mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-27 14:17:37 +01:00
08f4960b23
Also verify prior to vertex optimization.
310 lines
11 KiB
C++
310 lines
11 KiB
C++
/*************************************************************************/
|
|
/* 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/geometry.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) {
|
|
// If the mesh contains invalid indices, abort.
|
|
ERR_FAIL_COND_V(!Geometry::verify_indices(r_indices.ptr(), r_indices.size(), p_num_verts), false);
|
|
|
|
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;
|
|
}
|