Improve performance

The LODs are only regenerated when the player moves.
The number of threads building the LOD buffers were reduced to 1, since any more than 1 hurt performance.
This commit is contained in:
James Seibel
2021-02-12 15:41:19 -06:00
parent 5ed8127f0e
commit 4b33dd6a1a
2 changed files with 190 additions and 111 deletions
@@ -11,7 +11,7 @@ import net.minecraft.client.renderer.vertex.VertexFormatElement;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.MathHelper;
public class BuildBufferThread implements Callable<Boolean>
public class BuildBufferThread implements Callable<ByteBuffer>
{
public ByteBuffer buffer;
public AxisAlignedBB[][] lods;
@@ -27,6 +27,14 @@ public class BuildBufferThread implements Callable<Boolean>
BuildBufferThread()
{
vertexCount = 0;
vertexFormat = DefaultVertexFormats.POSITION_COLOR;
vertexFormatIndex = 0;
vertexFormatElement = vertexFormat.getElement(vertexFormatIndex);
}
BuildBufferThread(ByteBuffer newByteBuffer, AxisAlignedBB[][] newLods, Color[][] newColors, int threadNumber, int totalThreads)
{
setNewData(newByteBuffer, newLods, newColors, threadNumber, totalThreads);
@@ -53,7 +61,7 @@ public class BuildBufferThread implements Callable<Boolean>
}
@Override
public Boolean call()
public ByteBuffer call()
{
int numbChunksWide = lods.length;
@@ -145,7 +153,7 @@ public class BuildBufferThread implements Callable<Boolean>
} // z axis
} // x axis
return true;
return buffer;
}
private void addPosAndColor(ByteBuffer buffer, double x, double y, double z, int red, int green, int blue, int alpha)
@@ -3,9 +3,12 @@ package com.backsun.lod.renderer;
import java.awt.Color;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.Project;
@@ -42,8 +45,6 @@ public class LodRenderer
public static final int LOD_WIDTH = 16;
public static final int MINECRAFT_CHUNK_WIDTH = 16;
public int defaultLodHeight = 0;
private Tessellator tessellator;
private BufferBuilder bufferBuilder;
@@ -52,6 +53,38 @@ public class LodRenderer
public LodDimension dimension = null;
/** How many threads should be used for building the render buffer. <br>
* After testing I found that 1 thread is the fastest, since we can't build
* to the same byte buffer, and thus have to make a separate render call for
* each thread.
* <br>
* <br>
* num Threads, % of frame time, fps, frame time <br>
* 1: 78% 62 fps 12 ms <br>
* 2: 63% 69 fps 11 ms <br>
* 4: 37% 65 fps 11 ms <br>
* 8: 30% 44 fps 20 ms <br>
* 16: 33% 25 fps 36 ms <br>
*/
private int numbThreads = 1;
private int maxThreads = Runtime.getRuntime().availableProcessors();
private ArrayList<BuildBufferThread> bufferThreads = new ArrayList<BuildBufferThread>();
private volatile ByteBuffer[] buffers = new ByteBuffer[maxThreads];
private ExecutorService threadPool = Executors.newFixedThreadPool(maxThreads);
/** This is used to determine if the LODs should be regenerated */
private int previousChunkRenderDistance = 0;
/** This is used to determine if the LODs should be regenerated */
private int prevChunkX = 0;
/** This is used to determine if the LODs should be regenerated */
private int prevChunkZ = 0;
/** if this is true the LODs should be regenerated */
private boolean regen = false;
public LodRenderer()
{
@@ -75,6 +108,32 @@ public class LodRenderer
return;
}
if (reflectionHandler.fovMethod == null)
{
// we aren't able to get the user's
// FOV, don't render anything
return;
}
// should the LODs be regenerated?
if ((int)Minecraft.getMinecraft().player.posX / LodChunk.WIDTH != prevChunkX ||
(int)Minecraft.getMinecraft().player.posZ / LodChunk.WIDTH != prevChunkZ ||
previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks ||
dimension != newDimension)
{
regen = true;
prevChunkX = (int)Minecraft.getMinecraft().player.posX / LodChunk.WIDTH;
prevChunkZ = (int)Minecraft.getMinecraft().player.posZ / LodChunk.WIDTH;
}
else
{
// nope, the player hasn't moved, the
// render distance hasn't changed, and
// the dimension is the same
regen = false;
}
dimension = newDimension;
if (dimension == null)
{
@@ -83,12 +142,6 @@ public class LodRenderer
return;
}
if (reflectionHandler.fovMethod == null)
{
// we aren't able to get the user's
// FOV, don't render anything
return;
}
@@ -102,6 +155,7 @@ public class LodRenderer
long startTime = System.nanoTime();
// color setup
int alpha = 255; // 0 - 255
float sunBrightness = mc.world.getSunBrightness(partialTicks); // TODO this only works in dimensions with day night cycles
@@ -154,84 +208,82 @@ public class LodRenderer
// create the LODs //
//=================//
mc.mcProfiler.endStartSection("LOD generation");
// x axis
for (int i = 0; i < numbChunksWide; i++)
if (regen)
{
// z axis
for (int j = 0; j < numbChunksWide; j++)
mc.mcProfiler.endStartSection("LOD generation");
// x axis
for (int i = 0; i < numbChunksWide; i++)
{
// skip the middle
// (As the player moves some chunks will overlap or be missing,
// this is just how chunk loading/unloading works. This can hopefully
// be hidden with careful use of fog)
int middle = (numbChunksWide / 2) - 1;
if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
// z axis
for (int j = 0; j < numbChunksWide; j++)
{
continue;
// colorArray[i][j] = null;
// lodArray[i][j] = null;
}
// set where this square will be drawn in the world
double xOffset = -cameraX + // start at x = 0
(LOD_WIDTH * i) + // offset by the number of LOD blocks
startX; // offset so the center LOD block is centered underneath the player
double yOffset = -cameraY;
double zOffset = -cameraZ + (LOD_WIDTH * j) + startZ;
int chunkX = i + (startX / MINECRAFT_CHUNK_WIDTH);
int chunkZ = j + (startZ / MINECRAFT_CHUNK_WIDTH);
LodChunk lod = dimension.getLodFromCoordinates(chunkX, chunkZ); // new LodChunk(); //
if (lod == null)
{
// note: for some reason if any color or lod object are set here
// it causes the game to use 100% gpu, all of it undefined in the debug menu
// and drop to ~6 fps.
// colorArray[i][j] = null;
// lodArray[i][j] = null;
// skip the middle
// (As the player moves some chunks will overlap or be missing,
// this is just how chunk loading/unloading works. This can hopefully
// be hidden with careful use of fog)
int middle = (numbChunksWide / 2) - 1;
if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
{
continue;
}
continue;
}
Color c = new Color(
(int) (lod.colors[ColorDirection.TOP.value].getRed() * sunBrightness),
(int) (lod.colors[ColorDirection.TOP.value].getGreen() * sunBrightness),
(int) (lod.colors[ColorDirection.TOP.value].getBlue() * sunBrightness),
lod.colors[ColorDirection.TOP.value].getAlpha());
// if debugging draw the squares as a black and white checker board
if (debugging)
{
if ((chunkX + chunkZ) % 2 == 0)
c = white;
else
c = black;
// draw the first square as red
if (i == 0 && j == 0)
c = red;
colorArray[i][j] = c; // TODO does this work? if so why?
// set where this square will be drawn in the world
double xOffset = (LOD_WIDTH * i) + // offset by the number of LOD blocks
startX; // offset so the center LOD block is centered underneath the player
double yOffset = 0;
double zOffset = (LOD_WIDTH * j) + startZ;
int chunkX = i + (startX / MINECRAFT_CHUNK_WIDTH);
int chunkZ = j + (startZ / MINECRAFT_CHUNK_WIDTH);
LodChunk lod = dimension.getLodFromCoordinates(chunkX, chunkZ); // new LodChunk(); //
if (lod == null)
{
// note: for some reason if any color or lod object are set here
// it causes the game to use 100% gpu, all of it undefined in the debug menu
// and drop to ~6 fps.
// colorArray[i][j] = null;
// lodArray[i][j] = null;
continue;
}
Color c = new Color(
(lod.colors[ColorDirection.TOP.value].getRed()),
(lod.colors[ColorDirection.TOP.value].getGreen()),
(lod.colors[ColorDirection.TOP.value].getBlue()),
lod.colors[ColorDirection.TOP.value].getAlpha());
// if debugging draw the squares as a black and white checker board
if (debugging)
{
if ((chunkX + chunkZ) % 2 == 0)
c = white;
else
c = black;
// draw the first square as red
if (i == 0 && j == 0)
c = red;
colorArray[i][j] = c; // TODO does this work? if so why?
}
// add the color to the array
colorArray[i][j] = c;
// add the new box to the array
lodArray[i][j] = new AxisAlignedBB(0, lod.bottom[LodLocation.NE.value], 0, LOD_WIDTH, lod.top[LodLocation.NE.value], LOD_WIDTH).offset(xOffset, yOffset, zOffset);
}
// add the color to the array
colorArray[i][j] = c;
// add the new box to the array
lodArray[i][j] = new AxisAlignedBB(0, lod.bottom[LodLocation.NE.value], 0, LOD_WIDTH, lod.top[LodLocation.NE.value], LOD_WIDTH).offset(xOffset, yOffset, zOffset);
}
}
//===========================//
// GL settings for rendering //
//===========================//
@@ -302,13 +354,6 @@ public class LodRenderer
private int numbThreads = Runtime.getRuntime().availableProcessors();
private volatile ArrayList<BuildBufferThread> threads = new ArrayList<BuildBufferThread>();
private volatile ByteBuffer[] buffers = new ByteBuffer[numbThreads];
private ExecutorService threadPool = Executors.newFixedThreadPool(numbThreads);
private int previousChunkDistance = 0;
/**
* draw an array of cubes (or squares) with the given colors.
* @param lods bounding boxes to draw
@@ -316,45 +361,71 @@ public class LodRenderer
*/
private void sendToGPUAndDraw(AxisAlignedBB[][] lods, Color[][] colors)
{
numbThreads = 1;
// mc.mcProfiler.endStartSection("LOD build buffer");
for(int i = 0; i < numbThreads; i++)
if (numbThreads != bufferThreads.size())
{
if (buffers[i] == null || previousChunkDistance != mc.gameSettings.renderDistanceChunks)
bufferThreads.clear();
for(int i = 0; i < numbThreads; i++)
bufferThreads.add(new BuildBufferThread());
regen = true;
}
List<Future<ByteBuffer>> futures = new ArrayList<>();
if (regen)
{
for(int i = 0; i < numbThreads; i++)
{
buffers[i] = ByteBuffer.allocateDirect(8388608); //bufferBuilder.getByteBuffer().capacity());
buffers[i].order(ByteOrder.LITTLE_ENDIAN);
// TODO I need to find a better way of clearing the buffers between frames
// and when changing dimensions
if (regen || buffers[i] == null || previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
{
buffers[i] = ByteBuffer.allocateDirect(8388608); //bufferBuilder.getByteBuffer().capacity());
buffers[i].order(ByteOrder.LITTLE_ENDIAN);
}
int pos = bufferBuilder.getByteBuffer().position();
buffers[i].position(pos);
bufferThreads.get(i).setNewData(buffers[i], lods, colors, i, numbThreads);
}
int pos = bufferBuilder.getByteBuffer().position();
buffers[i].position(pos);
if(i >= threads.size())
threads.add(new BuildBufferThread(buffers[i], lods, colors, i, numbThreads));
else
threads.get(i).setNewData(buffers[i], lods, colors, i, numbThreads);
try {
futures = threadPool.invokeAll(bufferThreads);
} catch (InterruptedException e) {
e.printStackTrace();
}
previousChunkRenderDistance = mc.gameSettings.renderDistanceChunks;
}
try {
threadPool.invokeAll(threads);
} catch (InterruptedException e) {
e.printStackTrace();
}
previousChunkDistance = mc.gameSettings.renderDistanceChunks;
mc.mcProfiler.endStartSection("LOD draw setup");
for(int i = 0; i < numbThreads; i++)
{
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
bufferBuilder.putBulkData(buffers[i]);
mc.mcProfiler.endStartSection("LOD draw");
tessellator.draw();
mc.mcProfiler.endStartSection("LOD draw setup");
bufferBuilder.getByteBuffer().clear(); // this is required otherwise nothing is drawn
bufferBuilder.reset();
try
{
if (regen)
buffers[i] = futures.get(i).get();
else
{
int pos = bufferBuilder.getByteBuffer().position();
buffers[i].position(pos);
}
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
bufferBuilder.putBulkData(buffers[i]);
mc.mcProfiler.endStartSection("LOD draw");
tessellator.draw();
mc.mcProfiler.endStartSection("LOD draw setup");
bufferBuilder.getByteBuffer().clear(); // this is required otherwise nothing is drawn
bufferBuilder.reset(); // I don't know if this is required :P
}
catch(Exception e)
{
e.printStackTrace();
}
}
}