Improve Performance in Scenes With Many Lights #14

Merged
SeanOMik merged 8 commits from bugfix/many-lights-poor-performance into main 2024-04-24 23:55:16 +00:00
8 changed files with 252 additions and 5 deletions
Showing only changes of commit 24e1c0281e - Show all commits

21
Cargo.lock generated
View File

@ -996,6 +996,15 @@ dependencies = [
"percent-encoding", "percent-encoding",
] ]
[[package]]
name = "fps_counter"
version = "3.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ff23a4d90ba4b859f370ee3c12ca3b1ca80d8ee144b279e135f6852cdadd6dd6"
dependencies = [
"instant",
]
[[package]] [[package]]
name = "fsevent-sys" name = "fsevent-sys"
version = "4.1.0" version = "4.1.0"
@ -1950,6 +1959,18 @@ dependencies = [
"libc", "libc",
] ]
[[package]]
name = "many-lights"
version = "0.1.0"
dependencies = [
"anyhow",
"async-std",
"fps_counter",
"lyra-engine",
"rand 0.8.5",
"tracing",
]
[[package]] [[package]]
name = "matchers" name = "matchers"
version = "0.1.0" version = "0.1.0"

View File

@ -10,11 +10,12 @@ members = [
"lyra-ecs", "lyra-ecs",
"lyra-reflect", "lyra-reflect",
"lyra-scripting", "lyra-scripting",
"lyra-game", "lyra-math", "lyra-scene"] "lyra-game", "lyra-math", "lyra-scene", "examples/many-lights"]
[features] [features]
scripting = ["dep:lyra-scripting"] scripting = ["dep:lyra-scripting"]
lua_scripting = ["scripting", "lyra-scripting/lua"] lua_scripting = ["scripting", "lyra-scripting/lua"]
tracy = ["lyra-game/tracy"]
[dependencies] [dependencies]
lyra-game = { path = "lyra-game" } lyra-game = { path = "lyra-game" }

View File

@ -0,0 +1,19 @@
[package]
name = "many-lights"
version = "0.1.0"
edition = "2021"
[dependencies]
lyra-engine = { path = "../../", features = ["tracy"] }
anyhow = "1.0.75"
async-std = "1.12.0"
tracing = "0.1.37"
rand = "0.8.5"
fps_counter = "3.0.0"
[target.x86_64-unknown-linux-gnu]
linker = "/usr/bin/clang"
rustflags = ["-Clink-arg=-fuse-ld=lld", "-Clink-arg=-Wl,--no-rosegment"]
[profile.release]
debug = true

View File

@ -0,0 +1,189 @@
use lyra_engine::{assets::{gltf::Gltf, ResourceManager}, ecs::query::{Res, ResMut, View}, game::Game, input::{Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput}, math::{self, Quat, Transform, Vec3}, render::light::{directional::DirectionalLight, PointLight}, scene::{CameraComponent, FreeFlyCamera, FreeFlyCameraPlugin, ACTLBL_LOOK_LEFT_RIGHT, ACTLBL_LOOK_ROLL, ACTLBL_LOOK_UP_DOWN, ACTLBL_MOVE_FORWARD_BACKWARD, ACTLBL_MOVE_LEFT_RIGHT, ACTLBL_MOVE_UP_DOWN}, DeltaTime};
use rand::Rng;
use tracing::info;
const MAX_POINT_LIGHT_RANGE: f32 = 1.0;
const MIN_POINT_LIGHT_RANGE: f32 = 0.5;
const POINT_LIGHT_MAX_INTENSITY: f32 = 1.0;
const POINT_LIGHT_MIN_INTENSITY: f32 = 0.3;
const POINT_LIGHT_CUBE_SCALE: f32 = 0.2;
const POINT_LIGHT_NUM: u32 = 500;
const POINT_LIGHT_MAX_X: f32 = 9.0;
const POINT_LIGHT_MIN_X: f32 = -9.0;
const POINT_LIGHT_MAX_Y: f32 = 3.0;
const POINT_LIGHT_MIN_Y: f32 = 0.5;
const POINT_LIGHT_MAX_Z: f32 = 4.0;
const POINT_LIGHT_MIN_Z: f32 = -5.0;
#[async_std::main]
async fn main() {
let action_handler_plugin = |game: &mut Game| {
let action_handler = ActionHandler::builder()
.add_layout(LayoutId::from(0))
.add_action(ACTLBL_MOVE_FORWARD_BACKWARD, Action::new(ActionKind::Axis))
.add_action(ACTLBL_MOVE_LEFT_RIGHT, Action::new(ActionKind::Axis))
.add_action(ACTLBL_MOVE_UP_DOWN, Action::new(ActionKind::Axis))
.add_action(ACTLBL_LOOK_LEFT_RIGHT, Action::new(ActionKind::Axis))
.add_action(ACTLBL_LOOK_UP_DOWN, Action::new(ActionKind::Axis))
.add_action(ACTLBL_LOOK_ROLL, Action::new(ActionKind::Axis))
.add_action("Debug", Action::new(ActionKind::Button))
.add_mapping(ActionMapping::builder(LayoutId::from(0), ActionMappingId::from(0))
.bind(ACTLBL_MOVE_FORWARD_BACKWARD, &[
ActionSource::Keyboard(KeyCode::W).into_binding_modifier(1.0),
ActionSource::Keyboard(KeyCode::S).into_binding_modifier(-1.0)
])
.bind(ACTLBL_MOVE_LEFT_RIGHT, &[
ActionSource::Keyboard(KeyCode::A).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::D).into_binding_modifier(1.0)
])
.bind(ACTLBL_MOVE_UP_DOWN, &[
ActionSource::Keyboard(KeyCode::C).into_binding_modifier(1.0),
ActionSource::Keyboard(KeyCode::Z).into_binding_modifier(-1.0)
])
.bind(ACTLBL_LOOK_LEFT_RIGHT, &[
ActionSource::Mouse(MouseInput::Axis(MouseAxis::X)).into_binding(),
ActionSource::Keyboard(KeyCode::Left).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::Right).into_binding_modifier(1.0),
])
.bind(ACTLBL_LOOK_UP_DOWN, &[
ActionSource::Mouse(MouseInput::Axis(MouseAxis::Y)).into_binding(),
ActionSource::Keyboard(KeyCode::Up).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::Down).into_binding_modifier(1.0),
])
.bind(ACTLBL_LOOK_ROLL, &[
ActionSource::Keyboard(KeyCode::E).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::Q).into_binding_modifier(1.0),
])
.bind("Debug", &[
ActionSource::Keyboard(KeyCode::B).into_binding(),
])
.finish()
).finish();
let world = game.world_mut();
world.add_resource(action_handler);
game.with_plugin(InputActionPlugin);
};
Game::initialize().await
.with_plugin(lyra_engine::DefaultPlugins)
.with_plugin(setup_scene_plugin)
.with_plugin(action_handler_plugin)
.with_plugin(camera_debug_plugin)
.with_plugin(FreeFlyCameraPlugin)
.run().await;
}
fn setup_scene_plugin(game: &mut Game) {
let fps_counter = |mut counter: ResMut<fps_counter::FPSCounter>, delta: Res<DeltaTime>| -> anyhow::Result<()> {
let tick = counter.tick();
info!("FPS: {}, frame time: {}", tick, **delta);
Ok(())
};
game.with_system("fps_counter", fps_counter, &[]);
let world = game.world_mut();
world.add_resource(fps_counter::FPSCounter::new());
let resman = world.get_resource_mut::<ResourceManager>();
let cube_gltf = resman.request::<Gltf>("../assets/texture-sep/texture-sep.gltf").unwrap();
cube_gltf.wait_recurse_dependencies_load();
let cube_mesh = &cube_gltf.data_ref()
.unwrap().meshes[0];
let sponza_model = resman.request::<Gltf>("../assets/sponza/Sponza.gltf").unwrap();
drop(resman);
sponza_model.wait_recurse_dependencies_load();
let sponza_scene = &sponza_model.data_ref()
.unwrap().scenes[0];
world.spawn((
sponza_scene.clone(),
Transform::from_xyz(0.0, 0.0, 0.0),
));
{
let mut light_tran = Transform::from_xyz(1.5, 2.5, 0.0);
light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
light_tran.rotate_x(math::Angle::Degrees(-45.0));
light_tran.rotate_y(math::Angle::Degrees(25.0));
world.spawn((
DirectionalLight {
enabled: true,
color: Vec3::ONE,
intensity: 0.15
//..Default::default()
},
light_tran,
));
}
let x_range = POINT_LIGHT_MIN_X..POINT_LIGHT_MAX_X;
let y_range = POINT_LIGHT_MIN_Y..POINT_LIGHT_MAX_Y;
let z_range = POINT_LIGHT_MIN_Z..POINT_LIGHT_MAX_Z;
let mut rand = rand::thread_rng();
let mut rand_vec3 = || -> Vec3 {
let x = rand.gen_range(x_range.clone());
let y = rand.gen_range(y_range.clone());
let z = rand.gen_range(z_range.clone());
Vec3::new(x, y, z)
};
let mut rand = rand::thread_rng();
for _ in 0..POINT_LIGHT_NUM {
let range = rand.gen_range(MIN_POINT_LIGHT_RANGE..MAX_POINT_LIGHT_RANGE);
let intensity = rand.gen_range(POINT_LIGHT_MIN_INTENSITY..POINT_LIGHT_MAX_INTENSITY);
let color = rand_vec3().normalize();
world.spawn((
PointLight {
enabled: true,
color,
intensity,
range,
..Default::default()
},
Transform::new(
rand_vec3(),
Quat::IDENTITY,
Vec3::new(POINT_LIGHT_CUBE_SCALE, POINT_LIGHT_CUBE_SCALE, POINT_LIGHT_CUBE_SCALE),
),
cube_mesh.clone(),
));
}
let mut camera = CameraComponent::new_3d();
// these values were taken by manually positioning the camera in the scene.
camera.transform = Transform::new(
Vec3::new(-10.0, 0.94, -0.28),
Quat::from_xyzw(0.03375484, -0.7116095, 0.0342693, 0.70092666),
Vec3::ONE
);
world.spawn(( camera, FreeFlyCamera::default() ));
}
fn camera_debug_plugin(game: &mut Game) {
let sys = |handler: Res<ActionHandler>, view: View<&mut CameraComponent>| -> anyhow::Result<()> {
if handler.was_action_just_pressed("Debug") {
for mut cam in view.into_iter() {
cam.debug = !cam.debug;
}
}
Ok(())
};
game.with_system("camera_debug_trigger", sys, &[]);
}

View File

@ -349,7 +349,7 @@ impl Game {
.with(fmt::layer().with_writer(stdout_layer)); .with(fmt::layer().with_writer(stdout_layer));
#[cfg(feature = "tracy")] #[cfg(feature = "tracy")]
t.with(tracing_tracy::TracyLayer::default()); let t = t.with(tracing_tracy::TracyLayer::default());
t.with(filter::Targets::new() t.with(filter::Targets::new()
// done by prefix, so it includes all lyra subpackages // done by prefix, so it includes all lyra subpackages

View File

@ -459,6 +459,10 @@ impl Renderer for BasicRenderer {
self.check_mesh_buffers(entity, &mesh_han); self.check_mesh_buffers(entity, &mesh_han);
} }
if self.transform_buffers.needs_expand() {
self.transform_buffers.expand_buffers(&self.device);
}
let group = TransformGroup::EntityRes(entity, mesh_han.uuid()); let group = TransformGroup::EntityRes(entity, mesh_han.uuid());
let transform_id = self.transform_buffers.update_or_push(&self.queue, &self.render_limits, let transform_id = self.transform_buffers.update_or_push(&self.queue, &self.render_limits,
group, || ( interop_pos.calculate_mat4(), glam::Mat3::from_quat(interop_pos.rotation) )); group, || ( interop_pos.calculate_mat4(), glam::Mat3::from_quat(interop_pos.rotation) ));
@ -492,6 +496,10 @@ impl Renderer for BasicRenderer {
self.check_mesh_buffers(entity, &mesh_han); self.check_mesh_buffers(entity, &mesh_han);
} }
if self.transform_buffers.needs_expand() {
self.transform_buffers.expand_buffers(&self.device);
}
let scene_mesh_group = TransformGroup::Res(scene_han.uuid(), mesh_han.uuid()); let scene_mesh_group = TransformGroup::Res(scene_han.uuid(), mesh_han.uuid());
let group = TransformGroup::OwnedGroup(entity, scene_mesh_group.into()); let group = TransformGroup::OwnedGroup(entity, scene_mesh_group.into());
let transform_id = self.transform_buffers.update_or_push(&self.queue, &self.render_limits, let transform_id = self.transform_buffers.update_or_push(&self.queue, &self.render_limits,

View File

@ -370,6 +370,13 @@ impl TransformBuffers {
pub fn buffer_offset(&self, transform_index: TransformIndex) -> u32 { pub fn buffer_offset(&self, transform_index: TransformIndex) -> u32 {
Self::get_buffer_offset(&self.limits, transform_index) Self::get_buffer_offset(&self.limits, transform_index)
} }
/// Returns a boolean indicating if the buffers need to be expanded
pub fn needs_expand(&self) -> bool {
self.entries.last()
.map(|entry| entry.len >= self.max_transform_count)
.unwrap_or(false)
}
} }
#[repr(C)] #[repr(C)]

View File

@ -1,7 +1,7 @@
use std::{hash::{Hash, DefaultHasher, Hasher}, collections::{HashMap, HashSet, VecDeque}, ptr::NonNull, fmt::Debug}; use std::{hash::{Hash, DefaultHasher, Hasher}, collections::{HashMap, HashSet, VecDeque}, ptr::NonNull, fmt::Debug};
use lyra_ecs::{system::{GraphExecutor, GraphExecutorError, System}, World}; use lyra_ecs::{system::{GraphExecutor, GraphExecutorError, System}, World};
use tracing::info_span; use tracing::{info_span, instrument};
#[derive(thiserror::Error, Debug)] #[derive(thiserror::Error, Debug)]
pub enum StagedExecutorError { pub enum StagedExecutorError {
@ -112,6 +112,7 @@ impl StagedExecutor {
/// Execute the staged systems in order. /// Execute the staged systems in order.
/// ///
/// If `stop_on_error` is false but errors are encountered, those errors will be returned in a Vec. /// If `stop_on_error` is false but errors are encountered, those errors will be returned in a Vec.
#[instrument(skip(self, world, stop_on_error))]
pub fn execute(&mut self, world: NonNull<World>, stop_on_error: bool) -> Result<Vec<StagedExecutorError>, StagedExecutorError> { pub fn execute(&mut self, world: NonNull<World>, stop_on_error: bool) -> Result<Vec<StagedExecutorError>, StagedExecutorError> {
let mut stack = VecDeque::new(); let mut stack = VecDeque::new();
let mut visited = HashSet::new(); let mut visited = HashSet::new();
@ -120,13 +121,14 @@ impl StagedExecutor {
self.topological_sort(&mut stack, &mut visited, node)?; self.topological_sort(&mut stack, &mut visited, node)?;
} }
let stage_span = info_span!("stage_exec", stage=tracing::field::Empty); //let stage_span = info_span!("stage_exec", stage=tracing::field::Empty);
let mut errors = vec![]; let mut errors = vec![];
while let Some(node) = stack.pop_front() { while let Some(node) = stack.pop_front() {
let stage = self.stages.get_mut(&node).unwrap(); let stage = self.stages.get_mut(&node).unwrap();
stage_span.record("stage", stage.name.clone()); let stage_span = info_span!("stage_exec", stage=stage.name.clone());
//stage_span.record("stage", stage.name.clone());
let _e = stage_span.enter(); let _e = stage_span.enter();
if let Err(e) = stage.exec.execute(world, stop_on_error) { if let Err(e) = stage.exec.execute(world, stop_on_error) {