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Отправлено Aynekko 03-02-2021 в 08:25:
Цитата:
Дядя Миша писал:
Пусть это останется для вас маленькой загадкой
Где хоть на эти машинки в действии посмотреть можно? Поиск ничего не дал.__________________
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Отправлено Дядя Миша 03-02-2021 в 08:31:
Нигде, разумеется.
Добавлено 03-02-2021 в 11:31:
Вы вот сорцы от HLFX 0.6 видели? Нет. А они есть.
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C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Отправлено KorteZZ 03-02-2021 в 11:51:
Почему решил взять за основу форк? И что там нового от дядьмишиного?
А так, классно, что взялся за дополнение. Буду следить за разработкой =)
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Killing Floor: Horzine Outbreak
Отправлено SNMetamorph 03-02-2021 в 14:50:
Цитата:
KorteZZ писал:
Почему решил взять за основу форк?
Там уже какие-то фиксы были поверх последней версии, ну и он уже был под кроссплатформу расчитан.__________________
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Отправлено SNMetamorph 06-02-2021 в 22:19:
В общем, поковырялся в коде рендерера мира, заодно погонял ксашмод в графическом профайлере. Маппер сделал мне две карты для теста батчинга: на первой куча полностью одинаковых цилиндров, на втором каждый ряд цилиндров имеет свою текстуру, итого там получается 8 текстур на весь мир.
В профайлере выяснилось, что мир рисуется реально слишком маленькими кусочками. И я не могу понять, по какой причине эта цепочка батчинга разрывается.
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Отправлено Дядя Миша 07-02-2021 в 06:39:
Цитата:
SNMetamorph писал:
на первой куча полностью одинаковых цилиндров, на втором каждый ряд цилиндров имеет свою текстуру
Каждый цилиндр - энтить или часть мира?
И что значит - слишком маленькие кусочки? Маленькие это сколько?
r_speeds 6 покажет сколько там дипов и переключений шейдеров. И сколько треугольников рисуется.__________________
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C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Отправлено SNMetamorph 07-02-2021 в 09:49:
Цитата:
Дядя Миша писал:
Каждый цилиндр - энтить или часть мира?
Часть мира, там абсолютно всё брашевое.

Цитата:
Дядя Миша писал:
слишком маленькие кусочки? Маленькие это сколько?
Вообще там варьируется, но в итоге получается что-то от 3 до 15 сурфейсов навскидку.
Добавлено 07-02-2021 в 13:16:
Вообще, рендерер мира в FWGS форке с этими недосферами и цилиндрами справляется за 1 drawcall, но только после того как я сделал атласу для лайтмап размер 4096x4096
Добавлено 07-02-2021 в 13:49:
Сейчас добавил на экран дополнительную статистику по сбросам буфера. И выяснил кое-что интересное.

Как из картинки видно, куча вызовов отрисовки получается потому, что приходится постоянно переключать текстуры и лайтмапы. Вообще, это похоже на то, будто сурфейсы никак не отсортированы, но достоверно такое утверждать я пока не могу.
А ещё, если камеру приподнять так, чтобы пол не было видно, то результаты становятся получше.

Вызовов, конечно, все еще много для такой сцены. Опять таки, судя по картинке проблема в том что, наверное, нет атласа для лайтмап.__________________
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Отправлено Дядя Миша 07-02-2021 в 10:00:
Цитата:
SNMetamorph писал:
но только после того как я сделал атласу для лайтмап размер 4096x4096
Ну есть же феатура специальная.
C++ Source Code:
1 | unsigned int EngineSetFeatures( void ) |
3 | unsigned int flags = (ENGINE_WRITE_LARGE_COORD|ENGINE_TRANSFORM_TRACE_AABB|ENGINE_COMPUTE_STUDIO_LERP); |
5 | flags |= ENGINE_LARGE_LIGHTMAPS|ENGINE_LOAD_DELUXEDATA; |
6 | flags |= ENGINE_COMPENSATE_QUAKE_BUG; |
Она и так включена по умолчанию. Какое разрешение у этих лайтмап?
Естественно, дип прервётся, если надо менять лайтмапу.
Цитата:
SNMetamorph писал:
Вообще, это похоже на то, будто сурфейсы никак не отсортированы
Всё там отсортировано. Причём наиболее оптимальным способом - сортировкой во время загрузки. Каждый кадр ничего не сортируется и время на сортировку не тратится.
Добавлено 07-02-2021 в 13:00:
Ты можешь конечно немного поменять условия самой сортировки, но не советую, они там по идее самые оптимальные.
Из халфовского формата много не выжмешь.__________________
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C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Отправлено SNMetamorph 07-02-2021 в 10:07:
Цитата:
Дядя Миша писал:
Какое разрешение у этих лайтмап?
512x512Цитата:
Дядя Миша писал:
Всё там отсортировано.
Странно, но когда начинают рендерится цилиндры возле пола, то отрисовка самих цилиндров сразу же чередуется с отрисовкой сурфейсов пола, как мигалка. Что-то там точно не так.Цитата:
Дядя Миша писал:
Ты можешь конечно немного поменять условия самой сортировки, но не советую, они там по идее самые оптимальные.
Стоит все же поковырять и сравнить результаты, я думаю. Где это находится?__________________
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Отправлено Дядя Миша 07-02-2021 в 11:29:
Цитата:
SNMetamorph писал:
Где это находится?
Как ты собрался улучшать, если даже найти не в состоянии?__________________
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C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Отправлено SNMetamorph 07-02-2021 в 15:15:
Цитата:
Дядя Миша писал:
Как ты собрался улучшать, если даже найти не в состоянии?
А я пока даже и не искал 
Добавлено 07-02-2021 в 18:08:
В общем, поковырялся, решил проверить сортировку, вышло примерно так:

В целом довольно неплохо, но рендерится почему-то все равно не так как в этом списке 
Пока что у меня нет догадок, в чем может быть дело.
Добавлено 07-02-2021 в 19:15:
Всё, разобрался в чем была причина! Во первых, в функции R_DrawWorld был такого рода код:
C++ Source Code:
1 | // if( CVAR_TO_BOOL( r_test )) |
R_DrawBrushList просто рисует список сурфейсов, ранее собранных в функции R_RecursiveWorldNode, никакой сортировки там нет. А вот R_DrawWorldList уже отрисовывает тот самый список сурфейсов, который был отсортирован еще при загрузке карты. Изначально в коде работала функция R_DrawBrushList, я закомментил её и подставил другую. После этого решил проверить, и вызовов на отрисовку стало около 3000, причем ВСЕ сбросы буфера были из-за переключения шейдеров, это явно был какой-то баг. Я начал дебажить, обнаружил что у сурфейсов с периодичностью в 10-15 чередуются номера шейдеров 14 и 19, я посмотрел что там за шейдеры вообще, выяснил что 19-й шейдер от 14-го отличает только директива BMODEL_FOG_EXP. Решил закомментить её временно и о чудо, весь мир начал прорисовываться в 6 (!!!) вызовов.
Вообще, за добавлением директивы BMODEL_FOG_EXP стоит такой код:
C++ Source Code:
GL_AddShaderDirective( options, "BMODEL_FOG_EXP" ); |
Пока неясно почему tr.fogEnabled чередуется через каждые 10-15 сурфейсов. Буду выяснять дальше.__________________
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Отправлено Дядя Миша 07-02-2021 в 15:25:
Какой-то дурачок прописал в FGD туман по дефолту. Давно-давно.
Я пошутил насчёт локального тумана с волшебными числами 192 168 1 1
и его прописали. Его не видно, но он есть.
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C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Отправлено SNMetamorph 07-02-2021 в 17:50:
Цитата:
Дядя Миша писал:
Его не видно, но он есть.
Тогда по идее tr.fogEnabled всегда должна быть true? Или как? Почему она чередуется?
Добавлено 07-02-2021 в 19:45:
Разобрался что к чему. В функции R_CheckFog была неправильная проверка на то, находится ли игрок в воде.
C++ Source Code:
if (tr.viewparams.waterlevel < 3) |
Пофиксил так:
C++ Source Code:
if (tr.viewparams.waterlevel > 2) |
Теперь всё, вроде, отлично. Осталось только проверить рендеринг в ситуации, когда игрок находится под водой.

Добавлено 07-02-2021 в 19:50:
Ой, я кажется попутал. Там как раз таки проверка была правильная. Значит дело в чем-то другом 
Добавлено 07-02-2021 в 20:43:
Понял в чем проблема. В Mod_PrecacheShaders используется проверка на tr.fogEnabled, и поэтому перед вызовом этой функции нужно выставить этот флаг. Для этого я решил использовать R_CheckFog из r_main.cpp, но проблема в том, что там оно проверяет наличие тумана через movevarrs, но к тому моменту когда происходит вызов функции, movevars игрока еще вообще никак ничем не заполнены, соответственно R_CheckFog будет всегда выставлять флаг о том, что тумана нет, вне зависимости от реального положения дел. И теперь я не знаю, как на моменте загрузки уровня сделать эту проверку, либо может можно каким-то образом даже без этого обойтись. Есть у кого нибудь идеи?
Добавлено 07-02-2021 в 21:11:
А вот на карте qstyle сортировка как-то не очень сработала:
C++ Source Code:
1 | [2021:02:07|21:06:31] Mod_ResortFaces: faces count 2717, resorted: |
2 | [2021:02:07|21:06:31] surfaces 0..7: shader 0, texture 143, lightmap 2 |
3 | [2021:02:07|21:06:31] surfaces 8..9: shader 0, texture 144, lightmap 2 |
4 | [2021:02:07|21:06:32] surfaces 10..33: shader 0, texture 161, lightmap 2 |
5 | [2021:02:07|21:06:32] surfaces 34..45: shader 0, texture 171, lightmap 2 |
6 | [2021:02:07|21:06:32] surfaces 46..53: shader 0, texture 175, lightmap 2 |
7 | [2021:02:07|21:06:32] surfaces 54..87: shader 0, texture 178, lightmap 2 |
8 | [2021:02:07|21:06:32] surfaces 88..104: shader 0, texture 180, lightmap 2 |
9 | [2021:02:07|21:06:32] surfaces 105..128: shader 0, texture 186, lightmap 2 |
10 | [2021:02:07|21:06:32] surfaces 129..153: shader 0, texture 188, lightmap 2 |
11 | [2021:02:07|21:06:32] surfaces 154..153: shader 0, texture 191, lightmap 2 |
12 | [2021:02:07|21:06:32] surfaces 155..153: shader 0, texture 200, lightmap 2 |
13 | [2021:02:07|21:06:32] surfaces 156..153: shader 0, texture 205, lightmap 2 |
14 | [2021:02:07|21:06:32] surfaces 157..160: shader 0, texture 208, lightmap 2 |
15 | [2021:02:07|21:06:32] surfaces 161..194: shader 0, texture 217, lightmap 2 |
16 | [2021:02:07|21:06:32] surfaces 195..202: shader 0, texture 219, lightmap 2 |
17 | [2021:02:07|21:06:32] surfaces 203..205: shader 0, texture 221, lightmap 2 |
18 | [2021:02:07|21:06:32] surfaces 206..210: shader 0, texture 222, lightmap 2 |
19 | [2021:02:07|21:06:32] surfaces 211..260: shader 0, texture 223, lightmap 0 |
20 | [2021:02:07|21:06:32] surfaces 261..264: shader 0, texture 224, lightmap 2 |
21 | [2021:02:07|21:06:32] surfaces 265..268: shader 14, texture 154, lightmap 1 |
22 | [2021:02:07|21:06:32] surfaces 269..268: shader 14, texture 155, lightmap 2 |
23 | [2021:02:07|21:06:32] surfaces 270..293: shader 14, texture 157, lightmap 1 |
24 | [2021:02:07|21:06:32] surfaces 294..293: shader 14, texture 158, lightmap 1 |
25 | [2021:02:07|21:06:32] surfaces 295..310: shader 14, texture 159, lightmap 1 |
26 | [2021:02:07|21:06:32] surfaces 311..312: shader 14, texture 160, lightmap 2 |
27 | [2021:02:07|21:06:32] surfaces 313..332: shader 14, texture 161, lightmap 0 |
28 | [2021:02:07|21:06:32] surfaces 333..486: shader 14, texture 161, lightmap 1 |
29 | [2021:02:07|21:06:32] surfaces 487..569: shader 14, texture 161, lightmap 2 |
30 | [2021:02:07|21:06:32] surfaces 570..614: shader 14, texture 162, lightmap 1 |
31 | [2021:02:07|21:06:32] surfaces 615..638: shader 14, texture 162, lightmap 2 |
32 | [2021:02:07|21:06:32] surfaces 639..683: shader 14, texture 163, lightmap 0 |
33 | [2021:02:07|21:06:32] surfaces 684..683: shader 14, texture 164, lightmap 1 |
34 | [2021:02:07|21:06:32] surfaces 685..686: shader 14, texture 165, lightmap 1 |
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36 | [2021:02:07|21:06:32] surfaces 688..686: shader 14, texture 167, lightmap 1 |
37 | [2021:02:07|21:06:32] surfaces 689..700: shader 14, texture 170, lightmap 0 |
38 | [2021:02:07|21:06:32] surfaces 701..751: shader 14, texture 171, lightmap 0 |
39 | [2021:02:07|21:06:32] surfaces 752..755: shader 14, texture 172, lightmap 1 |
40 | [2021:02:07|21:06:32] surfaces 756..761: shader 14, texture 174, lightmap 1 |
41 | [2021:02:07|21:06:32] surfaces 762..765: shader 14, texture 175, lightmap 1 |
42 | [2021:02:07|21:06:32] surfaces 766..769: shader 14, texture 175, lightmap 2 |
43 | [2021:02:07|21:06:32] surfaces 770..781: shader 14, texture 176, lightmap 1 |
44 | [2021:02:07|21:06:32] surfaces 782..830: shader 14, texture 177, lightmap 0 |
45 | [2021:02:07|21:06:32] surfaces 831..847: shader 14, texture 177, lightmap 1 |
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47 | [2021:02:07|21:06:32] surfaces 916..923: shader 14, texture 179, lightmap 0 |
48 | [2021:02:07|21:06:32] surfaces 924..968: shader 14, texture 179, lightmap 1 |
49 | [2021:02:07|21:06:32] surfaces 969..994: shader 14, texture 179, lightmap 2 |
50 | [2021:02:07|21:06:32] surfaces 995..998: shader 14, texture 180, lightmap 0 |
51 | [2021:02:07|21:06:32] surfaces 999..1089: shader 14, texture 180, lightmap 1 |
52 | [2021:02:07|21:06:32] surfaces 1090..1112: shader 14, texture 180, lightmap 2 |
53 | [2021:02:07|21:06:32] surfaces 1113..1130: shader 14, texture 181, lightmap 1 |
54 | [2021:02:07|21:06:32] surfaces 1131..1137: shader 14, texture 181, lightmap 2 |
55 | [2021:02:07|21:06:32] surfaces 1138..1139: shader 14, texture 182, lightmap 1 |
56 | [2021:02:07|21:06:32] surfaces 1140..1152: shader 14, texture 183, lightmap 1 |
57 | [2021:02:07|21:06:32] surfaces 1153..1159: shader 14, texture 183, lightmap 2 |
58 | [2021:02:07|21:06:32] surfaces 1160..1204: shader 14, texture 184, lightmap 1 |
59 | [2021:02:07|21:06:32] surfaces 1205..1214: shader 14, texture 184, lightmap 2 |
60 | [2021:02:07|21:06:32] surfaces 1215..1225: shader 14, texture 185, lightmap 1 |
61 | [2021:02:07|21:06:32] surfaces 1226..1249: shader 14, texture 185, lightmap 2 |
62 | [2021:02:07|21:06:32] surfaces 1250..1270: shader 14, texture 186, lightmap 1 |
63 | [2021:02:07|21:06:32] surfaces 1271..1270: shader 14, texture 186, lightmap 2 |
64 | [2021:02:07|21:06:32] surfaces 1272..1340: shader 14, texture 187, lightmap 1 |
65 | [2021:02:07|21:06:32] surfaces 1341..1390: shader 14, texture 187, lightmap 2 |
66 | [2021:02:07|21:06:32] surfaces 1391..1443: shader 14, texture 188, lightmap 1 |
67 | [2021:02:07|21:06:32] surfaces 1444..1459: shader 14, texture 189, lightmap 1 |
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70 | [2021:02:07|21:06:32] surfaces 1506..1510: shader 14, texture 190, lightmap 2 |
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76 | [2021:02:07|21:06:32] surfaces 1609..1673: shader 14, texture 195, lightmap 2 |
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81 | [2021:02:07|21:06:32] surfaces 1716..1727: shader 14, texture 200, lightmap 1 |
82 | [2021:02:07|21:06:32] surfaces 1728..1727: shader 14, texture 200, lightmap 2 |
83 | [2021:02:07|21:06:32] surfaces 1729..1733: shader 14, texture 201, lightmap 1 |
84 | [2021:02:07|21:06:32] surfaces 1734..1733: shader 14, texture 201, lightmap 2 |
85 | [2021:02:07|21:06:32] surfaces 1735..1745: shader 14, texture 202, lightmap 1 |
86 | [2021:02:07|21:06:32] surfaces 1746..1755: shader 14, texture 203, lightmap 0 |
87 | [2021:02:07|21:06:32] surfaces 1756..1763: shader 14, texture 203, lightmap 1 |
88 | [2021:02:07|21:06:32] surfaces 1764..1767: shader 14, texture 204, lightmap 1 |
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90 | [2021:02:07|21:06:32] surfaces 1770..1773: shader 14, texture 205, lightmap 1 |
91 | [2021:02:07|21:06:32] surfaces 1774..1806: shader 14, texture 206, lightmap 1 |
92 | [2021:02:07|21:06:32] surfaces 1807..1811: shader 14, texture 207, lightmap 1 |
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95 | [2021:02:07|21:06:32] surfaces 1830..1883: shader 14, texture 209, lightmap 0 |
96 | [2021:02:07|21:06:32] surfaces 1884..1896: shader 14, texture 209, lightmap 1 |
97 | [2021:02:07|21:06:32] surfaces 1897..1907: shader 14, texture 210, lightmap 0 |
98 | [2021:02:07|21:06:32] surfaces 1908..1973: shader 14, texture 210, lightmap 1 |
99 | [2021:02:07|21:06:32] surfaces 1974..1983: shader 14, texture 210, lightmap 2 |
100 | [2021:02:07|21:06:32] surfaces 1984..2180: shader 14, texture 211, lightmap 1 |
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103 | [2021:02:07|21:06:32] surfaces 2184..2188: shader 14, texture 213, lightmap 2 |
104 | [2021:02:07|21:06:32] surfaces 2189..2196: shader 14, texture 214, lightmap 2 |
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Добавлено 07-02-2021 в 21:50:
На карте hd_industrialzone тоже всё нехорошо:
C++ Source Code:
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Отправлено Дядя Миша 07-02-2021 в 18:09:
Цитата:
SNMetamorph писал:
А вот на карте qstyle сортировка как-то не очень сработала:
texture ты как смотришь?
Добавлено 07-02-2021 в 21:03:
Хы. Mod_ResortFaces должен вызываться каждый кадр. Там недоделато.
Апгрейд с 0.65 до 0.81 делался в большой спешке.
Добавлено 07-02-2021 в 21:09:
C++ Source Code:
surfaces 0..7: shader 0, texture 143, lightmap 2 |
у меня нет такого дебага.__________________
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Цитата:
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Отправлено SNMetamorph 07-02-2021 в 18:36:
Цитата:
Дядя Миша писал:
у меня нет такого дебага.
Это я на базе твоего допилил, чтобы не показывало одни и те же параметры для каждого сурфейса.
https://github.com/SNMetamorph/xash...b20c84b3f3eb06e
Цитата:
Дядя Миша писал:
texture ты как смотришь?
В этом коммите тоже есть код. Я в принципе ничего особо там не менял, добавил только группировку для вывода сурфейсов.
Добавлено 07-02-2021 в 22:35:
Ещё на карте hg_industialzone шейдеры сошли с ума что-то.

Добавлено 07-02-2021 в 22:36:
Еще я BLOCK_SIZE увеличил, теперь размера атласа хватает чтобы обходиться без переключений лайтмапы.__________________
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