minetest/src/client/mesh_generator_thread.cpp
2023-05-18 20:34:18 +02:00

346 lines
8.9 KiB
C++

/*
Minetest
Copyright (C) 2013, 2017 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mesh_generator_thread.h"
#include "settings.h"
#include "profiler.h"
#include "client.h"
#include "mapblock.h"
#include "map.h"
#include "util/directiontables.h"
static class BlockPlaceholder {
public:
MapNode data[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
BlockPlaceholder()
{
for (std::size_t i = 0; i < MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE; i++)
data[i] = MapNode(CONTENT_IGNORE);
}
} block_placeholder;
/*
QueuedMeshUpdate
*/
QueuedMeshUpdate::~QueuedMeshUpdate()
{
delete data;
}
/*
MeshUpdateQueue
*/
MeshUpdateQueue::MeshUpdateQueue(Client *client):
m_client(client)
{
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
m_meshgen_block_cache_size = g_settings->getS32("meshgen_block_cache_size");
}
MeshUpdateQueue::~MeshUpdateQueue()
{
MutexAutoLock lock(m_mutex);
for (QueuedMeshUpdate *q : m_queue) {
for (auto block : q->map_blocks)
if (block)
block->refDrop();
delete q;
}
}
bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent)
{
MapBlock *main_block = map->getBlockNoCreateNoEx(p);
if (!main_block)
return false;
MutexAutoLock lock(m_mutex);
MeshGrid mesh_grid = m_client->getMeshGrid();
// Mesh is placed at the corner block of a chunk
// (where all coordinate are divisible by the chunk size)
v3s16 mesh_position(mesh_grid.getMeshPos(p));
/*
Mark the block as urgent if requested
*/
if (urgent)
m_urgents.insert(mesh_position);
/*
Find if block is already in queue.
If it is, update the data and quit.
*/
for (QueuedMeshUpdate *q : m_queue) {
if (q->p == mesh_position) {
// NOTE: We are not adding a new position to the queue, thus
// refcount_from_queue stays the same.
if(ack_block_to_server)
q->ack_list.push_back(p);
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
q->urgent |= urgent;
v3s16 pos;
int i = 0;
for (pos.X = q->p.X - 1; pos.X <= q->p.X + mesh_grid.cell_size; pos.X++)
for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + mesh_grid.cell_size; pos.Z++)
for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + mesh_grid.cell_size; pos.Y++) {
if (!q->map_blocks[i]) {
MapBlock *block = map->getBlockNoCreateNoEx(pos);
if (block) {
block->refGrab();
q->map_blocks[i] = block;
}
}
i++;
}
return true;
}
}
/*
Make a list of blocks necessary for mesh generation and lock the blocks in memory.
*/
std::vector<MapBlock *> map_blocks;
map_blocks.reserve((mesh_grid.cell_size+2)*(mesh_grid.cell_size+2)*(mesh_grid.cell_size+2));
v3s16 pos;
for (pos.X = mesh_position.X - 1; pos.X <= mesh_position.X + mesh_grid.cell_size; pos.X++)
for (pos.Z = mesh_position.Z - 1; pos.Z <= mesh_position.Z + mesh_grid.cell_size; pos.Z++)
for (pos.Y = mesh_position.Y - 1; pos.Y <= mesh_position.Y + mesh_grid.cell_size; pos.Y++) {
MapBlock *block = map->getBlockNoCreateNoEx(pos);
map_blocks.push_back(block);
if (block)
block->refGrab();
}
/*
Add the block
*/
QueuedMeshUpdate *q = new QueuedMeshUpdate;
q->p = mesh_position;
if(ack_block_to_server)
q->ack_list.push_back(p);
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
q->urgent = urgent;
q->map_blocks = std::move(map_blocks);
m_queue.push_back(q);
return true;
}
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate *MeshUpdateQueue::pop()
{
QueuedMeshUpdate *result = NULL;
{
MutexAutoLock lock(m_mutex);
bool must_be_urgent = !m_urgents.empty();
for (std::vector<QueuedMeshUpdate*>::iterator i = m_queue.begin();
i != m_queue.end(); ++i) {
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);
result = q;
break;
}
}
if (result)
fillDataFromMapBlocks(result);
return result;
}
void MeshUpdateQueue::done(v3s16 pos)
{
MutexAutoLock lock(m_mutex);
m_inflight_blocks.erase(pos);
}
void MeshUpdateQueue::fillDataFromMapBlocks(QueuedMeshUpdate *q)
{
MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders);
q->data = data;
data->fillBlockDataBegin(q->p);
v3s16 pos;
int i = 0;
for (pos.X = q->p.X - 1; pos.X <= q->p.X + data->m_mesh_grid.cell_size; pos.X++)
for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + data->m_mesh_grid.cell_size; pos.Z++)
for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + data->m_mesh_grid.cell_size; pos.Y++) {
MapBlock *block = q->map_blocks[i++];
data->fillBlockData(pos, block ? block->getData() : block_placeholder.data);
}
data->setCrack(q->crack_level, q->crack_pos);
data->setSmoothLighting(m_cache_smooth_lighting);
}
/*
MeshUpdateWorkerThread
*/
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 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.solid_sides = get_solid_sides(q->data);
r.ack_list = std::move(q->ack_list);
r.urgent = q->urgent;
r.map_blocks = q->map_blocks;
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 =
g_settings->getBool("smooth_lighting")
&& !g_settings->getFlag("performance_tradeoffs");
if (!m_queue_in.addBlock(map, p, ack_block_to_server, urgent)) {
warningstream << "Update requested for non-existent block at ("
<< p.X << ", " << p.Y << ", " << p.Z << ")" << std::endl;
return;
}
if (update_neighbors) {
if (many_neighbors) {
for (v3s16 dp : g_26dirs)
m_queue_in.addBlock(map, p + dp, false, urgent);
} else {
for (v3s16 dp : g_6dirs)
m_queue_in.addBlock(map, p + dp, false, urgent);
}
}
deferUpdate();
}
void MeshUpdateManager::putResult(const MeshUpdateResult &result)
{
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;
}