From a7fa8179925ff26d58ee7255e5c070e5e23ee066 Mon Sep 17 00:00:00 2001 From: Krzosa Karol Date: Thu, 30 Jun 2022 10:45:57 +0200 Subject: [PATCH] Update perf counters --- build.bat | 2 +- main.cpp | 123 +++++++------------------------------------ optimization_log.cpp | 98 +++++++++++++++++++++++++++++++++- profile.cpp | 53 +++++++++++++------ 4 files changed, 155 insertions(+), 121 deletions(-) diff --git a/build.bat b/build.bat index fa0ac4e..54f9900 100644 --- a/build.bat +++ b/build.bat @@ -6,4 +6,4 @@ rem assets.exe rem tracy/TracyClient.cpp -DTRACY_ENABLE -clang -O2 main.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib -Wl,optick\lib\x64\release\OptickCore.lib \ No newline at end of file +clang main.cpp -O2 -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib -Wl,optick\lib\x64\release\OptickCore.lib \ No newline at end of file diff --git a/main.cpp b/main.cpp index 6812128..bb21285 100644 --- a/main.cpp +++ b/main.cpp @@ -288,17 +288,18 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) { return result; } +// #include "optimization_log.cpp" function void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, Vec4 p0, Vec4 p1, Vec4 p2, Vec2 tex0, Vec2 tex1, Vec2 tex2, Vec3 norm0, Vec3 norm1, Vec3 norm2) { - // if(os.frame > 10) PROFILE_BEGIN(draw_triangle); - // ZoneScopedN("draw_triangle"); + PROFILE_SCOPE(draw_triangle); F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x))); F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y))); F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x))); F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y))); + S64 min_x = (S64)max(0.f, floor(min_x1)); S64 min_y = (S64)max(0.f, floor(min_y1)); S64 max_x = (S64)min((F32)dst->x, ceil(max_x1)); @@ -328,7 +329,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig F32 Cx2 = Cy2; for (S64 x = min_x; x < max_x; x++) { if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) { - // ZoneNamedN(fill, "fill_pixel", true); + PROFILE_SCOPE(fill_triangle); F32 w1 = Cx1 / area; F32 w2 = Cx2 / area; F32 w3 = Cx0 / area; @@ -408,108 +409,15 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig Cy1 -= dx21; Cy2 -= dx02; destination += dst->x; - } - - // if(os.frame > 10) PROFILE_END(draw_triangle); -} - -function -void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, - Vec4 p0, Vec4 p1, Vec4 p2, - Vec2 tex0, Vec2 tex1, Vec2 tex2, - Vec3 norm0, Vec3 norm1, Vec3 norm2) { - F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x))); - F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y))); - F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x))); - F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y))); - - S64 min_x = (S64)clamp_bot(0.f, floor(min_x1)); - S64 min_y = (S64)clamp_bot(0.f, floor(min_y1)); - S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1)); - S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1)); - - F32 area = edge_function(p0, p1, p2); - for (S64 y = min_y; y < max_y; y++) { - for (S64 x = min_x; x < max_x; x++) { - F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y }); - F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y }); - F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y }); - - if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) { - F32 w1 = edge1 / area; - F32 w2 = edge2 / area; - F32 w3 = edge0 / area; - F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; - - // @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth - // but why waste an instruction, the smaller the depth value the farther the object - F32* depth = depth_buffer + (x + y * dst->x); - if (*depth < interpolated_w) { - *depth = interpolated_w; - F32 invw0 = (w1 / p0.w); - F32 invw1 = (w2 / p1.w); - F32 invw2 = (w3 / p2.w); - - Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w; - F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2; - F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2; - { - u /= interpolated_w; - v /= interpolated_w; - u = u - floor(u); - v = v - floor(v); - u = u * (src->x - 1); - v = v * (src->y - 1); - } - - S64 ui = (S64)(u); - S64 vi = (S64)(v); - F32 udiff = u - (F32)ui; - F32 vdiff = v - (F32)vi; - // Origin UV (0,0) is in bottom left - U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); - U32 *dst_pixel = dst->pixels + (x + y * dst->x); - -#if 0 - Vec4 result_color = vec4abgr(*pixel); -#else - Vec4 pixelx1y1 = vec4abgr(*pixel); - Vec4 pixelx2y1 = vec4abgr(*(pixel + 1)); - Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x)); - Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x)); - pixelx1y1 = srgb_to_almost_linear(pixelx1y1); - pixelx2y1 = srgb_to_almost_linear(pixelx2y1); - pixelx1y2 = srgb_to_almost_linear(pixelx1y2); - pixelx2y2 = srgb_to_almost_linear(pixelx2y2); - Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff); - Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff); - Vec4 result_color = lerp(blendx1, blendx2, vdiff); -#endif - - Vec3 light_color = vec3(0.8,0.8,1); - constexpr F32 ambient_strength = 0.1f; { - Vec3 ambient = ambient_strength * light_color; - Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color; - result_color.rgb *= (ambient+diffuse); - } - - Vec4 dst_color = vec4abgr(*dst_pixel); - dst_color = srgb_to_almost_linear(dst_color); - result_color = premultiplied_alpha(dst_color, result_color); - result_color = almost_linear_to_srgb(result_color); - U32 color32 = vec4_to_u32abgr(result_color); - - *dst_pixel = color32; - } - } - } } } function void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { // ZoneNamedN(m, "draw_all_meshes", true); + PROFILE_SCOPE(draw_all_meshes); for (int i = 0; i < mesh->indices.len; i++) { + PROFILE_SCOPE(draw_set_of_mesh_indices); // ZoneNamedN(m, "draw_single_mesh", true); Obj_Index *index = mesh->indices.data + i; Bitmap *image = &r->img; @@ -681,14 +589,19 @@ UI_SIGNAL_CALLBACK(scene_callback) { scene = (Scene)(((int)scene + 1) % Scene_Count); } +FILE *global_file; function void windows_log(Log_Kind kind, String string, char *file, int line){ - OutputDebugStringA((char *)string.str); + fprintf(global_file, "%s", string.str); } int main(int argc, char **argv) { + global_file = fopen("perfclocks.txt", "a"); thread_ctx.log_proc = windows_log; + fprintf(global_file, "\n---------------------"); + + os.window_size.x = 1280; os.window_size.y = 720; os.window_resizable = 1; @@ -717,7 +630,7 @@ main(int argc, char **argv) { B32 ui_mouse_lock = true; while (os_game_loop()) { - // FrameMark; + PROFILE_SCOPE(main_loop); if (ui_mouse_lock == false) { r.camera_yaw.x += os.delta_mouse_pos.x * 0.01f; r.camera_yaw.y -= os.delta_mouse_pos.y * 0.01f; @@ -763,6 +676,7 @@ main(int argc, char **argv) { r.transform = mat4_rotation_z(rotation); r.transform = r.transform * mat4_rotation_y(rotation); for (int i = 0; i < obj->mesh.len; i++) { + PROFILE_SCOPE(draw_all_meshes); Vec2* tex_coords = (Vec2*)obj->texture_coordinates.data; Vec3 *normals = (Vec3 *)obj->normals.data; Obj_Mesh *mesh = obj->mesh.data; @@ -786,14 +700,17 @@ main(int argc, char **argv) { frame_data = string_fmt(os.frame_arena, "FPS:%f dt:%f frame:%u camera_pos: %f %f %f camera_yaw: %f %f", os.fps, os.delta_time, os.frame, r.camera_pos.x, r.camera_pos.y, r.camera_pos.z, r.camera_yaw.x, r.camera_yaw.y); - auto *scope = &profile_scopes[ProfileScopeName_draw_triangle]; - if(scope->i != 0){ + + for(int i = 0; i < ProfileScopeName_Count; i++){ + auto *scope = &profile_scopes[i]; + if(scope->i == 0) continue; + U64 total = 0; for(int i = 0; i < scope->i; i++){ total += scope->samples[i]; } - log_info("\nTotal: %llu Hits: %llu", total, (U64)scope->i); + log_info("\n%s :: Total: %llu Hits: %llu, Avg: %llu", profile_scope_names[i], total, (U64)scope->i, total / scope->i); scope->i = 0; } } diff --git a/optimization_log.cpp b/optimization_log.cpp index e5b7025..8833c1b 100644 --- a/optimization_log.cpp +++ b/optimization_log.cpp @@ -1,5 +1,5 @@ function -void draw_triangle_nearest1(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, +void draw_triangle_nearest_a(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, Vec4 p0, Vec4 p1, Vec4 p2, Vec2 tex0, Vec2 tex1, Vec2 tex2, Vec3 norm0, Vec3 norm1, Vec3 norm2) { @@ -221,4 +221,98 @@ void draw_triangle_nearest_b(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 l } // if(os.frame > 10) PROFILE_END(draw_triangle); -} \ No newline at end of file +} + + +function +void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, + Vec4 p0, Vec4 p1, Vec4 p2, + Vec2 tex0, Vec2 tex1, Vec2 tex2, + Vec3 norm0, Vec3 norm1, Vec3 norm2) { + F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x))); + F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y))); + F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x))); + F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y))); + + S64 min_x = (S64)clamp_bot(0.f, floor(min_x1)); + S64 min_y = (S64)clamp_bot(0.f, floor(min_y1)); + S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1)); + S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1)); + + F32 area = edge_function(p0, p1, p2); + for (S64 y = min_y; y < max_y; y++) { + for (S64 x = min_x; x < max_x; x++) { + F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y }); + F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y }); + F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y }); + + if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) { + F32 w1 = edge1 / area; + F32 w2 = edge2 / area; + F32 w3 = edge0 / area; + F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; + + // @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth + // but why waste an instruction, the smaller the depth value the farther the object + F32* depth = depth_buffer + (x + y * dst->x); + if (*depth < interpolated_w) { + *depth = interpolated_w; + F32 invw0 = (w1 / p0.w); + F32 invw1 = (w2 / p1.w); + F32 invw2 = (w3 / p2.w); + + Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w; + F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2; + F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2; + { + u /= interpolated_w; + v /= interpolated_w; + u = u - floor(u); + v = v - floor(v); + u = u * (src->x - 1); + v = v * (src->y - 1); + } + + S64 ui = (S64)(u); + S64 vi = (S64)(v); + F32 udiff = u - (F32)ui; + F32 vdiff = v - (F32)vi; + // Origin UV (0,0) is in bottom left + U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); + U32 *dst_pixel = dst->pixels + (x + y * dst->x); + +#if 0 + Vec4 result_color = vec4abgr(*pixel); +#else + Vec4 pixelx1y1 = vec4abgr(*pixel); + Vec4 pixelx2y1 = vec4abgr(*(pixel + 1)); + Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x)); + Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x)); + pixelx1y1 = srgb_to_almost_linear(pixelx1y1); + pixelx2y1 = srgb_to_almost_linear(pixelx2y1); + pixelx1y2 = srgb_to_almost_linear(pixelx1y2); + pixelx2y2 = srgb_to_almost_linear(pixelx2y2); + Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff); + Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff); + Vec4 result_color = lerp(blendx1, blendx2, vdiff); +#endif + + Vec3 light_color = vec3(0.8,0.8,1); + constexpr F32 ambient_strength = 0.1f; { + Vec3 ambient = ambient_strength * light_color; + Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color; + result_color.rgb *= (ambient+diffuse); + } + + Vec4 dst_color = vec4abgr(*dst_pixel); + dst_color = srgb_to_almost_linear(dst_color); + result_color = premultiplied_alpha(dst_color, result_color); + result_color = almost_linear_to_srgb(result_color); + U32 color32 = vec4_to_u32abgr(result_color); + + *dst_pixel = color32; + } + } + } + } +} diff --git a/profile.cpp b/profile.cpp index b1975bc..6f966dd 100644 --- a/profile.cpp +++ b/profile.cpp @@ -1,25 +1,48 @@ enum ProfileScopeName { ProfileScopeName_draw_triangle, + ProfileScopeName_fill_triangle, + ProfileScopeName_draw_all_meshes, + ProfileScopeName_draw_mesh, + ProfileScopeName_draw_set_of_mesh_indices, + ProfileScopeName_main_loop, ProfileScopeName_Count, }; -struct ProfileScope { - U64 samples[5096*16]; +const char *profile_scope_names[] = { + "draw_triangle", + "fill_triangle", + "draw_all_meshes", + "draw_mesh", + "draw_set_of_mesh_indices", + "main_loop", +}; + +struct ProfileState { + U64 samples[5096*32]; S64 i; }; -global ProfileScope profile_scopes[ProfileScopeName_Count]; +global ProfileState profile_scopes[ProfileScopeName_Count]; -#define PROFILE_BEGIN(name) \ - do { \ - ProfileScope *__profile_scope = profile_scopes + ProfileScopeName_##name; \ - __profile_scope->samples[__profile_scope->i] = __rdtsc(); \ - } while (0) +force_inline void +profile_begin(ProfileScopeName name){ + ProfileState *p = profile_scopes + name; + p->samples[p->i] = __rdtsc(); +} -#define PROFILE_END(name) \ - do { \ - ProfileScope *_profile_scope = profile_scopes + ProfileScopeName_##name; \ - _profile_scope->samples[_profile_scope->i] = \ - __rdtsc() - _profile_scope->samples[_profile_scope->i]; \ - _profile_scope->i = (_profile_scope->i + 1) % 5096*16; \ - } while (0) +force_inline void +profile_end(ProfileScopeName name){ + ProfileState *p = profile_scopes + name; + p->samples[p->i] = __rdtsc() - p->samples[p->i]; + p->i = (p->i + 1) % buff_cap(p->samples); +} + +struct Profile_Scope{ + ProfileScopeName n; + force_inline Profile_Scope(ProfileScopeName name){ profile_begin(name); n=name; } + force_inline ~Profile_Scope(){ profile_end(n); } +}; + +#define PROFILE_BEGIN(name) profile_begin(ProfileScopeName_##name) +#define PROFILE_END(name) profile_end(ProfileScopeName_##name) +#define PROFILE_SCOPE(name) Profile_Scope profile_scope_##__LINE__(ProfileScopeName_##name)