BVH draw cache working

This commit is contained in:
Yousef Khadadeh 2025-07-20 15:24:44 +03:00
parent 1e51bf660f
commit caea747f1e
12 changed files with 223 additions and 39 deletions

View file

@ -1,8 +1,26 @@
#include "DrawingProgramCache.hpp"
#include "DrawingProgram.hpp"
#include "../World.hpp"
#include "../MainProgram.hpp"
#include <chrono>
#ifdef USE_SKIA_BACKEND_GRAPHITE
#include <include/gpu/graphite/Surface.h>
#elif USE_SKIA_BACKEND_GANESH
#include <include/gpu/ganesh/GrDirectContext.h>
#include <include/gpu/ganesh/SkSurfaceGanesh.h>
#endif
#define MAXIMUM_DRAW_CACHE_SURFACES 32
DrawingProgramCache::DrawingProgramCache(DrawingProgram& initDrawP):
drawP(initDrawP)
{}
void DrawingProgramCache::build(std::vector<CollabListType::ObjectInfoPtr> components) {
bvhRoot = BVHNode();
unsortedComponents.clear();
nodesWithCachedSurfaces.clear();
std::erase_if(components, [&](auto& c) {
if(!c->obj->worldAABB || c->obj->updateDraw) {
unsortedComponents.emplace_back(c);
@ -13,9 +31,9 @@ void DrawingProgramCache::build(std::vector<CollabListType::ObjectInfoPtr> compo
build_bvh_node(bvhRoot, components);
}
void DrawingProgramCache::update(const std::vector<CollabListType::ObjectInfoPtr>& components) {
if(unsortedComponents.size() >= 1)
build(components);
void DrawingProgramCache::update() {
if(unsortedComponents.size() >= 750)
build(drawP.components.client_list());
}
void DrawingProgramCache::add_component(const CollabListType::ObjectInfoPtr& c) {
@ -94,7 +112,9 @@ void DrawingProgramCache::build_bvh_node(BVHNode& node, std::vector<CollabListTy
for(auto& c : components)
node.bounds.include_aabb_in_bounds(c->obj->worldAABB.value());
if(components.size() < 50) {
build_bvh_node_coords_and_resolution(node);
if(components.size() < 100) {
node.components = components;
return;
}
@ -123,6 +143,31 @@ void DrawingProgramCache::build_bvh_node(BVHNode& node, std::vector<CollabListTy
}
}
void DrawingProgramCache::build_bvh_node_coords_and_resolution(BVHNode& node) {
// These are part of the draw cache data, but we're putting it out here, because:
// - We dont have to recalculate it every time we refresh the cache
// - Some of the data here is needed to determine whether to generate the cache in the first place
const int MAX_DIMENSION_RESOLUTION = 2000;
WorldVec cacheBoundDim = node.bounds.dim();
if(cacheBoundDim.x() > cacheBoundDim.y()) {
node.resolution.x() = MAX_DIMENSION_RESOLUTION;
node.resolution.y() = MAX_DIMENSION_RESOLUTION * static_cast<double>(cacheBoundDim.y() / cacheBoundDim.x());
}
else {
node.resolution.y() = MAX_DIMENSION_RESOLUTION;
node.resolution.x() = MAX_DIMENSION_RESOLUTION * static_cast<double>(cacheBoundDim.x() / cacheBoundDim.y());
}
node.coords.rotation = 0.0;
node.coords.pos = node.bounds.min;
// Not necessary, but we choose the number that had less operations done on it for more accuracy
if(node.resolution.x() > node.resolution.y())
node.coords.inverseScale = cacheBoundDim.x().divide_double(node.resolution.x());
else
node.coords.inverseScale = cacheBoundDim.y().divide_double(node.resolution.y());
}
void DrawingProgramCache::invalidate_cache_before_pos(uint64_t placementToInvalidateAt) {
// We could use worldAABB of component to invalidate specific areas. However, that comes with some issues:
// - The AABB couldve been changed from the last frame, so the current worldAABB doesnt actually represent what we should update
@ -137,3 +182,62 @@ void DrawingProgramCache::invalidate_cache_before_pos(uint64_t placementToInvali
return false;
});
}
void DrawingProgramCache::refresh_all_draw_cache(SkCanvas* canvas, const DrawData& drawData) {
std::deque<BVHNode*> nodeFlatList; // We want to render children before parents, so that parents can make use of the cached children
traverse_bvh_run_function(drawData.cam.viewingAreaGenerousCollider, [&](DrawingProgramCache::BVHNode* node, const std::vector<CollabListType::ObjectInfoPtr>& comps) {
if(node && node->coords.inverseScale <= drawData.cam.c.inverseScale) {
if(!node->drawCache)
nodeFlatList.emplace_front(node);
return false;
}
return true;
});
if(!nodeFlatList.empty())
refresh_draw_cache(*nodeFlatList.front(), drawData);
}
void DrawingProgramCache::refresh_draw_cache(BVHNode& bvhNode, const DrawData& drawData) {
if(bvhNode.children.empty() && bvhNode.components.empty())
return;
bvhNode.drawCache = std::nullopt;
BVHNode::DrawCacheData drawCache;
SkImageInfo imgInfo = SkImageInfo::MakeN32Premul(bvhNode.resolution.x(), bvhNode.resolution.y());
#ifdef USE_SKIA_BACKEND_GRAPHITE
drawCache.surface = SkSurfaces::RenderTarget(drawP.world.main.window.recorder(), imgInfo, skgpu::Mipmapped::kNo, drawP.world.main.window.defaultMSAASurfaceProps);
#elif USE_SKIA_BACKEND_GANESH
drawCache.surface = SkSurfaces::RenderTarget(drawP.world.main.window.ctx.get(), skgpu::Budgeted::kNo, imgInfo, drawP.world.main.window.defaultMSAASampleCount, &drawP.world.main.window.defaultMSAASurfaceProps);
#endif
if(!drawCache.surface)
throw std::runtime_error("[DrawingProgramCache::refresh_draw_cache] Could not make cache surface");
SkCanvas* cacheCanvas = drawCache.surface->getCanvas();
cacheCanvas->clear(SkColor4f{0, 0, 0, 0});
DrawData cacheDrawData = drawData;
cacheDrawData.cam.c = bvhNode.coords;
cacheDrawData.cam.changed = nullptr;
cacheDrawData.cam.set_viewing_area(bvhNode.resolution.cast<float>());
cacheDrawData.refresh_draw_optimizing_values();
drawP.draw_components_to_canvas(cacheCanvas, cacheDrawData, false);
drawCache.lastDrawnComponentPlacement = drawP.components.client_list().size() - 1;
drawCache.lastRenderTime = std::chrono::steady_clock::now();
bvhNode.drawCache = drawCache; // Set the drawCache after rendering is done, so that the draw function doesnt assume we have this node cached
while(nodesWithCachedSurfaces.size() >= MAXIMUM_DRAW_CACHE_SURFACES) {
BVHNode* leastUsedNode = *nodesWithCachedSurfaces.begin();
for(BVHNode* n : nodesWithCachedSurfaces) {
if(n->drawCache.value().lastRenderTime < leastUsedNode->drawCache.value().lastRenderTime)
leastUsedNode = n;
}
nodesWithCachedSurfaces.erase(leastUsedNode);
}
nodesWithCachedSurfaces.emplace(&bvhNode);
}