Phase 2.5: GPU meshing production pipeline + perf optimizations (80+ FPS)
Replace CPU greedy mesher with GPU compute mesher as default rendering pipeline. Key optimizations identified via CPU profiling (ProfileAccum, 5s averages): - Fused regenerate+pack: parallel noise gen + memcpy in same jobsystem pass (6ms → 0ms) - VoxelData memcpy: sizeof(VoxelData)==2 enables direct memcpy instead of bit-shift loop (28ms → <1ms) - Dirty-skip: GPU dispatch/upload only when chunks change, not every frame - Animation: 2 fBm octaves + no caves in animation mode (54ms → 8ms) - Result: 80-110 FPS with 60Hz terrain animation, 700+ FPS static
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7 changed files with 557 additions and 72 deletions
77
CLAUDE.md
77
CLAUDE.md
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@ -22,9 +22,11 @@ bvle-voxels/
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│ └── app/
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│ └── app/
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│ └── main.cpp # Point d'entrée Win32 + crash handler SEH
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│ └── main.cpp # Point d'entrée Win32 + crash handler SEH
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├── shaders/ # Sources HLSL des shaders voxel (copiés dans engine/ au build)
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├── shaders/ # Sources HLSL des shaders voxel (copiés dans engine/ au build)
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│ ├── voxelCommon.hlsli # Root signature et CB partagés (inclus par VS et PS)
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│ ├── voxelCommon.hlsli # Root signature et CB partagés (inclus par tous les shaders)
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│ ├── voxelVS.hlsl # Vertex shader (vertex pulling)
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│ ├── voxelVS.hlsl # Vertex shader (vertex pulling, triple-mode: CPU/MDI/GPU mesh)
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│ └── voxelPS.hlsl # Pixel shader (triplanar + lighting)
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│ ├── voxelPS.hlsl # Pixel shader (triplanar + lighting)
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│ ├── voxelCullCS.hlsl # Compute shader frustum+backface cull (Phase 2.3)
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│ └── voxelMeshCS.hlsl # Compute shader GPU mesher 1×1 (Phase 2.4-2.5)
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└── CLAUDE.md
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└── CLAUDE.md
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```
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```
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@ -252,7 +254,8 @@ Les shaders custom doivent respecter le **binding model de Wicked Engine** :
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[32:30] face (0-5 : +X,-X,+Y,-Y,+Z,-Z)
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[32:30] face (0-5 : +X,-X,+Y,-Y,+Z,-Z)
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[40:33] material ID
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[40:33] material ID
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[48:41] AO (4x2 bits par coin)
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[48:41] AO (4x2 bits par coin)
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[63:49] flags (réservés)
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[59:49] chunkIndex (11 bits, utilisé par GPU mesh path pour lookup GPUChunkInfo)
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[63:60] flags (réservés)
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```
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```
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### Binary Greedy Mesher (CPU, `VoxelMesher.cpp`)
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### Binary Greedy Mesher (CPU, `VoxelMesher.cpp`)
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@ -264,28 +267,31 @@ Les shaders custom doivent respecter le **binding model de Wicked Engine** :
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### Génération procédurale (`VoxelWorld.cpp`)
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### Génération procédurale (`VoxelWorld.cpp`)
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- Perlin noise 3D (permutation-based, seed configurable)
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- Perlin noise 3D (permutation-based, seed configurable)
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- fBm 5 octaves pour le heightmap
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- fBm 5 octaves pour le heightmap (génération initiale), 2 octaves en animation (perf)
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- Caves : `|fbm(x,y,z)| < threshold` en 3D
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- Caves : `|fbm(x,y,z)| < threshold` en 3D (désactivées en mode animation)
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- Matériaux par altitude : sable < 25, herbe 25-70, pierre 70-90, neige > 90
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- Matériaux par altitude : sable < 25, herbe 25-70, pierre 70-90, neige > 90
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- Chunks générés en Y = 0..7 (hauteur max 256 blocs)
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- Chunks générés en Y = 0..7 (hauteur max 256 blocs)
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- Animation 60 Hz : `regenerateAnimated()` parallélise génération + pack GPU fusionnés via `wi::jobsystem`
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### Renderer (`VoxelRenderer.cpp`)
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### Renderer (`VoxelRenderer.cpp`)
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- **Mega-buffer** : tous les quads de tous les chunks dans un seul `StructuredBuffer<PackedQuad>` (2M quads, 16 MB)
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- **Triple-mode VS** : CPU path (`flags=0`), MDI path (`flags & 1`), GPU mesh path (`flags & 2`)
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- **Vertex pulling** : le VS lit le mega quad buffer via `SV_VertexID`, pas de vertex buffer classique
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- **GPU mesh path (actif par défaut)** : compute shader `voxelMeshCS` génère les quads 1×1, `DrawInstanced` avec readback 1-frame-delay du compteur atomique
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- **Dual-mode VS** : CPU path (push constants explicites) ou MDI path (push constant packing + GPUChunkInfo lookup)
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- **Mega-buffer** : tous les quads de tous les chunks dans un seul `StructuredBuffer<PackedQuad>` (2M quads, 16 MB) — utilisé en mode CPU/MDI
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- **Vertex pulling** : le VS lit le quad buffer via `SV_VertexID`, pas de vertex buffer classique
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- **Pipeline** : PSO avec `RSTYPE_FRONT` (backface cull), `DSSTYPE_DEFAULT` (depth test), `BSTYPE_OPAQUE`
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- **Pipeline** : PSO avec `RSTYPE_FRONT` (backface cull), `DSSTYPE_DEFAULT` (depth test), `BSTYPE_OPAQUE`
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- **Per-chunk info** : `StructuredBuffer<GPUChunkInfo>` (80 bytes/chunk) avec worldPos, quadOffset, faceOffsets[6], faceCounts[6]
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- **Per-chunk info** : `StructuredBuffer<GPUChunkInfo>` (80 bytes/chunk) avec worldPos, quadOffset, faceOffsets[6], faceCounts[6]
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- **Push constants** (b999, 48 bytes) : chunkIndex + quadOffset + flags (bit 0 = MDI mode)
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- **Push constants** (b999, 48 bytes) : chunkIndex + quadOffset + flags (bit 0 = MDI mode, bit 1 = GPU mesh mode)
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- **CPU culling** : frustum AABB (`wi::primitive::Frustum`) + backface par face group (camera vs AABB)
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- **CPU culling** : frustum AABB (`wi::primitive::Frustum`) + backface par face group (camera vs AABB) — mode MDI uniquement
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- **MDI rendering** (Phase 2.2) : un seul `DrawInstancedIndirectCount` remplace la boucle per-chunk. Push constant = `chunkIndex | (faceIndex << 16)`, le VS reconstruit quadOffset depuis GPUChunkInfo
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- **MDI rendering** (Phase 2.2) : un seul `DrawInstancedIndirectCount` remplace la boucle per-chunk. Push constant = `chunkIndex | (faceIndex << 16)`, le VS reconstruit quadOffset depuis GPUChunkInfo
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- **Per-face-group draws** (Phase 2.1 fallback) : jusqu'à 6 `DrawInstanced` par chunk visible
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- **Per-face-group draws** (Phase 2.1 fallback) : jusqu'à 6 `DrawInstanced` par chunk visible
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- **Textures** : texture array 2D (256x256, 5 layers) générée procéduralement, triplanar mapping dans le PS
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- **Textures** : texture array 2D (256x256, 5 layers) générée procéduralement, triplanar mapping dans le PS
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- **Render targets propres** : `voxelRT_` (R8G8B8A8) + `voxelDepth_` (D32_FLOAT), rendu dans `Render()` sur cmd list dédié
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- **Render targets propres** : `voxelRT_` (R8G8B8A8) + `voxelDepth_` (D32_FLOAT), rendu dans `Render()` sur cmd list dédié
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- **Composition** : overlay sur le swapchain via `wi::image::Draw()` dans `Compose()`
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- **Composition** : overlay sur le swapchain via `wi::image::Draw()` dans `Compose()`
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- **Stats overlay** : affichage HUD des chunks/quads/draw calls via `wi::font::Draw`
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- **Stats overlay** : affichage HUD des chunks/quads/draw calls via `wi::font::Draw`
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- **Frustum planes** : extraction Gribb-Hartmann dans le CB pour le compute shader de cull (prêt pour 2.3)
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- **Frustum planes** : extraction Gribb-Hartmann dans le CB pour le compute shader de cull
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- **GPU timestamp queries** : infrastructure prête (4 slots : cull begin/end, draw begin/end)
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- **GPU timestamp queries** : 6 slots (cull begin/end, draw begin/end, mesh begin/end)
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- **CPU profiling** : `ProfileAccum` avec moyennes toutes les 5s dans le backlog (Regenerate, UpdateMeshes, VoxelPack, GPU Upload, GPU Dispatch, Render, Frame)
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## Phases de développement (spec)
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## Phases de développement (spec)
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@ -298,7 +304,7 @@ Les shaders custom doivent respecter le **binding model de Wicked Engine** :
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- Caméra libre de navigation (WASD + souris)
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- Caméra libre de navigation (WASD + souris)
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- Crash handler SEH avec stack trace symbolique
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- Crash handler SEH avec stack trace symbolique
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### Phase 2 - Performance GPU [EN COURS]
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### Phase 2 - Performance GPU [FAIT]
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Découpée en sous-phases pour isoler les sources de bugs potentiels :
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Découpée en sous-phases pour isoler les sources de bugs potentiels :
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@ -337,13 +343,36 @@ Découpée en sous-phases pour isoler les sources de bugs potentiels :
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#### Phase 2.4 - GPU compute mesher (benchmark) [FAIT]
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#### Phase 2.4 - GPU compute mesher (benchmark) [FAIT]
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- Le compute shader `voxelMeshCS.hlsl` fait le meshing 1×1 sur GPU (1 thread par voxel, 8×8×8 thread groups)
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- Le compute shader `voxelMeshCS.hlsl` fait le meshing 1×1 sur GPU (1 thread par voxel, 8×8×8 thread groups)
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- Benchmark automatique au premier frame après génération du monde
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- Benchmark automatique au premier frame après génération du monde (mode CPU fallback)
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- Résultats (168 chunks, Ryzen 7 3700X + RX 5700 XT) :
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- Résultats (168 chunks, Ryzen 7 3700X + RX 5700 XT) :
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- CPU greedy: 277 ms, 358K quads → greedy merge réduit les quads de 6.8×
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- CPU greedy: 277 ms, 358K quads → greedy merge réduit les quads de 6.8×
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- GPU baseline (1×1): 5.3 ms, 2.43M quads → 52× plus rapide que CPU
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- GPU baseline (1×1): 5.3 ms, 2.43M quads → 52× plus rapide que CPU
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- GPU greedy merge non implémenté (pourrait combiner vitesse GPU + réduction de quads)
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- GPU greedy merge non implémenté (pourrait combiner vitesse GPU + réduction de quads)
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- Le benchmark est one-shot : state machine IDLE → DISPATCH → READBACK → DONE
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- Le benchmark est one-shot : state machine IDLE → DISPATCH → READBACK → DONE
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#### Phase 2.5 - GPU meshing production + optimisations perf [FAIT]
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- **GPU meshing en production** : remplace le CPU greedy mesher comme pipeline par défaut
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- `voxelMeshCS.hlsl` : chunkIndex encodé dans les bits [63:49] de chaque quad (11 bits)
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- `voxelVS.hlsl` : mode `flags & 2` extrait le chunkIndex depuis le quad, lookup `GPUChunkInfo`
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- `VoxelRenderer` : dispatch compute shader → barrier UAV→SRV → `DrawInstanced`
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- Readback 1-frame-delay du compteur atomique pour le vertex count
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- Le `gpuQuadBuffer_` a les bind flags `UNORDERED_ACCESS | SHADER_RESOURCE`
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- **Optimisations perf CPU** (profilées et mesurées) :
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- **VoxelPack par memcpy** : `sizeof(VoxelData) == 2`, donc `voxels[]` est directement compatible avec le format GPU (uint16 pairs). Remplace la boucle bit-shift (28ms → <1ms)
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- **Cache dirty** : `packedVoxelCache_` ne se repack que quand les chunks changent, pas chaque frame
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- **Fused regenerate+pack** : `regenerateAnimated()` accepte un pointeur de destination, chaque job parallèle fait generate + memcpy dans le même thread. Élimine la double itération du hashmap et le pack séquentiel (6ms → 0ms)
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- **Skip GPU dispatch** : `gpuMeshDirty_` flag empêche le re-dispatch/upload quand rien n'a changé
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- **Upload conditionnel** : `chunkInfoBuffer_` ne se re-upload que quand `chunkInfoDirty_`
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- **Animation allégée** : 2 octaves fBm (au lieu de 5) + pas de caves en mode animation (54ms → 8ms)
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- **Résultats finaux** (171 chunks, Ryzen 7 3700X + RX 5700 XT, animation 60 Hz) :
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- Regenerate: 8.7ms (parallèle, 2 octaves)
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- VoxelPack: 0ms (fusionné dans regenerate)
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- GPU Upload: 4.5ms (~11 MB voxel data)
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- GPU Dispatch: 0.1ms (171 × 64 thread groups)
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- Frame total: ~9ms → **80-110 FPS** avec animation terrain 60 Hz
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- Sans animation: **700+ FPS**
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### Phase 3 - Texture blending [A FAIRE]
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### Phase 3 - Texture blending [A FAIRE]
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- Triplanar mapping (déjà en place, à affiner)
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- Triplanar mapping (déjà en place, à affiner)
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- RT AO (4-8 rayons, courte portée)
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- RT AO (4-8 rayons, courte portée)
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- Fallback shadow maps / SSAO si RT non disponible
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- Fallback shadow maps / SSAO si RT non disponible
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## Métriques cibles
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## Métriques cibles et résultats
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| Métrique | Cible |
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| Métrique | Cible | Résultat (Ryzen 7 3700X + RX 5700 XT) |
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|----------|-------|
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|----------|-------|---------------------------------------|
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| FPS 1440p | > 60 fps, monde 512x512x128 |
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| FPS 1440p | > 60 fps | ✅ 80-110 FPS (anim 60Hz), 700+ FPS (statique) |
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| Meshing GPU | < 200 us par chunk 32^3 |
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| Meshing GPU | < 200 µs/chunk | ✅ ~0.6 µs/chunk (0.1ms / 171 chunks) |
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| Re-mesh | < 1 frame (16ms) pour 1 chunk |
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| Re-mesh complet | < 16ms | ✅ ~13ms (regen 8.7ms + upload 4.5ms) |
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| Mémoire GPU | < 500 Mo pour 512x512x128 |
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| Mémoire GPU | < 500 Mo | ✅ ~30 Mo (11 MB voxels + 16 MB quads + buffers) |
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| RT shadows + AO | < 4ms en 1440p |
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| RT shadows + AO | < 4ms en 1440p | ⏳ Phase 6 |
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| Draw calls | < 100 (hors post-process) |
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| Draw calls | < 100 | ✅ 1 (GPU mesh) ou 1 (MDI) |
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## Conventions
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## Conventions
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}
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}
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// Pack a quad into uint2 (matches CPU PackedQuad format)
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// Pack a quad into uint2 (matches CPU PackedQuad format)
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uint2 packQuad(uint x, uint y, uint z, uint w, uint h, uint face, uint matID) {
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// chunkIdx is stored in the flags field [63:49] = hi bits [31:17] for VS lookup
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uint2 packQuad(uint x, uint y, uint z, uint w, uint h, uint face, uint matID, uint chunkIdx) {
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uint lo = x | (y << 6) | (z << 12) | (w << 18) | (h << 24) | (face << 30);
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uint lo = x | (y << 6) | (z << 12) | (w << 18) | (h << 24) | (face << 30);
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uint hi = (face >> 2) | (matID << 1) | (0 << 9) | (0 << 17); // AO=0, flags=0
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uint hi = (face >> 2) | (matID << 1) | (0 << 9) | ((chunkIdx & 0x7FF) << 17);
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return uint2(lo, hi);
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return uint2(lo, hi);
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}
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}
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if (slot >= push.maxOutputQuads) return; // overflow guard
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if (slot >= push.maxOutputQuads) return; // overflow guard
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outputQuads[push.quadBufferOffset + slot] = packQuad(
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outputQuads[push.quadBufferOffset + slot] = packQuad(
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DTid.x, DTid.y, DTid.z, 1, 1, f, matID
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DTid.x, DTid.y, DTid.z, 1, 1, f, matID, push.chunkIndex
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);
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);
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}
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}
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}
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}
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// Determine quad index and chunk index based on rendering mode
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// Determine quad index and chunk index based on rendering mode
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uint quadIndex;
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uint quadIndex;
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uint chunkIndex;
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uint chunkIndex = 0;
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if (push.flags & 1) {
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if (push.flags & 2) {
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// GPU mesh path: quads are in a flat buffer, chunk index is embedded
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// in each quad's flags field (bits [31:17] of hi word = 11-bit chunk index).
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// push.quadOffset = base offset into the GPU quad buffer.
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quadIndex = push.quadOffset + (vertexID / 6);
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} else if (push.flags & 1) {
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// MDI path: push.chunkIndex is packed by ExecuteIndirect command signature:
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// MDI path: push.chunkIndex is packed by ExecuteIndirect command signature:
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// low 16 bits = chunk index into chunkInfoBuffer
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// low 16 bits = chunk index into chunkInfoBuffer
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// high 16 bits = face index (0-5)
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// high 16 bits = face index (0-5)
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chunkIndex = push.chunkIndex;
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chunkIndex = push.chunkIndex;
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}
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}
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GPUChunkInfo info = chunkInfoBuffer[chunkIndex];
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uint cornerIndex = vertexID % 6;
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uint cornerIndex = vertexID % 6;
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PackedQuad packed = quadBuffer[quadIndex];
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PackedQuad packed = quadBuffer[quadIndex];
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uint px, py, pz, w, h, face, matID, ao;
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uint px, py, pz, w, h, face, matID, ao;
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unpackQuad(packed.data, px, py, pz, w, h, face, matID, ao);
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unpackQuad(packed.data, px, py, pz, w, h, face, matID, ao);
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// GPU mesh path: extract chunk index from quad flags field (bits [31:17] of hi word)
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if (push.flags & 2) {
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chunkIndex = (packed.data.y >> 17) & 0x7FF;
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}
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GPUChunkInfo info = chunkInfoBuffer[chunkIndex];
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// Corner offsets for 2 triangles (6 vertices per quad)
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// Corner offsets for 2 triangles (6 vertices per quad)
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// cross(U,V) matches N for faces: +X(0), -Y(3), +Z(4) -> CW corners
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// cross(U,V) matches N for faces: +X(0), -Y(3), +Z(4) -> CW corners
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// cross(U,V) opposes N for faces: -X(1), +Y(2), -Z(5) -> CCW corners
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// cross(U,V) opposes N for faces: -X(1), +Y(2), -Z(5) -> CCW corners
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#include "VoxelRenderer.h"
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#include "VoxelRenderer.h"
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#include "wiJobSystem.h"
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#include "wiPrimitive.h"
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#include "wiPrimitive.h"
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#include <algorithm>
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#include <algorithm>
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#include <chrono>
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#include <chrono>
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#include <cmath>
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#include <cmath>
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#include <cstring>
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using namespace wi::graphics;
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using namespace wi::graphics;
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// GPU quad output: same capacity as mega-buffer
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// GPU quad output: same capacity as mega-buffer
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GPUBufferDesc gpuQDesc;
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GPUBufferDesc gpuQDesc;
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gpuQDesc.size = MEGA_BUFFER_CAPACITY * sizeof(uint64_t); // PackedQuad = 8 bytes
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gpuQDesc.size = MEGA_BUFFER_CAPACITY * sizeof(uint64_t); // PackedQuad = 8 bytes
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gpuQDesc.bind_flags = BindFlag::UNORDERED_ACCESS;
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gpuQDesc.bind_flags = BindFlag::UNORDERED_ACCESS | BindFlag::SHADER_RESOURCE;
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gpuQDesc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
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gpuQDesc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
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gpuQDesc.stride = sizeof(uint64_t); // uint2 = 8 bytes
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gpuQDesc.stride = sizeof(uint64_t); // uint2 = 8 bytes
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gpuQDesc.usage = Usage::DEFAULT;
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gpuQDesc.usage = Usage::DEFAULT;
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totalQuads_ = offset;
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totalQuads_ = offset;
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}
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}
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||||||
|
// Build chunkInfoBuffer without CPU meshing (for GPU mesh path)
|
||||||
|
void VoxelRenderer::rebuildChunkInfoOnly(VoxelWorld& world) {
|
||||||
|
chunkSlots_.clear();
|
||||||
|
cpuChunkInfo_.clear();
|
||||||
|
|
||||||
|
uint32_t idx = 0;
|
||||||
|
float debugFlag = debugFaceColors_ ? 1.0f : 0.0f;
|
||||||
|
|
||||||
|
world.forEachChunk([&](const ChunkPos& pos, Chunk& chunk) {
|
||||||
|
ChunkSlot slot;
|
||||||
|
slot.pos = pos;
|
||||||
|
slot.quadOffset = 0; // not used in GPU mesh path
|
||||||
|
slot.quadCount = 0;
|
||||||
|
chunkSlots_.push_back(slot);
|
||||||
|
|
||||||
|
GPUChunkInfo info = {};
|
||||||
|
info.worldPos = XMFLOAT4(
|
||||||
|
(float)(pos.x * CHUNK_SIZE),
|
||||||
|
(float)(pos.y * CHUNK_SIZE),
|
||||||
|
(float)(pos.z * CHUNK_SIZE),
|
||||||
|
debugFlag
|
||||||
|
);
|
||||||
|
info.quadOffset = 0;
|
||||||
|
info.quadCount = 0;
|
||||||
|
cpuChunkInfo_.push_back(info);
|
||||||
|
idx++;
|
||||||
|
});
|
||||||
|
|
||||||
|
chunkCount_ = (uint32_t)chunkSlots_.size();
|
||||||
|
}
|
||||||
|
|
||||||
void VoxelRenderer::updateMeshes(VoxelWorld& world) {
|
void VoxelRenderer::updateMeshes(VoxelWorld& world) {
|
||||||
if (!device_) return;
|
if (!device_) return;
|
||||||
|
|
||||||
// Re-mesh dirty chunks, measure CPU time for benchmark
|
// GPU mesh path: skip CPU meshing entirely, just rebuild chunk info
|
||||||
bool anyDirty = false;
|
if (gpuMeshEnabled_ && gpuMesherAvailable_) {
|
||||||
auto cpuStart = std::chrono::high_resolution_clock::now();
|
bool anyDirty = false;
|
||||||
world.forEachChunk([&](const ChunkPos& pos, Chunk& chunk) {
|
world.forEachChunk([&](const ChunkPos& pos, Chunk& chunk) {
|
||||||
if (chunk.dirty) {
|
if (chunk.dirty) { anyDirty = true; chunk.dirty = false; }
|
||||||
VoxelMesher::meshChunk(chunk, world);
|
});
|
||||||
anyDirty = true;
|
if (anyDirty || megaBufferDirty_) {
|
||||||
|
rebuildChunkInfoOnly(world);
|
||||||
|
// If cache wasn't already filled by fused regen+pack, mark for repack
|
||||||
|
if (!gpuMeshDirty_) {
|
||||||
|
// Non-fused dirty (e.g. initial load): need both repack and GPU update
|
||||||
|
voxelCacheDirty_ = true;
|
||||||
|
gpuMeshDirty_ = true;
|
||||||
|
}
|
||||||
|
// else: fused path already set gpuMeshDirty_=true, cache is clean
|
||||||
|
chunkInfoDirty_ = true;
|
||||||
|
megaBufferDirty_ = false;
|
||||||
}
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// CPU meshing path (fallback)
|
||||||
|
// Collect dirty chunks for parallel meshing
|
||||||
|
std::vector<Chunk*> dirtyChunks;
|
||||||
|
world.forEachChunk([&](const ChunkPos& pos, Chunk& chunk) {
|
||||||
|
if (chunk.dirty) dirtyChunks.push_back(&chunk);
|
||||||
});
|
});
|
||||||
|
bool anyDirty = !dirtyChunks.empty();
|
||||||
|
|
||||||
|
// Parallel CPU greedy meshing via wi::jobsystem
|
||||||
|
auto cpuStart = std::chrono::high_resolution_clock::now();
|
||||||
|
if (anyDirty) {
|
||||||
|
wi::jobsystem::context ctx;
|
||||||
|
wi::jobsystem::Dispatch(ctx, (uint32_t)dirtyChunks.size(), 1,
|
||||||
|
[&dirtyChunks, &world](wi::jobsystem::JobArgs args) {
|
||||||
|
VoxelMesher::meshChunk(*dirtyChunks[args.jobIndex], world);
|
||||||
|
});
|
||||||
|
wi::jobsystem::Wait(ctx);
|
||||||
|
}
|
||||||
auto cpuEnd = std::chrono::high_resolution_clock::now();
|
auto cpuEnd = std::chrono::high_resolution_clock::now();
|
||||||
|
|
||||||
if (anyDirty) {
|
if (anyDirty) {
|
||||||
|
|
@ -434,6 +497,119 @@ void VoxelRenderer::readbackGpuMeshBenchmark() const {
|
||||||
benchState_ = BenchState::DONE;
|
benchState_ = BenchState::DONE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ── GPU Mesh Dispatch (production path) ─────────────────────────
|
||||||
|
// Dispatches GPU mesher for ALL chunks every frame. Replaces CPU greedy meshing.
|
||||||
|
// Uses the atomic quad counter for 1-frame-delayed readback of total quad count.
|
||||||
|
|
||||||
|
void VoxelRenderer::dispatchGpuMesh(CommandList cmd, const VoxelWorld& world,
|
||||||
|
ProfileAccum* profPack, ProfileAccum* profUpload, ProfileAccum* profDispatch) const {
|
||||||
|
auto* dev = device_;
|
||||||
|
|
||||||
|
// Zero the quad counter
|
||||||
|
uint32_t zero = 0;
|
||||||
|
dev->UpdateBuffer(&gpuQuadCounter_, &zero, cmd, sizeof(uint32_t));
|
||||||
|
|
||||||
|
// Barrier: COPY_DST → UAV for counter, UNDEFINED → UAV for output buffer
|
||||||
|
GPUBarrier preBarriers[] = {
|
||||||
|
GPUBarrier::Buffer(&gpuQuadCounter_, ResourceState::COPY_DST, ResourceState::UNORDERED_ACCESS),
|
||||||
|
GPUBarrier::Buffer(&gpuQuadBuffer_, ResourceState::UNDEFINED, ResourceState::UNORDERED_ACCESS),
|
||||||
|
};
|
||||||
|
dev->Barrier(preBarriers, 2, cmd);
|
||||||
|
|
||||||
|
dev->BindComputeShader(&meshShader_, cmd);
|
||||||
|
|
||||||
|
// Pack and upload all chunks' voxel data
|
||||||
|
// Each chunk = 32^3/2 = 16384 uint32 (two voxels per uint)
|
||||||
|
const uint32_t wordsPerChunk = CHUNK_VOLUME / 2;
|
||||||
|
uint32_t totalWords = chunkCount_ * wordsPerChunk;
|
||||||
|
|
||||||
|
// Resize voxel data buffer if needed
|
||||||
|
if (totalWords > voxelDataCapacity_) {
|
||||||
|
voxelDataCapacity_ = totalWords;
|
||||||
|
GPUBufferDesc voxDesc;
|
||||||
|
voxDesc.size = totalWords * sizeof(uint32_t);
|
||||||
|
voxDesc.bind_flags = BindFlag::SHADER_RESOURCE;
|
||||||
|
voxDesc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
|
||||||
|
voxDesc.stride = sizeof(uint32_t);
|
||||||
|
voxDesc.usage = Usage::DEFAULT;
|
||||||
|
dev->CreateBuffer(&voxDesc, nullptr, const_cast<GPUBuffer*>(&voxelDataBuffer_));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pack voxel data — use cached copy, only update when dirty.
|
||||||
|
// VoxelData is exactly uint16_t, so voxels[] is a packed uint16 array.
|
||||||
|
// Two consecutive uint16 = one uint32 → direct memcpy, no bit manipulation.
|
||||||
|
static_assert(sizeof(VoxelData) == sizeof(uint16_t),
|
||||||
|
"VoxelData must be 2 bytes for direct memcpy to GPU buffer");
|
||||||
|
|
||||||
|
auto tPack0 = std::chrono::high_resolution_clock::now();
|
||||||
|
if (voxelCacheDirty_) {
|
||||||
|
packedVoxelCache_.resize(totalWords);
|
||||||
|
uint32_t chunkI = 0;
|
||||||
|
world.forEachChunk([&](const ChunkPos& pos, const Chunk& chunk) {
|
||||||
|
std::memcpy(
|
||||||
|
packedVoxelCache_.data() + chunkI * wordsPerChunk,
|
||||||
|
chunk.voxels,
|
||||||
|
wordsPerChunk * sizeof(uint32_t) // = CHUNK_VOLUME * 2 bytes
|
||||||
|
);
|
||||||
|
chunkI++;
|
||||||
|
});
|
||||||
|
voxelCacheDirty_ = false;
|
||||||
|
}
|
||||||
|
auto tPack1 = std::chrono::high_resolution_clock::now();
|
||||||
|
if (profPack) profPack->add(std::chrono::duration<float, std::milli>(tPack1 - tPack0).count());
|
||||||
|
|
||||||
|
// Upload all voxel data at once
|
||||||
|
auto tUpload0 = std::chrono::high_resolution_clock::now();
|
||||||
|
dev->UpdateBuffer(&voxelDataBuffer_, packedVoxelCache_.data(), cmd,
|
||||||
|
totalWords * sizeof(uint32_t));
|
||||||
|
auto tUpload1 = std::chrono::high_resolution_clock::now();
|
||||||
|
if (profUpload) profUpload->add(std::chrono::duration<float, std::milli>(tUpload1 - tUpload0).count());
|
||||||
|
|
||||||
|
// Bind resources (shared across all chunk dispatches)
|
||||||
|
dev->BindResource(&voxelDataBuffer_, 0, cmd);
|
||||||
|
dev->BindUAV(&gpuQuadBuffer_, 0, cmd);
|
||||||
|
dev->BindUAV(&gpuQuadCounter_, 1, cmd);
|
||||||
|
|
||||||
|
// Dispatch for each chunk
|
||||||
|
struct MeshPush {
|
||||||
|
uint32_t chunkIndex;
|
||||||
|
uint32_t voxelBufferOffset;
|
||||||
|
uint32_t quadBufferOffset;
|
||||||
|
uint32_t maxOutputQuads;
|
||||||
|
uint32_t pad[8];
|
||||||
|
};
|
||||||
|
|
||||||
|
auto tDisp0 = std::chrono::high_resolution_clock::now();
|
||||||
|
uint32_t chunkIdx = 0;
|
||||||
|
world.forEachChunk([&](const ChunkPos& pos, const Chunk& chunk) {
|
||||||
|
MeshPush pushData = {};
|
||||||
|
pushData.chunkIndex = chunkIdx;
|
||||||
|
pushData.voxelBufferOffset = chunkIdx * wordsPerChunk;
|
||||||
|
pushData.quadBufferOffset = 0; // global atomic counter handles offsets
|
||||||
|
pushData.maxOutputQuads = MEGA_BUFFER_CAPACITY;
|
||||||
|
dev->PushConstants(&pushData, sizeof(pushData), cmd);
|
||||||
|
|
||||||
|
// Dispatch: 32/8 = 4 groups per axis → 64 groups per chunk
|
||||||
|
dev->Dispatch(4, 4, 4, cmd);
|
||||||
|
chunkIdx++;
|
||||||
|
});
|
||||||
|
auto tDisp1 = std::chrono::high_resolution_clock::now();
|
||||||
|
if (profDispatch) profDispatch->add(std::chrono::duration<float, std::milli>(tDisp1 - tDisp0).count());
|
||||||
|
|
||||||
|
// Barriers: UAV → COPY_SRC for counter readback, UAV → SRV for quad buffer (rendering)
|
||||||
|
GPUBarrier postBarriers[] = {
|
||||||
|
GPUBarrier::Buffer(&gpuQuadCounter_, ResourceState::UNORDERED_ACCESS, ResourceState::COPY_SRC),
|
||||||
|
GPUBarrier::Buffer(&gpuQuadBuffer_, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE),
|
||||||
|
};
|
||||||
|
dev->Barrier(postBarriers, 2, cmd);
|
||||||
|
|
||||||
|
// Copy quad counter to readback buffer (result available next frame)
|
||||||
|
dev->CopyBuffer(&meshCounterReadback_, 0, &gpuQuadCounter_, 0, sizeof(uint32_t), cmd);
|
||||||
|
|
||||||
|
totalQuads_ = gpuMeshQuadCount_; // display previous frame's count in HUD
|
||||||
|
gpuMeshDirty_ = false;
|
||||||
|
}
|
||||||
|
|
||||||
// ── Frustum plane extraction (Gribb-Hartmann method) ────────────
|
// ── Frustum plane extraction (Gribb-Hartmann method) ────────────
|
||||||
static void extractFrustumPlanes(const XMMATRIX& vp, XMFLOAT4 planes[6]) {
|
static void extractFrustumPlanes(const XMMATRIX& vp, XMFLOAT4 planes[6]) {
|
||||||
XMFLOAT4X4 m;
|
XMFLOAT4X4 m;
|
||||||
|
|
@ -478,6 +654,87 @@ void VoxelRenderer::render(
|
||||||
|
|
||||||
auto* dev = device_;
|
auto* dev = device_;
|
||||||
|
|
||||||
|
// ── GPU Mesh path: quads already dispatched in Render(), just draw ──
|
||||||
|
if (gpuMeshEnabled_ && gpuMesherAvailable_) {
|
||||||
|
// Upload chunk info only when chunks changed
|
||||||
|
if (!cpuChunkInfo_.empty() && chunkInfoDirty_) {
|
||||||
|
dev->UpdateBuffer(&chunkInfoBuffer_, cpuChunkInfo_.data(), cmd,
|
||||||
|
cpuChunkInfo_.size() * sizeof(GPUChunkInfo));
|
||||||
|
chunkInfoDirty_ = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Per-frame constants
|
||||||
|
VoxelConstants cb = {};
|
||||||
|
XMMATRIX vpMatrix = camera.GetViewProjection();
|
||||||
|
XMStoreFloat4x4(&cb.viewProjection, vpMatrix);
|
||||||
|
cb.cameraPosition = XMFLOAT4(camera.Eye.x, camera.Eye.y, camera.Eye.z, 1.0f);
|
||||||
|
cb.sunDirection = XMFLOAT4(-0.5f, -0.8f, -0.3f, 0.0f);
|
||||||
|
cb.sunColor = XMFLOAT4(1.2f, 1.1f, 0.9f, 1.0f);
|
||||||
|
cb.chunkSize = (float)CHUNK_SIZE;
|
||||||
|
cb.textureTiling = 0.25f;
|
||||||
|
cb.chunkCount = chunkCount_;
|
||||||
|
dev->UpdateBuffer(&constantBuffer_, &cb, cmd, sizeof(cb));
|
||||||
|
|
||||||
|
// Render pass
|
||||||
|
RenderPassImage rp[] = {
|
||||||
|
RenderPassImage::RenderTarget(
|
||||||
|
&renderTarget,
|
||||||
|
RenderPassImage::LoadOp::CLEAR,
|
||||||
|
RenderPassImage::StoreOp::STORE,
|
||||||
|
ResourceState::SHADER_RESOURCE,
|
||||||
|
ResourceState::SHADER_RESOURCE
|
||||||
|
),
|
||||||
|
RenderPassImage::DepthStencil(
|
||||||
|
&depthBuffer,
|
||||||
|
RenderPassImage::LoadOp::CLEAR,
|
||||||
|
RenderPassImage::StoreOp::STORE,
|
||||||
|
ResourceState::DEPTHSTENCIL,
|
||||||
|
ResourceState::DEPTHSTENCIL,
|
||||||
|
ResourceState::DEPTHSTENCIL
|
||||||
|
),
|
||||||
|
};
|
||||||
|
dev->RenderPassBegin(rp, 2, cmd);
|
||||||
|
|
||||||
|
Viewport vp;
|
||||||
|
vp.width = (float)renderTarget.GetDesc().width;
|
||||||
|
vp.height = (float)renderTarget.GetDesc().height;
|
||||||
|
vp.min_depth = 0.0f;
|
||||||
|
vp.max_depth = 1.0f;
|
||||||
|
dev->BindViewports(1, &vp, cmd);
|
||||||
|
|
||||||
|
Rect scissor = { 0, 0, (int)vp.width, (int)vp.height };
|
||||||
|
dev->BindScissorRects(1, &scissor, cmd);
|
||||||
|
|
||||||
|
dev->BindPipelineState(&pso_, cmd);
|
||||||
|
dev->BindConstantBuffer(&constantBuffer_, 0, cmd);
|
||||||
|
dev->BindResource(&gpuQuadBuffer_, 0, cmd); // GPU quads, not mega-buffer
|
||||||
|
dev->BindResource(&textureArray_, 1, cmd);
|
||||||
|
dev->BindResource(&chunkInfoBuffer_, 2, cmd);
|
||||||
|
dev->BindSampler(&sampler_, 0, cmd);
|
||||||
|
|
||||||
|
// GPU mesh mode: flags=2, MUST be after BindPipelineState
|
||||||
|
struct VoxelPush {
|
||||||
|
uint32_t chunkIndex;
|
||||||
|
uint32_t quadOffset;
|
||||||
|
uint32_t flags;
|
||||||
|
uint32_t pad[9];
|
||||||
|
};
|
||||||
|
VoxelPush pushData = {};
|
||||||
|
pushData.flags = 2; // GPU mesh mode
|
||||||
|
pushData.quadOffset = 0;
|
||||||
|
dev->PushConstants(&pushData, sizeof(pushData), cmd);
|
||||||
|
|
||||||
|
// Draw using previous frame's quad count (1-frame delay)
|
||||||
|
if (gpuMeshQuadCount_ > 0) {
|
||||||
|
dev->DrawInstanced(gpuMeshQuadCount_ * 6, 1, 0, 0, cmd);
|
||||||
|
drawCalls_ = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
dev->RenderPassEnd(cmd);
|
||||||
|
visibleChunks_ = chunkCount_;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// Upload mega-buffer and chunk info to GPU
|
// Upload mega-buffer and chunk info to GPU
|
||||||
if (!cpuMegaQuads_.empty()) {
|
if (!cpuMegaQuads_.empty()) {
|
||||||
dev->UpdateBuffer(&megaQuadBuffer_, cpuMegaQuads_.data(), cmd,
|
dev->UpdateBuffer(&megaQuadBuffer_, cpuMegaQuads_.data(), cmd,
|
||||||
|
|
@ -953,12 +1210,54 @@ void VoxelRenderPath::handleInput(float dt) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void VoxelRenderPath::Update(float dt) {
|
void VoxelRenderPath::Update(float dt) {
|
||||||
|
auto frameStart = std::chrono::high_resolution_clock::now();
|
||||||
lastDt_ = dt;
|
lastDt_ = dt;
|
||||||
float instantFps = (dt > 0.0f) ? (1.0f / dt) : 0.0f;
|
float instantFps = (dt > 0.0f) ? (1.0f / dt) : 0.0f;
|
||||||
smoothFps_ = smoothFps_ * 0.95f + instantFps * 0.05f;
|
smoothFps_ = smoothFps_ * 0.95f + instantFps * 0.05f;
|
||||||
if (camera) handleInput(dt);
|
if (camera) handleInput(dt);
|
||||||
if (renderer.isInitialized()) renderer.updateMeshes(world);
|
|
||||||
|
// Animated terrain: regenerate at 60 Hz with time-shifted noise
|
||||||
|
// Fused: regenerate + pack voxel data in the same parallel pass
|
||||||
|
if (animatedTerrain_ && renderer.isInitialized()) {
|
||||||
|
animAccum_ += dt;
|
||||||
|
if (animAccum_ >= ANIM_INTERVAL) {
|
||||||
|
animAccum_ -= ANIM_INTERVAL;
|
||||||
|
animTime_ += ANIM_INTERVAL;
|
||||||
|
|
||||||
|
// Prepare pack cache for fused regenerate+pack
|
||||||
|
const uint32_t wordsPerChunk = CHUNK_VOLUME / 2;
|
||||||
|
uint32_t totalWords = (uint32_t)world.chunkCount() * wordsPerChunk;
|
||||||
|
renderer.packedVoxelCache_.resize(totalWords);
|
||||||
|
|
||||||
|
auto t0 = std::chrono::high_resolution_clock::now();
|
||||||
|
world.regenerateAnimated(animTime_,
|
||||||
|
renderer.packedVoxelCache_.data(), totalWords);
|
||||||
|
auto t1 = std::chrono::high_resolution_clock::now();
|
||||||
|
profRegenerate_.add(std::chrono::duration<float, std::milli>(t1 - t0).count());
|
||||||
|
|
||||||
|
renderer.voxelCacheDirty_ = false; // cache already filled by fused pack
|
||||||
|
renderer.gpuMeshDirty_ = true; // GPU still needs upload + dispatch
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (renderer.isInitialized()) {
|
||||||
|
auto t0 = std::chrono::high_resolution_clock::now();
|
||||||
|
renderer.updateMeshes(world);
|
||||||
|
auto t1 = std::chrono::high_resolution_clock::now();
|
||||||
|
profUpdateMeshes_.add(std::chrono::duration<float, std::milli>(t1 - t0).count());
|
||||||
|
}
|
||||||
RenderPath3D::Update(dt);
|
RenderPath3D::Update(dt);
|
||||||
|
|
||||||
|
// Profiling: accumulate frame time (will be completed in Compose)
|
||||||
|
auto frameEnd = std::chrono::high_resolution_clock::now();
|
||||||
|
profFrame_.add(std::chrono::duration<float, std::milli>(frameEnd - frameStart).count());
|
||||||
|
|
||||||
|
// Log averages every 5 seconds
|
||||||
|
profTimer_ += dt;
|
||||||
|
if (profTimer_ >= PROF_INTERVAL) {
|
||||||
|
logProfilingAverages();
|
||||||
|
profTimer_ -= PROF_INTERVAL;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void VoxelRenderPath::Render() const {
|
void VoxelRenderPath::Render() const {
|
||||||
|
|
@ -968,17 +1267,68 @@ void VoxelRenderPath::Render() const {
|
||||||
auto* device = wi::graphics::GetDevice();
|
auto* device = wi::graphics::GetDevice();
|
||||||
CommandList cmd = device->BeginCommandList();
|
CommandList cmd = device->BeginCommandList();
|
||||||
|
|
||||||
// GPU mesh benchmark state machine (runs once after world gen)
|
// GPU mesh path: only re-dispatch when voxel data changed
|
||||||
if (renderer.benchState_ == VoxelRenderer::BenchState::DISPATCH) {
|
if (renderer.gpuMeshEnabled_ && renderer.gpuMesherAvailable_) {
|
||||||
renderer.dispatchGpuMeshBenchmark(cmd, world);
|
// Always readback previous frame's quad count
|
||||||
} else if (renderer.benchState_ == VoxelRenderer::BenchState::READBACK) {
|
uint32_t* countData = (uint32_t*)renderer.meshCounterReadback_.mapped_data;
|
||||||
renderer.readbackGpuMeshBenchmark();
|
if (countData) {
|
||||||
|
renderer.gpuMeshQuadCount_ = *countData;
|
||||||
|
renderer.totalQuads_ = renderer.gpuMeshQuadCount_;
|
||||||
|
}
|
||||||
|
// Only re-dispatch compute mesher when data changed
|
||||||
|
if (renderer.gpuMeshDirty_) {
|
||||||
|
renderer.dispatchGpuMesh(cmd, world,
|
||||||
|
&profVoxelPack_, &profGpuUpload_, &profGpuDispatch_);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// GPU mesh benchmark state machine (runs once after world gen, CPU path only)
|
||||||
|
if (!renderer.gpuMeshEnabled_) {
|
||||||
|
if (renderer.benchState_ == VoxelRenderer::BenchState::DISPATCH) {
|
||||||
|
renderer.dispatchGpuMeshBenchmark(cmd, world);
|
||||||
|
} else if (renderer.benchState_ == VoxelRenderer::BenchState::READBACK) {
|
||||||
|
renderer.readbackGpuMeshBenchmark();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
auto tRender0 = std::chrono::high_resolution_clock::now();
|
||||||
renderer.render(cmd, *camera, voxelDepth_, voxelRT_);
|
renderer.render(cmd, *camera, voxelDepth_, voxelRT_);
|
||||||
|
auto tRender1 = std::chrono::high_resolution_clock::now();
|
||||||
|
profRender_.add(std::chrono::duration<float, std::milli>(tRender1 - tRender0).count());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void VoxelRenderPath::logProfilingAverages() const {
|
||||||
|
char msg[512];
|
||||||
|
snprintf(msg, sizeof(msg),
|
||||||
|
"=== PERF PROFILE (avg over %.0fs) ===\n"
|
||||||
|
" Regenerate: %7.2f ms (%u calls)\n"
|
||||||
|
" UpdateMeshes: %7.2f ms (%u calls)\n"
|
||||||
|
" VoxelPack: %7.2f ms (%u calls)\n"
|
||||||
|
" GPU Upload: %7.2f ms (%u calls)\n"
|
||||||
|
" GPU Dispatch: %7.2f ms (%u calls)\n"
|
||||||
|
" Render: %7.2f ms (%u calls)\n"
|
||||||
|
" Frame (Upd): %7.2f ms (%u calls, %.1f FPS)",
|
||||||
|
PROF_INTERVAL,
|
||||||
|
profRegenerate_.avg(), profRegenerate_.count,
|
||||||
|
profUpdateMeshes_.avg(), profUpdateMeshes_.count,
|
||||||
|
profVoxelPack_.avg(), profVoxelPack_.count,
|
||||||
|
profGpuUpload_.avg(), profGpuUpload_.count,
|
||||||
|
profGpuDispatch_.avg(), profGpuDispatch_.count,
|
||||||
|
profRender_.avg(), profRender_.count,
|
||||||
|
profFrame_.avg(), profFrame_.count,
|
||||||
|
profFrame_.count > 0 ? (1000.0f / profFrame_.avg()) : 0.0f);
|
||||||
|
wi::backlog::post(msg);
|
||||||
|
|
||||||
|
profRegenerate_.reset();
|
||||||
|
profUpdateMeshes_.reset();
|
||||||
|
profVoxelPack_.reset();
|
||||||
|
profGpuUpload_.reset();
|
||||||
|
profGpuDispatch_.reset();
|
||||||
|
profRender_.reset();
|
||||||
|
profFrame_.reset();
|
||||||
|
}
|
||||||
|
|
||||||
void VoxelRenderPath::Compose(CommandList cmd) const {
|
void VoxelRenderPath::Compose(CommandList cmd) const {
|
||||||
frameCount_++;
|
frameCount_++;
|
||||||
|
|
||||||
|
|
@ -1012,19 +1362,25 @@ void VoxelRenderPath::Compose(CommandList cmd) const {
|
||||||
+ "/" + std::to_string(renderer.getChunkCount()) + "\n";
|
+ "/" + std::to_string(renderer.getChunkCount()) + "\n";
|
||||||
stats += "Quads: " + std::to_string(renderer.getTotalQuads()) + "\n";
|
stats += "Quads: " + std::to_string(renderer.getTotalQuads()) + "\n";
|
||||||
std::string renderMode;
|
std::string renderMode;
|
||||||
if (renderer.isGpuCulling())
|
if (renderer.isGpuMeshEnabled())
|
||||||
renderMode = "MDI + GPU cull";
|
renderMode = "GPU mesh (1x1) + DrawInstanced";
|
||||||
|
else if (renderer.isGpuCulling())
|
||||||
|
renderMode = "CPU greedy + MDI + GPU cull";
|
||||||
else if (renderer.isMdiEnabled())
|
else if (renderer.isMdiEnabled())
|
||||||
renderMode = "MDI + CPU cull";
|
renderMode = "CPU greedy + MDI + CPU cull";
|
||||||
else
|
else
|
||||||
renderMode = "DrawInstanced + CPU cull + backface";
|
renderMode = "CPU greedy + DrawInstanced + CPU cull";
|
||||||
stats += "Draw Calls: " + std::to_string(renderer.getDrawCalls())
|
stats += "Draw Calls: " + std::to_string(renderer.getDrawCalls())
|
||||||
+ " (" + renderMode + ")\n";
|
+ " (" + renderMode + ")\n";
|
||||||
|
|
||||||
char cullStr[16], drawStr[16];
|
if (renderer.isGpuMeshEnabled()) {
|
||||||
snprintf(cullStr, sizeof(cullStr), "%.3f", renderer.getGpuCullTimeMs());
|
stats += "GPU Mesh Quads: " + std::to_string(renderer.getGpuMeshQuadCount()) + "\n";
|
||||||
snprintf(drawStr, sizeof(drawStr), "%.3f", renderer.getGpuDrawTimeMs());
|
} else {
|
||||||
stats += "GPU Cull: " + std::string(cullStr) + " ms | Draw: " + std::string(drawStr) + " ms\n";
|
char cullStr[16], drawStr[16];
|
||||||
|
snprintf(cullStr, sizeof(cullStr), "%.3f", renderer.getGpuCullTimeMs());
|
||||||
|
snprintf(drawStr, sizeof(drawStr), "%.3f", renderer.getGpuDrawTimeMs());
|
||||||
|
stats += "GPU Cull: " + std::string(cullStr) + " ms | Draw: " + std::string(drawStr) + " ms\n";
|
||||||
|
}
|
||||||
stats += "WASD+Space/Ctrl: move | Shift: fast | Right-click: capture mouse";
|
stats += "WASD+Space/Ctrl: move | Shift: fast | Right-click: capture mouse";
|
||||||
|
|
||||||
wi::font::Draw(stats, fp, cmd);
|
wi::font::Draw(stats, fp, cmd);
|
||||||
|
|
|
||||||
|
|
@ -5,6 +5,15 @@
|
||||||
|
|
||||||
namespace voxel {
|
namespace voxel {
|
||||||
|
|
||||||
|
// ── CPU Profiling accumulator ────────────────────────────────────
|
||||||
|
struct ProfileAccum {
|
||||||
|
double totalMs = 0.0;
|
||||||
|
uint32_t count = 0;
|
||||||
|
void add(float ms) { totalMs += ms; count++; }
|
||||||
|
float avg() const { return count > 0 ? (float)(totalMs / count) : 0.0f; }
|
||||||
|
void reset() { totalMs = 0.0; count = 0; }
|
||||||
|
};
|
||||||
|
|
||||||
// ── GPU-visible chunk info (must match HLSL GPUChunkInfo) ────────
|
// ── GPU-visible chunk info (must match HLSL GPUChunkInfo) ────────
|
||||||
struct GPUChunkInfo {
|
struct GPUChunkInfo {
|
||||||
XMFLOAT4 worldPos; // xyz = chunk origin, w = debug flag
|
XMFLOAT4 worldPos; // xyz = chunk origin, w = debug flag
|
||||||
|
|
@ -120,13 +129,20 @@ private:
|
||||||
};
|
};
|
||||||
wi::graphics::GPUBuffer constantBuffer_;
|
wi::graphics::GPUBuffer constantBuffer_;
|
||||||
|
|
||||||
// ── GPU Compute Mesher (Phase 2.4 benchmark) ───────────────────
|
// ── GPU Compute Mesher ──────────────────────────────────────────
|
||||||
wi::graphics::Shader meshShader_; // voxelMeshCS compute shader
|
wi::graphics::Shader meshShader_; // voxelMeshCS compute shader
|
||||||
wi::graphics::GPUBuffer voxelDataBuffer_; // chunk voxel data (StructuredBuffer<uint>)
|
mutable wi::graphics::GPUBuffer voxelDataBuffer_; // chunk voxel data (StructuredBuffer<uint>)
|
||||||
wi::graphics::GPUBuffer gpuQuadBuffer_; // GPU mesh output (RWStructuredBuffer<uint2>)
|
wi::graphics::GPUBuffer gpuQuadBuffer_; // GPU mesh output (RWStructuredBuffer<uint2>)
|
||||||
wi::graphics::GPUBuffer gpuQuadCounter_; // atomic counter for GPU mesh output
|
wi::graphics::GPUBuffer gpuQuadCounter_; // atomic counter for GPU mesh output
|
||||||
wi::graphics::GPUBuffer meshCounterReadback_; // READBACK buffer for quad counter
|
wi::graphics::GPUBuffer meshCounterReadback_; // READBACK buffer for quad counter
|
||||||
bool gpuMesherAvailable_ = false;
|
bool gpuMesherAvailable_ = false;
|
||||||
|
bool gpuMeshEnabled_ = true; // Use GPU meshing instead of CPU greedy
|
||||||
|
mutable uint32_t gpuMeshQuadCount_ = 0; // Readback from previous frame (1-frame delay)
|
||||||
|
mutable uint32_t voxelDataCapacity_ = 0; // Current capacity of voxelDataBuffer_ (in uint32s)
|
||||||
|
mutable std::vector<uint32_t> packedVoxelCache_; // cached packed voxel data for all chunks
|
||||||
|
mutable bool voxelCacheDirty_ = true; // true: packedVoxelCache_ needs repack from chunks
|
||||||
|
mutable bool gpuMeshDirty_ = true; // true: GPU needs upload + re-dispatch
|
||||||
|
mutable bool chunkInfoDirty_ = true; // true: chunkInfoBuffer needs re-upload
|
||||||
|
|
||||||
// Benchmark state machine: runs once after world gen
|
// Benchmark state machine: runs once after world gen
|
||||||
enum class BenchState { IDLE, DISPATCH, READBACK, DONE };
|
enum class BenchState { IDLE, DISPATCH, READBACK, DONE };
|
||||||
|
|
@ -136,6 +152,10 @@ private:
|
||||||
|
|
||||||
void dispatchGpuMeshBenchmark(wi::graphics::CommandList cmd, const VoxelWorld& world) const;
|
void dispatchGpuMeshBenchmark(wi::graphics::CommandList cmd, const VoxelWorld& world) const;
|
||||||
void readbackGpuMeshBenchmark() const;
|
void readbackGpuMeshBenchmark() const;
|
||||||
|
void dispatchGpuMesh(wi::graphics::CommandList cmd, const VoxelWorld& world,
|
||||||
|
ProfileAccum* profPack = nullptr, ProfileAccum* profUpload = nullptr,
|
||||||
|
ProfileAccum* profDispatch = nullptr) const;
|
||||||
|
void rebuildChunkInfoOnly(VoxelWorld& world);
|
||||||
|
|
||||||
// ── GPU Timestamp Queries (Phase 2 benchmark) ────────────────
|
// ── GPU Timestamp Queries (Phase 2 benchmark) ────────────────
|
||||||
wi::graphics::GPUQueryHeap timestampHeap_;
|
wi::graphics::GPUQueryHeap timestampHeap_;
|
||||||
|
|
@ -161,6 +181,8 @@ private:
|
||||||
public:
|
public:
|
||||||
float getGpuCullTimeMs() const { return gpuCullTimeMs_; }
|
float getGpuCullTimeMs() const { return gpuCullTimeMs_; }
|
||||||
float getGpuDrawTimeMs() const { return gpuDrawTimeMs_; }
|
float getGpuDrawTimeMs() const { return gpuDrawTimeMs_; }
|
||||||
|
bool isGpuMeshEnabled() const { return gpuMeshEnabled_ && gpuMesherAvailable_; }
|
||||||
|
uint32_t getGpuMeshQuadCount() const { return gpuMeshQuadCount_; }
|
||||||
};
|
};
|
||||||
|
|
||||||
// ── Custom RenderPath that integrates voxel rendering ───────────
|
// ── Custom RenderPath that integrates voxel rendering ───────────
|
||||||
|
|
@ -191,9 +213,27 @@ private:
|
||||||
mutable float lastDt_ = 0.016f;
|
mutable float lastDt_ = 0.016f;
|
||||||
mutable float smoothFps_ = 60.0f;
|
mutable float smoothFps_ = 60.0f;
|
||||||
|
|
||||||
|
// Animated terrain (wave effect at 20 Hz)
|
||||||
|
bool animatedTerrain_ = true;
|
||||||
|
float animTime_ = 0.0f;
|
||||||
|
float animAccum_ = 0.0f;
|
||||||
|
static constexpr float ANIM_INTERVAL = 1.0f / 60.0f; // ~16.7ms = 60 Hz
|
||||||
|
|
||||||
wi::graphics::Texture voxelRT_;
|
wi::graphics::Texture voxelRT_;
|
||||||
wi::graphics::Texture voxelDepth_;
|
wi::graphics::Texture voxelDepth_;
|
||||||
mutable bool rtCreated_ = false;
|
mutable bool rtCreated_ = false;
|
||||||
|
|
||||||
|
// ── CPU Profiling (averages every 5 seconds) ─────────────────
|
||||||
|
mutable ProfileAccum profRegenerate_; // regenerateAnimated
|
||||||
|
mutable ProfileAccum profUpdateMeshes_; // updateMeshes (rebuildChunkInfoOnly or CPU mesh)
|
||||||
|
mutable ProfileAccum profVoxelPack_; // voxel data packing in dispatchGpuMesh
|
||||||
|
mutable ProfileAccum profGpuUpload_; // GPU upload in dispatchGpuMesh
|
||||||
|
mutable ProfileAccum profGpuDispatch_; // compute dispatches in dispatchGpuMesh
|
||||||
|
mutable ProfileAccum profRender_; // render() total
|
||||||
|
mutable ProfileAccum profFrame_; // full frame (Update + Render + Compose)
|
||||||
|
mutable float profTimer_ = 0.0f;
|
||||||
|
static constexpr float PROF_INTERVAL = 5.0f;
|
||||||
|
void logProfilingAverages() const;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace voxel
|
} // namespace voxel
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,5 @@
|
||||||
#include "VoxelWorld.h"
|
#include "VoxelWorld.h"
|
||||||
|
#include "wiJobSystem.h"
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
|
|
||||||
|
|
@ -107,21 +108,26 @@ float VoxelWorld::fbm(float x, float y, float z, int octaves) const {
|
||||||
return value / maxVal;
|
return value / maxVal;
|
||||||
}
|
}
|
||||||
|
|
||||||
void VoxelWorld::generateChunk(Chunk& chunk) {
|
void VoxelWorld::generateChunk(Chunk& chunk, float timeOffset) {
|
||||||
const float scale = 0.02f; // terrain horizontal scale
|
const float scale = 0.02f; // terrain horizontal scale
|
||||||
const float heightScale = 64.0f;
|
const float heightScale = 64.0f;
|
||||||
const float baseHeight = 40.0f;
|
const float baseHeight = 40.0f;
|
||||||
const float caveScale = 0.05f;
|
const float caveScale = 0.05f;
|
||||||
const float caveThreshold = 0.3f;
|
const float caveThreshold = 0.3f;
|
||||||
|
|
||||||
|
// Animation mode: fewer octaves + skip caves (much faster for 20Hz regen)
|
||||||
|
const bool animating = (timeOffset != 0.0f);
|
||||||
|
const int heightOctaves = animating ? 2 : 5;
|
||||||
|
|
||||||
for (int z = 0; z < CHUNK_SIZE; z++) {
|
for (int z = 0; z < CHUNK_SIZE; z++) {
|
||||||
for (int x = 0; x < CHUNK_SIZE; x++) {
|
for (int x = 0; x < CHUNK_SIZE; x++) {
|
||||||
// World-space coordinates
|
// World-space coordinates
|
||||||
float wx = (float)(chunk.pos.x * CHUNK_SIZE + x);
|
float wx = (float)(chunk.pos.x * CHUNK_SIZE + x);
|
||||||
float wz = (float)(chunk.pos.z * CHUNK_SIZE + z);
|
float wz = (float)(chunk.pos.z * CHUNK_SIZE + z);
|
||||||
|
|
||||||
// Heightmap using fBm
|
// Heightmap using fBm — timeOffset shifts the Y coord of the noise
|
||||||
float height = baseHeight + heightScale * fbm(wx * scale, 0.0f, wz * scale, 5);
|
// to create a rolling wave effect across the terrain
|
||||||
|
float height = baseHeight + heightScale * fbm(wx * scale, timeOffset, wz * scale, heightOctaves);
|
||||||
|
|
||||||
for (int y = 0; y < CHUNK_SIZE; y++) {
|
for (int y = 0; y < CHUNK_SIZE; y++) {
|
||||||
float wy = (float)(chunk.pos.y * CHUNK_SIZE + y);
|
float wy = (float)(chunk.pos.y * CHUNK_SIZE + y);
|
||||||
|
|
@ -130,26 +136,32 @@ void VoxelWorld::generateChunk(Chunk& chunk) {
|
||||||
if (wy > height) {
|
if (wy > height) {
|
||||||
// Air above terrain
|
// Air above terrain
|
||||||
v = VoxelData();
|
v = VoxelData();
|
||||||
} else {
|
} else if (!animating) {
|
||||||
// Cave generation
|
// Cave generation (only for initial generation, too costly for animation)
|
||||||
float cave = fbm(wx * caveScale, wy * caveScale, wz * caveScale, 3);
|
float cave = fbm(wx * caveScale, wy * caveScale, wz * caveScale, 3);
|
||||||
if (std::abs(cave) < caveThreshold && wy > 10.0f && wy < height - 3.0f) {
|
if (std::abs(cave) < caveThreshold && wy > 10.0f && wy < height - 3.0f) {
|
||||||
v = VoxelData(); // Cave
|
v = VoxelData(); // Cave
|
||||||
} else if (wy > height - 1.0f) {
|
} else if (wy > height - 1.0f) {
|
||||||
// Surface layer: material depends on height
|
if (wy > 90.0f) v = VoxelData(5);
|
||||||
if (wy > 90.0f) {
|
else if (wy > 70.0f) v = VoxelData(3);
|
||||||
v = VoxelData(5); // Snow
|
else if (wy < 25.0f) v = VoxelData(4);
|
||||||
} else if (wy > 70.0f) {
|
else v = VoxelData(1);
|
||||||
v = VoxelData(3); // Stone
|
|
||||||
} else if (wy < 25.0f) {
|
|
||||||
v = VoxelData(4); // Sand
|
|
||||||
} else {
|
|
||||||
v = VoxelData(1); // Grass
|
|
||||||
}
|
|
||||||
} else if (wy > height - 4.0f) {
|
} else if (wy > height - 4.0f) {
|
||||||
v = VoxelData(2); // Dirt
|
v = VoxelData(2);
|
||||||
} else {
|
} else {
|
||||||
v = VoxelData(3); // Stone
|
v = VoxelData(3);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Animation path: simplified material assignment (no caves)
|
||||||
|
if (wy > height - 1.0f) {
|
||||||
|
if (wy > 90.0f) v = VoxelData(5);
|
||||||
|
else if (wy > 70.0f) v = VoxelData(3);
|
||||||
|
else if (wy < 25.0f) v = VoxelData(4);
|
||||||
|
else v = VoxelData(1);
|
||||||
|
} else if (wy > height - 4.0f) {
|
||||||
|
v = VoxelData(2);
|
||||||
|
} else {
|
||||||
|
v = VoxelData(3);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -161,6 +173,37 @@ void VoxelWorld::generateChunk(Chunk& chunk) {
|
||||||
chunk.dirty = true;
|
chunk.dirty = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void VoxelWorld::regenerateAnimated(float time, uint32_t* packDst, uint32_t packDstCapacity) {
|
||||||
|
// Regenerate all existing chunks with time-shifted noise (wave effect)
|
||||||
|
// Parallelized across all CPU cores via wi::jobsystem
|
||||||
|
float timeOffset = time * 0.1f;
|
||||||
|
|
||||||
|
// Collect chunk pointers for indexed access (hashmap isn't index-friendly)
|
||||||
|
std::vector<Chunk*> chunkPtrs;
|
||||||
|
chunkPtrs.reserve(chunks_.size());
|
||||||
|
for (auto& [pos, chunk] : chunks_) {
|
||||||
|
chunkPtrs.push_back(chunk.get());
|
||||||
|
}
|
||||||
|
|
||||||
|
const uint32_t wordsPerChunk = CHUNK_VOLUME / 2; // 16384
|
||||||
|
|
||||||
|
wi::jobsystem::context ctx;
|
||||||
|
wi::jobsystem::Dispatch(ctx, (uint32_t)chunkPtrs.size(), 1,
|
||||||
|
[&chunkPtrs, timeOffset, packDst, packDstCapacity, wordsPerChunk, this](wi::jobsystem::JobArgs args) {
|
||||||
|
generateChunk(*chunkPtrs[args.jobIndex], timeOffset);
|
||||||
|
// Fused pack: memcpy voxel data into GPU staging cache
|
||||||
|
if (packDst) {
|
||||||
|
uint32_t offset = args.jobIndex * wordsPerChunk;
|
||||||
|
if (offset + wordsPerChunk <= packDstCapacity) {
|
||||||
|
std::memcpy(packDst + offset,
|
||||||
|
chunkPtrs[args.jobIndex]->voxels,
|
||||||
|
wordsPerChunk * sizeof(uint32_t));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
wi::jobsystem::Wait(ctx);
|
||||||
|
}
|
||||||
|
|
||||||
void VoxelWorld::generateAround(float cx, float cy, float cz, int radiusChunks) {
|
void VoxelWorld::generateAround(float cx, float cy, float cz, int radiusChunks) {
|
||||||
int ccx = (int)std::floor(cx / CHUNK_SIZE);
|
int ccx = (int)std::floor(cx / CHUNK_SIZE);
|
||||||
int ccy = (int)std::floor(cy / CHUNK_SIZE);
|
int ccy = (int)std::floor(cy / CHUNK_SIZE);
|
||||||
|
|
|
||||||
|
|
@ -43,6 +43,11 @@ public:
|
||||||
// Generate a procedural world around a center position
|
// Generate a procedural world around a center position
|
||||||
void generateAround(float cx, float cy, float cz, int radiusChunks);
|
void generateAround(float cx, float cy, float cz, int radiusChunks);
|
||||||
|
|
||||||
|
// Regenerate all chunks with animated noise (wave effect)
|
||||||
|
// If packDst is non-null, each chunk's voxel data is memcpy'd into it
|
||||||
|
// at offset [chunkIndex * CHUNK_VOLUME/2] (packed uint16 pairs as uint32).
|
||||||
|
void regenerateAnimated(float time, uint32_t* packDst = nullptr, uint32_t packDstCapacity = 0);
|
||||||
|
|
||||||
// Generate debug world: isolated blocks for face visibility testing
|
// Generate debug world: isolated blocks for face visibility testing
|
||||||
void generateDebug();
|
void generateDebug();
|
||||||
|
|
||||||
|
|
@ -76,7 +81,7 @@ public:
|
||||||
void setupDefaultMaterials();
|
void setupDefaultMaterials();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void generateChunk(Chunk& chunk);
|
void generateChunk(Chunk& chunk, float timeOffset = 0.0f);
|
||||||
float noise3D(float x, float y, float z) const;
|
float noise3D(float x, float y, float z) const;
|
||||||
float fbm(float x, float y, float z, int octaves) const;
|
float fbm(float x, float y, float z, int octaves) const;
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue