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DepthBufferMaskedRasterizerAVXST.cpp
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DepthBufferMaskedRasterizerAVXST.cpp
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////////////////////////////////////////////////////////////////////////////////
// Copyright 2017 Intel Corporation
//
// Licensed under the Apache License, Version 2.0 (the "License"); you may not
// use this file except in compliance with the License. You may obtain a copy
// of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
// WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
// License for the specific language governing permissions and limitations
// under the License.
////////////////////////////////////////////////////////////////////////////////
#include "DepthBufferMaskedRasterizerAVXST.h"
#include "MaskedOcclusionCulling\MaskedOcclusionCulling.h"
DepthBufferMaskedRasterizerAVXST::DepthBufferMaskedRasterizerAVXST(MaskedOcclusionCulling *moc)
: DepthBufferRasterizerAVX()
{
mMaskedOcclusionCulling = moc;
memset(mNumRasterizedTris, 0, sizeof(UINT) * 2 * NUM_TILES);
}
DepthBufferMaskedRasterizerAVXST::~DepthBufferMaskedRasterizerAVXST()
{
}
//------------------------------------------------------------------------------
// * Determine if the occludee model is inside view frustum
// * Transform the occluder models on the CPU
// * Bin the occluder triangles into tiles that the frame buffer is divided into
// * Rasterize the occluder triangles to the CPU depth buffer
//-------------------------------------------------------------------------------
void DepthBufferMaskedRasterizerAVXST::TransformModelsAndRasterizeToDepthBuffer(CPUTCamera *pCamera, UINT idx)
{
// Set DAZ and FZ MXCSR bits to flush denormals to zero (i.e., make it faster)
_mm_setcsr(_mm_getcsr() | 0x8040);
QueryPerformanceCounter(&mStartTime[idx]);
mpCamera[idx] = pCamera;
BoxTestSetupSSE setup;
setup.Init(mpViewMatrix[idx], mpProjMatrix[idx], viewportMatrixMaskedOcclusionCulling, pCamera, mOccluderSizeThreshold);
if(mEnableFCulling)
{
for(UINT i = 0; i < mNumModels1; i++)
{
mpTransformedModels1[i].InsideViewFrustum(setup, idx);
}
}
else
{
for(UINT i = 0; i < mNumModels1; i++)
{
mpTransformedModels1[i].TooSmall(setup, idx);
}
}
{
mMaskedOcclusionCulling->ClearBuffer();
}
ActiveModels(idx);
TransformAndRasterizeMeshes(idx);
QueryPerformanceCounter(&mStopTime[idx][0]);
mRasterizeTime[mTimeCounter++] = ((double)(mStopTime[idx][0].QuadPart - mStartTime[idx].QuadPart)) / ((double)glFrequency.QuadPart);
mTimeCounter = mTimeCounter >= AVG_COUNTER ? 0 : mTimeCounter;
}
void DepthBufferMaskedRasterizerAVXST::ActiveModels(UINT idx)
{
ResetActive(idx);
for (UINT i = 0; i < mNumModels1; i++)
{
if(mpTransformedModels1[i].IsRasterized2DB(idx))
{
Activate(i, idx);
}
}
}
//-------------------------------------------------
// Bins the transformed triangles into tiles
//-------------------------------------------------
void DepthBufferMaskedRasterizerAVXST::TransformAndRasterizeMeshes(UINT idx)
{
{
// Sort models roughly from front to back
std::sort(mpModelIndexA[idx], mpModelIndexA[idx] + mNumModelsA[idx], [=](int a, int b) { return mpTransformedModels1[a].GetDepth() < mpTransformedModels1[b].GetDepth(); });
}
for (UINT active = 0; active < mNumModelsA[idx]; active++)
{
UINT ss = mpModelIndexA[idx][active];
mpTransformedModels1[ss].TransformAndRasterizeTrianglesST(mMaskedOcclusionCulling, idx);
}
}
void DepthBufferMaskedRasterizerAVXST::ComputeR2DBTime(UINT idx)
{
}