SceneRenderer 实例收集扁平化:batchMats 从 vector<vector> 改为单 vector 按 (first,count) 切片,优化大场景下批次实例存储与 cache 命中率
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@@ -594,7 +594,7 @@ namespace Engine
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}
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auto tryAppend = [&](ViewScratch& s, const Frustum& frustum,
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u32 lod) {
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u32 lod) {
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if (!frustum.IntersectsSphere(worldCenter, worldRadius)) {
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return;
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}
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@@ -613,16 +613,18 @@ namespace Engine
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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.batchMats.emplace_back();
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// first = 当前 instances 数组大小(batch 还没实例)
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// push_back 实例后区间自然连续
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s.result.batches.push_back(
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{mesh.get(), static_cast<u32>(s.instances.size()), 0, lod});
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s.batchDistSum.push_back(0.0f);
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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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// 实例在扁平数组里连续——firstInstance 语义的前提
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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(
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{t.World(), prevWorld, skinBase, entKey});
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s.instances.push_back(
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{t.World(), prevWorld, skinBase, entKey}); // 单 vector push
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s.batchDistSum[bi] += dist; // 透明排序用
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s.result.instanceCount++;
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++totalInstances;
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@@ -655,10 +657,15 @@ namespace Engine
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dst.batches.reserve(s.result.batches.size());
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for (size_t i = 0; i < s.result.batches.size(); ++i) {
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InstanceBatch b = s.result.batches[i];
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// ✅ 保存原 first(s.instances 数组里的下标),b.first 改成
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// m_Frame 数组里的基址
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const u32 srcFirst = b.first;
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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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for (const auto& m : s.batchMats[i]) {
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// 按 batch 的 (srcFirst, count) 切片扁平数组
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for (u32 j = 0; j < b.count; ++j) {
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const auto& m = s.instances[srcFirst + j];
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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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// 与实例序平行对齐(shader 按 gl_InstanceIndex 取)
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@@ -669,6 +676,7 @@ namespace Engine
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}
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dst.instanceCount = s.result.instanceCount;
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};
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appendView(m_Frame.mainView, m_MainScratch);
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for (u32 c = 0; c < kMaxCascades; ++c) {
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appendView(m_Frame.shadowCascades[c], m_CascScratch[c]);
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@@ -681,6 +689,9 @@ namespace Engine
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// }
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// ---- 5. 透明批次排序:平均距离降序(远 → 近),连同实例列表同步重排
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// ---- 5. 透明批次排序:平均距离降序(远 → 近),连同实例列表同步重排。
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// 扁平 instances 数组按 order 顺序构建新数组(每个 batch 的
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// (first,count) 切片搬过去,新 first = 当前已搬数量)----
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{
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auto& tb = m_TranslucentScratch.result.batches;
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if (tb.size() > 1) {
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@@ -690,30 +701,31 @@ namespace Engine
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return m_TranslucentScratch.batchDistSum[a] / tb[a].count >
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m_TranslucentScratch.batchDistSum[b] / tb[b].count;
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});
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CullResult sorted;
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sorted.instanceCount = m_TranslucentScratch.result.instanceCount;
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std::vector<ViewScratch::InstanceMatrices> sortedMats;
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// 临时构建(容量保留由 swap 进 m_TranslucentScratch 复用)
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std::vector<InstanceBatch> sortedBatches;
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std::vector<ViewScratch::InstanceMatrices> sortedInstances;
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std::vector<f32> sortedDist;
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sortedBatches.reserve(tb.size());
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sortedDist.reserve(tb.size());
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// 同场景实例总数不变,capacity 可直接复用(reserve 不浪费)
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sortedInstances.reserve(m_TranslucentScratch.instances.size());
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for (const u32 i : order) {
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sorted.batches.push_back(tb[i]);
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// 新 batch first = 已搬过去的新 instances 数量
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InstanceBatch b = tb[i];
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b.first = static_cast<u32>(sortedInstances.size());
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sortedBatches.push_back(b);
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sortedDist.push_back(m_TranslucentScratch.batchDistSum[i]);
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for (auto& m : m_TranslucentScratch.batchMats[i]) {
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sortedMats.push_back(std::move(m));
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// 按 (原 first, count) 切片搬运原扁平数组
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for (u32 j = 0; j < tb[i].count; ++j) {
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sortedInstances.push_back(std::move(
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m_TranslucentScratch.instances[tb[i].first + j]));
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}
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}
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m_TranslucentScratch.result = std::move(sorted);
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m_TranslucentScratch.result.batches = std::move(sortedBatches);
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m_TranslucentScratch.batchDistSum = std::move(sortedDist);
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// batchMats 按新分组的 count 顺序切分重装(保留容量)
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m_TranslucentScratch.batchMats.assign(
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m_TranslucentScratch.result.batches.size(), {});
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u32 offset = 0;
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for (size_t i = 0; i < m_TranslucentScratch.result.batches.size(); ++i) {
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const u32 n = m_TranslucentScratch.result.batches[i].count;
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m_TranslucentScratch.batchMats[i].assign(
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std::make_move_iterator(sortedMats.begin() + offset),
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std::make_move_iterator(sortedMats.begin() + offset + n));
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offset += n;
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}
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m_TranslucentScratch.instances = std::move(sortedInstances);
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// instanceCount 不变(重排不丢实例)
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}
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}
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appendView(m_Frame.translucentView, m_TranslucentScratch);
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