Optimized multi-threaded Skinning

Former-commit-id: f11c81767f5979ae834fd841be1cd75f79190940
This commit is contained in:
Lynix 2013-01-30 01:37:20 +01:00
parent ff9c61735c
commit c87c63c685
1 changed files with 36 additions and 29 deletions

View File

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