Add various optimizations to Global Surface Atlas
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@@ -14,7 +14,6 @@
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#include "Engine/Content/Content.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/Graphics.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/RenderTargetPool.h"
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@@ -40,6 +39,8 @@
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#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES 0 // Forces to redraw all object tiles every frame
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#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
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#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS 0 // Debug draws culled chunks bounds (non-empty)
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#define GLOBAL_SURFACE_ATLAS_MAX_NEW_OBJECTS_PER_FRAME 500 // Limits the amount of newly added objects to atlas per-frame to reduce hitches on 1st frame or camera-cut
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#define GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(flags) (EnumHasAnyFlags(flags, StaticFlags::Lightmap) ? 200 : 10) // Amount of frames after which update object (less frequent updates for static scenes)
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#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS || GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS
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#include "Engine/Debug/DebugDraw.h"
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@@ -300,14 +301,14 @@ public:
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if (enableAsync)
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{
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// Run in async via Job System
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// Run sync actors drawing now or force in async (different drawing path doesn't interfere with normal scene drawing)
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Function<void(int32)> func;
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func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::DrawActorsJob>(this);
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func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::DrawActorsJobSync>(this);
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const int32 jobCount = Math::Max(JobSystem::GetThreadsCount() - 1, 1); // Leave 1 thread unused to not block the main-thread (jobs will overlap with rendering)
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AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, jobCount));
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// Run sync actors drawing now or force in async (different drawing path doesn't interfere with normal scene drawing)
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func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::DrawActorsJobSync>(this);
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// Run in async via Job System
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func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::DrawActorsJob>(this);
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AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, jobCount));
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// Run dependant job that will process objects data in async
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@@ -797,7 +798,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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context->SetRenderTarget(depthBuffer, ToSpan(targetBuffers, ARRAY_COUNT(targetBuffers)));
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{
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PROFILE_GPU_CPU_NAMED("Clear");
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if (noCache || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES || !GPU_SPREAD_WORKLOAD)
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if (noCache || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES)
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{
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// Full-atlas hardware clear
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context->ClearDepth(depthBuffer);
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@@ -1086,7 +1087,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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{
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GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
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lightData.LastFrameUsed = currentFrame;
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uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4;
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uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags);
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if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
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continue;
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lightData.LastFrameUpdated = currentFrame;
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@@ -1121,7 +1122,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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{
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GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
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lightData.LastFrameUsed = currentFrame;
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uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4;
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uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags);
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if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
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continue;
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lightData.LastFrameUpdated = currentFrame;
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@@ -1143,7 +1144,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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{
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GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
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lightData.LastFrameUsed = currentFrame;
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uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4;
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uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(light.StaticFlags);
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if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
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continue;
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lightData.LastFrameUpdated = currentFrame;
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@@ -1459,9 +1460,9 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con
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const float distanceScale = Math::Lerp(1.0f, surfaceAtlasData.DistanceScaling, Math::InverseLerp(surfaceAtlasData.DistanceScalingStart, surfaceAtlasData.DistanceScalingEnd, (float)CollisionsHelper::DistanceSpherePoint(actorObjectBounds, surfaceAtlasData.ViewPosition)));
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const float tilesScale = surfaceAtlasData.TileTexelsPerWorldUnit * distanceScale * qualityScale;
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GlobalSurfaceAtlasObject* object = surfaceAtlasData.Objects.TryGet(actorObject);
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if (!object && surfaceAtlasData.AsyncNewObjects.Count() >= 512)
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if (!object && surfaceAtlasData.AsyncNewObjects.Count() >= GLOBAL_SURFACE_ATLAS_MAX_NEW_OBJECTS_PER_FRAME)
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return; // Reduce load on 1st frame and add more objects during next frames to balance performance
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bool anyTile = false, dirty = GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES || !GPU_SPREAD_WORKLOAD;
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bool anyTile = false, dirty = GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES;
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for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
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{
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if (((1 << tileIndex) & tilesMask) == 0)
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@@ -1517,7 +1518,7 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con
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if (object)
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{
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// Redraw objects from time-to-time (dynamic objects can be animated, static objects can have textures streamed)
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uint32 redrawFramesCount = actor->HasStaticFlag(StaticFlags::Lightmap) ? 120 : 4;
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uint32 redrawFramesCount = GLOBAL_SURFACE_ATLAS_DIRTY_FRAMES(actor->GetStaticFlags());
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if (surfaceAtlasData.CurrentFrame - object->LastFrameUpdated >= (redrawFramesCount + (actor->GetID().D & redrawFramesCount)))
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dirty = true;
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@@ -1527,7 +1528,7 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con
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object->Bounds = bounds;
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object->Position = (Float3)actorObjectBounds.Center; // TODO: large worlds
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object->Radius = (float)actorObjectBounds.Radius;
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object->Dirty = dirty;
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object->Dirty |= dirty;
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object->UseVisibility = useVisibility;
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}
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else
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