Use multiple threads for mesh generation (#13062)

Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
x2048 2022-12-27 18:44:18 +01:00 committed by GitHub
parent 03e710160f
commit 89e7f72c92
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 183 additions and 57 deletions

@ -1673,6 +1673,11 @@ enable_mesh_cache (Mesh cache) bool false
# down the rate of mesh updates, thus reducing jitter on slower clients.
mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
# Number of threads to use for mesh generation.
# Value of 0 (default) will let Minetest autodetect the number of available threads.
mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.

@ -111,7 +111,7 @@ Client::Client(
m_sound(sound),
m_event(event),
m_rendering_engine(rendering_engine),
m_mesh_update_thread(this),
m_mesh_update_manager(this),
m_env(
new ClientMap(this, rendering_engine, control, 666),
tsrc, this
@ -312,7 +312,7 @@ void Client::Stop()
if (m_mods_loaded)
m_script->on_shutdown();
//request all client managed threads to stop
m_mesh_update_thread.stop();
m_mesh_update_manager.stop();
// Save local server map
if (m_localdb) {
infostream << "Local map saving ended." << std::endl;
@ -325,7 +325,7 @@ void Client::Stop()
bool Client::isShutdown()
{
return m_shutdown || !m_mesh_update_thread.isRunning();
return m_shutdown || !m_mesh_update_manager.isRunning();
}
Client::~Client()
@ -335,13 +335,12 @@ Client::~Client()
deleteAuthData();
m_mesh_update_thread.stop();
m_mesh_update_thread.wait();
while (!m_mesh_update_thread.m_queue_out.empty()) {
MeshUpdateResult r = m_mesh_update_thread.m_queue_out.pop_frontNoEx();
delete r.mesh;
}
m_mesh_update_manager.stop();
m_mesh_update_manager.wait();
MeshUpdateResult r;
while (m_mesh_update_manager.getNextResult(r))
delete r.mesh;
delete m_inventory_from_server;
@ -547,14 +546,14 @@ void Client::step(float dtime)
int num_processed_meshes = 0;
std::vector<v3s16> blocks_to_ack;
bool force_update_shadows = false;
while (!m_mesh_update_thread.m_queue_out.empty())
MeshUpdateResult r;
while (m_mesh_update_manager.getNextResult(r))
{
num_processed_meshes++;
MinimapMapblock *minimap_mapblock = NULL;
bool do_mapper_update = true;
MeshUpdateResult r = m_mesh_update_thread.m_queue_out.pop_frontNoEx();
MapBlock *block = m_env.getMap().getBlockNoCreateNoEx(r.p);
if (block) {
// Delete the old mesh
@ -1655,12 +1654,12 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
if (b == NULL)
return;
m_mesh_update_thread.updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
m_mesh_update_manager.updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
}
void Client::addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server, bool urgent)
{
m_mesh_update_thread.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
m_mesh_update_manager.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
}
void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool urgent)
@ -1674,7 +1673,7 @@ void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool ur
v3s16 blockpos = getNodeBlockPos(nodepos);
v3s16 blockpos_relative = blockpos * MAP_BLOCKSIZE;
m_mesh_update_thread.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
m_mesh_update_manager.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
// Leading edge
if (nodepos.X == blockpos_relative.X)
addUpdateMeshTask(blockpos + v3s16(-1, 0, 0), false, urgent);
@ -1793,7 +1792,7 @@ void Client::afterContentReceived()
// Start mesh update thread after setting up content definitions
infostream<<"- Starting mesh update thread"<<std::endl;
m_mesh_update_thread.start();
m_mesh_update_manager.start();
m_state = LC_Ready;
sendReady();

@ -313,7 +313,7 @@ public:
void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
void updateCameraOffset(v3s16 camera_offset)
{ m_mesh_update_thread.m_camera_offset = camera_offset; }
{ m_mesh_update_manager.m_camera_offset = camera_offset; }
bool hasClientEvents() const { return !m_client_event_queue.empty(); }
// Get event from queue. If queue is empty, it triggers an assertion failure.
@ -483,7 +483,7 @@ private:
RenderingEngine *m_rendering_engine;
MeshUpdateThread m_mesh_update_thread;
MeshUpdateManager m_mesh_update_manager;
ClientEnvironment m_env;
ParticleManager m_particle_manager;
std::unique_ptr<con::Connection> m_con;

@ -148,14 +148,24 @@ QueuedMeshUpdate *MeshUpdateQueue::pop()
QueuedMeshUpdate *q = *i;
if (must_be_urgent && m_urgents.count(q->p) == 0)
continue;
// Make sure no two threads are processing the same mapblock, as that causes racing conditions
if (m_inflight_blocks.find(q->p) != m_inflight_blocks.end())
continue;
m_queue.erase(i);
m_urgents.erase(q->p);
m_inflight_blocks.insert(q->p);
fillDataFromMapBlockCache(q);
return q;
}
return NULL;
}
void MeshUpdateQueue::done(v3s16 pos)
{
MutexAutoLock lock(m_mutex);
m_inflight_blocks.erase(pos);
}
CachedMapBlockData* MeshUpdateQueue::cacheBlock(Map *map, v3s16 p, UpdateMode mode,
size_t *cache_hit_counter)
{
@ -264,18 +274,62 @@ void MeshUpdateQueue::cleanupCache()
}
/*
MeshUpdateThread
MeshUpdateWorkerThread
*/
MeshUpdateThread::MeshUpdateThread(Client *client):
UpdateThread("Mesh"),
m_queue_in(client)
MeshUpdateWorkerThread::MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset) :
UpdateThread("Mesh"), m_queue_in(queue_in), m_manager(manager), m_camera_offset(camera_offset)
{
m_generation_interval = g_settings->getU16("mesh_generation_interval");
m_generation_interval = rangelim(m_generation_interval, 0, 50);
}
void MeshUpdateThread::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
void MeshUpdateWorkerThread::doUpdate()
{
QueuedMeshUpdate *q;
while ((q = m_queue_in->pop())) {
if (m_generation_interval)
sleep_ms(m_generation_interval);
ScopeProfiler sp(g_profiler, "Client: Mesh making (sum)");
MapBlockMesh *mesh_new = new MapBlockMesh(q->data, *m_camera_offset);
MeshUpdateResult r;
r.p = q->p;
r.mesh = mesh_new;
r.ack_block_to_server = q->ack_block_to_server;
r.urgent = q->urgent;
m_manager->putResult(r);
m_queue_in->done(q->p);
delete q;
}
}
/*
MeshUpdateManager
*/
MeshUpdateManager::MeshUpdateManager(Client *client):
m_queue_in(client)
{
int number_of_threads = rangelim(g_settings->getS32("mesh_generation_threads"), 0, 8);
// Automatically use 33% of the system cores for mesh generation, max 4
if (number_of_threads == 0)
number_of_threads = MYMIN(4, Thread::getNumberOfProcessors() / 3);
// use at least one thread
number_of_threads = MYMAX(1, number_of_threads);
infostream << "MeshUpdateManager: using " << number_of_threads << " threads" << std::endl;
for (int i = 0; i < number_of_threads; i++)
m_workers.push_back(std::make_unique<MeshUpdateWorkerThread>(&m_queue_in, this, &m_camera_offset));
}
void MeshUpdateManager::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
bool urgent, bool update_neighbors)
{
static thread_local const bool many_neighbors =
@ -298,24 +352,57 @@ void MeshUpdateThread::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
deferUpdate();
}
void MeshUpdateThread::doUpdate()
void MeshUpdateManager::putResult(const MeshUpdateResult &result)
{
QueuedMeshUpdate *q;
while ((q = m_queue_in.pop())) {
if (m_generation_interval)
sleep_ms(m_generation_interval);
ScopeProfiler sp(g_profiler, "Client: Mesh making (sum)");
MapBlockMesh *mesh_new = new MapBlockMesh(q->data, m_camera_offset);
MeshUpdateResult r;
r.p = q->p;
r.mesh = mesh_new;
r.ack_block_to_server = q->ack_block_to_server;
r.urgent = q->urgent;
m_queue_out.push_back(r);
delete q;
if (result.urgent)
m_queue_out_urgent.push_back(result);
else
m_queue_out.push_back(result);
}
bool MeshUpdateManager::getNextResult(MeshUpdateResult &r)
{
if (!m_queue_out_urgent.empty()) {
r = m_queue_out_urgent.pop_frontNoEx();
return true;
}
if (!m_queue_out.empty()) {
r = m_queue_out.pop_frontNoEx();
return true;
}
return false;
}
void MeshUpdateManager::deferUpdate()
{
for (auto &thread : m_workers)
thread->deferUpdate();
}
void MeshUpdateManager::start()
{
for (auto &thread: m_workers)
thread->start();
}
void MeshUpdateManager::stop()
{
for (auto &thread: m_workers)
thread->stop();
}
void MeshUpdateManager::wait()
{
for (auto &thread: m_workers)
thread->wait();
}
bool MeshUpdateManager::isRunning()
{
for (auto &thread: m_workers)
if (thread->isRunning())
return true;
return false;
}

@ -26,6 +26,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock_mesh.h"
#include "threading/mutex_auto_lock.h"
#include "util/thread.h"
#include <vector>
#include <memory>
struct CachedMapBlockData
{
@ -75,6 +77,9 @@ public:
// Returns NULL if queue is empty
QueuedMeshUpdate *pop();
// Marks a position as finished, unblocking the next update
void done(v3s16 pos);
u32 size()
{
MutexAutoLock lock(m_mutex);
@ -86,6 +91,7 @@ private:
std::vector<QueuedMeshUpdate *> m_queue;
std::unordered_set<v3s16> m_urgents;
std::unordered_map<v3s16, CachedMapBlockData *> m_cache;
std::unordered_set<v3s16> m_inflight_blocks;
u64 m_next_cache_cleanup; // milliseconds
std::mutex m_mutex;
@ -111,25 +117,53 @@ struct MeshUpdateResult
MeshUpdateResult() = default;
};
class MeshUpdateThread : public UpdateThread
class MeshUpdateManager;
class MeshUpdateWorkerThread : public UpdateThread
{
public:
MeshUpdateThread(Client *client);
MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset);
protected:
virtual void doUpdate();
private:
MeshUpdateQueue *m_queue_in;
MeshUpdateManager *m_manager;
v3s16 *m_camera_offset;
// TODO: Add callback to update these when g_settings changes
int m_generation_interval;
};
class MeshUpdateManager
{
public:
MeshUpdateManager(Client *client);
// Caches the block at p and its neighbors (if needed) and queues a mesh
// update for the block at p
void updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent,
bool update_neighbors = false);
void putResult(const MeshUpdateResult &r);
bool getNextResult(MeshUpdateResult &r);
v3s16 m_camera_offset;
MutexedQueue<MeshUpdateResult> m_queue_out;
void start();
void stop();
void wait();
bool isRunning();
private:
void deferUpdate();
MeshUpdateQueue m_queue_in;
MutexedQueue<MeshUpdateResult> m_queue_out;
MutexedQueue<MeshUpdateResult> m_queue_out_urgent;
// TODO: Add callback to update these when g_settings changes
int m_generation_interval;
protected:
virtual void doUpdate();
std::vector<std::unique_ptr<MeshUpdateWorkerThread>> m_workers;
};

@ -491,16 +491,16 @@ u32 TextureSource::getTextureId(const std::string &name)
infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl;
// We're gonna ask the result to be put into here
static ResultQueue<std::string, u32, u8, u8> result_queue;
static thread_local ResultQueue<std::string, u32, u8, u8> result_queue;
// Throw a request in
m_get_texture_queue.add(name, 0, 0, &result_queue);
try {
while(true) {
// Wait result for a second
// Wait for result for up to 4 seconds (empirical value)
GetResult<std::string, u32, u8, u8>
result = result_queue.pop_front(1000);
result = result_queue.pop_front(4000);
if (result.key == name) {
return result.item;

@ -44,6 +44,7 @@ void set_default_settings()
settings->setDefault("mute_sound", "false");
settings->setDefault("enable_mesh_cache", "false");
settings->setDefault("mesh_generation_interval", "0");
settings->setDefault("mesh_generation_threads", "0");
settings->setDefault("meshgen_block_cache_size", "20");
settings->setDefault("enable_vbo", "true");
settings->setDefault("free_move", "false");

@ -673,7 +673,7 @@ void Client::handleCommand_AnnounceMedia(NetworkPacket* pkt)
// Mesh update thread must be stopped while
// updating content definitions
sanity_check(!m_mesh_update_thread.isRunning());
sanity_check(!m_mesh_update_manager.isRunning());
for (u16 i = 0; i < num_files; i++) {
std::string name, sha1_base64;
@ -733,7 +733,7 @@ void Client::handleCommand_Media(NetworkPacket* pkt)
if (init_phase) {
// Mesh update thread must be stopped while
// updating content definitions
sanity_check(!m_mesh_update_thread.isRunning());
sanity_check(!m_mesh_update_manager.isRunning());
}
for (u32 i = 0; i < num_files; i++) {
@ -770,7 +770,7 @@ void Client::handleCommand_NodeDef(NetworkPacket* pkt)
// Mesh update thread must be stopped while
// updating content definitions
sanity_check(!m_mesh_update_thread.isRunning());
sanity_check(!m_mesh_update_manager.isRunning());
// Decompress node definitions
std::istringstream tmp_is(pkt->readLongString(), std::ios::binary);
@ -789,7 +789,7 @@ void Client::handleCommand_ItemDef(NetworkPacket* pkt)
// Mesh update thread must be stopped while
// updating content definitions
sanity_check(!m_mesh_update_thread.isRunning());
sanity_check(!m_mesh_update_manager.isRunning());
// Decompress item definitions
std::istringstream tmp_is(pkt->readLongString(), std::ios::binary);