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Optimize inserting lots of primitives with the same StackingOrder
(#3631)
Release Notes: - N/A
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commit
943acc5819
1 changed files with 22 additions and 8 deletions
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@ -17,6 +17,7 @@ pub type LayerId = u32;
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pub type DrawOrder = u32;
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pub(crate) struct SceneBuilder {
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last_order: Option<(StackingOrder, LayerId)>,
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layers_by_order: BTreeMap<StackingOrder, LayerId>,
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splitter: BspSplitter<(PrimitiveKind, usize)>,
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shadows: Vec<Shadow>,
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@ -31,6 +32,7 @@ pub(crate) struct SceneBuilder {
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impl Default for SceneBuilder {
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fn default() -> Self {
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SceneBuilder {
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last_order: None,
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layers_by_order: BTreeMap::new(),
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splitter: BspSplitter::new(),
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shadows: Vec::new(),
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@ -52,6 +54,7 @@ impl SceneBuilder {
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layer_z_values[*layer_id as usize] = ix as f32 / self.layers_by_order.len() as f32;
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}
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self.layers_by_order.clear();
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self.last_order = None;
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// Add all primitives to the BSP splitter to determine draw order
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self.splitter.reset();
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@ -156,14 +159,7 @@ impl SceneBuilder {
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return;
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}
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let layer_id = if let Some(layer_id) = self.layers_by_order.get(order) {
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*layer_id
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} else {
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let next_id = self.layers_by_order.len() as LayerId;
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self.layers_by_order.insert(order.clone(), next_id);
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next_id
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};
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let layer_id = self.layer_id_for_order(order);
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match primitive {
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Primitive::Shadow(mut shadow) => {
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shadow.order = layer_id;
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@ -196,6 +192,24 @@ impl SceneBuilder {
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}
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}
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}
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fn layer_id_for_order(&mut self, order: &StackingOrder) -> u32 {
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if let Some((last_order, last_layer_id)) = self.last_order.as_ref() {
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if last_order == order {
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return *last_layer_id;
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}
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};
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let layer_id = if let Some(layer_id) = self.layers_by_order.get(order) {
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*layer_id
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} else {
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let next_id = self.layers_by_order.len() as LayerId;
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self.layers_by_order.insert(order.clone(), next_id);
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next_id
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};
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self.last_order = Some((order.clone(), layer_id));
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layer_id
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}
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}
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pub struct Scene {
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