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Diffstat (limited to 'thirdparty/meshoptimizer/overdrawanalyzer.cpp')
-rw-r--r-- | thirdparty/meshoptimizer/overdrawanalyzer.cpp | 230 |
1 files changed, 230 insertions, 0 deletions
diff --git a/thirdparty/meshoptimizer/overdrawanalyzer.cpp b/thirdparty/meshoptimizer/overdrawanalyzer.cpp new file mode 100644 index 0000000000..8d5859ba39 --- /dev/null +++ b/thirdparty/meshoptimizer/overdrawanalyzer.cpp @@ -0,0 +1,230 @@ +// This file is part of meshoptimizer library; see meshoptimizer.h for version/license details +#include "meshoptimizer.h" + +#include <assert.h> +#include <float.h> +#include <string.h> + +// This work is based on: +// Nicolas Capens. Advanced Rasterization. 2004 +namespace meshopt +{ + +const int kViewport = 256; + +struct OverdrawBuffer +{ + float z[kViewport][kViewport][2]; + unsigned int overdraw[kViewport][kViewport][2]; +}; + +#ifndef min +#define min(a, b) ((a) < (b) ? (a) : (b)) +#endif + +#ifndef max +#define max(a, b) ((a) > (b) ? (a) : (b)) +#endif + +static float computeDepthGradients(float& dzdx, float& dzdy, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3) +{ + // z2 = z1 + dzdx * (x2 - x1) + dzdy * (y2 - y1) + // z3 = z1 + dzdx * (x3 - x1) + dzdy * (y3 - y1) + // (x2-x1 y2-y1)(dzdx) = (z2-z1) + // (x3-x1 y3-y1)(dzdy) (z3-z1) + // we'll solve it with Cramer's rule + float det = (x2 - x1) * (y3 - y1) - (y2 - y1) * (x3 - x1); + float invdet = (det == 0) ? 0 : 1 / det; + + dzdx = (z2 - z1) * (y3 - y1) - (y2 - y1) * (z3 - z1) * invdet; + dzdy = (x2 - x1) * (z3 - z1) - (z2 - z1) * (x3 - x1) * invdet; + + return det; +} + +// half-space fixed point triangle rasterizer +static void rasterize(OverdrawBuffer* buffer, float v1x, float v1y, float v1z, float v2x, float v2y, float v2z, float v3x, float v3y, float v3z) +{ + // compute depth gradients + float DZx, DZy; + float det = computeDepthGradients(DZx, DZy, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z); + int sign = det > 0; + + // flip backfacing triangles to simplify rasterization logic + if (sign) + { + // flipping v2 & v3 preserves depth gradients since they're based on v1 + float t; + t = v2x, v2x = v3x, v3x = t; + t = v2y, v2y = v3y, v3y = t; + t = v2z, v2z = v3z, v3z = t; + + // flip depth since we rasterize backfacing triangles to second buffer with reverse Z; only v1z is used below + v1z = kViewport - v1z; + DZx = -DZx; + DZy = -DZy; + } + + // coordinates, 28.4 fixed point + int X1 = int(16.0f * v1x + 0.5f); + int X2 = int(16.0f * v2x + 0.5f); + int X3 = int(16.0f * v3x + 0.5f); + + int Y1 = int(16.0f * v1y + 0.5f); + int Y2 = int(16.0f * v2y + 0.5f); + int Y3 = int(16.0f * v3y + 0.5f); + + // bounding rectangle, clipped against viewport + // since we rasterize pixels with covered centers, min >0.5 should round up + // as for max, due to top-left filling convention we will never rasterize right/bottom edges + // so max >= 0.5 should round down + int minx = max((min(X1, min(X2, X3)) + 7) >> 4, 0); + int maxx = min((max(X1, max(X2, X3)) + 7) >> 4, kViewport); + int miny = max((min(Y1, min(Y2, Y3)) + 7) >> 4, 0); + int maxy = min((max(Y1, max(Y2, Y3)) + 7) >> 4, kViewport); + + // deltas, 28.4 fixed point + int DX12 = X1 - X2; + int DX23 = X2 - X3; + int DX31 = X3 - X1; + + int DY12 = Y1 - Y2; + int DY23 = Y2 - Y3; + int DY31 = Y3 - Y1; + + // fill convention correction + int TL1 = DY12 < 0 || (DY12 == 0 && DX12 > 0); + int TL2 = DY23 < 0 || (DY23 == 0 && DX23 > 0); + int TL3 = DY31 < 0 || (DY31 == 0 && DX31 > 0); + + // half edge equations, 24.8 fixed point + // note that we offset minx/miny by half pixel since we want to rasterize pixels with covered centers + int FX = (minx << 4) + 8; + int FY = (miny << 4) + 8; + int CY1 = DX12 * (FY - Y1) - DY12 * (FX - X1) + TL1 - 1; + int CY2 = DX23 * (FY - Y2) - DY23 * (FX - X2) + TL2 - 1; + int CY3 = DX31 * (FY - Y3) - DY31 * (FX - X3) + TL3 - 1; + float ZY = v1z + (DZx * float(FX - X1) + DZy * float(FY - Y1)) * (1 / 16.f); + + for (int y = miny; y < maxy; y++) + { + int CX1 = CY1; + int CX2 = CY2; + int CX3 = CY3; + float ZX = ZY; + + for (int x = minx; x < maxx; x++) + { + // check if all CXn are non-negative + if ((CX1 | CX2 | CX3) >= 0) + { + if (ZX >= buffer->z[y][x][sign]) + { + buffer->z[y][x][sign] = ZX; + buffer->overdraw[y][x][sign]++; + } + } + + // signed left shift is UB for negative numbers so use unsigned-signed casts + CX1 -= int(unsigned(DY12) << 4); + CX2 -= int(unsigned(DY23) << 4); + CX3 -= int(unsigned(DY31) << 4); + ZX += DZx; + } + + // signed left shift is UB for negative numbers so use unsigned-signed casts + CY1 += int(unsigned(DX12) << 4); + CY2 += int(unsigned(DX23) << 4); + CY3 += int(unsigned(DX31) << 4); + ZY += DZy; + } +} + +} // namespace meshopt + +meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) +{ + using namespace meshopt; + + assert(index_count % 3 == 0); + assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256); + assert(vertex_positions_stride % sizeof(float) == 0); + + meshopt_Allocator allocator; + + size_t vertex_stride_float = vertex_positions_stride / sizeof(float); + + meshopt_OverdrawStatistics result = {}; + + float minv[3] = {FLT_MAX, FLT_MAX, FLT_MAX}; + float maxv[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX}; + + for (size_t i = 0; i < vertex_count; ++i) + { + const float* v = vertex_positions + i * vertex_stride_float; + + for (int j = 0; j < 3; ++j) + { + minv[j] = min(minv[j], v[j]); + maxv[j] = max(maxv[j], v[j]); + } + } + + float extent = max(maxv[0] - minv[0], max(maxv[1] - minv[1], maxv[2] - minv[2])); + float scale = kViewport / extent; + + float* triangles = allocator.allocate<float>(index_count * 3); + + for (size_t i = 0; i < index_count; ++i) + { + unsigned int index = indices[i]; + assert(index < vertex_count); + + const float* v = vertex_positions + index * vertex_stride_float; + + triangles[i * 3 + 0] = (v[0] - minv[0]) * scale; + triangles[i * 3 + 1] = (v[1] - minv[1]) * scale; + triangles[i * 3 + 2] = (v[2] - minv[2]) * scale; + } + + OverdrawBuffer* buffer = allocator.allocate<OverdrawBuffer>(1); + + for (int axis = 0; axis < 3; ++axis) + { + memset(buffer, 0, sizeof(OverdrawBuffer)); + + for (size_t i = 0; i < index_count; i += 3) + { + const float* vn0 = &triangles[3 * (i + 0)]; + const float* vn1 = &triangles[3 * (i + 1)]; + const float* vn2 = &triangles[3 * (i + 2)]; + + switch (axis) + { + case 0: + rasterize(buffer, vn0[2], vn0[1], vn0[0], vn1[2], vn1[1], vn1[0], vn2[2], vn2[1], vn2[0]); + break; + case 1: + rasterize(buffer, vn0[0], vn0[2], vn0[1], vn1[0], vn1[2], vn1[1], vn2[0], vn2[2], vn2[1]); + break; + case 2: + rasterize(buffer, vn0[1], vn0[0], vn0[2], vn1[1], vn1[0], vn1[2], vn2[1], vn2[0], vn2[2]); + break; + } + } + + for (int y = 0; y < kViewport; ++y) + for (int x = 0; x < kViewport; ++x) + for (int s = 0; s < 2; ++s) + { + unsigned int overdraw = buffer->overdraw[y][x][s]; + + result.pixels_covered += overdraw > 0; + result.pixels_shaded += overdraw; + } + } + + result.overdraw = result.pixels_covered ? float(result.pixels_shaded) / float(result.pixels_covered) : 0.f; + + return result; +} |