Optimized multi-threaded Skinning
Former-commit-id: f11c81767f5979ae834fd841be1cd75f79190940
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@ -17,19 +17,26 @@ namespace
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struct SkinningInfos
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{
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const NzJoint* joints;
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const NzMeshVertex* inputVertex;
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NzMeshVertex* outputVertex;
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const NzVertexWeight* vertexWeights;
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const NzWeight* weights;
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};
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void Skin_Position(const SkinningInfos& skinningInfos, NzMeshVertex* inputVertex, NzMeshVertex* outputVertex, const NzVertexWeight* vertexWeights, unsigned int vertexCount)
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void Skin_Position(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
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{
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for (unsigned int i = 0; i < vertexCount; ++i)
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const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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unsigned int endVertex = startVertex + vertexCount - 1;
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for (unsigned int i = startVertex; i <= endVertex; ++i)
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{
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NzVector3f finalPosition(NzVector3f::Zero());
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unsigned int weightCount = vertexWeights[i].weights.size();
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unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
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for (unsigned int j = 0; j < weightCount; ++j)
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{
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const NzWeight& weight = skinningInfos.weights[vertexWeights[i].weights[j]];
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const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
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NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
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mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
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@ -46,17 +53,21 @@ namespace
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}
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}
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void Skin_PositionNormal(const SkinningInfos& skinningInfos, NzMeshVertex* inputVertex, NzMeshVertex* outputVertex, const NzVertexWeight* vertexWeights, unsigned int vertexCount)
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void Skin_PositionNormal(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
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{
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for (unsigned int i = 0; i < vertexCount; ++i)
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const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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unsigned int endVertex = startVertex + vertexCount - 1;
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for (unsigned int i = startVertex; i <= endVertex; ++i)
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{
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NzVector3f finalPosition(NzVector3f::Zero());
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NzVector3f finalNormal(NzVector3f::Zero());
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unsigned int weightCount = vertexWeights[i].weights.size();
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unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
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for (unsigned int j = 0; j < weightCount; ++j)
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{
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const NzWeight& weight = skinningInfos.weights[vertexWeights[i].weights[j]];
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const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
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NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
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mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
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@ -77,18 +88,22 @@ namespace
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}
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}
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void Skin_PositionNormalTangent(const SkinningInfos& skinningInfos, NzMeshVertex* inputVertex, NzMeshVertex* outputVertex, const NzVertexWeight* vertexWeights, unsigned int vertexCount)
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void Skin_PositionNormalTangent(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
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{
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for (unsigned int i = 0; i < vertexCount; ++i)
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const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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unsigned int endVertex = startVertex + vertexCount - 1;
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for (unsigned int i = startVertex; i <= endVertex; ++i)
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{
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NzVector3f finalPosition(NzVector3f::Zero());
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NzVector3f finalNormal(NzVector3f::Zero());
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NzVector3f finalTangent(NzVector3f::Zero());
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unsigned int weightCount = vertexWeights[i].weights.size();
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unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
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for (unsigned int j = 0; j < weightCount; ++j)
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{
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const NzWeight& weight = skinningInfos.weights[vertexWeights[i].weights[j]];
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const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
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NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
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mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
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@ -376,33 +391,25 @@ void NzSkeletalMesh::Skin(const NzSkeleton* skeleton) const
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NzBufferMapper<NzVertexBuffer> mapper(m_impl->vertexBuffer, nzBufferAccess_DiscardAndWrite);
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NzMeshVertex* inputVertex = reinterpret_cast<NzMeshVertex*>(m_impl->bindPoseBuffer);
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NzMeshVertex* outputVertex = reinterpret_cast<NzMeshVertex*>(mapper.GetPointer());
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SkinningInfos skinningInfos;
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skinningInfos.inputVertex = reinterpret_cast<const NzMeshVertex*>(m_impl->bindPoseBuffer);
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skinningInfos.outputVertex = reinterpret_cast<NzMeshVertex*>(mapper.GetPointer());
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skinningInfos.joints = skeleton->GetJoints();
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skinningInfos.vertexWeights = &m_impl->vertexWeights[0];
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skinningInfos.weights = &m_impl->weights[0];
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unsigned int vertexCount = m_impl->vertexBuffer->GetVertexCount();
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SkinningInfos skinningInfos;
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skinningInfos.joints = skeleton->GetJoints();
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skinningInfos.weights = &m_impl->weights[0];
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#if NAZARA_UTILITY_MULTITHREADED_SKINNING
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unsigned int workerCount = NzTaskScheduler::GetWorkerCount();
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unsigned int vertexPerWorker = vertexCount / workerCount;
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unsigned int extraVertex = vertexCount % workerCount; // Il est très probable que la division ne soit pas parfaite
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std::ldiv_t div = std::ldiv(vertexCount, workerCount); // Qui sait, peut-être que ça permet des optimisations plus facilement
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for (unsigned int i = 0; i < workerCount; ++i)
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{
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NzTaskScheduler::AddTask(Skin_PositionNormalTangent,
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skinningInfos,
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&inputVertex[i*vertexPerWorker],
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&outputVertex[i*vertexPerWorker],
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&m_impl->vertexWeights[i*vertexPerWorker],
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(i == workerCount-1) ? vertexPerWorker + extraVertex : vertexPerWorker);
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}
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NzTaskScheduler::AddTask(Skin_PositionNormalTangent, skinningInfos, i*div.quot, (i == workerCount-1) ? div.quot + div.rem : div.quot);
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NzTaskScheduler::WaitForTasks();
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#else
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Skin_PositionNormalTangent(skinningInfos, inputVertex, outputVertex, &m_impl->vertexWeights[0], vertexCount);
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Skin_PositionNormalTangent(skinningInfos, 0, vertexCount);
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#endif
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m_impl->aabb = skeleton->GetAABB();
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