minetest/src/client/mesh_generator_thread.cpp
x2048 89e7f72c92
Use multiple threads for mesh generation (#13062)
Co-authored-by: sfan5 <sfan5@live.de>
2022-12-27 18:44:18 +01:00

409 lines
10 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"
/*
CachedMapBlockData
*/
CachedMapBlockData::~CachedMapBlockData()
{
assert(refcount_from_queue == 0);
delete[] data;
}
/*
QueuedMeshUpdate
*/
QueuedMeshUpdate::~QueuedMeshUpdate()
{
delete data;
}
/*
MeshUpdateQueue
*/
MeshUpdateQueue::MeshUpdateQueue(Client *client):
m_client(client),
m_next_cache_cleanup(0)
{
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 (auto &i : m_cache) {
delete i.second;
}
for (QueuedMeshUpdate *q : m_queue) {
delete q;
}
}
bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent)
{
MutexAutoLock lock(m_mutex);
cleanupCache();
/*
Cache the block data (force-update the center block, don't update the
neighbors but get them if they aren't already cached)
*/
std::vector<CachedMapBlockData*> cached_blocks;
size_t cache_hit_counter = 0;
CachedMapBlockData *cached_block = cacheBlock(map, p, FORCE_UPDATE);
if (!cached_block->data)
return false; // nothing to update
cached_blocks.reserve(3*3*3);
cached_blocks.push_back(cached_block);
for (v3s16 dp : g_26dirs)
cached_blocks.push_back(cacheBlock(map, p + dp,
SKIP_UPDATE_IF_ALREADY_CACHED,
&cache_hit_counter));
g_profiler->avg("MeshUpdateQueue: MapBlocks from cache [%]",
100.0f * cache_hit_counter / cached_blocks.size());
/*
Mark the block as urgent if requested
*/
if (urgent)
m_urgents.insert(p);
/*
Find if block is already in queue.
If it is, update the data and quit.
*/
for (QueuedMeshUpdate *q : m_queue) {
if (q->p == p) {
// 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_block_to_server = true;
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
q->urgent |= urgent;
return true;
}
}
/*
Add the block
*/
QueuedMeshUpdate *q = new QueuedMeshUpdate;
q->p = p;
q->ack_block_to_server = ack_block_to_server;
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
q->urgent = urgent;
m_queue.push_back(q);
// This queue entry is a new reference to the cached blocks
for (CachedMapBlockData *cached_block : cached_blocks) {
cached_block->refcount_from_queue++;
}
return true;
}
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate *MeshUpdateQueue::pop()
{
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);
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)
{
CachedMapBlockData *cached_block = nullptr;
auto it = m_cache.find(p);
if (it != m_cache.end()) {
cached_block = it->second;
if (mode == SKIP_UPDATE_IF_ALREADY_CACHED) {
if (cache_hit_counter)
(*cache_hit_counter)++;
return cached_block;
}
}
if (!cached_block) {
// Not yet in cache
cached_block = new CachedMapBlockData();
m_cache[p] = cached_block;
}
MapBlock *b = map->getBlockNoCreateNoEx(p);
if (b) {
if (!cached_block->data)
cached_block->data =
new MapNode[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
memcpy(cached_block->data, b->getData(),
MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE * sizeof(MapNode));
} else {
delete[] cached_block->data;
cached_block->data = nullptr;
}
return cached_block;
}
CachedMapBlockData* MeshUpdateQueue::getCachedBlock(const v3s16 &p)
{
auto it = m_cache.find(p);
if (it != m_cache.end()) {
return it->second;
}
return NULL;
}
void MeshUpdateQueue::fillDataFromMapBlockCache(QueuedMeshUpdate *q)
{
MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders);
q->data = data;
data->fillBlockDataBegin(q->p);
std::time_t t_now = std::time(0);
// Collect data for 3*3*3 blocks from cache
for (v3s16 dp : g_27dirs) {
v3s16 p = q->p + dp;
CachedMapBlockData *cached_block = getCachedBlock(p);
if (cached_block) {
cached_block->refcount_from_queue--;
cached_block->last_used_timestamp = t_now;
if (cached_block->data)
data->fillBlockData(dp, cached_block->data);
}
}
data->setCrack(q->crack_level, q->crack_pos);
data->setSmoothLighting(m_cache_smooth_lighting);
}
void MeshUpdateQueue::cleanupCache()
{
const int mapblock_kB = MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE *
sizeof(MapNode) / 1000;
g_profiler->avg("MeshUpdateQueue MapBlock cache size kB",
mapblock_kB * m_cache.size());
// Iterating the entire cache can get pretty expensive so don't do it too often
{
constexpr int cleanup_interval = 250;
const u64 now = porting::getTimeMs();
if (m_next_cache_cleanup > now)
return;
m_next_cache_cleanup = now + cleanup_interval;
}
// The cache size is kept roughly below cache_soft_max_size, not letting
// anything get older than cache_seconds_max or deleted before 2 seconds.
const int cache_seconds_max = 10;
const int cache_soft_max_size = m_meshgen_block_cache_size * 1000 / mapblock_kB;
int cache_seconds = MYMAX(2, cache_seconds_max -
m_cache.size() / (cache_soft_max_size / cache_seconds_max));
int t_now = time(0);
for (auto it = m_cache.begin(); it != m_cache.end(); ) {
CachedMapBlockData *cached_block = it->second;
if (cached_block->refcount_from_queue == 0 &&
cached_block->last_used_timestamp < t_now - cache_seconds) {
it = m_cache.erase(it);
delete cached_block;
} else {
++it;
}
}
}
/*
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.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 =
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;
}