Ported: Vertex cache optimizer

Optimizes indices to make good use of vertex cache on GPU.
- lawnjelly
0aa22b8f13
This commit is contained in:
Relintai 2024-02-08 21:35:01 +01:00
parent 14d1c0ad66
commit a5d8696021
8 changed files with 452 additions and 1 deletions

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@ -0,0 +1,305 @@
/*************************************************************************/
/* vertex_cache_optimizer.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* 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, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "vertex_cache_optimizer.h"
#include "core/math/math_funcs.h"
// Precalculate the tables.
void VertexCacheOptimizer::init() {
for (int i = 0; i < Constants::CACHE_SCORE_TABLE_SIZE; i++) {
float score = 0;
if (i < 3) {
// This vertex was used in the last triangle,
// so it has a fixed score, which ever of the three
// it's in. Otherwise, you can get very different
// answers depending on whether you add
// the triangle 1,2,3 or 3,1,2 - which is silly.
score = Constants::LAST_TRI_SCORE;
} else {
// Points for being high in the cache.
const float scaler = 1.0f / (Constants::CACHE_FUNCTION_LENGTH - 3);
score = 1.0f - (i - 3) * scaler;
score = Math::pow(score, Constants::CACHE_DECAY_POWER);
}
_cache_position_score[i] = (SCORE_TYPE)(Constants::SCORE_SCALING * score);
}
for (int i = 1; i < Constants::VALENCE_SCORE_TABLE_SIZE; i++) {
// Bonus points for having a low number of tris still to
// use the vert, so we get rid of lone verts quickly.
float valence_boost = Math::pow(i, -Constants::VALENCE_BOOST_POWER);
float score = Constants::VALENCE_BOOST_SCALE * valence_boost;
_valence_score[i] = (SCORE_TYPE)(Constants::SCORE_SCALING * score);
}
}
VertexCacheOptimizer::SCORE_TYPE VertexCacheOptimizer::find_vertex_score(int p_num_active_tris, int p_cache_position) {
if (p_num_active_tris == 0) {
// No triangles need this vertex!
return 0;
}
SCORE_TYPE score = 0;
if (p_cache_position < 0) {
// Vertex is not in LRU cache - no score.
} else {
score = _cache_position_score[p_cache_position];
}
if (p_num_active_tris < Constants::VALENCE_SCORE_TABLE_SIZE) {
score += _valence_score[p_num_active_tris];
}
return score;
}
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) {
ADJACENCY_TYPE *num_active_tris = (ADJACENCY_TYPE *)memalloc(sizeof(ADJACENCY_TYPE) * p_num_vertices);
memset(num_active_tris, 0, sizeof(ADJACENCY_TYPE) * p_num_vertices);
// First scan over the vertex data, count the total number of
// occurrances of each vertex.
for (int i = 0; i < 3 * p_num_triangles; i++) {
if (num_active_tris[p_source_indices[i]] == Constants::MAX_ADJACENCY) {
// Unsupported mesh,
// vertex shared by too many triangles.
memfree(num_active_tris);
return nullptr;
}
num_active_tris[p_source_indices[i]]++;
}
// Allocate the rest of the arrays.
ARRAY_INDEX_TYPE *offsets = (ARRAY_INDEX_TYPE *)memalloc(sizeof(ARRAY_INDEX_TYPE) * p_num_vertices);
SCORE_TYPE *last_score = (SCORE_TYPE *)memalloc(sizeof(SCORE_TYPE) * p_num_vertices);
CACHE_POS_TYPE *cache_tag = (CACHE_POS_TYPE *)memalloc(sizeof(CACHE_POS_TYPE) * p_num_vertices);
uint8_t *triangle_added = (uint8_t *)memalloc((p_num_triangles + 7) / 8);
SCORE_TYPE *triangle_score = (SCORE_TYPE *)memalloc(sizeof(SCORE_TYPE) * p_num_triangles);
TRIANGLE_INDEX_TYPE *triangle_indices = (TRIANGLE_INDEX_TYPE *)memalloc(sizeof(TRIANGLE_INDEX_TYPE) * 3 * p_num_triangles);
memset(triangle_added, 0, sizeof(uint8_t) * ((p_num_triangles + 7) / 8));
memset(triangle_score, 0, sizeof(SCORE_TYPE) * p_num_triangles);
memset(triangle_indices, 0, sizeof(TRIANGLE_INDEX_TYPE) * 3 * p_num_triangles);
// Count the triangle array offset for each vertex,
// initialize the rest of the data.
int sum = 0;
for (int i = 0; i < p_num_vertices; i++) {
offsets[i] = sum;
sum += num_active_tris[i];
num_active_tris[i] = 0;
cache_tag[i] = -1;
}
// Fill the vertex data structures with indices to the triangles
// using each vertex.
for (int i = 0; i < p_num_triangles; i++) {
for (int j = 0; j < 3; j++) {
int v = p_source_indices[3 * i + j];
triangle_indices[offsets[v] + num_active_tris[v]] = i;
num_active_tris[v]++;
}
}
// Initialize the score for all vertices.
for (int i = 0; i < p_num_vertices; i++) {
last_score[i] = find_vertex_score(num_active_tris[i], cache_tag[i]);
for (int j = 0; j < num_active_tris[i]; j++) {
triangle_score[triangle_indices[offsets[i] + j]] += last_score[i];
}
}
// Find the best triangle.
int best_triangle = -1;
int best_score = -1;
for (int i = 0; i < p_num_triangles; i++) {
if (triangle_score[i] > best_score) {
best_score = triangle_score[i];
best_triangle = i;
}
}
// Allocate the output array.
TRIANGLE_INDEX_TYPE *out_triangles = (TRIANGLE_INDEX_TYPE *)memalloc(sizeof(TRIANGLE_INDEX_TYPE) * p_num_triangles);
int out_pos = 0;
// Initialize the cache.
int cache[Constants::VERTEX_CACHE_SIZE + 3];
for (int i = 0; i < Constants::VERTEX_CACHE_SIZE + 3; i++) {
cache[i] = -1;
}
int scan_pos = 0;
// Output the currently best triangle, as long as there
// are triangles left to output.
while (best_triangle >= 0) {
// Mark the triangle as added.
set_added(triangle_added, best_triangle);
// Output this triangle.
out_triangles[out_pos++] = best_triangle;
for (int i = 0; i < 3; i++) {
// Update this vertex.
int v = p_source_indices[3 * best_triangle + i];
// Check the current cache position, if it
// is in the cache.
int endpos = cache_tag[v];
if (endpos < 0) {
endpos = Constants::VERTEX_CACHE_SIZE + i;
}
if (endpos > i) {
// Move all cache entries from the previous position
// in the cache to the new target position (i) one
// step backwards.
for (int j = endpos; j > i; j--) {
cache[j] = cache[j - 1];
// If this cache slot contains a real
// vertex, update its cache tag.
if (cache[j] >= 0) {
cache_tag[cache[j]]++;
}
}
// Insert the current vertex into its new target
// slot.
cache[i] = v;
cache_tag[v] = i;
}
// Find the current triangle in the list of active
// triangles and remove it (moving the last
// triangle in the list to the slot of this triangle).
for (int j = 0; j < num_active_tris[v]; j++) {
if (triangle_indices[offsets[v] + j] == best_triangle) {
triangle_indices[offsets[v] + j] = triangle_indices[offsets[v] + num_active_tris[v] - 1];
break;
}
}
// Shorten the list.
num_active_tris[v]--;
}
// Update the scores of all triangles in the cache.
for (int i = 0; i < Constants::VERTEX_CACHE_SIZE + 3; i++) {
int v = cache[i];
if (v < 0) {
break;
}
// This vertex has been pushed outside of the
// actual cache.
if (i >= Constants::VERTEX_CACHE_SIZE) {
cache_tag[v] = -1;
cache[i] = -1;
}
SCORE_TYPE newScore = find_vertex_score(num_active_tris[v], cache_tag[v]);
SCORE_TYPE diff = newScore - last_score[v];
for (int j = 0; j < num_active_tris[v]; j++) {
triangle_score[triangle_indices[offsets[v] + j]] += diff;
}
last_score[v] = newScore;
}
// Find the best triangle referenced by vertices in the cache.
best_triangle = -1;
best_score = -1;
for (int i = 0; i < Constants::VERTEX_CACHE_SIZE; i++) {
if (cache[i] < 0) {
break;
}
int v = cache[i];
for (int j = 0; j < num_active_tris[v]; j++) {
int t = triangle_indices[offsets[v] + j];
if (triangle_score[t] > best_score) {
best_triangle = t;
best_score = triangle_score[t];
}
}
}
// If no active triangle was found at all, continue
// scanning the whole list of triangles.
if (best_triangle < 0) {
for (; scan_pos < p_num_triangles; scan_pos++) {
if (!is_added(triangle_added, scan_pos)) {
best_triangle = scan_pos;
break;
}
}
}
}
// Convert the triangle index array into a full triangle list.
out_pos = 0;
for (int i = 0; i < p_num_triangles; i++) {
int t = out_triangles[i];
for (int j = 0; j < 3; j++) {
int v = p_source_indices[3 * t + j];
r_dest_indices[out_pos++] = v;
}
}
// Clean up.
memfree(triangle_indices);
memfree(offsets);
memfree(last_score);
memfree(num_active_tris);
memfree(cache_tag);
memfree(triangle_added);
memfree(triangle_score);
memfree(out_triangles);
return r_dest_indices;
}
bool VertexCacheOptimizer::reorder_indices_pool(PoolVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) {
LocalVector<int> temp;
temp = r_indices;
if (reorder_indices(temp, p_num_triangles, p_num_verts)) {
r_indices = temp;
return true;
}
return false;
}
bool VertexCacheOptimizer::reorder_indices(LocalVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) {
LocalVector<int> temp;
temp.resize(r_indices.size());
if (_reorder_indices((VERTEX_INDEX_TYPE *)temp.ptr(), (VERTEX_INDEX_TYPE *)r_indices.ptr(), p_num_triangles, p_num_verts)) {
#if 0
uint32_t show = MIN(r_indices.size(), 16);
for (uint32_t n = 0; n < show; n++) {
print_line(itos(n) + " : " + itos(r_indices[n]) + " to " + itos(temp[n]));
}
#endif
r_indices = temp;
return true;
}
return false;
}

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@ -0,0 +1,121 @@
#ifndef VERTEX_CACHE_OPTIMIZER_H
#define VERTEX_CACHE_OPTIMIZER_H
/*************************************************************************/
/* vertex_cache_optimizer.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* 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, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
// This class is derived from
// https://www.martin.st/thesis/
// Based on Tom Forsyth's vertex cache optimizer
/*
Copyright (C) 2008 Martin Storsjo
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "core/containers/local_vector.h"
#include "core/math/math_defs.h"
#include <stdint.h>
class VertexCacheOptimizer {
typedef uint32_t VERTEX_INDEX_TYPE;
// The size of these data types affect the memory usage.
typedef uint16_t SCORE_TYPE;
typedef uint8_t ADJACENCY_TYPE;
typedef int8_t CACHE_POS_TYPE;
typedef int32_t TRIANGLE_INDEX_TYPE;
typedef int32_t ARRAY_INDEX_TYPE;
struct Constants {
// The size of the precalculated tables.
static const int CACHE_SCORE_TABLE_SIZE = 32;
static const int VALENCE_SCORE_TABLE_SIZE = 32;
static const int MAX_ADJACENCY = UINT8_MAX;
static const int SCORE_SCALING = 7281;
// Score function constants.
static constexpr float CACHE_DECAY_POWER = 1.5;
static constexpr float LAST_TRI_SCORE = 0.75;
static constexpr float VALENCE_BOOST_SCALE = 2.0;
static constexpr float VALENCE_BOOST_POWER = 0.5;
// Set these to adjust the performance and result quality.
static const int VERTEX_CACHE_SIZE = 24;
static const int CACHE_FUNCTION_LENGTH = 32;
static_assert(CACHE_SCORE_TABLE_SIZE >= VERTEX_CACHE_SIZE, "Vertex score table too small");
};
// Precalculated tables.
SCORE_TYPE _cache_position_score[Constants::CACHE_SCORE_TABLE_SIZE];
SCORE_TYPE _valence_score[Constants::VALENCE_SCORE_TABLE_SIZE];
int is_added(const uint8_t *p_triangle_added, int p_x) const {
return p_triangle_added[(p_x) >> 3] & (1 << (p_x & 7));
}
void set_added(uint8_t *p_triangle_added, int p_x) const {
p_triangle_added[(p_x) >> 3] |= (1 << (p_x & 7));
}
// Precalculate the tables.
void init();
// Calculate the score for a vertex.
SCORE_TYPE find_vertex_score(int p_num_active_tris, int p_cache_position);
// The main reordering function.
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

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@ -187,6 +187,10 @@
<constant name="ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION" value="2097152" enum="ArrayFormat"> <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. Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.
</constant> </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"> <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. 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. [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.

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@ -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/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::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, "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::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/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::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, "skins/use_named_skins"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "external_files/store_in_subdir"), false)); 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"])) { if (bool(p_options["meshes/octahedral_compression"])) {
compress_flags |= RS::ARRAY_FLAG_USE_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"])) { if (bool(p_options["meshes/ensure_tangents"])) {
import_flags |= EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS; import_flags |= EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS;
} }

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@ -592,6 +592,7 @@ void Mesh::_bind_methods() {
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);

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@ -99,6 +99,7 @@ public:
ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2, ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3, ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = ARRAY_COMPRESS_INDEX << 4, 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 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

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@ -33,6 +33,7 @@
#include "core/config/engine.h" #include "core/config/engine.h"
#include "core/config/project_settings.h" #include "core/config/project_settings.h"
#include "core/math/vertex_cache_optimizer.h"
#include "core/object/method_bind_ext.gen.inc" #include "core/object/method_bind_ext.gen.inc"
RenderingServer *RenderingServer::singleton = nullptr; 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() == 0, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(indices.size() != p_index_array_len, 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 */ /* determine whether using 16 or 32 bits indices */
PoolVector<int>::Read read = indices.read(); 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 index_array_len = 0;
int 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); 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); ERR_FAIL_COND(!res);

View File

@ -274,6 +274,7 @@ public:
ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2, ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3, ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = ARRAY_COMPRESS_INDEX << 4, 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 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