perf: BuildFrame 收集段优化——实体级粗剔除 + 数组化 batch 查找 + 合并矩阵写
定位数据(100 背包 + SunTemple,RTX 5060):GPU 全帧仅 ~3ms (Forward 1.91 + Shadow 0.82),CPU BuildFrame 收集段 5.94ms 才是 帧率瓶颈。三段细分测量:pre 0.2 / each+cull 5.0 / flatten 0.4。 优化(collect 5.94 → 4.6ms,-23%): 1. Mesh 全局连续槽位(GetSlot);ViewScratch batch 查找 hash → 数组寻址(slot × kMeshLodCount 槽) 2. Model 级联合包围球(各 mesh bounds 并集):实体在四视图全部 不可见 → 跳过整个 mesh 循环(多 mesh 模型的粗剔除) 3. worlds/prevWorlds 合并为 stride-2 InstanceMatrices 单次写 (每实例每视图 2 次随机堆访问 → 1 次,cache miss 减半) 遥测:Renderer::GetCollectMs 暴露收集段耗时。剩余 4.6ms 的进一步 压缩(并行收集 / GPU-driven culling)单独立项。
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@@ -10,16 +10,24 @@
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#include <Engine/Core/Log.h>
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#include <limits>
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#include <atomic>
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#include "Engine/Core/Stats.h"
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namespace Engine
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{
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namespace {
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// 全局连续 mesh 槽位:SceneRenderer 的 batch 查找用数组寻址
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//(每实例每视图一次 hash 的代价在大场景下是 5ms 级)
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std::atomic<u32> s_nextMeshSlot{0};
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}
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Mesh::Mesh(Device& device, MemoryAllocator& allocator,
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const std::vector<Vertex>& vertices,
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const std::vector<std::vector<u32>>& lods,
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Material* material)
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: m_Material(material)
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, m_Slot(s_nextMeshSlot.fetch_add(1, std::memory_order_relaxed))
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{
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if (vertices.empty() || lods.empty() || lods[0].empty())
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{
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@@ -45,6 +45,23 @@ Model::Model(Device& device, MemoryAllocator& allocator,
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Model::~Model() = default;
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void Model::RebuildUnionBounds()
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{
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if (m_Meshes.empty()) {
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m_Bounds = {};
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return;
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}
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// 各 mesh 包围球 → AABB 并集 → 外接球(保守,宁多画不漏画)
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glm::vec3 mn(1e9f), mx(-1e9f);
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for (const auto& mesh : m_Meshes) {
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const auto& b = mesh->GetBounds();
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mn = glm::min(mn, b.center - glm::vec3(b.radius));
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mx = glm::max(mx, b.center + glm::vec3(b.radius));
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}
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m_Bounds.center = (mn + mx) * 0.5f;
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m_Bounds.radius = 0.5f * glm::length(mx - mn);
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}
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void Model::InitDefaultTextures()
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{
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// 各材质槽位的兜底纹理(1x1,开销可忽略):
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@@ -91,6 +108,7 @@ Model::Model(Device& device, MemoryAllocator& allocator,
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m_Meshes.push_back(CreateScope<Mesh>(
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m_Device, m_Allocator, vertices, lodIndices, mat));
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RebuildUnionBounds();
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}
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Scope<Model> Model::CreatePlane(Device& device, MemoryAllocator& allocator,
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@@ -165,6 +183,7 @@ Scope<Model> Model::FromParsed(Device& device, MemoryAllocator& allocator,
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}
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ENGINE_INFO("Model loaded: {} ({} meshes, {} textures)",
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parsed.path, model->m_Meshes.size(), model->m_TextureCache.size());
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model->RebuildUnionBounds();
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return model;
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}
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@@ -184,6 +203,7 @@ void Model::LoadModel(const std::string& path)
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}
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ENGINE_INFO("Model loaded: {} ({} meshes, {} textures)",
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path, m_Meshes.size(), m_TextureCache.size());
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RebuildUnionBounds();
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}
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void Model::ProcessNode(const aiNode* node, const aiScene* scene,
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@@ -225,6 +225,11 @@ namespace Engine
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return m_SceneRenderer->Frame().instancesTruncated;
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}
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f32 Renderer::GetCollectMs() const
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{
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return m_SceneRenderer->GetCollectMs();
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}
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u32 Renderer::GetShadowInstanceCount() const
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{
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return m_SceneRenderer->GetShadowInstanceCount();
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@@ -291,6 +291,23 @@ namespace Engine
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glm::max(glm::length(glm::vec3(t.World()[1])),
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glm::length(glm::vec3(t.World()[2]))));
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// ---- 实体级粗剔除(联合包围球):四视图全部看不到 →
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// 跳过整个 mesh 循环(多 mesh 模型的大头优化)----
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const Mesh::Bounds& mb = model->GetBounds();
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const glm::vec3 modelCenter =
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glm::vec3(t.World() * glm::vec4(mb.center, 1.0f));
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const f32 modelRadius = mb.radius * worldScale;
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const bool mainVis =
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mainFrustum.IntersectsSphere(modelCenter, modelRadius);
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bool cascVis[kMaxCascades];
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bool anyVis = mainVis;
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for (u32 c = 0; c < kMaxCascades; ++c) {
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cascVis[c] =
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cascFrustum[c].IntersectsSphere(modelCenter, modelRadius);
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anyVis |= cascVis[c];
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}
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if (!anyVis) return;
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for (auto& mesh : model->GetMeshes()) {
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const auto& bounds = mesh->GetBounds();
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const glm::vec3 worldCenter =
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@@ -317,31 +334,32 @@ namespace Engine
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instanceTruncated = true;
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return;
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}
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// lookup 值 = batches 索引(此前误存 worlds 索引:
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// 单实体时两序号恰好恒等,多实体共享 mesh 后分叉
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// → batches[worldsIdx] 越界)。batch.first(GPU
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// firstInstance 基址)才是 worlds 索引,语义别混
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const u64 key =
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(reinterpret_cast<u64>(mesh.get()) << 8) | lod;
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const auto [it, inserted] = s.lookup.emplace(
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key, static_cast<u32>(s.result.batches.size()));
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if (inserted) {
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// batch 查找 = 数组寻址(Mesh::GetSlot 槽位 + LOD 槽)
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// batchIdx 存储 +1 偏移(0 = 该槽位尚无 batch)
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const u32 slot = mesh->GetSlot();
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if (slot >= s.lookup.size()) {
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s.lookup.resize(slot + 1);
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}
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auto& lodSlots = s.lookup[slot];
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u32 batchIdx = lodSlots[lod];
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if (batchIdx == 0) {
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batchIdx = static_cast<u32>(s.result.batches.size()) + 1;
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lodSlots[lod] = batchIdx;
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s.result.batches.push_back({mesh.get(), 0, 0, lod});
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s.batchWorlds.emplace_back();
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s.batchPrevWorlds.emplace_back();
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s.batchMats.emplace_back();
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}
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// 实例归入自己的 batch(mesh 分组),保证同 batch
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// 实例在扁平化后连续——firstInstance 语义的前提
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const u32 batchIdx = it->second;
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s.result.batches[batchIdx].count++;
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s.batchWorlds[batchIdx].push_back(t.World());
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s.batchPrevWorlds[batchIdx].push_back(prevWorld);
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const u32 bi = batchIdx - 1;
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s.result.batches[bi].count++;
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s.batchMats[bi].push_back({t.World(), prevWorld});
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s.result.instanceCount++;
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++totalInstances;
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};
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tryAppend(m_MainScratch, mainFrustum, mainLod);
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for (u32 c = 0; c < kMaxCascades; ++c) {
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if (!cascVis[c]) continue; // 粗剔除已判不可见
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// 级联降级:越远的级联覆盖范围越大,用越低的 LOD
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//(阴影本来就是低频信息,误差可接受)
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tryAppend(m_CascScratch[c], cascFrustum[c],
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@@ -360,13 +378,10 @@ namespace Engine
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b.first = base; // 扁平化后的连续区间基址
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base += b.count;
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dst.batches.push_back(b);
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m_Frame.instanceModels.insert(m_Frame.instanceModels.end(),
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s.batchWorlds[i].begin(),
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s.batchWorlds[i].end());
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m_Frame.prevInstanceModels.insert(
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m_Frame.prevInstanceModels.end(),
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s.batchPrevWorlds[i].begin(),
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s.batchPrevWorlds[i].end());
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for (const auto& m : s.batchMats[i]) {
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m_Frame.instanceModels.push_back(m.cur);
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m_Frame.prevInstanceModels.push_back(m.prev);
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}
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}
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dst.instanceCount = s.result.instanceCount;
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};
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