Merge pull request #42 from MrRaveYard/pr_old_gpu_task_discarding

Discard trace tasks for GPURaytracer
This commit is contained in:
Magnus Norddahl 2022-07-04 16:18:53 +02:00 committed by GitHub
commit 42c1258fc9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
7 changed files with 166 additions and 100 deletions

View file

@ -174,6 +174,8 @@ set( SOURCES
src/lightmap/vulkanbuilders.h src/lightmap/vulkanbuilders.h
src/lightmap/stacktrace.cpp src/lightmap/stacktrace.cpp
src/lightmap/stacktrace.h src/lightmap/stacktrace.h
src/lightmap/surfaceclip.cpp
src/lightmap/surfaceclip.h
src/lightmap/gpuraytracer.cpp src/lightmap/gpuraytracer.cpp
src/lightmap/gpuraytracer.h src/lightmap/gpuraytracer.h
src/lightmap/gpuraytracer2.cpp src/lightmap/gpuraytracer2.cpp

View file

@ -6,7 +6,7 @@
#include "framework/binfile.h" #include "framework/binfile.h"
#include "framework/templates.h" #include "framework/templates.h"
#include "framework/halffloat.h" #include "framework/halffloat.h"
#include "delauneytriangulator.h" #include "surfaceclip.h"
#include <map> #include <map>
#include <vector> #include <vector>
#include <algorithm> #include <algorithm>
@ -347,14 +347,6 @@ float CPURaytracer::RadicalInverse_VdC(uint32_t bits)
return float(bits) * 2.3283064365386963e-10f; // / 0x100000000 return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
} }
typedef DelauneyTriangulator::Vertex DTVertex;
inline bool PointOnSide(const vec2& p, const DTVertex& v1, const DTVertex& v2, float tolerance)
{
vec2 p2 = p - normalize(vec2(-(v2.y - v1.y), v2.x - v1.x)) * tolerance;
return (p2.y - v1.y) * (v2.x - v1.x) + (v1.x - p2.x) * (v2.y - v1.y) <= 0;
}
void CPURaytracer::CreateTasks(std::vector<CPUTraceTask>& tasks) void CPURaytracer::CreateTasks(std::vector<CPUTraceTask>& tasks)
{ {
for (size_t i = 0; i < mesh->lightProbes.size(); i++) for (size_t i = 0; i < mesh->lightProbes.size(); i++)
@ -371,82 +363,24 @@ void CPURaytracer::CreateTasks(std::vector<CPUTraceTask>& tasks)
for (size_t i = 0; i < mesh->surfaces.size(); i++) for (size_t i = 0; i < mesh->surfaces.size(); i++)
{ {
if (i % 4096 == 0) if (i % 4096 == 0)
printf("\rGathering surface trace tasks: %d / %d", i, mesh->surfaces.size()); printf("\rGathering surface trace tasks: %llu / %llu", i, mesh->surfaces.size());
Surface* surface = mesh->surfaces[i].get(); Surface* surface = mesh->surfaces[i].get();
int sampleWidth = surface->lightmapDims[0];
int sampleHeight = surface->lightmapDims[1];
if (!surface->bSky) if (!surface->bSky)
{ {
// Transformation matrix int sampleWidth = surface->lightmapDims[0];
mat3 base; int sampleHeight = surface->lightmapDims[1];
base[0] = surface->lightmapSteps[0].x;
base[1] = surface->lightmapSteps[0].y;
base[2] = surface->lightmapSteps[0].z;
base[3] = surface->lightmapSteps[1].x;
base[4] = surface->lightmapSteps[1].y;
base[5] = surface->lightmapSteps[1].z;
base[6] = surface->plane.a;
base[7] = surface->plane.b;
base[8] = surface->plane.c;
mat3 inverseProjection = mat3::inverse(base);
// Transform vertices to XY and triangulate
DelauneyTriangulator triangulator;
BBox bounds;
for (const auto& vertex : surface->verts)
{
auto flattenedVertex = inverseProjection * vertex;
triangulator.vertices.emplace_back(flattenedVertex.x, flattenedVertex.y, nullptr);
if (triangulator.vertices.empty())
{
bounds = BBox(flattenedVertex, flattenedVertex);
}
else
{
bounds.AddPoint(flattenedVertex);
}
}
triangulator.triangulate();
const float boundsWidth = bounds.max.x - bounds.min.x;
const float boundsHeight = bounds.max.y - bounds.min.y;
const float offsetW = boundsWidth / sampleWidth;
const float offsetH = boundsHeight / sampleHeight;
const float offset = (offsetH > offsetW ? offsetH : offsetW);
auto isInBounds = [&](int x, int y) {
const float fx = (float(x) / float(sampleWidth)) * boundsWidth + bounds.min.x + offsetW;
const float fy = (float(y) / float(sampleHeight)) * boundsHeight + bounds.min.y + offsetH;
for (const auto& triangle : triangulator.triangles)
{
if (PointOnSide(vec2(fx, fy), *triangle.A, *triangle.B, offset)
&& PointOnSide(vec2(fx, fy), *triangle.B, *triangle.C, offset)
&& PointOnSide(vec2(fx, fy), *triangle.C, *triangle.A, offset))
{
return true;
}
}
return false;
};
fullTaskCount += size_t(sampleHeight) * size_t(sampleWidth); fullTaskCount += size_t(sampleHeight) * size_t(sampleWidth);
SurfaceClip surfaceClip(surface);
for (int y = 0; y < sampleHeight; y++) for (int y = 0; y < sampleHeight; y++)
{ {
for (int x = 0; x < sampleWidth; x++) for (int x = 0; x < sampleWidth; x++)
{ {
if (isInBounds(x, y)) if (surfaceClip.SampleIsInBounds(float(x), float(y)))
{ {
CPUTraceTask task; CPUTraceTask task;
task.id = (int)i; task.id = (int)i;
@ -458,7 +392,7 @@ void CPURaytracer::CreateTasks(std::vector<CPUTraceTask>& tasks)
} }
} }
} }
printf("\rGathering surface trace tasks: %d / %d\n", mesh->surfaces.size(), mesh->surfaces.size()); printf("\rGathering surface trace tasks: %llu / %llu\n", mesh->surfaces.size(), mesh->surfaces.size());
printf("\tDiscarded %.3f%% of all tasks\n", (1.0 - double(tasks.size()) / fullTaskCount) * 100.0); printf("\tDiscarded %.3f%% of all tasks\n", (1.0 - double(tasks.size()) / fullTaskCount) * 100.0);
} }

View file

@ -7,6 +7,7 @@
#include "framework/templates.h" #include "framework/templates.h"
#include "framework/halffloat.h" #include "framework/halffloat.h"
#include "vulkanbuilders.h" #include "vulkanbuilders.h"
#include "surfaceclip.h"
#include <map> #include <map>
#include <vector> #include <vector>
#include <algorithm> #include <algorithm>
@ -50,32 +51,7 @@ void GPURaytracer::Raytrace(LevelMesh* level)
CreateVulkanObjects(); CreateVulkanObjects();
std::vector<TraceTask> tasks; std::vector<TraceTask> tasks;
for (size_t i = 0; i < mesh->lightProbes.size(); i++) CreateTasks(tasks);
{
TraceTask task;
task.id = -(int)(i + 2);
task.x = 0;
task.y = 0;
tasks.push_back(task);
}
for (size_t i = 0; i < mesh->surfaces.size(); i++)
{
Surface* surface = mesh->surfaces[i].get();
int sampleWidth = surface->lightmapDims[0];
int sampleHeight = surface->lightmapDims[1];
for (int y = 0; y < sampleHeight; y++)
{
for (int x = 0; x < sampleWidth; x++)
{
TraceTask task;
task.id = (int)i;
task.x = x;
task.y = y;
tasks.push_back(task);
}
}
}
std::vector<vec3> HemisphereVectors; std::vector<vec3> HemisphereVectors;
HemisphereVectors.reserve(bounceSampleCount); HemisphereVectors.reserve(bounceSampleCount);
@ -152,6 +128,57 @@ void GPURaytracer::Raytrace(LevelMesh* level)
printf("Ray trace complete\n"); printf("Ray trace complete\n");
} }
void GPURaytracer::CreateTasks(std::vector<TraceTask>& tasks)
{
tasks.resize(mesh->lightProbes.size());
for (size_t i = 0; i < mesh->lightProbes.size(); i++)
{
TraceTask task;
task.id = -(int)(i + 2);
task.x = 0;
task.y = 0;
tasks.push_back(task);
}
size_t fullTaskCount = mesh->lightProbes.size();
for (size_t i = 0; i < mesh->surfaces.size(); i++)
{
if (i % 4096 == 0)
printf("\rGathering surface trace tasks: %llu / %llu", i, mesh->surfaces.size());
Surface* surface = mesh->surfaces[i].get();
if (!surface->bSky)
{
int sampleWidth = surface->lightmapDims[0];
int sampleHeight = surface->lightmapDims[1];
fullTaskCount += size_t(sampleHeight) * size_t(sampleWidth);
SurfaceClip surfaceClip(surface);
for (int y = 0; y < sampleHeight; y++)
{
for (int x = 0; x < sampleWidth; x++)
{
if (surfaceClip.SampleIsInBounds(float(x), float(y)))
{
TraceTask task;
task.id = (int)i;
task.x = x;
task.y = y;
tasks.push_back(task);
}
}
}
}
}
printf("\rGathering surface trace tasks: %llu / %llu\n", mesh->surfaces.size(), mesh->surfaces.size());
printf("\tDiscarded %.3f%% of all tasks\n", (1.0 - double(tasks.size()) / fullTaskCount) * 100.0);
}
void GPURaytracer::CreateVulkanObjects() void GPURaytracer::CreateVulkanObjects()
{ {
cmdpool = std::make_unique<VulkanCommandPool>(device.get(), device->graphicsFamily); cmdpool = std::make_unique<VulkanCommandPool>(device.get(), device->graphicsFamily);

View file

@ -66,6 +66,7 @@ public:
void Raytrace(LevelMesh* level); void Raytrace(LevelMesh* level);
private: private:
void CreateTasks(std::vector<TraceTask>& tasks);
void CreateVulkanObjects(); void CreateVulkanObjects();
void CreateVertexAndIndexBuffers(); void CreateVertexAndIndexBuffers();
void CreateBottomLevelAccelerationStructure(); void CreateBottomLevelAccelerationStructure();

View file

@ -35,6 +35,7 @@
#include "framework/tarray.h" #include "framework/tarray.h"
#include "framework/halffloat.h" #include "framework/halffloat.h"
#include "lightmaptexture.h" #include "lightmaptexture.h"
#include "math/mathlib.h"
struct MapSubsectorEx; struct MapSubsectorEx;
struct IntSector; struct IntSector;

View file

@ -0,0 +1,75 @@
#include "surfaceclip.h"
typedef DelauneyTriangulator::Vertex DTVertex;
inline bool PointOnSide(const vec2& p, const DTVertex& v1, const DTVertex& v2, float tolerance)
{
vec2 p2 = p - normalize(vec2(-(v2.y - v1.y), v2.x - v1.x)) * tolerance;
return (p2.y - v1.y) * (v2.x - v1.x) + (v1.x - p2.x) * (v2.y - v1.y) <= 0;
}
SurfaceClip::SurfaceClip(Surface* surface)
{
sampleWidth = float(surface->lightmapDims[0]);
sampleHeight = float(surface->lightmapDims[1]);
// Transformation matrix
mat3 base;
base[0] = surface->lightmapSteps[0].x;
base[1] = surface->lightmapSteps[0].y;
base[2] = surface->lightmapSteps[0].z;
base[3] = surface->lightmapSteps[1].x;
base[4] = surface->lightmapSteps[1].y;
base[5] = surface->lightmapSteps[1].z;
base[6] = surface->plane.a;
base[7] = surface->plane.b;
base[8] = surface->plane.c;
mat3 inverseProjection = mat3::inverse(base);
// Transform vertices to XY and triangulate
triangulator.vertices.reserve(surface->verts.size());
for (const auto& vertex : surface->verts)
{
auto flattenedVertex = inverseProjection * vertex;
triangulator.vertices.emplace_back(flattenedVertex.x, flattenedVertex.y, nullptr);
if (triangulator.vertices.empty())
{
bounds = BBox(flattenedVertex, flattenedVertex);
}
else
{
bounds.AddPoint(flattenedVertex);
}
}
triangulator.triangulate();
// Init misc. variables
boundsWidth = bounds.max.x - bounds.min.x;
boundsHeight = bounds.max.y - bounds.min.y;
offsetW = boundsWidth / sampleWidth;
offsetH = boundsHeight / sampleHeight;
tolerance = (offsetH > offsetW ? offsetH : offsetW) * 2.0f;
}
bool SurfaceClip::SampleIsInBounds(float x, float y) const
{
const vec2 p = vec2((x / float(sampleWidth)) * boundsWidth + bounds.min.x + offsetW, (y / float(sampleHeight)) * boundsHeight + bounds.min.y + offsetH);
for (const auto& triangle : triangulator.triangles)
{
if (PointOnSide(p, *triangle.A, *triangle.B, tolerance)
&& PointOnSide(p, *triangle.B, *triangle.C, tolerance)
&& PointOnSide(p, *triangle.C, *triangle.A, tolerance))
{
return true;
}
}
return false;
}

View file

@ -0,0 +1,26 @@
#pragma once
#include "lightmap/levelmesh.h"
#include "math/mathlib.h"
#include "delauneytriangulator.h"
class SurfaceClip
{
DelauneyTriangulator triangulator;
float sampleWidth;
float sampleHeight;
BBox bounds;
float boundsWidth;
float boundsHeight;
float offsetW;
float offsetH;
float tolerance;
public:
SurfaceClip(Surface* surface);
// Tolerates points close enough to the surface to avoid missing used samples
bool SampleIsInBounds(float x, float y) const;
};