Optimize some code by manual inlining

This commit is contained in:
Wojtek Figat
2022-10-21 18:36:18 +02:00
parent b7b4391cff
commit 42d1f40b9c
6 changed files with 42 additions and 54 deletions

View File

@@ -54,16 +54,6 @@ public:
return _loadedLODs;
}
/// <summary>
/// Determines whether the specified index is a valid LOD index.
/// </summary>
/// <param name="index">The index.</param>
/// <returns>True if the specified index is a valid LOD index, otherwise false.</returns>
FORCE_INLINE bool IsValidLODIndex(int32 index) const
{
return Math::IsInRange(index, 0, LODs.Count() - 1);
}
/// <summary>
/// Clamps the index of the LOD to be valid for rendering (only loaded LODs).
/// </summary>
@@ -79,7 +69,7 @@ public:
/// </summary>
FORCE_INLINE int32 HighestResidentLODIndex() const
{
return GetLODsCount() - _loadedLODs;
return LODs.Count() - _loadedLODs;
}
/// <summary>

View File

@@ -55,16 +55,6 @@ public:
return _loadedLODs;
}
/// <summary>
/// Determines whether the specified index is a valid LOD index.
/// </summary>
/// <param name="index">The index.</param>
/// <returns>True if the specified index is a valid LOD index, otherwise false.</returns>
FORCE_INLINE bool IsValidLODIndex(int32 index) const
{
return Math::IsInRange(index, 0, LODs.Count() - 1);
}
/// <summary>
/// Clamps the index of the LOD to be valid for rendering (only loaded LODs).
/// </summary>
@@ -80,7 +70,7 @@ public:
/// </summary>
FORCE_INLINE int32 HighestResidentLODIndex() const
{
return GetLODsCount() - _loadedLODs;
return LODs.Count() - _loadedLODs;
}
/// <summary>

View File

@@ -188,23 +188,6 @@ void RenderView::CopyFrom(Camera* camera, Viewport* viewport)
RenderLayersMask = camera->RenderLayersMask;
}
DrawPass RenderView::GetShadowsDrawPassMask(ShadowsCastingMode shadowsMode) const
{
switch (shadowsMode)
{
case ShadowsCastingMode::All:
return DrawPass::All;
case ShadowsCastingMode::DynamicOnly:
return IsOfflinePass ? ~DrawPass::Depth : DrawPass::All;
case ShadowsCastingMode::StaticOnly:
return IsOfflinePass ? DrawPass::All : ~DrawPass::Depth;
case ShadowsCastingMode::None:
return ~DrawPass::Depth;
default:
return DrawPass::All;
}
}
void RenderView::GetWorldMatrix(const Transform& transform, Matrix& world) const
{
const Float3 translation = transform.Translation - Origin;

View File

@@ -296,7 +296,22 @@ public:
void CopyFrom(Camera* camera, Viewport* viewport = nullptr);
public:
DrawPass GetShadowsDrawPassMask(ShadowsCastingMode shadowsMode) const;
FORCE_INLINE DrawPass GetShadowsDrawPassMask(ShadowsCastingMode shadowsMode) const
{
switch (shadowsMode)
{
case ShadowsCastingMode::All:
return DrawPass::All;
case ShadowsCastingMode::DynamicOnly:
return IsOfflinePass ? ~DrawPass::Depth : DrawPass::All;
case ShadowsCastingMode::StaticOnly:
return IsOfflinePass ? DrawPass::All : ~DrawPass::Depth;
case ShadowsCastingMode::None:
return ~DrawPass::Depth;
default:
return DrawPass::All;
}
}
public:
// Camera's View * Projection matrix

View File

@@ -41,12 +41,26 @@ void SceneRendering::Draw(RenderContext& renderContext)
{
for (int32 i = 0; i < Actors.Count(); i++)
{
auto e = Actors[i];
auto e = Actors.Get()[i];
e.Bounds.Center -= origin;
if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)) && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU_ACTOR(e.Actor);
#endif
e.Actor->Draw(renderContext);
}
}
}
else if (origin.IsZero())
{
for (int32 i = 0; i < Actors.Count(); i++)
{
auto e = Actors.Get()[i];
if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU_ACTOR(e.Actor);
#endif
e.Actor->Draw(renderContext);
}
@@ -56,7 +70,7 @@ void SceneRendering::Draw(RenderContext& renderContext)
{
for (int32 i = 0; i < Actors.Count(); i++)
{
auto e = Actors[i];
auto e = Actors.Get()[i];
e.Bounds.Center -= origin;
if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
{

View File

@@ -104,22 +104,20 @@ int32 ModelsStreamingHandler::CalculateResidency(StreamableResource* resource, f
if (quality < ZeroTolerance)
return 0;
ASSERT(resource);
auto& model = *(Model*)resource;
const auto& model = *(Model*)resource;
const int32 lodCount = model.GetLODsCount();
int32 lods = Math::CeilToInt(quality * (float)lodCount);
ASSERT(model.IsValidLODIndex(lods - 1));
const int32 lods = Math::CeilToInt(quality * (float)lodCount);
return lods;
}
int32 ModelsStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency)
{
ASSERT(resource);
auto& model = *(Model*)resource;
const auto& model = *(Model*)resource;
// Always load only single LOD at once
int32 residency = targetResidency;
int32 currentResidency = model.GetCurrentResidency();
const int32 currentResidency = model.GetCurrentResidency();
if (currentResidency < targetResidency)
{
// Up
@@ -145,22 +143,20 @@ int32 SkinnedModelsStreamingHandler::CalculateResidency(StreamableResource* reso
if (quality < ZeroTolerance)
return 0;
ASSERT(resource);
auto& model = *(SkinnedModel*)resource;
const auto& model = *(SkinnedModel*)resource;
const int32 lodCount = model.GetLODsCount();
int32 lods = Math::CeilToInt(quality * (float)lodCount);
ASSERT(model.IsValidLODIndex(lods - 1));
const int32 lods = Math::CeilToInt(quality * (float)lodCount);
return lods;
}
int32 SkinnedModelsStreamingHandler::CalculateRequestedResidency(StreamableResource* resource, int32 targetResidency)
{
ASSERT(resource);
auto& model = *(SkinnedModel*)resource;
const auto& model = *(SkinnedModel*)resource;
// Always load only single LOD at once
int32 residency = targetResidency;
int32 currentResidency = model.GetCurrentResidency();
const int32 currentResidency = model.GetCurrentResidency();
if (currentResidency < targetResidency)
{
// Up