another pass through the crucible

This commit is contained in:
Andrew Meadows 2017-11-14 15:42:57 -08:00
parent f67114a0a8
commit ffe16a754e
2 changed files with 57 additions and 72 deletions

View file

@ -338,42 +338,40 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
// 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
// as per the instructions in PriortySortUtil we first derive from PrioritySortUtil::Prioritizable
class PrioritizableRenderer: public PrioritySortUtil::Prioritizable {
class SortableRenderer: public PrioritySortUtil::Sortable {
public:
PrioritizableRenderer(const EntityRendererPointer& renderer) : _renderer(renderer) { }
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:
const EntityRendererPointer& _renderer;
EntityRendererPointer _renderer;
};
// prioritize and sort the renderables
uint64_t sortStart = usecTimestampNow();
using SortableRenderer = PrioritySortUtil::Sortable<EntityRendererPointer>;
std::priority_queue< SortableRenderer > sortedRenderables;
PrioritySortUtil::PriorityQueue<SortableRenderer> sortedRenderables(view);
{
PROFILE_RANGE_EX(simulation_physics, "SortRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
PrioritySortUtil::Prioritizer prioritizer(view);
std::unordered_map<EntityItemID, EntityRendererPointer>::iterator itr = _renderablesToUpdate.begin();
while (itr != _renderablesToUpdate.end()) {
float priority = prioritizer.computePriority(PrioritizableRenderer(itr->second));
//SortableRenderer entry(itr->second, priority);
sortedRenderables.push(SortableRenderer(itr->second, priority));
sortedRenderables.push(SortableRenderer(itr->second));
++itr;
}
}
{
PROFILE_RANGE_EX(simulation_physics, "UpdateRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
PROFILE_RANGE_EX(simulation_physics, "UpdateRenderables", 0xffff00ff, sortedRenderables.size());
// compute remaining time budget
uint64_t updateStart = usecTimestampNow();
const uint64_t MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET = 1 * USECS_PER_MSEC;
uint64_t timeBudget = MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET;
uint64_t timeForSort = updateStart - sortStart;
if (timeForSort < MAX_UPDATE_RENDERABLES_TIME_BUDGET - MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET) {
timeBudget = MAX_UPDATE_RENDERABLES_TIME_BUDGET - timeForSort;
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;
@ -381,7 +379,7 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
std::unordered_map<EntityItemID, EntityRendererPointer>::iterator itr;
size_t numSorted = sortedRenderables.size();
while (!sortedRenderables.empty() && usecTimestampNow() < expiry) {
const EntityRendererPointer& renderer = sortedRenderables.top().getThing();
const EntityRendererPointer& renderer = sortedRenderables.top().getRenderer();
renderer->updateInScene(scene, transaction);
_renderablesToUpdate.erase(renderer->getEntity()->getID());
sortedRenderables.pop();
@ -389,7 +387,7 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
// 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 + 1);
float cost = (float)(usecTimestampNow() - updateStart) / (float)(numUpdated);
const float blend = 0.1f;
_avgRenderableUpdateCost = (1.0f - blend) * _avgRenderableUpdateCost + blend * cost;
}

View file

@ -16,22 +16,21 @@
/* PrioritySortUtil is a helper for sorting 3D things relative to a ViewFrustum. To use:
(1) Derive a class from pure-virtual PrioritySortUtil::Prioritizable
that wraps the Thing you want to prioritize and sort:
(1) Derive a class from pure-virtual PrioritySortUtil::Sortable that wraps a copy of
the Thing you want to prioritize and sort:
class PrioritizableThing : public PrioritySortUtil::Prioritizable {
public:
PrioritizableThing(const Thing& thing) : _thing(thing) {}
glm::vec3 getPosition() const override { return _thing.getPosition(); }
float getRadius() const const override { return _thing.getBoundingRadius(); }
uint64_t getTimestamp() const override { return _thing.getLastUpdated(); }
private:
// Yes really: the data member is a const reference!
// PrioritizableThing only needs enough scope to compute a priority.
const Thing& _thing;
}
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) Loop over your things and insert each into a priority_queue:
(2) Make a PrioritySortUtil::PriorityQueue<Thing> and add them to the queue:
PrioritySortUtil::Prioritizer prioritizer(viewFrustum);
std::priority_queue< PrioritySortUtil::Sortable<Thing> > sortedThings;
@ -40,7 +39,7 @@
sortedThings.push(PrioritySortUtil::Sortable<Thing> entry(thing, priority));
}
(4) Loop over your priority queue and do timeboxed work:
(3) Loop over your priority queue and do timeboxed work:
uint64_t cutoffTime = usecTimestampNow() + TIME_BUDGET;
while (!sortedThings.empty()) {
@ -51,7 +50,6 @@
break;
}
}
*/
namespace PrioritySortUtil {
@ -60,39 +58,28 @@ namespace PrioritySortUtil {
constexpr float DEFAULT_CENTER_COEF { 0.5f };
constexpr float DEFAULT_AGE_COEF { 0.25f / (float)(USECS_PER_SECOND) };
template <typename T>
class Sortable {
public:
Sortable(const T& thing, float sortPriority) : _thing(thing), _priority(sortPriority) {}
const T& getThing() const { return _thing; }
void setPriority(float priority) { _priority = priority; }
bool operator<(const Sortable& other) const { return _priority < other._priority; }
private:
T _thing;
float _priority;
};
// Prioritizable isn't a template because templates can't have pure-virtual methods.
class Prioritizable {
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 };
};
class Prioritizer {
template <typename T>
class PriorityQueue {
public:
Prioritizer() = delete;
PriorityQueue() = delete;
Prioritizer(const ViewFrustum& view) : _view(view) {
cacheView();
}
PriorityQueue(const ViewFrustum& view) : _view(view) { }
Prioritizer(const ViewFrustum& view, float angularWeight, float centerWeight, float ageWeight)
PriorityQueue(const ViewFrustum& view, float angularWeight, float centerWeight, float ageWeight)
: _view(view), _angularWeight(angularWeight), _centerWeight(centerWeight), _ageWeight(ageWeight)
{
cacheView();
}
{ }
void setView(const ViewFrustum& view) { _view = view; }
@ -102,24 +89,34 @@ namespace PrioritySortUtil {
_ageWeight = ageWeight;
}
float computePriority(const Prioritizable& prioritizableThing) const {
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 = prioritizableThing.getPosition();
glm::vec3 offset = position - _viewPosition;
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 = prioritizableThing.getRadius();
float radius = thing.getRadius();
float priority = _angularWeight * (radius / distance)
+ _centerWeight * (glm::dot(offset, _viewForward) / distance)
+ _ageWeight * (float)(usecTimestampNow() - prioritizableThing.getTimestamp());
+ _centerWeight * (glm::dot(offset, _view.getDirection()) / distance)
+ _ageWeight * (float)(usecTimestampNow() - thing.getTimestamp());
// decrement priority of things outside keyhole
if (distance - radius > _viewRadius) {
if (distance - radius > _view.getCenterRadius()) {
if (!_view.sphereIntersectsFrustum(position, radius)) {
constexpr float OUT_OF_VIEW_PENALTY = -10.0f;
priority += OUT_OF_VIEW_PENALTY;
@ -128,18 +125,8 @@ namespace PrioritySortUtil {
return priority;
}
private:
void cacheView() {
// assuming we'll prioritize many things: cache these values
_viewPosition = _view.getPosition();
_viewForward = _view.getDirection();
_viewRadius = _view.getCenterRadius();
}
ViewFrustum _view;
glm::vec3 _viewPosition;
glm::vec3 _viewForward;
float _viewRadius;
std::priority_queue<T> _queue;
float _angularWeight { DEFAULT_ANGULAR_COEF };
float _centerWeight { DEFAULT_CENTER_COEF };
float _ageWeight { DEFAULT_AGE_COEF };