Optimize memory alloc on Animated Model init

This commit is contained in:
Wojtek Figat
2025-06-06 22:41:29 +02:00
parent 091f76bbf2
commit d95cd2f0be
3 changed files with 13 additions and 39 deletions

View File

@@ -38,29 +38,6 @@ void SkinnedMeshDrawData::Setup(int32 bonesCount)
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}
void SkinnedMeshDrawData::SetData(const Matrix* bones, bool dropHistory)
{
if (!bones)
return;
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

View File

@@ -69,13 +69,6 @@ public:
/// <param name="bonesCount">The bones count.</param>
void Setup(int32 bonesCount);
/// <summary>
/// Sets the bone matrices data for the GPU buffer. Ensure to call Flush before rendering.
/// </summary>
/// <param name="bones">The bones data.</param>
/// <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>

View File

@@ -86,7 +86,8 @@ void AnimatedModel::PreInitSkinningData()
{
if (!SkinnedModel || !SkinnedModel->IsLoaded())
return;
PROFILE_CPU();
PROFILE_MEM(Animations);
ScopeLock lock(SkinnedModel->Locker);
SetupSkinningData();
@@ -96,28 +97,30 @@ void AnimatedModel::PreInitSkinningData()
// Get nodes global transformations for the initial pose
GraphInstance.NodesPose.Resize(nodesCount, false);
auto nodesPose = GraphInstance.NodesPose.Get();
for (int32 nodeIndex = 0; nodeIndex < nodesCount; nodeIndex++)
{
Matrix localTransform;
skeleton.Nodes[nodeIndex].LocalTransform.GetWorld(localTransform);
const int32 parentIndex = skeleton.Nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
GraphInstance.NodesPose[nodeIndex] = localTransform * GraphInstance.NodesPose[parentIndex];
nodesPose[nodeIndex] = localTransform * nodesPose[parentIndex];
else
GraphInstance.NodesPose[nodeIndex] = localTransform;
nodesPose[nodeIndex] = localTransform;
}
GraphInstance.Invalidate();
GraphInstance.RootTransform = skeleton.Nodes[0].LocalTransform;
GraphInstance.RootTransform = nodesCount > 0 ? skeleton.Nodes[0].LocalTransform : Transform::Identity;
// Setup bones transformations including bone offset matrix
Array<Matrix> identityMatrices; // TODO: use shared memory?
identityMatrices.Resize(bonesCount, false);
Matrix3x4* output = (Matrix3x4*)_skinningData.Data.Get();
const SkeletonBone* bones = skeleton.Bones.Get();
for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
{
auto& bone = skeleton.Bones[boneIndex];
identityMatrices.Get()[boneIndex] = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
auto& bone = bones[boneIndex];
Matrix identityMatrix = bone.OffsetMatrix * nodesPose[bone.NodeIndex];
output[boneIndex].SetMatrixTranspose(identityMatrix);
}
_skinningData.SetData(identityMatrices.Get(), true);
_skinningData.OnDataChanged(true);
UpdateBounds();
UpdateSockets();
@@ -586,6 +589,7 @@ void AnimatedModel::SyncParameters()
}
else
{
PROFILE_MEM(Animations);
ScopeLock lock(AnimationGraph->Locker);
// Clone the parameters