378 lines
13 KiB
C++
378 lines
13 KiB
C++
//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#include <algorithm>
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#include <atomic>
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#include <cstdlib>
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#include <future>
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#include "framework/application.h"
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#include "framework/imgui.h"
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#include "framework/renderer.h"
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#include "framework/utils.h"
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#include "ozz/animation/runtime/animation.h"
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#include "ozz/animation/runtime/local_to_model_job.h"
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#include "ozz/animation/runtime/sampling_job.h"
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#include "ozz/animation/runtime/skeleton.h"
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#include "ozz/base/containers/vector.h"
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#include "ozz/base/log.h"
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#include "ozz/base/maths/box.h"
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#include "ozz/base/maths/math_ex.h"
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#include "ozz/base/maths/simd_math.h"
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#include "ozz/base/maths/soa_transform.h"
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#include "ozz/base/maths/vec_float.h"
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#include "ozz/options/options.h"
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#if EMSCRIPTEN
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#include <emscripten.h>
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#include <emscripten/threading.h>
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#endif // EMSCRIPTEN
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// Skeleton archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(skeleton,
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"Path to the skeleton (ozz archive format).",
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"media/skeleton.ozz", false)
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// Animation archive can be specified as an option.
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OZZ_OPTIONS_DECLARE_STRING(animation,
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"Path to the first animation (ozz archive format).",
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"media/animation.ozz", false)
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// Interval between each character.
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const float kInterval = 2.f;
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// Width and depth of characters repartition.
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const int kWidth = 16;
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const int kDepth = 16;
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// The maximum number of characters.
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const int kMaxCharacters = 4096;
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// The minimum number of characters per task.
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const int kMinGrainSize = 32;
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// Checks if platform has threading support.
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bool HasThreadingSupport() {
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#ifdef EMSCRIPTEN
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return emscripten_has_threading_support();
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#else // EMSCRIPTEN
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return true;
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#endif // EMSCRIPTEN
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}
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class MultithreadSampleApplication : public ozz::sample::Application {
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public:
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MultithreadSampleApplication()
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: characters_(kMaxCharacters),
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num_characters_(kMaxCharacters / 4),
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has_threading_support_(HasThreadingSupport()),
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enable_theading_(has_threading_support_),
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grain_size_(128) {
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if (has_threading_support_) {
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ozz::log::Out() << "Platform has threading support." << std::endl;
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} else {
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ozz::log::Out() << "Platform doesn't have threading support, "
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<< "multithreading is disabled." << std::endl;
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}
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}
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private:
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// Nested Character struct forward declaration.
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struct Character;
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static bool UpdateCharacter(const ozz::animation::Animation& _animation,
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const ozz::animation::Skeleton& _skeleton,
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float _dt, Character* _character) {
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// Samples animation.
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_character->controller.Update(_animation, _dt);
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// Setup sampling job.
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ozz::animation::SamplingJob sampling_job;
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sampling_job.animation = &_animation;
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sampling_job.context = &_character->context;
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sampling_job.ratio = _character->controller.time_ratio();
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sampling_job.output = make_span(_character->locals);
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// Samples animation.
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if (!sampling_job.Run()) {
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return false;
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}
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// Converts from local space to model space matrices.
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ozz::animation::LocalToModelJob ltm_job;
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ltm_job.skeleton = &_skeleton;
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ltm_job.input = make_span(_character->locals);
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ltm_job.output = make_span(_character->models);
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if (!ltm_job.Run()) {
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return false;
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}
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return true;
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}
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// Data structure used to pass const arguments to parallel tasks.
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struct ParallelArgs {
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const ozz::animation::Animation* animation;
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const ozz::animation::Skeleton* skeleton;
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float dt;
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int grain_size; // Maximum number of characters that can be processed by a
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// task.
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};
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// Data used to monitor and analyze threading.
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// Every task will push its thread id to an array. We can then process it to
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// find how many threads were used.
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class ParallelMonitor {
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public:
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ParallelMonitor() {
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// Finds the maximum possible number of tasks considering kMinGrain grain
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// size for kMaxCharacters characters.
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int max_tasks = 1;
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for (int processed = kMinGrainSize; processed < kMaxCharacters;
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processed *= 2, max_tasks *= 2) {
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}
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thread_ids_.resize(max_tasks);
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num_async_tasks_.store(0);
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}
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void Reset() { num_async_tasks_.store(0); }
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// Stores this thread identifier to a new task slot.
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void PushTask() {
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thread_ids_[num_async_tasks_++] = hasher_(std::this_thread::get_id());
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}
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// Finds number of threads, which is the number of unique thread ids
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// found.
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int ThreadCount() {
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std::sort(thread_ids_.begin(), thread_ids_.begin() + num_async_tasks_);
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auto end = std::unique(thread_ids_.begin(),
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thread_ids_.begin() + num_async_tasks_);
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return static_cast<int>(end - thread_ids_.begin());
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}
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int TaskCount() const { return num_async_tasks_; }
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private:
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std::hash<std::thread::id> hasher_;
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ozz::vector<size_t> thread_ids_;
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std::atomic_uint num_async_tasks_;
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};
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static bool ParallelUpdate(const ParallelArgs& _args, Character* _characters,
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int _num, ParallelMonitor* _monitor) {
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bool success = true;
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if (_num <= _args.grain_size) {
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_monitor->PushTask();
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for (int i = 0; i < _num; ++i) {
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success &= UpdateCharacter(*_args.animation, *_args.skeleton, _args.dt,
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&_characters[i]);
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}
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} else {
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// Run half the job on an async task, possibly another thread.
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const int half = _num / 2;
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auto handle = std::async(std::launch::async, ParallelUpdate, _args,
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_characters + half, _num - half, _monitor);
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// The other half is processed by this thread.
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success &= ParallelUpdate(_args, _characters, half, _monitor);
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// Get result of the async task or process it if it's not started yet.
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success &= handle.get();
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}
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return success;
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}
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// Updates current animation time.
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virtual bool OnUpdate(float _dt, float) {
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bool success = true;
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if (enable_theading_) {
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// Initialize task counter. It's only used to monitor threading behavior.
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monitor_.Reset();
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const ParallelArgs args = {&animation_, &skeleton_, _dt, grain_size_};
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success = ParallelUpdate(args, array_begin(characters_), num_characters_,
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&monitor_);
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} else {
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for (int i = 0; i < num_characters_; ++i) {
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success &= UpdateCharacter(animation_, skeleton_, _dt,
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array_begin(characters_) + i);
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}
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}
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return success;
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}
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// Renders all skeletons.
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virtual bool OnDisplay(ozz::sample::Renderer* _renderer) {
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bool success = true;
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for (int c = 0; success && c < num_characters_; ++c) {
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const ozz::math::Float4 position(
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((c % kWidth) - kWidth / 2) * kInterval,
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((c / kWidth) / kDepth) * kInterval,
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(((c / kWidth) % kDepth) - kDepth / 2) * kInterval, 1.f);
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const ozz::math::Float4x4 transform = ozz::math::Float4x4::Translation(
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ozz::math::simd_float4::LoadPtrU(&position.x));
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success &= _renderer->DrawPosture(
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skeleton_, make_span(characters_[c].models), transform, false);
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}
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return true;
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}
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virtual bool OnInitialize() {
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// Reading skeleton.
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if (!ozz::sample::LoadSkeleton(OPTIONS_skeleton, &skeleton_)) {
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return false;
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}
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// Reading animations.
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if (!ozz::sample::LoadAnimation(OPTIONS_animation, &animation_)) {
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return false;
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}
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// Allocate a default number of characters.
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AllocateCharaters();
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return true;
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}
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bool AllocateCharaters() {
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// Reallocate all characters.
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for (size_t c = 0; c < kMaxCharacters; ++c) {
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Character& character = characters_[c];
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// Initializes each controller start time to a different value.
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character.controller.set_time_ratio(animation_.duration() * kWidth * c /
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kMaxCharacters);
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character.locals.resize(skeleton_.num_soa_joints());
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character.models.resize(skeleton_.num_joints());
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character.context.Resize(animation_.num_tracks());
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}
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return true;
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}
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virtual void OnDestroy() {}
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virtual bool OnGui(ozz::sample::ImGui* _im_gui) {
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// Exposes number of characters.
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{
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static bool oc_open = true;
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ozz::sample::ImGui::OpenClose oc(_im_gui, "Sample control", &oc_open);
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if (oc_open) {
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char label[64];
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std::sprintf(label, "Number of entities: %d", num_characters_);
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_im_gui->DoSlider(label, 1, kMaxCharacters, &num_characters_, .7f);
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const int num_joints = num_characters_ * skeleton_.num_joints();
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std::sprintf(label, "Number of joints: %d", num_joints);
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_im_gui->DoLabel(label);
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}
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}
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// Exposes multi-threading parameters.
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{
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static bool oc_open = true;
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ozz::sample::ImGui::OpenClose oc(_im_gui, "Threading control", &oc_open);
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if (oc_open) {
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_im_gui->DoCheckBox("Enables threading", &enable_theading_,
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has_threading_support_);
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if (enable_theading_) {
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char label[64];
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std::sprintf(label, "Grain size: %d", grain_size_);
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_im_gui->DoSlider(label, kMinGrainSize, kMaxCharacters, &grain_size_,
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.2f);
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const int num_threads = monitor_.ThreadCount();
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std::sprintf(label, "Thread/task count: %d/%d", num_threads,
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monitor_.TaskCount());
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_im_gui->DoLabel(label);
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}
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}
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}
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return true;
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}
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virtual void GetSceneBounds(ozz::math::Box* _bound) const {
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_bound->min.x = -(kWidth / 2) * kInterval;
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_bound->max.x =
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_bound->min.x + ozz::math::Min(num_characters_, kWidth) * kInterval;
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_bound->min.y = 0.f;
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_bound->max.y = ((num_characters_ / kWidth / kDepth) + 1) * kInterval;
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_bound->min.z = -(kDepth / 2) * kInterval;
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_bound->max.z =
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_bound->min.z +
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ozz::math::Min(num_characters_ / kWidth, kDepth) * kInterval;
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}
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// Runtime skeleton.
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ozz::animation::Skeleton skeleton_;
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// Runtime animation.
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ozz::animation::Animation animation_;
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// Character structure contains all the data required to sample and blend a
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// character.
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struct Character {
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// Playback animation controller. This is a utility class that helps with
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// controlling animation playback time.
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ozz::sample::PlaybackController controller;
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// Sampling context.
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ozz::animation::SamplingJob::Context context;
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// Buffer of local transforms which stores the blending result.
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ozz::vector<ozz::math::SoaTransform> locals;
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// Buffer of model space matrices. These are computed by the local-to-model
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// job after the blending stage.
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ozz::vector<ozz::math::Float4x4> models;
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};
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// Array of characters of the sample.
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ozz::vector<Character> characters_;
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// Number of used characters.
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int num_characters_;
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// Does the current plateform actually has threading support.
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bool has_threading_support_;
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// Enable or disable threading.
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bool enable_theading_;
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// Define the number of characters that a task can handle.
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int grain_size_;
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// Data used to monitor and analyze threading.
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ParallelMonitor monitor_;
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};
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int main(int _argc, const char** _argv) {
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const char* title = "Ozz-animation sample: Multi-threading";
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return MultithreadSampleApplication().Run(_argc, _argv, "1.0", title);
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}
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