提交 0e258304 编写于 作者: S Sean Barrett

minor cleanup

上级 5a0dcc90
......@@ -33,6 +33,7 @@ uint32 texture[TEX_SIZE][TEX_SIZE];
GLuint voxel_tex[2];
// chunk state
enum
{
STATE_invalid,
......@@ -79,10 +80,10 @@ void scale_texture(unsigned char *src, int x, int y, int w, int h)
void build_base_texture(int n)
{
int x,y;
uint32 color = stb_rand() | 0xff808080;
uint32 color = stb_rand() | 0x808080;
for (y=0; y<TEX_SIZE; ++y)
for (x=0; x<TEX_SIZE; ++x) {
texture[y][x] = color + (stb_rand()&0x1f1f1f);
texture[y][x] = (color + (stb_rand()&0x1f1f1f))|0xff000000;
}
}
......@@ -326,12 +327,6 @@ typedef struct
uint8 *face_buffer ;
} mesh_worker;
mesh_worker mesh_data[MAX_MESH_WORKERS];
int num_meshes_started;
int request_chunk(int chunk_x, int chunk_y);
void update_meshes_from_render_thread(void);
enum
{
WSTATE_idle,
......@@ -340,6 +335,12 @@ enum
WSTATE_mesh_ready,
};
mesh_worker mesh_data[MAX_MESH_WORKERS];
int num_meshes_started; // stats
int request_chunk(int chunk_x, int chunk_y);
void update_meshes_from_render_thread(void);
void render_init(void)
{
int i;
......@@ -348,7 +349,7 @@ void render_init(void)
int vertex_len;
char fragment[5000];
int fragment_len;
int w,h;
int w=0,h=0;
unsigned char *texdata = stbi_load("terrain.png", &w, &h, NULL, 4);
......@@ -384,7 +385,6 @@ void render_init(void)
assert(0);
exit(1);
}
//stbgl_find_uniforms(main_prog, uniform_locations, uniforms, -1);
}
//init_index_buffer();
......@@ -424,6 +424,9 @@ void render_init(void)
glGenerateMipmapEXT(GL_TEXTURE_2D_ARRAY_EXT);
}
// Timing stats while optimizing the single-threaded builder
// 32..-32, 32..-32, !FILL_TERRAIN, !FANCY_LEAVES on 'mcrealm' data set
// 6.27s - reblocked to do 16 z at a time instead of 256 (still using 66x66x258), 4 meshes in parallel
......@@ -457,14 +460,17 @@ void render_init(void)
// 4.58s - using solid & empty bitmasks to early out, same as "foo" but faster bitmask building
// 4.12s - using solid & empty bitmasks to efficiently test neighbors
// 4.04s - using 16-bit fetches (not endian-independent)
// - note this is first place that beats previous best '4.10s - 34x34 1 mesh'
// 4.30s - current time with bitmasks disabled again (note was 4.10 earlier)
// 4.30s - current time with bitmasks disabled again (note was 4.10s earlier)
// 3.95s - bitmasks enabled again, no other changes
// 4.00s - current time with bitmasks disabled again, no other changes -- wide variation that is time dependent?
// (note that most of the numbers listed here are average of 3 values already)
// (note that most of the numbers listed here are median of 3 values already)
// 3.98s - bitmasks enabled
// Bitmasks removed from the code as not worth the complexity increase
void world_init(void)
{
int a,b,x,y;
......@@ -477,6 +483,10 @@ void world_init(void)
#endif
start_time = SDL_GetPerformanceCounter();
// iterate in 8x8 clusters of qchunks at a time to get better converted-chunk-cache reuse
// than a purely row-by-row ordering is (single-threaded this is a bigger win than
// any of the above optimizations were, since it halves zlib/mc-conversion costs)
for (x=-range; x <= range; x += 16)
for (y=-range; y <= range; y += 16)
for (b=y; b < y+16 && b <= range; b += 2)
......@@ -486,10 +496,11 @@ void world_init(void)
SDL_Delay(1);
}
// we can't reset the cache until all the workers are done,
// so wait for that (this is only needed if we want to time
// wait until all the workers are done,
// (this is only needed if we want to time
// when the build finishes, or when we want to reset the
// cache size)
// cache size; otherwise we could just go ahead and
// start rendering whatever we've got)
for(;;) {
int i;
update_meshes_from_render_thread();
......@@ -592,6 +603,15 @@ void prepare_threads(void)
else
num_mesh_workers = num_proc-1;
// @TODO
// Thread usage is probably pretty terrible; need to make a
// separate queue of needed chunks, instead of just generating
// one request per thread per frame, and a separate queue of
// results. (E.g. If it takes 1.5 frames to build mesh, thread
// is idle for 0.5 frames.) To fake this for now, I've just
// doubled the number of threads to let those serve as a 'queue',
// but that's dumb.
num_mesh_workers *= 2; // try to get better thread usage
if (num_mesh_workers > MAX_MESH_WORKERS)
......@@ -606,6 +626,7 @@ void prepare_threads(void)
}
// "better" buffer uploading
#if 0
if (glBufferStorage) {
glDeleteBuffersARB(1, &vb->vbuf);
......@@ -922,3 +943,8 @@ void render_caves(float campos[3])
// 18% converting from minecraft blocks to stb blocks
// 9% reordering from minecraft axis order to stb axis order
// 7% uploading vertex buffer to OpenGL
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