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https://github.com/Kelsidavis/WoWee.git
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Optimize logging overhead and character animation threading
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parent
9d647e5622
commit
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5 changed files with 73 additions and 14 deletions
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@ -32,6 +32,7 @@
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#include <cmath>
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#include <filesystem>
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#include <future>
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#include <thread>
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#include <functional>
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#include <unordered_map>
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#include <unordered_set>
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@ -94,6 +95,7 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
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assetManager = am;
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perFrameLayout_ = perFrameLayout;
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renderPassOverride_ = renderPassOverride;
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numAnimThreads_ = std::max(1u, std::min(8u, std::thread::hardware_concurrency()));
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VkDevice device = vkCtx_->getDevice();
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@ -1138,21 +1140,32 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
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}
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}
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int updatedCount = toUpdate.size();
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const size_t updatedCount = toUpdate.size();
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// Thread bone calculations if we have many characters (4+)
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if (updatedCount >= 4) {
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std::vector<std::future<void>> futures;
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futures.reserve(updatedCount);
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// Thread animation updates in chunks to avoid spawning one task per instance.
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if (updatedCount >= 8 && numAnimThreads_ > 1) {
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const size_t numThreads = std::min(static_cast<size_t>(numAnimThreads_), updatedCount);
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const size_t chunkSize = updatedCount / numThreads;
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const size_t remainder = updatedCount % numThreads;
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for (auto& instRef : toUpdate) {
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futures.push_back(std::async(std::launch::async, [this, &instRef, deltaTime]() {
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updateAnimation(instRef.get(), deltaTime);
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}));
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animFutures_.clear();
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if (animFutures_.capacity() < numThreads) {
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animFutures_.reserve(numThreads);
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}
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// Wait for all to complete
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for (auto& f : futures) {
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size_t start = 0;
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for (size_t t = 0; t < numThreads; t++) {
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size_t end = start + chunkSize + (t < remainder ? 1 : 0);
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animFutures_.push_back(std::async(std::launch::async,
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[this, &toUpdate, start, end, deltaTime]() {
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for (size_t i = start; i < end; i++) {
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updateAnimation(toUpdate[i].get(), deltaTime);
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}
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}));
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start = end;
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}
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for (auto& f : animFutures_) {
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f.get();
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}
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} else {
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@ -1197,7 +1210,11 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
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}
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void CharacterRenderer::updateAnimation(CharacterInstance& instance, float deltaTime) {
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auto& model = models[instance.modelId].data;
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auto modelIt = models.find(instance.modelId);
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if (modelIt == models.end()) {
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return;
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}
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const auto& model = modelIt->second.data;
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if (model.sequences.empty()) {
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return;
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