Optimize Animated Model bones matrices buffer update

This commit is contained in:
Wojtek Figat
2021-06-06 23:15:41 +02:00
parent 982b22b4b1
commit 07ad94de13
4 changed files with 33 additions and 25 deletions

View File

@@ -41,10 +41,27 @@ void SkinnedMeshDrawData::SetData(const Matrix* bones, bool dropHistory)
{
if (!bones)
return;
ASSERT(BonesCount > 0);
ANIM_GRAPH_PROFILE_EVENT("SetSkinnedMeshData");
// Copy bones to the buffer
const int32 count = BonesCount;
const int32 preFetchStride = 2;
const Matrix* input = bones;
const auto output = (Matrix3x4*)Data.Get();
ASSERT(Data.Count() == count * sizeof(Matrix3x4));
for (int32 i = 0; i < count; i++)
{
Matrix3x4* bone = output + i;
Platform::Prefetch(bone + preFetchStride);
Platform::Prefetch((byte*)(bone + preFetchStride) + PLATFORM_CACHE_LINE_SIZE);
bone->SetMatrixTranspose(input[i]);
}
OnDataChanged(dropHistory);
}
void SkinnedMeshDrawData::OnDataChanged(bool dropHistory)
{
// Setup previous frame bone matrices if needed
if (_hasValidData && !dropHistory)
{
@@ -64,20 +81,6 @@ void SkinnedMeshDrawData::SetData(const Matrix* bones, bool dropHistory)
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}
// Copy bones to the buffer
const int32 count = BonesCount;
const int32 preFetchStride = 2;
const Matrix* input = bones;
const auto output = (Matrix3x4*)Data.Get();
ASSERT(Data.Count() == count * sizeof(Matrix3x4));
for (int32 i = 0; i < count; i++)
{
Matrix3x4* bone = output + i;
Platform::Prefetch(bone + preFetchStride);
Platform::Prefetch((byte*)(bone + preFetchStride) + PLATFORM_CACHE_LINE_SIZE);
bone->SetMatrixTranspose(input[i]);
}
_isDirty = true;
_hasValidData = true;
}

View File

@@ -54,7 +54,6 @@ public:
/// <summary>
/// Determines whether this instance is ready for rendering.
/// </summary>
/// <returns>True if has valid data and can be rendered, otherwise false.</returns>
FORCE_INLINE bool IsReady() const
{
return BoneMatrices != nullptr && BoneMatrices->IsAllocated();
@@ -73,6 +72,12 @@ public:
/// <param name="dropHistory">True if drop previous update bones used for motion blur, otherwise will keep them and do the update.</param>
void SetData(const Matrix* bones, bool dropHistory);
/// <summary>
/// After bones Data has been modified externally. Updates the bone matrices data for the GPU buffer. Ensure to call Flush before rendering.
/// </summary>
/// <param name="dropHistory">True if drop previous update bones used for motion blur, otherwise will keep them and do the update.</param>
void OnDataChanged(bool dropHistory);
/// <summary>
/// Flushes the bones data buffer with the GPU by sending the data fro the CPU.
/// </summary>