Stabilize visible render item sorting
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@@ -27,6 +27,10 @@ void AppendRenderItemsForGameObject(
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const Math::Vector3& cameraPosition,
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std::vector<VisibleRenderItem>& outVisibleItems);
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bool CompareVisibleRenderItemsStable(
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const VisibleRenderItem& lhs,
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const VisibleRenderItem& rhs);
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std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
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const Components::Scene& scene,
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const std::vector<uint64_t>& entityIds,
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@@ -113,22 +113,7 @@ uint32_t GetAdditionalLightTypeRank(const Components::LightComponent& light) {
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}
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bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
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if (lhs.renderQueue != rhs.renderQueue) {
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return lhs.renderQueue < rhs.renderQueue;
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}
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const bool isTransparentQueue = IsTransparentRenderQueue(lhs.renderQueue);
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if (lhs.cameraDistanceSq != rhs.cameraDistanceSq) {
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return isTransparentQueue
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? lhs.cameraDistanceSq > rhs.cameraDistanceSq
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: lhs.cameraDistanceSq < rhs.cameraDistanceSq;
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}
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if (lhs.gameObject != rhs.gameObject) {
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return lhs.gameObject < rhs.gameObject;
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}
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return lhs.sectionIndex < rhs.sectionIndex;
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return CompareVisibleRenderItemsStable(lhs, rhs);
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}
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} // namespace
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@@ -116,6 +116,41 @@ void AppendRenderItemsForGameObject(
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outVisibleItems.push_back(visibleItem);
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}
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bool CompareVisibleRenderItemsStable(
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const VisibleRenderItem& lhs,
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const VisibleRenderItem& rhs) {
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if (lhs.renderQueue != rhs.renderQueue) {
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return lhs.renderQueue < rhs.renderQueue;
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}
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const bool isTransparentQueue = IsTransparentRenderQueue(lhs.renderQueue);
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if (lhs.cameraDistanceSq != rhs.cameraDistanceSq) {
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return isTransparentQueue
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? lhs.cameraDistanceSq > rhs.cameraDistanceSq
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: lhs.cameraDistanceSq < rhs.cameraDistanceSq;
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}
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const Core::uint64 lhsObjectId = lhs.gameObject != nullptr ? lhs.gameObject->GetID() : 0u;
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const Core::uint64 rhsObjectId = rhs.gameObject != nullptr ? rhs.gameObject->GetID() : 0u;
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if (lhsObjectId != rhsObjectId) {
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return lhsObjectId < rhsObjectId;
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}
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if (lhs.hasSection != rhs.hasSection) {
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return lhs.hasSection && !rhs.hasSection;
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}
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if (lhs.sectionIndex != rhs.sectionIndex) {
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return lhs.sectionIndex < rhs.sectionIndex;
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}
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if (lhs.materialIndex != rhs.materialIndex) {
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return lhs.materialIndex < rhs.materialIndex;
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}
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return false;
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}
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std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
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const Components::Scene& scene,
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const std::vector<uint64_t>& entityIds,
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@@ -11,6 +11,8 @@
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#include <cmath>
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#include <memory>
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#include <new>
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#include <type_traits>
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#include <vector>
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namespace {
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@@ -24,7 +26,9 @@ using XCEngine::Components::Scene;
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using XCEngine::Math::Matrix4x4;
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using XCEngine::Math::Vector3;
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using XCEngine::Rendering::BuildRenderCameraData;
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using XCEngine::Rendering::CompareVisibleRenderItemsStable;
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using XCEngine::Rendering::CollectRenderItemsForEntityIds;
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using XCEngine::Rendering::VisibleRenderItem;
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using XCEngine::Resources::Mesh;
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using XCEngine::Resources::MeshSection;
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using XCEngine::Resources::StaticMeshVertex;
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@@ -211,4 +215,33 @@ TEST_F(RenderSceneUtilityTest, CollectRenderItemsForEntityIdsExpandsMeshSections
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EXPECT_EQ(renderables[1].materialIndex, 1u);
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}
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TEST(RenderSceneUtilityStandaloneTest, CompareVisibleRenderItemsUsesStableObjectIdOrdering) {
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using Storage = std::aligned_storage_t<sizeof(GameObject), alignof(GameObject)>;
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Storage storage[2];
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GameObject* lowerIdHigherAddress = new (&storage[1]) GameObject("LowerId");
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GameObject* higherIdLowerAddress = new (&storage[0]) GameObject("HigherId");
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ASSERT_LT(lowerIdHigherAddress->GetID(), higherIdLowerAddress->GetID());
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ASSERT_GT(
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reinterpret_cast<uintptr_t>(lowerIdHigherAddress),
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reinterpret_cast<uintptr_t>(higherIdLowerAddress));
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VisibleRenderItem lhs = {};
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lhs.gameObject = lowerIdHigherAddress;
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lhs.renderQueue = 2000;
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lhs.cameraDistanceSq = 9.0f;
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VisibleRenderItem rhs = {};
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rhs.gameObject = higherIdLowerAddress;
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rhs.renderQueue = 2000;
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rhs.cameraDistanceSq = 9.0f;
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EXPECT_TRUE(CompareVisibleRenderItemsStable(lhs, rhs));
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EXPECT_FALSE(CompareVisibleRenderItemsStable(rhs, lhs));
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higherIdLowerAddress->~GameObject();
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lowerIdHigherAddress->~GameObject();
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}
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} // namespace
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