godot/servers/rendering/renderer_rd/uniform_set_cache_rd.h
reduz 141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00

224 lines
7.1 KiB
C++

/*************************************************************************/
/* uniform_set_cache_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef UNIFORM_SET_CACHE_H
#define UNIFORM_SET_CACHE_H
#include "core/templates/local_vector.h"
#include "core/templates/paged_allocator.h"
#include "servers/rendering/rendering_device.h"
class UniformSetCacheRD : public Object {
GDCLASS(UniformSetCacheRD, Object)
struct Cache {
Cache *prev = nullptr;
Cache *next = nullptr;
uint32_t hash = 0;
RID shader;
uint32_t set = 0;
RID cache;
LocalVector<RD::Uniform> uniforms;
};
PagedAllocator<Cache> cache_allocator;
enum {
HASH_TABLE_SIZE = 16381 // Prime
};
Cache *hash_table[HASH_TABLE_SIZE] = {};
static _FORCE_INLINE_ uint32_t _hash_uniform(const RD::Uniform &u, uint32_t h) {
h = hash_murmur3_one_32(u.uniform_type, h);
h = hash_murmur3_one_32(u.binding, h);
uint32_t rsize = u.get_id_count();
for (uint32_t j = 0; j < rsize; j++) {
h = hash_murmur3_one_64(u.get_id(j).get_id(), h);
}
return hash_fmix32(h);
}
static _FORCE_INLINE_ bool _compare_uniform(const RD::Uniform &a, const RD::Uniform &b) {
if (a.binding != b.binding) {
return false;
}
if (a.uniform_type != b.uniform_type) {
return false;
}
uint32_t rsize = a.get_id_count();
if (rsize != b.get_id_count()) {
return false;
}
for (uint32_t j = 0; j < rsize; j++) {
if (a.get_id(j) != b.get_id(j)) {
return false;
}
}
return true;
}
_FORCE_INLINE_ uint32_t _hash_args(uint32_t h, const RD::Uniform &arg) {
return _hash_uniform(arg, h);
}
template <typename... Args>
uint32_t _hash_args(uint32_t h, const RD::Uniform &arg, Args... args) {
h = _hash_uniform(arg, h);
return _hash_args(h, args...);
}
_FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RD::Uniform> &uniforms, const RD::Uniform &arg) {
return _compare_uniform(uniforms[idx], arg);
}
template <typename... Args>
_FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RD::Uniform> &uniforms, const RD::Uniform &arg, Args... args) {
if (!_compare_uniform(uniforms[idx], arg)) {
return false;
}
return _compare_args(idx + 1, uniforms, args...);
}
_FORCE_INLINE_ void _create_args(Vector<RD::Uniform> &uniforms, const RD::Uniform &arg) {
uniforms.push_back(arg);
}
template <typename... Args>
_FORCE_INLINE_ void _create_args(Vector<RD::Uniform> &uniforms, const RD::Uniform &arg, Args... args) {
uniforms.push_back(arg);
_create_args(uniforms, args...);
}
static UniformSetCacheRD *singleton;
uint32_t cache_instances_used = 0;
void _invalidate(Cache *p_cache);
static void _uniform_set_invalidation_callback(void *p_userdata);
RID _allocate_from_uniforms(RID p_shader, uint32_t p_set, uint32_t p_hash, uint32_t p_table_idx, const Vector<RD::Uniform> &p_uniforms) {
RID rid = RD::get_singleton()->uniform_set_create(p_uniforms, p_shader, p_set);
ERR_FAIL_COND_V(rid.is_null(), rid);
Cache *c = cache_allocator.alloc();
c->hash = p_hash;
c->set = p_set;
c->shader = p_shader;
c->cache = rid;
c->uniforms.resize(p_uniforms.size());
for (uint32_t i = 0; i < c->uniforms.size(); i++) {
c->uniforms[i] = p_uniforms[i];
}
c->prev = nullptr;
c->next = hash_table[p_table_idx];
if (hash_table[p_table_idx]) {
hash_table[p_table_idx]->prev = c;
}
hash_table[p_table_idx] = c;
RD::get_singleton()->uniform_set_set_invalidation_callback(rid, _uniform_set_invalidation_callback, c);
cache_instances_used++;
return rid;
}
public:
template <typename... Args>
RID get_cache(RID p_shader, uint32_t p_set, Args... args) {
uint32_t h = hash_murmur3_one_64(p_shader.get_id());
h = hash_murmur3_one_32(p_set, h);
h = _hash_args(h, args...);
uint32_t table_idx = h % HASH_TABLE_SIZE;
{
const Cache *c = hash_table[table_idx];
while (c) {
if (c->hash == h && c->set == p_set && c->shader == p_shader && _compare_args(0, c->uniforms, args...)) {
return c->cache;
}
c = c->next;
}
}
// Not in cache, create:
Vector<RD::Uniform> uniforms;
_create_args(uniforms, args...);
return _allocate_from_uniforms(p_shader, p_set, h, table_idx, uniforms);
}
template <typename... Args>
RID get_cache_vec(RID p_shader, uint32_t p_set, const Vector<RD::Uniform> &p_uniforms) {
uint32_t h = hash_murmur3_one_64(p_shader.get_id());
h = hash_murmur3_one_32(p_set, h);
for (int i = 0; i < p_uniforms.size(); i++) {
h = _hash_uniform(p_uniforms[i], h);
}
h = hash_fmix32(h);
uint32_t table_idx = h % HASH_TABLE_SIZE;
{
const Cache *c = hash_table[table_idx];
while (c) {
if (c->hash == h && c->set == p_set && c->shader == p_shader) {
bool all_ok = true;
for (int i = 0; i < p_uniforms.size(); i++) {
if (!_compare_uniform(p_uniforms[i], c->uniforms[i])) {
all_ok = false;
break;
}
}
if (all_ok) {
return c->cache;
}
}
c = c->next;
}
}
// Not in cache, create:
return _allocate_from_uniforms(p_shader, p_set, h, table_idx, p_uniforms);
}
static UniformSetCacheRD *get_singleton() { return singleton; }
UniformSetCacheRD();
~UniformSetCacheRD();
};
#endif // UNIFORMSETCACHE_H