On Wed, 1 May 2019 at 06:14, John Beard <john.j.be...@gmail.com> wrote: > > On 01/05/2019 13:57, Mário Luzeiro wrote: > > Hi John, > > > > yeah the Morton code is to improve cache hits. > > > > Regarding the speed test, since OS are multi-tasking there could be some > > interference on the results so 1s difference is not a very measurable > > difference ( 4% ). > > A possibility would be to run the same scene multiple times and make an > > average of the times. > > Sure, it was just a fun observation. It does change a bit from run to > run, but I was at least expecting a small penalty. Next up, wipes[1] and > then perhaps Snake :-D > > A more robust benchmarking harness would probably be the way to go if we > really were serious about putting the pedal to the metal here. > > But I think the centre-first approach is certainly better usability, but > I'm unsure about the checkerboard.
I agree, without checkerboard it makes it quicker to see what is going on in the center. Attached the (even simpler) just spiraling out from the center patch. > > Cheers, > > John > > [1]: https://www.youtube.com/watch?v=cGqAu9gj_F0
diff --git a/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp b/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp index b059cfeaf..f7fc54b21 100644 --- a/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp +++ b/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp @@ -32,6 +32,7 @@ #include <atomic> #include <thread> #include <chrono> +#include <algorithm> #include "c3d_render_raytracing.h" #include "mortoncodes.h" @@ -2074,6 +2075,13 @@ bool C3D_RENDER_RAYTRACING::initializeOpenGL() } +static float distance(const SFVEC2UI &a, const SFVEC2UI &b) +{ + const float dx = (float)a.x - (float)b.x; + const float dy = (float)a.y - (float)b.y; + return hypotf(dx, dy); +} + void C3D_RENDER_RAYTRACING::initialize_block_positions() { @@ -2123,26 +2131,26 @@ void C3D_RENDER_RAYTRACING::initialize_block_positions() m_postshader_ssao.UpdateSize( m_realBufferSize ); - // Calc block positions + // Calc block positions for regular rendering. Choose an 'inside out' + // style of rendering // ///////////////////////////////////////////////////////////////////// m_blockPositions.clear(); - m_blockPositions.reserve( (m_realBufferSize.x / RAYPACKET_DIM) * - (m_realBufferSize.y / RAYPACKET_DIM) ); - - i = 0; - - while(1) - { - SFVEC2UI blockPos( DecodeMorton2X(i) * RAYPACKET_DIM, - DecodeMorton2Y(i) * RAYPACKET_DIM ); - i++; - - if( (blockPos.x >= m_realBufferSize.x) && (blockPos.y >= m_realBufferSize.y) ) - break; - - if( (blockPos.x < m_realBufferSize.x) && (blockPos.y < m_realBufferSize.y) ) - m_blockPositions.push_back( blockPos ); - } + const int blocks_x = m_realBufferSize.x / RAYPACKET_DIM; + const int blocks_y = m_realBufferSize.y / RAYPACKET_DIM; + m_blockPositions.reserve( blocks_x * blocks_y ); + + for (int x = 0; x < blocks_x; ++x) + for (int y = 0; y < blocks_y; ++y) + m_blockPositions.push_back(SFVEC2UI(x * RAYPACKET_DIM, + y * RAYPACKET_DIM)); + + const SFVEC2UI center(m_realBufferSize.x/2, m_realBufferSize.y/2); + std::sort(m_blockPositions.begin(), m_blockPositions.end(), + [&](const SFVEC2UI &a, const SFVEC2UI &b) + { + // Sort order: inside out. + return distance(a, center) < distance(b, center); + }); // Create m_shader buffer delete[] m_shaderBuffer;
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