//////////////////////////////////////////////////////////////////////////////// // Copyright 2017 Intel Corporation // // Licensed under the Apache License, Version 2.0 (the "License"); you may not // use this file except in compliance with the License. You may obtain a copy // of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, WITHOUT // WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the // License for the specific language governing permissions and limitations // under the License. //////////////////////////////////////////////////////////////////////////////// #pragma once /*! * \file MaskedOcclusionCulling.h * \brief Masked Occlusion Culling * * General information * - Input to all API functions are (x,y,w) clip-space coordinates (x positive left, y positive up, w positive away from camera). * We entirely skip the z component and instead compute it as 1 / w, see next bullet. For TestRect the input is NDC (x/w, y/w). * - We use a simple z = 1 / w transform, which is a bit faster than OGL/DX depth transforms. Thus, depth is REVERSED and z = 0 at * the far plane and z = inf at w = 0. We also have to use a GREATER depth function, which explains why all the conservative * tests will be reversed compared to what you might be used to (for example zMaxTri >= zMinBuffer is a visibility test) * - We support different layouts for vertex data (basic AoS and SoA), but note that it's beneficial to store the position data * as tightly in memory as possible to reduce cache misses. Big strides are bad, so it's beneficial to keep position as a separate * stream (rather than bundled with attributes) or to keep a copy of the position data for the occlusion culling system. * - The resolution width must be a multiple of 8 and height a multiple of 4. * - The hierarchical Z buffer is stored OpenGL-style with the y axis pointing up. This includes the scissor box. * - This code is only tested with Visual Studio 2015, but should hopefully be easy to port to other compilers. */ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Defines used to configure the implementation ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifndef QUICK_MASK /*! * Configure the algorithm used for updating and merging hierarchical z buffer entries. If QUICK_MASK * is defined to 1, use the algorithm from the paper "Masked Software Occlusion Culling", which has good * balance between performance and low leakage. If QUICK_MASK is defined to 0, use the algorithm from * "Masked Depth Culling for Graphics Hardware" which has less leakage, but also lower performance. */ #define QUICK_MASK 1 #endif #ifndef USE_D3D /*! * Configures the library for use with Direct3D (default) or OpenGL rendering. This changes whether the * screen space Y axis points downwards (D3D) or upwards (OGL), and is primarily important in combination * with the PRECISE_COVERAGE define, where this is important to ensure correct rounding and tie-breaker * behaviour. It also affects the ScissorRect screen space coordinates. */ #define USE_D3D 1 #endif #ifndef PRECISE_COVERAGE /*! * Define PRECISE_COVERAGE to 1 to more closely match GPU rasterization rules. The increased precision comes * at a cost of slightly lower performance. */ #define PRECISE_COVERAGE 1 #endif #ifndef USE_AVX512 /*! * Define USE_AVX512 to 1 to enable experimental AVX-512 support. It's currently mostly untested and only * validated on simple examples using Intel SDE. Older compilers may not support AVX-512 intrinsics. */ #define USE_AVX512 0 #endif #ifndef CLIPPING_PRESERVES_ORDER /*! * Define CLIPPING_PRESERVES_ORDER to 1 to prevent clipping from reordering triangle rasterization * order; This comes at a cost (approx 3-4%) but removes one source of temporal frame-to-frame instability. */ #define CLIPPING_PRESERVES_ORDER 1 #endif #ifndef ENABLE_STATS /*! * Define ENABLE_STATS to 1 to gather various statistics during occlusion culling. Can be used for profiling * and debugging. Note that enabling this function will reduce performance significantly. */ #define ENABLE_STATS 0 #endif #ifndef MOC_RECORDER_ENABLE /*! * Define MOC_RECORDER_ENABLE to 1 to enable frame recorder (see FrameRecorder.h/cpp for details) */ #define MOC_RECORDER_ENABLE 0 #endif #if MOC_RECORDER_ENABLE #ifndef MOC_RECORDER_ENABLE_PLAYBACK /*! * Define MOC_RECORDER_ENABLE_PLAYBACK to 1 to enable compilation of the playback code (not needed for recording) */ #define MOC_RECORDER_ENABLE_PLAYBACK 0 #endif #endif #if MOC_RECORDER_ENABLE #include class FrameRecorder; #endif // #if MOC_RECORDER_ENABLE ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Masked occlusion culling class ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class MaskedOcclusionCulling { public: ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Memory management callback functions ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// typedef void *(*pfnAlignedAlloc)(size_t alignment, size_t size); typedef void (*pfnAlignedFree) (void *ptr); ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Enums ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// enum Implementation { SSE2 = 0, SSE41 = 1, AVX2 = 2, AVX512 = 3 }; enum BackfaceWinding { BACKFACE_NONE = 0, BACKFACE_CW = 1, BACKFACE_CCW = 2, }; enum CullingResult { VISIBLE = 0x0, OCCLUDED = 0x1, VIEW_CULLED = 0x3 }; enum ClipPlanes { CLIP_PLANE_NONE = 0x00, CLIP_PLANE_NEAR = 0x01, CLIP_PLANE_LEFT = 0x02, CLIP_PLANE_RIGHT = 0x04, CLIP_PLANE_BOTTOM = 0x08, CLIP_PLANE_TOP = 0x10, CLIP_PLANE_SIDES = (CLIP_PLANE_LEFT | CLIP_PLANE_RIGHT | CLIP_PLANE_BOTTOM | CLIP_PLANE_TOP), CLIP_PLANE_ALL = (CLIP_PLANE_LEFT | CLIP_PLANE_RIGHT | CLIP_PLANE_BOTTOM | CLIP_PLANE_TOP | CLIP_PLANE_NEAR) }; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Structs ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /*! * Used to specify custom vertex layout. Memory offsets to y and z coordinates are set through * mOffsetY and mOffsetW, and vertex stride is given by mStride. It's possible to configure both * AoS and SoA layouts. Note that large strides may cause more cache misses and decrease * performance. It is advisable to store position data as compactly in memory as possible. */ struct VertexLayout { VertexLayout() {} VertexLayout(int stride, int offsetY, int offsetZW) : mStride(stride), mOffsetY(offsetY), mOffsetW(offsetZW) {} int mStride; //!< byte stride between vertices int mOffsetY; //!< byte offset from X to Y coordinate union { int mOffsetZ; //!< byte offset from X to Z coordinate int mOffsetW; //!< byte offset from X to W coordinate }; }; /*! * Used to control scissoring during rasterization. Note that we only provide coarse scissor support. * The scissor box x coordinates must be a multiple of 32, and the y coordinates a multiple of 8. * Scissoring is mainly meant as a means of enabling binning (sort middle) rasterizers in case * application developers want to use that approach for multithreading. */ struct ScissorRect { ScissorRect() {} ScissorRect(int minX, int minY, int maxX, int maxY) : mMinX(minX), mMinY(minY), mMaxX(maxX), mMaxY(maxY) {} int mMinX; //!< Screen space X coordinate for left side of scissor rect, inclusive and must be a multiple of 32 int mMinY; //!< Screen space Y coordinate for bottom side of scissor rect, inclusive and must be a multiple of 8 int mMaxX; //!< Screen space X coordinate for right side of scissor rect, non inclusive and must be a multiple of 32 int mMaxY; //!< Screen space Y coordinate for top side of scissor rect, non inclusive and must be a multiple of 8 }; /*! * Used to specify storage area for a binlist, containing triangles. This struct is used for binning * and multithreading. The host application is responsible for allocating memory for the binlists. */ struct TriList { unsigned int mNumTriangles; //!< Maximum number of triangles that may be stored in mPtr unsigned int mTriIdx; //!< Index of next triangle to be written, clear before calling BinTriangles to start from the beginning of the list float *mPtr; //!< Scratchpad buffer allocated by the host application }; /*! * Statistics that can be gathered during occluder rendering and visibility to aid debugging * and profiling. Must be enabled by changing the ENABLE_STATS define. */ struct OcclusionCullingStatistics { struct { long long mNumProcessedTriangles; //!< Number of occluder triangles processed in total long long mNumRasterizedTriangles; //!< Number of occluder triangles passing view frustum and backface culling long long mNumTilesTraversed; //!< Number of tiles traversed by the rasterizer long long mNumTilesUpdated; //!< Number of tiles where the hierarchical z buffer was updated long long mNumTilesMerged; //!< Number of tiles where the hierarchical z buffer was updated } mOccluders; struct { long long mNumProcessedRectangles; //!< Number of rects processed (TestRect()) long long mNumProcessedTriangles; //!< Number of ocludee triangles processed (TestTriangles()) long long mNumRasterizedTriangles; //!< Number of ocludee triangle passing view frustum and backface culling long long mNumTilesTraversed; //!< Number of tiles traversed by triangle & rect rasterizers } mOccludees; }; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Functions ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /*! * \brief Creates a new object with default state, no z buffer attached/allocated. */ static MaskedOcclusionCulling *Create(Implementation RequestedSIMD = AVX512); /*! * \brief Creates a new object with default state, no z buffer attached/allocated. * \param alignedAlloc Pointer to a callback function used when allocating memory * \param alignedFree Pointer to a callback function used when freeing memory */ static MaskedOcclusionCulling *Create(Implementation RequestedSIMD, pfnAlignedAlloc alignedAlloc, pfnAlignedFree alignedFree); /*! * \brief Destroys an object and frees the z buffer memory. Note that you cannot * use the delete operator, and should rather use this function to free up memory. */ static void Destroy(MaskedOcclusionCulling *moc); /*! * \brief Sets the resolution of the hierarchical depth buffer. This function will * re-allocate the current depth buffer (if present). The contents of the * buffer is undefined until ClearBuffer() is called. * * \param witdh The width of the buffer in pixels, must be a multiple of 8 * \param height The height of the buffer in pixels, must be a multiple of 4 */ virtual void SetResolution(unsigned int width, unsigned int height) = 0; /*! * \brief Gets the resolution of the hierarchical depth buffer. * * \param witdh Output: The width of the buffer in pixels * \param height Output: The height of the buffer in pixels */ virtual void GetResolution(unsigned int &width, unsigned int &height) const = 0; /*! * \brief Returns the tile size for the current implementation. * * \param nBinsW Number of vertical bins, the screen is divided into nBinsW x nBinsH * rectangular bins. * \param nBinsH Number of horizontal bins, the screen is divided into nBinsW x nBinsH * rectangular bins. * \param outBinWidth Output: The width of the single bin in pixels (except for the * rightmost bin width, which is extended to resolution width) * \param outBinHeight Output: The height of the single bin in pixels (except for the * bottommost bin height, which is extended to resolution height) */ virtual void ComputeBinWidthHeight(unsigned int nBinsW, unsigned int nBinsH, unsigned int & outBinWidth, unsigned int & outBinHeight) = 0; /*! * \brief Sets the distance for the near clipping plane. Default is nearDist = 0. * * \param nearDist The distance to the near clipping plane, given as clip space w */ virtual void SetNearClipPlane(float nearDist) = 0; /*! * \brief Gets the distance for the near clipping plane. */ virtual float GetNearClipPlane() const = 0; /*! * \brief Clears the hierarchical depth buffer. */ virtual void ClearBuffer() = 0; /*! * \brief Merge a second hierarchical depth buffer into the main buffer. */ virtual void MergeBuffer(MaskedOcclusionCulling* BufferB) = 0; /*! * \brief Renders a mesh of occluder triangles and updates the hierarchical z buffer * with conservative depth values. * * This function is optimized for vertex layouts with stride 16 and y and w * offsets of 4 and 12 bytes, respectively. * * \param inVtx Pointer to an array of input vertices, should point to the x component * of the first vertex. The input vertices are given as (x,y,w) coordinates * in clip space. The memory layout can be changed using vtxLayout. * \param inTris Pointer to an array of vertex indices. Each triangle is created * from three indices consecutively fetched from the array. * \param nTris The number of triangles to render (inTris must contain atleast 3*nTris * entries) * \param modelToClipMatrix all vertices will be transformed by this matrix before * performing projection. If nullptr is passed the transform step will be skipped * \param bfWinding Sets triangle winding order to consider backfacing, must be one one * of (BACKFACE_NONE, BACKFACE_CW and BACKFACE_CCW). Back-facing triangles are culled * and will not be rasterized. You may use BACKFACE_NONE to disable culling for * double sided geometry * \param clipPlaneMask A mask indicating which clip planes should be considered by the * triangle clipper. Can be used as an optimization if your application can * determine (for example during culling) that a group of triangles does not * intersect a certain frustum plane. However, setting an incorrect mask may * cause out of bounds memory accesses. * \param vtxLayout A struct specifying the vertex layout (see struct for detailed * description). For best performance, it is advisable to store position data * as compactly in memory as possible. * \return Will return VIEW_CULLED if all triangles are either outside the frustum or * backface culled, returns VISIBLE otherwise. */ virtual CullingResult RenderTriangles(const float *inVtx, const unsigned int *inTris, int nTris, const float *modelToClipMatrix = nullptr, BackfaceWinding bfWinding = BACKFACE_CW, ClipPlanes clipPlaneMask = CLIP_PLANE_ALL, const VertexLayout &vtxLayout = VertexLayout(16, 4, 12)) = 0; /*! * \brief Occlusion query for a rectangle with a given depth. The rectangle is given * in normalized device coordinates where (x,y) coordinates between [-1,1] map * to the visible screen area. The query uses a GREATER_EQUAL (reversed) depth * test meaning that depth values equal to the contents of the depth buffer are * counted as visible. * * \param xmin NDC coordinate of the left side of the rectangle. * \param ymin NDC coordinate of the bottom side of the rectangle. * \param xmax NDC coordinate of the right side of the rectangle. * \param ymax NDC coordinate of the top side of the rectangle. * \param ymax NDC coordinate of the top side of the rectangle. * \param wmin Clip space W coordinate for the rectangle. * \return The query will return VISIBLE if the rectangle may be visible, OCCLUDED * if the rectangle is occluded by a previously rendered object, or VIEW_CULLED * if the rectangle is outside the view frustum. */ virtual CullingResult TestRect(float xmin, float ymin, float xmax, float ymax, float wmin) const = 0; /*! * \brief This function is similar to RenderTriangles(), but performs an occlusion * query instead and does not update the hierarchical z buffer. The query uses * a GREATER_EQUAL (reversed) depth test meaning that depth values equal to the * contents of the depth buffer are counted as visible. * * This function is optimized for vertex layouts with stride 16 and y and w * offsets of 4 and 12 bytes, respectively. * * \param inVtx Pointer to an array of input vertices, should point to the x component * of the first vertex. The input vertices are given as (x,y,w) coordinates * in clip space. The memory layout can be changed using vtxLayout. * \param inTris Pointer to an array of triangle indices. Each triangle is created * from three indices consecutively fetched from the array. * \param nTris The number of triangles to render (inTris must contain atleast 3*nTris * entries) * \param modelToClipMatrix all vertices will be transformed by this matrix before * performing projection. If nullptr is passed the transform step will be skipped * \param bfWinding Sets triangle winding order to consider backfacing, must be one one * of (BACKFACE_NONE, BACKFACE_CW and BACKFACE_CCW). Back-facing triangles are culled * and will not be occlusion tested. You may use BACKFACE_NONE to disable culling * for double sided geometry * \param clipPlaneMask A mask indicating which clip planes should be considered by the * triangle clipper. Can be used as an optimization if your application can * determine (for example during culling) that a group of triangles does not * intersect a certain frustum plane. However, setting an incorrect mask may * cause out of bounds memory accesses. * \param vtxLayout A struct specifying the vertex layout (see struct for detailed * description). For best performance, it is advisable to store position data * as compactly in memory as possible. * \return The query will return VISIBLE if the triangle mesh may be visible, OCCLUDED * if the mesh is occluded by a previously rendered object, or VIEW_CULLED if all * triangles are entirely outside the view frustum or backface culled. */ virtual CullingResult TestTriangles(const float *inVtx, const unsigned int *inTris, int nTris, const float *modelToClipMatrix = nullptr, BackfaceWinding bfWinding = BACKFACE_CW, ClipPlanes clipPlaneMask = CLIP_PLANE_ALL, const VertexLayout &vtxLayout = VertexLayout(16, 4, 12)) = 0; /*! * \brief Perform input assembly, clipping , projection, triangle setup, and write * triangles to the screen space bins they overlap. This function can be used to * distribute work for threading (See the CullingThreadpool class for an example) * * \param inVtx Pointer to an array of input vertices, should point to the x component * of the first vertex. The input vertices are given as (x,y,w) coordinates * in clip space. The memory layout can be changed using vtxLayout. * \param inTris Pointer to an array of vertex indices. Each triangle is created * from three indices consecutively fetched from the array. * \param nTris The number of triangles to render (inTris must contain atleast 3*nTris * entries) * \param triLists Pointer to an array of TriList objects with one TriList object per * bin. If a triangle overlaps a bin, it will be written to the corresponding * trilist. Note that this method appends the triangles to the current list, to * start writing from the beginning of the list, set triList.mTriIdx = 0 * \param nBinsW Number of vertical bins, the screen is divided into nBinsW x nBinsH * rectangular bins. * \param nBinsH Number of horizontal bins, the screen is divided into nBinsW x nBinsH * rectangular bins. * \param modelToClipMatrix all vertices will be transformed by this matrix before * performing projection. If nullptr is passed the transform step will be skipped * \param clipPlaneMask A mask indicating which clip planes should be considered by the * triangle clipper. Can be used as an optimization if your application can * determine (for example during culling) that a group of triangles does not * intersect a certain frustum plane. However, setting an incorrect mask may * cause out of bounds memory accesses. * \param vtxLayout A struct specifying the vertex layout (see struct for detailed * description). For best performance, it is advisable to store position data * as compactly in memory as possible. * \param bfWinding Sets triangle winding order to consider backfacing, must be one one * of (BACKFACE_NONE, BACKFACE_CW and BACKFACE_CCW). Back-facing triangles are culled * and will not be binned / rasterized. You may use BACKFACE_NONE to disable culling * for double sided geometry */ virtual void BinTriangles(const float *inVtx, const unsigned int *inTris, int nTris, TriList *triLists, unsigned int nBinsW, unsigned int nBinsH, const float *modelToClipMatrix = nullptr, BackfaceWinding bfWinding = BACKFACE_CW, ClipPlanes clipPlaneMask = CLIP_PLANE_ALL, const VertexLayout &vtxLayout = VertexLayout(16, 4, 12)) = 0; /*! * \brief Renders all occluder triangles in a trilist. This function can be used in * combination with BinTriangles() to create a threded (binning) rasterizer. The * bins can be processed independently by different threads without risking writing * to overlapping memory regions. * * \param triLists A triangle list, filled using the BinTriangles() function that is to * be rendered. * \param scissor A scissor box limiting the rendering region to the bin. The size of each * bin must be a multiple of 32x8 pixels due to implementation constraints. For a * render target with (width, height) resolution and (nBinsW, nBinsH) bins, the * size of a bin is: * binWidth = (width / nBinsW) - (width / nBinsW) % 32; * binHeight = (height / nBinsH) - (height / nBinsH) % 8; * The last row and column of tiles have a different size: * lastColBinWidth = width - (nBinsW-1)*binWidth; * lastRowBinHeight = height - (nBinsH-1)*binHeight; */ virtual void RenderTrilist(const TriList &triList, const ScissorRect *scissor) = 0; /*! * \brief Creates a per-pixel depth buffer from the hierarchical z buffer representation. * Intended for visualizing the hierarchical depth buffer for debugging. The * buffer is written in scanline order, from the top to bottom (D3D) or bottom to * top (OGL) of the surface. See the USE_D3D define. * * \param depthData Pointer to memory where the per-pixel depth data is written. Must * hold storage for atleast width*height elements as set by setResolution. */ virtual void ComputePixelDepthBuffer(float *depthData, bool flipY) = 0; /*! * \brief Fetch occlusion culling statistics, returns zeroes if ENABLE_STATS define is * not defined. The statistics can be used for profiling or debugging. */ virtual OcclusionCullingStatistics GetStatistics() = 0; /*! * \brief Returns the implementation (CPU instruction set) version of this object. */ virtual Implementation GetImplementation() = 0; /*! * \brief Utility function for transforming vertices and outputting them to an (x,y,z,w) * format suitable for the occluder rasterization and occludee testing functions. * * \param mtx Pointer to matrix data. The matrix should column major for post * multiplication (OGL) and row major for pre-multiplication (DX). This is * consistent with OpenGL / DirectX behavior. * \param inVtx Pointer to an array of input vertices. The input vertices are given as * (x,y,z) coordinates. The memory layout can be changed using vtxLayout. * \param xfVtx Pointer to an array to store transformed vertices. The transformed * vertices are always stored as array of structs (AoS) (x,y,z,w) packed in memory. * \param nVtx Number of vertices to transform. * \param vtxLayout A struct specifying the vertex layout (see struct for detailed * description). For best performance, it is advisable to store position data * as compactly in memory as possible. Note that for this function, the * w-component is assumed to be 1.0. */ static void TransformVertices(const float *mtx, const float *inVtx, float *xfVtx, unsigned int nVtx, const VertexLayout &vtxLayout = VertexLayout(12, 4, 8)); /*! * \brief Get used memory alloc/free callbacks. */ void GetAllocFreeCallback( pfnAlignedAlloc & allocCallback, pfnAlignedFree & freeCallback ) { allocCallback = mAlignedAllocCallback, freeCallback = mAlignedFreeCallback; } #if MOC_RECORDER_ENABLE /*! * \brief Start recording subsequent rasterization and testing calls using the FrameRecorder. * The function calls that are recorded are: * - ClearBuffer * - RenderTriangles * - TestTriangles * - TestRect * All inputs and outputs are recorded, which can be used for correctness validation * and performance testing. * * \param outputFilePath Pointer to name of the output file. * \return 'true' if recording was started successfully, 'false' otherwise (file access error). */ bool RecorderStart( const char * outputFilePath ) const; /*! * \brief Stop recording, flush output and release used memory. */ void RecorderStop( ) const; /*! * \brief Manually record triangles. This is called automatically from MaskedOcclusionCulling::RenderTriangles * if the recording is started, but not from BinTriangles/RenderTrilist (used in multithreaded codepath), in * which case it has to be called manually. * * \param inVtx Pointer to an array of input vertices, should point to the x component * of the first vertex. The input vertices are given as (x,y,w) coordinates * in clip space. The memory layout can be changed using vtxLayout. * \param inTris Pointer to an array of triangle indices. Each triangle is created * from three indices consecutively fetched from the array. * \param nTris The number of triangles to render (inTris must contain atleast 3*nTris * entries) * \param modelToClipMatrix all vertices will be transformed by this matrix before * performing projection. If nullptr is passed the transform step will be skipped * \param bfWinding Sets triangle winding order to consider backfacing, must be one one * of (BACKFACE_NONE, BACKFACE_CW and BACKFACE_CCW). Back-facing triangles are culled * and will not be occlusion tested. You may use BACKFACE_NONE to disable culling * for double sided geometry * \param clipPlaneMask A mask indicating which clip planes should be considered by the * triangle clipper. Can be used as an optimization if your application can * determine (for example during culling) that a group of triangles does not * intersect a certain frustum plane. However, setting an incorrect mask may * cause out of bounds memory accesses. * \param vtxLayout A struct specifying the vertex layout (see struct for detailed * description). For best performance, it is advisable to store position data * as compactly in memory as possible. * \param cullingResult cull result value expected to be returned by executing the * RenderTriangles call with recorded parameters. */ // // merge the binned data back into original layout; in this case, call it manually from your Threadpool implementation (already added to CullingThreadpool). // If recording is not enabled, calling this function will do nothing. void RecordRenderTriangles( const float *inVtx, const unsigned int *inTris, int nTris, const float *modelToClipMatrix = nullptr, ClipPlanes clipPlaneMask = CLIP_PLANE_ALL, BackfaceWinding bfWinding = BACKFACE_CW, const VertexLayout &vtxLayout = VertexLayout( 16, 4, 12 ), CullingResult cullingResult = (CullingResult)-1 ); #endif // #if MOC_RECORDER_ENABLE protected: pfnAlignedAlloc mAlignedAllocCallback; pfnAlignedFree mAlignedFreeCallback; mutable OcclusionCullingStatistics mStats; #if MOC_RECORDER_ENABLE mutable FrameRecorder * mRecorder; mutable std::mutex mRecorderMutex; #endif // #if MOC_RECORDER_ENABLE virtual ~MaskedOcclusionCulling() {} };