Multithreading working
This commit is contained in:
120
main.cpp
120
main.cpp
@@ -82,6 +82,7 @@
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#include "multimedia.cpp"
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#include "obj.cpp"
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#include "vec.cpp"
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#include "work_queue.cpp"
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#define PROFILE_SCOPE(x)
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struct Vertex {
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@@ -90,6 +91,12 @@ struct Vertex {
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Vec3 norm;
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};
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struct Render_Command{
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Bitmap *src;
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Vec4 p0, p1, p2;
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Vec2 tex0, tex1, tex2;
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};
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struct Render {
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Mat4 camera;
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Mat4 projection;
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@@ -105,6 +112,14 @@ struct Render {
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Bitmap plot;
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Bitmap screen320;
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F32 *depth320;
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WorkQueue work_queue;
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Array_List<Render_Command> commands;
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};
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struct Render_Tile_Job_Data{
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Render *r;
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Rect2 region;
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};
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enum Scene {
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@@ -280,31 +295,31 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
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#define F32x8 __m256
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#define S32x8 __m256i
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S32 render_triangle_test_case_number = 3;
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S32 render_triangle_test_case_number = 5;
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S32 render_triangle_test_case_angle = 1;
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U64 filled_pixel_count;
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U64 filled_pixel_cycles;
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U64 triangle_count;
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#include "optimization_log.cpp"
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function
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void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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Vec2 tex0, Vec2 tex1, Vec2 tex2, Rect2 rect) {
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if(src->pixels == 0) return;
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U64 fill_pixels_begin = __rdtsc();
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// U64 fill_pixels_begin = __rdtsc();
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)max(0.f, floor(min_x1));
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S64 min_y = (S64)max(0.f, floor(min_y1));
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S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
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S64 min_x = (S64)max(rect.min_x, floor(min_x1));
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S64 min_y = (S64)max(rect.min_y, floor(min_y1));
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S64 max_x = (S64)min(rect.max_x, ceil(max_x1));
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S64 max_y = (S64)min(rect.max_y, ceil(max_y1));
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if (min_y >= max_y) return;
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if (min_x >= max_x) return;
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@@ -565,17 +580,22 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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destination += dst->x;
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}
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filled_pixel_cycles += __rdtsc() - fill_pixels_begin;
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filled_pixel_count += (max_x - min_x)*(max_y - min_y);
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// filled_pixel_cycles += __rdtsc() - fill_pixels_begin;
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// filled_pixel_count += (max_x - min_x)*(max_y - min_y);
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}
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WORK_QUEUE_CALLBACK(draw_tile){
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auto d = (Render_Tile_Job_Data *)data;
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Render *r = d->r;
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For_It(r->commands){
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draw_triangle_nearest(&r->screen320, r->depth320, it.item->src, it.item->p0, it.item->p1, it.item->p2, it.item->tex0, it.item->tex1, it.item->tex2, d->region);
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}
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}
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function
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void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
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// ZoneNamedN(m, "draw_all_meshes", true);
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PROFILE_SCOPE(draw_all_meshes);
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for (int i = 0; i < mesh->indices.len; i++) {
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PROFILE_SCOPE(draw_set_of_mesh_indices);
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// ZoneNamedN(m, "draw_single_mesh", true);
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Obj_Index *index = mesh->indices.data + i;
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Bitmap *image = &r->img;
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if(index->material_id != -1) {
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@@ -615,7 +635,7 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
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Vec3 p0_to_p1 = vert[1].pos - vert[0].pos;
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Vec3 p0_to_p2 = vert[2].pos - vert[0].pos;
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Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2));
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Vec3 light_direction = mat4_rotation_x(light_rotation) * vec3(0, 0, 1);
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// Vec3 light_direction = mat4_rotation_x(light_rotation) * vec3(0, 0, 1);
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if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling
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/// ## Clipping
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@@ -711,6 +731,26 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
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triangle_count++;
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if (in_count > 3) triangle_count++;
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Render_Command *command = array_alloc(os.perm_arena, &r->commands);
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command->src = image;
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command->p0 = in[0].pos;
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command->p1 = in[1].pos;
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command->p2 = in[2].pos;
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command->tex0 = in[0].tex;
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command->tex1 = in[1].tex;
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command->tex2 = in[2].tex;
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if(in_count > 3){
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Render_Command *command = array_alloc(os.perm_arena, &r->commands);
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command->src = image;
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command->p0 = in[0].pos;
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command->p1 = in[2].pos;
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command->p2 = in[3].pos;
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command->tex0 = in[0].tex;
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command->tex1 = in[2].tex;
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command->tex2 = in[3].tex;
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}
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#if 0
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switch(render_triangle_test_case_number){
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case 0: break;
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case 1:
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@@ -729,10 +769,11 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
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if (in_count > 3) draw_triangle_nearest_simd_without_overloads(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
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break;
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case 5:
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draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
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if (in_count > 3) draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
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draw_triangle_nearest_final(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
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if (in_count > 3) draw_triangle_nearest_final(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
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break;
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}
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#endif
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}
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}
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}
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@@ -779,8 +820,8 @@ main(int argc, char **argv) {
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thread_ctx.log_proc = windows_log;
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fprintf(global_file, "\n---------------------");
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os.window_size.x = 1280;
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os.window_size.y = 720;
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os.window_size.x = 1920;
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os.window_size.y = 1080;
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os.window_resizable = 1;
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assert(os_init());
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Font font = os_load_font(os.perm_arena, 12*os.dpi_scale, "Arial", 0);
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@@ -792,13 +833,15 @@ main(int argc, char **argv) {
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// sponza = &sponza_obj;
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scene_callback();
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int screen_x = 1280;
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int screen_y = 720;
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int screen_x = os.window_size.x;
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int screen_y = os.window_size.y;
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r.camera_pos = vec3(-228,94.5,-107);
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r.camera_yaw = vec2(-1.25, 0.21);
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r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
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r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y);
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ThreadStartupInfo thread_infos[16] = {};
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init_work_queue(&r.work_queue, buff_cap(thread_infos), thread_infos);
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String frame_data = {};
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String raster_details = {};
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@@ -869,6 +912,31 @@ main(int argc, char **argv) {
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}
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Render_Tile_Job_Data tile_job_data[16];
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S32 x_tiles = 1;
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S32 y_tiles = 16;
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F32 block_size_x = r.screen320.x / x_tiles;
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F32 block_size_y = r.screen320.y / y_tiles;
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S32 i = 0;
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for(S32 x = 0; x < x_tiles; x++){
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for(S32 y = 0; y < y_tiles; y++){
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Rect2 bounding_rect;
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bounding_rect.min_x = block_size_x * x;
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bounding_rect.min_y = block_size_y * y;
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bounding_rect.max_x = bounding_rect.min_x + block_size_x;
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bounding_rect.max_y = bounding_rect.min_y + block_size_y;
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tile_job_data[i].region = bounding_rect;
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tile_job_data[i].r = &r;
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push_work(&r.work_queue, (void *)(tile_job_data + i), draw_tile);
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i += 1;
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}
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}
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wait_until_completion(&r.work_queue);
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array_free_all_nodes(&r.commands);
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// @Note: Draw 320screen to OS screen
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U32* ptr = os.screen->pixels;
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for (int y = 0; y < os.screen->y; y++) {
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@@ -893,14 +961,18 @@ main(int argc, char **argv) {
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triangle_count = 0;
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}
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if(os.frame % 4 == 0){
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// @Todo I think there is bug with test_case_number, after doing full round it
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// skips a phase
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if(os.frame % 60 == 0){
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continue;
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render_triangle_test_case_number++;
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if(render_triangle_test_case_number == 6){
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render_triangle_test_case_number = 0;
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try_again: switch(render_triangle_test_case_angle){
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case 0: r.camera_pos = vec3(-228,94.5,-107); r.camera_yaw = vec2(-1.25, 0.21); break;
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case 1: r.camera_pos = vec3(-356,89.5,168); r.camera_yaw = vec2(0.2, 0); break;
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case 2: render_triangle_test_case_angle = 0; goto try_again; break;
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case 2: r.camera_pos = vec3(-1020, 687, -85); r.camera_yaw = vec2(-1.3, -0.44); break;
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case 3: render_triangle_test_case_angle = 0; goto try_again; break;
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}
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render_triangle_test_case_angle += 1;
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}
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