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amd_tootle's Issues

Runtime optimization headroom?

This is not a bug, but a general question for AMD engineer(s) on this project:
Firstly, do you have any general tips on getting the lowest runtimes possible with tootle? For context, I'm currently only calling TootleOptimizeVCache().

Beyond that, do you suppose there's much headroom for run time reductions with simd and multithreading? Particularly within the Vertex prefetch cache optimization and Vertex cache optimization phases? Is there any low hanging fruit, or will run time optimization be pretty tough work at this point?

TootleSample does not properly handle 'g' lines in obj files

If the source obj file has more than one 'g ' line (mesh group), these will be handled strangely in the output obj. You'll end up with several contiguous group lines in the output with no faces defined within them, like so:
g Group1
g Group2
g Group4

This is because TootleSample completely suppresses, re-orders, and re-prints all of the 'f ' lines in a separate pass, but still prints through the mesh group lines from the original file.

Some options:
Just ignore / don't print 'g' lines at all in the output, and end up with one big mesh.
(More complex) Optimize each mesh group separately so that faces don't get re-ordered across 'g ' boundaries.

Thread safety

Hi,
Is tootle thread-safe and can be called from multiple threads to speed up processing when optimizing multiple meshes?

List of permutation to remap old indexes into new

Hi, first of all amazing library, super easy to compile and process obj! Well done!
The only thing that right now is preventing me in using it is the ability to know what vertices got moved and how.
It works perfectly for static objects that don't need any kind of processing, but for animated objects the problem appears, for example skincluster ,when I export from the modelling software (autodesk maya) I store skinning information based on the current vertex order, before it was exported. With the reordering of the vertices my data is no longer valid since what was vertex 1 now has become vertex 10 and so on, this mean that mesh vertices and bone indices no longer match.
Right now the only way I see it is brute forcing vertex matching afterwards but is going to be as slow process. Would it be possible to get a list of permutations out of the tool? In this way I would be able to quickly remap the needed data to the needed indexes.
I am also open to other suggestions in how to achieve the wanted mapping.

M.

Array<T> type

I'm trying to build Tootle an Windows 10 and I'm unable to get it to build.

What is the Array type, and where is it defined? I installed the DirectX SDK (which seemed to collide with other versions of the DirectX runtime already installed) but I still get the error.

Do you usually build the tool with the define of _SOFTWARE_ONLY_VERSION or is it not enabled by default?

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