More flush/prefetch work from ker.
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@ -29,6 +29,7 @@ freely, subject to the following restrictions:
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#include "SurfaceExtractor.h"
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#include "SurfaceMesh.h"
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#include "Volume.h"
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#include "Filters.h"
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#include <QApplication>
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@ -249,18 +250,17 @@ int main(int argc, char *argv[])
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OpenGLWidget openGLWidget(0);
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openGLWidget.show();
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//Create an empty volume and then place a sphere in it
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//If these lines don't compile, please try commenting them out and using the two lines after
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//(you will need Boost for this). If you have to do this then please let us know in the forums as
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//we rely on community feedback to keep the Boost version running.
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Volume<MaterialDensityPair44> volData(&load, &unload, 256);
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//Volume<MaterialDensityPair44> volData(polyvox_bind(&load, polyvox_placeholder_1, polyvox_placeholder_2),
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// polyvox_bind(&unload, polyvox_placeholder_1, polyvox_placeholder_2), 256);
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volData.setMaxNumberOfBlocksInMemory(4096);
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volData.setMaxNumberOfUncompressedBlocks(64);
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//If these two lines don't compile, please try commenting them out and using the two lines after
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//(you will need Boost for this). If you have to do this then please let us know in the forums as
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//we rely on community feedback to keep the Boost version running.
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//volData.dataRequiredHandler = &load;
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//volData.dataOverflowHandler = &unload;
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//volData.dataRequiredHandler = polyvox_bind(&load, polyvox_placeholder_1, polyvox_placeholder_2);
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//volData.dataOverflowHandler = polyvox_bind(&unload, polyvox_placeholder_1, polyvox_placeholder_2);
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//volData.setMaxNumberOfUncompressedBlocks(4096);
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//createSphereInVolume(volData, 30);
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@ -271,30 +271,38 @@ int main(int argc, char *argv[])
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//volData.setBlockCacheSize(64);
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PolyVox::Region reg(Vector3DInt32(-255,0,0), Vector3DInt32(255,1024,255));
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std::cout << "Prefetching region: " << reg.getLowerCorner() << " -> " << reg.getUpperCorner() << std::endl;
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volData.prefetchRegion(reg);
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volData.prefetch(reg);
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std::cout << "Memory usage: " << (volData.calculateSizeInBytes()/1024.0/1024.0) << "MB" << std::endl;
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std::cout << "Compression ratio: 1 to " << (1.0/(volData.calculateCompressionRatio())) << std::endl;
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PolyVox::Region reg2(Vector3DInt32(0,0,0), Vector3DInt32(500,500,500));
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std::cout << "Flushing region: " << reg2.getLowerCorner() << " -> " << reg2.getUpperCorner() << std::endl;
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uint32_t voxelsFlushed = volData.flushRegion(reg2);
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Vector3DInt32 size = reg2.getUpperCorner() - reg2.getLowerCorner() + Vector3DInt32(1,1,1);
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uint32_t voxelsFlushed2 = size.getX()*size.getY()*size.getZ();
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std::cout << voxelsFlushed << " Voxels were unloaded, while " << voxelsFlushed2 << " should have been unloaded" << std::endl;
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volData.flush(reg2);
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std::cout << "Memory usage: " << (volData.calculateSizeInBytes()/1024.0/1024.0) << "MB" << std::endl;
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std::cout << "Compression ratio: 1 to " << (1.0/(volData.calculateCompressionRatio())) << std::endl;
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std::cout << "Flushing entire volume" << std::endl;
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volData.flushAll();
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std::cout << "Memory usage: " << (volData.calculateSizeInBytes()/1024.0/1024.0) << "MB" << std::endl;
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std::cout << "Compression ratio: 1 to " << (1.0/(volData.calculateCompressionRatio())) << std::endl;
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/*srand(12345);
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for(int ct = 0; ct < 1000; ct++)
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srand(12345);
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for(int ct = 0; ct < 100; ct++)
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{
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std::cout << ct << std::endl;
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int x = rand() % volData.getWidth();
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int y = rand() % volData.getHeight();
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int z = rand() % volData.getDepth();
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int x = rand() % 256;
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int y = rand() % 256;
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int z = rand() % 256;
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int r = rand() % 20;
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createSphereInVolume(volData, Vector3DFloat(x,y,z), r);
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}*/
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}
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smoothRegion(volData, PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(128,256,256)));
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smoothRegion(volData, PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(128,256,256)));
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smoothRegion(volData, PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(128,256,256)));
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smoothRegion(volData, PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(256,128,256)));
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smoothRegion(volData, PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(256,128,256)));
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smoothRegion(volData, PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(256,128,256)));
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//Extract the surface
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SurfaceMesh<PositionMaterialNormal> mesh;
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@ -186,17 +186,18 @@ namespace PolyVox
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bool setVoxelAt(int32_t uXPos, int32_t uYPos, int32_t uZPos, VoxelType tValue);
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/// Sets the voxel at a 3D vector position
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bool setVoxelAt(const Vector3DInt32& v3dPos, VoxelType tValue);
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/// makes sure all the voxels in the given region are loaded
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/// tries to load all voxels inside the given region
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/// if MaxNumberOfBlocksInMemory is not large enough to support the region
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/// this function will return false and the volume is unchanged
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/// if all the voxels in the given region are already loaded, this function will not do anything but still return true.
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/// this function will only load part of the region. it is undefined which parts will actually be loaded
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/// if all the voxels in the given region are already loaded, this function will not do anything
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/// other blocks might be unloaded to make space for the new blocks
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bool prefetchRegion(Region regPrefetch);
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void prefetch(Region regPrefetch);
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/// attempts to unload all the voxels in the given region.
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/// there is no guarantee that any voxels are unloaded
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/// try unloading a region whose sidelengths are multiples of BlockSideLength
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/// returns the number of voxels that were actually unloaded
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uint32_t flushRegion(Region regFlush);
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void flush(Region regFlush);
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/// unloads all data
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void flushAll();
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void clearBlockCache(void);
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float calculateCompressionRatio(void);
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@ -129,10 +129,7 @@ namespace PolyVox
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template <typename VoxelType>
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Volume<VoxelType>::~Volume()
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{
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typename std::map<Vector3DInt32, LoadedBlock >::iterator i;
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for(i = m_pBlocks.begin(); i != m_pBlocks.end(); i = m_pBlocks.begin()) {
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eraseBlock(i);
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}
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flushAll();
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}
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////////////////////////////////////////////////////////////////////////////////
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@ -302,25 +299,9 @@ namespace PolyVox
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template <typename VoxelType>
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void Volume<VoxelType>::setMaxNumberOfBlocksInMemory(uint16_t uMaxNumberOfBlocksInMemory)
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{
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//FIXME? - I'm concerned about the logic in here... particularly the
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//way timestamps are handled. Perhaps extract all timestamps, sort them,
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//identify the cut-off point, and then discard those above it?
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if(m_pBlocks.size() > uMaxNumberOfBlocksInMemory)
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{
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// we need to unload some blocks
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for(int j = 0; j < m_pBlocks.size() - uMaxNumberOfBlocksInMemory; j++)
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{
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typename std::map<Vector3DInt32, LoadedBlock >::iterator i;
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typename std::map<Vector3DInt32, LoadedBlock >::iterator itUnloadBlock = m_pBlocks.begin();
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for(i = m_pBlocks.begin(); i != m_pBlocks.end(); i++)
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{
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if(i->second.timestamp < itUnloadBlock->second.timestamp)
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{
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itUnloadBlock = i;
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}
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}
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eraseBlock(itUnloadBlock);
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}
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flushAll();
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}
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m_uMaxNumberOfBlocksInMemory = uMaxNumberOfBlocksInMemory;
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}
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@ -376,60 +357,106 @@ namespace PolyVox
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}
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template <typename VoxelType>
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bool Volume<VoxelType>::prefetchRegion(Region regPrefetch)
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void Volume<VoxelType>::prefetch(Region regPrefetch)
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{
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Vector3DInt32 start;
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for(int i = 0; i < 3; i++) start.setElement(i, regPrefetch.getLowerCorner().getElement(i) >> m_uBlockSideLengthPower);
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Vector3DInt32 end;
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for(int i = 0; i < 3; i++) end.setElement(i, regPrefetch.getUpperCorner().getElement(i) >> m_uBlockSideLengthPower);
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Vector3DInt32 size = end-start + Vector3DInt32(1,1,1);
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int32_t numblocks = size.getX() * size.getY() * size.getZ();
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if(numblocks > m_uMaxNumberOfBlocksInMemory) {
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return false;
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Vector3DInt32 v3dStart;
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for(int i = 0; i < 3; i++)
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{
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v3dStart.setElement(i, regPrefetch.getLowerCorner().getElement(i) >> m_uBlockSideLengthPower);
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}
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if(numblocks > (m_uMaxNumberOfBlocksInMemory - m_pBlocks.size())) {
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// TODO: unload enough blocks to support the blocks that will be loaded.
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Vector3DInt32 v3dEnd;
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for(int i = 0; i < 3; i++)
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{
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v3dEnd.setElement(i, regPrefetch.getUpperCorner().getElement(i) >> m_uBlockSideLengthPower);
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}
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for(int32_t x = start.getX(); x <= end.getX(); x++) {
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for(int32_t y = start.getY(); y <= end.getY(); y++) {
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for(int32_t z = start.getZ(); z <= end.getZ(); z++) {
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Vector3DInt32 v3dSize = v3dEnd - v3dStart + Vector3DInt32(1,1,1);
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int32_t numblocks = v3dSize.getX() * v3dSize.getY() * v3dSize.getZ();
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if(numblocks > m_uMaxNumberOfBlocksInMemory)
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{
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// cannot support the amount of blocks... so only load the maximum possible
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numblocks = m_uMaxNumberOfBlocksInMemory;
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}
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for(int32_t x = v3dStart.getX(); x <= v3dEnd.getX(); x++)
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{
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for(int32_t y = v3dStart.getY(); y <= v3dEnd.getY(); y++)
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{
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for(int32_t z = v3dStart.getZ(); z <= v3dEnd.getZ(); z++)
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{
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Vector3DInt32 pos(x,y,z);
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typename std::map<Vector3DInt32, LoadedBlock>::iterator itBlock = m_pBlocks.find(pos);
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// If the block is already loaded then we don't load it again. This means it does not get uncompressed,
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// whereas if we were to call getUncompressedBlock() regardless then it would also get uncompressed.
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// This might be nice, but on the prefetch region could be bigger than the uncompressed cache size.
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// This would limit the amount of prefetching we could do.
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if(itBlock != m_pBlocks.end())
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{
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continue;
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}
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if(numblocks == 0)
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{
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// Loading any more blocks would attempt to overflow the memory and therefore erase blocks
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// we loaded in the beginning. This wouldn't cause logic problems but would be wasteful.
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return;
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}
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// load a block
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numblocks--;
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Block<VoxelType>* block = getUncompressedBlock(x,y,z);
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}
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}
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}
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return true;
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} // for z
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} // for y
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} // for x
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}
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template <typename VoxelType>
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uint32_t Volume<VoxelType>::flushRegion(Region regFlush)
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void Volume<VoxelType>::flushAll()
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{
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Vector3DInt32 start;
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for(int i = 0; i < 3; i++) start.setElement(i, regFlush.getLowerCorner().getElement(i) >> m_uBlockSideLengthPower);
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Vector3DInt32 end;
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for(int i = 0; i < 3; i++) end.setElement(i, regFlush.getUpperCorner().getElement(i) >> m_uBlockSideLengthPower);
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uint32_t count = 0;
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for(int32_t x = start.getX(); x <= end.getX(); x++) {
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for(int32_t y = start.getY(); y <= end.getY(); y++) {
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for(int32_t z = start.getZ(); z <= end.getZ(); z++) {
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typename std::map<Vector3DInt32, LoadedBlock >::iterator i;
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for(i = m_pBlocks.begin(); i != m_pBlocks.end(); i++)
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{
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eraseBlock(i);
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}
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}
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template <typename VoxelType>
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void Volume<VoxelType>::flush(Region regFlush)
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{
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Vector3DInt32 v3dStart;
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for(int i = 0; i < 3; i++)
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{
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v3dStart.setElement(i, regFlush.getLowerCorner().getElement(i) >> m_uBlockSideLengthPower);
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}
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Vector3DInt32 v3dEnd;
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for(int i = 0; i < 3; i++)
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{
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v3dEnd.setElement(i, regFlush.getUpperCorner().getElement(i) >> m_uBlockSideLengthPower);
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}
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for(int32_t x = v3dStart.getX(); x <= v3dEnd.getX(); x++)
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{
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for(int32_t y = v3dStart.getY(); y <= v3dEnd.getY(); y++)
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{
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for(int32_t z = v3dStart.getZ(); z <= v3dEnd.getZ(); z++)
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{
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Vector3DInt32 pos(x,y,z);
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if(m_v3dLastAccessedBlockPos == pos) {
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m_pLastAccessedBlock = NULL;
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}
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typename std::map<Vector3DInt32, LoadedBlock>::iterator itBlock = m_pBlocks.find(pos);
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if(itBlock == m_pBlocks.end()) {
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if(itBlock == m_pBlocks.end())
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{
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// not loaded, not unloading
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continue;
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}
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eraseBlock(itBlock);
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count++;
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}
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}
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}
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if(count > ((std::numeric_limits<uint32_t>::max)() >> (m_uBlockSideLengthPower*3))) {
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// eh, this will overflow... I have no idea what to do here
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return (std::numeric_limits<uint32_t>::max)();
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}
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return count << (m_uBlockSideLengthPower*3);
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// eraseBlock might cause a call to getUncompressedBlock, which again sets m_pLastAccessedBlock
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if(m_v3dLastAccessedBlockPos == pos)
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{
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m_pLastAccessedBlock = 0;
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}
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} // for z
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} // for y
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} // for x
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}
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template <typename VoxelType>
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