Commit Graph

17 Commits

Author SHA1 Message Date
Philip Rideout
099738e545 Try to clean up asset folders for sample apps. (#128)
* Try to clean up asset folders for sample apps.

This removes the build step where we copy a subset of assets, and makes
it so that FilamentApp hands out a "root path" for assets. For now this
is determined based on the location of the executable. This allows
developers to launch samples from any CWD.

Closes #11

* Restore asset copy to build.
2018-08-23 12:46:45 -07:00
Mathias Agopian
1f3dad48b6 Improve Binary Tree Array by getting rid of the recursion
We use a stack instead, it’s not terribly different
from the recursion but it saves function calls
which use a lot more stack than needed.
2018-08-22 14:55:17 -07:00
Mathias Agopian
38de58007c checkpoint: ground work for calculating binary light trees
computeLightTree() takes a list of light as
a bitfield and produces a depth-first 
binary tree array that can be used to efficiently
check which lights volumes contain a given z
coordinate in screen space.

Currently computeLightTree() produces the array
locally on the stack, which isn’t useful, but
before we can make use of it, a lot of other
things have to happen.
2018-08-22 14:55:17 -07:00
Mathias Agopian
c8c61fdb8a more froxel optimizations (#118)
* better froxel records compression

We used to compress froxel records by reusing the
previous record on the left if it was identical,
now we additionally check the record above if
that fails.

In practice this saves 10% to 30% space in the
froxel record buffer, which is a scarce resource 
for us.

e.g. if a light occupied 3x3 froxels in a given 
z-slice, without compression 9 records would be
used, with left-only compression, only 3, 
and with left+above compression, only 1.

* use size_t for in and out parameters

this helps the compiler in many places, not
having to cast from 64 to 32 bits.

* implement bitset’s any() and all() operations with NEON

* empty froxels are a common case, handle it first
2018-08-20 16:45:16 -07:00
Mathias Agopian
5ed80bc616 Add ctz to utils::algorithm
Use CTZ in bitset.forEachBitSet() so we can
efficiently go through them in order instead of
reverse order.
2018-08-17 19:48:23 -07:00
Mathias Agopian
2bdf4c7911 use pointers instead of std::array<>::iterator (#100)
some STL implementations assert when iterators are
out of range (even without dereferencing).
2018-08-15 12:59:28 -07:00
Mathias Agopian
3d3f169a63 MSVC's STL doesn't let iterators go before begin() (#98)
* MSVC's STL doesn't let iterators go before begin()

This is the case even of the iterator is not
dereferenced. Fix #94.

* cleanup
2018-08-14 22:26:39 -07:00
Mathias Agopian
d9ba3998d2 JobSystem now automatically free Jobs (#91)
* JobSystem now automatically free Jobs

Until now Job allocation used a linear allocator
strategy which required to “reset” the JobSystem
periodically — typically once per frame in
filament.

This is no longer required. We use a pool allocator
now, which doesn’t add much overhead. It does
use a spin-lock for thread-safety though, since
we assume very little contention, this shouldn’t
be a problem.

* Thread Safe Object Pool Allocator

A lock-less, thread-safe object pool allocator,
now used for storing JobSystem’s jobs allocations.
This gets rid of the spin-lock introduced in the
previous cl.
2018-08-13 22:25:15 -07:00
Mathias Agopian
c91d2aedd8 per-light multithreading works again for froxelization
We spawn MAX_LIGHTS/32 (currently 8) jobs and
multi-threading is active as soon as we have more
than one light. All jobs work on disjoint buffers
to avoid false sharing between threads.

It’s possible to adjust roughly the number of jobs
by changing the group size (currently 32). However
this also affects vectorization.

With the current parameters, with 256 lights max
we get 8 jobs, and 4 spot-light test / froxel.
2018-08-13 11:36:24 -07:00
Mathias Agopian
7b7bd85def New froxelization algorithm that uses much less memory
Instead of building a list of froxel per light,
we now build a bitfield of lights per froxel.
To keep the code efficient we have to split
the bitfield array in 4, so that we can use
multiple threads without having them or’ing
each other’s cache-lines.

This data structure is also what we want in 
froxelizeAssignRecords(), and the conversion from
one format to the other is much faster.

Our internal data structure is now 256 KiB
instead of 2 MiB. It would be 1 MiB for 1024 lights
(down from 16 MiB)

Additionally, because the code is simpler, we get
more vectorization, especially with spot-lights.

One draw-back of the current version is that
multi-threading happens only every 64 lights.
This will be fixed later.
2018-08-13 11:36:24 -07:00
Mathias Agopian
a4851ed835 fix a bunch of clang-tidy warnings
fixed a couple actual real bugs (missing returns 
in operator=, wrong implicit bool conversion).

mostly added a bunch of explicit ctor.
2018-08-10 20:53:58 -07:00
Philip Rideout
fbe854e37d VulkanDriver now prints GPU info. (#73)
This is motivated by #71.
2018-08-10 11:58:03 -07:00
Ben Doherty
520ff90f34 Fix pathing issues on Windows (#49) 2018-08-08 12:17:30 -07:00
Romain Guy
2b9a383c8b Prevent compilation error on Windows (#31)
The compiler cannot infer the type of the constructed object when
using the shorthand syntax.
2018-08-07 09:45:25 -07:00
Mathias Agopian
94c3623c1c clean-up formatting
Change-Id: I2071e53cceb93cbe02d6bdfa238aa6ce770b0534
2018-08-06 18:14:11 -07:00
Tact Yoshida
ad49986245 Remove execute permissions 2018-08-06 10:36:54 -07:00
Romain Guy
b3d758f3b3 Initial commit 2018-08-03 10:38:22 -07:00