The current task scheduler when converting meshes into GPU Batches can be improved.
Every object is handled in serial. When a mesh object needs to create GPUBatches the generation of these batches are done in parallel.
After all batches for an object has been created the next object is processed.
- Some extractors are scheduled without threading as they are really fast, but the current implementation schedules these with high priority.
A single Task Scheduler is created that handles all objects in parallel.
There are some hurdles to take into account:
- lines_loose is a sub buffer of lines It can only run after the lines buffer has been created.
- objects can share meshes. We should not schedule a mesh twice.
- Some extractors are scheduled without threading as they are really fast. In the target situation they would be scheduled with normal priority.
- mesh_render_data_create could also be run as a task.
- Use a different control flow where a task can have related sub-tasks. These subtasks will be calculated after the parent has finished. There are multiple ways how to implement this
- Parent task knows its children and adds them to the task scheduler when the parent task is finished
- Child task has a parent task id and the scheduler checks if that task is already completed. This has some draw backs as chained tasks will get lower prio.
- The algorithm of some extractors cannot be spliced into chunks and therefor don't schedule optimal. In current implementation they are scheduled with a higher priority to be sure they are completed as first. In the target implementation these tasks will be scheduled better as we schedule all these extractors in a single task scheduler.
- In scenes with multiple characters the performance would increase as more work can be scheduled in parallel and less syncs are needed.