measure(step2b): per-brick setup rebuilds the chunk caches -- 10x slower; live cost attributed
Editor-only brick API (<= 8^3 points per call, TunnelNetwork/Underwater op-stack routes, 1.16% scalar fallback). Exact: 0 Q16/sign disagreements on the full 259^3 ring and the five-seed probe set, same hash on 1 and 6 workers, reach shrink still caught (18,107 Q16 / 735 sign). Speed: 69.19 s wall, 17.6 us/sample vs live 7.04 s, 1.65 us/sample. Stack sampler (inclusive): BuildChunkCache 93.5%, PropagateSdfOverBox 92.5%, BuildActiveOpList 92.6% -- each brick rebuilds the cache windows and active-op lists; EvalBlock itself is 3.6%. Live path attribution (inclusive, 68,934 stacks): op-stack RoomGraph EvalBlock 54.4%, SDF and spatial candidate scans ~28%, tunnel core 18.4%, passage floor segment 15.0%, structural posts 14.6%, noise octaves 2.6%, disturbances 0.6%, diff layer 0.3%. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
This commit is contained in:
1 parent
41a9265ebd
commit
fd9f809c1c
7 files changed
+749
-97
No files matched your search
@@ -5,6 +5,7 @@
|
||||
#include "VoxelCaveMorphology.h"
|
||||
#include "VoxelDensityProfile.h"
|
||||
#include "VoxelGenerator.h"
|
||||
#include "VoxelStackSampler.h"
|
||||
#include "HAL/PlatformTLS.h"
|
||||
|
||||
#if PLATFORM_WINDOWS
|
||||
@@ -73,6 +74,24 @@ namespace VoxelForgeRegionEval
|
||||
{
|
||||
return static_cast<int64>(Dimension) * Dimension * Dimension;
|
||||
}
|
||||
|
||||
struct FRegionBrickSample
|
||||
{
|
||||
int32 LocalIndex = 0;
|
||||
int32 OutputIndex = 0;
|
||||
};
|
||||
|
||||
struct FRegionBrick
|
||||
{
|
||||
FIntVector Origin = FIntVector::ZeroValue;
|
||||
int32 SizeX = 0;
|
||||
int32 SizeY = 0;
|
||||
int32 SizeZ = 0;
|
||||
int32 LatticeX = 0;
|
||||
int32 LatticeY = 0;
|
||||
int32 LatticeZ = 0;
|
||||
TArray<FRegionBrickSample> RequestedSamples;
|
||||
};
|
||||
}
|
||||
|
||||
int64 LinearIndex(int32 X, int32 Y, int32 Z, int32 Dimension)
|
||||
@@ -128,9 +147,13 @@ namespace VoxelForgeRegionEval
|
||||
bool bPrepared,
|
||||
float ReachScale,
|
||||
TArray<float>* OutDensities,
|
||||
FTiming& OutTiming)
|
||||
FTiming& OutTiming,
|
||||
bool bBrickProgram,
|
||||
int32 RequestedWorkerCount)
|
||||
{
|
||||
OutTiming = FTiming();
|
||||
const int32 NumWorkers = FMath::Clamp(RequestedWorkerCount, 1, 32);
|
||||
OutTiming.Workers = NumWorkers;
|
||||
if (Dimension <= 0 || Dimension > 4096
|
||||
|| (bFullRing && SampleIndices != nullptr)
|
||||
|| (!bFullRing && SampleIndices == nullptr))
|
||||
@@ -145,6 +168,94 @@ namespace VoxelForgeRegionEval
|
||||
return false;
|
||||
}
|
||||
const double StartSeconds = FPlatformTime::Seconds();
|
||||
TArray<FRegionBrick> Bricks;
|
||||
TArray<int32> WorkBricks;
|
||||
if (bBrickProgram)
|
||||
{
|
||||
const int32 LastX = OriginVoxels.X + Dimension - 1;
|
||||
const int32 LastY = OriginVoxels.Y + Dimension - 1;
|
||||
const int32 LastZ = OriginVoxels.Z + Dimension - 1;
|
||||
const int32 FirstCellX = FMath::FloorToInt(static_cast<float>(OriginVoxels.X) / 8.0f);
|
||||
const int32 FirstCellY = FMath::FloorToInt(static_cast<float>(OriginVoxels.Y) / 8.0f);
|
||||
const int32 FirstCellZ = FMath::FloorToInt(static_cast<float>(OriginVoxels.Z) / 8.0f);
|
||||
const int32 LastCellX = FMath::FloorToInt(static_cast<float>(LastX) / 8.0f);
|
||||
const int32 LastCellY = FMath::FloorToInt(static_cast<float>(LastY) / 8.0f);
|
||||
const int32 LastCellZ = FMath::FloorToInt(static_cast<float>(LastZ) / 8.0f);
|
||||
const int32 CellsX = LastCellX - FirstCellX + 1;
|
||||
const int32 CellsY = LastCellY - FirstCellY + 1;
|
||||
const int32 CellsZ = LastCellZ - FirstCellZ + 1;
|
||||
Bricks.Reserve(CellsX * CellsY * CellsZ);
|
||||
for (int32 CellZ = FirstCellZ; CellZ <= LastCellZ; ++CellZ)
|
||||
for (int32 CellY = FirstCellY; CellY <= LastCellY; ++CellY)
|
||||
for (int32 CellX = FirstCellX; CellX <= LastCellX; ++CellX)
|
||||
{
|
||||
FRegionBrick& Brick = Bricks.AddDefaulted_GetRef();
|
||||
const int32 CellMinX = CellX * 8;
|
||||
const int32 CellMinY = CellY * 8;
|
||||
const int32 CellMinZ = CellZ * 8;
|
||||
Brick.Origin = FIntVector(
|
||||
FMath::Max(CellMinX, OriginVoxels.X),
|
||||
FMath::Max(CellMinY, OriginVoxels.Y),
|
||||
FMath::Max(CellMinZ, OriginVoxels.Z));
|
||||
const int32 EndX = FMath::Min(CellMinX + 8, LastX + 1);
|
||||
const int32 EndY = FMath::Min(CellMinY + 8, LastY + 1);
|
||||
const int32 EndZ = FMath::Min(CellMinZ + 8, LastZ + 1);
|
||||
Brick.SizeX = EndX - Brick.Origin.X;
|
||||
Brick.SizeY = EndY - Brick.Origin.Y;
|
||||
Brick.SizeZ = EndZ - Brick.Origin.Z;
|
||||
Brick.LatticeX = Brick.Origin.X - OriginVoxels.X;
|
||||
Brick.LatticeY = Brick.Origin.Y - OriginVoxels.Y;
|
||||
Brick.LatticeZ = Brick.Origin.Z - OriginVoxels.Z;
|
||||
}
|
||||
|
||||
if (bFullRing)
|
||||
{
|
||||
WorkBricks.Reserve(Bricks.Num());
|
||||
for (int32 BrickIndex = 0; BrickIndex < Bricks.Num(); ++BrickIndex)
|
||||
{
|
||||
WorkBricks.Add(BrickIndex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WorkBricks.Reserve(Bricks.Num());
|
||||
for (int32 OutputIndex = 0; OutputIndex < SampleIndices->Num(); ++OutputIndex)
|
||||
{
|
||||
const int64 LatticeIndex = (*SampleIndices)[OutputIndex];
|
||||
if (LatticeIndex < 0 || LatticeIndex >= TotalLatticeSamples)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
const int32 X = static_cast<int32>(LatticeIndex % Dimension);
|
||||
const int32 Y = static_cast<int32>((LatticeIndex / Dimension) % Dimension);
|
||||
const int32 Z = static_cast<int32>(LatticeIndex
|
||||
/ (static_cast<int64>(Dimension) * Dimension));
|
||||
const int32 WorldX = OriginVoxels.X + X;
|
||||
const int32 WorldY = OriginVoxels.Y + Y;
|
||||
const int32 WorldZ = OriginVoxels.Z + Z;
|
||||
const int32 CellX = FMath::FloorToInt(static_cast<float>(WorldX) / 8.0f);
|
||||
const int32 CellY = FMath::FloorToInt(static_cast<float>(WorldY) / 8.0f);
|
||||
const int32 CellZ = FMath::FloorToInt(static_cast<float>(WorldZ) / 8.0f);
|
||||
const int32 BrickIndex = ((CellZ - FirstCellZ) * CellsY
|
||||
+ (CellY - FirstCellY)) * CellsX + (CellX - FirstCellX);
|
||||
FRegionBrick& Brick = Bricks[BrickIndex];
|
||||
const int32 LocalX = WorldX - Brick.Origin.X;
|
||||
const int32 LocalY = WorldY - Brick.Origin.Y;
|
||||
const int32 LocalZ = WorldZ - Brick.Origin.Z;
|
||||
FRegionBrickSample& BrickSample = Brick.RequestedSamples.AddDefaulted_GetRef();
|
||||
BrickSample.LocalIndex =
|
||||
(LocalZ * Brick.SizeY + LocalY) * Brick.SizeX + LocalX;
|
||||
BrickSample.OutputIndex = OutputIndex;
|
||||
}
|
||||
for (int32 BrickIndex = 0; BrickIndex < Bricks.Num(); ++BrickIndex)
|
||||
{
|
||||
if (!Bricks[BrickIndex].RequestedSamples.IsEmpty())
|
||||
{
|
||||
WorkBricks.Add(BrickIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (OutDensities != nullptr)
|
||||
{
|
||||
if (SampleCount > MAX_int32)
|
||||
@@ -157,24 +268,78 @@ namespace VoxelForgeRegionEval
|
||||
const int32 OriginX = OriginVoxels.X;
|
||||
const int32 OriginY = OriginVoxels.Y;
|
||||
const int32 OriginZ = OriginVoxels.Z;
|
||||
double WorkerSeconds[WorkerCount] = {};
|
||||
double WorkerCpuSeconds[WorkerCount] = {};
|
||||
bool WorkerCpuFromOsThreadTimes[WorkerCount] = {};
|
||||
TArray<double> WorkerSeconds;
|
||||
TArray<double> WorkerCpuSeconds;
|
||||
TArray<uint8> WorkerCpuFromOsThreadTimes;
|
||||
TArray<uint32> WorkerThreadIds;
|
||||
TArray<uint64> WorkerNonFinite;
|
||||
TArray<uint64> WorkerEvaluatedSamples;
|
||||
TArray<uint64> WorkerFallbackSamples;
|
||||
TArray<uint64> WorkerEvaluationFailures;
|
||||
WorkerSeconds.SetNumZeroed(NumWorkers);
|
||||
WorkerCpuSeconds.SetNumZeroed(NumWorkers);
|
||||
WorkerCpuFromOsThreadTimes.SetNumZeroed(NumWorkers);
|
||||
WorkerThreadIds.SetNumZeroed(NumWorkers);
|
||||
WorkerNonFinite.SetNumZeroed(NumWorkers);
|
||||
WorkerEvaluatedSamples.SetNumZeroed(NumWorkers);
|
||||
WorkerFallbackSamples.SetNumZeroed(NumWorkers);
|
||||
WorkerEvaluationFailures.SetNumZeroed(NumWorkers);
|
||||
bool bAllWorkerCpuFromOsThreadTimes = true;
|
||||
uint32 WorkerThreadIds[WorkerCount] = {};
|
||||
uint64 WorkerNonFinite[WorkerCount] = {};
|
||||
ParallelFor(WorkerCount, [&](int32 WorkerIndex)
|
||||
ParallelFor(NumWorkers, [&](int32 WorkerIndex)
|
||||
{
|
||||
// Region-eval workers are not launched through AVoxelWorld::LoadTile, so they do not
|
||||
// inherit its task-level sampler registration. Keep this registration scoped to the
|
||||
// research worker partition; with sampling disabled it is one relaxed flag load.
|
||||
FScopedVoxelStackRegistration StackRegistration;
|
||||
VoxelCaveMorphology::SetResearchBrickBinningEnabled(bPrepared);
|
||||
VoxelCaveMorphology::SetResearchBrickRoomReachScale(ReachScale);
|
||||
WorkerThreadIds[WorkerIndex] = FPlatformTLS::GetCurrentThreadId();
|
||||
const int64 Begin = (SampleCount * WorkerIndex) / WorkerCount;
|
||||
const int64 End = (SampleCount * (WorkerIndex + 1)) / WorkerCount;
|
||||
const int64 WorkCount = bBrickProgram ? WorkBricks.Num() : SampleCount;
|
||||
const int64 Begin = (WorkCount * WorkerIndex) / NumWorkers;
|
||||
const int64 End = (WorkCount * (WorkerIndex + 1)) / NumWorkers;
|
||||
const double WorkerStart = FPlatformTime::Seconds();
|
||||
double WorkerCpuStart = 0.0;
|
||||
const bool bHaveWorkerCpuStart = GetCurrentThreadCpuSeconds(WorkerCpuStart);
|
||||
TArray<float> BrickDensities;
|
||||
for (int64 OutputIndex = Begin; OutputIndex < End; ++OutputIndex)
|
||||
{
|
||||
if (bBrickProgram)
|
||||
{
|
||||
const FRegionBrick& Brick = Bricks[WorkBricks[static_cast<int32>(OutputIndex)]];
|
||||
int32 BrickFallbackSamples = 0;
|
||||
if (!Generator.EvaluateDensityBrick(
|
||||
Brick.Origin, Brick.SizeX, Brick.SizeY, Brick.SizeZ,
|
||||
BrickDensities, BrickFallbackSamples)
|
||||
|| BrickDensities.Num() != Brick.SizeX * Brick.SizeY * Brick.SizeZ)
|
||||
{
|
||||
++WorkerEvaluationFailures[WorkerIndex];
|
||||
continue;
|
||||
}
|
||||
const int32 BrickSampleCount = BrickDensities.Num();
|
||||
WorkerEvaluatedSamples[WorkerIndex] += static_cast<uint64>(BrickSampleCount);
|
||||
WorkerFallbackSamples[WorkerIndex] += static_cast<uint64>(BrickFallbackSamples);
|
||||
if (bFullRing && OutDensities != nullptr)
|
||||
{
|
||||
for (int32 Bz = 0; Bz < Brick.SizeZ; ++Bz)
|
||||
for (int32 By = 0; By < Brick.SizeY; ++By)
|
||||
for (int32 Bx = 0; Bx < Brick.SizeX; ++Bx)
|
||||
{
|
||||
const int32 LocalIndex = (Bz * Brick.SizeY + By) * Brick.SizeX + Bx;
|
||||
const int64 LatticeIndex = LinearIndex(
|
||||
Brick.LatticeX + Bx, Brick.LatticeY + By,
|
||||
Brick.LatticeZ + Bz, Dimension);
|
||||
(*OutDensities)[static_cast<int32>(LatticeIndex)] = BrickDensities[LocalIndex];
|
||||
}
|
||||
}
|
||||
else if (OutDensities != nullptr)
|
||||
{
|
||||
for (const FRegionBrickSample& Sample : Brick.RequestedSamples)
|
||||
{
|
||||
(*OutDensities)[Sample.OutputIndex] = BrickDensities[Sample.LocalIndex];
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
const int64 LatticeIndex = bFullRing
|
||||
? OutputIndex : (*SampleIndices)[static_cast<int32>(OutputIndex)];
|
||||
if (LatticeIndex < 0 || LatticeIndex >= TotalLatticeSamples)
|
||||
@@ -212,11 +377,20 @@ namespace VoxelForgeRegionEval
|
||||
|
||||
OutTiming.WallSeconds = FPlatformTime::Seconds() - StartSeconds;
|
||||
OutTiming.SampleCount = SampleCount;
|
||||
for (int32 WorkerIndex = 0; WorkerIndex < WorkerCount; ++WorkerIndex)
|
||||
OutTiming.bBrickProgram = bBrickProgram;
|
||||
OutTiming.BrickCount = bBrickProgram ? WorkBricks.Num() : 0;
|
||||
for (int32 WorkerIndex = 0; WorkerIndex < NumWorkers; ++WorkerIndex)
|
||||
{
|
||||
OutTiming.WorkerCpuSeconds += WorkerCpuSeconds[WorkerIndex];
|
||||
bAllWorkerCpuFromOsThreadTimes &= WorkerCpuFromOsThreadTimes[WorkerIndex];
|
||||
bAllWorkerCpuFromOsThreadTimes &= WorkerCpuFromOsThreadTimes[WorkerIndex] != 0;
|
||||
OutTiming.NonFiniteSamples += WorkerNonFinite[WorkerIndex];
|
||||
OutTiming.EvaluatedSamples += bBrickProgram
|
||||
? static_cast<int64>(WorkerEvaluatedSamples[WorkerIndex]) : 0;
|
||||
OutTiming.FallbackSamples += static_cast<int64>(WorkerFallbackSamples[WorkerIndex]);
|
||||
if (WorkerEvaluationFailures[WorkerIndex] != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
bool bAlreadyCounted = false;
|
||||
for (int32 PriorWorker = 0; PriorWorker < WorkerIndex; ++PriorWorker)
|
||||
{
|
||||
@@ -225,6 +399,11 @@ namespace VoxelForgeRegionEval
|
||||
OutTiming.ObservedWorkerThreads += bAlreadyCounted ? 0 : 1;
|
||||
}
|
||||
OutTiming.bWorkerCpuFromOsThreadTimes = bAllWorkerCpuFromOsThreadTimes;
|
||||
if (OutTiming.EvaluatedSamples > 0)
|
||||
{
|
||||
OutTiming.FallbackShare = static_cast<double>(OutTiming.FallbackSamples)
|
||||
/ static_cast<double>(OutTiming.EvaluatedSamples);
|
||||
}
|
||||
OutTiming.NanosecondsPerSample = OutTiming.SampleCount > 0
|
||||
? OutTiming.WorkerCpuSeconds * 1.0e9 / static_cast<double>(OutTiming.SampleCount)
|
||||
: 0.0;
|
||||
|
||||
Reference in new issue
Block a user