/**************************************************************************/ /* 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 &r_indices, uint32_t p_num_triangles, uint32_t p_num_verts) { LocalVector 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 &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 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; }