mirror of
https://github.com/nothings/stb
synced 2024-12-16 04:42:42 +03:00
minor cleanup
This commit is contained in:
parent
5a0dcc90d6
commit
0e2583041d
@ -33,6 +33,7 @@ uint32 texture[TEX_SIZE][TEX_SIZE];
|
|||||||
|
|
||||||
GLuint voxel_tex[2];
|
GLuint voxel_tex[2];
|
||||||
|
|
||||||
|
// chunk state
|
||||||
enum
|
enum
|
||||||
{
|
{
|
||||||
STATE_invalid,
|
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)
|
void build_base_texture(int n)
|
||||||
{
|
{
|
||||||
int x,y;
|
int x,y;
|
||||||
uint32 color = stb_rand() | 0xff808080;
|
uint32 color = stb_rand() | 0x808080;
|
||||||
for (y=0; y<TEX_SIZE; ++y)
|
for (y=0; y<TEX_SIZE; ++y)
|
||||||
for (x=0; x<TEX_SIZE; ++x) {
|
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 ;
|
uint8 *face_buffer ;
|
||||||
} mesh_worker;
|
} 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
|
enum
|
||||||
{
|
{
|
||||||
WSTATE_idle,
|
WSTATE_idle,
|
||||||
@ -340,6 +335,12 @@ enum
|
|||||||
WSTATE_mesh_ready,
|
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)
|
void render_init(void)
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
@ -348,7 +349,7 @@ void render_init(void)
|
|||||||
int vertex_len;
|
int vertex_len;
|
||||||
char fragment[5000];
|
char fragment[5000];
|
||||||
int fragment_len;
|
int fragment_len;
|
||||||
int w,h;
|
int w=0,h=0;
|
||||||
|
|
||||||
unsigned char *texdata = stbi_load("terrain.png", &w, &h, NULL, 4);
|
unsigned char *texdata = stbi_load("terrain.png", &w, &h, NULL, 4);
|
||||||
|
|
||||||
@ -384,7 +385,6 @@ void render_init(void)
|
|||||||
assert(0);
|
assert(0);
|
||||||
exit(1);
|
exit(1);
|
||||||
}
|
}
|
||||||
//stbgl_find_uniforms(main_prog, uniform_locations, uniforms, -1);
|
|
||||||
}
|
}
|
||||||
//init_index_buffer();
|
//init_index_buffer();
|
||||||
|
|
||||||
@ -424,6 +424,9 @@ void render_init(void)
|
|||||||
glGenerateMipmapEXT(GL_TEXTURE_2D_ARRAY_EXT);
|
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
|
// 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
|
// 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
|
// 4.58s - using solid & empty bitmasks to early out, same as "foo" but faster bitmask building
|
||||||
// 4.12s - using solid & empty bitmasks to efficiently test neighbors
|
// 4.12s - using solid & empty bitmasks to efficiently test neighbors
|
||||||
// 4.04s - using 16-bit fetches (not endian-independent)
|
// 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
|
// 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?
|
// 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
|
// 3.98s - bitmasks enabled
|
||||||
|
|
||||||
// Bitmasks removed from the code as not worth the complexity increase
|
// Bitmasks removed from the code as not worth the complexity increase
|
||||||
|
|
||||||
|
|
||||||
void world_init(void)
|
void world_init(void)
|
||||||
{
|
{
|
||||||
int a,b,x,y;
|
int a,b,x,y;
|
||||||
@ -477,6 +483,10 @@ void world_init(void)
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
start_time = SDL_GetPerformanceCounter();
|
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 (x=-range; x <= range; x += 16)
|
||||||
for (y=-range; y <= range; y += 16)
|
for (y=-range; y <= range; y += 16)
|
||||||
for (b=y; b < y+16 && b <= range; b += 2)
|
for (b=y; b < y+16 && b <= range; b += 2)
|
||||||
@ -486,10 +496,11 @@ void world_init(void)
|
|||||||
SDL_Delay(1);
|
SDL_Delay(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
// we can't reset the cache until all the workers are done,
|
// wait until all the workers are done,
|
||||||
// so wait for that (this is only needed if we want to time
|
// (this is only needed if we want to time
|
||||||
// when the build finishes, or when we want to reset the
|
// 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(;;) {
|
for(;;) {
|
||||||
int i;
|
int i;
|
||||||
update_meshes_from_render_thread();
|
update_meshes_from_render_thread();
|
||||||
@ -592,6 +603,15 @@ void prepare_threads(void)
|
|||||||
else
|
else
|
||||||
num_mesh_workers = num_proc-1;
|
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
|
num_mesh_workers *= 2; // try to get better thread usage
|
||||||
|
|
||||||
if (num_mesh_workers > MAX_MESH_WORKERS)
|
if (num_mesh_workers > MAX_MESH_WORKERS)
|
||||||
@ -606,6 +626,7 @@ void prepare_threads(void)
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// "better" buffer uploading
|
||||||
#if 0
|
#if 0
|
||||||
if (glBufferStorage) {
|
if (glBufferStorage) {
|
||||||
glDeleteBuffersARB(1, &vb->vbuf);
|
glDeleteBuffersARB(1, &vb->vbuf);
|
||||||
@ -922,3 +943,8 @@ void render_caves(float campos[3])
|
|||||||
// 18% converting from minecraft blocks to stb blocks
|
// 18% converting from minecraft blocks to stb blocks
|
||||||
// 9% reordering from minecraft axis order to stb axis order
|
// 9% reordering from minecraft axis order to stb axis order
|
||||||
// 7% uploading vertex buffer to OpenGL
|
// 7% uploading vertex buffer to OpenGL
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user