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iChris4 e7eab8a6b2 Refactor stereo frame worker and interpolation tests for enhanced VR performance
- Updated stereo_frame_worker_smoke.cpp to allow dynamic headset rates and prediction lead time.
- Improved logging to include motion diagnostics and adjusted frame submission logic based on headset frequency.
- Enhanced stereo_interpolation_test.cpp with additional tests for camera motion separation and playback cadence.
- Introduced MkwVRReadSceneView function to read the camera view matrix for improved scene rendering.
- Modified VR first-person logic to support scene view reading and validation.
- Added scene_camera.hpp to encapsulate camera motion handling and inverse view calculations.
- Ensured that the VR integration layer correctly logs motion diagnostics and handles scene playback accurately.
2026-10-01 00:37:49 +02:00

2030 lines
93 KiB
C++

#include "frame_interpolation.hpp"
#include "../internal.hpp"
#include "aurora/gfx.h"
#include "../gfx/stereo_replay.hpp"
// Guest matrices really do carry NaN/Inf, and the isfinite guards here keep them
// out of the MatchEdge sort. Needs -fno-finite-math-only (see runtime/CMakeLists.txt).
#if defined(__FINITE_MATH_ONLY__) && __FINITE_MATH_ONLY__
#error "frame_interpolation.cpp must be compiled with -fno-finite-math-only; its NaN filtering is load-bearing for memory safety (see comment above)."
#endif
#include <algorithm>
#include <array>
#include <atomic>
#include <cmath>
#include <condition_variable>
#include <cstring>
#include <functional>
#include <limits>
#include <memory>
#include <mutex>
#include <thread>
#include <unordered_map>
#include <vector>
namespace aurora::gx {
namespace detail {
std::atomic_uint32_t g_frameInterpolationFps{0};
std::atomic_bool g_stereoFrameInterpolation{false};
} // namespace detail
namespace {
static Module Log("aurora::gx::interp");
// Diagnostics for aurora_get_frame_interpolation_diagnostics. Individually atomic:
// one writer, and a torn read is harmless for an overlay.
std::atomic_uint32_t s_diagCandidates{0};
std::atomic_uint32_t s_diagMatchable{0};
std::atomic_uint32_t s_diagMatches{0};
std::atomic_bool s_diagEligible{false};
std::atomic_bool s_diagReplaySafe{true};
std::atomic_uint64_t s_diagFramesSealed{0};
std::atomic_uint64_t s_diagFramesLowMatch{0};
std::atomic_uint64_t s_diagFramesReplayUnsafe{0};
std::atomic_uint64_t s_diagSlotReductions{0};
std::atomic_uint64_t s_diagLateSealDrops{0};
std::atomic_uint32_t s_diagPreparedDraws{0};
std::atomic_uint32_t s_diagRejectedDraws{0};
std::atomic_uint32_t s_diagVertexMotionDraws{0};
std::atomic_uint32_t s_diagVertexMotionHeld{0};
std::atomic_uint64_t s_diagAnimationWrapCuts{0};
// Persistent worker pool for the per-sample interpolation tasks. libc++ has no
// parallel execution policies, so without it the seal loop runs serially. Leaked.
class InterpolationWorkerPool {
public:
static InterpolationWorkerPool& instance() {
static InterpolationWorkerPool* pool = new InterpolationWorkerPool();
return *pool;
}
// Runs fn(index) for every index in [0, count). Returns once every index has
// been processed. Not reentrant; only the producer/seal thread dispatches.
template <typename Fn>
void run(size_t count, const Fn& fn) {
if (count == 0) {
return;
}
if (m_workers.empty()) {
for (size_t i = 0; i < count; ++i) {
fn(i);
}
return;
}
{
// Job state and the generation bump publish under one lock, so a late worker
// can never observe a half-written job.
std::lock_guard lock(m_mutex);
m_invoke = [&fn](size_t index) { fn(index); };
m_count.store(count, std::memory_order_relaxed);
m_next.store(0, std::memory_order_relaxed);
m_remaining.store(count, std::memory_order_relaxed);
++m_generation;
}
m_wake.notify_all();
consume();
// Wait for stragglers to leave consume() entirely, not just finish their chunks,
// so the next dispatch can safely reset the shared counters.
while (m_remaining.load(std::memory_order_acquire) != 0 ||
m_active.load(std::memory_order_acquire) != 0) {
std::this_thread::yield();
}
m_invoke = nullptr;
}
private:
static constexpr size_t kChunk = 16;
InterpolationWorkerPool() {
const unsigned hardware = std::thread::hardware_concurrency();
// The caller helps too. Cap the helpers: tasks are short memcpy+math, so dispatch
// overhead and memory bandwidth dominate past a few threads.
const unsigned helpers = hardware > 2 ? std::min(hardware - 1, 6u) : 0;
m_workers.reserve(helpers);
for (unsigned i = 0; i < helpers; ++i) {
m_workers.emplace_back([this] { worker_loop(); });
}
}
void consume() {
const size_t count = m_count.load(std::memory_order_relaxed);
while (true) {
const size_t begin = m_next.fetch_add(kChunk, std::memory_order_relaxed);
if (begin >= count) {
return;
}
const size_t end = std::min(begin + kChunk, count);
for (size_t index = begin; index < end; ++index) {
m_invoke(index);
}
m_remaining.fetch_sub(end - begin, std::memory_order_release);
}
}
void worker_loop() {
uint64_t seenGeneration = 0;
while (true) {
{
std::unique_lock lock(m_mutex);
m_wake.wait(lock, [&] { return m_generation != seenGeneration; });
seenGeneration = m_generation;
// Counted under the mutex: when the dispatcher sees m_active == 0 every worker is
// parked or has not read the current generation, so a counter reset is safe.
m_active.fetch_add(1, std::memory_order_relaxed);
}
consume();
m_active.fetch_sub(1, std::memory_order_release);
}
}
std::vector<std::thread> m_workers;
std::mutex m_mutex;
std::condition_variable m_wake;
uint64_t m_generation = 0;
std::function<void(size_t)> m_invoke;
std::atomic_size_t m_count{0};
std::atomic_size_t m_next{0};
std::atomic_size_t m_remaining{0};
std::atomic_size_t m_active{0};
};
struct FrameTransformSnapshot {
Mat4x4<float> projection{};
Mat3x4<float> position{};
Mat3x4<float> normal{};
uint16_t usedMatrixMask = 1;
// Direct particle vertices can already be in camera space with identity XF.
// Their retained vertex buffer belongs to the current frame, so only the
// sampled camera should move them; an old matrix cannot animate those vertices.
bool viewSpaceVertices = false;
DrawVertexMotion vertexMotion{};
// Vertex-motion quads only: centre and edges in the recording camera's space.
// The seal rebases `position` as if the quad were world-fixed, but emitters
// that follow the kart keep their particles near their old camera-space place.
std::array<float, 3> quadCenter{};
std::array<std::array<float, 3>, 2> quadEdges{};
// Left unmatched in a group whose particles follow the camera: hold it there,
// not at a world position the sampled camera would sweep past.
bool holdInCamera = false;
struct IndexedMatrices {
std::array<Mat3x4<float>, MaxPnMtx> position{};
std::array<Mat3x4<float>, MaxPnMtx> normal{};
// Content hash of each used slot's position/normal pair. A mesh split across draws
// repeats bone matrices byte for byte, so the seal can pair slots across draws.
std::array<HashType, MaxPnMtx> slotHash{};
};
std::unique_ptr<IndexedMatrices> indexedMatrices;
};
struct FrameTransformEntry {
FrameInterpolationDrawIdentity identity;
FrameTransformSnapshot transform;
// Constant-velocity prediction of a non-indexed transform, so repeated meshes match
// on where they will be. Not for indexed draws: PNMTXIDX slot identity pairs those.
Mat3x4<float> predictedPosition{};
bool hasPrediction = false;
};
struct Quaternion {
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
float w = 1.0f;
};
struct PendingUniformInterpolation {
size_t currentTransformIndex = 0;
const uint8_t* sourceUniformData = nullptr;
uint8_t* uniformData = nullptr;
size_t uniformSize = 0;
size_t projectionOffset = 0;
size_t positionOffset = 0;
size_t normalOffset = 0;
size_t currentMatrix = 0;
uint32_t numerator = 0;
uint32_t denominator = 1;
bool indexedMatrices = false;
};
std::vector<FrameTransformEntry> s_previousFrameTransforms;
std::vector<FrameTransformEntry> s_currentFrameTransforms;
Mat3x4<float> s_currentFromPreviousView{}, s_previousFromCurrentView{};
bool s_rebaseView = false;
std::unordered_map<HashType, std::vector<size_t>> s_previousTransformIndices;
std::unordered_map<HashType, std::vector<size_t>> s_currentTransformIndices;
std::unordered_map<HashType, std::vector<size_t>> s_previousStableTransformIndices;
std::unordered_map<HashType, std::vector<size_t>> s_currentStableTransformIndices;
std::unordered_map<HashType, std::vector<size_t>> s_previousGeometryTransformIndices;
std::unordered_map<HashType, std::vector<size_t>> s_currentGeometryTransformIndices;
// Free list for the indexed-matrix snapshots; per-draw heap allocation was the
// hottest cost in this path. Unused slots keep stale data, consumers mask first.
std::vector<std::unique_ptr<FrameTransformSnapshot::IndexedMatrices>> s_indexedMatricesPool;
constexpr size_t kMaximumPooledIndexedMatrices = 4096;
std::unique_ptr<FrameTransformSnapshot::IndexedMatrices> acquire_indexed_matrices() {
if (s_indexedMatricesPool.empty()) {
return std::make_unique<FrameTransformSnapshot::IndexedMatrices>();
}
auto block = std::move(s_indexedMatricesPool.back());
s_indexedMatricesPool.pop_back();
return block;
}
void recycle_transform_entries(std::vector<FrameTransformEntry>& entries) noexcept {
for (auto& entry : entries) {
if (entry.transform.indexedMatrices &&
s_indexedMatricesPool.size() < kMaximumPooledIndexedMatrices) {
s_indexedMatricesPool.push_back(std::move(entry.transform.indexedMatrices));
}
}
entries.clear();
}
// Whether the frame in s_previousFrameTransforms recorded any palette draw;
// record_interpolation_draw uses it to decide whether staging can pay off.
bool s_previousFrameHasIndexedMatrices = false;
// Hands the frame that just sealed to the next frame's matching and returns
// the retiring one's matrix blocks to the pool.
void retire_frame_transforms() noexcept {
s_previousFrameHasIndexedMatrices =
std::any_of(s_currentFrameTransforms.begin(), s_currentFrameTransforms.end(),
[](const FrameTransformEntry& entry) noexcept {
return static_cast<bool>(entry.transform.indexedMatrices);
});
s_previousFrameTransforms.swap(s_currentFrameTransforms);
recycle_transform_entries(s_currentFrameTransforms);
}
// clear() destroys every node, so empty the vectors in place and let a stable scene
// reuse them. Fall back to a real clear once the map outgrows the live set.
void clear_index_map_keep_nodes(std::unordered_map<HashType, std::vector<size_t>>& map,
size_t liveEntries) {
if (map.size() > liveEntries + 256) {
map.clear();
return;
}
for (auto& entry : map) {
entry.second.clear();
}
}
uint32_t s_perspectiveCandidates = 0;
// Candidates that also existed last frame. Freshly spawned effects have no partner
// by definition, so counting them measured spawn churn instead of matcher health.
uint32_t s_perspectiveMatchable = 0;
uint32_t s_perspectiveMatches = 0;
std::vector<PendingUniformInterpolation> s_pendingUniformInterpolations;
std::atomic_bool s_hasInterpolatedFrame{false};
std::atomic_bool s_frameInterpolationReplaySafe{true};
uint32_t s_previousInterpolationFps = 0;
// Adaptive slot count: the target moves at most one step per pacing window, while
// s_activeInterpolationSamples is latched per frame and must not move mid-frame.
std::atomic_uint32_t s_interpolationSampleTarget{0};
std::atomic_uint32_t s_activeInterpolationSamples{0};
// Set when the producer already overran its retrace budget; the next seal then skips
// inserted slots for that one frame, which helps the late frame catch back up.
std::atomic_bool s_dropInterpolationAtSeal{false};
// Windowed backstop for sustained overload. The wide reduce/restore gap is the
// hysteresis, so a scene that can sustain N slots settles there instead of flapping.
std::atomic_uint32_t s_pacingWindowFrames{0};
std::atomic_uint32_t s_pacingWindowMisses{0};
constexpr uint32_t kPacingWindowFrames = 60; // ~1 second of guest frames
constexpr uint32_t kPacingReducePercent = 75;
constexpr uint32_t kPacingRestorePercent = 25;
uint32_t maximum_interpolation_samples() noexcept {
const uint32_t targetFps = frame_interpolation_fps();
if (targetFps == 0) {
return 0;
}
return std::min(targetFps / 60 - 1, MaxInterpolatedFrames);
}
constexpr float kMinimumScale = 1.0e-5f;
constexpr float kMaximumTranslationPerFrame = 1500.0f;
constexpr float kMinimumQuaternionDot = 0.70710678f;
constexpr size_t kNoPreparedPair = std::numeric_limits<size_t>::max();
// Vertex-motion quad pairing (matchQuadGroup). Costs are squared distances.
// A pair must undercut the runner-up among other particles by this factor.
constexpr float kQuadAmbiguity = 1.5f;
// A particle's edges change by at most 30% of its size per frame.
constexpr float kQuadShapeChange = 0.3f * 0.3f;
// A particle with a path lands within a quarter of its last step of the
// prediction, or within a tenth of its short edge when it barely moves.
constexpr float kQuadPathTolerance = 0.25f * 0.25f;
constexpr float kQuadPathFloor = 0.1f * 0.1f;
// Centres this close belong to one particle: a cross draws two quads per streak.
constexpr float kQuadSamePlace = 1.0e-4f;
// All-pairs bound per group. A denser swarm stays where the game drew it.
constexpr size_t kMaximumQuadPairs = 4096;
HashType combine_identity(HashType first, HashType second) noexcept {
return xxh3_hash(second, first);
}
HashType stable_identity(const FrameInterpolationDrawIdentity& identity) noexcept {
return combine_identity(combine_identity(identity.pipeline, identity.texture),
identity.matrixTopology);
}
HashType geometry_identity(const FrameInterpolationDrawIdentity& identity) noexcept {
return combine_identity(combine_identity(identity.pipeline, identity.geometry), identity.matrixTopology);
}
float dot3(const std::array<float, 3>& a, const std::array<float, 3>& b) noexcept {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
std::array<float, 3> cross3(const std::array<float, 3>& a, const std::array<float, 3>& b) noexcept {
return {
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0],
};
}
Quaternion quaternion_from_rotation(const std::array<std::array<float, 3>, 3>& m) noexcept {
Quaternion q;
const float trace = m[0][0] + m[1][1] + m[2][2];
if (trace > 0.0f) {
const float s = std::sqrt(trace + 1.0f) * 2.0f;
q.w = 0.25f * s;
q.x = (m[2][1] - m[1][2]) / s;
q.y = (m[0][2] - m[2][0]) / s;
q.z = (m[1][0] - m[0][1]) / s;
} else if (m[0][0] > m[1][1] && m[0][0] > m[2][2]) {
const float s = std::sqrt(1.0f + m[0][0] - m[1][1] - m[2][2]) * 2.0f;
q.w = (m[2][1] - m[1][2]) / s;
q.x = 0.25f * s;
q.y = (m[0][1] + m[1][0]) / s;
q.z = (m[0][2] + m[2][0]) / s;
} else if (m[1][1] > m[2][2]) {
const float s = std::sqrt(1.0f + m[1][1] - m[0][0] - m[2][2]) * 2.0f;
q.w = (m[0][2] - m[2][0]) / s;
q.x = (m[0][1] + m[1][0]) / s;
q.y = 0.25f * s;
q.z = (m[1][2] + m[2][1]) / s;
} else {
const float s = std::sqrt(1.0f + m[2][2] - m[0][0] - m[1][1]) * 2.0f;
q.w = (m[1][0] - m[0][1]) / s;
q.x = (m[0][2] + m[2][0]) / s;
q.y = (m[1][2] + m[2][1]) / s;
q.z = 0.25f * s;
}
return q;
}
// Splits the 3x3 part into a rotation R and an upper-triangular stretch U with M = R*U
// (Gram-Schmidt on the columns): scale on U's diagonal, shear above it, a mirror as a
// negative last diagonal. V*T*R*S puts non-uniform model scale on the columns, so a plain
// R*S comes back with a diagonal U. A sheared matrix keeps its tilt in U instead of
// losing it to the nearest rotation. `skew` receives the largest |cosine| between the
// columns: zero for rotation times scale.
bool decompose_affine(const Mat3x4<float>& matrix, std::array<std::array<float, 3>, 3>& rotation,
std::array<float, 6>& stretch, std::array<float, 3>& translation,
Quaternion& quaternion, float& skew) noexcept {
const std::array<Vec4<float>, 3> rows{matrix.m0, matrix.m1, matrix.m2};
for (size_t row = 0; row < 3; ++row) {
translation[row] = rows[row].w();
if (!std::isfinite(translation[row])) {
return false;
}
}
const auto column = [&rows](size_t index) noexcept {
return std::array<float, 3>{rows[0][index], rows[1][index], rows[2][index]};
};
const auto c0 = column(0), c1 = column(1), c2 = column(2);
const float u00 = std::sqrt(dot3(c0, c0));
if (!std::isfinite(u00) || u00 < kMinimumScale) {
return false;
}
const std::array<float, 3> r0{c0[0] / u00, c0[1] / u00, c0[2] / u00};
const float u01 = dot3(r0, c1);
const std::array<float, 3> c1Rest{c1[0] - u01 * r0[0], c1[1] - u01 * r0[1], c1[2] - u01 * r0[2]};
const float u11 = std::sqrt(dot3(c1Rest, c1Rest));
if (!std::isfinite(u11) || u11 < kMinimumScale) {
return false;
}
const std::array<float, 3> r1{c1Rest[0] / u11, c1Rest[1] / u11, c1Rest[2] / u11};
const auto r2 = cross3(r0, r1);
const float u02 = dot3(r0, c2);
const float u12 = dot3(r1, c2);
const float u22 = dot3(r2, c2);
if (!std::isfinite(u02) || !std::isfinite(u12) || !std::isfinite(u22) || std::abs(u22) < kMinimumScale) {
return false;
}
const float length1 = std::sqrt(dot3(c1, c1));
const float length2 = std::sqrt(dot3(c2, c2));
skew = std::max({std::abs(u01) / length1, std::abs(u02) / length2,
std::abs(dot3(c1, c2)) / (length1 * length2)});
for (size_t row = 0; row < 3; ++row) {
rotation[row] = {r0[row], r1[row], r2[row]};
}
stretch = {u00, u01, u02, u11, u12, u22};
quaternion = quaternion_from_rotation(rotation);
return std::isfinite(quaternion.x) && std::isfinite(quaternion.y) && std::isfinite(quaternion.z) &&
std::isfinite(quaternion.w);
}
std::array<std::array<float, 3>, 3> rotation_from_quaternion(const Quaternion& q) noexcept {
const float xx = q.x * q.x;
const float yy = q.y * q.y;
const float zz = q.z * q.z;
const float xy = q.x * q.y;
const float xz = q.x * q.z;
const float yz = q.y * q.z;
const float wx = q.w * q.x;
const float wy = q.w * q.y;
const float wz = q.w * q.z;
return {{
{{1.0f - 2.0f * (yy + zz), 2.0f * (xy - wz), 2.0f * (xz + wy)}},
{{2.0f * (xy + wz), 1.0f - 2.0f * (xx + zz), 2.0f * (yz - wx)}},
{{2.0f * (xz - wy), 2.0f * (yz + wx), 1.0f - 2.0f * (xx + yy)}},
}};
}
struct PreparedAffinePair {
Mat3x4<float> previous{};
Mat3x4<float> current{};
// Upper-triangular stretch from decompose_affine: u00 u01 u02 u11 u12 u22.
std::array<float, 6> previousStretch{};
std::array<float, 6> currentStretch{};
std::array<float, 3> previousTranslation{};
std::array<float, 3> currentTranslation{};
Quaternion previousQuaternion{};
Quaternion currentQuaternion{};
float rotationAngle = 0.0f;
float inverseRotationSin = 0.0f;
bool linear = false;
bool identical = false;
bool valid = false;
};
struct PreparedTransformInterpolation {
size_t nonIndexedPairOffset = kNoPreparedPair;
std::array<size_t, MaxPnMtx> indexedPairOffsets{};
// Previous-frame entry the projection interpolates from. For a draw that borrowed
// its matrices from a sibling, that is the sibling's partner.
size_t previousProjectionEntry = kNoPreparedPair;
bool indexedValid = false;
bool desktopIndexedValid = false;
// Unpaired quad held in camera space: its own transform is both endpoints.
bool cameraHold = false;
PreparedTransformInterpolation() {
indexedPairOffsets.fill(kNoPreparedPair);
}
};
PreparedAffinePair prepare_affine_pair(const Mat3x4<float>& previous,
const Mat3x4<float>& current, bool rotatingDraw = false) noexcept {
PreparedAffinePair pair{.previous = previous, .current = current};
if (std::memcmp(&previous, &current, sizeof(current)) == 0) {
pair.identical = true;
pair.valid = true;
return pair;
}
std::array<std::array<float, 3>, 3> previousRotation{};
std::array<std::array<float, 3>, 3> currentRotation{};
float previousSkew = 0.0f, currentSkew = 0.0f;
if (!decompose_affine(previous, previousRotation, pair.previousStretch,
pair.previousTranslation, pair.previousQuaternion, previousSkew) ||
!decompose_affine(current, currentRotation, pair.currentStretch,
pair.currentTranslation, pair.currentQuaternion, currentSkew)) {
return pair;
}
// Camera and seat anchors are rigid; a sheared one is garbage. Draws may shear:
// MKW's Lakitu sways by tilting his body's Y axis, and dropping that tilt from his
// rigid goggles (or holding them at the game frame) sank them into his skinned head.
if (!rotatingDraw && std::max(previousSkew, currentSkew) > 0.05f) {
return pair;
}
float translationDeltaSquared = 0.0f;
for (size_t i = 0; i < 3; ++i) {
const float delta = pair.currentTranslation[i] - pair.previousTranslation[i];
translationDeltaSquared += delta * delta;
}
if (!std::isfinite(translationDeltaSquared) ||
translationDeltaSquared > kMaximumTranslationPerFrame * kMaximumTranslationPerFrame) {
return pair;
}
float quaternionDot = pair.previousQuaternion.x * pair.currentQuaternion.x +
pair.previousQuaternion.y * pair.currentQuaternion.y +
pair.previousQuaternion.z * pair.currentQuaternion.z +
pair.previousQuaternion.w * pair.currentQuaternion.w;
if (quaternionDot < 0.0f) {
pair.currentQuaternion.x = -pair.currentQuaternion.x;
pair.currentQuaternion.y = -pair.currentQuaternion.y;
pair.currentQuaternion.z = -pair.currentQuaternion.z;
pair.currentQuaternion.w = -pair.currentQuaternion.w;
quaternionDot = -quaternionDot;
}
if (!std::isfinite(quaternionDot) || (!rotatingDraw && quaternionDot < kMinimumQuaternionDot)) {
return pair;
}
if (quaternionDot < kMinimumQuaternionDot) {
// A fast wheel is not a camera cut. Slerp its shortest arc so arbitrary VR
// sample weights keep angular speed constant without shrinking the wheel.
pair.rotationAngle = std::acos(std::clamp(quaternionDot, 0.0f, 1.0f));
pair.inverseRotationSin = 1.0f / std::sin(pair.rotationAngle);
}
pair.valid = true;
return pair;
}
// Indexed matrices are final palette transforms, so interpolate coefficients instead
// of decomposing: ((1-t)M0 + tM1)v keeps a shared mesh boundary shared.
PreparedAffinePair prepare_indexed_pair(const Mat3x4<float>& previous,
const Mat3x4<float>& current) noexcept {
PreparedAffinePair pair{
.previous = previous,
.current = current,
.linear = true,
};
if (std::memcmp(&previous, &current, sizeof(current)) == 0) {
pair.identical = true;
pair.valid = true;
return pair;
}
const std::array<Vec4<float>, 3> previousRows{previous.m0, previous.m1, previous.m2};
const std::array<Vec4<float>, 3> currentRows{current.m0, current.m1, current.m2};
for (size_t row = 0; row < 3; ++row) {
for (size_t column = 0; column < 4; ++column) {
if (!std::isfinite(previousRows[row][column]) ||
!std::isfinite(currentRows[row][column])) {
return pair;
}
}
}
const float dx = current.m0.w() - previous.m0.w();
const float dy = current.m1.w() - previous.m1.w();
const float dz = current.m2.w() - previous.m2.w();
const float translationDeltaSquared = dx * dx + dy * dy + dz * dz;
if (!(translationDeltaSquared <=
kMaximumTranslationPerFrame * kMaximumTranslationPerFrame)) {
return pair;
}
pair.valid = true;
return pair;
}
bool evaluate_affine_pair(const PreparedAffinePair& pair, float weight,
Mat3x4<float>& output) noexcept {
if (!pair.valid || pair.identical) {
output = pair.current;
return pair.valid;
}
if (pair.linear) {
const std::array<const Vec4<float>*, 3> previousRows{
&pair.previous.m0, &pair.previous.m1, &pair.previous.m2};
const std::array<const Vec4<float>*, 3> currentRows{
&pair.current.m0, &pair.current.m1, &pair.current.m2};
const std::array<Vec4<float>*, 3> outputRows{&output.m0, &output.m1, &output.m2};
for (size_t row = 0; row < 3; ++row) {
for (size_t column = 0; column < 4; ++column) {
const float before = (*previousRows[row])[column];
(*outputRows[row])[column] =
before + ((*currentRows[row])[column] - before) * weight;
}
}
return true;
}
// Most transforms use the cheaper normalized lerp. Fast rigid spins need
// constant angular speed across arbitrary display samples, so use slerp there.
const float previousWeight = pair.rotationAngle > 0.0f
? std::sin((1.0f - weight) * pair.rotationAngle) * pair.inverseRotationSin
: 1.0f - weight;
const float currentWeight = pair.rotationAngle > 0.0f
? std::sin(weight * pair.rotationAngle) * pair.inverseRotationSin
: weight;
Quaternion interpolated{
pair.previousQuaternion.x * previousWeight + pair.currentQuaternion.x * currentWeight,
pair.previousQuaternion.y * previousWeight + pair.currentQuaternion.y * currentWeight,
pair.previousQuaternion.z * previousWeight + pair.currentQuaternion.z * currentWeight,
pair.previousQuaternion.w * previousWeight + pair.currentQuaternion.w * currentWeight,
};
const float quaternionLength = std::sqrt(interpolated.x * interpolated.x +
interpolated.y * interpolated.y +
interpolated.z * interpolated.z +
interpolated.w * interpolated.w);
if (!std::isfinite(quaternionLength) || quaternionLength < kMinimumScale) {
output = pair.current;
return false;
}
interpolated.x /= quaternionLength;
interpolated.y /= quaternionLength;
interpolated.z /= quaternionLength;
interpolated.w /= quaternionLength;
const auto interpolatedRotation = rotation_from_quaternion(interpolated);
std::array<float, 6> u{};
for (size_t i = 0; i < u.size(); ++i) {
u[i] = pair.previousStretch[i] + (pair.currentStretch[i] - pair.previousStretch[i]) * weight;
}
std::array<float, 3> interpolatedTranslation{};
for (size_t i = 0; i < 3; ++i) {
interpolatedTranslation[i] =
pair.previousTranslation[i] +
(pair.currentTranslation[i] - pair.previousTranslation[i]) * weight;
}
// Mirrors decompose_affine: the reconstruction is R*U, U upper-triangular.
const std::array<Vec4<float>*, 3> outputRows{&output.m0, &output.m1, &output.m2};
for (size_t row = 0; row < 3; ++row) {
const auto& r = interpolatedRotation[row];
*outputRows[row] = {r[0] * u[0], r[0] * u[1] + r[1] * u[3], r[0] * u[2] + r[1] * u[4] + r[2] * u[5],
interpolatedTranslation[row]};
}
return true;
}
bool interpolate_affine_impl(const Mat3x4<float>& previous, const Mat3x4<float>& current,
float weight, Mat3x4<float>& output) noexcept {
return evaluate_affine_pair(prepare_affine_pair(previous, current), weight, output);
}
Mat4x4<float> interpolate_projection(const Mat4x4<float>& previous, const Mat4x4<float>& current,
float weight) noexcept {
Mat4x4<float> result = current;
for (size_t row = 0; row < 4; ++row) {
for (size_t column = 0; column < 4; ++column) {
const float before = previous[row][column];
const float after = current[row][column];
if (std::isfinite(before) && std::isfinite(after)) {
result[row][column] = before + (after - before) * weight;
}
}
}
return result;
}
} // namespace
bool interpolate_transform(const Mat3x4<float>& previous, const Mat3x4<float>& current,
float weight, Mat3x4<float>& output) noexcept {
return interpolate_affine_impl(previous, current, std::clamp(weight, 0.0f, 1.0f), output);
}
bool interpolate_transform_midpoint(const Mat3x4<float>& previous, const Mat3x4<float>& current,
Mat3x4<float>& output) noexcept {
return interpolate_transform(previous, current, 0.5f, output);
}
bool interpolate_draw_transform(const Mat3x4<float>& previous, const Mat3x4<float>& current,
float weight, Mat3x4<float>& output) noexcept {
return evaluate_affine_pair(prepare_affine_pair(previous, current, true), std::clamp(weight, 0.0f, 1.0f), output);
}
bool interpolate_indexed_transform(const Mat3x4<float>& previous,
const Mat3x4<float>& current, float weight,
Mat3x4<float>& output) noexcept {
return evaluate_affine_pair(prepare_indexed_pair(previous, current),
std::clamp(weight, 0.0f, 1.0f), output);
}
float transform_match_distance_squared(const Mat3x4<float>& previous,
const Mat3x4<float>& current) noexcept {
// Translation dominates in game units; the 3x3 part only breaks ties between
// repeated meshes at the same origin.
double distance = 0.0;
const std::array<Vec4<float>, 3> previousRows{previous.m0, previous.m1, previous.m2};
const std::array<Vec4<float>, 3> currentRows{current.m0, current.m1, current.m2};
for (size_t row = 0; row < 3; ++row) {
for (size_t column = 0; column < 4; ++column) {
const double before = previousRows[row][column];
const double after = currentRows[row][column];
if (!std::isfinite(before) || !std::isfinite(after)) {
return std::numeric_limits<float>::infinity();
}
const double delta = after - before;
distance += delta * delta;
}
}
if (!std::isfinite(distance) || distance > std::numeric_limits<float>::max()) {
return std::numeric_limits<float>::infinity();
}
return static_cast<float>(distance);
}
namespace {
// Translation-only delta, matching the kMaximumTranslationPerFrame gate. Non-finite
// inputs propagate NaN; callers compare with `<=` so NaN fails the gate.
float translation_delta_squared(const Mat3x4<float>& previous,
const Mat3x4<float>& current) noexcept {
const float dx = current.m0.w() - previous.m0.w();
const float dy = current.m1.w() - previous.m1.w();
const float dz = current.m2.w() - previous.m2.w();
return dx * dx + dy * dy + dz * dz;
}
// 2*current - previous. Not a valid rigid transform, but it is only a matching
// reference and its one-frame error stays far below instance spacing.
Mat3x4<float> extrapolate_transform(const Mat3x4<float>& previous,
const Mat3x4<float>& current) noexcept {
Mat3x4<float> predicted{};
const std::array<const Vec4<float>*, 3> previousRows{&previous.m0, &previous.m1, &previous.m2};
const std::array<const Vec4<float>*, 3> currentRows{&current.m0, &current.m1, &current.m2};
const std::array<Vec4<float>*, 3> predictedRows{&predicted.m0, &predicted.m1, &predicted.m2};
for (size_t row = 0; row < 3; ++row) {
for (size_t column = 0; column < 4; ++column) {
(*predictedRows[row])[column] =
2.0f * (*currentRows[row])[column] - (*previousRows[row])[column];
}
}
return predicted;
}
std::array<float, 3> translation_of(const Mat3x4<float>& matrix) noexcept {
return {matrix.m0.w(), matrix.m1.w(), matrix.m2.w()};
}
std::array<float, 3> rotate_vector(const Mat3x4<float>& matrix, const std::array<float, 3>& vector) noexcept {
const Vec4<float>* rows[] = {&matrix.m0, &matrix.m1, &matrix.m2};
std::array<float, 3> result{};
for (size_t row = 0; row < 3; ++row)
result[row] = (*rows[row])[0] * vector[0] + (*rows[row])[1] * vector[1] + (*rows[row])[2] * vector[2];
return result;
}
float distance_squared(const std::array<float, 3>& a, const std::array<float, 3>& b) noexcept {
const std::array<float, 3> delta{a[0] - b[0], a[1] - b[1], a[2] - b[2]};
return dot3(delta, delta);
}
} // namespace
float snapshot_match_distance_squared(const FrameTransformEntry& previousEntry,
const FrameTransformSnapshot& current) noexcept {
const FrameTransformSnapshot& previous = previousEntry.transform;
if (static_cast<bool>(previous.indexedMatrices) != static_cast<bool>(current.indexedMatrices)) {
return std::numeric_limits<float>::infinity();
}
if (!current.indexedMatrices) {
// Match against the predicted position, falling back to the last known one for
// entries with no motion history.
const Mat3x4<float>& reference =
previousEntry.hasPrediction ? previousEntry.predictedPosition : previous.position;
return transform_match_distance_squared(reference, current.position);
}
if (previous.usedMatrixMask == 0 || current.usedMatrixMask == 0) {
return std::numeric_limits<float>::infinity();
}
// PNMTXIDX is an absolute palette slot baked into the vertices, so nearest matching
// swaps joint histories. A changed mask has no safe correspondence: leave the draw.
if (previous.usedMatrixMask != current.usedMatrixMask) {
return std::numeric_limits<float>::infinity();
}
double distance = 0.0;
size_t matchedMatrices = 0;
for (size_t currentIndex = 0; currentIndex < MaxPnMtx; ++currentIndex) {
if ((current.usedMatrixMask & (1u << currentIndex)) == 0) {
continue;
}
const float matrixDistance = transform_match_distance_squared(
previous.indexedMatrices->position[currentIndex],
current.indexedMatrices->position[currentIndex]);
if (!std::isfinite(matrixDistance)) {
return std::numeric_limits<float>::infinity();
}
distance += matrixDistance;
++matchedMatrices;
}
if (matchedMatrices == 0 || !std::isfinite(distance) ||
distance > std::numeric_limits<float>::max()) {
return std::numeric_limits<float>::infinity();
}
return static_cast<float>(distance / static_cast<double>(matchedMatrices));
}
void set_frame_interpolation_fps(uint32_t targetFps) noexcept {
if (targetFps != 120 && targetFps != 180 && targetFps != 240) {
targetFps = 0;
}
detail::g_frameInterpolationFps.store(targetFps, std::memory_order_release);
// Start at the configured quality; the controller only ever backs off from here.
s_interpolationSampleTarget.store(targetFps == 0 ? 0u : std::min(targetFps / 60 - 1, MaxInterpolatedFrames),
std::memory_order_release);
s_dropInterpolationAtSeal.store(false, std::memory_order_release);
s_pacingWindowFrames.store(0, std::memory_order_release);
s_pacingWindowMisses.store(0, std::memory_order_release);
// A reconfiguration starts a fresh diagnostic window.
s_diagFramesSealed.store(0, std::memory_order_relaxed);
s_diagFramesLowMatch.store(0, std::memory_order_relaxed);
s_diagFramesReplayUnsafe.store(0, std::memory_order_relaxed);
s_diagSlotReductions.store(0, std::memory_order_relaxed);
s_diagLateSealDrops.store(0, std::memory_order_relaxed);
}
void report_producer_paced(bool paced) noexcept {
const uint32_t maximumSamples = maximum_interpolation_samples();
if (maximumSamples == 0) {
s_dropInterpolationAtSeal.store(false, std::memory_order_release);
s_pacingWindowFrames.store(0, std::memory_order_release);
s_pacingWindowMisses.store(0, std::memory_order_release);
s_interpolationSampleTarget.store(0, std::memory_order_release);
return;
}
// Per-frame decision, no streaks: a late frame seals without its inserted slots and
// the next one is back at full count. See s_dropInterpolationAtSeal.
s_dropInterpolationAtSeal.store(!paced, std::memory_order_release);
const uint32_t frames = s_pacingWindowFrames.load(std::memory_order_acquire) + 1;
const uint32_t misses =
s_pacingWindowMisses.load(std::memory_order_acquire) + (paced ? 0u : 1u);
if (frames < kPacingWindowFrames) {
s_pacingWindowFrames.store(frames, std::memory_order_release);
s_pacingWindowMisses.store(misses, std::memory_order_release);
return;
}
// Window complete: adjust the target one step at most, then start over. At
// one decision per window this cannot spam the log or flap within a second.
uint32_t target =
std::min(s_interpolationSampleTarget.load(std::memory_order_acquire), maximumSamples);
if (misses * 100u >= frames * kPacingReducePercent) {
if (target > 0) {
--target;
s_diagSlotReductions.fetch_add(1, std::memory_order_relaxed);
Log.info("interpolation slots reduced to {}: {}/{} frames overran their retrace budget",
target, misses, frames);
}
} else if (misses * 100u <= frames * kPacingRestorePercent) {
if (target < maximumSamples) {
++target;
Log.info("interpolation slots restored to {}: {}/{} frames overran their retrace budget",
target, misses, frames);
}
}
s_interpolationSampleTarget.store(target, std::memory_order_release);
s_pacingWindowFrames.store(0, std::memory_order_release);
s_pacingWindowMisses.store(0, std::memory_order_release);
}
void set_frame_interpolation_view_rebase(const Mat3x4<float>* currentFromPrevious,
const Mat3x4<float>* previousFromCurrent) noexcept {
s_rebaseView = currentFromPrevious && previousFromCurrent && stereo_frame_interpolation_active();
if (s_rebaseView) {
s_currentFromPreviousView = *currentFromPrevious;
s_previousFromCurrentView = *previousFromCurrent;
}
}
void begin_frame_interpolation() noexcept {
s_rebaseView = false;
const uint32_t targetFps = frame_interpolation_fps();
static bool previousStereo = false;
const bool stereo = stereo_frame_interpolation_active();
if (targetFps != s_previousInterpolationFps || stereo != previousStereo) {
recycle_transform_entries(s_previousFrameTransforms);
s_previousInterpolationFps = targetFps;
previousStereo = stereo;
}
// Latch the slot count for the frame starting here; see s_activeInterpolationSamples
// for why it cannot move again until the seal.
s_activeInterpolationSamples.store(
std::min(s_interpolationSampleTarget.load(std::memory_order_acquire),
maximum_interpolation_samples()),
std::memory_order_release);
// Normally empty (finalize swapped and recycled); an aborted frame can leave
// entries behind, whose matrix blocks go back to the pool here.
recycle_transform_entries(s_currentFrameTransforms);
// Keep buckets, nodes and capacities across frames so a stable race scene does not
// pay thousands of small allocations every frame.
clear_index_map_keep_nodes(s_previousTransformIndices, s_previousFrameTransforms.size());
clear_index_map_keep_nodes(s_previousStableTransformIndices, s_previousFrameTransforms.size());
clear_index_map_keep_nodes(s_previousGeometryTransformIndices, s_previousFrameTransforms.size());
for (size_t i = 0; i < s_previousFrameTransforms.size(); ++i) {
const auto& identity = s_previousFrameTransforms[i].identity;
s_previousTransformIndices[identity.combined].push_back(i);
s_previousStableTransformIndices[stable_identity(identity)].push_back(i);
if (identity.geometry != 0)
s_previousGeometryTransformIndices[geometry_identity(identity)].push_back(i);
}
clear_index_map_keep_nodes(s_currentTransformIndices, s_previousFrameTransforms.size());
clear_index_map_keep_nodes(s_currentStableTransformIndices, s_previousFrameTransforms.size());
clear_index_map_keep_nodes(s_currentGeometryTransformIndices, s_previousFrameTransforms.size());
s_pendingUniformInterpolations.clear();
s_perspectiveCandidates = 0;
s_perspectiveMatchable = 0;
s_perspectiveMatches = 0;
s_hasInterpolatedFrame.store(false, std::memory_order_release);
s_frameInterpolationReplaySafe.store(true, std::memory_order_release);
}
void finalize_frame_interpolation() noexcept {
s_diagPreparedDraws.store(0, std::memory_order_relaxed);
s_diagRejectedDraws.store(0, std::memory_order_relaxed);
s_diagVertexMotionDraws.store(0, std::memory_order_relaxed);
s_diagVertexMotionHeld.store(0, std::memory_order_relaxed);
if (s_rebaseView) {
// The old history retires at the end of this seal. Rebase it once, before
// instance matching and motion gates, rather than treating camera rotation
// around a distant object as an object teleport.
for (auto& entry : s_previousFrameTransforms) {
auto& transform = entry.transform;
if (transform.viewSpaceVertices) continue;
if (transform.indexedMatrices) {
for (size_t slot = 0; slot < MaxPnMtx; ++slot) {
if ((transform.usedMatrixMask & (1u << slot)) == 0) continue;
auto& matrices = *transform.indexedMatrices;
matrices.position[slot] = gfx::stereo_replay::compose_affine(s_currentFromPreviousView, matrices.position[slot]);
matrices.normal[slot] = gfx::stereo_replay::compose_normal(s_currentFromPreviousView, matrices.normal[slot]);
matrices.slotHash[slot] = xxh3_hash_s(&matrices.position[slot], sizeof(Mat3x4<float>),
xxh3_hash_s(&matrices.normal[slot], sizeof(Mat3x4<float>)));
}
} else {
transform.position = gfx::stereo_replay::compose_affine(s_currentFromPreviousView, transform.position);
transform.normal = gfx::stereo_replay::compose_normal(s_currentFromPreviousView, transform.normal);
if (entry.hasPrediction)
entry.predictedPosition = gfx::stereo_replay::compose_affine(s_currentFromPreviousView, entry.predictedPosition);
}
}
}
// A frame reported late seals without inserted slots, so the encode phase renders
// the native frame only. Its transforms still seed the next frame's matching.
const bool late = s_dropInterpolationAtSeal.exchange(false, std::memory_order_acq_rel);
if (late) {
s_diagLateSealDrops.fetch_add(1, std::memory_order_relaxed);
}
if (late && !stereo_frame_interpolation_active()) {
s_hasInterpolatedFrame.store(false, std::memory_order_release);
s_pendingUniformInterpolations.clear();
retire_frame_transforms();
return;
}
// Below this bound a direct all-pairs build is cheaper than setting up the
// spatial grid; the produced edge set is identical either way.
constexpr size_t kAllPairsEdgeLimit = 1024;
// Bounds the all-pairs cost for indexed groups, which have no single translation to
// bucket on. Non-indexed groups of any size use the grid instead.
constexpr size_t kMaximumAssignmentEdges = 16384;
// Hard bound for the grid path; only a swarm co-located within one cell reaches it,
// which is the CPU-deformed shape the ordered fallback exists for.
constexpr size_t kMaximumGridEdges = 65536;
struct MatchEdge {
float distance = std::numeric_limits<float>::infinity();
size_t previous = SIZE_MAX;
size_t current = SIZE_MAX;
};
// Frame-persistent matching scratch: sized to the frame's draw count, so a
// stable scene performs no matching allocations at all after warm-up.
static std::vector<size_t> currentToPrevious;
static std::vector<uint8_t> previousMatched;
static std::vector<uint8_t> currentMatched;
static std::vector<size_t> groupCurrentIndices;
static std::vector<size_t> groupPreviousIndices;
static std::vector<MatchEdge> edges;
static std::unordered_map<uint64_t, std::vector<uint32_t>> gridCells;
currentToPrevious.assign(s_currentFrameTransforms.size(), SIZE_MAX);
previousMatched.assign(s_previousFrameTransforms.size(), 0);
currentMatched.assign(s_currentFrameTransforms.size(), 0);
// Quantizes a translation onto the matching grid. Cell size equals the gate distance,
// so every acceptable pair lies within one cell along every axis.
constexpr uint64_t kInvalidCell = std::numeric_limits<uint64_t>::max();
const auto translation_cell = [](const Mat3x4<float>& m) noexcept -> uint64_t {
const float x = m.m0.w();
const float y = m.m1.w();
const float z = m.m2.w();
if (!std::isfinite(x) || !std::isfinite(y) || !std::isfinite(z)) {
return kInvalidCell;
}
constexpr float kInverseCell = 1.0f / kMaximumTranslationPerFrame;
constexpr int64_t kBias = int64_t{1} << 20;
const int64_t cx = static_cast<int64_t>(std::floor(x * kInverseCell)) + kBias;
const int64_t cy = static_cast<int64_t>(std::floor(y * kInverseCell)) + kBias;
const int64_t cz = static_cast<int64_t>(std::floor(z * kInverseCell)) + kBias;
// One cell of margin at each field edge so the +-1 neighbor arithmetic cannot borrow
// into the next packed coordinate.
if (cx < 1 || cy < 1 || cz < 1 || cx >= (kBias << 1) - 1 || cy >= (kBias << 1) - 1 ||
cz >= (kBias << 1) - 1) {
return kInvalidCell;
}
return (static_cast<uint64_t>(cx) << 42) | (static_cast<uint64_t>(cy) << 21) |
static_cast<uint64_t>(cz);
};
// Vertex-motion quads come from particle emitters, which draw many look-alike
// quads: a speed line is two crossed quads, two new ones start on the same ring
// every frame, and each moves further per frame than the gap to its neighbours.
// Nearest-centre pairing swaps them and every swap sweeps a quad across the view,
// so these groups keep only pairs that are unambiguous in centre and shape.
struct QuadPrevious {
std::array<float, 3> world{}, camera{}, predicted{};
std::array<std::array<float, 3>, 2> worldEdges{}, cameraEdges{};
float size2 = 0.f, step2 = 0.f;
bool tracked = false;
};
struct QuadCurrent {
std::array<float, 3> center{};
std::array<std::array<float, 3>, 2> edges{};
float size2 = 0.f, shortEdge2 = 0.f;
};
struct QuadCandidate {
float cost = 0.f;
uint32_t previous = 0, current = 0;
};
struct QuadBest {
float cost = std::numeric_limits<float>::infinity();
float runnerUp = std::numeric_limits<float>::infinity();
uint32_t index = UINT32_MAX;
};
static std::vector<QuadPrevious> quadPrevious;
static std::vector<QuadCurrent> quadCurrent;
static std::vector<QuadCandidate> quadCandidates;
static std::vector<QuadBest> quadBestForCurrent, quadBestForPrevious;
static std::array<std::vector<uint32_t>, 2> quadPairs;
// A first pair that only one reading supports seeds the particle's path but is
// drawn held; it moves once the next frame lands on the prediction.
static std::vector<uint8_t> quadSeedOnly;
quadSeedOnly.assign(s_currentFrameTransforms.size(), 0);
const auto samePlace = [](const std::array<float, 3>& a, const std::array<float, 3>& b, float size2) noexcept {
return distance_squared(a, b) <= kQuadSamePlace * (size2 + 1.f);
};
const auto buildQuadCandidates = [&](bool followsCamera) {
quadCandidates.clear();
for (uint32_t current = 0; current < quadCurrent.size(); ++current) {
const auto& quad = quadCurrent[current];
for (uint32_t previous = 0; previous < quadPrevious.size(); ++previous) {
const auto& before = quadPrevious[previous];
// `<=` also drops a NaN delta.
if (!(distance_squared(before.world, quad.center) <=
kMaximumTranslationPerFrame * kMaximumTranslationPerFrame)) {
continue;
}
const auto shapeDistance = [&](const std::array<std::array<float, 3>, 2>& edges) noexcept {
return distance_squared(edges[0], quad.edges[0]) + distance_squared(edges[1], quad.edges[1]);
};
float centerCost, shapeCost;
if (before.tracked) {
centerCost = distance_squared(before.predicted, quad.center);
if (!(centerCost <= std::max(kQuadPathTolerance * before.step2, kQuadPathFloor * quad.shortEdge2))) {
continue;
}
shapeCost = std::min(shapeDistance(before.worldEdges), shapeDistance(before.cameraEdges));
} else {
centerCost = distance_squared(followsCamera ? before.camera : before.world, quad.center);
shapeCost = shapeDistance(followsCamera ? before.cameraEdges : before.worldEdges);
}
const float cost = centerCost + shapeCost;
if (!(shapeCost <= kQuadShapeChange * quad.size2) || !std::isfinite(cost)) {
continue;
}
quadCandidates.push_back({cost, previous, current});
}
}
};
// Keeps a pair only when each side prefers the other and beats its runner-up
// among other particles; the two quads of one cross are not each other's rivals.
const auto selectQuadPairs = [&](std::vector<uint32_t>& pairs) {
quadBestForCurrent.assign(quadCurrent.size(), {});
quadBestForPrevious.assign(quadPrevious.size(), {});
for (const auto& candidate : quadCandidates) {
auto& forCurrent = quadBestForCurrent[candidate.current];
if (candidate.cost < forCurrent.cost) {
forCurrent.cost = candidate.cost;
forCurrent.index = candidate.previous;
}
auto& forPrevious = quadBestForPrevious[candidate.previous];
if (candidate.cost < forPrevious.cost) {
forPrevious.cost = candidate.cost;
forPrevious.index = candidate.current;
}
}
for (const auto& candidate : quadCandidates) {
auto& forCurrent = quadBestForCurrent[candidate.current];
const auto& rival = quadPrevious[candidate.previous];
if (!samePlace(rival.world, quadPrevious[forCurrent.index].world, rival.size2)) {
forCurrent.runnerUp = std::min(forCurrent.runnerUp, candidate.cost);
}
auto& forPrevious = quadBestForPrevious[candidate.previous];
const auto& other = quadCurrent[candidate.current];
if (!samePlace(other.center, quadCurrent[forPrevious.index].center, other.size2)) {
forPrevious.runnerUp = std::min(forPrevious.runnerUp, candidate.cost);
}
}
pairs.assign(quadCurrent.size(), UINT32_MAX);
for (uint32_t current = 0; current < quadCurrent.size(); ++current) {
const auto& forCurrent = quadBestForCurrent[current];
if (forCurrent.index == UINT32_MAX) {
continue;
}
const auto& forPrevious = quadBestForPrevious[forCurrent.index];
if (samePlace(quadCurrent[current].center, quadCurrent[forPrevious.index].center,
quadCurrent[current].size2) &&
forCurrent.cost * kQuadAmbiguity < forCurrent.runnerUp &&
forPrevious.cost * kQuadAmbiguity < forPrevious.runnerUp) {
pairs[current] = forCurrent.index;
}
}
};
const auto matchQuadGroup = [&] {
const size_t previousCount = groupPreviousIndices.size();
const size_t currentCount = groupCurrentIndices.size();
if (previousCount * currentCount > kMaximumQuadPairs) {
return;
}
quadPrevious.resize(previousCount);
for (size_t index = 0; index < previousCount; ++index) {
const auto& entry = s_previousFrameTransforms[groupPreviousIndices[index]];
auto& quad = quadPrevious[index];
quad.world = translation_of(entry.transform.position);
quad.camera = entry.transform.quadCenter;
quad.cameraEdges = entry.transform.quadEdges;
for (size_t edge = 0; edge < 2; ++edge) {
quad.worldEdges[edge] =
s_rebaseView ? rotate_vector(s_currentFromPreviousView, quad.cameraEdges[edge]) : quad.cameraEdges[edge];
}
quad.size2 = dot3(quad.cameraEdges[0], quad.cameraEdges[0]) + dot3(quad.cameraEdges[1], quad.cameraEdges[1]);
quad.tracked = entry.hasPrediction;
if (quad.tracked) {
quad.predicted = translation_of(entry.predictedPosition);
quad.step2 = distance_squared(quad.predicted, quad.world);
}
}
quadCurrent.resize(currentCount);
for (size_t index = 0; index < currentCount; ++index) {
const auto& transform = s_currentFrameTransforms[groupCurrentIndices[index]].transform;
auto& quad = quadCurrent[index];
quad.center = translation_of(transform.position);
quad.edges = transform.quadEdges;
const float edge0 = dot3(quad.edges[0], quad.edges[0]);
const float edge1 = dot3(quad.edges[1], quad.edges[1]);
quad.size2 = edge0 + edge1;
quad.shortEdge2 = std::min(edge0, edge1);
}
// A particle without a path is read two ways: fixed in the world (smoke left
// behind) or carried with the camera (speed lines follow the kart). Without a
// camera rebase the two readings coincide.
const size_t readings = s_rebaseView ? 2 : 1;
for (size_t reading = 0; reading < readings; ++reading) {
buildQuadCandidates(reading == 1);
selectQuadPairs(quadPairs[reading]);
}
// One emitter's particles move alike. Particles with a path show which reading
// fits: carried ones step less in camera space than in the world.
bool followsCamera = false;
if (readings == 2) {
double worldSteps = 0.0, cameraSteps = 0.0;
uint32_t tracked = 0, worldFirstSteps = 0, cameraFirstSteps = 0;
for (size_t current = 0; current < currentCount; ++current) {
if (const uint32_t previous = quadPairs[0][current]; previous != UINT32_MAX) {
const auto& before = quadPrevious[previous];
if (before.tracked) {
worldSteps += distance_squared(before.world, quadCurrent[current].center);
cameraSteps += distance_squared(before.camera, quadCurrent[current].center);
++tracked;
} else {
++worldFirstSteps;
}
}
if (const uint32_t previous = quadPairs[1][current];
previous != UINT32_MAX && !quadPrevious[previous].tracked) {
++cameraFirstSteps;
}
}
followsCamera = tracked != 0 ? cameraSteps < worldSteps : cameraFirstSteps > worldFirstSteps;
}
const auto& pairs = quadPairs[followsCamera ? 1 : 0];
const auto& otherPairs = quadPairs[followsCamera ? 0 : 1];
for (size_t current = 0; current < currentCount; ++current) {
const size_t currentIndex = groupCurrentIndices[current];
auto& transform = s_currentFrameTransforms[currentIndex].transform;
const uint32_t previous = pairs[current];
// A first step shows only when both readings choose it. A newborn that spawns
// where the last one did fools one reading, rarely both.
const bool seedOnly = previous != UINT32_MAX && !quadPrevious[previous].tracked &&
!(readings == 2 && otherPairs[current] == previous);
transform.holdInCamera = followsCamera && (previous == UINT32_MAX || seedOnly);
if (previous == UINT32_MAX) {
continue;
}
const size_t previousIndex = groupPreviousIndices[previous];
currentToPrevious[currentIndex] = previousIndex;
currentMatched[currentIndex] = 1;
previousMatched[previousIndex] = 1;
quadSeedOnly[currentIndex] = seedOnly;
}
};
const auto matchGroups =
[&](const auto& currentGroups, const auto& previousGroups,
bool allowOrderedFallback) {
for (const auto& [signature, allCurrentIndices] : currentGroups) {
if (allCurrentIndices.empty()) {
continue;
}
const auto previousIt = previousGroups.find(signature);
if (previousIt == previousGroups.end() || previousIt->second.empty()) {
continue;
}
groupCurrentIndices.clear();
groupPreviousIndices.clear();
for (const size_t index : allCurrentIndices) {
if (!currentMatched[index]) {
groupCurrentIndices.push_back(index);
}
}
for (const size_t index : previousIt->second) {
if (!previousMatched[index]) {
groupPreviousIndices.push_back(index);
}
}
if (groupCurrentIndices.empty() || groupPreviousIndices.empty()) {
continue;
}
// Draw identity includes the vertex-motion flag, so a group is all quads or none.
// One quad on each side is no proof either: a particle died and another spawned.
if (s_currentFrameTransforms[groupCurrentIndices.front()].transform.vertexMotion.enabled) {
matchQuadGroup();
continue;
}
// A unique draw has no identity ambiguity. Keep the conservative
// interpolation fallback for malformed/non-finite matrices.
if (groupPreviousIndices.size() == 1 && groupCurrentIndices.size() == 1) {
currentToPrevious[groupCurrentIndices.front()] = groupPreviousIndices.front();
previousMatched[groupPreviousIndices.front()] = 1;
currentMatched[groupCurrentIndices.front()] = 1;
continue;
}
// Drop pairs past the translation gate (`<=` also drops a NaN delta): they can only
// render as a snap, and matching them steals a neighbor's true partner.
const auto appendEdge = [&](size_t previousIndex, size_t currentIndex) {
const auto& previousEntry = s_previousFrameTransforms[previousIndex];
const auto& currentSnapshot = s_currentFrameTransforms[currentIndex].transform;
if (!previousEntry.transform.indexedMatrices && !currentSnapshot.indexedMatrices &&
!(translation_delta_squared(previousEntry.transform.position,
currentSnapshot.position) <=
kMaximumTranslationPerFrame * kMaximumTranslationPerFrame)) {
return;
}
const float distance = snapshot_match_distance_squared(previousEntry, currentSnapshot);
if (std::isfinite(distance)) {
edges.push_back({
.distance = distance,
.previous = previousIndex,
.current = currentIndex,
});
}
};
const auto orderedFallback = [&] {
// GX preserves submission order for these draws, so pair the leftovers in order
// once exact identities have claimed their instances.
if (!allowOrderedFallback) {
return;
}
const size_t pairCount = std::min(groupPreviousIndices.size(), groupCurrentIndices.size());
for (size_t i = 0; i < pairCount; ++i) {
// Submission order shifts when the transparent sort reorders or culling drops an
// instance; leave over-gate pairs unmatched so they snap instead of sweeping.
const auto& previousEntry = s_previousFrameTransforms[groupPreviousIndices[i]];
const auto& currentEntry = s_currentFrameTransforms[groupCurrentIndices[i]];
if (!previousEntry.transform.indexedMatrices &&
!currentEntry.transform.indexedMatrices &&
!(translation_delta_squared(previousEntry.transform.position,
currentEntry.transform.position) <=
kMaximumTranslationPerFrame * kMaximumTranslationPerFrame)) {
continue;
}
currentToPrevious[groupCurrentIndices[i]] = groupPreviousIndices[i];
previousMatched[groupPreviousIndices[i]] = 1;
currentMatched[groupCurrentIndices[i]] = 1;
}
};
edges.clear();
const size_t allPairsEdges = groupPreviousIndices.size() * groupCurrentIndices.size();
if (allPairsEdges <= kAllPairsEdgeLimit) {
for (const size_t currentIndex : groupCurrentIndices) {
for (const size_t previousIndex : groupPreviousIndices) {
appendEdge(previousIndex, currentIndex);
}
}
} else {
// Grid buckets need one translation per entry, which mixed or skinned groups lack,
// so those stay on the bounded all-pairs path.
bool gridable = true;
for (const size_t index : groupCurrentIndices) {
if (s_currentFrameTransforms[index].transform.indexedMatrices) {
gridable = false;
break;
}
}
if (gridable) {
for (const size_t index : groupPreviousIndices) {
if (s_previousFrameTransforms[index].transform.indexedMatrices) {
gridable = false;
break;
}
}
}
if (!gridable) {
if (groupPreviousIndices.size() > kMaximumAssignmentEdges / groupCurrentIndices.size()) {
orderedFallback();
continue;
}
for (const size_t currentIndex : groupCurrentIndices) {
for (const size_t previousIndex : groupPreviousIndices) {
appendEdge(previousIndex, currentIndex);
}
}
} else {
// Previous entries are matched against their predicted position, so bucket them by
// that same reference (see snapshot_match_distance_squared).
gridCells.clear();
for (const size_t previousIndex : groupPreviousIndices) {
const auto& previousEntry = s_previousFrameTransforms[previousIndex];
const Mat3x4<float>& reference = previousEntry.hasPrediction
? previousEntry.predictedPosition
: previousEntry.transform.position;
const uint64_t cell = translation_cell(reference);
if (cell == kInvalidCell) {
continue;
}
gridCells[cell].push_back(static_cast<uint32_t>(previousIndex));
}
bool overflowed = false;
for (const size_t currentIndex : groupCurrentIndices) {
const auto& position = s_currentFrameTransforms[currentIndex].transform.position;
const uint64_t cell = translation_cell(position);
if (cell == kInvalidCell) {
continue;
}
for (int64_t dx = -1; dx <= 1 && !overflowed; ++dx) {
for (int64_t dy = -1; dy <= 1 && !overflowed; ++dy) {
for (int64_t dz = -1; dz <= 1 && !overflowed; ++dz) {
const uint64_t neighbor = cell + (static_cast<uint64_t>(dx) << 42) +
(static_cast<uint64_t>(dy) << 21) +
static_cast<uint64_t>(dz);
const auto cellIt = gridCells.find(neighbor);
if (cellIt == gridCells.end()) {
continue;
}
for (const uint32_t previousIndex : cellIt->second) {
appendEdge(previousIndex, currentIndex);
if (edges.size() > kMaximumGridEdges) {
overflowed = true;
break;
}
}
}
}
}
if (overflowed) {
break;
}
}
if (overflowed) {
orderedFallback();
continue;
}
}
}
std::sort(edges.begin(), edges.end(), [](const MatchEdge& lhs, const MatchEdge& rhs) {
return lhs.distance < rhs.distance;
});
for (const auto& edge : edges) {
if (previousMatched[edge.previous] || currentMatched[edge.current]) {
continue;
}
currentToPrevious[edge.current] = edge.previous;
previousMatched[edge.previous] = 1;
currentMatched[edge.current] = 1;
}
}
};
matchGroups(s_currentTransformIndices, s_previousTransformIndices, false);
// Prefer unchanged meshes across a texture flip before the material-only
// fallback for deforming geometry. Both passes keep palette topology strict.
matchGroups(s_currentGeometryTransformIndices, s_previousGeometryTransformIndices, false);
matchGroups(s_currentStableTransformIndices, s_previousStableTransformIndices, true);
s_perspectiveMatches = static_cast<uint32_t>(std::count_if(
currentToPrevious.begin(), currentToPrevious.end(),
[](size_t previousIndex) { return previousIndex != SIZE_MAX; }));
// Interpolation never pauses on match quality: an unmatched draw just renders its
// end-frame state, while a ratio gate flapped the whole output cadence instead.
const bool eligible = frame_interpolation_fps() != 0 && !late;
// Overlay observability: the live match ratio, and how often the scene sits in
// low-match territory where inserted slots mostly duplicate draws.
{
constexpr uint32_t kLowMatchPercent = 55;
const bool replaySafe = frame_interpolation_replay_safe();
s_diagCandidates.store(s_perspectiveCandidates, std::memory_order_relaxed);
s_diagMatchable.store(s_perspectiveMatchable, std::memory_order_relaxed);
s_diagMatches.store(s_perspectiveMatches, std::memory_order_relaxed);
s_diagEligible.store(eligible, std::memory_order_relaxed);
s_diagReplaySafe.store(replaySafe, std::memory_order_relaxed);
if (eligible || stereo_frame_interpolation_active()) {
s_diagFramesSealed.fetch_add(1, std::memory_order_relaxed);
if (s_perspectiveMatchable != 0 &&
s_perspectiveMatches * 100 < s_perspectiveMatchable * kLowMatchPercent) {
s_diagFramesLowMatch.fetch_add(1, std::memory_order_relaxed);
}
if (!replaySafe) {
s_diagFramesReplayUnsafe.fetch_add(1, std::memory_order_relaxed);
}
}
}
// Only ordinary one-matrix draws use motion prediction. Indexed draws keep the slot
// identity encoded by PNMTXIDX and are prepared as one coherent draw below.
constexpr float kMaximumPredictionSeedDeltaSquared =
kMaximumTranslationPerFrame * kMaximumTranslationPerFrame;
uint32_t quadsHeld = 0;
for (size_t currentIndex = 0; currentIndex < currentToPrevious.size(); ++currentIndex) {
const size_t previousIndex = currentToPrevious[currentIndex];
if (previousIndex == SIZE_MAX) {
quadsHeld += s_currentFrameTransforms[currentIndex].transform.vertexMotion.enabled;
continue;
}
auto& currentEntry = s_currentFrameTransforms[currentIndex];
const auto& previousEntry = s_previousFrameTransforms[previousIndex];
if (currentEntry.transform.indexedMatrices || previousEntry.transform.indexedMatrices) {
continue;
}
// A looping rigid animation can wrap by far less than the teleport limit
// (Coconut Mall resets its escalator phase every 20 local units). Blending
// that jump produces a brief reverse sweep. Only cut a large, nearly
// opposite jump after a measured velocity, with the same mesh and basis.
// Camera motion has already been removed above. Particle births are not
// cyclic rigid animations and must not use this test.
if (s_rebaseView && previousEntry.hasPrediction &&
!currentEntry.transform.vertexMotion.enabled && currentEntry.identity.geometry != 0 &&
currentEntry.identity.geometry == previousEntry.identity.geometry) {
const auto& before = previousEntry.transform.position;
const auto& now = currentEntry.transform.position;
const auto& predicted = previousEntry.predictedPosition;
const Vec4<float>* oldRows[] = {&before.m0, &before.m1, &before.m2};
const Vec4<float>* newRows[] = {&now.m0, &now.m1, &now.m2};
const Vec4<float>* predictedRows[] = {&predicted.m0, &predicted.m1, &predicted.m2};
float speed2 = 0.f, jump2 = 0.f, dot = 0.f, basisDelta = 0.f, basisSize = 0.f;
for (size_t row = 0; row < 3; ++row) {
const float velocity = (*predictedRows[row])[3] - (*oldRows[row])[3];
const float delta = (*newRows[row])[3] - (*oldRows[row])[3];
speed2 += velocity * velocity;
jump2 += delta * delta;
dot += velocity * delta;
for (size_t col = 0; col < 3; ++col) {
const float difference = (*newRows[row])[col] - (*oldRows[row])[col];
basisDelta += difference * difference;
basisSize += (*newRows[row])[col] * (*newRows[row])[col];
}
}
if (speed2 > 0.0001f && jump2 > std::max(1.f, 16.f * speed2) && dot < 0.f &&
dot * dot > 0.9f * speed2 * jump2 && basisDelta < 0.0001f * basisSize) {
currentToPrevious[currentIndex] = SIZE_MAX;
s_diagAnimationWrapCuts.fetch_add(1, std::memory_order_relaxed);
continue; // Do not seed the next frame with the reset's apparent velocity.
}
}
// Seed the next frame's matching with a constant-velocity reference, but never from
// a pair the interpolator would reject as a teleport (`<=` so NaN fails too).
if (translation_delta_squared(previousEntry.transform.position,
currentEntry.transform.position) <=
kMaximumPredictionSeedDeltaSquared) {
currentEntry.predictedPosition = extrapolate_transform(previousEntry.transform.position,
currentEntry.transform.position);
currentEntry.hasPrediction = true;
}
if (quadSeedOnly[currentIndex]) {
// Seeded above, drawn held: it moves once the next frame lands on the path.
currentToPrevious[currentIndex] = SIZE_MAX;
++quadsHeld;
}
}
s_diagVertexMotionHeld.store(quadsHeld, std::memory_order_relaxed);
if (eligible || stereo_frame_interpolation_active()) {
// Prepare each matched pair once: every sample of a draw shares the same
// previous/current matrices. A flat vector keeps the sample tasks parallel.
std::vector<PreparedTransformInterpolation> preparedTransforms(s_currentFrameTransforms.size());
std::vector<uint8_t> preparedTransformState(s_currentFrameTransforms.size(), 0);
std::vector<PreparedAffinePair> preparedPairs;
std::vector<PreparedAffinePair> desktopPairs;
const bool separateDesktopPairs = s_rebaseView && eligible;
preparedPairs.reserve(s_pendingUniformInterpolations.size() * 2);
const auto appendPreparedPair = [&](const Mat3x4<float>& previousPosition,
const Mat3x4<float>& currentPosition,
const Mat3x4<float>& previousNormal,
const Mat3x4<float>& currentNormal,
bool indexed, bool rebased = true, bool vertexMotion = false) {
const size_t pairOffset = preparedPairs.size();
const auto retainCurrentBasis = [&](const Mat3x4<float>& position) {
if (!vertexMotion) return position;
auto result = currentPosition;
result.m0[3] = position.m0[3];
result.m1[3] = position.m1[3];
result.m2[3] = position.m2[3];
return result;
};
if (separateDesktopPairs) {
const auto originalPosition = rebased ? gfx::stereo_replay::compose_affine(s_previousFromCurrentView, previousPosition)
: previousPosition;
const auto originalNormal = rebased ? gfx::stereo_replay::compose_normal(s_previousFromCurrentView, previousNormal)
: previousNormal;
desktopPairs.push_back(indexed ? prepare_indexed_pair(originalPosition, currentPosition)
: prepare_affine_pair(retainCurrentBasis(originalPosition), currentPosition, true));
desktopPairs.push_back(indexed ? prepare_indexed_pair(originalNormal, currentNormal)
: prepare_affine_pair(vertexMotion ? currentNormal : originalNormal, currentNormal, true));
}
preparedPairs.push_back(indexed ? prepare_indexed_pair(previousPosition, currentPosition)
: prepare_affine_pair(retainCurrentBasis(previousPosition), currentPosition, true));
preparedPairs.push_back(indexed ? prepare_indexed_pair(previousNormal, currentNormal)
: prepare_affine_pair(vertexMotion ? currentNormal : previousNormal, currentNormal, true));
return pairOffset;
};
// Content-keyed palette pairing: a mesh split across draws repeats bone matrices byte
// for byte, so a chunk with no partner of its own can borrow a sibling's.
static std::vector<int32_t> paletteDrawIndex; // draw -> compact palette index
static std::vector<uint32_t> paletteDraws; // compact palette index -> draw
paletteDrawIndex.assign(s_currentFrameTransforms.size(), -1);
paletteDraws.clear();
for (size_t drawIndex = 0; drawIndex < s_currentFrameTransforms.size(); ++drawIndex) {
const auto& transform = s_currentFrameTransforms[drawIndex].transform;
if (!transform.indexedMatrices || transform.usedMatrixMask == 0) {
continue;
}
paletteDrawIndex[drawIndex] = static_cast<int32_t>(paletteDraws.size());
paletteDraws.push_back(static_cast<uint32_t>(drawIndex));
}
struct PaletteSlotKey {
HashType hash = 0;
uint32_t palette = 0;
uint32_t slot = 0;
};
struct ResolvedSlot {
const Mat3x4<float>* position = nullptr;
const Mat3x4<float>* normal = nullptr;
};
static std::vector<PaletteSlotKey> paletteSlotKeys;
static std::vector<ResolvedSlot> resolvedSlots;
static std::vector<size_t> resolvedProjectionEntry;
paletteSlotKeys.clear();
resolvedSlots.assign(paletteDraws.size() * MaxPnMtx, ResolvedSlot{});
resolvedProjectionEntry.assign(paletteDraws.size(), kNoPreparedPair);
for (uint32_t palette = 0; palette < paletteDraws.size(); ++palette) {
const auto& transform = s_currentFrameTransforms[paletteDraws[palette]].transform;
for (uint32_t slot = 0; slot < MaxPnMtx; ++slot) {
if ((transform.usedMatrixMask & (1u << slot)) == 0) {
continue;
}
paletteSlotKeys.push_back({transform.indexedMatrices->slotHash[slot], palette, slot});
}
}
std::sort(paletteSlotKeys.begin(), paletteSlotKeys.end(),
[](const PaletteSlotKey& lhs, const PaletteSlotKey& rhs) {
if (lhs.hash != rhs.hash) {
return lhs.hash < rhs.hash;
}
if (lhs.palette != rhs.palette) {
return lhs.palette < rhs.palette;
}
return lhs.slot < rhs.slot;
});
for (size_t runStart = 0; runStart < paletteSlotKeys.size();) {
size_t runEnd = runStart + 1;
while (runEnd < paletteSlotKeys.size() &&
paletteSlotKeys[runEnd].hash == paletteSlotKeys[runStart].hash) {
++runEnd;
}
// Where this matrix was last frame, per the draws that did match. Partners that
// disagree mean no single previous pose, so the coupled unit duplicates.
const Mat3x4<float>* sourcePosition = nullptr;
const Mat3x4<float>* sourceNormal = nullptr;
size_t sourceEntry = kNoPreparedPair;
HashType sourceHash = 0;
bool ambiguous = false;
for (size_t keyIndex = runStart; keyIndex < runEnd && !ambiguous; ++keyIndex) {
const uint32_t drawIndex = paletteDraws[paletteSlotKeys[keyIndex].palette];
const size_t previousIndex = currentToPrevious[drawIndex];
if (previousIndex >= s_previousFrameTransforms.size()) {
continue;
}
const auto& current = s_currentFrameTransforms[drawIndex].transform;
const auto& previous = s_previousFrameTransforms[previousIndex].transform;
// A slot index is an absolute palette address, which is why it pairs matched draws
// and why a changed layout invalidates every slot as a source.
if (!previous.indexedMatrices || previous.usedMatrixMask != current.usedMatrixMask) {
continue;
}
const uint32_t slot = paletteSlotKeys[keyIndex].slot;
const HashType candidateHash = previous.indexedMatrices->slotHash[slot];
if (sourcePosition == nullptr) {
sourcePosition = &previous.indexedMatrices->position[slot];
sourceNormal = &previous.indexedMatrices->normal[slot];
sourceHash = candidateHash;
sourceEntry = previousIndex;
} else if (candidateHash != sourceHash) {
ambiguous = true;
}
}
if (ambiguous || sourcePosition == nullptr) {
runStart = runEnd;
continue;
}
for (size_t keyIndex = runStart; keyIndex < runEnd; ++keyIndex) {
const auto& key = paletteSlotKeys[keyIndex];
resolvedSlots[static_cast<size_t>(key.palette) * MaxPnMtx + key.slot] = {sourcePosition,
sourceNormal};
if (resolvedProjectionEntry[key.palette] == kNoPreparedPair) {
resolvedProjectionEntry[key.palette] = sourceEntry;
}
}
runStart = runEnd;
}
for (const auto& task : s_pendingUniformInterpolations) {
if (task.currentTransformIndex >= preparedTransformState.size() ||
preparedTransformState[task.currentTransformIndex] != 0) {
continue;
}
preparedTransformState[task.currentTransformIndex] = 1;
const auto& current = s_currentFrameTransforms[task.currentTransformIndex].transform;
auto& prepared = preparedTransforms[task.currentTransformIndex];
if (task.indexedMatrices) {
const int32_t palette = paletteDrawIndex[task.currentTransformIndex];
if (palette < 0) {
continue;
}
prepared.previousProjectionEntry = resolvedProjectionEntry[palette];
// A palette is one deformation unit: interpolating only the resolved slots cracks
// the mesh, so any unresolved slot duplicates the whole current draw.
bool allSlotsValid = true;
bool desktopSlotsValid = true;
for (size_t slot = 0; slot < MaxPnMtx; ++slot) {
if ((current.usedMatrixMask & (1u << slot)) == 0) {
continue;
}
const auto& resolved = resolvedSlots[static_cast<size_t>(palette) * MaxPnMtx + slot];
if (resolved.position == nullptr) {
allSlotsValid = false;
desktopSlotsValid = false;
break;
}
const size_t pairOffset =
appendPreparedPair(*resolved.position, current.indexedMatrices->position[slot],
*resolved.normal, current.indexedMatrices->normal[slot], true);
prepared.indexedPairOffsets[slot] = pairOffset;
if (!preparedPairs[pairOffset].valid || !preparedPairs[pairOffset + 1].valid) {
allSlotsValid = false;
}
const auto& desktop = separateDesktopPairs ? desktopPairs : preparedPairs;
desktopSlotsValid &= desktop[pairOffset].valid && desktop[pairOffset + 1].valid;
}
prepared.indexedValid = allSlotsValid;
prepared.desktopIndexedValid = desktopSlotsValid;
} else {
const size_t previousTransformIndex = currentToPrevious[task.currentTransformIndex];
if (previousTransformIndex >= s_previousFrameTransforms.size()) {
if (current.holdInCamera && s_rebaseView) {
// As if it sat at the same camera-space place last frame: the sampled
// camera then carries it, like the emitter it follows.
prepared.cameraHold = true;
prepared.nonIndexedPairOffset = appendPreparedPair(
gfx::stereo_replay::compose_affine(s_currentFromPreviousView, current.position), current.position,
current.normal, current.normal, false, true, true);
}
continue;
}
const auto& previous = s_previousFrameTransforms[previousTransformIndex].transform;
prepared.previousProjectionEntry = previousTransformIndex;
prepared.nonIndexedPairOffset = appendPreparedPair(
previous.position, current.position, previous.normal, current.normal, false, !previous.viewSpaceVertices,
current.vertexMotion.enabled);
}
}
uint32_t preparedDraws = 0;
uint32_t rejectedDraws = 0;
uint32_t vertexMotionDraws = 0;
for (size_t i = 0; i < preparedTransforms.size(); ++i) {
if (preparedTransformState[i] == 0)
continue;
const auto& prepared = preparedTransforms[i];
if (prepared.previousProjectionEntry == kNoPreparedPair)
continue;
const bool valid = s_currentFrameTransforms[i].transform.indexedMatrices
? prepared.indexedValid
: prepared.nonIndexedPairOffset != kNoPreparedPair &&
preparedPairs[prepared.nonIndexedPairOffset].valid &&
preparedPairs[prepared.nonIndexedPairOffset + 1].valid;
if (valid)
++preparedDraws;
else
++rejectedDraws;
if (valid && s_currentFrameTransforms[i].transform.vertexMotion.enabled)
++vertexMotionDraws;
}
s_diagPreparedDraws.store(preparedDraws, std::memory_order_relaxed);
s_diagRejectedDraws.store(rejectedDraws, std::memory_order_relaxed);
s_diagVertexMotionDraws.store(vertexMotionDraws, std::memory_order_relaxed);
const auto interpolatePendingUniform = [&](const auto& task) {
if (task.currentTransformIndex >= s_currentFrameTransforms.size()) {
return;
}
const auto& current = s_currentFrameTransforms[task.currentTransformIndex].transform;
std::memcpy(task.uniformData, task.sourceUniformData, task.uniformSize);
const auto& prepared = preparedTransforms[task.currentTransformIndex];
const bool desktopSample = task.numerator != 0;
const auto& pairs = desktopSample && separateDesktopPairs ? desktopPairs : preparedPairs;
if (task.indexedMatrices && !(desktopSample ? prepared.desktopIndexedValid : prepared.indexedValid)) {
return;
}
// The projection comes from whichever previous entry supplied the transforms, which
// for a borrowed palette is a sibling's partner. A camera hold has no partner.
const size_t previousTransformIndex = prepared.previousProjectionEntry;
if (previousTransformIndex >= s_previousFrameTransforms.size() && !prepared.cameraHold) {
return;
}
const auto& previousProjection = prepared.cameraHold
? current.projection
: s_previousFrameTransforms[previousTransformIndex].transform.projection;
const float weight =
static_cast<float>(task.numerator) / static_cast<float>(task.denominator);
const auto interpolatedProjection =
interpolate_projection(previousProjection, current.projection, weight);
std::memcpy(task.uniformData + task.projectionOffset, &interpolatedProjection,
sizeof(interpolatedProjection));
const auto interpolateMatrixSlot = [&](size_t currentIndex, size_t pairOffset) {
if (pairOffset == kNoPreparedPair) {
return;
}
Mat3x4<float> interpolatedPosition{};
Mat3x4<float> interpolatedNormal{};
evaluate_affine_pair(pairs[pairOffset], weight, interpolatedPosition);
evaluate_affine_pair(pairs[pairOffset + 1], weight, interpolatedNormal);
if (current.vertexMotion.enabled && !task.indexedMatrices)
interpolatedPosition = offset_transform_origin(interpolatedPosition, current.vertexMotion.center, -1.f);
std::memcpy(task.uniformData + task.positionOffset + currentIndex * sizeof(Mat3x4<float>),
&interpolatedPosition, sizeof(interpolatedPosition));
std::memcpy(task.uniformData + task.normalOffset + currentIndex * sizeof(Mat3x4<float>),
&interpolatedNormal, sizeof(interpolatedNormal));
};
if (task.indexedMatrices) {
if (!current.indexedMatrices) {
return;
}
for (size_t currentIndex = 0; currentIndex < MaxPnMtx; ++currentIndex) {
if ((current.usedMatrixMask & (1u << currentIndex)) == 0) {
continue;
}
interpolateMatrixSlot(currentIndex, prepared.indexedPairOffsets[currentIndex]);
}
} else {
interpolateMatrixSlot(task.currentMatrix, prepared.nonIndexedPairOffset);
}
};
// A handful of tasks costs more to schedule than to run. The pool stands in for
// std::execution::par, which libc++ does not provide at all.
constexpr size_t kMinimumParallelInterpolationTasks = 64;
if (s_pendingUniformInterpolations.size() < kMinimumParallelInterpolationTasks) {
std::for_each(s_pendingUniformInterpolations.begin(), s_pendingUniformInterpolations.end(),
interpolatePendingUniform);
} else {
InterpolationWorkerPool::instance().run(
s_pendingUniformInterpolations.size(),
[&](size_t index) { interpolatePendingUniform(s_pendingUniformInterpolations[index]); });
}
}
s_hasInterpolatedFrame.store(eligible, std::memory_order_release);
s_pendingUniformInterpolations.clear();
// The index maps are emptied node-preservingly by the next
// begin_frame_interpolation.
retire_frame_transforms();
}
void get_frame_interpolation_diagnostics(AuroraFrameInterpolationDiagnostics& diagnostics) noexcept {
diagnostics.targetFps = frame_interpolation_fps();
diagnostics.targetSamples = std::min(s_interpolationSampleTarget.load(std::memory_order_acquire),
maximum_interpolation_samples());
diagnostics.activeSamples = s_activeInterpolationSamples.load(std::memory_order_acquire);
diagnostics.candidates = s_diagCandidates.load(std::memory_order_relaxed);
diagnostics.matchable = s_diagMatchable.load(std::memory_order_relaxed);
diagnostics.matches = s_diagMatches.load(std::memory_order_relaxed);
diagnostics.eligible = s_diagEligible.load(std::memory_order_relaxed) ? 1 : 0;
diagnostics.replaySafe = s_diagReplaySafe.load(std::memory_order_relaxed) ? 1 : 0;
diagnostics.framesSealed = s_diagFramesSealed.load(std::memory_order_relaxed);
diagnostics.framesLowMatch = s_diagFramesLowMatch.load(std::memory_order_relaxed);
diagnostics.framesReplayUnsafe = s_diagFramesReplayUnsafe.load(std::memory_order_relaxed);
diagnostics.slotReductions = s_diagSlotReductions.load(std::memory_order_relaxed);
diagnostics.lateSealDrops = s_diagLateSealDrops.load(std::memory_order_relaxed);
diagnostics.preparedDraws = s_diagPreparedDraws.load(std::memory_order_relaxed);
diagnostics.rejectedDraws = s_diagRejectedDraws.load(std::memory_order_relaxed);
diagnostics.vertexMotionDraws = s_diagVertexMotionDraws.load(std::memory_order_relaxed);
diagnostics.vertexMotionHeld = s_diagVertexMotionHeld.load(std::memory_order_relaxed);
diagnostics.animationWrapCuts = s_diagAnimationWrapCuts.load(std::memory_order_relaxed);
}
bool has_interpolated_frame() noexcept {
return s_hasInterpolatedFrame.load(std::memory_order_acquire);
}
uint32_t interpolated_frame_count() noexcept {
if (!has_interpolated_frame()) {
return 0;
}
// The count latched when this frame began recording, not the configured maximum:
// build_uniform staged exactly this many ranges for every draw.
return s_activeInterpolationSamples.load(std::memory_order_acquire);
}
void drop_pending_frame_interpolation_uniforms() noexcept {
// Pending tasks hold raw pointers into the mapped uniform staging range, so anything
// that unmaps or rotates that buffer first has to drop the tasks.
s_pendingUniformInterpolations.clear();
}
void mark_frame_interpolation_replay_unsafe() noexcept {
s_frameInterpolationReplaySafe.store(false, std::memory_order_release);
// Marking the frame unsafe rotates the staging buffer mid-frame, and the seal then
// duplicates slots instead of replaying, so drop the copies staged so far.
drop_pending_frame_interpolation_uniforms();
}
bool frame_interpolation_replay_safe() noexcept {
return s_frameInterpolationReplaySafe.load(std::memory_order_acquire);
}
void extend_interpolation_draw(uint16_t usedPnMtxMask) noexcept {
if (s_currentFrameTransforms.empty()) {
return;
}
auto& snapshot = s_currentFrameTransforms.back().transform;
if (!snapshot.indexedMatrices) {
// One-matrix draws all read the current matrix index, which a merge cannot
// have changed either.
return;
}
const uint16_t addedSlots = static_cast<uint16_t>(usedPnMtxMask & ~snapshot.usedMatrixMask);
if (addedSlots == 0) {
return;
}
for (size_t slot = 0; slot < MaxPnMtx; ++slot) {
if ((addedSlots & (1u << slot)) == 0) {
continue;
}
snapshot.indexedMatrices->position[slot] = g_gxState.pnMtx[slot].pos;
snapshot.indexedMatrices->normal[slot] = g_gxState.pnMtx[slot].nrm;
snapshot.indexedMatrices->slotHash[slot] =
xxh3_hash_s(&g_gxState.pnMtx[slot].pos, sizeof(Mat3x4<float>),
xxh3_hash_s(&g_gxState.pnMtx[slot].nrm, sizeof(Mat3x4<float>)));
}
snapshot.usedMatrixMask |= addedSlots;
}
std::array<gfx::Range, MaxInterpolatedFrames> record_interpolation_draw(const FrameInterpolationDrawIdentity& identity,
const Mat4x4<float>& projection,
uint16_t usedPnMtxMask,
const InterpolatedUniformLayout& uniformLayout,
gfx::Range* previousUniform) noexcept {
if (previousUniform != nullptr) {
*previousUniform = {};
}
FrameTransformSnapshot snapshot{
.projection = projection,
.usedMatrixMask = usedPnMtxMask,
.vertexMotion = uniformLayout.vertexMotion,
};
if (uniformLayout.indexedMatrices) {
snapshot.indexedMatrices = acquire_indexed_matrices();
// Only the used slots are copied; consumers mask with usedMatrixMask, so the stale
// pool contents of unused slots are never read.
for (size_t i = 0; i < MaxPnMtx; ++i) {
if ((usedPnMtxMask & (1u << i)) == 0) {
continue;
}
snapshot.indexedMatrices->position[i] = g_gxState.pnMtx[i].pos;
snapshot.indexedMatrices->normal[i] = g_gxState.pnMtx[i].nrm;
snapshot.indexedMatrices->slotHash[i] =
xxh3_hash_s(&g_gxState.pnMtx[i].pos, sizeof(Mat3x4<float>),
xxh3_hash_s(&g_gxState.pnMtx[i].nrm, sizeof(Mat3x4<float>)));
}
} else {
const size_t currentMatrix = std::min<size_t>(g_gxState.currentPnMtx, MaxPnMtx - 1);
snapshot.position = g_gxState.pnMtx[currentMatrix].pos;
snapshot.normal = g_gxState.pnMtx[currentMatrix].nrm;
if (uniformLayout.vertexMotion.enabled) {
snapshot.position = offset_transform_origin(snapshot.position, uniformLayout.vertexMotion.center);
const Vec4<float>* rows[] = {&snapshot.position.m0, &snapshot.position.m1, &snapshot.position.m2};
const auto& shape = uniformLayout.vertexShape;
for (size_t row = 0; row < 3; ++row) {
const auto& basis = *rows[row];
snapshot.quadCenter[row] = basis[3];
snapshot.quadEdges[0][row] = basis[0] * shape.edge0[0] + basis[1] * shape.edge0[1] + basis[2] * shape.edge0[2];
snapshot.quadEdges[1][row] = basis[0] * shape.edge1[0] + basis[1] * shape.edge1[1] + basis[2] * shape.edge1[2];
}
} else if (g_gxState.vtxDesc[GX_VA_POS] == GX_DIRECT) {
const Vec4<float>* rows[] = {&snapshot.position.m0, &snapshot.position.m1, &snapshot.position.m2};
snapshot.viewSpaceVertices = true;
for (size_t row = 0; row < 3; ++row)
for (size_t col = 0; col < 4; ++col)
snapshot.viewSpaceVertices &= (*rows[row])[col] == (row == col ? 1.f : 0.f);
}
}
const size_t currentTransformIndex = s_currentFrameTransforms.size();
s_currentFrameTransforms.emplace_back(FrameTransformEntry{
.identity = identity,
.transform = std::move(snapshot),
});
s_currentTransformIndices[identity.combined].push_back(currentTransformIndex);
const HashType stableIdentity = stable_identity(identity);
s_currentStableTransformIndices[stableIdentity].push_back(currentTransformIndex);
if (identity.geometry != 0)
s_currentGeometryTransformIndices[geometry_identity(identity)].push_back(currentTransformIndex);
std::array<gfx::Range, MaxInterpolatedFrames> interpolatedRanges{};
++s_perspectiveCandidates;
const auto exactPrevious = s_previousTransformIndices.find(identity.combined);
const auto stablePrevious = s_previousStableTransformIndices.find(stableIdentity);
const auto geometryPrevious = identity.geometry != 0
? s_previousGeometryTransformIndices.find(geometry_identity(identity))
: s_previousGeometryTransformIndices.end();
const bool hasPreviousPartner =
(exactPrevious != s_previousTransformIndices.end() && !exactPrevious->second.empty()) ||
(stablePrevious != s_previousStableTransformIndices.end() && !stablePrevious->second.empty()) ||
(geometryPrevious != s_previousGeometryTransformIndices.end() && !geometryPrevious->second.empty());
if (hasPreviousPartner) {
++s_perspectiveMatchable;
}
// A skinned draw with no identity partner can still borrow sibling transforms at
// seal time, so stage copies whenever the previous frame held any palette.
const bool stageInterpolation =
hasPreviousPartner ||
(uniformLayout.indexedMatrices && s_previousFrameHasIndexedMatrices);
// A frame already split by a submitted prefix duplicates its slots instead of
// replaying, so staging copies for the resumed suffix would only waste space.
if (frame_interpolation_replay_safe() && stageInterpolation) {
const uint32_t sampleCount = s_activeInterpolationSamples.load(std::memory_order_acquire);
for (uint32_t sample = 0; sample < sampleCount; ++sample) {
auto [interpolatedBuffer, interpolatedRange] = gfx::map_uniform(uniformLayout.uniformSize);
s_pendingUniformInterpolations.push_back({
.currentTransformIndex = currentTransformIndex,
.sourceUniformData = uniformLayout.sourceUniformData,
.uniformData = interpolatedBuffer.data(),
.uniformSize = uniformLayout.uniformSize,
.projectionOffset = uniformLayout.projectionOffset,
.positionOffset = uniformLayout.positionOffset,
.normalOffset = uniformLayout.normalOffset,
.currentMatrix = uniformLayout.currentMatrix,
.numerator = sample + 1,
.denominator = sampleCount + 1,
.indexedMatrices = uniformLayout.indexedMatrices,
});
interpolatedRanges[sample] = interpolatedRange;
}
// Keep the matched previous endpoint, in the current palette's layout, for
// arbitrary headset display times. It shares desktop matching and cut guards.
if (previousUniform != nullptr && stereo_frame_interpolation_active()) {
auto [buffer, range] = gfx::map_uniform(uniformLayout.uniformSize);
std::memcpy(buffer.data(), uniformLayout.sourceUniformData, uniformLayout.uniformSize);
s_pendingUniformInterpolations.push_back({
.currentTransformIndex = currentTransformIndex,
.sourceUniformData = uniformLayout.sourceUniformData,
.uniformData = buffer.data(),
.uniformSize = uniformLayout.uniformSize,
.projectionOffset = uniformLayout.projectionOffset,
.positionOffset = uniformLayout.positionOffset,
.normalOffset = uniformLayout.normalOffset,
.currentMatrix = uniformLayout.currentMatrix,
.numerator = 0,
.denominator = 1,
.indexedMatrices = uniformLayout.indexedMatrices,
});
*previousUniform = range;
}
}
return interpolatedRanges;
}
} // namespace aurora::gx