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Add range ring hull cull for dense crowd FPS recovery #150
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| // Replace the 5-byte `mov eax, ds:0x10a6438` (sWldMap) at 0x007EF5E2 with a | ||
| // 5-byte JMP into our trampoline. The trampoline runs a greedy hull-cull | ||
| // compaction (gated by ui_RangeRingClusterHull), re-executes the displaced | ||
| // instruction and jumps back to 0x007EF5E7. | ||
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| 0x007EF5E2: | ||
| jmp @RangeRingClusterTrampoline | ||
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| @@ -0,0 +1,184 @@ | ||
| #include "magic_classes.h" | ||
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| // Hull culling for range rings. | ||
| // | ||
| // func_RenderRings (0x007EF5A0) gets a vector of N ring positions and | ||
| // renders every single one. With dense crowds (600+ units) the per-ring | ||
| // setup cost dominates frame time. | ||
| // | ||
| // This patch hooks at 0x007EF5E2 and runs a greedy compaction pass that | ||
| // keeps only units whose outer-circle samples are NOT fully covered by | ||
| // already-kept neighbours. Interior units get dropped; boundary and | ||
| // isolated units survive. The engine's stencil-based outline rendering | ||
| // then produces the same merged hull from fewer rings. | ||
| // | ||
| // Disabled by default. Enable: `ui_RangeRingClusterHull 1`. | ||
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| float g_RingClusterHull = 0.0f; | ||
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| ConDescReg ring_cluster_hull_reg{ | ||
| "ui_RangeRingClusterHull", | ||
| "If non-zero, cull range rings whose outer circle is fully covered by " | ||
| "already-kept neighbours (greedy 24-sample geometric test). Only boundary " | ||
| "and isolated units render. Large FPS gain in dense crowds.", | ||
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| &g_RingClusterHull}; | ||
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| // Each ring position entry in the vector is 16 bytes laid out as 4 floats. | ||
| // Layout was verified by reading Moho::WeaponExtractor::Range (0x7EC650), | ||
| // which writes the buffer that gets pushed onto the position vector via | ||
| // sub_7F0310 in func_ExtractRanges: | ||
| // | ||
| // [0] = world X | ||
| // [1] = world Z (NOT Y -- SCFA uses Y as elevation, the ground plane | ||
| // is XZ) | ||
| // [2] = inner radius (= min weapon range across all weapons of the | ||
| // unit's category, can be 0 for solid disks) | ||
| // [3] = outer radius (= max weapon range across all weapons of the | ||
| // unit's category, always > 0) | ||
| // | ||
| // Multiple units of DIFFERENT sizes can co-exist in a single | ||
| // func_RenderRings call: func_ExtractRanges iterates every army unit | ||
| // through one shared RangeExtractor, so e.g. an ACU's main gun and a T1 | ||
| // bot's main gun both end up in the "Direct Fire" call with their own | ||
| // per-entry [innerR, outerR]. | ||
| // | ||
| // === Greedy hull culling === | ||
| // | ||
| // The naive "for each unit, check if covered by ALL OTHER units" test has | ||
| // a fatal flaw: it can cull units whose covering neighbours will THEMSELVES | ||
| // be culled, leaving the surviving kept-set with holes that don't actually | ||
| // cover the original union. The visual symptom is fragmented partial-ring | ||
| // outlines inside the cluster (kept boundary units' inward edges showing | ||
| // through gaps in the stencil mask where culled units used to fill). | ||
| // | ||
| // The fix is to make the test order-aware: a candidate P is checked only | ||
| // against the ALREADY-KEPT set (not against units that may yet be culled). | ||
| // We compact the input vector in place during the same pass: | ||
| // | ||
| // * data[0 .. writeIdx) is the keep set so far | ||
| // * data[i] is the candidate being inspected | ||
| // * If P is fully covered by data[0..writeIdx), drop it | ||
| // * Otherwise copy P to data[writeIdx] and bump writeIdx | ||
| // | ||
| // This guarantees: every kept unit is NOT covered by other kept units, AND | ||
| // every culled unit IS fully covered by some subset of kept units (and | ||
| // therefore by the entire kept set). The keep-set's stencil mask is then | ||
| // equivalent to the full original mask. | ||
| // | ||
| // Coverage test: 24 samples (every 15 degrees) on P's outer circle. Each | ||
| // sample must lie in some kept neighbour's [innerR, outerR] band. Outer | ||
| // loop early-exits on first uncovered sample. | ||
| extern "C" int ClusterRingPositions(float *data, int count) | ||
| { | ||
| if (g_RingClusterHull == 0.0f || count <= 4) return count; | ||
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| // 24 unit vectors at 15-degree intervals around the outer circle. | ||
| // The engine draws rings as 45 segments (8 deg each); 24 samples at | ||
| // 15 deg catches gaps down to ~2 segments, reducing outline choppiness. | ||
| static const float COSDIR[24] = { | ||
| 1.00000000f, 0.96592583f, 0.86602540f, 0.70710677f, | ||
| 0.50000000f, 0.25881905f, 0.00000000f, -0.25881905f, | ||
| -0.50000000f, -0.70710677f, -0.86602540f, -0.96592583f, | ||
| -1.00000000f, -0.96592583f, -0.86602540f, -0.70710677f, | ||
| -0.50000000f, -0.25881905f, 0.00000000f, 0.25881905f, | ||
| 0.50000000f, 0.70710677f, 0.86602540f, 0.96592583f | ||
| }; | ||
| static const float SINDIR[24] = { | ||
| 0.00000000f, 0.25881905f, 0.50000000f, 0.70710677f, | ||
| 0.86602540f, 0.96592583f, 1.00000000f, 0.96592583f, | ||
| 0.86602540f, 0.70710677f, 0.50000000f, 0.25881905f, | ||
| 0.00000000f, -0.25881905f, -0.50000000f, -0.70710677f, | ||
| -0.86602540f, -0.96592583f, -1.00000000f, -0.96592583f, | ||
| -0.86602540f, -0.70710677f, -0.50000000f, -0.25881905f | ||
| }; | ||
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| int writeIdx = 0; | ||
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| for (int i = 0; i < count; ++i) { | ||
| // Snapshot the candidate locally so it survives any in-place | ||
| // overwrite at data[writeIdx] further down. | ||
| float px = data[i * 4 + 0]; | ||
| float pz = data[i * 4 + 1]; | ||
| float pInner = data[i * 4 + 2]; | ||
| float pOuter = data[i * 4 + 3]; | ||
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| // First unit always kept (nothing to be covered by). | ||
| bool fully_covered = (writeIdx > 0); | ||
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| for (int k = 0; k < 24 && fully_covered; ++k) { | ||
| float tx = px + pOuter * COSDIR[k]; | ||
| float tz = pz + pOuter * SINDIR[k]; | ||
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| bool sample_covered = false; | ||
| for (int j = 0; j < writeIdx; ++j) { // ONLY already-kept set | ||
| float *Q = data + j * 4; | ||
| float dx = Q[0] - tx; | ||
| float dz = Q[1] - tz; | ||
| float distSq = dx * dx + dz * dz; | ||
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| float qOuter = Q[3]; | ||
| if (distSq > qOuter * qOuter) continue; | ||
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| float qInner = Q[2]; | ||
| if (qInner > 0.0f && distSq < qInner * qInner) continue; | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Outer-circle coverage is not enough for annuli.
🤖 Prompt for AI Agents |
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| sample_covered = true; | ||
| break; | ||
| } | ||
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| if (!sample_covered) { | ||
| fully_covered = false; | ||
| } | ||
| } | ||
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| if (!fully_covered) { | ||
| float *dest = data + writeIdx * 4; | ||
| dest[0] = px; | ||
| dest[1] = pz; | ||
| dest[2] = pInner; | ||
| dest[3] = pOuter; | ||
| writeIdx++; | ||
| } | ||
| } | ||
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| return writeIdx; | ||
| } | ||
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| // Trampoline installed at 0x007EF5E2 (replaces the 5-byte | ||
| // `mov eax, ds:0x10a6438` -- sWldMap -- which we re-execute on the way out). | ||
| // | ||
| // Live registers at the patch site, deduced from the surrounding asm: | ||
| // ecx = vector pointer (last arg `i` to func_RenderRings) | ||
| // [ecx+4] = data start, [ecx+8] = data end | ||
| // ebp = ring count (= (end - start) >> 4), already shifted, non-zero | ||
| // esi = edx0 arg (Camera-related), must preserve | ||
| // ebx = saved original ecx, must preserve | ||
| // | ||
| // We modify `ebp` to the new (clustered) count by patching the saved-ebp | ||
| // slot in the pushad frame, so popad restores the smaller value. | ||
| asm(R"( | ||
| .section .text,"ax" | ||
| .global RangeRingClusterTrampoline | ||
| RangeRingClusterTrampoline: | ||
| pushad | ||
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| # ecx still holds the vector pointer; ebp still holds the original count. | ||
| push ebp # arg2: count | ||
| mov eax, [ecx+4] # data start = vec->begin | ||
| push eax # arg1: data | ||
| call _ClusterRingPositions | ||
| add esp, 8 | ||
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| # popad pop order: edi, esi, ebp, esp(skipped), ebx, edx, ecx, eax | ||
| # so the saved-ebp slot lives at [esp+8] right now. | ||
| mov [esp+8], eax # write the clustered count into ebp's slot | ||
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| popad | ||
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| # Re-execute the displaced instruction `mov eax, ds:0x10a6438` (sWldMap) | ||
| # so the original code at 0x7EF5E7 sees the same machine state it would | ||
| # have without the hook. | ||
| mov eax, ds:0x10a6438 | ||
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| jmp 0x007EF5E7 | ||
| )"); | ||
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🧩 Analysis chain
🏁 Script executed:
Repository: FAForever/FA-Binary-Patches
Length of output: 1884
🏁 Script executed:
Repository: FAForever/FA-Binary-Patches
Length of output: 1140
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Repository: FAForever/FA-Binary-Patches
Length of output: 139
🏁 Script executed:
Repository: FAForever/FA-Binary-Patches
Length of output: 3642
Add
pushfd/popfdto preserve EFLAGS across the C call in the trampoline.The trampoline executes
add esp, 8after the C call, which modifies EFLAGS (ZF, CF, OF, SF, AF, PF). These flags are never restored before the re-executedmovand return to0x007EF5E7. The code's own comment states the goal is "so the original code at 0x7EF5E7 sees the same machine state it would have without the hook," but the current implementation contradicts this by leaking flag changes.Add
pushfdimmediately afterpushadandpopfdimmediately beforepopadto preserve flags across the flag-modifying stack adjustment.🤖 Prompt for AI Agents