mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-12-26 23:18:04 +01:00
Lightly observed
- Pass light updates to LightStorage so that we don't have to re-upload every tracked section every frame - Slightly optimize light section writing, still room for improvement - Remove dead code in LightStorage
This commit is contained in:
parent
b34d0f1c15
commit
253de1f343
4 changed files with 104 additions and 49 deletions
|
@ -63,10 +63,28 @@ public class LightStorage {
|
|||
|
||||
removeUnusedSections(allLightSections);
|
||||
|
||||
// Only add the new sections.
|
||||
allLightSections.removeAll(section2ArenaIndex.keySet());
|
||||
var knownSections = section2ArenaIndex.keySet();
|
||||
|
||||
for (var section : allLightSections) {
|
||||
var updatedSections = LightUpdateHolder.get(level)
|
||||
.getUpdatedSections();
|
||||
|
||||
// Only add the new sections.
|
||||
allLightSections.removeAll(knownSections);
|
||||
|
||||
for (long updatedSection : updatedSections) {
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
for (int z = -1; z <= 1; z++) {
|
||||
long section = SectionPos.offset(updatedSection, x, y, z);
|
||||
if (knownSections.contains(section)) {
|
||||
allLightSections.add(section);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (long section : allLightSections) {
|
||||
addSection(section);
|
||||
}
|
||||
});
|
||||
|
@ -103,50 +121,38 @@ public class LightStorage {
|
|||
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);
|
||||
|
||||
changed.set(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.
|
||||
// Adding the fast path is about 8x faster than having only the slow path.
|
||||
// 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++) {
|
||||
blockPos.set(xMin + x, yMin + y, zMin + z);
|
||||
var block = blockLight.getLightValue(blockPos);
|
||||
var sky = skyLight.getLightValue(blockPos);
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
write(ptr, x, y, z, block, sky);
|
||||
} 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);
|
||||
|
||||
void addSectionFast(long section) {
|
||||
// TODO: get this to work. it should be MUCH faster to read directly from the data layer
|
||||
// though it's more complicated to manage which section datas we fetch
|
||||
var lightEngine = level.getLightEngine();
|
||||
|
||||
var blockLight = lightEngine.getLayerListener(LightLayer.BLOCK);
|
||||
var skyLight = lightEngine.getLayerListener(LightLayer.SKY);
|
||||
|
||||
var sectionPos = SectionPos.of(section);
|
||||
var blockData = blockLight.getDataLayerData(sectionPos);
|
||||
var skyData = skyLight.getDataLayerData(sectionPos);
|
||||
|
||||
if (blockData == null || skyData == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
long ptr = ptrForSection(section);
|
||||
|
||||
for (int y = 0; y < 16; y++) {
|
||||
for (int z = 0; z < 16; z++) {
|
||||
for (int x = 0; x < 16; x++) {
|
||||
var block = blockData.get(x, y, z);
|
||||
var sky = skyData.get(x, y, z);
|
||||
|
||||
write(ptr, x, y, z, block, sky);
|
||||
write(ptr, x, y, z, block, sky);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -173,19 +179,6 @@ public class LightStorage {
|
|||
MemoryUtil.memPutByte(ptr + offset, (byte) packedByte);
|
||||
}
|
||||
|
||||
private void writeFor2Cubed(long ptr, int x, int y, int z, int block, int sky) {
|
||||
int x1 = x + 1;
|
||||
int y1 = y + 1;
|
||||
int z1 = z + 1;
|
||||
|
||||
int longIndex = (x1 >> 1) + (z1 >> 1) * 9 + (y1 >> 1) * 9 * 9;
|
||||
int byteIndexInLong = (x1 & 1) + ((z1 & 1) << 1) + ((y1 & 1) << 2);
|
||||
|
||||
long packedByte = (block & 0xF) | ((sky & 0xF) << 4);
|
||||
|
||||
MemoryUtil.memPutByte(ptr + longIndex * 8L + byteIndexInLong, (byte) packedByte);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a pointer to the base of the given section.
|
||||
* <p> If the section is not yet reserved, allocate a chunk in the arena.
|
||||
|
|
|
@ -0,0 +1,32 @@
|
|||
package dev.engine_room.flywheel.backend.engine.embed;
|
||||
|
||||
import dev.engine_room.flywheel.lib.util.LevelAttached;
|
||||
import it.unimi.dsi.fastutil.longs.LongArraySet;
|
||||
import it.unimi.dsi.fastutil.longs.LongSet;
|
||||
import net.minecraft.world.level.LevelAccessor;
|
||||
|
||||
/**
|
||||
* Stores the set of updates light sections for LightStorage to poll in its frame plan.
|
||||
*/
|
||||
public class LightUpdateHolder {
|
||||
private static final LevelAttached<LightUpdateHolder> HOLDERS = new LevelAttached<>(level -> new LightUpdateHolder());
|
||||
|
||||
public static LightUpdateHolder get(LevelAccessor level) {
|
||||
return HOLDERS.get(level);
|
||||
}
|
||||
|
||||
private final LongSet updatedSections = new LongArraySet();
|
||||
|
||||
public LongSet getUpdatedSections() {
|
||||
var out = new LongArraySet(updatedSections);
|
||||
updatedSections.clear();
|
||||
return out;
|
||||
}
|
||||
|
||||
public void add(long section) {
|
||||
updatedSections.add(section);
|
||||
}
|
||||
|
||||
private LightUpdateHolder() {
|
||||
}
|
||||
}
|
|
@ -0,0 +1,29 @@
|
|||
package dev.engine_room.flywheel.backend.mixin;
|
||||
|
||||
import org.spongepowered.asm.mixin.Final;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.Shadow;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
|
||||
import dev.engine_room.flywheel.backend.engine.embed.LightUpdateHolder;
|
||||
import net.minecraft.client.multiplayer.ClientChunkCache;
|
||||
import net.minecraft.client.multiplayer.ClientLevel;
|
||||
import net.minecraft.core.SectionPos;
|
||||
import net.minecraft.world.level.LightLayer;
|
||||
|
||||
@Mixin(ClientChunkCache.class)
|
||||
abstract class ClientChunkCacheMixin {
|
||||
@Shadow
|
||||
@Final
|
||||
ClientLevel level;
|
||||
|
||||
@Inject(method = "onLightUpdate", at = @At("HEAD"))
|
||||
private void flywheel$backend$onLightUpdate(LightLayer layer, SectionPos pos, CallbackInfo ci) {
|
||||
// This is duplicated from code in impl, but I'm not sure that it
|
||||
// makes sense to be generically passed to backends.
|
||||
LightUpdateHolder.get(level)
|
||||
.add(pos.asLong());
|
||||
}
|
||||
}
|
|
@ -6,6 +6,7 @@
|
|||
"refmap": "backend-flywheel.refmap.json",
|
||||
"client": [
|
||||
"AbstractClientPlayerAccessor",
|
||||
"ClientChunkCacheMixin",
|
||||
"GlStateManagerMixin",
|
||||
"LevelRendererAccessor",
|
||||
"OptionsMixin",
|
||||
|
|
Loading…
Reference in a new issue