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authorreduz <reduzio@gmail.com>2021-01-04 17:00:44 -0300
committerreduz <reduzio@gmail.com>2021-01-05 08:50:18 -0300
commit77bc3e9ac32936a8c4af011805eb785d378212af (patch)
treed9de0828898e922b6b3554b0068e2197b504944f /servers/rendering/renderer_scene_cull.h
parent5d2a1d78929764b66a0d6ac7d6cc866ea1c91aed (diff)
downloadredot-engine-77bc3e9ac32936a8c4af011805eb785d378212af.tar.gz
Threaded optimizations to cull and render
-Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing)
Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r--servers/rendering/renderer_scene_cull.h153
1 files changed, 131 insertions, 22 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 6399f145a3..796fb14743 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -352,7 +352,7 @@ public:
bool receive_shadows : 8;
bool visible : 8;
bool baked_light : 2; //this flag is only to know if it actually did use baked light
- bool dynamic_gi : 2; //this flag is only to know if it actually did use baked light
+ bool dynamic_gi : 2; //same above for dynamic objects
bool redraw_if_visible : 4;
Instance *lightmap;
@@ -688,15 +688,6 @@ public:
}
};
- struct CullResult {
- PagedArray<Instance *> *result;
- _FORCE_INLINE_ bool operator()(void *p_data) {
- Instance *p_instance = (Instance *)p_data;
- result->push_back(p_instance);
- return false;
- }
- };
-
Set<Instance *> heightfield_particle_colliders_update_list;
PagedArrayPool<Instance *> instance_cull_page_pool;
@@ -704,17 +695,127 @@ public:
PagedArrayPool<RID> rid_cull_page_pool;
PagedArray<Instance *> instance_cull_result;
- PagedArray<RID> mesh_instance_cull_result;
- PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances_to_render;
PagedArray<Instance *> instance_shadow_cull_result;
PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances_to_shadow_render;
- PagedArray<Instance *> light_cull_result;
- PagedArray<RID> lightmap_cull_result;
- PagedArray<RID> reflection_probe_instance_cull_result;
- PagedArray<RID> light_instance_cull_result;
- PagedArray<RID> gi_probe_instance_cull_result;
- PagedArray<RID> decal_instance_cull_result;
+ struct FrustumCullResult {
+ PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
+ PagedArray<Instance *> lights;
+ PagedArray<RID> light_instances;
+ PagedArray<RID> lightmaps;
+ PagedArray<RID> reflections;
+ PagedArray<RID> decals;
+ PagedArray<RID> gi_probes;
+ PagedArray<RID> mesh_instances;
+
+ struct DirectionalShadow {
+ PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
+ } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
+
+ PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
+ PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
+
+ void clear() {
+ geometry_instances.clear();
+ lights.clear();
+ light_instances.clear();
+ lightmaps.clear();
+ reflections.clear();
+ decals.clear();
+ gi_probes.clear();
+ mesh_instances.clear();
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].clear();
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].clear();
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].clear();
+ }
+ }
+
+ void reset() {
+ geometry_instances.reset();
+ lights.reset();
+ light_instances.reset();
+ lightmaps.reset();
+ reflections.reset();
+ decals.reset();
+ gi_probes.reset();
+ mesh_instances.reset();
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].reset();
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].reset();
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].reset();
+ }
+ }
+
+ void append_from(FrustumCullResult &p_cull_result) {
+ geometry_instances.merge_unordered(p_cull_result.geometry_instances);
+ lights.merge_unordered(p_cull_result.lights);
+ light_instances.merge_unordered(p_cull_result.light_instances);
+ lightmaps.merge_unordered(p_cull_result.lightmaps);
+ reflections.merge_unordered(p_cull_result.reflections);
+ decals.merge_unordered(p_cull_result.decals);
+ gi_probes.merge_unordered(p_cull_result.gi_probes);
+ mesh_instances.merge_unordered(p_cull_result.mesh_instances);
+
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
+ }
+ }
+
+ void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
+ geometry_instances.set_page_pool(p_geometry_instance_pool);
+ light_instances.set_page_pool(p_rid_pool);
+ lights.set_page_pool(p_instance_pool);
+ lightmaps.set_page_pool(p_rid_pool);
+ reflections.set_page_pool(p_rid_pool);
+ decals.set_page_pool(p_rid_pool);
+ mesh_instances.set_page_pool(p_rid_pool);
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
+ }
+ }
+ };
+
+ FrustumCullResult frustum_cull_result;
+ LocalVector<FrustumCullResult> frustum_cull_result_threads;
+
+ uint32_t thread_cull_threshold = 200;
RID_PtrOwner<Instance> instance_owner;
@@ -786,8 +887,6 @@ public:
real_t range_begin;
Vector2 uv_scale;
- PagedArray<RendererSceneRender::GeometryInstance *> cull_result;
-
} cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
uint32_t cascade_count;
@@ -797,12 +896,10 @@ public:
struct SDFGI {
//have arrays here because SDFGI functions expects this, plus regions can have areas
- PagedArray<RendererSceneRender::GeometryInstance *> region_cull_result[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
uint32_t region_count = 0;
- PagedArray<RID> cascade_lights[SDFGI_MAX_CASCADES];
uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
uint32_t cascade_light_count = 0;
@@ -813,6 +910,18 @@ public:
Frustum frustum;
} cull;
+ struct FrustumCullData {
+ Cull *cull;
+ Scenario *scenario;
+ RID shadow_atlas;
+ Transform cam_transform;
+ uint32_t visible_layers;
+ Instance *render_reflection_probe;
+ };
+
+ void _frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data);
+ void _frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);