Optimize CPU particles sorting with Radix sort

This commit is contained in:
Wojtek Figat
2021-06-27 12:30:49 +02:00
parent bf1a30c5c6
commit fca4f4ba40
9 changed files with 240 additions and 307 deletions

View File

@@ -12,6 +12,7 @@
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/DynamicBuffer.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/RenderList.h"
@@ -57,15 +58,7 @@ public:
{ +0.5f, +0.5f, 1.0f, 1.0f },
{ -0.5f, +0.5f, 0.0f, 1.0f },
};
static uint16 indexBuffer[] =
{
0,
1,
2,
0,
2,
3,
};
static uint16 indexBuffer[] = { 0, 1, 2, 0, 2, 3, };
return VB->Init(GPUBufferDescription::Vertex(sizeof(SpriteParticleVertex), VertexCount, vertexBuffer)) || IB->Init(GPUBufferDescription::Index(sizeof(uint16), IndexCount, indexBuffer));
}
@@ -117,24 +110,9 @@ SpriteParticleRenderer SpriteRenderer;
namespace ParticlesDrawCPU
{
struct ParticleSortKey
{
uint32 Index;
float Order;
FORCE_INLINE static bool SortAscending(const ParticleSortKey& a, const ParticleSortKey& b)
{
return a.Order < b.Order;
};
FORCE_INLINE static bool SortDescending(const ParticleSortKey& a, const ParticleSortKey& b)
{
return b.Order < a.Order;
};
};
Array<uint32> SortedIndices;
Array<ParticleSortKey> ParticlesOrder;
Array<uint32> SortingKeys[2];
Array<int32> SortingIndices;
Array<int32> SortedIndices;
Array<float> RibbonTotalDistances;
}
@@ -192,12 +170,6 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
// Prepare sorting data
if (!buffer->GPU.SortedIndices)
buffer->AllocateSortBuffer();
auto& particlesOrder = ParticlesDrawCPU::ParticlesOrder;
particlesOrder.Clear();
particlesOrder.Resize(buffer->CPU.Count);
auto& sortedIndices = ParticlesDrawCPU::SortedIndices;
sortedIndices.Clear();
sortedIndices.Resize(buffer->Capacity * emitter->Graph.SortModules.Count());
// Execute all sorting modules
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.SortModules.Count(); moduleIndex++)
@@ -205,24 +177,27 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
auto module = emitter->Graph.SortModules[moduleIndex];
const int32 sortedIndicesOffset = module->SortedIndicesOffset;
const auto sortMode = static_cast<ParticleSortMode>(module->Values[2].AsInt);
if (sortedIndicesOffset >= sortedIndices.Count())
continue;
const int32 stride = buffer->Stride;
const int32 listSize = buffer->CPU.Count;
#define PREPARE_CACHE(list) (ParticlesDrawCPU::list).Clear(); (ParticlesDrawCPU::list).Resize(listSize)
PREPARE_CACHE(SortingKeys[0]);
PREPARE_CACHE(SortingKeys[1]);
PREPARE_CACHE(SortingIndices);
#undef PREPARE_CACHE
uint32* sortedKeys = ParticlesDrawCPU::SortingKeys[0].Get();
const uint32 sortKeyXor = sortMode != ParticleSortMode::CustomAscending ? MAX_uint32 : 0;
switch (sortMode)
{
case ParticleSortMode::ViewDepth:
{
const Matrix viewProjection = renderContext.View.ViewProjection();
const int32 stride = buffer->Stride;
byte* positionPtr = buffer->CPU.Buffer.Get() + emitter->Graph.GetPositionAttributeOffset();
if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
{
for (int32 i = 0; i < buffer->CPU.Count; i++)
{
Vector3 position = *(Vector3*)positionPtr;
particlesOrder[i].Index = i;
particlesOrder[i].Order = Matrix::TransformPosition(viewProjection, Matrix::TransformPosition(drawCall.World, position)).W;
// TODO: use SIMD
sortedKeys[i] = RenderTools::ComputeDistanceSortKey(Matrix::TransformPosition(viewProjection, Matrix::TransformPosition(drawCall.World, *(Vector3*)positionPtr)).W) ^ sortKeyXor;
positionPtr += stride;
}
}
@@ -230,29 +205,22 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
{
for (int32 i = 0; i < buffer->CPU.Count; i++)
{
Vector3 position = *(Vector3*)positionPtr;
particlesOrder[i].Index = i;
particlesOrder[i].Order = Matrix::TransformPosition(viewProjection, position).W;
sortedKeys[i] = RenderTools::ComputeDistanceSortKey(Matrix::TransformPosition(viewProjection, *(Vector3*)positionPtr).W) ^ sortKeyXor;
positionPtr += stride;
}
}
Sorting::QuickSort(particlesOrder.Get(), particlesOrder.Count(), &ParticlesDrawCPU::ParticleSortKey::SortDescending);
break;
}
case ParticleSortMode::ViewDistance:
{
const Vector3 viewPosition = renderContext.View.Position;
const int32 stride = buffer->Stride;
byte* positionPtr = buffer->CPU.Buffer.Get() + emitter->Graph.GetPositionAttributeOffset();
if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
{
for (int32 i = 0; i < buffer->CPU.Count; i++)
{
Vector3 position = *(Vector3*)positionPtr;
particlesOrder[i].Index = i;
particlesOrder[i].Order = (viewPosition - Vector3::Transform(position, drawCall.World)).LengthSquared();
// TODO: use SIMD
sortedKeys[i] = RenderTools::ComputeDistanceSortKey((viewPosition - Vector3::Transform(*(Vector3*)positionPtr, drawCall.World)).LengthSquared()) ^ sortKeyXor;
positionPtr += stride;
}
}
@@ -260,14 +228,11 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
{
for (int32 i = 0; i < buffer->CPU.Count; i++)
{
Vector3 position = *(Vector3*)positionPtr;
particlesOrder[i].Index = i;
particlesOrder[i].Order = (viewPosition - position).LengthSquared();
// TODO: use SIMD
sortedKeys[i] = RenderTools::ComputeDistanceSortKey((viewPosition - *(Vector3*)positionPtr).LengthSquared()) ^ sortKeyXor;
positionPtr += stride;
}
}
Sorting::QuickSort(particlesOrder.Get(), particlesOrder.Count(), &ParticlesDrawCPU::ParticleSortKey::SortDescending);
break;
}
case ParticleSortMode::CustomAscending:
@@ -276,20 +241,12 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
int32 attributeIdx = module->Attributes[0];
if (attributeIdx == -1)
break;
const int32 stride = buffer->Stride;
byte* attributePtr = buffer->CPU.Buffer.Get() + emitter->Graph.Layout.Attributes[attributeIdx].Offset;
for (int32 i = 0; i < buffer->CPU.Count; i++)
{
particlesOrder[i].Index = i;
particlesOrder[i].Order = *(float*)attributePtr;
sortedKeys[i] = RenderTools::ComputeDistanceSortKey(*(float*)attributePtr) ^ sortKeyXor;
attributePtr += stride;
}
if (sortMode == ParticleSortMode::CustomAscending)
Sorting::QuickSort(particlesOrder.Get(), particlesOrder.Count(), &ParticlesDrawCPU::ParticleSortKey::SortAscending);
else
Sorting::QuickSort(particlesOrder.Get(), particlesOrder.Count(), &ParticlesDrawCPU::ParticleSortKey::SortDescending);
break;
}
#if !BUILD_RELEASE
@@ -298,17 +255,31 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
#endif
}
// Copy sorted indices
for (int32 k = 0; k < buffer->CPU.Count; k++)
sortedIndices[sortedIndicesOffset + k] = particlesOrder[k].Index;
}
// Generate sorting indices
int32* sortedIndices;
{
ParticlesDrawCPU::SortedIndices.Resize(listSize);
sortedIndices = ParticlesDrawCPU::SortedIndices.Get();
for (int i = 0; i < listSize; i++)
sortedIndices[i] = i;
}
// Upload CPU particles indices
context->UpdateBuffer(buffer->GPU.SortedIndices, sortedIndices.Get(), sortedIndices.Count() * sizeof(int32));
// Sort keys with indices
{
Sorting::RadixSort(sortedKeys, sortedIndices, ParticlesDrawCPU::SortingKeys[1].Get(), ParticlesDrawCPU::SortingIndices.Get(), listSize);
}
// Upload CPU particles indices
{
context->UpdateBuffer(buffer->GPU.SortedIndices, sortedIndices, listSize * sizeof(int32), sortedIndicesOffset);
}
}
}
// Upload CPU particles data to GPU
context->UpdateBuffer(buffer->GPU.Buffer, buffer->CPU.Buffer.Get(), buffer->CPU.Count * buffer->Stride);
{
context->UpdateBuffer(buffer->GPU.Buffer, buffer->CPU.Buffer.Get(), buffer->CPU.Count * buffer->Stride);
}
// Check if need to setup ribbon modules
int32 ribbonModuleIndex = 0;
@@ -409,7 +380,6 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
ribbonSegmentDistancesBuffer = GPUDevice::Instance->CreateBuffer(TEXT("RibbonSegmentDistances"));
ribbonSegmentDistancesBuffer->Init(GPUBufferDescription::Typed(buffer->Capacity, PixelFormat::R32_Float, false, GPUResourceUsage::Dynamic));
}
context->UpdateBuffer(ribbonSegmentDistancesBuffer, totalDistances.Get(), totalDistances.Count() * sizeof(float));
}
@@ -1195,7 +1165,9 @@ void ParticleManagerService::Dispose()
}
CleanupGPUParticlesSorting();
#endif
ParticlesDrawCPU::ParticlesOrder.SetCapacity(0);
ParticlesDrawCPU::SortingKeys[0].SetCapacity(0);
ParticlesDrawCPU::SortingKeys[1].SetCapacity(0);
ParticlesDrawCPU::SortingIndices.SetCapacity(0);
ParticlesDrawCPU::SortedIndices.SetCapacity(0);
ParticlesDrawCPU::RibbonTotalDistances.SetCapacity(0);