Extract the main work of the buffer builder into a method for easier hot swapping

This commit is contained in:
James Seibel
2021-10-11 22:12:35 -05:00
parent 4c6412d09f
commit 0ef8615a98
@@ -185,259 +185,273 @@ public class LodBufferBuilder
generatingBuffers = true;
// round the player's block position down to the nearest chunk BlockPos
ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
Thread thread = new Thread(() ->
{
bufferLock.lock();
try
{
long startTime = System.currentTimeMillis();
ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.getWidth() * lodDim.getWidth());
startBuffers(fullRegen, lodDim);
RegionPos playerRegionPos = new RegionPos(playerChunkPos);
if (center == null)
center = playerRegionPos;
if (setsToRender == null)
setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
if (setsToRender.length != lodDim.getWidth())
setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
if (boxCache == null)
boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
if (boxCache.length != lodDim.getWidth())
boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
// this will be the center of the VBOs once they have been built
buildableCenterChunkPos = playerChunkPos;
//================================//
// create the nodeToRenderThreads //
//================================//
for (int xRegion = 0; xRegion < lodDim.getWidth(); xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.getWidth(); zRegion++)
{
if (lodDim.doesRegionNeedBufferRegen(xRegion, zRegion) || fullRegen)
{
RegionPos regionPos = new RegionPos(
xRegion + lodDim.getCenterRegionPosX() - Math.floorDiv(lodDim.getWidth(), 2),
zRegion + lodDim.getCenterRegionPosZ() - Math.floorDiv(lodDim.getWidth(), 2));
// local position in the vbo and bufferBuilder arrays
BufferBuilder[] currentBuffers = buildableBuffers[xRegion][zRegion];
LodRegion region = lodDim.getRegion(regionPos.x, regionPos.z);
if (region == null)
continue;
// make sure the buffers weren't
// changed while we were running this method
if (currentBuffers == null || !currentBuffers[0].building())
return;
byte minDetail = region.getMinDetailLevel();
final int xR = xRegion;
final int zR = zRegion;
//we create the Callable to use for the buffer builder creation
Callable<Boolean> dataToRenderThread = () ->
{
//Variable initialization
byte detailLevel;
int posX;
int posZ;
int xAdj;
int zAdj;
int chunkXdist;
int chunkZdist;
int bufferIndex;
Box box = ThreadMapUtil.getBox();
boolean[] adjShadeDisabled = ThreadMapUtil.getAdjShadeDisabledArray();
// determine how many LODs we can stack vertically
int maxVerticalData = DetailDistanceUtil.getMaxVerticalData((byte) 0);
//we get or create the map that will contain the adj data
Map<Direction, long[]> adjData = ThreadMapUtil.getAdjDataArray(maxVerticalData);
//previous setToRender cache
if (setsToRender[xR][zR] == null)
setsToRender[xR][zR] = new PosToRenderContainer(minDetail, regionPos.x, regionPos.z);
PosToRenderContainer posToRender = setsToRender[xR][zR];
posToRender.clear(minDetail, regionPos.x, regionPos.z);
lodDim.getPosToRender(
posToRender,
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ());
// keep a local version, so we don't have to worry about indexOutOfBounds Exceptions
// if it changes in the LodRenderer while we are working here
boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
boolean smallRenderDistance = gameChunkRenderDistance <= 4;
for (int index = 0; index < posToRender.getNumberOfPos(); index++)
{
bufferIndex = Math.floorMod(index, currentBuffers.length);
detailLevel = posToRender.getNthDetailLevel(index);
posX = posToRender.getNthPosX(index);
posZ = posToRender.getNthPosZ(index);
// skip any chunks that Minecraft is going to render
chunkXdist = LevelPosUtil.getChunkPos(detailLevel, posX) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, posZ) - playerChunkPos.z;
boolean isItBorderPos = LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1);
if (gameChunkRenderDistance >= Math.abs(chunkXdist)
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& (!isItBorderPos || smallRenderDistance))
{
continue;
}
Arrays.fill(adjShadeDisabled, false);
// skip any chunks that Minecraft is going to render
for (Direction direction : Box.ADJ_DIRECTIONS)
{
xAdj = posX + Box.DIRECTION_NORMAL_MAP.get(direction).getX();
zAdj = posZ + Box.DIRECTION_NORMAL_MAP.get(direction).getZ();
chunkXdist = LevelPosUtil.getChunkPos(detailLevel, xAdj) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, zAdj) - playerChunkPos.z;
if (posToRender.contains(detailLevel, xAdj, zAdj)
&& (gameChunkRenderDistance < Math.abs(chunkXdist)
|| gameChunkRenderDistance < Math.abs(chunkZdist)
|| !(vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance))))
{
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, xAdj, zAdj); verticalIndex++)
{
long data = lodDim.getData(detailLevel, xAdj, zAdj, verticalIndex);
adjData.get(direction)[verticalIndex] = data;
}
}
else
{
if (gameChunkRenderDistance >= Math.abs(chunkXdist)
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance)
&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& !DataPointUtil.isVoid(lodDim.getSingleData(detailLevel, xAdj, zAdj)))
adjShadeDisabled[Box.DIRECTION_INDEX.get(direction)] = true;
adjData.get(direction)[0] = DataPointUtil.EMPTY_DATA;
}
}
long data;
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
{
data = lodDim.getData(detailLevel, posX, posZ, verticalIndex);
if (DataPointUtil.isVoid(data) || !DataPointUtil.doesItExist(data))
break;
LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffers[bufferIndex], playerBlockPosRounded, data, adjData,
detailLevel, posX, posZ, box, renderer.previousDebugMode, renderer.lightMap, adjShadeDisabled);
}
} // for pos to in list to render
// the thread executed successfully
return true;
};
nodeToRenderThreads.add(dataToRenderThread);
}
} // region z
} // region z
long executeStart = System.currentTimeMillis();
// wait for all threads to finish
List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
for (Future<Boolean> future : futuresBuffer)
{
// the future will be false if its thread failed
if (!future.get())
{
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
break;
}
}
long executeEnd = System.currentTimeMillis();
long endTime = System.currentTimeMillis();
@SuppressWarnings("unused")
long buildTime = endTime - startTime;
@SuppressWarnings("unused")
long executeTime = executeEnd - executeStart;
// ClientProxy.LOGGER.info("Thread Build time: " + buildTime + " ms" + '\n' +
// "thread execute time: " + executeTime + " ms");
// mark that the buildable buffers as ready to swap
switchVbos = true;
}
catch (Exception e)
{
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
e.printStackTrace();
}
finally
{
// clean up any potentially open resources
if (buildableBuffers != null)
closeBuffers(fullRegen, lodDim);
try
{
// upload the new buffers
uploadBuffers(fullRegen, lodDim);
}
catch (Exception e)
{
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" was unable to upload the buffers to the GPU: " + e.getMessage());
e.printStackTrace();
}
// regardless of whether we were able to successfully create
// the buffers, we are done generating.
generatingBuffers = false;
bufferLock.unlock();
}
generateLodBuffersThread(renderer, lodDim, playerBlockPos, fullRegen);
});
mainGenThread.execute(thread);
}
// this was pulled out as a separate method so that it could be
// more easily edited by hot swapping. Because, As far as James is aware
// you can't hot swap lambda expressions.
private void generateLodBuffersThread(LodRenderer renderer, LodDimension lodDim,
BlockPos playerBlockPos, boolean fullRegen)
{
bufferLock.lock();
try
{
// round the player's block position down to the nearest chunk BlockPos
ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
long startTime = System.currentTimeMillis();
ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.getWidth() * lodDim.getWidth());
startBuffers(fullRegen, lodDim);
RegionPos playerRegionPos = new RegionPos(playerChunkPos);
if (center == null)
center = playerRegionPos;
if (setsToRender == null)
setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
if (setsToRender.length != lodDim.getWidth())
setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
if (boxCache == null)
boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
if (boxCache.length != lodDim.getWidth())
boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
// this will be the center of the VBOs once they have been built
buildableCenterChunkPos = playerChunkPos;
//================================//
// create the nodeToRenderThreads //
//================================//
for (int xRegion = 0; xRegion < lodDim.getWidth(); xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.getWidth(); zRegion++)
{
if (lodDim.doesRegionNeedBufferRegen(xRegion, zRegion) || fullRegen)
{
RegionPos regionPos = new RegionPos(
xRegion + lodDim.getCenterRegionPosX() - Math.floorDiv(lodDim.getWidth(), 2),
zRegion + lodDim.getCenterRegionPosZ() - Math.floorDiv(lodDim.getWidth(), 2));
// local position in the vbo and bufferBuilder arrays
BufferBuilder[] currentBuffers = buildableBuffers[xRegion][zRegion];
LodRegion region = lodDim.getRegion(regionPos.x, regionPos.z);
if (region == null)
continue;
// make sure the buffers weren't
// changed while we were running this method
if (currentBuffers == null || !currentBuffers[0].building())
return;
byte minDetail = region.getMinDetailLevel();
final int xR = xRegion;
final int zR = zRegion;
//we create the Callable to use for the buffer builder creation
Callable<Boolean> dataToRenderThread = () ->
{
//Variable initialization
byte detailLevel;
int posX;
int posZ;
int xAdj;
int zAdj;
int chunkXdist;
int chunkZdist;
int bufferIndex;
Box box = ThreadMapUtil.getBox();
boolean[] adjShadeDisabled = ThreadMapUtil.getAdjShadeDisabledArray();
// determine how many LODs we can stack vertically
int maxVerticalData = DetailDistanceUtil.getMaxVerticalData((byte) 0);
//we get or create the map that will contain the adj data
Map<Direction, long[]> adjData = ThreadMapUtil.getAdjDataArray(maxVerticalData);
//previous setToRender cache
if (setsToRender[xR][zR] == null)
setsToRender[xR][zR] = new PosToRenderContainer(minDetail, regionPos.x, regionPos.z);
PosToRenderContainer posToRender = setsToRender[xR][zR];
posToRender.clear(minDetail, regionPos.x, regionPos.z);
lodDim.getPosToRender(
posToRender,
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ());
// keep a local version, so we don't have to worry about indexOutOfBounds Exceptions
// if it changes in the LodRenderer while we are working here
boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
boolean smallRenderDistance = gameChunkRenderDistance <= 4;
for (int index = 0; index < posToRender.getNumberOfPos(); index++)
{
bufferIndex = Math.floorMod(index, currentBuffers.length);
detailLevel = posToRender.getNthDetailLevel(index);
posX = posToRender.getNthPosX(index);
posZ = posToRender.getNthPosZ(index);
// skip any chunks that Minecraft is going to render
chunkXdist = LevelPosUtil.getChunkPos(detailLevel, posX) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, posZ) - playerChunkPos.z;
boolean isItBorderPos = LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1);
if (gameChunkRenderDistance >= Math.abs(chunkXdist)
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& (!isItBorderPos || smallRenderDistance))
{
continue;
}
Arrays.fill(adjShadeDisabled, false);
// skip any chunks that Minecraft is going to render
for (Direction direction : Box.ADJ_DIRECTIONS)
{
xAdj = posX + Box.DIRECTION_NORMAL_MAP.get(direction).getX();
zAdj = posZ + Box.DIRECTION_NORMAL_MAP.get(direction).getZ();
chunkXdist = LevelPosUtil.getChunkPos(detailLevel, xAdj) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, zAdj) - playerChunkPos.z;
if (posToRender.contains(detailLevel, xAdj, zAdj)
&& (gameChunkRenderDistance < Math.abs(chunkXdist)
|| gameChunkRenderDistance < Math.abs(chunkZdist)
|| !(vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance))))
{
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, xAdj, zAdj); verticalIndex++)
{
long data = lodDim.getData(detailLevel, xAdj, zAdj, verticalIndex);
adjData.get(direction)[verticalIndex] = data;
}
}
else
{
if (gameChunkRenderDistance >= Math.abs(chunkXdist)
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance)
&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& !DataPointUtil.isVoid(lodDim.getSingleData(detailLevel, xAdj, zAdj)))
adjShadeDisabled[Box.DIRECTION_INDEX.get(direction)] = true;
adjData.get(direction)[0] = DataPointUtil.EMPTY_DATA;
}
}
long data;
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
{
data = lodDim.getData(detailLevel, posX, posZ, verticalIndex);
if (DataPointUtil.isVoid(data) || !DataPointUtil.doesItExist(data))
break;
LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffers[bufferIndex], playerBlockPosRounded, data, adjData,
detailLevel, posX, posZ, box, renderer.previousDebugMode, renderer.lightMap, adjShadeDisabled);
}
} // for pos to in list to render
// the thread executed successfully
return true;
};
nodeToRenderThreads.add(dataToRenderThread);
}
} // region z
} // region z
long executeStart = System.currentTimeMillis();
// wait for all threads to finish
List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
for (Future<Boolean> future : futuresBuffer)
{
// the future will be false if its thread failed
if (!future.get())
{
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
break;
}
}
long executeEnd = System.currentTimeMillis();
long endTime = System.currentTimeMillis();
@SuppressWarnings("unused")
long buildTime = endTime - startTime;
@SuppressWarnings("unused")
long executeTime = executeEnd - executeStart;
// ClientProxy.LOGGER.info("Thread Build time: " + buildTime + " ms" + '\n' +
// "thread execute time: " + executeTime + " ms");
// mark that the buildable buffers as ready to swap
switchVbos = true;
}
catch (Exception e)
{
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
e.printStackTrace();
}
finally
{
// clean up any potentially open resources
if (buildableBuffers != null)
closeBuffers(fullRegen, lodDim);
try
{
// upload the new buffers
uploadBuffers(fullRegen, lodDim);
}
catch (Exception e)
{
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" was unable to upload the buffers to the GPU: " + e.getMessage());
e.printStackTrace();
}
// regardless of whether we were able to successfully create
// the buffers, we are done generating.
generatingBuffers = false;
bufferLock.unlock();
}
}
//===============================//
// BufferBuilder related methods //
//===============================//