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Attempt to fix animation perf regression introduced by #4128 Parallel.ForEach(IList<T>) uses static range partitioning which may cause load imbalance on hybrid P/E-core CPUs. Use Partitioner.Create(list, loadBalance: true) instead to restore dynamic chunk stealing that aws already used when using Parallel.ForEach(IEnumerable<T>)
126 lines
3.9 KiB
C#
126 lines
3.9 KiB
C#
using Sandbox.Utility;
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using System.Collections.Concurrent;
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namespace Sandbox;
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[Expose]
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public sealed class SceneAnimationSystem : GameObjectSystem<SceneAnimationSystem>
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{
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private HashSetEx<SkinnedModelRenderer> SkinnedRenderers { get; } = new();
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internal void AddRenderer( SkinnedModelRenderer renderer )
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{
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SkinnedRenderers.Add( renderer );
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}
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internal void RemoveRenderer( SkinnedModelRenderer renderer )
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{
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SkinnedRenderers.Remove( renderer );
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}
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private ConcurrentQueue<GameTransform> ChangedTransforms { get; } = new();
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// Reusable lists to avoid per-frame allocations from Parallel.ForEach with IEnumerable<T>.
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// Parallel.ForEach on IEnumerable uses a dynamic partitioner that allocates KeyValuePair<long, T>[]
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// chunks internally; passing an IList<T> uses the static range partitioner instead.
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private readonly List<SkinnedModelRenderer> _rootRenderers = new();
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private readonly List<SkinnedModelRenderer> _boneMergeRoots = new();
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private readonly List<SkinnedModelRenderer> _physRenderers = new();
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private static int _animThreadCount = Math.Max( 1, Environment.ProcessorCount - 1 );
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private static ParallelOptions _animParallelOptions = new()
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{
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MaxDegreeOfParallelism = _animThreadCount
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};
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public SceneAnimationSystem( Scene scene ) : base( scene )
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{
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Listen( Stage.UpdateBones, 0, UpdateAnimation, "UpdateAnimation" );
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Listen( Stage.FinishUpdate, 0, FinishUpdate, "FinishUpdate" );
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Listen( Stage.PhysicsStep, 0, PhysicsStep, "PhysicsStep" );
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}
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void UpdateAnimation()
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{
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using ( PerformanceStats.Timings.Animation.Scope() )
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{
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_rootRenderers.Clear();
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_boneMergeRoots.Clear();
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foreach ( var renderer in SkinnedRenderers.EnumerateLocked() )
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{
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if ( renderer.IsRootRenderer )
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_rootRenderers.Add( renderer );
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if ( !renderer.BoneMergeTarget.IsValid() && renderer.HasBoneMergeChildren )
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_boneMergeRoots.Add( renderer );
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}
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// Skip out if we have a parent that is a skinned model, because we need to move relative to that
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// and their bones haven't been worked out yet. They will get worked out after our parent is.
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// Use a load-balanced partitioner: work per root is highly uneven (clothed characters have many
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// bone-merged children), so static range partitioning would cause severe thread idle time.
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System.Threading.Tasks.Parallel.ForEach( Partitioner.Create( _rootRenderers, loadBalance: true ), _animParallelOptions, ProcessRenderer );
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// This is a good time to maintain decode caches
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// Will copy local caches to the global cache and handle LRU eviction
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// Can do this in a background task as nothing is touching these caches until next frame
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Task.Run( g_pAnimationSystemUtils.MaintainDecodeCaches );
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// Now merge any descendants without allocating per-merge delegates
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System.Threading.Tasks.Parallel.ForEach( Partitioner.Create( _boneMergeRoots, loadBalance: true ), _animParallelOptions, renderer => renderer.MergeDescendants( ChangedTransforms ) );
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while ( ChangedTransforms.TryDequeue( out var tx ) )
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{
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tx.TransformChanged( true );
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}
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//
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// Run events in the main thread
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//
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foreach ( var x in SkinnedRenderers.EnumerateLocked() )
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{
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x.DispatchEvents();
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}
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}
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}
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void ProcessRenderer( SkinnedModelRenderer renderer )
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{
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if ( !renderer.IsValid() || !renderer.Enabled )
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return;
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if ( renderer.AnimationUpdate() )
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{
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ChangedTransforms.Enqueue( renderer.Transform );
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}
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foreach ( var child in renderer.SkinnedChildren )
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{
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ProcessRenderer( child );
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}
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}
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void FinishUpdate()
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{
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foreach ( var renderer in SkinnedRenderers.EnumerateLocked() )
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{
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renderer.FinishUpdate();
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}
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}
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void PhysicsStep()
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{
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_physRenderers.Clear();
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foreach ( var renderer in SkinnedRenderers.EnumerateLocked() )
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{
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if ( renderer.Physics != null )
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_physRenderers.Add( renderer );
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}
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System.Threading.Tasks.Parallel.ForEach( Partitioner.Create( _physRenderers, loadBalance: true ), _animParallelOptions, renderer => renderer.Physics.Step() );
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}
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}
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