Files
HauntedBloodlines/Assets/Obi/Scripts/Common/Backends/Burst/DataStructures/ConstraintBatcher/ConstraintBatcher.cs
2025-05-29 22:31:40 +03:00

216 lines
8.2 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using Unity.Jobs;
namespace Obi
{
public struct BatchData
{
public ushort batchID; // Batch identifier. All bits will be '0', except for the one at the position of the batch.
public int startIndex; // first constraint in the batch
public int constraintCount; // amount of constraints in the batch.
public int activeConstraintCount; // auxiliar counter used to sort the constraints in linear time.
public int workItemSize; // size of each work item.
public int workItemCount; // number of work items.
public bool isLast;
public BatchData(int index, int maxBatches)
{
batchID = (ushort)(1 << index);
isLast = index == (maxBatches - 1);
constraintCount = 0;
activeConstraintCount = 0;
startIndex = 0;
workItemSize = 0;
workItemCount = 0;
}
public void GetConstraintRange(int workItemIndex, out int start, out int end)
{
start = startIndex + workItemSize * workItemIndex;
end = startIndex + math.min(constraintCount, workItemSize * (workItemIndex + 1));
}
}
public unsafe struct WorkItem
{
public const int minWorkItemSize = 64;
public fixed int constraints[minWorkItemSize];
public int constraintCount;
public bool Add(int constraintIndex)
{
// add the constraint to this work item.
fixed (int* constraintIndices = constraints)
{
constraintIndices[constraintCount] = constraintIndex;
}
// if we've completed the work item, close it and reuse for the next one.
return (++constraintCount == minWorkItemSize);
}
}
public struct ConstraintBatcher<T> : IDisposable where T : struct, IConstraintProvider
{
public int maxBatches;
private BatchLUT batchLUT; // look up table for batch indices.
public ConstraintBatcher(int maxBatches)
{
this.maxBatches = math.min(17, maxBatches);
batchLUT = new BatchLUT(this.maxBatches);
}
public void Dispose()
{
batchLUT.Dispose();
}
/**
* Linear-time graph coloring using bitmasks and a look-up table. Used to organize contacts into batches for parallel processing.
* input: array of unsorted constraints.
* output:
* - sorted constraint indices array.
* - array of batchData, one per batch: startIndex, batchSize, workItemSize (at most == batchSize), numWorkItems
* - number of active batches.
*/
public JobHandle BatchConstraints(ref T constraintDesc,
int particleCount,
ref NativeArray<BatchData> batchData,
ref NativeArray<int> activeBatchCount,
JobHandle inputDeps)
{
if (activeBatchCount.Length != 1)
return inputDeps;
var batchJob = new BatchContactsJob
{
batchMasks = new NativeArray<ushort>(particleCount, Allocator.TempJob, NativeArrayOptions.ClearMemory),
batchIndices = new NativeArray<int>(constraintDesc.GetConstraintCount(), Allocator.TempJob, NativeArrayOptions.ClearMemory),
lut = batchLUT,
constraintDesc = constraintDesc,
batchData = batchData,
activeBatchCount = activeBatchCount,
maxBatches = maxBatches
};
return batchJob.Schedule(inputDeps);
}
[BurstCompile]
private struct BatchContactsJob : IJob
{
[DeallocateOnJobCompletion]
public NativeArray<ushort> batchMasks;
[DeallocateOnJobCompletion]
public NativeArray<int> batchIndices;
[ReadOnly] public BatchLUT lut;
public T constraintDesc;
public NativeArray<BatchData> batchData;
public NativeArray<int> activeBatchCount;
public int maxBatches;
public unsafe void Execute()
{
// Initialize batch data array
for (int i = 0; i < batchData.Length; ++i)
batchData[i] = new BatchData(i, maxBatches);
// temporary array containing an open work item for each batch.
WorkItem* workItems = stackalloc WorkItem[maxBatches];
for (int i = 0; i < maxBatches; i++)
workItems[i] = new WorkItem();
int constraintCount = constraintDesc.GetConstraintCount();
// find a batch for each constraint:
for (int i = 0; i < constraintCount; ++i)
{
// OR together the batch masks of all entities involved in the constraint:
int batchMask = 0;
for (int k = 0; k < constraintDesc.GetParticleCount(i); ++k)
batchMask |= batchMasks[constraintDesc.GetParticle(i, k)];
// look up the first free batch index for this constraint:
int batchIndex = batchIndices[i] = lut.batchIndex[batchMask];
// update the amount of constraints in the batch:
var batch = batchData[batchIndex];
batch.constraintCount++;
batchData[batchIndex] = batch;
// add the constraint to the last work item of the batch:
if (workItems[batchIndex].Add(i))
{
// if this work item does not belong to the last batch:
if (batchIndex != maxBatches - 1)
{
// tag all entities in the work item with the batch mask to close it.
// this way we know constraints referencing any of these entities can no longer be added to this batch.
for (int j = 0; j < workItems[batchIndex].constraintCount; j++)
{
int constraint = workItems[batchIndex].constraints[j];
for (int k = 0; k < constraintDesc.GetParticleCount(constraint); ++k)
batchMasks[constraintDesc.GetParticle(constraint, k)] |= batch.batchID;
}
}
// reuse the work item.
workItems[batchIndex].constraintCount = 0;
}
}
// fill batch data:
activeBatchCount[0] = 0;
int numConstraints = 0;
for (int i = 0; i < batchData.Length; ++i)
{
var batch = batchData[i];
// bail out when we find the first empty batch:
if (batch.constraintCount == 0)
break;
// calculate work item size, count, and index of the first constraint
batch.workItemSize = math.min(WorkItem.minWorkItemSize, batch.constraintCount);
batch.workItemCount = (batch.constraintCount + batch.workItemSize - 1) / batch.workItemSize;
batch.startIndex = numConstraints;
numConstraints += batch.constraintCount;
activeBatchCount[0]++;
batchData[i] = batch;
}
// write out sorted constraint indices:
for (int i = 0; i < constraintCount; ++i)
{
var batch = batchData[batchIndices[i]];
int sortedIndex = batch.startIndex + (batch.activeConstraintCount++);
constraintDesc.WriteSortedConstraint(i, sortedIndex);
batchData[batchIndices[i]] = batch;
}
}
}
}
}
#endif