Renderer2D improvements + stats

This commit is contained in:
Simon Lübeß
2022-02-16 20:44:31 +01:00
parent 66dad82dc6
commit 0f0afc2a90
2 changed files with 194 additions and 95 deletions
+158 -74
View File
@@ -115,16 +115,18 @@ namespace GlitchyEngine.Renderer
private static Texture2D s_whiteTexture;
private static GeometryBinding s_batchBinding;
private static GeometryBinding s_quadBatchBinding;
private static GeometryBinding s_circleBatchBinding;
private static VertexBuffer s_instanceBuffer;
private static VertexBuffer s_quadInstanceBuffer;
private static VertexBuffer s_circleInstanceBuffer;
private static BatchVertex[] s_rawInstances;
private static CircleBatchVertex[] s_rawCircleInstances;
private static uint32 s_setInstances;
private static uint32 s_maxInstancesPerBatch = 8192;
private static List<QueueQuad> s_instanceQueue;
private static BatchVertex[] s_rawQuadInstances;
private static CircleBatchVertex[] s_rawCircleInstances;
private static uint32 s_setInstances = 0;
private static List<QueueQuad> s_QuadinstanceQueue;
private static List<QueueCircle> s_circleInstanceQueue;
private static DrawOrder s_drawOrder;
@@ -133,6 +135,20 @@ namespace GlitchyEngine.Renderer
private static Effect s_currentEffect;
private static Effect s_currentCircleEffect;
public static uint32 MaxInstancesPerBatch
{
get => s_maxInstancesPerBatch;
set
{
if (s_maxInstancesPerBatch == value)
return;
s_maxInstancesPerBatch = value;
ApplyInstanceCount();
}
}
private static void InitEffect()
{
Debug.Profiler.ProfileFunction!();
@@ -177,10 +193,8 @@ namespace GlitchyEngine.Renderer
{
Debug.Profiler.ProfileFunction!();
// Quad
{
s_instanceBuffer = new VertexBuffer(typeof(BatchVertex), 1024, .Dynamic, .Write);
s_instanceBuffer.SetData(0);
VertexElement[] vertexElements = new .(
VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0),
@@ -193,27 +207,20 @@ namespace GlitchyEngine.Renderer
VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 1, 1, (.)-1, .PerInstanceData, 1)
);
VertexLayout batchLayout = new VertexLayout(vertexElements, true, s_batchEffect.VertexShader);
s_quadBatchBinding = new GeometryBinding();
s_quadBatchBinding.SetPrimitiveTopology(.TriangleList);
using (var quadBatchLayout = new VertexLayout(vertexElements, true, s_batchEffect.VertexShader))
{
s_quadBatchBinding.SetVertexLayout(quadBatchLayout);
}
s_batchBinding = new GeometryBinding();
s_batchBinding.SetVertexLayout(batchLayout..ReleaseRefNoDelete());
s_batchBinding.SetPrimitiveTopology(.TriangleList);
s_batchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
s_batchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
s_batchBinding.SetVertexBufferSlot(s_instanceBuffer, 1);
s_rawInstances = new BatchVertex[1024];
s_setInstances = 0;
s_instanceQueue = new List<QueueQuad>(1024);
s_quadBatchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
s_quadBatchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
}
// Circle
{
s_circleInstanceBuffer = new VertexBuffer(typeof(CircleBatchVertex), 1024, .Dynamic, .Write);
s_circleInstanceBuffer.SetData(0);
VertexElement[] vertexElements = new .(
VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0),
@@ -228,21 +235,54 @@ namespace GlitchyEngine.Renderer
);
s_circleBatchBinding = new GeometryBinding();
s_circleBatchBinding.SetPrimitiveTopology(.TriangleList);
s_circleBatchBinding.SetPrimitiveTopology(.TriangleList);
using(var circleBatchLayout = new VertexLayout(vertexElements, true, s_circleBatchEffect.VertexShader))
using (var circleBatchLayout = new VertexLayout(vertexElements, true, s_circleBatchEffect.VertexShader))
{
s_circleBatchBinding.SetVertexLayout(circleBatchLayout);
}
s_circleBatchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
s_circleBatchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
}
ApplyInstanceCount();
}
/// Updates the instance buffers so that they can fit s_maxInstancesPerBatch many instances
private static void ApplyInstanceCount()
{
Debug.Profiler.ProfileFunction!();
// Quads
{
VertexBuffer quadInstanceBuffer = new VertexBuffer(typeof(BatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
quadInstanceBuffer.SetData(0);
s_quadInstanceBuffer?.ReleaseRef();
s_quadInstanceBuffer = quadInstanceBuffer;
s_quadBatchBinding.SetVertexBufferSlot(s_quadInstanceBuffer, 1);
delete s_rawQuadInstances;
delete s_QuadinstanceQueue;
s_rawQuadInstances = new BatchVertex[s_maxInstancesPerBatch];
s_QuadinstanceQueue = new List<QueueQuad>(s_maxInstancesPerBatch);
}
// Circles
{
VertexBuffer circleInstanceBuffer = new VertexBuffer(typeof(CircleBatchVertex), s_maxInstancesPerBatch, .Dynamic, .Write);
circleInstanceBuffer.SetData(0);
s_circleInstanceBuffer?.ReleaseRef();
s_circleInstanceBuffer = circleInstanceBuffer;
s_circleBatchBinding.SetVertexBufferSlot(s_circleInstanceBuffer, 1);
s_rawCircleInstances = new CircleBatchVertex[1024];
s_circleInstanceQueue = new List<QueueCircle>(1024);
delete s_rawCircleInstances;
delete s_circleInstanceQueue;
s_rawCircleInstances = new CircleBatchVertex[s_maxInstancesPerBatch];
s_circleInstanceQueue = new List<QueueCircle>(s_maxInstancesPerBatch);
}
}
@@ -304,14 +344,14 @@ namespace GlitchyEngine.Renderer
s_whiteTexture.ReleaseRef();
s_batchBinding.ReleaseRef();
s_quadBatchBinding.ReleaseRef();
s_circleBatchBinding.ReleaseRef();
s_instanceBuffer.ReleaseRef();
s_quadInstanceBuffer.ReleaseRef();
s_circleInstanceBuffer.ReleaseRef();
delete s_rawInstances;
delete s_rawQuadInstances;
delete s_rawCircleInstances;
delete s_instanceQueue;
delete s_QuadinstanceQueue;
delete s_circleInstanceQueue;
s_currentEffect?.ReleaseRef();
@@ -390,7 +430,8 @@ namespace GlitchyEngine.Renderer
[Inline]
private static void QueueQuadInstance(Matrix transform, ColorRGBA color, Texture2D texture, float depth, Vector4 uvTransform)
{
s_instanceQueue.Add(QueueQuad(transform, color, texture ?? s_whiteTexture, depth, uvTransform));
s_QuadinstanceQueue.Add(QueueQuad(transform, color, texture ?? s_whiteTexture, depth, uvTransform));
s_statistics.QuadCount++;
}
/// Adds a circle instance to the instance queue.
@@ -398,6 +439,7 @@ namespace GlitchyEngine.Renderer
private static void QueueCircleInstance(Matrix transform, ColorRGBA color, Texture2D texture, float depth, Vector4 uvTransform, float innerRadius)
{
s_circleInstanceQueue.Add(QueueCircle(transform, color, texture ?? s_whiteTexture, depth, uvTransform, innerRadius));
s_statistics.CircleCount++;
}
private static void FlushInstances()
@@ -407,14 +449,16 @@ namespace GlitchyEngine.Renderer
if(s_setInstances == 0)
return;
s_instanceBuffer.SetData<BatchVertex>(s_rawInstances.Ptr, s_setInstances, 0, .WriteDiscard);
s_quadInstanceBuffer.SetData<BatchVertex>(s_rawQuadInstances.Ptr, s_setInstances, 0, .WriteDiscard);
s_currentEffect.Bind(Renderer._context);
s_batchBinding.InstanceCount = s_setInstances;
s_batchBinding.Bind();
RenderCommand.DrawIndexedInstanced(s_batchBinding);
s_quadBatchBinding.InstanceCount = s_setInstances;
s_quadBatchBinding.Bind();
RenderCommand.DrawIndexedInstanced(s_quadBatchBinding);
s_setInstances = 0;
s_statistics.QuadDrawCalls++;
}
private static void FlushCircleInstances()
@@ -432,6 +476,8 @@ namespace GlitchyEngine.Renderer
RenderCommand.DrawIndexedInstanced(s_circleBatchBinding);
s_setInstances = 0;
s_statistics.CircleDrawCalls++;
}
// Quad comparison
@@ -469,13 +515,13 @@ namespace GlitchyEngine.Renderer
switch(s_drawOrder)
{
case .SortByTexture:
s_instanceQueue.Sort(scope => TextureComparison);
s_QuadinstanceQueue.Sort(scope => TextureComparison);
s_circleInstanceQueue.Sort(scope => TextureComparison);
case .BackToFront:
s_instanceQueue.Sort(scope => BackToFrontComparison);
s_QuadinstanceQueue.Sort(scope => BackToFrontComparison);
s_circleInstanceQueue.Sort(scope => BackToFrontComparison);
case .FrontToBack:
s_instanceQueue.Sort(scope => FrontToBackComparison);
s_QuadinstanceQueue.Sort(scope => FrontToBackComparison);
s_circleInstanceQueue.Sort(scope => FrontToBackComparison);
case .Immediate:
default:
@@ -487,7 +533,7 @@ namespace GlitchyEngine.Renderer
{
Debug.Profiler.ProfileRendererFunction!();
if(s_instanceQueue.IsEmpty && s_circleInstanceQueue.IsEmpty)
if(s_QuadinstanceQueue.IsEmpty && s_circleInstanceQueue.IsEmpty)
return;
SortInstances();
@@ -500,17 +546,17 @@ namespace GlitchyEngine.Renderer
{
Debug.Profiler.ProfileRendererFunction!();
if(s_instanceQueue.IsEmpty)
if(s_QuadinstanceQueue.IsEmpty)
return;
Texture2D texture = s_instanceQueue[0].Texture;
Texture2D texture = s_QuadinstanceQueue[0].Texture;
s_currentEffect.SetTexture("Texture", texture);
s_setInstances = 0;
for(int i < s_instanceQueue.Count)
for(int i < s_QuadinstanceQueue.Count)
{
var quad = ref s_instanceQueue[i];
var quad = ref s_QuadinstanceQueue[i];
// flush every time the texture changes
if(quad.Texture != texture)
@@ -521,9 +567,9 @@ namespace GlitchyEngine.Renderer
s_currentEffect.SetTexture("Texture", texture);
}
s_rawInstances[s_setInstances++] = .(quad.Transform, quad.Color, quad.uvTransform);
s_rawQuadInstances[s_setInstances++] = .(quad.Transform, quad.Color, quad.uvTransform);
if(s_setInstances == s_rawInstances.Count)
if(s_setInstances == s_rawQuadInstances.Count)
{
FlushInstances();
}
@@ -531,7 +577,7 @@ namespace GlitchyEngine.Renderer
FlushInstances();
s_instanceQueue.Clear();
s_QuadinstanceQueue.Clear();
}
private static void DrawDeferredCircles()
@@ -612,22 +658,29 @@ namespace GlitchyEngine.Renderer
DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
}
/// A specialized function that calculates the 2D transform matrix
private static Matrix Calculate2DTransform(Vector3 translation, Vector2 scale, float rotation)
{
float sin = 0.0f;
float cos = 1.0f;
if (rotation != 0.0f)
{
sin = Math.Sin(rotation);
cos = Math.Cos(rotation);
}
return .(cos * scale.X, -sin * scale.Y, 0, translation.X,
sin * scale.X, cos * scale.Y, 0, translation.Y,
0 , 0 , 1, translation.Z,
0 , 0 , 0, 1);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Debug.Profiler.ProfileRendererFunction!();
Matrix transform = Calculate2DTransform(position, size, rotation);
#if DEBUG
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
#endif
Matrix transform = Matrix.Translation(position) * Matrix.RotationZ(rotation) * Matrix.Scaling(size.X, size.Y, 1.0f);
QueueQuadInstance(transform, color, texture, position.Z, uvTransform);
if(s_drawOrder == .Immediate)
{
DrawDeferred();
}
DrawQuad(transform, texture, color, uvTransform);
}
public static void DrawQuad(Matrix transform, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
@@ -655,35 +708,66 @@ namespace GlitchyEngine.Renderer
public static void DrawCircle(Vector2 position, Vector2 size, ColorRGBA color, float innerRadius = 1.0f)
{
DrawCircle(Vector3(position, 0.0f), size, s_whiteTexture, color, innerRadius);
DrawCircle(Vector3(position, 0.0f), size, 0, s_whiteTexture, color, innerRadius);
}
public static void DrawCircle(Vector3 position, Vector2 size, ColorRGBA color, float innerRadius = 1.0f)
{
DrawCircle(position, size, s_whiteTexture, color, innerRadius);
DrawCircle(position, size, 0, s_whiteTexture, color, innerRadius);
}
public static void DrawCircle(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawCircle(Vector3(position, 0.0f), size, texture, color, innerRadius, uvTransform);
DrawCircle(Vector3(position, 0.0f), size, rotation, texture, color, innerRadius, uvTransform);
}
public static void DrawCircle(Vector3 position, Vector2 size, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, Vector4 uvTransform = .(0, 0, 1, 1))
public static void DrawCircle(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, Vector4 uvTransform = .(0, 0, 1, 1))
{
Matrix transform = Calculate2DTransform(position, size, rotation);
DrawCircle(transform, texture, color, innerRadius, uvTransform);
}
public static void DrawCircle(Matrix transform, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, Vector4 uvTransform = .(0, 0, 1, 1))
{
#if DEBUG
Debug.Profiler.ProfileRendererFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
#endif
Matrix transform = Matrix.Translation(position) * Matrix.Scaling(size.X, size.Y, 1.0f);
QueueCircleInstance(transform, color, texture, position.Z, uvTransform, innerRadius);
QueueCircleInstance(transform, color, texture, transform.Translation.Z, uvTransform, innerRadius);
if(s_drawOrder == .Immediate)
{
DrawDeferred();
}
}
public struct Statistics
{
public uint32 QuadDrawCalls = 0;
public uint32 CircleDrawCalls = 0;
public uint32 QuadCount = 0;
public uint32 CircleCount = 0;
public uint32 TotalDrawCalls => QuadDrawCalls + CircleDrawCalls;
public uint32 TotalInstanceCount => QuadCount + CircleCount;
public uint32 TotalVertexCount => TotalInstanceCount * 4;
public uint32 TotalTriangleCount => TotalInstanceCount * 2;
public uint32 TotalIndexCount => TotalInstanceCount * 6;
public void Reset() mut
{
QuadDrawCalls = 0;
CircleDrawCalls = 0;
QuadCount = 0;
CircleCount = 0;
}
}
private static Statistics s_statistics;
public static ref Statistics Stats => ref s_statistics;
}
}