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- /**************************************************************************/
- /* vertex_cache_optimizer.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "vertex_cache_optimizer.h"
- #include "core/math/geometry.h"
- #include "core/math/math_funcs.h"
- // Precalculate the tables.
- void VertexCacheOptimizer::init() {
- for (int i = 0; i < Constants::CACHE_SCORE_TABLE_SIZE; i++) {
- float score = 0;
- if (i < 3) {
- // This vertex was used in the last triangle,
- // so it has a fixed score, which ever of the three
- // it's in. Otherwise, you can get very different
- // answers depending on whether you add
- // the triangle 1,2,3 or 3,1,2 - which is silly.
- score = Constants::LAST_TRI_SCORE;
- } else {
- // Points for being high in the cache.
- const float scaler = 1.0f / (Constants::CACHE_FUNCTION_LENGTH - 3);
- score = 1.0f - (i - 3) * scaler;
- score = Math::pow(score, Constants::CACHE_DECAY_POWER);
- }
- _cache_position_score[i] = (SCORE_TYPE)(Constants::SCORE_SCALING * score);
- }
- for (int i = 1; i < Constants::VALENCE_SCORE_TABLE_SIZE; i++) {
- // Bonus points for having a low number of tris still to
- // use the vert, so we get rid of lone verts quickly.
- float valence_boost = Math::pow(i, -Constants::VALENCE_BOOST_POWER);
- float score = Constants::VALENCE_BOOST_SCALE * valence_boost;
- _valence_score[i] = (SCORE_TYPE)(Constants::SCORE_SCALING * score);
- }
- }
- VertexCacheOptimizer::SCORE_TYPE VertexCacheOptimizer::find_vertex_score(int p_num_active_tris, int p_cache_position) {
- if (p_num_active_tris == 0) {
- // No triangles need this vertex!
- return 0;
- }
- SCORE_TYPE score = 0;
- if (p_cache_position < 0) {
- // Vertex is not in LRU cache - no score.
- } else {
- score = _cache_position_score[p_cache_position];
- }
- if (p_num_active_tris < Constants::VALENCE_SCORE_TABLE_SIZE) {
- score += _valence_score[p_num_active_tris];
- }
- return score;
- }
- VertexCacheOptimizer::VERTEX_INDEX_TYPE *VertexCacheOptimizer::_reorder_indices(VERTEX_INDEX_TYPE *r_dest_indices, const VERTEX_INDEX_TYPE *p_source_indices, int p_num_triangles, int p_num_vertices) {
- ADJACENCY_TYPE *num_active_tris = (ADJACENCY_TYPE *)memalloc(sizeof(ADJACENCY_TYPE) * p_num_vertices);
- memset(num_active_tris, 0, sizeof(ADJACENCY_TYPE) * p_num_vertices);
- // First scan over the vertex data, count the total number of
- // occurrances of each vertex.
- for (int i = 0; i < 3 * p_num_triangles; i++) {
- if (num_active_tris[p_source_indices[i]] == Constants::MAX_ADJACENCY) {
- // Unsupported mesh,
- // vertex shared by too many triangles.
- memfree(num_active_tris);
- return nullptr;
- }
- num_active_tris[p_source_indices[i]]++;
- }
- // Allocate the rest of the arrays.
- ARRAY_INDEX_TYPE *offsets = (ARRAY_INDEX_TYPE *)memalloc(sizeof(ARRAY_INDEX_TYPE) * p_num_vertices);
- SCORE_TYPE *last_score = (SCORE_TYPE *)memalloc(sizeof(SCORE_TYPE) * p_num_vertices);
- CACHE_POS_TYPE *cache_tag = (CACHE_POS_TYPE *)memalloc(sizeof(CACHE_POS_TYPE) * p_num_vertices);
- uint8_t *triangle_added = (uint8_t *)memalloc((p_num_triangles + 7) / 8);
- SCORE_TYPE *triangle_score = (SCORE_TYPE *)memalloc(sizeof(SCORE_TYPE) * p_num_triangles);
- TRIANGLE_INDEX_TYPE *triangle_indices = (TRIANGLE_INDEX_TYPE *)memalloc(sizeof(TRIANGLE_INDEX_TYPE) * 3 * p_num_triangles);
- memset(triangle_added, 0, sizeof(uint8_t) * ((p_num_triangles + 7) / 8));
- memset(triangle_score, 0, sizeof(SCORE_TYPE) * p_num_triangles);
- memset(triangle_indices, 0, sizeof(TRIANGLE_INDEX_TYPE) * 3 * p_num_triangles);
- // Count the triangle array offset for each vertex,
- // initialize the rest of the data.
- int sum = 0;
- for (int i = 0; i < p_num_vertices; i++) {
- offsets[i] = sum;
- sum += num_active_tris[i];
- num_active_tris[i] = 0;
- cache_tag[i] = -1;
- }
- // Fill the vertex data structures with indices to the triangles
- // using each vertex.
- for (int i = 0; i < p_num_triangles; i++) {
- for (int j = 0; j < 3; j++) {
- int v = p_source_indices[3 * i + j];
- triangle_indices[offsets[v] + num_active_tris[v]] = i;
- num_active_tris[v]++;
- }
- }
- // Initialize the score for all vertices.
- for (int i = 0; i < p_num_vertices; i++) {
- last_score[i] = find_vertex_score(num_active_tris[i], cache_tag[i]);
- for (int j = 0; j < num_active_tris[i]; j++) {
- triangle_score[triangle_indices[offsets[i] + j]] += last_score[i];
- }
- }
- // Find the best triangle.
- int best_triangle = -1;
- int best_score = -1;
- for (int i = 0; i < p_num_triangles; i++) {
- if (triangle_score[i] > best_score) {
- best_score = triangle_score[i];
- best_triangle = i;
- }
- }
- // Allocate the output array.
- TRIANGLE_INDEX_TYPE *out_triangles = (TRIANGLE_INDEX_TYPE *)memalloc(sizeof(TRIANGLE_INDEX_TYPE) * p_num_triangles);
- int out_pos = 0;
- // Initialize the cache.
- int cache[Constants::VERTEX_CACHE_SIZE + 3];
- for (int i = 0; i < Constants::VERTEX_CACHE_SIZE + 3; i++) {
- cache[i] = -1;
- }
- int scan_pos = 0;
- // Output the currently best triangle, as long as there
- // are triangles left to output.
- while (best_triangle >= 0) {
- // Mark the triangle as added.
- set_added(triangle_added, best_triangle);
- // Output this triangle.
- out_triangles[out_pos++] = best_triangle;
- for (int i = 0; i < 3; i++) {
- // Update this vertex.
- int v = p_source_indices[3 * best_triangle + i];
- // Check the current cache position, if it
- // is in the cache.
- int endpos = cache_tag[v];
- if (endpos < 0) {
- endpos = Constants::VERTEX_CACHE_SIZE + i;
- }
- if (endpos > i) {
- // Move all cache entries from the previous position
- // in the cache to the new target position (i) one
- // step backwards.
- for (int j = endpos; j > i; j--) {
- cache[j] = cache[j - 1];
- // If this cache slot contains a real
- // vertex, update its cache tag.
- if (cache[j] >= 0) {
- cache_tag[cache[j]]++;
- }
- }
- // Insert the current vertex into its new target
- // slot.
- cache[i] = v;
- cache_tag[v] = i;
- }
- // Find the current triangle in the list of active
- // triangles and remove it (moving the last
- // triangle in the list to the slot of this triangle).
- for (int j = 0; j < num_active_tris[v]; j++) {
- if (triangle_indices[offsets[v] + j] == best_triangle) {
- triangle_indices[offsets[v] + j] = triangle_indices[offsets[v] + num_active_tris[v] - 1];
- break;
- }
- }
- // Shorten the list.
- num_active_tris[v]--;
- }
- // Update the scores of all triangles in the cache.
- for (int i = 0; i < Constants::VERTEX_CACHE_SIZE + 3; i++) {
- int v = cache[i];
- if (v < 0) {
- break;
- }
- // This vertex has been pushed outside of the
- // actual cache.
- if (i >= Constants::VERTEX_CACHE_SIZE) {
- cache_tag[v] = -1;
- cache[i] = -1;
- }
- SCORE_TYPE newScore = find_vertex_score(num_active_tris[v], cache_tag[v]);
- SCORE_TYPE diff = newScore - last_score[v];
- for (int j = 0; j < num_active_tris[v]; j++) {
- triangle_score[triangle_indices[offsets[v] + j]] += diff;
- }
- last_score[v] = newScore;
- }
- // Find the best triangle referenced by vertices in the cache.
- best_triangle = -1;
- best_score = -1;
- for (int i = 0; i < Constants::VERTEX_CACHE_SIZE; i++) {
- if (cache[i] < 0) {
- break;
- }
- int v = cache[i];
- for (int j = 0; j < num_active_tris[v]; j++) {
- int t = triangle_indices[offsets[v] + j];
- if (triangle_score[t] > best_score) {
- best_triangle = t;
- best_score = triangle_score[t];
- }
- }
- }
- // If no active triangle was found at all, continue
- // scanning the whole list of triangles.
- if (best_triangle < 0) {
- for (; scan_pos < p_num_triangles; scan_pos++) {
- if (!is_added(triangle_added, scan_pos)) {
- best_triangle = scan_pos;
- break;
- }
- }
- }
- }
- // Convert the triangle index array into a full triangle list.
- out_pos = 0;
- for (int i = 0; i < p_num_triangles; i++) {
- int t = out_triangles[i];
- for (int j = 0; j < 3; j++) {
- int v = p_source_indices[3 * t + j];
- r_dest_indices[out_pos++] = v;
- }
- }
- // Clean up.
- memfree(triangle_indices);
- memfree(offsets);
- memfree(last_score);
- memfree(num_active_tris);
- memfree(cache_tag);
- memfree(triangle_added);
- memfree(triangle_score);
- memfree(out_triangles);
- return r_dest_indices;
- }
- bool VertexCacheOptimizer::reorder_indices_pool(PoolVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) {
- LocalVector<int> temp;
- temp = r_indices;
- if (reorder_indices(temp, p_num_triangles, p_num_verts)) {
- r_indices = temp;
- return true;
- }
- return false;
- }
- bool VertexCacheOptimizer::reorder_indices(LocalVector<int> &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) {
- // If the mesh contains invalid indices, abort.
- ERR_FAIL_COND_V(!Geometry::verify_indices(r_indices.ptr(), r_indices.size(), p_num_verts), false);
- LocalVector<int> temp;
- temp.resize(r_indices.size());
- if (_reorder_indices((VERTEX_INDEX_TYPE *)temp.ptr(), (VERTEX_INDEX_TYPE *)r_indices.ptr(), p_num_triangles, p_num_verts)) {
- #if 0
- uint32_t show = MIN(r_indices.size(), 16);
- for (uint32_t n = 0; n < show; n++) {
- print_line(itos(n) + " : " + itos(r_indices[n]) + " to " + itos(temp[n]));
- }
- #endif
- r_indices = temp;
- return true;
- }
- return false;
- }
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