Optimize renderer memory allocations with RenderListAllocation (mem pooling)
This commit is contained in:
@@ -174,7 +174,7 @@ private:
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};
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typedef Array<struct BatchedDrawCall, InlinedAllocation<8>> DrawCallsList;
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typedef Dictionary<DrawKey, struct BatchedDrawCall, HeapAllocation> BatchedDrawCalls;
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typedef Dictionary<DrawKey, struct BatchedDrawCall, class RenderListAllocation> BatchedDrawCalls;
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void DrawInstance(RenderContext& renderContext, FoliageInstance& instance, FoliageType& type, Model* model, int32 lod, float lodDitherFactor, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const;
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void DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, FoliageType& type, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const;
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#else
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@@ -31,6 +31,14 @@ namespace
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Array<uint64> SortingKeys[2];
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Array<int32> SortingIndices;
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Array<RenderList*> FreeRenderList;
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struct MemPoolEntry
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{
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void* Ptr;
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uintptr Size;
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};
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Array<MemPoolEntry> MemPool;
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}
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void RendererDirectionalLightData::SetupLightData(LightData* data, const RenderView& view, bool useShadow) const
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@@ -101,6 +109,30 @@ void RendererSkyLightData::SetupLightData(LightData* data, const RenderView& vie
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data->RadiusInv = 1.0f / Radius;
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}
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void* RenderListAllocation::Allocate(uintptr size)
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{
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void* result = nullptr;
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for (int32 i = 0; i < MemPool.Count(); i++)
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{
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if (MemPool[i].Size == size)
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{
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result = MemPool[i].Ptr;
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MemPool.RemoveAt(i);
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break;
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}
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}
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if (!result)
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{
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result = Platform::Allocate(size, 16);
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}
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return result;
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}
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void RenderListAllocation::Free(void* ptr, uintptr size)
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{
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MemPool.Add({ ptr, size });
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}
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RenderList* RenderList::GetFromPool()
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{
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if (FreeRenderList.HasItems())
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@@ -132,6 +164,9 @@ void RenderList::CleanupCache()
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SortingKeys[1].Resize(0);
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SortingIndices.Resize(0);
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FreeRenderList.ClearDelete();
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for (auto& e : MemPool)
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Platform::Free(e.Ptr);
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MemPool.Clear();
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}
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bool RenderList::BlendableSettings::operator<(const BlendableSettings& other) const
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@@ -203,10 +203,91 @@ struct DrawBatch
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}
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};
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class RenderListAllocation
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{
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public:
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static void* Allocate(uintptr size);
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static void Free(void* ptr, uintptr size);
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template<typename T>
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class Data
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{
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T* _data = nullptr;
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uintptr _size;
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public:
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FORCE_INLINE Data()
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{
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}
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FORCE_INLINE ~Data()
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{
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if (_data)
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RenderListAllocation::Free(_data, _size);
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}
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FORCE_INLINE T* Get()
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{
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return _data;
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}
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FORCE_INLINE const T* Get() const
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{
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return _data;
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}
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FORCE_INLINE int32 CalculateCapacityGrow(int32 capacity, int32 minCapacity) const
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{
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capacity = capacity ? capacity * 2 : 64;
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if (capacity < minCapacity)
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capacity = minCapacity;
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return capacity;
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}
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FORCE_INLINE void Allocate(uint64 capacity)
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{
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_size = capacity * sizeof(T);
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_data = (T*)RenderListAllocation::Allocate(_size);
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}
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FORCE_INLINE void Relocate(uint64 capacity, int32 oldCount, int32 newCount)
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{
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T* newData = capacity != 0 ? (T*)RenderListAllocation::Allocate(capacity * sizeof(T)) : nullptr;
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if (oldCount)
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{
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if (newCount > 0)
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Memory::MoveItems(newData, _data, newCount);
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Memory::DestructItems(_data, oldCount);
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}
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if (_data)
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RenderListAllocation::Free(_data, _size);
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_data = newData;
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_size = capacity * sizeof(T);
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}
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FORCE_INLINE void Free()
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{
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if (_data)
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{
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RenderListAllocation::Free(_data, _size);
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_data = nullptr;
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}
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}
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FORCE_INLINE void Swap(Data& other)
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{
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::Swap(_data, other._data);
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::Swap(_size, other._size);
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}
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};
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};
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struct BatchedDrawCall
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{
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DrawCall DrawCall;
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Array<struct InstanceData> Instances;
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Array<struct InstanceData, RenderListAllocation> Instances;
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};
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/// <summary>
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@@ -579,8 +579,8 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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GPUTextureView* localShadowedLightScattering = nullptr;
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{
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// Get lights to render
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Array<const RendererPointLightData*> pointLights;
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Array<const RendererSpotLightData*> spotLights;
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Array<const RendererPointLightData*, InlinedAllocation<64, RenderListAllocation>> pointLights;
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Array<const RendererSpotLightData*, InlinedAllocation<64, RenderListAllocation>> spotLights;
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for (int32 i = 0; i < renderContext.List->PointLights.Count(); i++)
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{
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const auto& light = renderContext.List->PointLights[i];
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