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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-07 13:13:01 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-07 13:13:01 +0400
commit42557f90bd16771a5c6437dbfb3952527df7fb1a (patch)
tree783a84eef7c05adbea3015ecd09ec7e2b18a7cfa /source/kernel
parent779bf435ef2ba87fbcee6a28b053d97a551b8eb5 (diff)
BGE performance, 3rd round: culling and rasterizer.
This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there...
Diffstat (limited to 'source/kernel')
-rw-r--r--source/kernel/gen_system/GEN_HashedPtr.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/source/kernel/gen_system/GEN_HashedPtr.cpp b/source/kernel/gen_system/GEN_HashedPtr.cpp
index 6dbed1fb7a8..ff9de465a34 100644
--- a/source/kernel/gen_system/GEN_HashedPtr.cpp
+++ b/source/kernel/gen_system/GEN_HashedPtr.cpp
@@ -40,11 +40,12 @@
// is a 32-bit integer, use all the bits of the pointer as long
// as possible.
//
-
+#if 1
unsigned int GEN_Hash(void * inDWord)
{
uintptr_t key = (uintptr_t)inDWord;
-
+#if 0
+ // this is way too complicated
key += ~(key << 16);
key ^= (key >> 5);
key += (key << 3);
@@ -53,4 +54,8 @@ unsigned int GEN_Hash(void * inDWord)
key ^= (key >> 17);
return (unsigned int)(key & 0xffffffff);
+#else
+ return (unsigned int)(key ^ (key>>4));
+#endif
}
+#endif \ No newline at end of file