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+/*
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+---------------------------------------------------------------------------
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+Open Asset Import Library (ASSIMP)
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+---------------------------------------------------------------------------
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+
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+Copyright (c) 2006-2008, ASSIMP Development Team
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+
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+All rights reserved.
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+
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+Redistribution and use of this software in source and binary forms,
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+with or without modification, are permitted provided that the following
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+conditions are met:
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+
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+* Redistributions of source code must retain the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer.
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+
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+* Redistributions in binary form must reproduce the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer in the documentation and/or other
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+ materials provided with the distribution.
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+
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+* Neither the name of the ASSIMP team, nor the names of its
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+ contributors may be used to endorse or promote products
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+ derived from this software without specific prior
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+ written permission of the ASSIMP Development Team.
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+
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+---------------------------------------------------------------------------
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+*/
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+
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+/** @file Implementation of the post processing step to join identical vertices
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+ * for all imported meshes
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+ * <br>
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+ * The algorithm is roughly basing on this paper:
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+ * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
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+ */
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+
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+// STL headers
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+#include <vector>
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+#include <stack>
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+#include <queue>
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+
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+// public ASSIMP headers
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+#include "../include/DefaultLogger.h"
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+#include "../include/aiPostProcess.h"
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+#include "../include/aiMesh.h"
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+#include "../include/aiScene.h"
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+
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+// internal headers
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+#include "ImproveCacheLocality.h"
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+#include "VertexTriangleAdjacency.h"
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+
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+using namespace Assimp;
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+
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+// ------------------------------------------------------------------------------------------------
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+// Constructor to be privately used by Importer
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+ImproveCacheLocalityProcess::ImproveCacheLocalityProcess()
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+{
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+ // nothing to do here
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+ configCacheDepth = 12; // hardcoded to 12 at the moment
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+// Destructor, private as well
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+ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess()
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+{
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+ // nothing to do here
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+// Returns whether the processing step is present in the given flag field.
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+bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const
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+{
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+ return (pFlags & aiProcess_ImproveCacheLocality) != 0;
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+// Executes the post processing step on the given imported data.
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+void ImproveCacheLocalityProcess::Execute( aiScene* pScene)
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+{
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+ DefaultLogger::get()->debug("ImproveCacheLocalityProcess begin");
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+
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+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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+ {
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+ this->ProcessMesh( pScene->mMeshes[a]);
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+ }
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+ DefaultLogger::get()->debug("ImproveCacheLocalityProcess finished. ");
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+// Improves the cache coherency of a specific mesh
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+void ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh)
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+{
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+ ai_assert(NULL != pMesh);
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+
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+ // check whether the input data is valid ->
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+ // - there must be vertices and faces (haha)
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+ // - all faces must be triangulated
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+ if (!pMesh->HasFaces() || !pMesh->HasPositions())return;
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+
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+ // find the input ACMR ...
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+ unsigned int* piFIFOStack = new unsigned int[this->configCacheDepth];
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+ ::memset(piFIFOStack,0xff,this->configCacheDepth*sizeof(unsigned int));
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+ unsigned int* piCur = piFIFOStack;
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+ const unsigned int* const piCurEnd = piFIFOStack + this->configCacheDepth;
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+
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+ // count the number of cache misses
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+ unsigned int iCacheMisses = 0;
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+
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+ const aiFace* const pcEnd = pMesh->mFaces+pMesh->mNumFaces;
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+ for (const aiFace* pcFace = pMesh->mFaces;pcFace != pcEnd;++pcFace)
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+ {
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+ if (3 != pcFace->mNumIndices)
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+ {
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+ DefaultLogger::get()->error("Unable to improve cache locality of non-triangulated faces");
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+ delete[] piFIFOStack;
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+ return;
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+ }
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+
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+ // although it has not been tested, I'm quite sure degenerated triangles
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+ // would crash if the algorithm was applied to them
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+
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+#if (defined _DEBUG)
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+ if (pcFace->mIndices[0] == pcFace->mIndices[1] ||
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+ pcFace->mIndices[2] == pcFace->mIndices[1] ||
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+ pcFace->mIndices[2] == pcFace->mIndices[0])
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+ {
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+ DefaultLogger::get()->error("ImproveCacheLocalityProcess: There may be no degenerated triangles ");
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+ return;
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+ }
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+#endif
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+
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+ for (unsigned int qq = 0; qq < 3;++qq)
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+ {
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+ bool bInCache = false;
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+ for (unsigned int* pp = piFIFOStack;pp < piCurEnd;++pp)
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+ {
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+ if (*pp == pcFace->mIndices[qq])
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+ {
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+ // the vertex is in cache
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+ bInCache = true;
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+ break;
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+ }
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+ }
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+ if (!bInCache)
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+ {
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+ ++iCacheMisses;
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+ if (piCurEnd == piCur)piCur = piFIFOStack;
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+ *piCur++ = pcFace->mIndices[qq];
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+ }
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+ }
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+ }
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+ delete[] piFIFOStack;
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+
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+ float fACMR = (float)iCacheMisses / pMesh->mNumFaces;
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+ char szBuff[16];
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+ sprintf(szBuff,"%f",fACMR);
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+ DefaultLogger::get()->debug("Input ACMR: " + std::string(szBuff));
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+
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+
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+ // first we need to build a vertex-triangle adjacency list
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+ VertexTriangleAdjacency adj(pMesh->mFaces,pMesh->mNumFaces, pMesh->mNumVertices,true);
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+
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+ // build a list to store per-vertex caching time stamps
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+ unsigned int* const piCachingStamps = new unsigned int[pMesh->mNumVertices];
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+ ::memset(piCachingStamps,0x0,pMesh->mNumVertices*sizeof(unsigned int));
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+
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+ // allocate an empty output index buffer. We store the output
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+ // indices in one large array. Since the number of triangles
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+ // won't change the input faces can be reused. This is how we save
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+ // thousands of redundant mini allocations for aiFace::mIndices
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+ const unsigned int iIdxCnt = pMesh->mNumFaces*3;
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+ unsigned int* const piIBOutput = new unsigned int[iIdxCnt];
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+ unsigned int* piCSIter = piIBOutput;
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+
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+ // allocate the flag array to hold the information
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+ // whether a face has already been emitted or not
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+ std::vector<bool> abEmitted(pMesh->mNumFaces,false);
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+
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+ // dead-end vertex index stack
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+ std::stack<unsigned int> sDeadEndVStack;
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+
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+ // create a copy of the piNumTriPtr buffer
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+ unsigned int* const piNumTriPtr = adj.mLiveTriangles;
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+ const unsigned int* const piNumTriPtrNoModify = new unsigned int[pMesh->mNumVertices];
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+ ::memcpy(const_cast<unsigned int* const> (piNumTriPtrNoModify),piNumTriPtr,
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+ pMesh->mNumVertices * sizeof(unsigned int));
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+
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+ // get the largest number of referenced triangles
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+ // and allocate the "candidate buffer"
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+ unsigned int iMaxRefTris = 0;
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+ {
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+ const unsigned int* piCur = adj.mLiveTriangles;
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+ const unsigned int* const piCurEnd = adj.mLiveTriangles+pMesh->mNumVertices;
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+ for (;piCur != piCurEnd;++piCur)
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+ iMaxRefTris = std::max(iMaxRefTris,*piCur);
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+ }
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+ unsigned int* piCandidates = new unsigned int[iMaxRefTris*3];
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+ iCacheMisses = 0;
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+
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+ /** PSEUDOCODE for the algorithm
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+
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+ A = Build-Adjacency(I) Vertex-triangle adjacency
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+ L = Get-Triangle-Counts(A) Per-vertex live triangle counts
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+ C = Zero(Vertex-Count(I)) Per-vertex caching time stamps
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+ D = Empty-Stack() Dead-end vertex stack
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+ E = False(Triangle-Count(I)) Per triangle emitted flag
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+ O = Empty-Index-Buffer() Empty output buffer
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+ f = 0 Arbitrary starting vertex
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+ s = k+1, i = 1 Time stamp and cursor
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+ while f >= 0 For all valid fanning vertices
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+ N = Empty-Set() 1-ring of next candidates
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+ for each Triangle t in Neighbors(A, f)
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+ if !Emitted(E,t)
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+ for each Vertex v in t
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+ Append(O,v) Output vertex
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+ Push(D,v) Add to dead-end stack
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+ Insert(N,v) Register as candidate
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+ L[v] = L[v]-1 Decrease live triangle count
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+ if s-C[v] > k If not in cache
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+ C[v] = s Set time stamp
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+ s = s+1 Increment time stamp
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+ E[t] = true Flag triangle as emitted
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+ Select next fanning vertex
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+ f = Get-Next-Vertex(I,i,k,N,C,s,L,D)
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+ return O
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+ */
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+
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+ int ivdx = 0;
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+ int ics = 1;
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+ int iStampCnt = this->configCacheDepth+1;
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+ while (ivdx >= 0)
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+ {
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+ unsigned int icnt = piNumTriPtrNoModify[ivdx];
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+ unsigned int* piList = adj.GetAdjacentTriangles(ivdx);
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+ unsigned int* piCurCandidate = piCandidates;
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+
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+ // get all triangles in the neighborhood
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+ for (unsigned int tri = 0; tri < icnt;++tri)
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+ {
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+ // if they have not yet been emitted, add them to the output IB
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+ const unsigned int fidx = *piList++;
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+ if (!abEmitted[fidx])
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+ {
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+ // so iterate through all vertices of the current triangle
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+ const aiFace* pcFace = &pMesh->mFaces[ fidx ];
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+ const unsigned int* const p2 = pcFace->mIndices+3;
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+ for (unsigned int* p = pcFace->mIndices;p != p2;++p)
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+ {
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+ const unsigned int dp = *p;
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+
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+ // the current vertex won't have any free triangles after this step
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+ if (ivdx != dp)
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+ {
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+ // append the vertex to the dead-end stack
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+ sDeadEndVStack.push(dp);
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+
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+ // register as candidate for the next step
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+ *piCurCandidate++ = dp;
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+
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+ // decrease the per-vertex triangle counts
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+ piNumTriPtr[dp]--;
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+ }
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+
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+ // append the vertex to the output index buffer
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+ *piCSIter++ = dp;
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+
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+ // if the vertex is not yet in cache, set its cache count
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+ if (iStampCnt-piCachingStamps[dp] > this->configCacheDepth)
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+ {
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+ piCachingStamps[dp] = iStampCnt++;
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+ ++iCacheMisses;
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+ }
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+ }
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+ // flag triangle as emitted
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+ abEmitted[fidx] = true;
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+ }
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+ }
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+
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+ // the vertex has now no living adjacent triangles anymore
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+ piNumTriPtr[ivdx] = 0;
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+
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+ // get next fanning vertex
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+ ivdx = -1;
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+ int max_priority = -1;
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+ for (unsigned int* piCur = piCandidates;piCur != piCurCandidate;++piCur)
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+ {
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+ register const unsigned int dp = *piCur;
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+
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+ // must have live triangles
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+ if (piNumTriPtr[dp] > 0)
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+ {
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+ int priority = 0;
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+
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+ // will the vertex be in cache, even after fanning occurs?
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+ unsigned int tmp;
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+ if ((tmp = iStampCnt-piCachingStamps[dp]) + 2*piNumTriPtr[dp] <= this->configCacheDepth)
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+ priority = tmp;
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+ // keep best candidate
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+ if (priority > max_priority)
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+ {
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+ max_priority = priority;
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+ ivdx = dp;
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+ }
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+ }
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+ }
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+ // did we reach a dead end?
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+ if (-1 == ivdx)
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+ {
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+ // need to get a non-local vertex for which we have a good
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+ // chance that it is still in the cache ...
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+ while (!sDeadEndVStack.empty())
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+ {
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+ unsigned int iCachedIdx = sDeadEndVStack.top();
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+ sDeadEndVStack.pop();
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+ if (piNumTriPtr[ iCachedIdx ] > 0)
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+ {
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+ ivdx = iCachedIdx;
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+ break;
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+ }
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+ }
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+
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+ if (-1 == ivdx)
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+ {
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+ // well, there isn't such a vertex. Simply get the next
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+ // vertex in input order and hope it is not too bad ...
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+ while (ics < (int)pMesh->mNumVertices)
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+ {
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+ ++ics;
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+ if (piNumTriPtr[ics] > 0)
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+ {
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+ ivdx = ics;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ fACMR = (float)iCacheMisses / pMesh->mNumFaces;
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+ sprintf(szBuff,"%f",fACMR);
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+ DefaultLogger::get()->debug("Output ACMR: " + std::string(szBuff));
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|
|
|
+
|
|
|
|
+ // sort the output index buffer back to the input array
|
|
|
|
+ piCSIter = piIBOutput;
|
|
|
|
+
|
|
|
|
+ for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace)
|
|
|
|
+ {
|
|
|
|
+ pcFace->mIndices[0] = *piCSIter++;
|
|
|
|
+ pcFace->mIndices[1] = *piCSIter++;
|
|
|
|
+ pcFace->mIndices[2] = *piCSIter++;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // delete temporary storage
|
|
|
|
+ delete[] piCachingStamps;
|
|
|
|
+ delete[] piIBOutput;
|
|
|
|
+ delete[] piCandidates;
|
|
|
|
+ delete[] piNumTriPtrNoModify;
|
|
|
|
+}
|