It's not a phase!

- Optimize collecting light section edges
- Kinda an absurd amount of code, but I'm not sure how to parameterize
  by an axis without having capturing lambdas
- Around 3-4x faster
This commit is contained in:
Jozufozu 2024-07-13 15:17:48 -07:00
parent 2cced88749
commit 0c5995bad8

View file

@ -19,6 +19,7 @@ import net.minecraft.core.BlockPos;
import net.minecraft.core.SectionPos; import net.minecraft.core.SectionPos;
import net.minecraft.world.level.LevelAccessor; import net.minecraft.world.level.LevelAccessor;
import net.minecraft.world.level.LightLayer; import net.minecraft.world.level.LightLayer;
import net.minecraft.world.level.lighting.LayerLightEventListener;
/** /**
* TODO: AO data * TODO: AO data
@ -110,10 +111,8 @@ public class LightStorage {
} }
// Now actually do the collection. // Now actually do the collection.
// TODO: Can this be done in parallel? // TODO: Should this be done in parallel?
for (long section : sectionsToCollect) { sectionsToCollect.forEach(this::collectSection);
collectSection(section);
}
requestedSections = null; requestedSections = null;
}); });
@ -148,44 +147,137 @@ public class LightStorage {
var blockLight = lightEngine.getLayerListener(LightLayer.BLOCK); var blockLight = lightEngine.getLayerListener(LightLayer.BLOCK);
var skyLight = lightEngine.getLayerListener(LightLayer.SKY); var skyLight = lightEngine.getLayerListener(LightLayer.SKY);
var blockPos = new BlockPos.MutableBlockPos();
int xMin = SectionPos.sectionToBlockCoord(SectionPos.x(section));
int yMin = SectionPos.sectionToBlockCoord(SectionPos.y(section));
int zMin = SectionPos.sectionToBlockCoord(SectionPos.z(section));
var sectionPos = SectionPos.of(section);
var blockData = blockLight.getDataLayerData(sectionPos);
var skyData = skyLight.getDataLayerData(sectionPos);
int index = indexForSection(section); int index = indexForSection(section);
changed.set(index); changed.set(index);
long ptr = arena.indexToPointer(index); long ptr = arena.indexToPointer(index);
// Not sure of a way to iterate over the surface of a cube, so branch in the inner loop to take the fast path. // Zero it out first. This is basically free and makes it easier to handle missing sections later.
// Adding the fast path is about 8x faster than having only the slow path. MemoryUtil.memSet(ptr, 0, SECTION_SIZE_BYTES);
// There's still room for optimization, as the slow path takes about 3x the cpu time as the fast path despite
// being called an order of magnitude less.
for (int y = -1; y < 17; y++) {
for (int z = -1; z < 17; z++) {
for (int x = -1; x < 17; x++) {
if (x == -1 || y == -1 || z == -1 || x == 16 || y == 16 || z == 16) {
// Slow path, collect the surface of our section.
blockPos.set(xMin + x, yMin + y, zMin + z);
var block = blockLight.getLightValue(blockPos);
var sky = skyLight.getLightValue(blockPos);
write(ptr, x, y, z, block, sky); collectCenter(blockLight, skyLight, ptr, section);
} else {
// Fast path, read directly from the data layer for the main section.
// Would be nice to move the null check elsewhere.
var block = blockData == null ? 0 : blockData.get(x, y, z);
var sky = skyData == null ? 0 : skyData.get(x, y, z);
write(ptr, x, y, z, block, sky); for (SectionEdge i : SectionEdge.values()) {
} collectYZPlane(blockLight, skyLight, ptr, SectionPos.offset(section, i.sectionOffset, 0, 0), i);
collectXZPlane(blockLight, skyLight, ptr, SectionPos.offset(section, 0, i.sectionOffset, 0), i);
collectXYPlane(blockLight, skyLight, ptr, SectionPos.offset(section, 0, 0, i.sectionOffset), i);
for (SectionEdge j : SectionEdge.values()) {
collectXStrip(blockLight, skyLight, ptr, SectionPos.offset(section, 0, i.sectionOffset, j.sectionOffset), i, j);
collectYStrip(blockLight, skyLight, ptr, SectionPos.offset(section, i.sectionOffset, 0, j.sectionOffset), i, j);
collectZStrip(blockLight, skyLight, ptr, SectionPos.offset(section, i.sectionOffset, j.sectionOffset, 0), i, j);
}
}
collectCorners(blockLight, skyLight, ptr, section);
}
private void collectXStrip(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section, SectionEdge y, SectionEdge z) {
var pos = SectionPos.of(section);
var blockData = blockLight.getDataLayerData(pos);
var skyData = skyLight.getDataLayerData(pos);
if (blockData == null || skyData == null) {
return;
}
for (int x = 0; x < 16; x++) {
write(ptr, x, y.relative, z.relative, blockData.get(x, y.pos, z.pos), skyData.get(x, y.pos, z.pos));
}
}
private void collectYStrip(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section, SectionEdge x, SectionEdge z) {
var pos = SectionPos.of(section);
var blockData = blockLight.getDataLayerData(pos);
var skyData = skyLight.getDataLayerData(pos);
if (blockData == null || skyData == null) {
return;
}
for (int y = 0; y < 16; y++) {
write(ptr, x.relative, y, z.relative, blockData.get(x.pos, y, z.pos), skyData.get(x.pos, y, z.pos));
}
}
private void collectZStrip(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section, SectionEdge x, SectionEdge y) {
var pos = SectionPos.of(section);
var blockData = blockLight.getDataLayerData(pos);
var skyData = skyLight.getDataLayerData(pos);
if (blockData == null || skyData == null) {
return;
}
for (int z = 0; z < 16; z++) {
write(ptr, x.relative, y.relative, z, blockData.get(x.pos, y.pos, z), skyData.get(x.pos, y.pos, z));
}
}
private void collectYZPlane(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section, SectionEdge x) {
var pos = SectionPos.of(section);
var blockData = blockLight.getDataLayerData(pos);
var skyData = skyLight.getDataLayerData(pos);
if (blockData == null || skyData == null) {
return;
}
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
write(ptr, x.relative, y, z, blockData.get(x.pos, y, z), skyData.get(x.pos, y, z));
}
}
}
private void collectXZPlane(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section, SectionEdge y) {
var pos = SectionPos.of(section);
var blockData = blockLight.getDataLayerData(pos);
var skyData = skyLight.getDataLayerData(pos);
if (blockData == null || skyData == null) {
return;
}
for (int z = 0; z < 16; z++) {
for (int x = 0; x < 16; x++) {
write(ptr, x, y.relative, z, blockData.get(x, y.pos, z), skyData.get(x, y.pos, z));
}
}
}
private void collectXYPlane(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section, SectionEdge z) {
var pos = SectionPos.of(section);
var blockData = blockLight.getDataLayerData(pos);
var skyData = skyLight.getDataLayerData(pos);
if (blockData == null || skyData == null) {
return;
}
for (int y = 0; y < 16; y++) {
for (int x = 0; x < 16; x++) {
write(ptr, x, y, z.relative, blockData.get(x, y, z.pos), skyData.get(x, y, z.pos));
}
}
}
private void collectCenter(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section) {
var pos = SectionPos.of(section);
var blockData = blockLight.getDataLayerData(pos);
var skyData = skyLight.getDataLayerData(pos);
if (blockData == null || skyData == null) {
return;
}
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
for (int x = 0; x < 16; x++) {
write(ptr, x, y, z, blockData.get(x, y, z), skyData.get(x, y, z));
}
}
}
}
private void collectCorners(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section) {
var blockPos = new BlockPos.MutableBlockPos();
int xMin = SectionPos.sectionToBlockCoord(SectionPos.x(section));
int yMin = SectionPos.sectionToBlockCoord(SectionPos.y(section));
int zMin = SectionPos.sectionToBlockCoord(SectionPos.z(section));
for (SectionEdge x : SectionEdge.values()) {
for (SectionEdge y : SectionEdge.values()) {
for (SectionEdge z : SectionEdge.values()) {
blockPos.set(x.relative + xMin, y.relative + yMin, z.relative + zMin);
write(ptr, x.relative, y.relative, z.relative, blockLight.getLightValue(blockPos), skyLight.getLightValue(blockPos));
} }
} }
} }
@ -264,4 +356,29 @@ public class LightStorage {
// TODO: incremental lut updates // TODO: incremental lut updates
return LightLut.buildLut(section2ArenaIndex); return LightLut.buildLut(section2ArenaIndex);
} }
private enum SectionEdge {
LOW(15, -1, -1),
HIGH(0, 16, 1),
;
/**
* The position in the section to collect.
*/
private final int pos;
/**
* The position relative to the main section.
*/
private final int relative;
/**
* The offset to the neighboring section.
*/
private final int sectionOffset;
SectionEdge(int pos, int relative, int sectionOffset) {
this.pos = pos;
this.relative = relative;
this.sectionOffset = sectionOffset;
}
}
} }