dark-hammer / 3rdparty / assimp / src / ImproveCacheLocality.cpp

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/** @file Implementation of the post processing step to improve the cache locality of a mesh.
 * <br>
 * The algorithm is roughly basing on this paper:
 * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
 *   .. although overdraw rduction isn't implemented yet ...
 */

#include "AssimpPCH.h"

// internal headers
#include "ImproveCacheLocality.h"
#include "VertexTriangleAdjacency.h"

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ImproveCacheLocalityProcess::ImproveCacheLocalityProcess() {
	configCacheDepth = PP_ICL_PTCACHE_SIZE;
}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess()
{
	// nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const
{
	return (pFlags & aiProcess_ImproveCacheLocality) != 0;
}

// ------------------------------------------------------------------------------------------------
// Setup configuration
void ImproveCacheLocalityProcess::SetupProperties(const Importer* pImp)
{
	// AI_CONFIG_PP_ICL_PTCACHE_SIZE controls the target cache size for the optimizer
	configCacheDepth = pImp->GetPropertyInteger(AI_CONFIG_PP_ICL_PTCACHE_SIZE,PP_ICL_PTCACHE_SIZE);
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void ImproveCacheLocalityProcess::Execute( aiScene* pScene)
{
	if (!pScene->mNumMeshes) {
		DefaultLogger::get()->debug("ImproveCacheLocalityProcess skipped; there are no meshes");
		return;
	}

	DefaultLogger::get()->debug("ImproveCacheLocalityProcess begin");

	float out = 0.f;
	unsigned int numf = 0, numm = 0;
	for( unsigned int a = 0; a < pScene->mNumMeshes; a++){
		const float res = ProcessMesh( pScene->mMeshes[a],a);
		if (res) {
			numf += pScene->mMeshes[a]->mNumFaces;
			out  += res;
			++numm;
		}
	}
	if (!DefaultLogger::isNullLogger()) {
		char szBuff[128]; // should be sufficiently large in every case
		::sprintf(szBuff,"Cache relevant are %i meshes (%i faces). Average output ACMR is %f",
			numm,numf,out/numf);

		DefaultLogger::get()->info(szBuff);
		DefaultLogger::get()->debug("ImproveCacheLocalityProcess finished. ");
	}
}

// ------------------------------------------------------------------------------------------------
// Improves the cache coherency of a specific mesh
float ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshNum)
{
	// TODO: rewrite this to use std::vector or boost::shared_array
	ai_assert(NULL != pMesh);

	// Check whether the input data is valid
	// - there must be vertices and faces 
	// - all faces must be triangulated or we can't operate on them
	if (!pMesh->HasFaces() || !pMesh->HasPositions())
		return 0.f;

	if (pMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)	{
		DefaultLogger::get()->error("This algorithm works on triangle meshes only");
		return 0.f;
	}

	if(pMesh->mNumVertices <= configCacheDepth) {
		return 0.f;
	}

	float fACMR = 3.f;
	const aiFace* const pcEnd = pMesh->mFaces+pMesh->mNumFaces;

	// Input ACMR is for logging purposes only
	if (!DefaultLogger::isNullLogger())		{

		unsigned int* piFIFOStack = new unsigned int[configCacheDepth];
		memset(piFIFOStack,0xff,configCacheDepth*sizeof(unsigned int));
		unsigned int* piCur = piFIFOStack;
		const unsigned int* const piCurEnd = piFIFOStack + configCacheDepth;

		// count the number of cache misses
		unsigned int iCacheMisses = 0;
		for (const aiFace* pcFace = pMesh->mFaces;pcFace != pcEnd;++pcFace)	{

			for (unsigned int qq = 0; qq < 3;++qq) {
				bool bInCache = false;

				for (unsigned int* pp = piFIFOStack;pp < piCurEnd;++pp)	{
					if (*pp == pcFace->mIndices[qq])	{
						// the vertex is in cache
						bInCache = true;
						break;
					}
				}
				if (!bInCache)	{
					++iCacheMisses;
					if (piCurEnd == piCur) {
						piCur = piFIFOStack;
					}
					*piCur++ = pcFace->mIndices[qq];
				}
			}
		}
		delete[] piFIFOStack;
		fACMR = (float)iCacheMisses / pMesh->mNumFaces;
		if (3.0 == fACMR)	{
			char szBuff[128]; // should be sufficiently large in every case

			// the JoinIdenticalVertices process has not been executed on this
			// mesh, otherwise this value would normally be at least minimally
			// smaller than 3.0 ...
			sprintf(szBuff,"Mesh %i: Not suitable for vcache optimization",meshNum);
			DefaultLogger::get()->warn(szBuff);
			return 0.f;
		}
	}

	// first we need to build a vertex-triangle adjacency list
	VertexTriangleAdjacency adj(pMesh->mFaces,pMesh->mNumFaces, pMesh->mNumVertices,true);

	// build a list to store per-vertex caching time stamps
	unsigned int* const piCachingStamps = new unsigned int[pMesh->mNumVertices];
	memset(piCachingStamps,0x0,pMesh->mNumVertices*sizeof(unsigned int));

	// allocate an empty output index buffer. We store the output indices in one large array.
	// Since the number of triangles won't change the input faces can be reused. This is how 
	// we save thousands of redundant mini allocations for aiFace::mIndices
	const unsigned int iIdxCnt = pMesh->mNumFaces*3;
	unsigned int* const piIBOutput = new unsigned int[iIdxCnt];
	unsigned int* piCSIter = piIBOutput;

	// allocate the flag array to hold the information
	// whether a face has already been emitted or not
	std::vector<bool> abEmitted(pMesh->mNumFaces,false);

	// dead-end vertex index stack
	std::stack<unsigned int, std::vector<unsigned int> > sDeadEndVStack;

	// create a copy of the piNumTriPtr buffer
	unsigned int* const piNumTriPtr = adj.mLiveTriangles;
	const std::vector<unsigned int> piNumTriPtrNoModify(piNumTriPtr, piNumTriPtr + pMesh->mNumVertices);
	
	// get the largest number of referenced triangles and allocate the "candidate buffer"
	unsigned int iMaxRefTris = 0; {
		const unsigned int* piCur = adj.mLiveTriangles;
		const unsigned int* const piCurEnd = adj.mLiveTriangles+pMesh->mNumVertices;
		for (;piCur != piCurEnd;++piCur) {
			iMaxRefTris = std::max(iMaxRefTris,*piCur);
		}
	}
	unsigned int* piCandidates = new unsigned int[iMaxRefTris*3];
	unsigned int iCacheMisses = 0;

	// ...................................................................................
	/** PSEUDOCODE for the algorithm

		A = Build-Adjacency(I) Vertex-triangle adjacency
		L = Get-Triangle-Counts(A) Per-vertex live triangle counts
		C = Zero(Vertex-Count(I)) Per-vertex caching time stamps
		D = Empty-Stack() Dead-end vertex stack
		E = False(Triangle-Count(I)) Per triangle emitted flag
		O = Empty-Index-Buffer() Empty output buffer
		f = 0 Arbitrary starting vertex
		s = k+1, i = 1 Time stamp and cursor
		while f >= 0 For all valid fanning vertices
			N = Empty-Set() 1-ring of next candidates
			for each Triangle t in Neighbors(A, f)
				if !Emitted(E,t)
					for each Vertex v in t
						Append(O,v) Output vertex
						Push(D,v) Add to dead-end stack
						Insert(N,v) Register as candidate
						L[v] = L[v]-1 Decrease live triangle count
						if s-C[v] > k If not in cache
							C[v] = s Set time stamp
							s = s+1 Increment time stamp
					E[t] = true Flag triangle as emitted
			Select next fanning vertex
			f = Get-Next-Vertex(I,i,k,N,C,s,L,D)
		return O
		*/
	// ...................................................................................

	int ivdx = 0;
	int ics = 1;
	int iStampCnt = configCacheDepth+1;
	while (ivdx >= 0)	{

		unsigned int icnt = piNumTriPtrNoModify[ivdx]; 
		unsigned int* piList = adj.GetAdjacentTriangles(ivdx);
		unsigned int* piCurCandidate = piCandidates;

		// get all triangles in the neighborhood
		for (unsigned int tri = 0; tri < icnt;++tri)	{

			// if they have not yet been emitted, add them to the output IB
			const unsigned int fidx = *piList++;
			if (!abEmitted[fidx])	{

				// so iterate through all vertices of the current triangle
				const aiFace* pcFace = &pMesh->mFaces[ fidx ];
				for (unsigned int* p = pcFace->mIndices, *p2 = pcFace->mIndices+3;p != p2;++p)	{
					const unsigned int dp = *p;

					// the current vertex won't have any free triangles after this step
					if (ivdx != (int)dp) {
						// append the vertex to the dead-end stack
						sDeadEndVStack.push(dp);

						// register as candidate for the next step
						*piCurCandidate++ = dp;

						// decrease the per-vertex triangle counts
						piNumTriPtr[dp]--;
					}

					// append the vertex to the output index buffer
					*piCSIter++ = dp;

					// if the vertex is not yet in cache, set its cache count
					if (iStampCnt-piCachingStamps[dp] > configCacheDepth) {
						piCachingStamps[dp] = iStampCnt++;
						++iCacheMisses;
					}
				}
				// flag triangle as emitted
				abEmitted[fidx] = true;
			}
		}

		// the vertex has now no living adjacent triangles anymore
		piNumTriPtr[ivdx] = 0;

		// get next fanning vertex
		ivdx = -1; 
		int max_priority = -1;
		for (unsigned int* piCur = piCandidates;piCur != piCurCandidate;++piCur)	{
			register const unsigned int dp = *piCur;

			// must have live triangles
			if (piNumTriPtr[dp] > 0)	{
				int priority = 0;

				// will the vertex be in cache, even after fanning occurs?
				unsigned int tmp;
				if ((tmp = iStampCnt-piCachingStamps[dp]) + 2*piNumTriPtr[dp] <= configCacheDepth) {
					priority = tmp;
				}

				// keep best candidate
				if (priority > max_priority) {
					max_priority = priority;
					ivdx = dp;
				}
			}
		}
		// did we reach a dead end?
		if (-1 == ivdx)	{
			// need to get a non-local vertex for which we have a good chance that it is still 
			// in the cache ...
			while (!sDeadEndVStack.empty())	{
				unsigned int iCachedIdx = sDeadEndVStack.top();
				sDeadEndVStack.pop();
				if (piNumTriPtr[ iCachedIdx ] > 0)	{
					ivdx = iCachedIdx;
					break;
				}
			}

			if (-1 == ivdx)	{
				// well, there isn't such a vertex. Simply get the next vertex in input order and
				// hope it is not too bad ...
				while (ics < (int)pMesh->mNumVertices)	{
					++ics;
					if (piNumTriPtr[ics] > 0)	{
						ivdx = ics;
						break;
					}
				}
			}
		}
	}
	float fACMR2 = 0.0f;
	if (!DefaultLogger::isNullLogger()) {
		fACMR2 = (float)iCacheMisses / pMesh->mNumFaces;

		// very intense verbose logging ... prepare for much text if there are many meshes
		if ( DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
			char szBuff[128]; // should be sufficiently large in every case

			::sprintf(szBuff,"Mesh %i | ACMR in: %f out: %f | ~%.1f%%",meshNum,fACMR,fACMR2,
				((fACMR - fACMR2) / fACMR) * 100.f);
			DefaultLogger::get()->debug(szBuff);
		}

		fACMR2 *= pMesh->mNumFaces;
	}
	// sort the output index buffer back to the input array
	piCSIter = piIBOutput;
	for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace)	{
		pcFace->mIndices[0] = *piCSIter++;
		pcFace->mIndices[1] = *piCSIter++;
		pcFace->mIndices[2] = *piCSIter++;
	}

	// delete temporary storage
	delete[] piCachingStamps;
	delete[] piIBOutput;
	delete[] piCandidates;

	return fACMR2;
}
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