- improve distribution of work between worker threads

This commit is contained in:
Magnus Norddahl 2018-12-31 16:43:50 +01:00
parent 96d705fbef
commit 8f564c9210
3 changed files with 136 additions and 114 deletions

View file

@ -398,53 +398,41 @@ void LightmapBuilder::BuildSurfaceParams(Surface *surface)
}
// Steps through each texel and traces a line to the world.
void LightmapBuilder::TraceSurface(Surface *surface)
void LightmapBuilder::TraceSurface(Surface *surface, int offset)
{
int sampleWidth = surface->lightmapDims[0];
int sampleHeight = surface->lightmapDims[1];
Vec3 normal = surface->plane.Normal();
int multisampleCount = Multisample;
surface->samples.resize(sampleWidth * sampleHeight);
Vec3 *colorSamples = surface->samples.data();
// start walking through each texel
for (int i = 0; i < sampleHeight; i++)
int offsetend = std::min(offset + TraceTask::tasksize, sampleWidth * sampleHeight);
for (int pos = offset; pos < offsetend; pos++)
{
for (int j = 0; j < sampleWidth; j++)
int i = pos / sampleWidth;
int j = pos % sampleWidth;
Vec3 c(0.0f, 0.0f, 0.0f);
int totalsamples = (multisampleCount * 2 + 1);
float scale = 0.5f / totalsamples;
for (int yy = -multisampleCount; yy <= multisampleCount; yy++)
{
Vec3 c(0.0f, 0.0f, 0.0f);
int totalsamples = (multisampleCount * 2 + 1);
float scale = 0.5f / totalsamples;
for (int yy = -multisampleCount; yy <= multisampleCount; yy++)
for (int xx = -multisampleCount; xx <= multisampleCount; xx++)
{
for (int xx = -multisampleCount; xx <= multisampleCount; xx++)
{
Vec2 multisamplePos((float)j + xx * scale, (float)i + yy * scale);
Vec2 multisamplePos((float)j + xx * scale, (float)i + yy * scale);
// convert the texel into world-space coordinates.
// this will be the origin in which a line will be traced from
Vec3 pos = surface->lightmapOrigin + normal + (surface->lightmapSteps[0] * multisamplePos.x) + (surface->lightmapSteps[1] * multisamplePos.y);
// convert the texel into world-space coordinates.
// this will be the origin in which a line will be traced from
Vec3 pos = surface->lightmapOrigin + normal + (surface->lightmapSteps[0] * multisamplePos.x) + (surface->lightmapSteps[1] * multisamplePos.y);
c += LightTexelSample(pos, surface);
}
c += LightTexelSample(pos, surface);
}
c /= totalsamples * totalsamples;
colorSamples[i * sampleWidth + j] = c;
}
}
// texture coordinates relative to block
for (int i = 0; i < surface->numVerts; i++)
{
Vec3 tDelta = surface->verts[i] - surface->bounds.min;
surface->lightmapCoords[i * 2 + 0] = tDelta.Dot(surface->textureCoords[0]);
surface->lightmapCoords[i * 2 + 1] = tDelta.Dot(surface->textureCoords[1]);
c /= totalsamples * totalsamples;
colorSamples[i * sampleWidth + j] = c;
}
}
@ -575,111 +563,132 @@ static Vec3 ImportanceSampleGGX(Vec2 Xi, Vec3 N, float roughness)
return Vec3::Normalize(sampleVec);
}
void LightmapBuilder::TraceIndirectLight(Surface *surface)
void LightmapBuilder::TraceIndirectLight(Surface *surface, int offset)
{
int sampleWidth = surface->lightmapDims[0];
int sampleHeight = surface->lightmapDims[1];
Vec3 normal = surface->plane.Normal();
surface->indirect.resize(sampleWidth * sampleHeight);
Vec3 *indirect = surface->indirect.data();
for (int i = 0; i < sampleHeight; i++)
int offsetend = std::min(offset + TraceTask::tasksize, sampleWidth * sampleHeight);
for (int offpos = offset; offpos < offsetend; offpos++)
{
for (int j = 0; j < sampleWidth; j++)
int i = offpos / sampleWidth;
int j = offpos % sampleWidth;
Vec3 pos = surface->lightmapOrigin + normal +
(surface->lightmapSteps[0] * (float)j) +
(surface->lightmapSteps[1] * (float)i);
const int SAMPLE_COUNT = 128;// 1024;
float totalWeight = 0.0f;
Vec3 c(0.0f, 0.0f, 0.0f);
for (int i = 0; i < SAMPLE_COUNT; i++)
{
Vec3 pos = surface->lightmapOrigin + normal +
(surface->lightmapSteps[0] * (float)j) +
(surface->lightmapSteps[1] * (float)i);
Vec2 Xi = Hammersley(i, SAMPLE_COUNT);
Vec3 H = ImportanceSampleGGX(Xi, normal, 1.0f);
Vec3 L = Vec3::Normalize(H * (2.0f * Vec3::Dot(normal, H)) - normal);
const int SAMPLE_COUNT = 128;// 1024;
float totalWeight = 0.0f;
Vec3 c(0.0f, 0.0f, 0.0f);
for (int i = 0; i < SAMPLE_COUNT; i++)
float NdotL = std::max(Vec3::Dot(normal, L), 0.0f);
if (NdotL > 0.0f)
{
Vec2 Xi = Hammersley(i, SAMPLE_COUNT);
Vec3 H = ImportanceSampleGGX(Xi, normal, 1.0f);
Vec3 L = Vec3::Normalize(H * (2.0f * Vec3::Dot(normal, H)) - normal);
float NdotL = std::max(Vec3::Dot(normal, L), 0.0f);
if (NdotL > 0.0f)
tracedTexels++;
LevelTraceHit hit = mesh->Trace(pos, pos + L * 1000.0f);
if (hit.fraction < 1.0f)
{
tracedTexels++;
LevelTraceHit hit = mesh->Trace(pos, pos + L * 1000.0f);
if (hit.fraction < 1.0f)
Vec3 surfaceLight;
if (hit.hitSurface->bSky)
{
Vec3 surfaceLight;
if (hit.hitSurface->bSky)
{
surfaceLight = { 0.5f, 0.5f, 0.5f };
}
else
{
float u =
hit.hitSurface->lightmapCoords[hit.indices[0] * 2] * (1.0f - hit.b - hit.c) +
hit.hitSurface->lightmapCoords[hit.indices[1] * 2] * hit.b +
hit.hitSurface->lightmapCoords[hit.indices[2] * 2] * hit.c;
float v =
hit.hitSurface->lightmapCoords[hit.indices[0] * 2 + 1] * (1.0f - hit.b - hit.c) +
hit.hitSurface->lightmapCoords[hit.indices[1] * 2 + 1] * hit.b +
hit.hitSurface->lightmapCoords[hit.indices[2] * 2 + 1] * hit.c;
int hitTexelX = clamp((int)(u + 0.5f), 0, hit.hitSurface->lightmapDims[0] - 1);
int hitTexelY = clamp((int)(v + 0.5f), 0, hit.hitSurface->lightmapDims[1] - 1);
Vec3 *hitTexture = hit.hitSurface->samples.data();
const Vec3 &hitPixel = hitTexture[hitTexelX + hitTexelY * hit.hitSurface->lightmapDims[0]];
float attenuation = (1.0f - hit.fraction);
surfaceLight = hitPixel * attenuation;
}
c += surfaceLight * NdotL;
surfaceLight = { 0.5f, 0.5f, 0.5f };
}
totalWeight += NdotL;
else
{
float u =
hit.hitSurface->lightmapCoords[hit.indices[0] * 2] * (1.0f - hit.b - hit.c) +
hit.hitSurface->lightmapCoords[hit.indices[1] * 2] * hit.b +
hit.hitSurface->lightmapCoords[hit.indices[2] * 2] * hit.c;
float v =
hit.hitSurface->lightmapCoords[hit.indices[0] * 2 + 1] * (1.0f - hit.b - hit.c) +
hit.hitSurface->lightmapCoords[hit.indices[1] * 2 + 1] * hit.b +
hit.hitSurface->lightmapCoords[hit.indices[2] * 2 + 1] * hit.c;
int hitTexelX = clamp((int)(u + 0.5f), 0, hit.hitSurface->lightmapDims[0] - 1);
int hitTexelY = clamp((int)(v + 0.5f), 0, hit.hitSurface->lightmapDims[1] - 1);
Vec3 *hitTexture = hit.hitSurface->samples.data();
const Vec3 &hitPixel = hitTexture[hitTexelX + hitTexelY * hit.hitSurface->lightmapDims[0]];
float attenuation = (1.0f - hit.fraction);
surfaceLight = hitPixel * attenuation;
}
c += surfaceLight * NdotL;
}
totalWeight += NdotL;
}
c = c / totalWeight;
indirect[i * sampleWidth + j] = c;
}
c = c / totalWeight;
indirect[i * sampleWidth + j] = c;
}
}
void LightmapBuilder::LightSurface(const int surfid)
void LightmapBuilder::CreateTraceTasks()
{
BuildSurfaceParams(mesh->surfaces[surfid].get());
TraceSurface(mesh->surfaces[surfid].get());
for (size_t i = 0; i < mesh->surfaces.size(); i++)
{
Surface *surface = mesh->surfaces[i].get();
BuildSurfaceParams(surface);
int sampleWidth = surface->lightmapDims[0];
int sampleHeight = surface->lightmapDims[1];
surface->samples.resize(sampleWidth * sampleHeight);
if (LightBounce > 0)
surface->indirect.resize(sampleWidth * sampleHeight);
int total = sampleWidth * sampleHeight;
int count = (total + TraceTask::tasksize - 1) / TraceTask::tasksize;
for (int j = 0; j < count; j++)
traceTasks.push_back(TraceTask(i, j * TraceTask::tasksize));
}
}
void LightmapBuilder::LightSurface(const int taskid)
{
const TraceTask &task = traceTasks[taskid];
TraceSurface(mesh->surfaces[task.surface].get(), task.offset);
std::unique_lock<std::mutex> lock(mutex);
int numsurfs = mesh->surfaces.size();
int lastproc = processed * 100 / numsurfs;
int numtasks = traceTasks.size();
int lastproc = processed * 100 / numtasks;
processed++;
int curproc = processed * 100 / numsurfs;
int curproc = processed * 100 / numtasks;
if (lastproc != curproc || processed == 1)
{
float remaining = (float)processed / (float)numsurfs;
printf("%i%c surfaces done\r", (int)(remaining * 100.0f), '%');
float remaining = (float)processed / (float)numtasks;
printf("%i%c done\r", (int)(remaining * 100.0f), '%');
}
}
void LightmapBuilder::LightIndirect(const int surfid)
void LightmapBuilder::LightIndirect(const int taskid)
{
TraceIndirectLight(mesh->surfaces[surfid].get());
const TraceTask &task = traceTasks[taskid];
TraceIndirectLight(mesh->surfaces[task.surface].get(), task.offset);
int numsurfs = mesh->surfaces.size();
int lastproc = processed * 100 / numsurfs;
int numtasks = traceTasks.size();
int lastproc = processed * 100 / numtasks;
processed++;
int curproc = processed * 100 / numsurfs;
int curproc = processed * 100 / numtasks;
if (lastproc != curproc || processed == 1)
{
float remaining = (float)processed / (float)numsurfs;
printf("%i%c surfaces done\r", (int)(remaining * 100.0f), '%');
float remaining = (float)processed / (float)numtasks;
printf("%i%c done\r", (int)(remaining * 100.0f), '%');
}
}
@ -733,6 +742,7 @@ void LightmapBuilder::CreateLightmaps(FLevel &doomMap, int sampleDistance, int t
mesh = std::make_unique<LevelMesh>(doomMap);
CreateSurfaceLights();
CreateTraceTasks();
printf("-------------- Tracing cells ---------------\n");
@ -750,7 +760,7 @@ void LightmapBuilder::CreateLightmaps(FLevel &doomMap, int sampleDistance, int t
tracedTexels = 0;
processed = 0;
Worker::RunJob(mesh->surfaces.size(), [=](int id) {
Worker::RunJob(traceTasks.size(), [=](int id) {
LightSurface(id);
});
@ -762,12 +772,12 @@ void LightmapBuilder::CreateLightmaps(FLevel &doomMap, int sampleDistance, int t
tracedTexels = 0;
processed = 0;
Worker::RunJob(mesh->surfaces.size(), [=](int id) {
Worker::RunJob(traceTasks.size(), [=](int id) {
LightIndirect(id);
});
}
printf("Texels traced: %i \n\n", tracedTexels);
printf("Texels traced: %i \n\n", tracedTexels);
}
for (auto &surf : mesh->surfaces)
{

View file

@ -67,6 +67,18 @@ private:
std::vector<uint16_t> mPixels;
};
class TraceTask
{
public:
TraceTask() { }
TraceTask(int surface, int offset) : surface(surface), offset(offset) { }
int surface = 0;
int offset = 0;
static const int tasksize = 64;
};
class LightmapBuilder
{
public:
@ -84,13 +96,14 @@ private:
bool EmitFromCeiling(const Surface *surface, const Vec3 &origin, const Vec3 &normal, Vec3 &color);
void BuildSurfaceParams(Surface *surface);
void TraceSurface(Surface *surface);
void TraceIndirectLight(Surface *surface);
void TraceSurface(Surface *surface, int offset);
void TraceIndirectLight(Surface *surface, int offset);
void FinishSurface(Surface *surface);
void SetupLightCellGrid();
void LightBlock(int blockid);
void LightSurface(const int surfid);
void LightIndirect(const int surfid);
void CreateTraceTasks();
void LightSurface(const int taskid);
void LightIndirect(const int taskid);
void CreateSurfaceLights();
@ -102,6 +115,7 @@ private:
std::unique_ptr<LevelMesh> mesh;
std::vector<std::unique_ptr<SurfaceLight>> surfaceLights;
std::vector<std::unique_ptr<LightmapTexture>> textures;
std::vector<TraceTask> traceTasks;
std::vector<std::vector<int>> allocBlocks;
int numTextures = 0;
int extraSamples = 2;

View file

@ -23,9 +23,7 @@ void Worker::RunJob(int count, std::function<void(int)> callback)
{
threads.push_back(std::thread([=]() {
int start = threadIndex * count / numThreads;
int end = std::min((threadIndex + 1) * count / numThreads, count);
for (int i = start; i < end; i++)
for (int i = threadIndex; i < count; i += numThreads)
{
callback(i);
}