Gives out individual render submodels for dynamic ones, receives and remembers them when they are not needed anymore.
Stores only one render submodel for static ones. Reuses/instantiates it for everyone.
Detect whether studio model has changed, and replace it with a new one.
It does (as predicted) run into a gpu sync issue if reuse happened while previous frame with the old user is still being drawn.
Renames previous METRICS to COUNTERS. These are still reset to zero
every frame.
Adds new METRICS which are preserved, maintained externally to speeds,
and only sampled by speeds code once per frame.
Also adds new metrics:
- `studio.cached_submodels` -- number of submodels in cache
- `geom.used` -- memory used by long allocations
- `geom.{vertices,indices}` -- counts of vertices/indices for long
allocations
- `geom.dyn_{vertices,indices}` -- counts of vertices/indices for
single-frame dynamic allocations
When `r_speeds_graphs` cvar is read for the first time, not all metrics
might be registered yet. It leads to some graphs missing.
Retry searching for these metrics on further frames, thus preserving the
graph list from previous session fully.
- Add variable name and registration src:line to the
`r_speeds_list_metrics` output. Makes it easier to reason about where
does this metric come from.
- Group metrics by their modules, makes it easier to discover.
- Do not print the list immediately on command, do it later in the
frame. Makes it print correct latest frame values.
Still slightly KORYAVY as:
- there's no cache eviction, it might get full pretty quick
- static-vs-dynamic animation decision is pretty rudimentary, might consider non-animated things as dynamic
- args passing vs global state is meh
This makes water static for now, and also makes it look weird, e.g.:
- no culling of water sides (it is "dynamic" in a sense that it's an
entity property, not model property)
Fixes computing total vertices/indices count. Were referencing the same `pmesh` for all meshes.
Floating and missing heads issue seems to be due to incorrect fixed animation frames. I.e. animation frames contain offsets to the correct positions. Should be fixed when animations are done.
Known issues:
- no animations, stuck at first rendered frame of a given submodel.
This is as intended for now, needs BLAS update functionality not yet implemented.
- wrong positions/transforms. Reasons unknown. May be "as intended" too.
- missing heads
- Barney model corruption. Consistent between maps/instances/animation
frames.
Somehow makes sprites correctly oriented (and winding-culled) for ray
tracing, but makes them disappear (winding-culled) for traditional
renderer. This makes zero sense.
This is a workaround for inconsistent memory management: some subsystems completely clear their memories and start allocating from zero. This leads to overwriting long lived sprite model with garbage.
TODO FIXME
Make sure that things get created and destroyed at the right times.
Allow longer-than-map block allocations.
Fix brush model leaks -- previously they weren't destroyed on map
change/game exit properly. Also free geometry ranges accordingly.
Add a note about map loading process, and various models lifetimes.
The intent is to manage long-vs-single-frame allocations better.
Previously long allocations were map-long bump allocations, and couldn't be freed
mid-map, as there was neither a reference to the allocated range, nor a
way to actully free it.
Add a two-mode block allocator (similar to previous debuffer alloc) that
allows making long and once allocations. But now long allocations are
backed by "pool" allocator and return references to the range.
This commit doesn't do the deallocation yet, so map chaning doesn't yet
work.
- explicitly group cache-related fields
- move kusochki allocation to where it's actually used
this makes a step towards better blas management from bottom up
Draft the new accel/blas apis. Consolidate everything accel-related into
vk_ray_accel.c. Start splitting into more atomic functions. Prepare for
blas-model+kusochki split. etc etc.
The new code isn't really used yet.