1
0
Fork 0

Lighting reads blocktypes only for blocks under heightmap.

This should theoretically speed it up, since less data is copied back and forth.

Also implemented a possibly more cache-friendly blocklight starter algorithm (PrepareBlockLight2()), is disabled by default, needs perf testing.
This commit is contained in:
madmaxoft 2014-04-12 00:04:50 +02:00
parent f44a291da8
commit 8bcb176a19
2 changed files with 87 additions and 16 deletions

View File

@ -27,7 +27,8 @@ class cReader :
ROW * OutputRows = (ROW *)m_BlockTypes;
int InputIdx = 0;
int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3;
for (int y = 0; y < cChunkDef::Height; y++)
int MaxHeight = std::min(cChunkDef::Height, m_MaxHeight + 16); // Need 16 blocks above the highest
for (int y = 0; y < MaxHeight; y++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
@ -43,6 +44,7 @@ class cReader :
virtual void HeightMap(const cChunkDef::HeightMap * a_Heightmap) override
{
// Copy the entire heightmap, distribute it into the 3x3 chunk blob:
typedef struct {HEIGHTTYPE m_Row[16]; } ROW;
ROW * InputRows = (ROW *)a_Heightmap;
ROW * OutputRows = (ROW *)m_HeightMap;
@ -53,13 +55,32 @@ class cReader :
OutputRows[OutputIdx] = InputRows[InputIdx++];
OutputIdx += 3;
} // for z
// Find the highest block in the entire chunk, use it as a base for m_MaxHeight:
HEIGHTTYPE MaxHeight = m_MaxHeight;
for (size_t i = 0; i < ARRAYCOUNT(*a_Heightmap); i++)
{
if ((*a_Heightmap)[i] > MaxHeight)
{
MaxHeight = (*a_Heightmap)[i];
}
}
m_MaxHeight = MaxHeight;
}
public:
int m_ReadingChunkX; // 0, 1 or 2; x-offset of the chunk we're reading from the BlockTypes start
int m_ReadingChunkZ; // 0, 1 or 2; z-offset of the chunk we're reading from the BlockTypes start
HEIGHTTYPE m_MaxHeight; // Maximum value in this chunk's heightmap
BLOCKTYPE * m_BlockTypes; // 3x3 chunks of block types, organized as a single XZY blob of data (instead of 3x3 XZY blobs)
HEIGHTTYPE * m_HeightMap; // 3x3 chunks of height map, organized as a single XZY blob of data (instead of 3x3 XZY blobs)
cReader(BLOCKTYPE * a_BlockTypes, HEIGHTTYPE * a_HeightMap) :
m_BlockTypes(a_BlockTypes),
m_HeightMap(a_HeightMap),
m_MaxHeight(0)
{
}
} ;
@ -225,7 +246,7 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
// DEBUG: Save chunk data with highlighted seeds for visual inspection:
cFile f4;
if (
f4.Open(Printf("Chunk_%d_%d_seeds.grab", a_Item.x, a_Item.z), cFile::fmWrite)
f4.Open(Printf("Chunk_%d_%d_seeds.grab", a_Item.m_ChunkX, a_Item.m_ChunkZ), cFile::fmWrite)
)
{
for (int z = 0; z < cChunkDef::Width * 3; z++)
@ -244,6 +265,7 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
f4.Write(Seeds, cChunkDef::Width * 3);
}
}
f4.Close();
}
//*/
@ -253,9 +275,9 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
// DEBUG: Save XY slices of the chunk data and lighting for visual inspection:
cFile f1, f2, f3;
if (
f1.Open(Printf("Chunk_%d_%d_data.grab", a_Item.x, a_Item.z), cFile::fmWrite) &&
f2.Open(Printf("Chunk_%d_%d_sky.grab", a_Item.x, a_Item.z), cFile::fmWrite) &&
f3.Open(Printf("Chunk_%d_%d_glow.grab", a_Item.x, a_Item.z), cFile::fmWrite)
f1.Open(Printf("Chunk_%d_%d_data.grab", a_Item.m_ChunkX, a_Item.m_ChunkZ), cFile::fmWrite) &&
f2.Open(Printf("Chunk_%d_%d_sky.grab", a_Item.m_ChunkX, a_Item.m_ChunkZ), cFile::fmWrite) &&
f3.Open(Printf("Chunk_%d_%d_glow.grab", a_Item.m_ChunkX, a_Item.m_ChunkZ), cFile::fmWrite)
)
{
for (int z = 0; z < cChunkDef::Width * 3; z++)
@ -274,6 +296,9 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
f3.Write(BlockLight, cChunkDef::Width * 3);
}
}
f1.Close();
f2.Close();
f3.Close();
}
//*/
@ -293,11 +318,9 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
bool cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
void cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
{
cReader Reader;
Reader.m_BlockTypes = m_BlockTypes;
Reader.m_HeightMap = m_HeightMap;
cReader Reader(m_BlockTypes, m_HeightMap);
for (int z = 0; z < 3; z++)
{
@ -305,16 +328,13 @@ bool cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
for (int x = 0; x < 3; x++)
{
Reader.m_ReadingChunkX = x;
if (!m_World->GetChunkData(a_ChunkX + x - 1, a_ChunkZ + z - 1, Reader))
{
return false;
}
VERIFY(m_World->GetChunkData(a_ChunkX + x - 1, a_ChunkZ + z - 1, Reader));
} // for z
} // for x
memset(m_BlockLight, 0, sizeof(m_BlockLight));
memset(m_SkyLight, 0, sizeof(m_SkyLight));
return true;
m_MaxHeight = Reader.m_MaxHeight;
}
@ -405,6 +425,50 @@ void cLightingThread::PrepareBlockLight(void)
void cLightingThread::PrepareBlockLight2(void)
{
// Clear seeds:
memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
memset(m_IsSeed2, 0, sizeof(m_IsSeed2));
m_NumSeeds = 0;
// Add each emissive block into the seeds:
for (int y = 0; y < m_MaxHeight; y++)
{
int BaseY = y * BlocksPerYLayer; // Partial offset into m_BlockTypes for the Y coord
for (int z = 1; z < cChunkDef::Width * 3 - 1; z++)
{
int HBaseZ = z * cChunkDef::Width * 3; // Partial offset into m_Heightmap for the Z coord
int BaseZ = BaseY + HBaseZ; // Partial offset into m_BlockTypes for the Y and Z coords
for (int x = 1; x < cChunkDef::Width * 3 - 1; x++)
{
int idx = BaseZ + x;
if (y > m_HeightMap[HBaseZ + x])
{
// We're above the heightmap, ignore the block
continue;
}
if (cBlockInfo::GetLightValue(m_BlockTypes[idx]) == 0)
{
// Not a light-emissive block
continue;
}
// Add current block as a seed:
m_IsSeed1[idx] = true;
m_SeedIdx1[m_NumSeeds++] = idx;
// Light it up:
m_BlockLight[idx] = cBlockInfo::GetLightValue(m_BlockTypes[idx]);
}
}
}
}
void cLightingThread::CalcLight(NIBBLETYPE * a_Light)
{
int NumSeeds2 = 0;

View File

@ -108,6 +108,9 @@ protected:
cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
cEvent m_evtQueueEmpty; // Set when the queue gets empty
/** The highest block in the current 3x3 chunk data */
HEIGHTTYPE m_MaxHeight;
// Buffers for the 3x3 chunk data
// These buffers alone are 1.7 MiB in size, therefore they cannot be located on the stack safely - some architectures may have only 1 MiB for stack, or even less
@ -136,8 +139,8 @@ protected:
/** Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk */
void LightChunk(cLightingChunkStay & a_Item);
/** Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays */
bool ReadChunks(int a_ChunkX, int a_ChunkZ);
/** Prepares m_BlockTypes and m_HeightMap data; zeroes out the light arrays */
void ReadChunks(int a_ChunkX, int a_ChunkZ);
/** Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight */
void PrepareSkyLight(void);
@ -145,6 +148,10 @@ protected:
/** Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight */
void PrepareBlockLight(void);
/** Same as PrepareBlockLight(), but uses a different traversal scheme; possibly better perf cache-wise.
To be compared in perf benchmarks. */
void PrepareBlockLight2(void);
/** Calculates light in the light array specified, using stored seeds */
void CalcLight(NIBBLETYPE * a_Light);