Optimize Animated Model bones matrices buffer update
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@@ -7,7 +7,6 @@
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#include "Engine/Engine/EngineService.h"
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Array<AnimatedModel*> UpdateList;
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Array<Matrix> UpdateBones;
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class AnimationsService : public EngineService
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{
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@@ -81,7 +80,6 @@ void AnimationsService::Update()
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void AnimationsService::Dispose()
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{
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UpdateList.Resize(0);
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UpdateBones.Resize(0);
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}
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void Animations::AddToUpdate(AnimatedModel* obj)
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@@ -41,10 +41,27 @@ void SkinnedMeshDrawData::SetData(const Matrix* bones, bool dropHistory)
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{
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if (!bones)
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return;
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ASSERT(BonesCount > 0);
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ANIM_GRAPH_PROFILE_EVENT("SetSkinnedMeshData");
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// Copy bones to the buffer
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const int32 count = BonesCount;
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const int32 preFetchStride = 2;
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const Matrix* input = bones;
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const auto output = (Matrix3x4*)Data.Get();
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ASSERT(Data.Count() == count * sizeof(Matrix3x4));
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for (int32 i = 0; i < count; i++)
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{
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Matrix3x4* bone = output + i;
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Platform::Prefetch(bone + preFetchStride);
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Platform::Prefetch((byte*)(bone + preFetchStride) + PLATFORM_CACHE_LINE_SIZE);
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bone->SetMatrixTranspose(input[i]);
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}
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OnDataChanged(dropHistory);
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}
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void SkinnedMeshDrawData::OnDataChanged(bool dropHistory)
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{
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// Setup previous frame bone matrices if needed
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if (_hasValidData && !dropHistory)
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{
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@@ -64,20 +81,6 @@ void SkinnedMeshDrawData::SetData(const Matrix* bones, bool dropHistory)
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SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
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}
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// Copy bones to the buffer
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const int32 count = BonesCount;
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const int32 preFetchStride = 2;
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const Matrix* input = bones;
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const auto output = (Matrix3x4*)Data.Get();
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ASSERT(Data.Count() == count * sizeof(Matrix3x4));
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for (int32 i = 0; i < count; i++)
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{
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Matrix3x4* bone = output + i;
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Platform::Prefetch(bone + preFetchStride);
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Platform::Prefetch((byte*)(bone + preFetchStride) + PLATFORM_CACHE_LINE_SIZE);
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bone->SetMatrixTranspose(input[i]);
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}
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_isDirty = true;
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_hasValidData = true;
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}
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@@ -54,7 +54,6 @@ public:
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/// <summary>
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/// Determines whether this instance is ready for rendering.
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/// </summary>
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/// <returns>True if has valid data and can be rendered, otherwise false.</returns>
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FORCE_INLINE bool IsReady() const
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{
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return BoneMatrices != nullptr && BoneMatrices->IsAllocated();
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@@ -73,6 +72,12 @@ public:
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/// <param name="dropHistory">True if drop previous update bones used for motion blur, otherwise will keep them and do the update.</param>
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void SetData(const Matrix* bones, bool dropHistory);
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/// <summary>
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/// After bones Data has been modified externally. Updates the bone matrices data for the GPU buffer. Ensure to call Flush before rendering.
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/// </summary>
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/// <param name="dropHistory">True if drop previous update bones used for motion blur, otherwise will keep them and do the update.</param>
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void OnDataChanged(bool dropHistory);
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/// <summary>
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/// Flushes the bones data buffer with the GPU by sending the data fro the CPU.
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/// </summary>
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@@ -2,6 +2,7 @@
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#include "AnimatedModel.h"
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#include "BoneSocket.h"
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#include "Engine/Core/Math/Matrix3x4.h"
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#include "Engine/Animations/Animations.h"
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#include "Engine/Engine/Engine.h"
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#if USE_EDITOR
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@@ -13,8 +14,6 @@
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#include "Engine/Level/SceneObjectsFactory.h"
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#include "Engine/Serialization/Serialization.h"
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extern Array<Matrix> UpdateBones;
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AnimatedModel::AnimatedModel(const SpawnParams& params)
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: ModelInstanceActor(params)
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, _actualMode(AnimationUpdateMode::Never)
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@@ -470,14 +469,17 @@ void AnimatedModel::OnAnimationUpdated()
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// Calculate the final bones transformations and update skinning
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{
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ANIM_GRAPH_PROFILE_EVENT("Final Pose");
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UpdateBones.Resize(skeleton.Bones.Count(), false);
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for (int32 boneIndex = 0; boneIndex < skeleton.Bones.Count(); boneIndex++)
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const int32 bonesCount = skeleton.Bones.Count();
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Matrix3x4* output = (Matrix3x4*)_skinningData.Data.Get();
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ASSERT(_skinningData.Data.Count() == bonesCount * sizeof(Matrix3x4));
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for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
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{
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auto& bone = skeleton.Bones[boneIndex];
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UpdateBones[boneIndex] = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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Matrix matrix = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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output[boneIndex].SetMatrixTranspose(matrix);
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}
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_skinningData.OnDataChanged(!PerBoneMotionBlur);
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}
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_skinningData.SetData(UpdateBones.Get(), !PerBoneMotionBlur);
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UpdateBounds();
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UpdateSockets();
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