItems >= maxDrawnItems) {
@ -230,16 +244,16 @@ template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape()); auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape());
auto& renderDetails = renderContext->args->_details; auto& renderDetails = renderContext->args->_details;
ItemIDs inItems; ItemIDsBounds inItems;
inItems.reserve(items.size()); inItems.reserve(items.size());
for (auto id : items) { for (auto id : items) {
inItems.push_back(id); inItems.push_back(ItemIDAndBounds(id));
} }
ItemIDs& renderedItems = inItems; ItemIDsBounds& renderedItems = inItems;
renderContext->_numFeedOpaqueItems = renderedItems.size(); renderContext->_numFeedOpaqueItems = renderedItems.size();
ItemIDs culledItems; ItemIDsBounds culledItems;
if (renderContext->_cullOpaque) { if (renderContext->_cullOpaque) {
renderDetails.pointTo(RenderDetails::OPAQUE_ITEM); renderDetails.pointTo(RenderDetails::OPAQUE_ITEM);
cullItems(sceneContext, renderContext, renderedItems, culledItems); cullItems(sceneContext, renderContext, renderedItems, culledItems);
@ -250,7 +264,7 @@ template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer
renderContext->_numDrawnOpaqueItems = renderedItems.size(); renderContext->_numDrawnOpaqueItems = renderedItems.size();
ItemIDs sortedItems; ItemIDsBounds sortedItems;
if (renderContext->_sortOpaque) { if (renderContext->_sortOpaque) {
depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items! depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items!
renderedItems = sortedItems; renderedItems = sortedItems;
@ -296,16 +310,16 @@ template <> void render::jobRun(const DrawTransparent& job, const SceneContextPo
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape()); auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape());
auto& renderDetails = renderContext->args->_details; auto& renderDetails = renderContext->args->_details;
ItemIDs inItems; ItemIDsBounds inItems;
inItems.reserve(items.size()); inItems.reserve(items.size());
for (auto id : items) { for (auto id : items) {
inItems.push_back(id); inItems.push_back(id);
} }
ItemIDs& renderedItems = inItems; ItemIDsBounds& renderedItems = inItems;
renderContext->_numFeedTransparentItems = renderedItems.size(); renderContext->_numFeedTransparentItems = renderedItems.size();
ItemIDs culledItems; ItemIDsBounds culledItems;
if (renderContext->_cullTransparent) { if (renderContext->_cullTransparent) {
renderDetails.pointTo(RenderDetails::TRANSLUCENT_ITEM); renderDetails.pointTo(RenderDetails::TRANSLUCENT_ITEM);
cullItems(sceneContext, renderContext, inItems, culledItems); cullItems(sceneContext, renderContext, inItems, culledItems);
@ -315,7 +329,7 @@ template <> void render::jobRun(const DrawTransparent& job, const SceneContextPo
renderContext->_numDrawnTransparentItems = renderedItems.size(); renderContext->_numDrawnTransparentItems = renderedItems.size();
ItemIDs sortedItems; ItemIDsBounds sortedItems;
if (renderContext->_sortTransparent) { if (renderContext->_sortTransparent) {
depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items! depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items!
renderedItems = sortedItems; renderedItems = sortedItems;
@ -376,13 +390,13 @@ template <> void render::jobRun(const DrawLight& job, const SceneContextPointer&
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::light()); auto& items = scene->getMasterBucket().at(ItemFilter::Builder::light());
ItemIDs inItems; ItemIDsBounds inItems;
inItems.reserve(items.size()); inItems.reserve(items.size());
for (auto id : items) { for (auto id : items) {
inItems.push_back(id); inItems.push_back(id);
} }
ItemIDs culledItems; ItemIDsBounds culledItems;
cullItems(sceneContext, renderContext, inItems, culledItems); cullItems(sceneContext, renderContext, inItems, culledItems);
RenderArgs* args = renderContext->args; RenderArgs* args = renderContext->args;
@ -403,7 +417,7 @@ template <> void render::jobRun(const DrawBackground& job, const SceneContextPoi
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background()); auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background());
ItemIDs inItems; ItemIDsBounds inItems;
inItems.reserve(items.size()); inItems.reserve(items.size());
for (auto id : items) { for (auto id : items) {
inItems.push_back(id); inItems.push_back(id);

View file

@ -57,9 +57,9 @@ protected:
typedef std::vector<Job> Jobs; typedef std::vector<Job> Jobs;
void cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems, ItemIDs& outITems); void cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outITems);
void depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDs& inItems, ItemIDs& outITems); void depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDsBounds& inItems, ItemIDsBounds& outITems);
void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems, int maxDrawnItems = -1); void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, int maxDrawnItems = -1);
class DrawOpaque { class DrawOpaque {

View file

@ -333,6 +333,17 @@ typedef Item::ID ItemID;
typedef std::vector<ItemID> ItemIDs; typedef std::vector<ItemID> ItemIDs;
typedef std::set<ItemID> ItemIDSet; typedef std::set<ItemID> ItemIDSet;
class ItemIDAndBounds {
public:
ItemIDAndBounds(ItemID id) : id(id) { }
ItemIDAndBounds(ItemID id, const AABox& bounds) : id(id), bounds(bounds) { }
ItemID id;
AABox bounds;
};
typedef std::vector< ItemIDAndBounds > ItemIDsBounds;
// A map of ItemIDSets allowing to create bucket lists of items which are filtering correctly // A map of ItemIDSets allowing to create bucket lists of items which are filtering correctly
class ItemBucketMap : public std::map<ItemFilter, ItemIDSet, ItemFilter::Less> { class ItemBucketMap : public std::map<ItemFilter, ItemIDSet, ItemFilter::Less> {
public: public: