RenderStateBucket.cpp 5.3 KB

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  1. // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Scene/RenderStateBucket.h>
  6. namespace anki {
  7. RenderStateBucketContainer::~RenderStateBucketContainer()
  8. {
  9. for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
  10. {
  11. for([[maybe_unused]] ExtendedBucket& b : m_buckets[t])
  12. {
  13. ANKI_ASSERT(!b.m_program.isCreated() && b.m_userCount == 0 && b.m_lod0MeshletCount == 0);
  14. }
  15. ANKI_ASSERT(m_bucketActiveUserCount[t] == 0);
  16. ANKI_ASSERT(m_activeBucketCount[t] == 0);
  17. }
  18. }
  19. RenderStateBucketIndex RenderStateBucketContainer::addUser(const RenderStateInfo& state, RenderingTechnique technique, U32 lod0MeshletCount)
  20. {
  21. // Compute state gash
  22. Array<U64, 2> toHash;
  23. toHash[0] = state.m_program->getUuid();
  24. toHash[1] = U64(state.m_primitiveTopology);
  25. const U64 hash = computeHash(toHash.getBegin(), toHash.getSizeInBytes());
  26. SceneDynamicArray<ExtendedBucket>& buckets = m_buckets[technique];
  27. RenderStateBucketIndex out;
  28. out.m_technique = technique;
  29. LockGuard lock(m_mtx);
  30. ++m_bucketActiveUserCount[technique];
  31. m_bucketActiveUserCountWithMeshlets[technique] += (lod0MeshletCount) ? 1 : 0;
  32. m_lod0MeshletCount[technique] += lod0MeshletCount;
  33. // Search bucket
  34. for(U32 i = 0; i < buckets.getSize(); ++i)
  35. {
  36. if(buckets[i].m_hash == hash)
  37. {
  38. // Bucket found
  39. if(buckets[i].m_userCount > 0)
  40. {
  41. if(lod0MeshletCount)
  42. {
  43. ANKI_ASSERT(buckets[i].m_lod0MeshletCount > 0 && "A bucket either does meshlet rendering or not");
  44. }
  45. else
  46. {
  47. ANKI_ASSERT(buckets[i].m_lod0MeshletCount == 0 && "A bucket either does meshlet rendering or not");
  48. }
  49. }
  50. ++buckets[i].m_userCount;
  51. buckets[i].m_lod0MeshletCount += lod0MeshletCount;
  52. if(buckets[i].m_userCount == 1)
  53. {
  54. ANKI_ASSERT(!buckets[i].m_program.isCreated());
  55. ANKI_ASSERT(buckets[i].m_lod0MeshletCount == lod0MeshletCount);
  56. buckets[i].m_program = state.m_program;
  57. ++m_activeBucketCount[technique];
  58. createPerfOrder(technique);
  59. }
  60. else
  61. {
  62. ANKI_ASSERT(buckets[i].m_program.isCreated());
  63. }
  64. out.m_index = i;
  65. out.m_lod0MeshletCount = lod0MeshletCount;
  66. return out;
  67. }
  68. }
  69. // Bucket not found, create one
  70. ExtendedBucket& newBucket = *buckets.emplaceBack();
  71. newBucket.m_hash = hash;
  72. newBucket.m_primitiveTopology = state.m_primitiveTopology;
  73. newBucket.m_program = state.m_program;
  74. newBucket.m_userCount = 1;
  75. newBucket.m_lod0MeshletCount = lod0MeshletCount;
  76. ++m_activeBucketCount[technique];
  77. createPerfOrder(technique);
  78. out.m_index = buckets.getSize() - 1;
  79. out.m_lod0MeshletCount = lod0MeshletCount;
  80. return out;
  81. }
  82. void RenderStateBucketContainer::removeUser(RenderStateBucketIndex& bucketIndex)
  83. {
  84. if(!bucketIndex.isValid())
  85. {
  86. return;
  87. }
  88. const RenderingTechnique technique = bucketIndex.m_technique;
  89. const U32 idx = bucketIndex.m_index;
  90. const U32 meshletCount = bucketIndex.m_lod0MeshletCount;
  91. bucketIndex.invalidate();
  92. LockGuard lock(m_mtx);
  93. ANKI_ASSERT(idx < m_buckets[technique].getSize());
  94. ANKI_ASSERT(m_bucketActiveUserCount[technique] > 0);
  95. --m_bucketActiveUserCount[technique];
  96. if(meshletCount)
  97. {
  98. ANKI_ASSERT(m_bucketActiveUserCountWithMeshlets[technique] >= 1);
  99. --m_bucketActiveUserCountWithMeshlets[technique];
  100. }
  101. ANKI_ASSERT(m_lod0MeshletCount[technique] >= meshletCount);
  102. m_lod0MeshletCount[technique] -= meshletCount;
  103. ExtendedBucket& bucket = m_buckets[technique][idx];
  104. ANKI_ASSERT(bucket.m_userCount > 0 && bucket.m_program.isCreated() && bucket.m_lod0MeshletCount >= meshletCount);
  105. --bucket.m_userCount;
  106. bucket.m_lod0MeshletCount -= meshletCount;
  107. if(bucket.m_userCount == 0)
  108. {
  109. // No more users, make sure you release any references
  110. bucket.m_program.reset(nullptr);
  111. ANKI_ASSERT(m_activeBucketCount[technique] > 0);
  112. --m_activeBucketCount[technique];
  113. createPerfOrder(technique);
  114. }
  115. }
  116. void RenderStateBucketContainer::createPerfOrder(RenderingTechnique t)
  117. {
  118. const U32 bucketCount = m_buckets[t].getSize();
  119. m_bucketPerfOrder[t].resize(bucketCount);
  120. for(U32 i = 0; i < bucketCount; ++i)
  121. {
  122. m_bucketPerfOrder[t][i] = i;
  123. }
  124. std::sort(m_bucketPerfOrder[t].getBegin(), m_bucketPerfOrder[t].getBegin() + bucketCount, [&, this](U32 a, U32 b) {
  125. auto getProgramHeaviness = [](const ShaderProgram& p) {
  126. U64 size = U64(p.getShaderBinarySize(ShaderType::kPixel)) << 32u; // Fragment is more important
  127. if(!!(p.getShaderTypes() & ShaderTypeBit::kVertex))
  128. {
  129. size |= p.getShaderBinarySize(ShaderType::kVertex);
  130. }
  131. else
  132. {
  133. ANKI_ASSERT(!!(p.getShaderTypes() & ShaderTypeBit::kMesh));
  134. size |= p.getShaderBinarySize(ShaderType::kMesh);
  135. }
  136. return size;
  137. };
  138. const Bool aIsActive = m_buckets[t][a].m_program.isCreated();
  139. const Bool bIsActive = m_buckets[t][b].m_program.isCreated();
  140. const Bool aHasDiscard = (aIsActive) ? m_buckets[t][a].m_program->hasDiscard() : false;
  141. const Bool bHasDiscard = (bIsActive) ? m_buckets[t][b].m_program->hasDiscard() : false;
  142. const U64 aProgramHeaviness = (aIsActive) ? getProgramHeaviness(*m_buckets[t][a].m_program) : 0;
  143. const U64 bProgramHeaviness = (bIsActive) ? getProgramHeaviness(*m_buckets[t][b].m_program) : 0;
  144. if(aHasDiscard != bHasDiscard)
  145. {
  146. return !aHasDiscard;
  147. }
  148. else
  149. {
  150. return aProgramHeaviness < bProgramHeaviness;
  151. }
  152. });
  153. }
  154. } // end namespace anki