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574 lines (476 loc) · 20.2 KB
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#include "ecs_cull.h"
#include "ecs_scene.h"
#include "timer.h"
#if __SSE2__ || __AVX2__ || __AVX__
#include <immintrin.h>
#include <xmmintrin.h>
#endif
using namespace ::pen;
namespace put
{
namespace ecs
{
//
// scalar float implementation
//
void frustum_cull_aabb_scalar(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
const frustum& frust = cam->camera_frustum;
u32 n = sb_count(entities_in);
for (u32 i = 0; i < n; ++i)
{
u32 e = entities_in[i];
vec3f pos = scene->pos_extent[e].pos.xyz;
vec3f extent = scene->pos_extent[e].extent.xyz;
bool inside = true;
for (s32 p = 0; p < 6; ++p)
{
vec3f sign_flip = sgn(frust.n[p]) * -1.0f;
f32 pd = maths::plane_distance(frust.p[p], frust.n[p]);
f32 d2 = dot(pos + extent * sign_flip, frust.n[p]);
if (d2 > -pd)
{
inside = false;
}
}
if (inside)
{
sb_push(*entities_out, e);
}
}
}
void frustum_cull_sphere_scalar(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
const frustum& camera_frustum = cam->camera_frustum;
u32 n = sb_count(entities_in);
for (u32 i = 0; i < n; ++i)
{
u32 e = entities_in[i];
vec3f pos = scene->pos_extent[e].pos.xyz;
f32 radius = scene->pos_extent[e].extent.w;
bool inside = true;
for (s32 p = 0; p < 6; ++p)
{
f32 d = maths::point_plane_distance(pos, camera_frustum.p[p], camera_frustum.n[p]);
if (d > radius)
{
inside = false;
break;
}
}
if (inside)
{
sb_push(*entities_out, e);
}
}
}
void filter_entities_scalar(const ecs_scene* scene, u32** entities_out)
{
u32 accept_entities = e_cmp::geometry | e_cmp::material;
u32 reject_entities = e_cmp::sub_instance;
for (u32 i = 0; i < scene->num_entities; ++i)
{
// entity flags accept
if ((scene->entities[i] & accept_entities) != accept_entities)
continue;
if (scene->state_flags[i] & e_state::hidden)
continue;
// entity flags reject
if (reject_entities)
if (scene->entities[i] & reject_entities)
continue;
sb_push(*entities_out, i);
}
}
//
// sse2 128 implementation
//
#if __SSE__ || __AVX__
void frustum_cull_aabb_simd128(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
const frustum& frust = cam->camera_frustum;
// pad to 4
u32 xn = sb_count(entities_in);
u32 yn = PEN_ALIGN(xn, 4);
for (u32 i = 0; i < yn - xn; ++i)
sb_push(entities_in, entities_in[0]);
// sphere radius and position
__m128 posx;
__m128 posy;
__m128 posz;
__m128 extx;
__m128 exty;
__m128 extz;
// plane normal
__m128 pnx[6];
__m128 pny[6];
__m128 pnz[6];
// plane distance
__m128 pd[6];
__m128 pd_neg[6];
// plane sign flip
__m128 sfx[6];
__m128 sfy[6];
__m128 sfz[6];
f32 result[4];
u32 e[4];
// load camera planes
for (s32 p = 0; p < 6; ++p)
{
f32 ppd = maths::plane_distance(frust.p[p], frust.n[p]);
pnx[p] = _mm_set1_ps(frust.n[p].x);
pny[p] = _mm_set1_ps(frust.n[p].y);
pnz[p] = _mm_set1_ps(frust.n[p].z);
pd[p] = _mm_set1_ps(ppd);
pd_neg[p] = _mm_set1_ps(-ppd);
sfx[p] = _mm_set1_ps(sgn(frust.n[p].x) * -1.0f);
sfy[p] = _mm_set1_ps(sgn(frust.n[p].y) * -1.0f);
sfz[p] = _mm_set1_ps(sgn(frust.n[p].z) * -1.0f);
}
u32 n = sb_count(entities_in);
for (u32 i = 0; i < n; i += 4)
{
// unpack entities
for (u32 j = 0; j < 4; ++j)
e[j] = entities_in[i + j];
auto& p0 = scene->pos_extent[e[0]].pos;
auto& p1 = scene->pos_extent[e[1]].pos;
auto& p2 = scene->pos_extent[e[2]].pos;
auto& p3 = scene->pos_extent[e[3]].pos;
auto& e0 = scene->pos_extent[e[0]].extent;
auto& e1 = scene->pos_extent[e[1]].extent;
auto& e2 = scene->pos_extent[e[2]].extent;
auto& e3 = scene->pos_extent[e[3]].extent;
posx = _mm_set_ps(p0.x, p1.x, p2.x, p3.x);
posy = _mm_set_ps(p0.y, p1.y, p2.y, p3.y);
posz = _mm_set_ps(p0.z, p1.z, p2.z, p3.z);
extx = _mm_set_ps(e0.x, e1.x, e2.x, e3.x);
exty = _mm_set_ps(e0.y, e1.y, e2.y, e3.y);
extz = _mm_set_ps(e0.z, e1.z, e2.z, e3.z);
__m128 inside = _mm_set1_ps(0.0f);
for (s32 p = 0; p < 6; ++p)
{
// get distance to plane
// dot product with plane normal and also add plane distance
__m128 dd = _mm_fmadd_ps(posx, pnx[p], pd[p]);
dd = _mm_fmadd_ps(posy, pny[p], dd);
dd = _mm_fmadd_ps(posz, pnz[p], dd);
// pos + extent * sign_flip
__m128 dpx = _mm_fmadd_ps(extx, sfx[p], posx);
__m128 dpy = _mm_fmadd_ps(exty, sfy[p], posy);
__m128 dpz = _mm_fmadd_ps(extz, sfz[p], posz);
// dot(pos + extent * sign_flip, frust.n[p]);
__m128 r = _mm_mul_ps(dpx, pnx[p]);
r = _mm_fmadd_ps(dpy, pny[p], r);
r = _mm_fmadd_ps(dpz, pnz[p], r);
// if(r > -pd) inside = false
__m128 ge = _mm_cmpge_ps(r, pd_neg[p]);
inside = _mm_add_ps(ge, inside);
}
_mm_store_ps(result, inside);
for (u32 j = 0; j < 4; ++j)
if (!result[j])
sb_push(*entities_out, e[3 - j]);
}
}
void frustum_cull_sphere_simd128(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
const frustum& frust = cam->camera_frustum;
// pad to 4
u32 xn = sb_count(entities_in);
u32 yn = PEN_ALIGN(xn, 4);
for (u32 i = 0; i < yn - xn; ++i)
sb_push(entities_in, entities_in[0]);
// sphere radius and position
__m128 radius;
__m128 posx;
__m128 posy;
__m128 posz;
// plane normal
__m128 pnx[6];
__m128 pny[6];
__m128 pnz[6];
// plane distance
__m128 pd[6];
f32 result[4];
u32 e[4];
// load camera planes
for (s32 p = 0; p < 6; ++p)
{
f32 ppd = maths::plane_distance(frust.p[p], frust.n[p]);
pnx[p] = _mm_set1_ps(frust.n[p].x);
pny[p] = _mm_set1_ps(frust.n[p].y);
pnz[p] = _mm_set1_ps(frust.n[p].z);
pd[p] = _mm_set1_ps(ppd);
}
u32 n = sb_count(entities_in);
for (u32 i = 0; i < n; i += 4)
{
// unpack entities
for (u32 j = 0; j < 4; ++j)
e[j] = entities_in[i + j];
// load entities values
auto& p0 = scene->pos_extent[e[0]].pos;
auto& p1 = scene->pos_extent[e[1]].pos;
auto& p2 = scene->pos_extent[e[2]].pos;
auto& p3 = scene->pos_extent[e[3]].pos;
auto& r0 = scene->pos_extent[e[0]].extent;
auto& r1 = scene->pos_extent[e[1]].extent;
auto& r2 = scene->pos_extent[e[2]].extent;
auto& r3 = scene->pos_extent[e[3]].extent;
radius = _mm_set_ps(r0.w, r1.w, r2.w, r3.w);
posx = _mm_set_ps(p0.x, p1.x, p2.x, p3.x);
posy = _mm_set_ps(p0.y, p1.y, p2.y, p3.y);
posz = _mm_set_ps(p0.z, p1.z, p2.z, p3.z);
__m128 inside = _mm_set1_ps(0.0f);
for (s32 p = 0; p < 6; ++p)
{
// get distance to plane
// dot product with plane normal and also add plane distance
__m128 dd = _mm_fmadd_ps(posx, pnx[p], pd[p]);
dd = _mm_fmadd_ps(posy, pny[p], dd);
dd = _mm_fmadd_ps(posz, pnz[p], dd);
// compare if dd is greater than radius, if so we are outside
__m128 ge = _mm_cmpge_ps(dd, radius);
inside = _mm_add_ps(ge, inside);
}
_mm_store_ps(result, inside);
for (u32 j = 0; j < 4; ++j)
if (!result[j])
sb_push(*entities_out, e[3 - j]);
}
}
#endif
//
// avx 256 implementation
//
#if __AVX2__
void frustum_cull_sphere_simd256(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
const frustum& frust = cam->camera_frustum;
// pad to 8
u32 xn = sb_count(entities_in);
u32 yn = PEN_ALIGN(xn, 8);
for (u32 i = 0; i < yn - xn; ++i)
sb_push(entities_in, entities_in[0]);
// splat constants
__m256 zero = _mm256_set1_ps(0.0f);
// sphere radius and position
__m256 radius;
__m256 posx;
__m256 posy;
__m256 posz;
// plane normal
__m256 pnx[6];
__m256 pny[6];
__m256 pnz[6];
// plane distance
__m256 pd[6];
f32 result[8];
u32 e[8];
// load camera planes
for (s32 p = 0; p < 6; ++p)
{
f32 ppd = maths::plane_distance(frust.p[p], frust.n[p]);
pnx[p] = _mm256_set1_ps(frust.n[p].x);
pny[p] = _mm256_set1_ps(frust.n[p].y);
pnz[p] = _mm256_set1_ps(frust.n[p].z);
pd[p] = _mm256_set1_ps(ppd);
}
u32 n = sb_count(entities_in);
for (u32 i = 0; i < n; i += 8)
{
// unpack entities
for (u32 j = 0; j < 8; ++j)
e[j] = entities_in[i + j];
// load entities values
auto& p0 = scene->pos_extent[e[0]].pos;
auto& p1 = scene->pos_extent[e[1]].pos;
auto& p2 = scene->pos_extent[e[2]].pos;
auto& p3 = scene->pos_extent[e[3]].pos;
auto& p4 = scene->pos_extent[e[4]].pos;
auto& p5 = scene->pos_extent[e[5]].pos;
auto& p6 = scene->pos_extent[e[6]].pos;
auto& p7 = scene->pos_extent[e[7]].pos;
auto& r0 = scene->pos_extent[e[0]].extent;
auto& r1 = scene->pos_extent[e[1]].extent;
auto& r2 = scene->pos_extent[e[2]].extent;
auto& r3 = scene->pos_extent[e[3]].extent;
auto& r4 = scene->pos_extent[e[4]].extent;
auto& r5 = scene->pos_extent[e[5]].extent;
auto& r6 = scene->pos_extent[e[6]].extent;
auto& r7 = scene->pos_extent[e[7]].extent;
radius = _mm256_set_ps(r0.w, r1.w, r2.w, r3.w, r4.w, r5.w, r6.w, r7.w);
posx = _mm256_set_ps(p0.x, p1.x, p2.x, p3.x, p4.x, p5.x, p6.x, p7.x);
posy = _mm256_set_ps(p0.y, p1.y, p2.y, p3.y, p4.y, p5.y, p6.y, p7.y);
posz = _mm256_set_ps(p0.z, p1.z, p2.z, p3.z, p4.z, p5.z, p6.z, p7.z);
__m256 inside = _mm256_set1_ps(0.0f);
for (s32 p = 0; p < 6; ++p)
{
// get distance to plane
// dot product with plane normal and also add plane distance
__m256 dd = _mm256_fmadd_ps(posx, pnx[p], pd[p]);
dd = _mm256_fmadd_ps(posy, pny[p], dd);
dd = _mm256_fmadd_ps(posz, pnz[p], dd);
__m256 diff = _mm256_sub_ps(dd, radius);
diff = _mm256_max_ps(diff, zero);
inside = _mm256_add_ps(diff, inside);
}
_mm256_store_ps(result, inside);
for (u32 j = 0; j < 8; ++j)
if (!result[j])
sb_push(*entities_out, e[7 - j]);
}
}
void frustum_cull_aabb_simd256(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
const frustum& frust = cam->camera_frustum;
// pad to 8
u32 xn = sb_count(entities_in);
u32 yn = PEN_ALIGN(xn, 8);
for (u32 i = 0; i < yn - xn; ++i)
sb_push(entities_in, entities_in[0]);
// splat constants
__m256 zero = _mm256_set1_ps(0.0f);
// sphere radius and position
__m256 posx;
__m256 posy;
__m256 posz;
__m256 extx;
__m256 exty;
__m256 extz;
// plane normal
__m256 pnx[6];
__m256 pny[6];
__m256 pnz[6];
// sign flip
__m256 sfx[6];
__m256 sfy[6];
__m256 sfz[6];
// plane distance
__m256 pd[6];
__m256 pd_neg[6];
f32 result[8];
u32 e[8];
// load camera planes
for (s32 p = 0; p < 6; ++p)
{
f32 ppd = maths::plane_distance(frust.p[p], frust.n[p]);
pnx[p] = _mm256_set1_ps(frust.n[p].x);
pny[p] = _mm256_set1_ps(frust.n[p].y);
pnz[p] = _mm256_set1_ps(frust.n[p].z);
pd[p] = _mm256_set1_ps(ppd);
pd_neg[p] = _mm256_set1_ps(-ppd);
sfx[p] = _mm256_set1_ps(sgn(frust.n[p].x) * -1.0f);
sfy[p] = _mm256_set1_ps(sgn(frust.n[p].y) * -1.0f);
sfz[p] = _mm256_set1_ps(sgn(frust.n[p].z) * -1.0f);
}
// n is number of entities + padding for alignment
u32 n = sb_count(entities_in);
for (u32 i = 0; i < n; i += 8)
{
// unpack entities
for (u32 j = 0; j < 8; ++j)
e[j] = entities_in[i + j];
// load entities values
auto& p0 = scene->pos_extent[e[0]].pos;
auto& p1 = scene->pos_extent[e[1]].pos;
auto& p2 = scene->pos_extent[e[2]].pos;
auto& p3 = scene->pos_extent[e[3]].pos;
auto& p4 = scene->pos_extent[e[4]].pos;
auto& p5 = scene->pos_extent[e[5]].pos;
auto& p6 = scene->pos_extent[e[6]].pos;
auto& p7 = scene->pos_extent[e[7]].pos;
auto& e0 = scene->pos_extent[e[0]].extent;
auto& e1 = scene->pos_extent[e[1]].extent;
auto& e2 = scene->pos_extent[e[2]].extent;
auto& e3 = scene->pos_extent[e[3]].extent;
auto& e4 = scene->pos_extent[e[4]].extent;
auto& e5 = scene->pos_extent[e[5]].extent;
auto& e6 = scene->pos_extent[e[6]].extent;
auto& e7 = scene->pos_extent[e[7]].extent;
posx = _mm256_set_ps(p0.x, p1.x, p2.x, p3.x, p4.x, p5.x, p6.x, p7.x);
posy = _mm256_set_ps(p0.y, p1.y, p2.y, p3.y, p4.y, p5.y, p6.y, p7.y);
posz = _mm256_set_ps(p0.z, p1.z, p2.z, p3.z, p4.z, p5.z, p6.z, p7.z);
extx = _mm256_set_ps(e0.x, e1.x, e2.x, e3.x, e4.x, e5.x, e6.x, e7.x);
exty = _mm256_set_ps(e0.y, e1.y, e2.y, e3.y, e4.y, e5.y, e6.y, e7.y);
extz = _mm256_set_ps(e0.z, e1.z, e2.z, e3.z, e4.z, e5.z, e6.z, e7.z);
__m256 inside = _mm256_set1_ps(0.0f);
for (s32 p = 0; p < 6; ++p)
{
// get distance to plane
// dot product with plane normal and also add plane distance
__m256 dd = _mm256_fmadd_ps(posx, pnx[p], pd[p]);
dd = _mm256_fmadd_ps(posy, pny[p], dd);
dd = _mm256_fmadd_ps(posz, pnz[p], dd);
// pos + extent * sign_flip
__m256 dpx = _mm256_fmadd_ps(extx, sfx[p], posx);
__m256 dpy = _mm256_fmadd_ps(exty, sfy[p], posy);
__m256 dpz = _mm256_fmadd_ps(extz, sfz[p], posz);
// dot(pos + extent * sign_flip, frust.n[p]);
__m256 r = _mm256_mul_ps(dpx, pnx[p]);
r = _mm256_fmadd_ps(dpy, pny[p], r);
r = _mm256_fmadd_ps(dpz, pnz[p], r);
// if(r > -pd) inside = false
__m256 diff = _mm256_sub_ps(r, pd_neg[p]);
diff = _mm256_max_ps(diff, zero);
inside = _mm256_add_ps(diff, inside);
}
_mm256_store_ps(result, inside);
for (u32 j = 0; j < 8; ++j)
if (!result[j])
sb_push(*entities_out, e[7 - j]);
}
}
#endif
//
// Arm neon simd 128 implementation
//
#ifdef __ARM_NEON__
void frustum_cull_aabb_simd128(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
}
void frustum_cull_sphere_simd128(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
}
#endif
void frustum_cull_simd_init()
{
}
void frustum_cull_aabb(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
frustum_cull_aabb_scalar(scene, cam, entities_in, entities_out);
//frustum_cull_aabb_simd256(scene, cam, entities_in, entities_out);
}
void frustum_cull_sphere(const ecs_scene* scene, const camera* cam, u32* entities_in, u32** entities_out)
{
frustum_cull_sphere_scalar(scene, cam, entities_in, entities_out);
//frustum_cull_sphere_simd256(scene, cam, entities_in, entities_out);
}
void debug_culling()
{
// debug culling
/*
static camera dc;
if(pen::input_key(PK_Q))
{
dc = *view.camera;
}
{
u32* debug_entities = nullptr;
dbg::add_frustum(dc.camera_frustum.corners[0], dc.camera_frustum.corners[1]);
frustum_cull_aabb_scalar(scene, &dc, filtered_entities, &debug_entities);
for(u32 i = 0; i < 6; ++i)
dbg::add_line(dc.camera_frustum.p[i], dc.camera_frustum.p[i] + dc.camera_frustum.n[i], vec4f::magenta());
u32 vc = sb_count(debug_entities);
for(u32 i = 0; i < vc; ++i)
{
u32 n = debug_entities[i];
dbg::add_aabb(scene->pos_extent[n].pos.xyz - scene->pos_extent[n].extent.xyz,
scene->pos_extent[n].pos.xyz + scene->pos_extent[n].extent.xyz, vec4f::white());
}
}
*/
}
} // namespace ecs
} // namespace put