Trying to add some optimization. Need to remove an intersection test now
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@ -262,38 +262,30 @@ void CSMain(uint3 id : SV_DispatchThreadID)
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// push children in reverse order (so the nearest is popped first) if stack has room
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for (int c = childCount - 1; c >= 0; --c)
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{
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//if (sp >= STACK_SIZE) break; // protect overflow
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int cIndex = childIdx[c];
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// compute child center (recompute bit pattern from cIndex relative? We need original i -> recompute mapping:
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// We can recover i by searching bits in childMask; for clarity, recompute using same loop mapping: simpler: push center using known mapping
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// But here we don't have i, so better to recompute using childIndex -> we need a deterministic mapping.
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// For simplicity in this snippet, we recompute i by scanning parent children again — cost small (<=8), do it once:
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// (implementation detail left to integrate carefully)
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// --- simplified approach below assumes child center can be recomputed from cIndex via known ordering (keep same mapping as building)
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// You must ensure mapping consistency between builder and shader.
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// push
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childEntry.nodeIndex = cIndex;
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// recompute center from index i -> omitted here; in your real shader compute the offsetVec same as above
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childEntry.center = childCenter[c]; // placeholder: replace with correct center compute
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childEntry.nodeIndex = childIdx[c];
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childEntry.center = childCenter[c];
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childEntry.halfSize = childHalf;
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stack[sp++] = childEntry;
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}
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} // end while
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}
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if (hasHit)
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{
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// commit heavy ops only now
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float tHit = outHit.maxDistance;
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float3 hitPos = b.origin + r.direction * tHit;
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// closest point
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outHit.origin = ClosestPointOnAABB(hitPos, bestEntry.center, bestEntry.halfSize);
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if( tHit > 0 )
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{
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float3 hitPos = b.origin + r.direction * tHit;
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outHit.origin += outHit.origin - bestEntry.center;
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// closest point
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outHit.origin = ClosestPointOnAABB(hitPos, bestEntry.center, bestEntry.halfSize);
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// append final
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hits.Append(outHit);
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outHit.origin += outHit.origin - bestEntry.center;
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// append final
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hits.Append(outHit);
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}
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}
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}
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@ -180,8 +180,6 @@ MeshRenderer:
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -203,7 +201,6 @@ MeshRenderer:
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_GlobalIlluminationMeshLod: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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@ -295,7 +292,7 @@ MonoBehaviour:
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m_Bits: 8
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voxelSize: 0.5
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maxDepth: 7
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boundsSize: 100
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boundsSize: 200
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computeShader: {fileID: 7200000, guid: beacc211952bec342847019386af6944, type: 3}
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clusteringShader: {fileID: 7200000, guid: 7b67ac486de90db48bc81c43fae83845, type: 3}
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--- !u!114 &464574967
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@ -635,8 +632,6 @@ MeshRenderer:
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -658,7 +653,6 @@ MeshRenderer:
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_GlobalIlluminationMeshLod: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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@ -680,7 +674,7 @@ Transform:
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m_GameObject: {fileID: 1273284503}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 18.52, y: 3.69, z: -9.47}
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m_LocalPosition: {x: 24.81, y: 3.69, z: -4.07}
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m_LocalScale: {x: 11.138, y: 11.138, z: 11.138}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -760,8 +754,6 @@ MeshRenderer:
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -783,7 +775,6 @@ MeshRenderer:
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_GlobalIlluminationMeshLod: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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@ -885,8 +876,6 @@ MeshRenderer:
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -908,7 +897,6 @@ MeshRenderer:
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_GlobalIlluminationMeshLod: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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@ -24,7 +24,7 @@ public class Player : MonoBehaviour
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VoxelRaycastGPU.Ray[] rays = new VoxelRaycastGPU.Ray[rayCount];
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FillRaysArray(rays);
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voxelManager.gpuRayCaster.Init(rayCount, rays);
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voxelManager.gpuRayCaster.Init(rayCount, rays, 3);
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}
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void Cast( ref VoxelRaycastGPU.BatchData[] batchData, int batchCount, int iIteration )
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@ -142,7 +142,7 @@ public class Player : MonoBehaviour
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VoxelRaycastGPU.BatchData[] batchDatas = new VoxelRaycastGPU.BatchData[1];
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batchDatas[0].origin = origin;
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batchDatas[0].maxDistance = 100;
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batchDatas[0].maxDistance = 300;
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Cast(ref batchDatas, 1, 0);
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sw.Stop();
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@ -28,6 +28,7 @@ public class VoxelRaycastGpuManager
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int groupsX;
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int maxRaycastPerIteration;
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int maxIterations = 3;
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int threadsY = 8;
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int maxGroupsY = 65535;
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@ -59,25 +60,28 @@ public class VoxelRaycastGpuManager
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public VoxelRaycastGPU.BatchData[] Raycast(in VoxelRaycastGPU.BatchData[] batchData, int datasLenght)
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{
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int iteration = 0;
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int currentCount = datasLenght;
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int previousCount = datasLenght;
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int totalCastNumber = 0;
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Stopwatch sw = Stopwatch.StartNew();
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int iteration = 0;
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int currentCount = batchData.Length;
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int previousCount = currentCount;
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datasBuffer.SetCounterValue(0);
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datasBuffer.SetData(batchData, 0, 0, currentCount);
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while (iteration < 5 && currentCount > 0)
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while (iteration < maxIterations && currentCount > 0)
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{
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totalCastNumber += currentCount;
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previousCount = currentCount;
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hitBuffer.SetCounterValue(0);
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datasBuffer.SetCounterValue(0);
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raycastShader.SetBuffer(kernel, "batchDatas", datasBuffer );
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raycastShader.SetBuffer(kernel, "hits", hitBuffer);
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/**
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Stopwatch sw = Stopwatch.StartNew();
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*/
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for (int y = 0; y < currentCount; y += threadsY * maxGroupsY)
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{
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int remaining = currentCount - y;
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@ -86,69 +90,48 @@ public class VoxelRaycastGpuManager
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raycastShader.Dispatch(kernel, groupsX, dispatchGroupsY, 1);
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}
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ComputeBuffer.CopyCount(hitBuffer, countBuffer, 0);
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int[] countArr = new int[1];
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countBuffer.GetData(countArr);
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currentCount = countArr[0];
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sw.Stop();
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/**
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VoxelRaycastGPU.BatchData[] hits = new VoxelRaycastGPU.BatchData[currentCount];
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hitBuffer.GetData(hits, 0, 0, currentCount);
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for( int i = 0; i < hits.Length; i++ )
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{
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GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere.transform.position = hits[i].origin;
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sphere.transform.localScale = Vector3.one * 0.5f;
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}
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*/
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VoxelRaycastGPU.BatchData[] hits = new VoxelRaycastGPU.BatchData[currentCount];
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hitBuffer.GetData(hits, 0, 0, currentCount);
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for( int i = 0; i < hits.Length; i++ )
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{
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GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere.transform.position = hits[i].origin;
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sphere.transform.localScale = Vector3.one * 0.5f;
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}
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/**
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sw.Stop();
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UnityEngine.Debug.Log($"Dispatch done in {sw.Elapsed.TotalMilliseconds}ms for {previousCount*raysPerBatch} casts retrieving {currentCount} hits");
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*/
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sw.Start();
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iteration++;
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if (currentCount > 0 && iteration < 5)
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if (currentCount > 0 && iteration < maxIterations )
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{
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datasBuffer = hitBuffer;
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/**
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if (currentCount * raysPerBatch > maxRaycastPerIteration && iteration < 5)
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{
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sw = Stopwatch.StartNew();
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currentCount = Clustering( maxRaycastPerIteration / raysPerBatch);
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sw.Stop();
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UnityEngine.Debug.Log($"Clustering done in {sw.Elapsed.TotalMilliseconds}ms for {currentCount} casts");
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VoxelRaycastGPU.BatchData[] hits = new VoxelRaycastGPU.BatchData[currentCount];
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datasBuffer.GetData(hits, 0, 0, currentCount);
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for (int i = 0; i < currentCount; i++)
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{
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GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere.transform.position = hits[i].origin;
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sphere.transform.localScale = Vector3.one * 0.5f;
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}
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}
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*/
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(datasBuffer,hitBuffer) = (hitBuffer,datasBuffer);
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}
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}
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sw.Stop();
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VoxelRaycastGPU.BatchData[] result = new VoxelRaycastGPU.BatchData[previousCount];
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hitBuffer.GetData(result, 0, 0, previousCount);
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UnityEngine.Debug.Log($"Raycast done in {sw.Elapsed.TotalMilliseconds}ms for a total of {totalCastNumber} raycasts");
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return result;
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}
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public void Init(int nbRaysPerBatch, in VoxelRaycastGPU.Ray[] rays)
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public void Init(int nbRaysPerBatch, in VoxelRaycastGPU.Ray[] rays, int maxIterations)
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{
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maxRaycastPerIteration = 1000000;
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raysPerBatch = nbRaysPerBatch;
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this.maxIterations = maxIterations;
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countBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.Raw);
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@ -157,7 +140,7 @@ public class VoxelRaycastGpuManager
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int nodeStride = Marshal.SizeOf(typeof(LinearNode)); // should be 64
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hitBuffer = new ComputeBuffer(maxRaycastPerIteration * raysPerBatch, batchDataClassSize, ComputeBufferType.Append);
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datasBuffer = new ComputeBuffer(maxRaycastPerIteration, batchDataClassSize, ComputeBufferType.Default);
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datasBuffer = new ComputeBuffer(maxRaycastPerIteration, batchDataClassSize, ComputeBufferType.Append);
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rayBuffer = new ComputeBuffer(rays.Length, Marshal.SizeOf(typeof(VoxelRaycastGPU.Ray)), ComputeBufferType.Default);
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rayBuffer.SetData(rays, 0, 0, rays.Length);
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