Optimize Scene Rendering (cache drawable bounds and layers for culling with less cache misses)

This commit is contained in:
Wojtek Figat
2021-06-28 22:04:25 +02:00
parent e61ebaa71b
commit d7332509f7
26 changed files with 335 additions and 130 deletions

View File

@@ -4,10 +4,14 @@
#include "Scene.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Level/Actors/PostFxVolume.h"
#define SCENE_RENDERING_USE_PROFILER 0
#define SCENE_RENDERING_USE_SIMD 0
#if SCENE_RENDERING_USE_PROFILER
#include "Engine/Profiler/ProfilerCPU.h"
#endif
#if SCENE_RENDERING_USE_SIMD
#include "Engine/Core/SIMD.h"
@@ -22,14 +26,49 @@ ALIGN_BEGIN(16) struct CullDataSIMD
#endif
SceneRendering::SceneRendering(::Scene* scene)
: Scene(scene)
int32 SceneRendering::DrawEntries::Add(Actor* obj)
{
int32 key = 0;
for (; key < List.Count(); key++)
{
if (List[key].Actor == nullptr)
break;
}
if (key == List.Count())
List.AddOne();
auto& e = List[key];
e.Actor = obj;
e.LayerMask = obj->GetLayerMask();
e.Bounds = obj->GetSphere();
return key;
}
void CullAndDraw(const BoundingFrustum& frustum, RenderContext& renderContext, const Array<Actor*>& actors)
void SceneRendering::DrawEntries::Update(Actor* obj, int32 key)
{
auto& e = List[key];
ASSERT_LOW_LAYER(obj == e.Actor);
e.LayerMask = obj->GetLayerMask();
e.Bounds = obj->GetSphere();
}
void SceneRendering::DrawEntries::Remove(Actor* obj, int32 key)
{
if (List.IsEmpty())
return;
auto& e = List[key];
ASSERT_LOW_LAYER(obj == e.Actor);
e.Actor = nullptr;
}
void SceneRendering::DrawEntries::Clear()
{
List.Clear();
}
void SceneRendering::DrawEntries::CullAndDraw(RenderContext& renderContext)
{
auto& view = renderContext.View;
const BoundingFrustum frustum = view.CullingFrustum;
#if SCENE_RENDERING_USE_SIMD
CullDataSIMD cullData;
{
@@ -97,8 +136,10 @@ void CullAndDraw(const BoundingFrustum& frustum, RenderContext& renderContext, c
float4 pz2 = SIMD::Load(&cullData.zs[4]);
float4 pd2 = SIMD::Load(&cullData.ds[4]);
for (int32 i = 0; i < actors.Count(); i++)
for (int32 i = 0; i < List.Count(); i++)
{
auto& e = List[i];
const auto& sphere = actors[i]->GetSphere();
float4 cx = SIMD::Splat(sphere.Center.X);
float4 cy = SIMD::Splat(sphere.Center.Y);
@@ -121,21 +162,28 @@ void CullAndDraw(const BoundingFrustum& frustum, RenderContext& renderContext, c
if (SIMD::MoveMask(t))
continue;
actors[i]->Draw(renderContext);
e.Actor->Draw(renderContext);
}
#else
for (int32 i = 0; i < actors.Count(); i++)
for (int32 i = 0; i < List.Count(); i++)
{
auto actor = actors[i];
if (view.RenderLayersMask.HasLayer(actor->GetLayer()) && frustum.Intersects(actor->GetSphere()))
actor->Draw(renderContext);
auto e = List[i];
if (view.RenderLayersMask.Mask & e.LayerMask && frustum.Intersects(e.Bounds))
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU();
___tracy_scoped_zone.Name(*e.Actor->GetName(), e.Actor->GetName().Length());
#endif
e.Actor->Draw(renderContext);
}
}
#endif
}
void CullAndDrawOffline(const BoundingFrustum& frustum, RenderContext& renderContext, const Array<Actor*>& actors)
void SceneRendering::DrawEntries::CullAndDrawOffline(RenderContext& renderContext)
{
auto& view = renderContext.View;
const BoundingFrustum frustum = view.CullingFrustum;
#if SCENE_RENDERING_USE_SIMD
CullDataSIMD cullData;
{
@@ -231,15 +279,26 @@ void CullAndDrawOffline(const BoundingFrustum& frustum, RenderContext& renderCon
actors[i]->Draw(renderContext);
}
#else
for (int32 i = 0; i < actors.Count(); i++)
for (int32 i = 0; i < List.Count(); i++)
{
auto actor = actors[i];
if (actor->GetStaticFlags() & view.StaticFlagsMask && view.RenderLayersMask.HasLayer(actor->GetLayer()) && frustum.Intersects(actor->GetSphere()))
actor->Draw(renderContext);
auto e = List[i];
if (view.RenderLayersMask.Mask & e.LayerMask && frustum.Intersects(e.Bounds) && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU();
___tracy_scoped_zone.Name(*e.Actor->GetName(), e.Actor->GetName().Length());
#endif
e.Actor->Draw(renderContext);
}
}
#endif
}
SceneRendering::SceneRendering(::Scene* scene)
: Scene(scene)
{
}
void SceneRendering::Draw(RenderContext& renderContext)
{
// Skip if disabled
@@ -248,13 +307,12 @@ void SceneRendering::Draw(RenderContext& renderContext)
auto& view = renderContext.View;
// Draw all visual components
const BoundingFrustum frustum = view.CullingFrustum;
if (view.IsOfflinePass)
{
CullAndDrawOffline(frustum, renderContext, Geometry);
Geometry.CullAndDrawOffline(renderContext);
if (view.Pass & DrawPass::GBuffer)
{
CullAndDrawOffline(frustum, renderContext, Common);
Common.CullAndDrawOffline(renderContext);
for (int32 i = 0; i < CommonNoCulling.Count(); i++)
{
auto actor = CommonNoCulling[i];
@@ -265,15 +323,21 @@ void SceneRendering::Draw(RenderContext& renderContext)
}
else
{
CullAndDraw(frustum, renderContext, Geometry);
Geometry.CullAndDraw(renderContext);
if (view.Pass & DrawPass::GBuffer)
{
CullAndDraw(frustum, renderContext, Common);
Common.CullAndDraw(renderContext);
for (int32 i = 0; i < CommonNoCulling.Count(); i++)
{
auto actor = CommonNoCulling[i];
if (view.RenderLayersMask.HasLayer(actor->GetLayer()))
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU();
___tracy_scoped_zone.Name(*actor->GetName(), actor->GetName().Length());
#endif
actor->Draw(renderContext);
}
}
}
}
@@ -294,6 +358,9 @@ void SceneRendering::Draw(RenderContext& renderContext)
void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU();
#endif
for (int32 i = 0; i < PostFxProviders.Count(); i++)
{
PostFxProviders[i]->Collect(renderContext);