Many stupid changes

This commit is contained in:
Dynamitos
2024-10-18 19:01:04 +02:00
parent 7623d647ee
commit 1193406dd8
13 changed files with 419 additions and 117 deletions
+203 -26
View File
@@ -1,4 +1,65 @@
// Pointer to an invalid neighbor or index
const static int INVALID_POINTER = 4294967295;
// Possible culling state
const static int BACK_FACE_CULLED = -3;
const static int FRUSTUM_CULLED = -2;
const static int TOO_SMALL = -1;
const static int UNCHANGED_ELEMENT = 0;
const static int BISECT_ELEMENT = 1;
const static int SIMPLIFY_ELEMENT = 2;
const static int MERGED_ELEMENT = 3;
// Bisector flags
const static int VISIBLE_BISECTOR = 0x1;
const static int MODIFIED_BISECTOR = 0x2;
// Possible splits
static const uint64_t NO_SPLIT = 0x00;
static const uint64_t CENTER_SPLIT = 0x01;
static const uint64_t RIGHT_SPLIT = 0x02;
static const uint64_t LEFT_SPLIT = 0x04;
static const uint64_t RIGHT_DOUBLE_SPLIT = (CENTER_SPLIT | RIGHT_SPLIT);
static const uint64_t LEFT_DOUBLE_SPLIT = (CENTER_SPLIT | LEFT_SPLIT);
static const uint64_t TRIPLE_SPLIT = (CENTER_SPLIT | RIGHT_SPLIT | LEFT_SPLIT);
// Split buffer slots
static const uint64_t SPLIT_COUNTER = 0;
static const uint64_t SIMPLIFY_COUNTER = 1;
static const uint64_t CLASSIFY_COUNTER_OFFSET = 2;
struct BisectorData
{
// Allocated indices for this bisector
uint32_t indices[3];
// Subvision that should be applied to this bisector
uint32_t subdivisionPattern;
// Neighbor that should be processed
uint32_t problematicNeighbor;
// State of this bisector (split, merge, etc)
uint32_t bisectorState;
// Visibility and modification flags of a bisector
uint32_t flags;
// ID used for the propagation
uint32_t propagationID;
};
uint HeapIDDepth(uint64_t x)
{
uint depth = 0;
while (x > 0u) {
++depth;
x >>= 1u;
}
return depth;
}
struct ComputeParams
{
RWStructuredBuffer<uint> indirectDrawBuffer;
@@ -6,45 +67,161 @@ struct ComputeParams
RWStructuredBuffer<uint> classificationBuffer;
RWStructuredBuffer<int> allocateBuffer;
RWStructuredBuffer<int> memoryBuffer;
RWStructuredBuffer<uint4> neighboursBuffer;
RWStructuredBuffer<BisectorData> bisectorDataBuffer;
RWStructuredBuffer<int> propagateBuffer;
RWStructuredBuffer<uint> simplifyBuffer;
RWStructuredBuffer<uint32_t> bitFieldBuffer;
};
ParameterBlock<ComputeParams> pParams;
// Split buffer slots
static const uint64_t SPLIT_COUNTER = 0;
static const uint64_t SIMPLIFY_COUNTER = 1;
static const uint64_t CLASSIFY_COUNTER_OFFSET = 2;
void ResetBuffers()
void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
{
pParams.memoryBuffer[0] = 0;
pParams.memoryBuffer[1] = 0;
// Get the neighbors information
uint4 cNeighbors = pParams.neighboursBuffer[currentID];
pParams.classificationBuffer[SPLIT_COUNTER] = 0;
pParams.classificationBuffer[SIMPLIFY_COUNTER] = 0;
// If there is a neighbor X
if (cNeighbors.x != INVALID_POINTER)
{
// This is on the path of it's neighbor X
uint4 xNeighbors = pParams.neighboursBuffer[cNeighbors.x];
if (xNeighbors.z == currentID && pParams.bisectorDataBuffer[cNeighbors.x].bisectorState != UNCHANGED_ELEMENT)
return;
}
pParams.allocateBuffer[0] = 0;
// If there is a neighbor Y
if (cNeighbors.y != INVALID_POINTER)
{
// This is on the path of it's neighbor Y
uint4 yNeighbors = pParams.neighboursBuffer[cNeighbors.y];
if (yNeighbors.z == currentID && pParams.bisectorDataBuffer[cNeighbors.y].bisectorState != UNCHANGED_ELEMENT)
return;
}
pParams.propagateBuffer[0] = 0;
pParams.propagateBuffer[1] = 0;
// Depth of the current triangle
uint64_t heapID = pParams.heapIDBuffer[currentID];
uint currentDepth = HeapIDDepth(heapID);
pParams.simplifyBuffer[0] = 0;
// Compute the maximal required memory for this subdivision
int maxRequiredMemory = 2 * (currentDepth - baseDepth) - 1;
pParams.indirectDrawBuffer[0] = 0;
pParams.indirectDrawBuffer[1] = 1;
pParams.indirectDrawBuffer[2] = 0;
pParams.indirectDrawBuffer[3] = 0;
// Get the twin information
uint twinID = cNeighbors.z;
pParams.indirectDrawBuffer[4] = 0;
pParams.indirectDrawBuffer[5] = 1;
pParams.indirectDrawBuffer[6] = 0;
pParams.indirectDrawBuffer[7] = 0;
// This avoid the massive over-reservation and saves a bunch of artifacts
if (twinID == INVALID_POINTER)
maxRequiredMemory = 1;
else if (pParams.neighboursBuffer[twinID].z == currentID)
maxRequiredMemory = 2;
pParams.indirectDrawBuffer[8] = 0;
// Try to reserve
int remainingMemory;
InterlockedAdd(pParams.memoryBuffer[1], -maxRequiredMemory, remainingMemory);
// Did someone manage to sneak-in while we were trying to pick the memory, add it back and try again
if (remainingMemory < maxRequiredMemory)
{
// Then add back the required memory and stop
InterlockedAdd(pParams.memoryBuffer[1], maxRequiredMemory, remainingMemory);
return;
}
// Let's actually count the memory that we will be using
uint usedMemory = 1;
uint prevPattern;
InterlockedOr(pParams.bisectorDataBuffer[currentID].subdivisionPattern, CENTER_SPLIT, prevPattern);
// If this is not zero, it means an other neighbor went faster than us, we restore the memory and leave.
if (prevPattern != 0)
{
InterlockedAdd(pParams.memoryBuffer[1], maxRequiredMemory, remainingMemory);
return;
}
// Mark this for allocation
uint targetLocation = 0;
InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
pParams.allocateBuffer[1 + targetLocation] = currentID;
// While we're not done (up the tree or everything is subdivided properly)
bool done = false;
while (!done)
{
// If this neighbor is not allocated, we're done.
if (twinID == INVALID_POINTER)
break;
// Grab the bisector of the neighbor
uint64_t nHeapID = pParams.heapIDBuffer[twinID];
BisectorData nBisectorData = pParams.bisectorDataBuffer[twinID];
uint nDepth = HeapIDDepth(nHeapID);
uint4 nNeighbors = pParams.neighboursBuffer[twinID];
// If both triangles have the same depth
if (nDepth == currentDepth)
{
// Raised the center split
InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, CENTER_SPLIT, prevPattern);
// Only account for it if it was not raised before.
if (prevPattern == 0)
{
// Mark this for allocation
uint targetLocation = 0;
InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
pParams.allocateBuffer[1 + targetLocation] = twinID;
usedMemory++;
}
// And we're done
done = true;
}
// If this node has already been subdivided, it means that we need to add the third subdivision and we're done
else
{
if (nNeighbors[0] == currentID)
InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, RIGHT_DOUBLE_SPLIT, prevPattern);
else // if (nNeighbors[1] == currentID)
InterlockedOr(pParams.bisectorDataBuffer[twinID].subdivisionPattern, LEFT_DOUBLE_SPLIT, prevPattern);
if (prevPattern != 0)
{
usedMemory++;
done = true;
}
else
{
// Mark this for allocation
uint targetLocation = 0;
InterlockedAdd(pParams.allocateBuffer[0], 1, targetLocation);
pParams.allocateBuffer[1 + targetLocation] = twinID;
// Account for two splits
usedMemory += 2;
// the new bisector that needs to be propagated
currentID = twinID;
currentDepth = nDepth;
twinID = pParams.neighboursBuffer[currentID].z;
}
}
}
int change = maxRequiredMemory - usedMemory;
if(change > 0)
{
// Add back the unused memory (in case)
InterlockedAdd(pParams.memoryBuffer[1], change, remainingMemory);
}
}
[numthreads(1, 1, 1)]
void Reset()
[numthreads(64, 1, 1)]
void Split(uint dispatchID : SV_DispatchThreadID)
{
ResetBuffers();
}
if (dispatchID >= pParams.classificationBuffer[SPLIT_COUNTER])
return;
// Grab the real elementID
uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
// Split the element
SplitElement(currentID, 7, dispatchID);
}