diff --git a/packages/ludic.render3d/env.ludic b/packages/ludic.render3d/env.ludic index 4479bcf9..7d4ed7c8 100644 --- a/packages/ludic.render3d/env.ludic +++ b/packages/ludic.render3d/env.ludic @@ -848,6 +848,35 @@ export state Render3dState { tt_reads: int = 0 # tiles read from the file, over the run and this frame tt_frame_reads: int = 0 tt_warned: bool = false + tp_on: bool = false # the GPU pages the fine tiles round the camera (terrain_pages.ludic) + tp_page_tex: int = 0 # R32F tt_n a side: slot + 1 of each resident tile, 0 = the coarse level + tp_h_tex: int = 0 # the pool: heights, normals and photograph, a layer a slot + tp_n_tex: int = 0 + tp_o_tex: int = 0 + tp_dummy_page: int = 0 # bound while paging is off: an array sampler needs an array + tp_dummy_h: int = 0 + tp_dummy_n: int = 0 + tp_dummy_o: int = 0 + tp_slots: int = 0 + tp_reach: float = 0.0 # metres the pool was sized for + tp_page: floats = null # the page table's CPU mirror, uploaded whole when it changes + tp_tile_of: words = null # per slot: its tile, or -1 + tp_free: words = null # the free slots, a stack + tp_nfree: int = 0 + tp_dirty: bool = false + tp_cam_t: int = -1 # the camera's tile when residency last ran + tp_short: bool = false # a wanted tile was left for the next frame + tp_cand: words = null # this frame's loads, nearest first: their tiles, distances, slots + tp_cand_d: floats = null + tp_cand_s: words = null + tp_zero: words = null # the one layer a 2-D texture has, for gpu_layers_copy + tp_st_buf: long = 0 # the staging buffer the loads are written into, two halves + tp_st_mem: long = 0 + tp_st_ptr: pointer = null + tp_st_bytes: int = 0 + tp_loads: int = 0 # tiles loaded over the run, and this frame + tp_frame_loads: int = 0 + tp_bytes: int = 0 # the pool's and the page table's GPU bytes ter_shadow_prog_aux: int = 0 # the bake of the aux target (TS_AUX) ter_shadow_aux: int = 0 # beside it, RG16F: the occluder distance and the cloud mask ter_shadow_yaw: float = 1000000000.0 # the sky yaw it was baked for diff --git a/packages/ludic.render3d/gpu_vk.ludic b/packages/ludic.render3d/gpu_vk.ludic index ac0008e1..4de95209 100644 --- a/packages/ludic.render3d/gpu_vk.ludic +++ b/packages/ludic.render3d/gpu_vk.ludic @@ -815,7 +815,7 @@ function gvk_startup_state(render3d_st: mut Render3dState) -> void { render3d_st.gvk_pc_last = words(4096) for i in 0 .. 4096 { render3d_st.gvk_pc_last[i] = -1 } render3d_st.gg_rb = words(4); render3d_st.gg_cb = words(1); render3d_st.gg_bufs = words(3) - render3d_st.gg_texs = words(3); render3d_st.gg_pr = words(48) + render3d_st.gg_texs = words(7); render3d_st.gg_pr = words(52) if render3d_st.gpu_unit_2d == null { render3d_st.gpu_unit_2d = words(32) for i in 0 .. 32 { render3d_st.gpu_unit_2d[i] = -1 } diff --git a/packages/ludic.render3d/gpu_vk_layers.ludic b/packages/ludic.render3d/gpu_vk_layers.ludic new file mode 100644 index 00000000..78e8e7a9 --- /dev/null +++ b/packages/ludic.render3d/gpu_vk_layers.ludic @@ -0,0 +1,94 @@ +# gpu_vk_layers.ludic — what the terrain's page pool asks of Vulkan (terrain_pages.ludic): a staging +# buffer kept for the process, regions of it copied into chosen layers of an array texture inside the +# frame's own command buffer (no submit of their own), and a one-off linear blit for a coarse level. + +# a host-visible staging buffer of n bytes kept for good (the pool's uploads reuse it every frame) +@alloc_ok("made once per resource and kept for its life: the page pool's staging buffer") +function gpu_staging_keep(render3d_st: mut Render3dState, n: int) -> pointer { + gvk_flush(render3d_st) + let p = gvk_staging(render3d_st, n, VK_BUFFER_USAGE_TRANSFER_SRC_BIT) + if p == null { return null } + render3d_st.tp_st_buf = render3d_st.gvk_st_buf + render3d_st.tp_st_mem = render3d_st.gvk_st_mem + render3d_st.tp_st_bytes = n + return p +} +# ... and let go (a map whose tiles need a larger one) +function gpu_staging_drop(render3d_st: mut Render3dState) -> void { + if render3d_st.tp_st_buf == 0 { return } + gvk_flush(render3d_st) + let buf = render3d_st.gvk_st_buf + let mem = render3d_st.gvk_st_mem + render3d_st.gvk_st_buf = render3d_st.tp_st_buf + render3d_st.gvk_st_mem = render3d_st.tp_st_mem + gvk_staging_free(render3d_st) + render3d_st.gvk_st_buf = buf + render3d_st.gvk_st_mem = mem + let zero: long = 0 + render3d_st.tp_st_buf = zero; render3d_st.tp_st_mem = zero; render3d_st.tp_st_ptr = null; render3d_st.tp_st_bytes = 0 +} + +# the frame's command buffer, outside any pass, for copies recorded before the frame's draws +function gpu_upload_cb(render3d_st: mut Render3dState) -> pointer { + gvk_pass_end(render3d_st) + return gvk_frame_cb(render3d_st) +} + +# n regions of the kept staging buffer, each w x h texels starting at base + k * stride, into layer +# layers[k] of tex's level 0: one barrier each way around them all, recorded into cb +function gpu_layers_copy(render3d_st: mut Render3dState, cb: pointer, tex: int, w: int, h: int, base: int, stride: int, layers: words, n: int) -> void { + if n <= 0 or tex <= 0 or cb == null { return } + let image = render3d_st.gvk_tex_image[tex] + let all = render3d_st.gvk_tex_layers[tex] + let levels = render3d_st.gvk_tex_levels[tex] + gvk_barrier(render3d_st, cb, image, false, 0, levels, all, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) + let sz = VkBufferImageCopy_sizeof + let bic = gvk_tmp(render3d_st, sz * n) + Vk.zero(bic, sz * n) + let sub = VkBufferImageCopy_imageSubresource + for k in 0 .. n { + let at: long = base + k * stride + Vk.put_i64(bic, k * sz + VkBufferImageCopy_bufferOffset, at) + Vk.put_i32(bic, k * sz + sub + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) + Vk.put_i32(bic, k * sz + sub + VkImageSubresourceLayers_baseArrayLayer, layers[k]) + Vk.put_i32(bic, k * sz + sub + VkImageSubresourceLayers_layerCount, 1) + Vk.put_i32(bic, k * sz + VkBufferImageCopy_imageExtent + VkExtent3D_width, w) + Vk.put_i32(bic, k * sz + VkBufferImageCopy_imageExtent + VkExtent3D_height, h) + Vk.put_i32(bic, k * sz + VkBufferImageCopy_imageExtent + VkExtent3D_depth, 1) + } + Vk.cmd_copy_buffer_to_image(cb, render3d_st.tp_st_buf, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, n, bic) + gvk_barrier(render3d_st, cb, image, false, 0, levels, all, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) +} + +# level 0 of src (sw x sh) filtered into level 0 of dst (dw x dh), once: a coarse level made on the GPU +function gpu_tex_blit(render3d_st: mut Render3dState, src: int, sw: int, sh: int, dst: int, dw: int, dh: int) -> bool { + gvk_flush(render3d_st) + let si = render3d_st.gvk_tex_image[src] + let di = render3d_st.gvk_tex_image[dst] + if si == 0 or di == 0 { return false } + let cb = gvk_once_begin(render3d_st) + gvk_barrier(render3d_st, cb, si, false, 0, 1, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL) + gvk_barrier(render3d_st, cb, di, false, 0, 1, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) + let blit = gvk_tmp(render3d_st, VkImageBlit_sizeof) + Vk.zero(blit, VkImageBlit_sizeof) + Vk.put_i32(blit, VkImageBlit_srcSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) + Vk.put_i32(blit, VkImageBlit_srcSubresource + VkImageSubresourceLayers_layerCount, 1) + Vk.put_i32(blit, VkImageBlit_srcOffsets + VkOffset3D_sizeof + VkOffset3D_x, sw) + Vk.put_i32(blit, VkImageBlit_srcOffsets + VkOffset3D_sizeof + VkOffset3D_y, sh) + Vk.put_i32(blit, VkImageBlit_srcOffsets + VkOffset3D_sizeof + VkOffset3D_z, 1) + Vk.put_i32(blit, VkImageBlit_dstSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) + Vk.put_i32(blit, VkImageBlit_dstSubresource + VkImageSubresourceLayers_layerCount, 1) + Vk.put_i32(blit, VkImageBlit_dstOffsets + VkOffset3D_sizeof + VkOffset3D_x, dw) + Vk.put_i32(blit, VkImageBlit_dstOffsets + VkOffset3D_sizeof + VkOffset3D_y, dh) + Vk.put_i32(blit, VkImageBlit_dstOffsets + VkOffset3D_sizeof + VkOffset3D_z, 1) + Vk.cmd_blit_image(cb, si, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, di, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, blit, VK_FILTER_LINEAR) + gvk_barrier(render3d_st, cb, si, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) + gvk_barrier(render3d_st, cb, di, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) + return gvk_once_end(render3d_st, cb) +} + +# pixels into level 0 of a texture made without them (tex_target), laid out as gvk_tex_upload takes them +function gpu_tex_fill(render3d_st: mut Render3dState, tex: int, ifmt: int, w: int, h: int, fmt: int, ty: int, data: pointer) -> bool { + gvk_flush(render3d_st) + return gvk_tex_upload(render3d_st, tex, ifmt, w, h, 1, fmt, ty, data) +} diff --git a/packages/ludic.render3d/grass_gpu.ludic b/packages/ludic.render3d/grass_gpu.ludic index 6849d712..732d0275 100644 --- a/packages/ludic.render3d/grass_gpu.ludic +++ b/packages/ludic.render3d/grass_gpu.ludic @@ -38,7 +38,7 @@ function gg_init__t(render3d_st: mut Render3dState) -> void { if not gpu_has_compute(render3d_st) or render3d_st.grass_prog == 0 { return } if r3d_env_has(render3d_st, "R3D_GRASS_GPU") and r3d_env(render3d_st, "R3D_GRASS_GPU") == "0" { return } render3d_st.gg_reset = gpu_compute(render3d_st, "grass_reset", 1) - render3d_st.gg_cull = gpu_compute_tex(render3d_st, "grass_cull", 3, 3) + render3d_st.gg_cull = gpu_compute_tex(render3d_st, "grass_cull", 3, 7) render3d_st.gg_prog = r3d_program(render3d_st, "grass_inst.vert", "model.frag", "#define FOLIAGE\n#define BLADE\n#define GBLADE\n#define GINST\n") if render3d_st.gg_reset == 0 or render3d_st.gg_cull == 0 or render3d_st.gg_prog == 0 { return } render3d_st.gg_tiles_buf = new []int @@ -125,13 +125,21 @@ function gg_cull_frame(render3d_st: mut Render3dState) -> void { bufs[0] = tb; bufs[1] = render3d_st.gg_out; bufs[2] = render3d_st.gg_cmds let texs = render3d_st.gg_texs texs[0] = render3d_st.ter_height_tex; texs[1] = render3d_st.ter_ortho_tex; texs[2] = render3d_st.ter_normal_tex - gpu_dispatch_tex(render3d_st, render3d_st.gg_cull, data_of(pr), 192, bufs, texs, (render3d_st.gg_max + 63) / 64, render3d_st.gg_n) + gg_page_texs(render3d_st, texs) + gpu_dispatch_tex(render3d_st, render3d_st.gg_cull, data_of(pr), 208, bufs, texs, (render3d_st.gg_max + 63) / 64, render3d_st.gg_n) } -# grass_cull.comp's Params, std140: 12 vec4s, into the block made once in gg_cull_frame +# the page pool's four, after the three whole-map ones (the stand-ins while paging is off) +function gg_page_texs(render3d_st: mut Render3dState, texs: words) -> void { + tp_dummies(render3d_st) + texs[3] = render3d_st.tp_dummy_page; texs[4] = render3d_st.tp_dummy_h; texs[5] = render3d_st.tp_dummy_n; texs[6] = render3d_st.tp_dummy_o + if render3d_st.tp_on { texs[3] = render3d_st.tp_page_tex; texs[4] = render3d_st.tp_h_tex; texs[5] = render3d_st.tp_n_tex; texs[6] = render3d_st.tp_o_tex } +} + +# grass_cull.comp's Params, std140: 13 vec4s, into the block made once in gg_cull_frame function gg_params(render3d_st: mut Render3dState) -> words { let pr = render3d_st.gg_pr - for i in 0 .. 48 { pr[i] = 0 } + for i in 0 .. 52 { pr[i] = 0 } if render3d_st.cam_planes != null { for i in 0 .. 16 { pr[i] = float_bits(render3d_st.cam_planes[i]) } } pr[16] = float_bits(render3d_st.cam_pos[0]); pr[17] = float_bits(render3d_st.cam_pos[1]); pr[18] = float_bits(render3d_st.cam_pos[2]); pr[19] = float_bits(grass_reach(render3d_st)) var ph = render3d_st.post_h @@ -148,6 +156,9 @@ function gg_params(render3d_st: mut Render3dState) -> words { pr[32] = float_bits(render3d_st.ter_ox); pr[33] = float_bits(render3d_st.ter_oz); pr[34] = float_bits(float(render3d_st.TERRAIN_HALF)) pr[36] = float_bits(GG_NEAR); pr[37] = float_bits(GG_MID) for b in 0 .. GG_BANDS { pr[40 + b] = gg_base(b); pr[44 + b] = gg_cap(b) } + # the page pool (terrain_pages.ludic): on in lev.w, and its dims as the terrain's shaders take them + if render3d_st.tp_on { pr[31] = float_bits(1.0) } + pr[48] = float_bits(float(render3d_st.tt_n)); pr[49] = float_bits(float(TT_TEX)); pr[50] = float_bits(float(render3d_st.tt_oside)); pr[51] = float_bits(float(TERRAIN_RES)) return pr } diff --git a/packages/ludic.render3d/r3d.ludic b/packages/ludic.render3d/r3d.ludic index 69eb70e3..abc6c9ac 100644 --- a/packages/ludic.render3d/r3d.ludic +++ b/packages/ludic.render3d/r3d.ludic @@ -12,6 +12,7 @@ import "gpu_manifest.ludic" import "gpu_vk.ludic" import "vkmem_report.ludic" import "gpu_vk_res.ludic" +import "gpu_vk_layers.ludic" import "gpu_vk_bc.ludic" import "texture_dds.ludic" import "prof.ludic" @@ -27,6 +28,10 @@ import "terrain.ludic" import "terrain_chunks.ludic" import "terrain_tiles.ludic" import "terrain_tiles_cut.ludic" +import "terrain_pages.ludic" +import "terrain_pages_coarse.ludic" +import "terrain_pages_frame.ludic" +import "terrain_pages_fill.ludic" import "overlay.ludic" import "shadow.ludic" import "post.ludic" diff --git a/packages/ludic.render3d/render.ludic b/packages/ludic.render3d/render.ludic index acf1e2d7..69aa0fa1 100644 --- a/packages/ludic.render3d/render.ludic +++ b/packages/ludic.render3d/render.ludic @@ -62,6 +62,7 @@ export function r3d_fog_wall(render3d_st: mut Render3dState, dist: float) -> voi fog_impostors(render3d_st) shadow_fog(render3d_st) fog_streams(render3d_st) + terrain_pages_fog(render3d_st) } # how far anything is drawn: the fog wall and a margin, or `far` (0: no limit of its own) without one function r3d_reach(render3d_st: Render3dState, far: float) -> float { @@ -227,6 +228,7 @@ function r3d_frame__t(render3d_st: mut Render3dState, time: float) -> void { render3d_st.r3d_test_frame += 1 vkmem_tick(render3d_st) tt_frame(render3d_st) + tp_frame(render3d_st) fog_at_tick(render3d_st) if render3d_st.r3d_test_resize == 0 and r3d_env_has(render3d_st, "R3D_RESIZE_AT") { render3d_st.r3d_test_resize = Text.to_int(r3d_env(render3d_st, "R3D_RESIZE_AT")) } # R3D_RESIZE_AT=: from frame n on, rebuild every screen-sized buffer every few diff --git a/packages/ludic.render3d/shaders/grass_cull.comp b/packages/ludic.render3d/shaders/grass_cull.comp index e8cde392..76d8445f 100644 --- a/packages/ludic.render3d/shaders/grass_cull.comp +++ b/packages/ludic.render3d/shaders/grass_cull.comp @@ -15,11 +15,12 @@ layout(set = 0, binding = 0) uniform Params { vec4 cam; // xyz the camera, w no blades past this (u_radius) vec4 dens; // x s0, y d0, z one pixel in radians, w the snow line vec4 lake; // the carved lake: centre x/z, half extents (z = 0: none) - vec4 lev; // x the lake's level, y the sea's, z the photograph on (1), w unused + vec4 lev; // x the lake's level, y the sea's, z the photograph on (1), w the page pool on (1) vec4 ts; // the height texture: origin x/z, half extent, unused vec4 bands; // outer distance of bands 0 and 1 (x, y); band 2 is the rest uvec4 base; // each band's first record in Out uvec4 cap; // ... and how many it holds + vec4 tp; // the page pool (u_tp_dims): tiles a side, height texels a tile, photograph texels a tile, height texels a side } pr; layout(set = 0, binding = 1) readonly buffer Tiles { vec4 tiles[]; }; // corner x/z, indices per cell, cells per side @@ -28,6 +29,12 @@ layout(set = 0, binding = 3) buffer Cmds { uint cmds[]; }; // VkDra layout(set = 0, binding = 4) uniform sampler2D u_height; // the height (terrain's u_ts_height) layout(set = 0, binding = 5) uniform sampler2D u_ortho; // the photograph layout(set = 0, binding = 6) uniform sampler2D u_ter_normal; // the normal: x and z, y rebuilt +// the page pool (terrain_pages.ludic): while it is on, the three above are the coarse whole-map level +// and the tiles round the camera are layers of these, addressed through the page table +layout(set = 0, binding = 7) uniform sampler2D u_tp_page; // slot + 1 per tile, 0 = coarse +layout(set = 0, binding = 8) uniform sampler2DArray u_tp_h; // (T + 2)^2 a layer, a texel of border +layout(set = 0, binding = 9) uniform sampler2DArray u_tp_nrm; +layout(set = 0, binding = 10) uniform sampler2DArray u_tp_ortho; // (S + 2)^2 a layer const float CELL = 4.0; // grass.ludic GRASS_CELL @@ -36,8 +43,35 @@ float bladeHash(ivec2 cell, int j, int k) { uint h = pcg(uint(cell.x + 32768) * 73856093u ^ uint(cell.y + 32768) * 19349663u ^ uint(j) * 83492791u ^ uint(k) * 2654435761u); return float(h) * (1.0 / 4294967295.0); } +// the resident tile's slot under a full-map uv, or -1 (then the coarse level answers) +float tpSlot(vec2 uv) { + if (pr.lev.w < 0.5) return -1.0; + ivec2 t = ivec2(floor(clamp(uv, 0.0, 0.999999) * pr.tp.x)); + return texelFetch(u_tp_page, t, 0).r - 1.0; +} +// where a full-map uv falls in its slot's layer of side T (+ a border of one) +vec3 tpUv(vec2 uv, float side, float slot) { + vec2 f = fract(clamp(uv, 0.0, 0.999999) * pr.tp.x); + return vec3((1.0 + f * side) / (side + 2.0), slot); +} +float groundH(vec2 uv) { + float s = tpSlot(uv); + if (s >= 0.0) return textureLod(u_tp_h, tpUv(uv, pr.tp.y, s), 0.0).r; + return textureLod(u_height, uv, 0.0).r; +} +vec2 groundN(vec2 uv) { + float s = tpSlot(uv); + if (s >= 0.0) return textureLod(u_tp_nrm, tpUv(uv, pr.tp.y, s), 0.0).rg; + return textureLod(u_ter_normal, uv, 0.0).rg; +} +// the photograph: a resident tile's layer has no mips, so it is read at its own level +vec3 groundO(vec2 uv) { + float s = tpSlot(uv); + if (s >= 0.0) return textureLod(u_tp_ortho, tpUv(uv, pr.tp.z, s), 0.0).rgb; + return textureLod(u_ortho, uv, 1.5).rgb; +} float heightSmooth(vec2 uv) { - vec2 res = vec2(textureSize(u_height, 0)); + vec2 res = pr.lev.w > 0.5 ? vec2(pr.tp.w) : vec2(textureSize(u_height, 0)); vec2 t = uv * res - 0.5; vec2 f = fract(t); vec2 i = floor(t); @@ -48,8 +82,8 @@ float heightSmooth(vec2 uv) { vec2 s0 = w0 + w1, s1 = w2 + w3; vec2 o0 = (i - 1.0 + w1 / s0 + 0.5) / res; vec2 o1 = (i + 1.0 + w3 / s1 + 0.5) / res; - return (textureLod(u_height, vec2(o0.x, o0.y), 0.0).r * s0.x + textureLod(u_height, vec2(o1.x, o0.y), 0.0).r * s1.x) * s0.y - + (textureLod(u_height, vec2(o0.x, o1.y), 0.0).r * s0.x + textureLod(u_height, vec2(o1.x, o1.y), 0.0).r * s1.x) * s1.y; + return (groundH(vec2(o0.x, o0.y)) * s0.x + groundH(vec2(o1.x, o0.y)) * s1.x) * s0.y + + (groundH(vec2(o0.x, o1.y)) * s0.x + groundH(vec2(o1.x, o1.y)) * s1.x) * s1.y; } // grass.vert's bladeField: the region, the patchiness, the dry patches and the tussocks' shade vec3 bladeField(vec2 xz, float y) { @@ -89,18 +123,18 @@ void main() { float life = 1.0 - smoothstep(keep * 0.75, keep, r); vec2 huv = (xz - pr.ts.xy) / (2.0 * pr.ts.z) + 0.5; if (huv.x < 0.0 || huv.x > 1.0 || huv.y < 0.0 || huv.y > 1.0) return; - vec4 ht = textureLod(u_height, huv, 0.0); + vec4 ht = vec4(groundH(huv)); // the frustum, on a sphere round the blade (it stands at most 0.9 m tall) vec3 root = vec3(xz.x, ht.r, xz.y); for (int k = 0; k < 4; k++) { if (dot(pr.planes[k].xyz, root) + pr.planes[k].w < -1.0) return; } - vec2 gxz = textureLod(u_ter_normal, huv, 0.0).rg; + vec2 gxz = groundN(huv); vec3 gn = vec3(gxz.x, sqrt(max(1.0 - dot(gxz, gxz), 0.0)), gxz.y); float h3 = bladeHash(ci, j, 2), h4 = bladeHash(ci, j, 3); float wl = pr.lev.y; if (pr.lake.z > 0.0) { vec2 q = (xz - pr.lake.xy) / pr.lake.zw; if (dot(q, q) < 1.0) wl = max(wl, pr.lev.x); } float ok = (1.0 - smoothstep(0.30, 0.55, 1.0 - gn.y)) * smoothstep(0.0, 0.6, ht.r - wl - 0.15) * smoothstep(pr.dens.w - 80.0, pr.dens.w - 200.0, ht.r); if (pr.lev.z > 0.5) { - vec3 oc = textureLod(u_ortho, huv, 1.5).rgb; + vec3 oc = groundO(huv); ok *= 0.40 + 0.60 * smoothstep(0.0, 0.025, oc.g - oc.b); } if (h4 > ok) return; diff --git a/packages/ludic.render3d/shaders/spv/grass_cull.comp.spv b/packages/ludic.render3d/shaders/spv/grass_cull.comp.spv index 46bcf895..30f2434f 100644 Binary files a/packages/ludic.render3d/shaders/spv/grass_cull.comp.spv and b/packages/ludic.render3d/shaders/spv/grass_cull.comp.spv differ diff --git a/packages/ludic.render3d/terrain.ludic b/packages/ludic.render3d/terrain.ludic index 9217f4d6..dd509379 100644 --- a/packages/ludic.render3d/terrain.ludic +++ b/packages/ludic.render3d/terrain.ludic @@ -253,6 +253,7 @@ function terrain_generate__t(render3d_st: mut Render3dState) -> void { # The height field for shaders that place things on the ground (model.vert's u_ground) function terrain_bind_height(render3d_st: mut Render3dState, p: int) -> void { + tp_bind(render3d_st, p) r3d_bind_2d(render3d_st, p, "u_ts_height", 5, render3d_st.ter_height_tex) r3d_bind_2d(render3d_st, p, "u_ter_normal", 6, render3d_st.ter_normal_tex) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_ts_half"), float(render3d_st.TERRAIN_HALF)) @@ -287,6 +288,7 @@ function terrain_bake_pass(render3d_st: mut Render3dState, p: int, target: int) gpu_depth_test(render3d_st, false) gpu_blend(render3d_st, false) gpu_use_program(render3d_st, p) + tp_bind(render3d_st, p) r3d_bind_2d(render3d_st, p, "u_height", 0, render3d_st.ter_height_tex) r3d_bind_2d(render3d_st, p, "u_ter_normal", 7, render3d_st.ter_normal_tex) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_half"), float(render3d_st.TERRAIN_HALF)) @@ -400,6 +402,7 @@ function terrain_init(render3d_st: mut Render3dState) -> void { render3d_st.gvk_tag = was } function terrain_init__t(render3d_st: mut Render3dState) -> void { + tp_dummies(render3d_st) for i in 0 .. TERRAIN_INIT_STEPS { terrain_init_step(render3d_st, i) } } @@ -473,6 +476,7 @@ function terrain_draw_shadow(light_vp: floats) -> void { # selection can switch between them per patch without re-binding anything but the node. function terrain_bind_prog(render3d_st: mut Render3dState, p: int) -> void { gpu_use_program(render3d_st, p) + tp_bind(render3d_st, p) r3d_bind_2d(render3d_st, p, "u_height", 0, render3d_st.ter_height_tex) r3d_bind_2d(render3d_st, p, "u_ter_normal", 7, render3d_st.ter_normal_tex) r3d_bind_2d(render3d_st, p, "u_grass_d", 1, render3d_st.ter_tex[0]); r3d_bind_2d(render3d_st, p, "u_grass_n", 2, render3d_st.ter_tex[1]); r3d_bind_2d(render3d_st, p, "u_grass_a", 3, render3d_st.ter_tex[2]) @@ -582,6 +586,7 @@ function terrain_sun_pass(render3d_st: mut Render3dState, w: int, h: int, depth: gpu_clear(render3d_st, GL_COLOR_BUFFER_BIT) let p = render3d_st.ter_sun_prog gpu_use_program(render3d_st, p) + tp_bind(render3d_st, p) r3d_bind_2d(render3d_st, p, "u_height", 0, render3d_st.ter_height_tex) r3d_bind_2d(render3d_st, p, "u_ter_normal", 7, render3d_st.ter_normal_tex) u_f(render3d_st, gpu_uniform(render3d_st, p, "u_half"), float(render3d_st.TERRAIN_HALF)) @@ -822,6 +827,7 @@ function terrain_unload(render3d_st: mut Render3dState) -> void { if render3d_st.ter_normal_tex != 0 { gpu_tex_free(render3d_st, render3d_st.ter_normal_tex); render3d_st.ter_normal_tex = 0 } if render3d_st.ter_dem_tex != 0 { gpu_tex_free(render3d_st, render3d_st.ter_dem_tex); render3d_st.ter_dem_tex = 0 } if render3d_st.ter_ortho_tex != 0 { gpu_tex_free(render3d_st, render3d_st.ter_ortho_tex); render3d_st.ter_ortho_tex = 0 } + tp_pool_free(render3d_st) if render3d_st.ter_heights != null { free(render3d_st.ter_heights); render3d_st.ter_heights = null } tt_close(render3d_st) if render3d_st.ter_ortho_px != null { free(render3d_st.ter_ortho_px); render3d_st.ter_ortho_px = null } diff --git a/packages/ludic.render3d/terrain_pages.ludic b/packages/ludic.render3d/terrain_pages.ludic new file mode 100644 index 00000000..2a0e76ca --- /dev/null +++ b/packages/ludic.render3d/terrain_pages.ludic @@ -0,0 +1,148 @@ +# terrain_pages.ludic — the height field, its normals and the photograph on the GPU while the tiles are +# on (terrain_tiles.ludic): a coarse whole-map level (TT_COARSE a side) and, round the camera, a pool +# of fine tiles in three array textures addressed through a page table (u_tp_page: slot + 1 of a +# resident tile, 0 = read the coarse level). A shader reads a full-map uv as +# slot = texelFetch(u_tp_page, floor(uv * n)) - 1; slot uv = (1 + fract(uv * n) * T) / (T + 2) +# and each layer carries a one-texel border from its neighbours, so a bilinear tap never leaves it. +# Tiles off, nothing changes: the whole textures, u_tp_on = 0 and stand-in arrays bound. + +const TP_REACH_MAX: float = 900.0 # metres of fine ground round the camera, fog or none +const TP_LAYERS_MAX: int = 2048 # what a desktop Vulkan device takes in an array (the floor is 256) + +# the page pool's samplers and numbers for program p; every program that reads the ground calls it +function tp_bind(render3d_st: mut Render3dState, p: int) -> void { + tp_dummies(render3d_st) + var pg = render3d_st.tp_dummy_page + var h = render3d_st.tp_dummy_h + var nm = render3d_st.tp_dummy_n + var o = render3d_st.tp_dummy_o + var on = 0.0 + if render3d_st.tp_on { + pg = render3d_st.tp_page_tex; h = render3d_st.tp_h_tex; nm = render3d_st.tp_n_tex; o = render3d_st.tp_o_tex; on = 1.0 + } + r3d_bind_2d(render3d_st, p, "u_tp_page", 20, pg) + r3d_bind_tex(render3d_st, p, "u_tp_h", 21, GPU_TEX2D_ARRAY, h) + r3d_bind_tex(render3d_st, p, "u_tp_nrm", 22, GPU_TEX2D_ARRAY, nm) + r3d_bind_tex(render3d_st, p, "u_tp_ortho", 23, GPU_TEX2D_ARRAY, o) + u_f(render3d_st, gpu_uniform(render3d_st, p, "u_tp_on"), on) + u_f4(render3d_st, gpu_uniform(render3d_st, p, "u_tp_dims"), float(render3d_st.tt_n), float(TT_TEX), float(render3d_st.tt_oside), float(TERRAIN_RES)) +} + +# the stand-ins, once: an unbound sampler gets a white 2-D texture, which an array binding cannot take +@alloc_ok("made once: the stand-ins for the page pool's samplers") +function tp_dummies(render3d_st: mut Render3dState) -> void { + if render3d_st.tp_dummy_h != 0 { return } + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + let z = words(4) + for k in 0 .. 4 { z[k] = 0 } + render3d_st.tp_dummy_page = tex_target(render3d_st, 1, 1, GL_R32F, GL_RED, GL_FLOAT, GL_NEAREST) + gpu_tex_fill(render3d_st, render3d_st.tp_dummy_page, GL_R32F, 1, 1, GL_RED, GL_FLOAT, data_of(z)) + free(z) + render3d_st.tp_dummy_h = tp_array(render3d_st, GL_R32F, 1, 1) + render3d_st.tp_dummy_n = tp_array(render3d_st, GL_RG16F, 1, 1) + render3d_st.tp_dummy_o = tp_array(render3d_st, GL_SRGB8_ALPHA8, 1, 1) + render3d_st.gvk_tag = was +} + +# an array texture of `layers` side x side layers, no mips, read bilinear and clamped +function tp_array(render3d_st: mut Render3dState, ifmt: int, side: int, layers: int) -> int { + let t = gpu_tex_new(render3d_st) + gpu_tex_bind(render3d_st, GPU_TEX2D_ARRAY, t) + gpu_tex_image3d(render3d_st, ifmt, side, side, layers, GL_RED, GL_FLOAT, null) + gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR) + gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR) + gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) + gpu_tex_param(render3d_st, GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) + return t +} + +# how far the fine tiles reach: the fog wall's reach when it is nearer than TP_REACH_MAX +function tp_reach_m(render3d_st: Render3dState) -> float { + if render3d_st.r3d_fog_wall > 0.0 { return Math.min(r3d_reach(render3d_st, 0.0), TP_REACH_MAX) } + return TP_REACH_MAX +} +function tp_tile_m(render3d_st: Render3dState) -> float { return float(TT_TEX) * terrain_texel(render3d_st) } +# the tiles within r and a one-tile ring, and a few spare +function tp_slots_for(render3d_st: Render3dState, r: float) -> int { + let a = r / tp_tile_m(render3d_st) + 1.5 + let n = int(PI * a * a) + 9 + return min(min(n, TP_LAYERS_MAX), render3d_st.tt_n * render3d_st.tt_n) +} +# the staging a frame's loads take: the page table, then TP_BUDGET tiles of each of the three +function tp_half_bytes(render3d_st: Render3dState) -> int { + let hs = TT_TEX + 2 + let os = render3d_st.tt_oside + 2 + return render3d_st.tt_n * render3d_st.tt_n * 4 + TP_BUDGET * (2 * hs * hs + os * os) * 4 +} + +# the pool, the page table (all 0) and the staging, (re)made for the reach the fog wall allows +@alloc_ok("a map made, or the fog wall moved: the page pool, once") +function tp_pool(render3d_st: mut Render3dState) -> void { + tp_pool_free(render3d_st) + let n = render3d_st.tt_n + let r = tp_reach_m(render3d_st) + let slots = tp_slots_for(render3d_st, r) + let hs = TT_TEX + 2 + let os = render3d_st.tt_oside + 2 + render3d_st.tp_h_tex = tp_array(render3d_st, GL_R32F, hs, slots) + render3d_st.tp_n_tex = tp_array(render3d_st, GL_RG16F, hs, slots) + render3d_st.tp_o_tex = tp_array(render3d_st, GL_SRGB8_ALPHA8, os, slots) + if render3d_st.tp_page == null or len(render3d_st.tp_page) != n * n { + if render3d_st.tp_page != null { free(render3d_st.tp_page) } + render3d_st.tp_page = floats(n * n) + } + for t in 0 .. n * n { render3d_st.tp_page[t] = 0.0 } + render3d_st.tp_page_tex = tex_target(render3d_st, n, n, GL_R32F, GL_RED, GL_FLOAT, GL_NEAREST) + gpu_tex_fill(render3d_st, render3d_st.tp_page_tex, GL_R32F, n, n, GL_RED, GL_FLOAT, data_of(render3d_st.tp_page)) + tp_slot_lists(render3d_st, slots) + if render3d_st.tp_st_bytes < 2 * tp_half_bytes(render3d_st) { + gpu_staging_drop(render3d_st) + render3d_st.tp_st_ptr = gpu_staging_keep(render3d_st, 2 * tp_half_bytes(render3d_st)) + } + render3d_st.tp_slots = slots; render3d_st.tp_reach = r + render3d_st.tp_cam_t = -1; render3d_st.tp_short = false; render3d_st.tp_dirty = false + render3d_st.tp_bytes = slots * (2 * hs * hs + os * os) * 4 + n * n * 4 + render3d_st.tp_on = render3d_st.tp_st_ptr != null and gpu_tex_ok(render3d_st, render3d_st.tp_h_tex) and gpu_tex_ok(render3d_st, render3d_st.tp_o_tex) + tp_say_pool(slots, r, render3d_st.tp_bytes, render3d_st.tp_on) +} + +# every slot free, and this frame's candidate lists (made once) +@alloc_ok("a map made, or the fog wall moved: the page pool's lists, once") +function tp_slot_lists(render3d_st: mut Render3dState, slots: int) -> void { + if render3d_st.tp_tile_of != null { free(render3d_st.tp_tile_of); free(render3d_st.tp_free) } + render3d_st.tp_tile_of = words(slots) + render3d_st.tp_free = words(slots) + for s in 0 .. slots { render3d_st.tp_tile_of[s] = -1; render3d_st.tp_free[s] = slots - 1 - s } + render3d_st.tp_nfree = slots + if render3d_st.tp_cand == null { + render3d_st.tp_cand = words(TP_BUDGET); render3d_st.tp_cand_s = words(TP_BUDGET); render3d_st.tp_cand_d = floats(TP_BUDGET) + render3d_st.tp_zero = words(1); render3d_st.tp_zero[0] = 0 + } +} + +# the pool and its page table let go (a world swap, or a remake); the coarse level is terrain_unload's +function tp_pool_free(render3d_st: mut Render3dState) -> void { + render3d_st.tp_on = false + if render3d_st.tp_page_tex != 0 { gpu_tex_free(render3d_st, render3d_st.tp_page_tex); render3d_st.tp_page_tex = 0 } + if render3d_st.tp_h_tex != 0 { gpu_tex_free(render3d_st, render3d_st.tp_h_tex); render3d_st.tp_h_tex = 0 } + if render3d_st.tp_n_tex != 0 { gpu_tex_free(render3d_st, render3d_st.tp_n_tex); render3d_st.tp_n_tex = 0 } + if render3d_st.tp_o_tex != 0 { gpu_tex_free(render3d_st, render3d_st.tp_o_tex); render3d_st.tp_o_tex = 0 } + render3d_st.tp_slots = 0; render3d_st.tp_bytes = 0 +} + +# r3d_fog_wall moved: a pool sized for another reach is made again (the page table starts empty) +function terrain_pages_fog(render3d_st: mut Render3dState) -> void { + if not render3d_st.tp_on { return } + let r = tp_reach_m(render3d_st) + render3d_st.tp_reach = r + render3d_st.tp_cam_t = -1 + if tp_slots_for(render3d_st, r) == render3d_st.tp_slots { return } + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + tp_pool(render3d_st) + render3d_st.gvk_tag = was +} + +@alloc_ok("a message, built only when it is said: a map made or the fog wall moved") +function tp_say_pool(slots: int, r: float, bytes: int, on: bool) -> void { print(`r3d: terrain: {slots} page slots for {int(r)} m round the camera ({bytes / 1024} KB on the GPU), paging {on}`) } diff --git a/packages/ludic.render3d/terrain_pages_coarse.ludic b/packages/ludic.render3d/terrain_pages_coarse.ludic new file mode 100644 index 00000000..4f084272 --- /dev/null +++ b/packages/ludic.render3d/terrain_pages_coarse.ludic @@ -0,0 +1,30 @@ +# terrain_pages_coarse.ludic — the whole-map level the page pool falls back to (terrain_pages.ludic), +# made on the GPU from the whole textures at the cut, before they go. + +# at the cut (terrain_tiles_cut): the coarse level made from the whole textures, which then go - the +# patch bounds and the sun's bake have already read them - and the pool made +function tp_cut(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + tp_cut__t(render3d_st) + render3d_st.gvk_tag = was +} +function tp_cut__t(render3d_st: mut Render3dState) -> void { + if render3d_st.tt_file == null or render3d_st.tt_coarse == null or render3d_st.ter_ortho_tex == 0 { return } + let c = TT_COARSE + let h = tex_target(render3d_st, c, c, GL_R32F, GL_RED, GL_FLOAT, GL_LINEAR) + gpu_tex_fill(render3d_st, h, GL_R32F, c, c, GL_RED, GL_FLOAT, data_of(render3d_st.tt_coarse)) + let nm = tex_target(render3d_st, c, c, GL_RG16F, GL_RG, GL_FLOAT, GL_LINEAR) + gpu_tex_blit(render3d_st, render3d_st.ter_normal_tex, TERRAIN_RES, TERRAIN_RES, nm, c, c) + let o = tex_target(render3d_st, c, c, GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR) + gpu_tex_blit(render3d_st, render3d_st.ter_ortho_tex, render3d_st.ter_ortho_w, render3d_st.ter_ortho_w, o, c, c) + gpu_tex_bind(render3d_st, GPU_TEX2D, o) + gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) + gpu_tex_mips(render3d_st, GPU_TEX2D) + gpu_tex_paramf(render3d_st, GPU_TEX2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, render3d_st.tex_anisotropy) + gpu_tex_free(render3d_st, render3d_st.ter_height_tex) + gpu_tex_free(render3d_st, render3d_st.ter_normal_tex) + gpu_tex_free(render3d_st, render3d_st.ter_ortho_tex) + render3d_st.ter_height_tex = h; render3d_st.ter_normal_tex = nm; render3d_st.ter_ortho_tex = o + tp_pool(render3d_st) +} diff --git a/packages/ludic.render3d/terrain_pages_fill.ludic b/packages/ludic.render3d/terrain_pages_fill.ludic new file mode 100644 index 00000000..e4980b4a --- /dev/null +++ b/packages/ludic.render3d/terrain_pages_fill.ludic @@ -0,0 +1,74 @@ +# terrain_pages_fill.ludic — a tile's three layers written into the staging, border and all, and the +# frame's copies recorded (terrain_pages_frame.ludic). The staging half is laid out as the page table, +# then TP_BUDGET heights, TP_BUDGET normals and TP_BUDGET photographs. + +# the k-th load of the frame: tile t's heights and normals, (TT_TEX + 2) a side, each texel the one +# the whole copy held at that place, clamped at the map's edge +function tp_fill(render3d_st: mut Render3dState, t: int, base: int, k: int) -> void { + let n = render3d_st.tt_n + let hs = TT_TEX + 2 + let hb = hs * hs * 4 + let ho = base + n * n * 4 + k * hb + let no = base + n * n * 4 + TP_BUDGET * hb + k * hb + let i0 = (t % n) * TT_TEX - 1 + let j0 = (t / n) * TT_TEX - 1 + let p = render3d_st.tp_st_ptr + for b in 0 .. hs { + let tz = min(max(j0 + b, 0), TERRAIN_RES - 1) + for a in 0 .. hs { + let tx = min(max(i0 + a, 0), TERRAIN_RES - 1) + let o = (b * hs + a) * 4 + Vk.put_i32(p, ho + o, float_bits(ter_h(render3d_st, tx, tz))) + Vk.put_i32(p, no + o, ter_n(render3d_st, tx, tz)) + } + } + tp_fill_ortho(render3d_st, t, base + n * n * 4 + 2 * TP_BUDGET * hb, k) +} + +# ... and its photograph, (tt_oside + 2) a side, as sRGB RGBA8 bytes with alpha 255 +function tp_fill_ortho(render3d_st: mut Render3dState, t: int, at: int, k: int) -> void { + let n = render3d_st.tt_n + let side = render3d_st.tt_oside + let os = side + 2 + let top = n * side - 1 + let o0 = at + k * os * os * 4 + let i0 = (t % n) * side - 1 + let j0 = (t / n) * side - 1 + let p: pointer = render3d_st.tp_st_ptr + for b in 0 .. os { + let pz = min(max(j0 + b, 0), top) + for a in 0 .. os { + let v = ter_o(render3d_st, min(max(i0 + a, 0), top), pz) + let o = o0 + (b * os + a) * 4 + p[o] = (v >> 16) & 255 + p[o + 1] = (v >> 8) & 255 + p[o + 2] = v & 255 + p[o + 3] = 255 + } + } +} + +# the frame's k loads into their slots, then the page table if it changed: all in cb, no submit +function tp_upload(render3d_st: mut Render3dState, cb: pointer, base: int, k: int) -> void { + let n = render3d_st.tt_n + let hs = TT_TEX + 2 + let hb = hs * hs * 4 + let os = render3d_st.tt_oside + 2 + let p0 = base + n * n * 4 + let slots = render3d_st.tp_cand_s + gpu_layers_copy(render3d_st, cb, render3d_st.tp_h_tex, hs, hs, p0, hb, slots, k) + gpu_layers_copy(render3d_st, cb, render3d_st.tp_n_tex, hs, hs, p0 + TP_BUDGET * hb, hb, slots, k) + gpu_layers_copy(render3d_st, cb, render3d_st.tp_o_tex, os, os, p0 + 2 * TP_BUDGET * hb, os * os * 4, slots, k) + if not render3d_st.tp_dirty { return } + mem_copy(mem_off(render3d_st.tp_st_ptr, base), data_of(render3d_st.tp_page), n * n * 4) + gpu_layers_copy(render3d_st, cb, render3d_st.tp_page_tex, n, n, base, 0, render3d_st.tp_zero, 1) + render3d_st.tp_dirty = false +} + +# R3D_VKMEM: one line on the pool, next to the rest of the report +function tp_report(render3d_st: Render3dState) -> void { + if not render3d_st.tp_on { return } + tp_say_report(render3d_st.tp_slots - render3d_st.tp_nfree, render3d_st.tp_slots, render3d_st.tp_frame_loads, render3d_st.tp_loads, render3d_st.tp_bytes, render3d_st.tp_reach) +} +@alloc_ok("a report printed once, under R3D_VKMEM") +function tp_say_report(res: int, slots: int, now: int, all: int, bytes: int, r: float) -> void { print(`vkmem: terrain pages: {res} of {slots} slots resident, {now} loaded this frame, {all} over the run, {bytes / 1024} KB on the GPU, {int(r)} m round the camera`) } diff --git a/packages/ludic.render3d/terrain_pages_frame.ludic b/packages/ludic.render3d/terrain_pages_frame.ludic new file mode 100644 index 00000000..d39f1854 --- /dev/null +++ b/packages/ludic.render3d/terrain_pages_frame.ludic @@ -0,0 +1,124 @@ +# terrain_pages_frame.ludic — which fine tiles the GPU holds, once a frame (terrain_pages.ludic). Tiles +# within the reach and a tile of the camera are wanted, nearest first, at most TP_BUDGET loaded a frame; +# a resident tile goes only past the reach and two tiles, so walking a tile edge back and forth loads +# nothing. A load is written into the kept staging (the half the frame in flight is not reading) and +# copied into its slot inside the frame's own command buffer. Nothing here allocates. + +const TP_BUDGET: int = 8 + +function tp_frame(render3d_st: mut Render3dState) -> void { + render3d_st.tp_frame_loads = 0 + if not render3d_st.tp_on or render3d_st.cam_pos == null { return } + let tile_m = tp_tile_m(render3d_st) + let fx = (render3d_st.cam_pos[0] - render3d_st.ter_ox + float(render3d_st.TERRAIN_HALF)) / tile_m + let fz = (render3d_st.cam_pos[2] - render3d_st.ter_oz + float(render3d_st.TERRAIN_HALF)) / tile_m + let n = render3d_st.tt_n + let ct = min(max(int(Math.floor(fz)), 0), n - 1) * n + min(max(int(Math.floor(fx)), 0), n - 1) + # the same tile as last time with nothing left over: every wanted tile is in already + if ct == render3d_st.tp_cam_t and not render3d_st.tp_short { return } + render3d_st.tp_cam_t = ct + let rt = render3d_st.tp_reach / tile_m + tp_evict(render3d_st, fx, fz, rt + 2.0) + let m = tp_pick(render3d_st, fx, fz, rt + 1.0) + if m > 0 or render3d_st.tp_dirty { tp_load(render3d_st, m, fx, fz, rt + 1.0) } +} + +# tile t's centre from (fx, fz), in tiles +function tp_dist(t: int, n: int, fx: float, fz: float) -> float { + let dx = float(t % n) + 0.5 - fx + let dz = float(t / n) + 0.5 - fz + return Math.sqrt(dx * dx + dz * dz) +} + +# every resident tile farther than `out` let go +function tp_evict(render3d_st: mut Render3dState, fx: float, fz: float, out: float) -> void { + for s in 0 .. render3d_st.tp_slots { + let t = render3d_st.tp_tile_of[s] + if t >= 0 and tp_dist(t, render3d_st.tt_n, fx, fz) > out { tp_drop(render3d_st, s) } + } +} +function tp_drop(render3d_st: mut Render3dState, s: int) -> void { + render3d_st.tp_page[render3d_st.tp_tile_of[s]] = 0.0 + render3d_st.tp_tile_of[s] = -1 + render3d_st.tp_free[render3d_st.tp_nfree] = s + render3d_st.tp_nfree += 1 + render3d_st.tp_dirty = true +} + +# the nearest TP_BUDGET wanted tiles not in, into tp_cand; whether more were left is tp_short +function tp_pick(render3d_st: mut Render3dState, fx: float, fz: float, want: float) -> int { + let n = render3d_st.tt_n + var m = 0 + var missing = 0 + for j in max(int(Math.floor(fz - want)), 0) .. min(int(fz + want) + 1, n) { + for i in max(int(Math.floor(fx - want)), 0) .. min(int(fx + want) + 1, n) { + let t = j * n + i + if render3d_st.tp_page[t] != 0.0 { continue } + let d = tp_dist(t, n, fx, fz) + if d > want { continue } + missing += 1 + m = tp_cand_put(render3d_st, m, t, d) + } + } + render3d_st.tp_short = missing > m + return m +} +# tile t at distance d into the sorted candidates, the farthest falling off the end +function tp_cand_put(render3d_st: mut Render3dState, m: int, t: int, d: float) -> int { + var k = m + if k == TP_BUDGET { + if d >= render3d_st.tp_cand_d[k - 1] { return m } + k = TP_BUDGET - 1 + } + while k > 0 and render3d_st.tp_cand_d[k - 1] > d { + render3d_st.tp_cand[k] = render3d_st.tp_cand[k - 1] + render3d_st.tp_cand_d[k] = render3d_st.tp_cand_d[k - 1] + k -= 1 + } + render3d_st.tp_cand[k] = t + render3d_st.tp_cand_d[k] = d + return min(m + 1, TP_BUDGET) +} + +# a free slot, or the farthest resident tile past `keep` given up for one; -1 when every slot is wanted +function tp_take(render3d_st: mut Render3dState, fx: float, fz: float, keep: float) -> int { + if render3d_st.tp_nfree == 0 { + var far = -1 + var fd = keep + for s in 0 .. render3d_st.tp_slots { + let t = render3d_st.tp_tile_of[s] + if t < 0 { continue } + let d = tp_dist(t, render3d_st.tt_n, fx, fz) + if d > fd { fd = d; far = s } + } + if far < 0 { return -1 } + tp_drop(render3d_st, far) + } + render3d_st.tp_nfree -= 1 + return render3d_st.tp_free[render3d_st.tp_nfree] +} + +# the frame's loads written and copied, and the page table after them when it changed +function tp_load(render3d_st: mut Render3dState, m: int, fx: float, fz: float, keep: float) -> void { + # the frame's command buffer first: opening it waits for the frame that read this half last + let cb = gpu_upload_cb(render3d_st) + let base = (render3d_st.gvk_frame_no & 1) * tp_half_bytes(render3d_st) + # the tiles' reads from the file are the pool's own, not a frame asking too much (tt_frame) + let reads = render3d_st.tt_frame_reads + var k = 0 + for c in 0 .. m { + let s = tp_take(render3d_st, fx, fz, keep) + if s < 0 { render3d_st.tp_short = true; break } + let t = render3d_st.tp_cand[c] + tp_fill(render3d_st, t, base, k) + render3d_st.tp_cand_s[k] = s + render3d_st.tp_tile_of[s] = t + render3d_st.tp_page[t] = float(s + 1) + render3d_st.tp_dirty = true + k += 1 + } + render3d_st.tt_frame_reads = reads + render3d_st.tp_frame_loads = k + render3d_st.tp_loads += k + tp_upload(render3d_st, cb, base, k) +} diff --git a/packages/ludic.render3d/terrain_tiles_cut.ludic b/packages/ludic.render3d/terrain_tiles_cut.ludic index 8b4e9f08..f2d51f7a 100644 --- a/packages/ludic.render3d/terrain_tiles_cut.ludic +++ b/packages/ludic.render3d/terrain_tiles_cut.ludic @@ -35,6 +35,7 @@ function terrain_tiles_cut(render3d_st: mut Render3dState) -> void { if r3d_env_has(render3d_st, "R3D_TT_CHECK") { tt_check(render3d_st) } free(render3d_st.ter_heights); render3d_st.ter_heights = null free(render3d_st.ter_ortho_px); render3d_st.ter_ortho_px = null + tp_cut(render3d_st) tt_say_cut(path, TT_HEAD + n * n * (TT_TEX * TT_TEX * 2 + side * side) * 4, (gl_now_us() - t0) / 1000) } diff --git a/packages/ludic.render3d/vkmem_report.ludic b/packages/ludic.render3d/vkmem_report.ludic index b34696de..173d0569 100644 --- a/packages/ludic.render3d/vkmem_report.ludic +++ b/packages/ludic.render3d/vkmem_report.ludic @@ -50,6 +50,7 @@ function vkmem_report(render3d_st: Render3dState) -> void { vkmem_layers(render3d_st) vkmem_big_bufs(render3d_st) vkmem_say_ring(render3d_st.gvk_ring_peak, gvk_ring_bytes(render3d_st)) + tp_report(render3d_st) } # the largest images, with their owner, size and format