Wednesday, November 23, 2011

Rendering Architecture (2)

Hi guys,
a simple follow up about the very low-level architecture I'm using in the latest months, after having a look at DirectX 11.
In the context of rendering, we can assume that every time we render we know exactly which type of renderer (DX9, DX11, LibGCM, X360, ... ) we are using: we don't want to switch renderer on the fly, and on consoles this is impossible to do.
So starting with this in mind, we know and want that in the executable we will build there will be only one renderer.
This can be achieved with a dll/lib in a different projects as you prefer, but the bit I want to talk about is the RenderInterface.
First of all, what is a RenderInterface?
We have another context parameter: we know that during the rendering phase of our game, we need to provide three main informations to the graphics card and they are
  1. Geometry informations
  2. Shading informations
  3. Render states

and we set those informations in various way, for example on DX/X360 we use Set*** command and Draw*** to issue the drawcall.

The geometry informations are relative to vertex buffer, vertex format/declaration and index buffer; the shading ones are the various shaders (depending on the API, vertex, fragment, geometry,...) and the informations to be used by the shaders (constants and textures); the render states are the all the other informations, like render targets, depth/stencil, alpha blending, so all the configurable states that are grouped in directx 10 and 11.

The render interface thus is splitted in two: a RenderContext, that sets all the informations to issue drawcalls only and draws, and the RenderDevice that manage the creation, destruction and mapping/unmapping of low level graphic resources.

This division permit to easly divide what is "deferrable" to what not, so if you want to create your own command buffer or use the DX11 one (good luck) than you already know that the RenderContext is the right guy to call.

Every object that can be renderable will have a render method that will take pass the RenderContext around, so that it can set the data for the draw calls.

The real catch is to use the curiously recursive template pattern to create the interface for both the RenderContext and the RenderDevice, and create the different implementations for each platforms: even though you need to typedef the specific template implementation, you can assume (see above) that for each target you have only ONE type for the RenderContext implementation (RenderContext) alive and thus you can use it.

The methods called in the API-dependent class can be all protected so that you enforce the interface, and inlining all the calls in the RenderContext class will map a call of your render context to a direct call of the method, thus avoiding virtuals and with "static polymorphism".

Even though on PC is not a cost, on consoles ( I really suggest you to try, if you can ) is a bad hit (especially on ps3) to call virtual functions a LOT of times, but let's try to figure out the numbers:

if you have 1000 draw-calls, probably you'll have 4 or 5 RenderContext calls (SetVertexBuffer, SetIndexBuffer, SetVertexShader,SetPixelShader,SetConstants,SetVertexFormats, DrawIndexed, ...) for each draw-call, thus having 4000-5000 virtual calls for each frame. So you end up having 4000-5000 cache misses per frame and all without any apparent reason, and the cost of cache misses on consoles...is varying, but can be from 40 to 600 cycles for each call.

How many cycles are we wasting?

With this system, you have a common interface and no virtuals. No silver bullet, but the problem to find a solution requires a correct definition of the constraints...

BFP

Monday, October 31, 2011

Rendering architecture (1)

Hi guys!
Too much time I don't update this blog!

I wanted to share with you a way in which I describe rendering for my home-engine, used to study technologies quickly.
I'm doing this way since 2008, so now it's starting to become very mature, but I'm sure will improve in the future!

Let's start from the objective: I wanted to create something flexible and quick to iterate to study all the different rendering techniques that I'm interested into.
Speaking about DX9+ GPUs, the context of the problem has some constraints.
The rendering APIs are a state machine, and to draw we must provide at least those informations:

1) Vertex Buffer
2) Index Buffer
3) Vertex Format
4) Vertex Program
5) Fragment Program
6) Shader Constants
7) Render States
8) Render Targets

We can see the Rendering as a problem on HOW to create those information to be sent to the GPU.
The Rendering nowadays can be seen as a sequence of drawcalls applied to a render target.
So back in time I started to define the concept of Rendering Pipeline as a sequence of drawcalls in a render target.
Each of those sequences became a Stage of the pipeline.
At the end of the day we have

Pipeline
Stage0 -> Stage1 -> Stage2

This sounds a little simplified, and actually it is simple, but it's really powerful.
An example of Stage can be as simple as a ForwardRendering that renders in the framebuffer (that can be seen as a Render Target),
a GBuffer generation, Shadow Creation, SSAO, ...

For each stage we define some RenderTargetInputs and Outputs, to link the different stages together.

If I made the picture clear, each rendering became a series of rendering of stages.
To describe the rendering I started using an XML file like that:


Each stage type corresponds to a class that extends the Stage class in the code.
At the very beginning this approach was good, because I could describe rendering in a mix of
xml/code that was very fast to prototype with!
After some months of coding I saw emerging some interesting patterns:
  • Each stage has some RenderStates set before rendering
  • Each stage can draw per material or providing a shader
  • Each stage that describes a postprocess, draws a single quad and has a shader associated.

Further defining the rendering problem, I found another missing information in the rendering objects that were sent to each stage.

How can I define them?

I ended up with what I called a RenderView, that is a camera plus a list of "render instances". So now each stage renders a particular RenderView and has some renderstates defined, plus an optional shader if it is a postprocess.

The point is...why just not describe all those informations in the XML?

Enter ScriptableStage!

This stage has a renderview, some renderstates, and an optional shader. All defined in the XML. This provides me the flexibility to describe a lot of the rendering techniques around.

After some more technique explorations, I found another emerging pattern:

Each time I want to render, I need to provide 3 groups of informations

  1. Geometry
  2. Shading
  3. Render states

When you define all those informations, you can describe all the rendering you want! Even materials can be seen as a list of Shaders corresponding to stages and can be described through XMLs...

The application logic that sits on top must really provide mostly the geometry and link it with materials (that are shaders + render states).

With this simple description I found a very powerful way of describing the rendering and prototype/explore very fast.

Next post I'll describe also a way to achieve a simple reloading mechanism and avoid virtuals for the renderer itself to be more console friendly ;)

Enjoy!

Saturday, May 8, 2010

What about your challenge?

I know I know...I ended up with only 1 day of programming.
But some days after, I ended doing an interview @ Codemasters.
And the big news is...NOW I WORK AT CODEMASTERS!!!
A big leap into the possibility to grew and study techniques, doing a work that I LOVE with a great company!

But hey...and your challenge?
My challenge is returnig back, even if I decided to restart again from scratch.
Why that?
In the meantime I've read some books around (mainly c++ stuff...) and ended up with some new ideas.
Also, my will is to create a framework to explore all these papers and thesis around the web that take my attention!

But all of this will not happen now, first I have to enter in the apartment and get all the stuff out of the boxes!

Stay tuned for more infos!

Friday, March 19, 2010

Progress report: Day 1

Yesterday it was my first game-engine development day.
As you know, I'm facing the challange of creating a small game-engine in 10 days.
This can be considered a game to improve speed and understanding of a game engine and the decisions about the design. I found that personally, when coding at home (without time constraint) I need to study too much time before taking a decision on design. After this decision is taken, and some UML written down, I code with all in my mind (and papers) in a good way.
To improve the decision time I choose the way of training myself (as with guitar, breakdancing, motorbikes...).
What is the first principle of training? Practice, practice and PRACTICE.
Reading some books of NLP and Self-Improvement, I found in Anthony Robbins a perfect description of what he call the 'decision muscle':

Decision -> Action -> Results and Feedback.
It is the SAME as a controller in a dynamic system (automation systems...), and applies to all the field of the life.
And decision making is crucial also in engine design.
To improve decision making, I found really useful four things:
  1. Learn more. Learn all. Many times knowing different techniques improves you understanding of other problems: any techniques, and desing has a mentality behind.
    Learning the MENTALITY is powerful. Then apply to other fields. Eg: data oriented structure of arrays used in vectorized math and shaders, can be successufully applied to game objects (Pitfalls_of_Object_Oriented_Programming paper is a good example).
  2. Try completely different approaches.
  3. Practice, practice, practice!
  4. Learn from mistakes:
    there are no failure, there are only results
    (Robbins)

So finally I decided to begun another iteration of my home-engine with new knowledge from books and papers.

FIRST DAY
  • Total time: 10 hours
  • Evident results: running up window, multithread engine loop on.
The first day ended with some great insight of what an engine must be (for me).
I've almost finished the Platform Abstraction Layer, on which every other layer will rely.
The first thing I noticed is that you must create a complete environment for other programmers to work with your engine. Many times, due to lack of documentation or time to study, it's better to create restrictions to code use and rails for the other programmers.
For example, if you want the complete control of how classes are accessed, you can create some macros that fordib (declare private) copy constructor and equal operator. Or you can typedef pointer, const pointer, reference and such and use ALWAYS them.
Another example can be the error detection: a bunch of macros like _CHECK( condition ), or _ASSERT( condition ), _ASSERTNOFAIL (condition ) can be EXTREMELY useful to have a consistent way of developing. With that you can redirect all these macros to write down in a global output device you messagges, and this can be in a transparent way to programmers: think of an external window that brings up when you are in debug, with all informations sent everytime a check fail (or success), something missing, asserting.

Consistency
is the key.
Decide the guideline in how you want to handle situations, and then use all the c++ features to create this Consistency.

Watching other code I've felt that when you give too much degree of freedom in the code to other using your engine, they will always do what you have not expected.
This leads to the need of "extending" C++, or use it to place constraint and quickly change behaviour.

Constraints.
Flexibility.

These two words commonly are the opposite, but have a variable number of choises, but with precise choises, leads to choose one of the path you thinked of.
Take the following code snippet:


HBOOL WorkerThread::GiveUpSomeWork(WorkerThread* pIdleThread)
{
SpinMutexLock Locker;
_HPKM_CHECK(Locker.TryLock(&m_oTaskMutex));
_HPKM_CHECK(!m_uiTaskCount);

// Grab work
SpinMutexLock LockIdleThread(&pIdleThread->m_oTaskMutex);

// Taskpool has some new tasks, quit.
_HPKM_CHECK(pIdleThread->m_uiTaskCount);

// We have only 1 task, try to split it.
if (m_uiTaskCount == 1)
{
TaskPtr pTask = HNULL;

if (m_apTasks[0]->Split(pIdleThread, &pTask))
{
pTask->m_pCompletion->MarkBusy(HTRUE);
pIdleThread->m_apTasks[0] = pTask;
pIdleThread->m_uiTaskCount = 1;

return HTRUE;
}
}

// Grab half tasks (rounding up)
U32 uiGrabCount = (m_uiTaskCount + 1) / 2;

// Copy this thread tasks to the idle thread list.
TaskPtrPtr ppTask = pIdleThread->m_apTasks;
U32 i;
for (i = 0; i < uiGrabCount; i++)
{
*ppTask++ = m_apTasks[i];
m_apTasks[i] = HNULL;
}
pIdleThread->m_uiTaskCount = uiGrabCount;

// Move remaining tasks down
ppTask = m_apTasks;
for ( ; i < m_uiTaskCount; i++)
{
*ppTask++ = m_apTasks[i];
}

m_uiTaskCount -= uiGrabCount;

return HTRUE;
}

The macro _HPKM_CHECK checks the condition and return HFALSE if the condition is not met.
This in the Release version. In debug or profile version, you can substitute it with other commands that send an event to an output device, or maybe print something in the game console.
As you saw, also TaskPtr type is a typedef. This ensure that we can test and let some classes use smart pointers, provide timings about access with/without smart pointers in a transparent way.

As Engine Programmer, engine is not only a c++ (and a bunch of other languages in other subsystems...) code mess, but a TOOL with which everyone MUST express himself.
For me, this is something that really lacks in many engines, even commercial ones.
Placing many smalls constraint, guides and hints gives everyone the power to use the engine as its full glory.
With macros, templates, defines (really not new stuff...) you have to give CREDITED TOOLS to code with.
You have to redirect almost ALL calls inside your code in a way YOU decide.
Almost EVERY method call must be under your control. Even simple memcpy, strlen, sin...they must be wrapped and even in the case of using the standard functions, you have to decide it.
This TOTAL ABSTRACTION (almost) leads to better code control and later optimization.

Even in coding, DECIDING ALL is the key! Decide that every sin call leads to a modified version, maybe with a table-lookup, or to the standard function. But you have to DECIDE!

Outside of those condiserations, I've worked on the platform abstraction. This includes:
  • All types redefinition;
  • Multithread-pooltask implementation (completely abstract);
  • Timing management;
  • Engine architecture based on an abstract engine, and external-declared subsystems;
  • Client definition (under Windows a window that handle OS messagges);
Giving os/api-independent bricks (classes, components) leads to portable software.
The almost-hated virtual table, a good enemy on xbox360 and ps3 intensive operations, can be achieved in very straightforwarding way.
The final result is an almost controlled window that takes its messagges and call its task pool to use every kind of task possible divided on all the worker threads.
I'm implementing some interesting things like parallel data processing (parallel_for...) and want to contiune this way.

Of course, these are all mine thoughs and I know that there are many other way of doing the same thing better.

But you know, I have 9 more days to end the engine!


Demiurge

Wednesday, March 17, 2010

Challenge!

I've always found that when you rise a challenge to yourself, and take it seriously, this can lead to intersting results.
I want to work on my decision-time, that I want to improve, and also speed up my coding abilities.
So I decided to rise a challenge: write a multi-threading mini-game engine in the shortest time possible. I'm deciding to give me a time of 10 days. I know for sure that there are days in which I'll not even have my pc with me (next weekend, and next week a couple of days...) but I want to try this.
The goal is to provide a basic framework for windows7, directx9.0c, cg capable of letting me create a small game.

Will I be strong enough to win?
Let's see!

Every day I'll write down on which part I'll work.
The challenge will begin thursday, so stay tuned!

Wednesday, February 17, 2010

Skinning!

Finally I've made skinning!

http://www.youtube.com/watch?v=SwAIHFE64v0

This is a small video that shows the skinning with an FBX model! I'm satisfied for that, even if it costs me too much time due to the lack of documentation as of FBX...
But now I understood (with many trials and errors) the way to retrieve animation data, skeleton, meshes and material informations.
Next step it will be a big overall change of the engine in all its parts, because I've seen the current architecture is quite messy and it is not organized in a way I like.
This iteration of the engine, as already mentioned, is intended to cover all the aspect of an engine, and not only rendering (as my previous 2 engines).

Stay tuned for more informations!

Friday, February 12, 2010

Rendering design thoughts

I opened a really interesting discussion @ gamedev:

http://www.gamedev.net/community/forums/topic.asp?topic_id=561645

I'm brainstorming and sharing my thoughts about rendering, and the mentality behind the renderer I use in my engine.
Take a look!