spamming with multiple buffers to vu1

This commit is contained in:
h4570
2022-07-22 00:12:36 +02:00
parent c8592e0c67
commit c5aea0d50f
17 changed files with 382 additions and 360 deletions
@@ -23,16 +23,17 @@ void DynamicPipeline::init(RendererCore* t_core) {
void DynamicPipeline::onUse() { core.reinitVU1Programs(); }
#define BUFFER_COUNT 64
void DynamicPipeline::render(DynamicMesh* mesh, const DynPipOptions* options) {
auto model = mesh->getModelMatrix();
auto* frameFrom = mesh->getFrame(mesh->getCurrentAnimationFrame());
auto* frameTo = mesh->getFrame(mesh->getNextAnimationFrame());
auto* infoBag = getInfoBag(mesh, options, &model);
PipelineDirLightsBag* dirLights = nullptr;
auto frustumCulling =
options ? options->frustumCulling : DynPipFrustumCulling_Simple;
if (frustumCulling == DynPipFrustumCulling_Simple) {
auto* frameTo = mesh->getFrame(mesh->getNextAnimationFrame());
if (frameTo->getBBox().isInFrustum(
rendererCore->renderer3D.frustumPlanes.getAll(), model) ==
CoreBBoxFrustum::OUTSIDE_FRUSTUM) {
@@ -47,7 +48,7 @@ void DynamicPipeline::render(DynamicMesh* mesh, const DynPipOptions* options) {
options->lighting->directionalDirections);
}
DynPipBag buffers[2];
DynPipBag buffers[BUFFER_COUNT];
u8 context = 0;
setBuffersDefaultVars(buffers, mesh, infoBag);
@@ -55,54 +56,78 @@ void DynamicPipeline::render(DynamicMesh* mesh, const DynPipOptions* options) {
for (u32 i = 0; i < mesh->getMaterialsCount(); i++) {
auto* material = mesh->getMaterial(i);
auto partSize = core.getMaxVertCountByParams(
options && options->lighting, material->getTextureCoordFaces());
auto* frameFrom = material->getFrame(mesh->getCurrentAnimationFrame());
auto* frameTo = material->getFrame(mesh->getNextAnimationFrame());
auto partSize =
core.getMaxVertCountByParams(options && options->lighting,
material->getFrame(0)->getTextureCoords());
u32 partsCount =
ceil(material->getFacesCount() / static_cast<float>(partSize));
ceil(frameFrom->getVertexCount() / static_cast<float>(partSize));
auto* colorBag = getColorBag(material);
setBuffersColorBag(buffers, colorBag);
u8 isPartInitialized = false;
for (u32 j = 0; j < partsCount; j++) {
auto& buffer = buffers[context];
for (u32 k = 0; k < partsCount; k++) {
auto& buffer = buffers[context++];
freeBuffer(&buffer);
buffer.count = j == partsCount - 1
? material->getFacesCount() - j * partSize
buffer.count = k == partsCount - 1
? frameFrom->getVertexCount() - k * partSize
: partSize;
u32 startIndex = j * partSize;
u32 startIndex = k * partSize;
addVertices(mesh, material, &buffer, frameFrom, frameTo, startIndex);
buffer.texture = getTextureBag(mesh, material, frameFrom, frameTo,
buffer.count, startIndex);
buffer.lighting =
getLightingBag(mesh, material, &model, frameFrom, frameTo, options,
dirLights, buffer.count, startIndex);
addVertices(frameFrom, frameTo, &buffer, startIndex);
buffer.texture = getTextureBag(material, frameFrom, frameTo, startIndex);
buffer.lighting = getLightingBag(frameFrom, frameTo, &model, options,
dirLights, startIndex);
if (!isPartInitialized) {
core.initParts(&buffer);
isPartInitialized = true;
}
core.renderPart(&buffer, frustumCulling == DynPipFrustumCulling_Precise);
// core.renderPart(&buffer, frustumCulling ==
// DynPipFrustumCulling_Precise);
context = !context;
if (context == BUFFER_COUNT / 2 || context == BUFFER_COUNT) {
DynPipBag** sendBuffers = new DynPipBag*[BUFFER_COUNT / 2];
for (u32 i = 0; i < BUFFER_COUNT / 2; i++) {
sendBuffers[i] = &buffers[context - ((BUFFER_COUNT / 2) - i)];
}
core.renderTEST(sendBuffers, BUFFER_COUNT / 2);
delete[] sendBuffers;
if (context == BUFFER_COUNT) context = 0;
}
}
freeBuffer(&buffers[context]);
freeBuffer(&buffers[!context]);
delete colorBag;
}
// TODO: Refactor (define itd, wywalic te wszystkie TEST i poprawic)
// TODO: Rozmiar pakietu VU1 na podstawie rozmiaru buforow
// TODO: Dorenderowac brakujace (np gdy context == 1-buffersize-1 itd)
// TODO: Program renderujacy w VU1
// TODO: Github: Ten sam myk zrobic w static pipeline?
for (u32 i = 0; i < BUFFER_COUNT; i++) freeBuffer(&buffers[i]);
if (dirLights) {
delete dirLights;
}
delete infoBag;
}
void DynamicPipeline::setBuffersDefaultVars(DynPipBag* buffers,
DynamicMesh* mesh,
PipelineInfoBag* infoBag) {
for (int i = 0; i < 2; i++) {
for (int i = 0; i < BUFFER_COUNT; i++) {
buffers[i].info = infoBag;
buffers[i].interpolation = mesh->getAnimState().interpolation;
}
@@ -110,29 +135,19 @@ void DynamicPipeline::setBuffersDefaultVars(DynPipBag* buffers,
void DynamicPipeline::setBuffersColorBag(DynPipBag* buffers,
DynPipColorBag* colorBag) {
for (int i = 0; i < 2; i++) {
for (int i = 0; i < BUFFER_COUNT; i++) {
buffers[i].color = colorBag;
}
}
void DynamicPipeline::freeBuffer(DynPipBag* bag) {
if (bag->texture) {
bag->texture->freeCoords();
delete bag->texture;
}
if (bag->lighting) {
bag->lighting->freeNormals();
delete bag->lighting;
}
if (bag->verticesFrom) {
delete[] bag->verticesFrom;
}
if (bag->verticesTo) {
delete[] bag->verticesTo;
}
}
PipelineInfoBag* DynamicPipeline::getInfoBag(DynamicMesh* mesh,
@@ -155,57 +170,42 @@ PipelineInfoBag* DynamicPipeline::getInfoBag(DynamicMesh* mesh,
return result;
}
void DynamicPipeline::addVertices(DynamicMesh* mesh, MeshMaterial* material,
DynPipBag* bag, MeshFrame* frameFrom,
MeshFrame* frameTo,
const u32& startIndex) const {
bag->verticesFrom = new Vec4[bag->count];
bag->verticesTo = new Vec4[bag->count];
for (u32 i = startIndex; i < startIndex + bag->count; i++) {
auto& face = material->getVertexFaces()[i];
auto offset = i - startIndex;
bag->verticesFrom[offset] = frameFrom->getVertices()[face];
bag->verticesTo[offset] = frameTo->getVertices()[face];
}
void DynamicPipeline::addVertices(MeshMaterialFrame* materialFrameFrom,
MeshMaterialFrame* materialFrameTo,
DynPipBag* bag, const u32& startIndex) const {
bag->verticesFrom = &materialFrameFrom->getVertices()[startIndex];
bag->verticesTo = &materialFrameTo->getVertices()[startIndex];
}
DynPipColorBag* DynamicPipeline::getColorBag(MeshMaterial* material) const {
auto* result = new DynPipColorBag();
result->single = &material->singleColor;
result->single = &material->color;
return result;
}
DynPipTextureBag* DynamicPipeline::getTextureBag(
DynamicMesh* mesh, MeshMaterial* material, MeshFrame* frameFrom,
MeshFrame* frameTo, const u32& count, const u32& startIndex) {
if (!material->getTextureCoordFaces()) return nullptr;
MeshMaterial* material, MeshMaterialFrame* materialFrameFrom,
MeshMaterialFrame* materialFrameTo, const u32& startIndex) {
if (!materialFrameFrom->getTextureCoords()) return nullptr;
auto* result = new DynPipTextureBag();
result->texture =
rendererCore->texture.repository.getBySpriteOrMesh(material->getId());
TYRA_ASSERT(result->texture, "Texture for material id: ", material->getId(),
"was not found in texture repository!");
result->coordinatesFrom = new Vec4[count];
result->coordinatesTo = new Vec4[count];
for (u32 i = startIndex; i < startIndex + count; i++) {
auto& face = material->getTextureCoordFaces()[i];
auto offset = i - startIndex;
result->coordinatesFrom[offset] = frameFrom->getTextureCoords()[face];
result->coordinatesTo[offset] = frameTo->getTextureCoords()[face];
}
result->coordinatesFrom = &materialFrameFrom->getTextureCoords()[startIndex];
result->coordinatesTo = &materialFrameTo->getTextureCoords()[startIndex];
return result;
}
DynPipLightingBag* DynamicPipeline::getLightingBag(
DynamicMesh* mesh, MeshMaterial* material, M4x4* model,
MeshFrame* frameFrom, MeshFrame* frameTo, const DynPipOptions* options,
PipelineDirLightsBag* dirLightsBag, const u32& count,
const u32& startIndex) const {
if (!material->getNormalFaces() || options == nullptr ||
MeshMaterialFrame* materialFrameFrom, MeshMaterialFrame* materialFrameTo,
M4x4* model, const DynPipOptions* options,
PipelineDirLightsBag* dirLightsBag, const u32& startIndex) const {
if (!materialFrameFrom->getNormals() || options == nullptr ||
options->lighting == nullptr)
return nullptr;
@@ -213,15 +213,9 @@ DynPipLightingBag* DynamicPipeline::getLightingBag(
result->lightMatrix = model;
result->dirLights = dirLightsBag;
result->normalsFrom = new Vec4[count];
result->normalsTo = new Vec4[count];
for (u32 i = startIndex; i < startIndex + count; i++) {
auto& face = material->getNormalFaces()[i];
auto offset = i - startIndex;
result->normalsFrom[offset] = frameFrom->getNormals()[face];
result->normalsTo[offset] = frameTo->getNormals()[face];
}
result->normalsFrom = &materialFrameFrom->getNormals()[startIndex];
result->normalsTo = &materialFrameTo->getNormals()[startIndex];
return result;
}