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https://github.com/Relintai/pandemonium_engine.git
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Ported: Vertex cache optimizer
Optimizes indices to make good use of vertex cache on GPU.
- lawnjelly
0aa22b8f13
This commit is contained in:
parent
14d1c0ad66
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305
core/math/vertex_cache_optimizer.cpp
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305
core/math/vertex_cache_optimizer.cpp
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/*************************************************************************/
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/* vertex_cache_optimizer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "vertex_cache_optimizer.h"
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#include "core/math/math_funcs.h"
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// Precalculate the tables.
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void VertexCacheOptimizer::init() {
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for (int i = 0; i < Constants::CACHE_SCORE_TABLE_SIZE; i++) {
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float score = 0;
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if (i < 3) {
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// This vertex was used in the last triangle,
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// so it has a fixed score, which ever of the three
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// it's in. Otherwise, you can get very different
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// answers depending on whether you add
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// the triangle 1,2,3 or 3,1,2 - which is silly.
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score = Constants::LAST_TRI_SCORE;
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} else {
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// Points for being high in the cache.
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const float scaler = 1.0f / (Constants::CACHE_FUNCTION_LENGTH - 3);
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score = 1.0f - (i - 3) * scaler;
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score = Math::pow(score, Constants::CACHE_DECAY_POWER);
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}
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_cache_position_score[i] = (SCORE_TYPE)(Constants::SCORE_SCALING * score);
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}
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for (int i = 1; i < Constants::VALENCE_SCORE_TABLE_SIZE; i++) {
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// Bonus points for having a low number of tris still to
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// use the vert, so we get rid of lone verts quickly.
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float valence_boost = Math::pow(i, -Constants::VALENCE_BOOST_POWER);
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float score = Constants::VALENCE_BOOST_SCALE * valence_boost;
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_valence_score[i] = (SCORE_TYPE)(Constants::SCORE_SCALING * score);
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}
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}
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VertexCacheOptimizer::SCORE_TYPE VertexCacheOptimizer::find_vertex_score(int p_num_active_tris, int p_cache_position) {
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if (p_num_active_tris == 0) {
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// No triangles need this vertex!
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return 0;
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}
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SCORE_TYPE score = 0;
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if (p_cache_position < 0) {
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// Vertex is not in LRU cache - no score.
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} else {
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score = _cache_position_score[p_cache_position];
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}
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if (p_num_active_tris < Constants::VALENCE_SCORE_TABLE_SIZE) {
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score += _valence_score[p_num_active_tris];
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}
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return score;
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}
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VertexCacheOptimizer::VERTEX_INDEX_TYPE *VertexCacheOptimizer::_reorder_indices(VERTEX_INDEX_TYPE *r_dest_indices, const VERTEX_INDEX_TYPE *p_source_indices, int p_num_triangles, int p_num_vertices) {
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ADJACENCY_TYPE *num_active_tris = (ADJACENCY_TYPE *)memalloc(sizeof(ADJACENCY_TYPE) * p_num_vertices);
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memset(num_active_tris, 0, sizeof(ADJACENCY_TYPE) * p_num_vertices);
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// First scan over the vertex data, count the total number of
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// occurrances of each vertex.
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for (int i = 0; i < 3 * p_num_triangles; i++) {
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if (num_active_tris[p_source_indices[i]] == Constants::MAX_ADJACENCY) {
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// Unsupported mesh,
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// vertex shared by too many triangles.
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memfree(num_active_tris);
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return nullptr;
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}
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num_active_tris[p_source_indices[i]]++;
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}
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// Allocate the rest of the arrays.
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ARRAY_INDEX_TYPE *offsets = (ARRAY_INDEX_TYPE *)memalloc(sizeof(ARRAY_INDEX_TYPE) * p_num_vertices);
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SCORE_TYPE *last_score = (SCORE_TYPE *)memalloc(sizeof(SCORE_TYPE) * p_num_vertices);
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CACHE_POS_TYPE *cache_tag = (CACHE_POS_TYPE *)memalloc(sizeof(CACHE_POS_TYPE) * p_num_vertices);
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uint8_t *triangle_added = (uint8_t *)memalloc((p_num_triangles + 7) / 8);
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SCORE_TYPE *triangle_score = (SCORE_TYPE *)memalloc(sizeof(SCORE_TYPE) * p_num_triangles);
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TRIANGLE_INDEX_TYPE *triangle_indices = (TRIANGLE_INDEX_TYPE *)memalloc(sizeof(TRIANGLE_INDEX_TYPE) * 3 * p_num_triangles);
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memset(triangle_added, 0, sizeof(uint8_t) * ((p_num_triangles + 7) / 8));
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memset(triangle_score, 0, sizeof(SCORE_TYPE) * p_num_triangles);
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memset(triangle_indices, 0, sizeof(TRIANGLE_INDEX_TYPE) * 3 * p_num_triangles);
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// Count the triangle array offset for each vertex,
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// initialize the rest of the data.
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int sum = 0;
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for (int i = 0; i < p_num_vertices; i++) {
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offsets[i] = sum;
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sum += num_active_tris[i];
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num_active_tris[i] = 0;
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cache_tag[i] = -1;
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}
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// Fill the vertex data structures with indices to the triangles
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// using each vertex.
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for (int i = 0; i < p_num_triangles; i++) {
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for (int j = 0; j < 3; j++) {
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int v = p_source_indices[3 * i + j];
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triangle_indices[offsets[v] + num_active_tris[v]] = i;
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num_active_tris[v]++;
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}
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}
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// Initialize the score for all vertices.
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for (int i = 0; i < p_num_vertices; i++) {
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last_score[i] = find_vertex_score(num_active_tris[i], cache_tag[i]);
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for (int j = 0; j < num_active_tris[i]; j++) {
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triangle_score[triangle_indices[offsets[i] + j]] += last_score[i];
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}
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}
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// Find the best triangle.
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int best_triangle = -1;
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int best_score = -1;
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for (int i = 0; i < p_num_triangles; i++) {
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if (triangle_score[i] > best_score) {
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best_score = triangle_score[i];
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best_triangle = i;
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}
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}
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// Allocate the output array.
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TRIANGLE_INDEX_TYPE *out_triangles = (TRIANGLE_INDEX_TYPE *)memalloc(sizeof(TRIANGLE_INDEX_TYPE) * p_num_triangles);
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int out_pos = 0;
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// Initialize the cache.
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int cache[Constants::VERTEX_CACHE_SIZE + 3];
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for (int i = 0; i < Constants::VERTEX_CACHE_SIZE + 3; i++) {
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cache[i] = -1;
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}
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int scan_pos = 0;
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// Output the currently best triangle, as long as there
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// are triangles left to output.
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while (best_triangle >= 0) {
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// Mark the triangle as added.
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set_added(triangle_added, best_triangle);
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// Output this triangle.
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out_triangles[out_pos++] = best_triangle;
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for (int i = 0; i < 3; i++) {
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// Update this vertex.
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int v = p_source_indices[3 * best_triangle + i];
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// Check the current cache position, if it
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// is in the cache.
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int endpos = cache_tag[v];
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if (endpos < 0) {
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endpos = Constants::VERTEX_CACHE_SIZE + i;
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}
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if (endpos > i) {
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// Move all cache entries from the previous position
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// in the cache to the new target position (i) one
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// step backwards.
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for (int j = endpos; j > i; j--) {
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cache[j] = cache[j - 1];
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// If this cache slot contains a real
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// vertex, update its cache tag.
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if (cache[j] >= 0) {
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cache_tag[cache[j]]++;
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}
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}
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// Insert the current vertex into its new target
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// slot.
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cache[i] = v;
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cache_tag[v] = i;
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}
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// Find the current triangle in the list of active
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// triangles and remove it (moving the last
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// triangle in the list to the slot of this triangle).
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for (int j = 0; j < num_active_tris[v]; j++) {
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if (triangle_indices[offsets[v] + j] == best_triangle) {
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triangle_indices[offsets[v] + j] = triangle_indices[offsets[v] + num_active_tris[v] - 1];
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break;
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}
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}
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// Shorten the list.
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num_active_tris[v]--;
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}
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// Update the scores of all triangles in the cache.
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for (int i = 0; i < Constants::VERTEX_CACHE_SIZE + 3; i++) {
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int v = cache[i];
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if (v < 0) {
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break;
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}
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// This vertex has been pushed outside of the
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// actual cache.
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if (i >= Constants::VERTEX_CACHE_SIZE) {
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cache_tag[v] = -1;
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cache[i] = -1;
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}
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SCORE_TYPE newScore = find_vertex_score(num_active_tris[v], cache_tag[v]);
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SCORE_TYPE diff = newScore - last_score[v];
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for (int j = 0; j < num_active_tris[v]; j++) {
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triangle_score[triangle_indices[offsets[v] + j]] += diff;
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}
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last_score[v] = newScore;
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}
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// Find the best triangle referenced by vertices in the cache.
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best_triangle = -1;
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best_score = -1;
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for (int i = 0; i < Constants::VERTEX_CACHE_SIZE; i++) {
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if (cache[i] < 0) {
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break;
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}
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int v = cache[i];
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for (int j = 0; j < num_active_tris[v]; j++) {
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int t = triangle_indices[offsets[v] + j];
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if (triangle_score[t] > best_score) {
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best_triangle = t;
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best_score = triangle_score[t];
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}
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}
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}
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// If no active triangle was found at all, continue
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// scanning the whole list of triangles.
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if (best_triangle < 0) {
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for (; scan_pos < p_num_triangles; scan_pos++) {
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if (!is_added(triangle_added, scan_pos)) {
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best_triangle = scan_pos;
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break;
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}
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}
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}
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}
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// Convert the triangle index array into a full triangle list.
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out_pos = 0;
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for (int i = 0; i < p_num_triangles; i++) {
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int t = out_triangles[i];
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for (int j = 0; j < 3; j++) {
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int v = p_source_indices[3 * t + j];
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r_dest_indices[out_pos++] = v;
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}
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}
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// Clean up.
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memfree(triangle_indices);
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memfree(offsets);
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memfree(last_score);
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memfree(num_active_tris);
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memfree(cache_tag);
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memfree(triangle_added);
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memfree(triangle_score);
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memfree(out_triangles);
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return r_dest_indices;
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}
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bool VertexCacheOptimizer::reorder_indices_pool(PoolVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) {
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LocalVector<int> temp;
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temp = r_indices;
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if (reorder_indices(temp, p_num_triangles, p_num_verts)) {
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r_indices = temp;
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return true;
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}
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return false;
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}
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bool VertexCacheOptimizer::reorder_indices(LocalVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) {
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LocalVector<int> temp;
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temp.resize(r_indices.size());
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if (_reorder_indices((VERTEX_INDEX_TYPE *)temp.ptr(), (VERTEX_INDEX_TYPE *)r_indices.ptr(), p_num_triangles, p_num_verts)) {
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#if 0
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uint32_t show = MIN(r_indices.size(), 16);
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for (uint32_t n = 0; n < show; n++) {
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print_line(itos(n) + " : " + itos(r_indices[n]) + " to " + itos(temp[n]));
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}
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#endif
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r_indices = temp;
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return true;
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}
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return false;
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}
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121
core/math/vertex_cache_optimizer.h
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121
core/math/vertex_cache_optimizer.h
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#ifndef VERTEX_CACHE_OPTIMIZER_H
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#define VERTEX_CACHE_OPTIMIZER_H
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/*************************************************************************/
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/* vertex_cache_optimizer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
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/* permit persons to whom the Software is furnished to do so, subject to */
|
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/* the following conditions: */
|
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/* */
|
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/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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// This class is derived from
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// https://www.martin.st/thesis/
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// Based on Tom Forsyth's vertex cache optimizer
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/*
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Copyright (C) 2008 Martin Storsjo
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "core/containers/local_vector.h"
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#include "core/math/math_defs.h"
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#include <stdint.h>
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class VertexCacheOptimizer {
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typedef uint32_t VERTEX_INDEX_TYPE;
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// The size of these data types affect the memory usage.
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typedef uint16_t SCORE_TYPE;
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typedef uint8_t ADJACENCY_TYPE;
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typedef int8_t CACHE_POS_TYPE;
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typedef int32_t TRIANGLE_INDEX_TYPE;
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typedef int32_t ARRAY_INDEX_TYPE;
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struct Constants {
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// The size of the precalculated tables.
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static const int CACHE_SCORE_TABLE_SIZE = 32;
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static const int VALENCE_SCORE_TABLE_SIZE = 32;
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static const int MAX_ADJACENCY = UINT8_MAX;
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static const int SCORE_SCALING = 7281;
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// Score function constants.
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static constexpr float CACHE_DECAY_POWER = 1.5;
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static constexpr float LAST_TRI_SCORE = 0.75;
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static constexpr float VALENCE_BOOST_SCALE = 2.0;
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static constexpr float VALENCE_BOOST_POWER = 0.5;
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// Set these to adjust the performance and result quality.
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static const int VERTEX_CACHE_SIZE = 24;
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static const int CACHE_FUNCTION_LENGTH = 32;
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static_assert(CACHE_SCORE_TABLE_SIZE >= VERTEX_CACHE_SIZE, "Vertex score table too small");
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};
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// Precalculated tables.
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SCORE_TYPE _cache_position_score[Constants::CACHE_SCORE_TABLE_SIZE];
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SCORE_TYPE _valence_score[Constants::VALENCE_SCORE_TABLE_SIZE];
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int is_added(const uint8_t *p_triangle_added, int p_x) const {
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return p_triangle_added[(p_x) >> 3] & (1 << (p_x & 7));
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}
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void set_added(uint8_t *p_triangle_added, int p_x) const {
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p_triangle_added[(p_x) >> 3] |= (1 << (p_x & 7));
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}
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// Precalculate the tables.
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void init();
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// Calculate the score for a vertex.
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SCORE_TYPE find_vertex_score(int p_num_active_tris, int p_cache_position);
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// The main reordering function.
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||||
VERTEX_INDEX_TYPE *_reorder_indices(VERTEX_INDEX_TYPE *r_dest_indices, const VERTEX_INDEX_TYPE *p_source_indices, int p_num_triangles, int p_num_vertices);
|
||||
|
||||
public:
|
||||
VertexCacheOptimizer() {
|
||||
init();
|
||||
}
|
||||
|
||||
bool reorder_indices(LocalVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts);
|
||||
bool reorder_indices_pool(PoolVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts);
|
||||
};
|
||||
|
||||
#endif // VERTEX_CACHE_OPTIMIZER_H
|
@ -187,6 +187,10 @@
|
||||
<constant name="ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION" value="2097152" enum="ArrayFormat">
|
||||
Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.
|
||||
</constant>
|
||||
<constant name="ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION" value="4194304" enum="ArrayFormat">
|
||||
Flag used to request vertex cache optimization.
|
||||
This re-orders indices in order to make best use of GPU vertex caches, which can improve rendering performance particularly with high poly models.
|
||||
</constant>
|
||||
<constant name="ARRAY_COMPRESS_DEFAULT" value="2194432" enum="ArrayFormat">
|
||||
Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.
|
||||
[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex colors will be stored as 8-bit unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision.
|
||||
|
@ -1140,9 +1140,10 @@ void ResourceImporterScene::get_import_options(List<ImportOption> *r_options, in
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "materials/location", PROPERTY_HINT_ENUM, "Node,Mesh"), (meshes_out || materials_out) ? 1 : 0));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "materials/storage", PROPERTY_HINT_ENUM, "Built-In,Files (.material),Files (.tres)", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), materials_out ? 1 : 0));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "materials/keep_on_reimport"), materials_out));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/octahedral_compression"), true));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/compress", PROPERTY_HINT_FLAGS, "Vertex,Normal,Tangent,Color,TexUV,TexUV2,Bones,Weights,Index"), RS::ARRAY_COMPRESS_DEFAULT >> RS::ARRAY_COMPRESS_BASE));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/ensure_tangents"), true));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/octahedral_compression"), true));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/vertex_cache_optimization"), true));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/storage", PROPERTY_HINT_ENUM, "Built-In,Files (.mesh),Files (.tres)"), meshes_out ? 1 : 0));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "skins/use_named_skins"), true));
|
||||
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "external_files/store_in_subdir"), false));
|
||||
@ -1294,6 +1295,9 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
|
||||
if (bool(p_options["meshes/octahedral_compression"])) {
|
||||
compress_flags |= RS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION;
|
||||
}
|
||||
if (bool(p_options["meshes/vertex_cache_optimization"])) {
|
||||
compress_flags |= RS::ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION;
|
||||
}
|
||||
if (bool(p_options["meshes/ensure_tangents"])) {
|
||||
import_flags |= EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS;
|
||||
}
|
||||
|
@ -592,6 +592,7 @@ void Mesh::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
|
||||
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES);
|
||||
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION);
|
||||
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION);
|
||||
|
||||
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
|
||||
|
||||
|
@ -99,6 +99,7 @@ public:
|
||||
ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
|
||||
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
|
||||
ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = ARRAY_COMPRESS_INDEX << 4,
|
||||
ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION = ARRAY_COMPRESS_INDEX << 5,
|
||||
|
||||
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS | ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION
|
||||
|
||||
|
@ -33,6 +33,7 @@
|
||||
|
||||
#include "core/config/engine.h"
|
||||
#include "core/config/project_settings.h"
|
||||
#include "core/math/vertex_cache_optimizer.h"
|
||||
#include "core/object/method_bind_ext.gen.inc"
|
||||
|
||||
RenderingServer *RenderingServer::singleton = nullptr;
|
||||
@ -765,6 +766,14 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
|
||||
ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
|
||||
ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER);
|
||||
|
||||
// Vertex cache optimization?
|
||||
if (p_format & ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION) {
|
||||
// Expecting triangles.
|
||||
ERR_FAIL_COND_V((indices.size() % 3) != 0, ERR_INVALID_PARAMETER);
|
||||
VertexCacheOptimizer opt;
|
||||
opt.reorder_indices_pool(indices, indices.size() / 3, p_vertex_array_len);
|
||||
}
|
||||
|
||||
/* determine whether using 16 or 32 bits indices */
|
||||
|
||||
PoolVector<int>::Read read = indices.read();
|
||||
@ -1273,6 +1282,11 @@ void RenderingServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_p
|
||||
int index_array_len = 0;
|
||||
int array_len = 0;
|
||||
|
||||
// Only implemented for triangles.
|
||||
if (p_primitive != PrimitiveType::PRIMITIVE_TRIANGLES) {
|
||||
p_compress_format &= ~ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION;
|
||||
}
|
||||
|
||||
bool res = _mesh_find_format(p_primitive, p_arrays, p_blend_shapes, p_compress_format, use_split_stream, offsets, attributes_base_offset, attributes_stride, positions_stride, format, index_array_len, array_len);
|
||||
ERR_FAIL_COND(!res);
|
||||
|
||||
|
@ -274,6 +274,7 @@ public:
|
||||
ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
|
||||
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
|
||||
ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = ARRAY_COMPRESS_INDEX << 4,
|
||||
ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION = ARRAY_COMPRESS_INDEX << 5,
|
||||
|
||||
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS | ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user