cec414cd25
High priority rayon threads (if they're pinned).
2022-09-08 17:44:30 -07:00
ac5ae40baf
Maybe fix out of VRAM issues for some people.
2022-09-08 10:16:03 -07:00
8fe1be2f59
Stop spawning tasks on the global rayon pool.
...
Also adds some missing parallelism to entity sync.
2022-09-08 01:46:11 -07:00
585ec62306
Remove semaphore for now, and try pinning rayon threads to cores.
2022-09-07 15:50:00 -07:00
b489d1ac84
Increase the size of the rayon pool and try to make slowjobs a little
...
friendlier.
2022-09-07 01:34:27 -07:00
f17910ed2a
Preliminary adding back support for sunlight.
2022-09-01 07:50:47 -07:00
1dbf72cb3f
Try using MAP_WRITE buffers to skip double buffer creation... but at
...
what cost?
2022-08-31 01:39:27 -07:00
ead5f65e05
Bump gpu_alloc, help fix memory leak.
2022-08-30 21:56:18 -07:00
642a8df2db
Fix Dx11/12 on Windows
2022-08-30 21:29:57 -07:00
83ca01e42d
Asynchronously wait if jobs are using too many buffers at once, and drop
...
tasks from a frame all in one job to maximize the likelihood that it
actually runs.
2022-08-30 12:19:29 -07:00
7b1c62acf7
Revert fake "memory leak" fix.
2022-08-29 13:57:29 -07:00
1dc6757668
Fix double unmaps.
2022-08-28 19:14:01 -07:00
d2cc58b5a0
Reduced impact of existing memory leak.
2022-08-28 18:14:54 -07:00
6cbf6a7237
Attempt to avoid calling the driver's allocator within critical sections
...
(unless it's going to be immediately memory mapped).
2022-08-28 17:34:02 -07:00
9453a1e463
In wgpu, take slightly more conservative locks.
...
I don't think this should actually affect anything in Veloren but it's
probably required for correctness in general.
2022-08-26 17:16:28 -07:00
13bbc06f9b
Fix namespace issue.
2022-08-26 00:33:34 -07:00
83d6243205
Make sure to always give the client and server at least two workers, for
...
queueing theory reasons.
2022-08-26 00:32:25 -07:00
a8871b03f8
Fix figures and sprite bounds.
2022-08-25 23:45:55 -07:00
ae77c1814c
Improve figure meshing.
2022-08-25 23:25:21 -07:00
053941e16a
Fix sprite-only changes.
2022-08-24 23:12:44 -07:00
0f01b78e4b
Threads pinned to cores, initial groundwork for async slowjobs.
2022-08-24 21:43:14 -07:00
0dd52f9f11
Fixing screenshots.
2022-08-23 08:00:40 -07:00
5a5f2b391f
Changes to wgpu to hopefully improve scalability?
2022-08-23 00:54:08 -07:00
9863670169
Stdlib RwLock in wgpu, update rust-toolchain to some extent.
2022-08-18 18:49:44 -07:00
6adfa6680f
All unmaps on the main thread, sprites consolidated into a buffer.
2022-08-16 21:32:03 -07:00
2301b7f47a
Remove even more wgpu commands from the main thread.
2022-08-16 02:09:27 -07:00
d38ce95b22
Reduce alignment requirements.
2022-08-15 19:50:44 -07:00
54847c726b
Remove more main thread bottlenecks.
2022-08-15 19:01:43 -07:00
39db97ed03
Fixing some messed up rons.
2022-08-13 23:50:13 -07:00
706084dd15
Improving meshing performance.
2022-08-13 23:48:50 -07:00
9bb3681f55
Better SmallCache
2022-08-06 18:19:43 +01:00
bdb71a15df
Improved cave performance, fixed FastNoise2d
2022-08-06 18:02:57 +01:00
86f628037f
Made caves generate 425x faster
2022-08-06 14:46:33 +01:00
ec6b343dc8
Move even more stuff to background threads.
2022-08-05 03:30:52 -07:00
c577c21156
Perform nearly all chunk allocations in the same thread that the chunk
...
is generated in.
2022-08-04 19:00:42 -07:00
04bb1e32d9
WIP: Glow lighting performance improvements.
...
Messes up water somewhat and is incomplete for glow lighting, but should
be a fair amount faster in general. Also reduces stuttering during
chunk generation by moving atlas creation and "clearing" off the main
thread (in fact, we don't even clear it except for the very first
allocated terrain atlas).
2022-08-02 18:01:17 -07:00
f174472f55
Fix tracy network message plotting.
2022-07-31 16:18:46 +02:00
5afb17eb07
Reduce jitter, this was too ambitious.
2022-07-31 02:23:01 -07:00
2a61c7790b
Substantial improvements to meshing time.
...
This mostly come out of optimizing BlocksOfInterest to (empirically)
minimize redundant computations, use a more efficient RNG, use a faster
verion of iter_changed, and optimize water block handling (theoretically
the iter_changed difference might mean we missed some water blocks, but
in practice it's unlikely to matter for fast-moving rivers).
Also did some microoptimizations of meshing etc. that seem to result in
pretty good improvements in practice, and also added another set of
optimizations to improve tree performance (special casing "easy" segment
approaches, which got a few percent, and inlining block_from_structure
for tree leaves and branches, which got us considerably more; I think
the total improvement is around 5%).
2022-07-31 01:28:37 -07:00
901aa8e1b4
Another 5% boost to tree chunk performance
...
(and over 25% improvement to giant tree throughput--they are under 1
ms/chunk now!)
2022-07-28 12:12:15 -07:00
233e12d279
Boost tree performance by ~70%.
...
Turns out inlining matters!
2022-07-27 21:47:47 -07:00
9ebf07c6e1
Merge remote-tracking branch 'origin/master' into sharp/zoomy-worldgen
2022-07-27 15:30:37 -07:00
bc4600cf14
Rivers (hack, not great).
2022-07-25 18:28:27 -07:00
34ae5b9df7
Merge branch 'xMAC94x/release-numbers' into 'master'
...
Change the version number to 0.13
See merge request veloren/veloren!3490
v0.13.0
2022-07-23 13:15:01 +00:00
bfcc2cb802
Change the version number to 0.13
2022-07-23 14:06:08 +02:00
72b0b26004
Merge branch 'pfau/bg_new' into 'master'
...
new bg
See merge request veloren/veloren!3488
2022-07-22 11:49:57 +00:00
79dc450e1e
Merge branch 'CaribouJohn/fix-untranslated-perc' into 'master'
...
fix for #1604 : use correct values in calculation
See merge request veloren/veloren!3489
2022-07-21 18:29:18 +00:00
edc10519c6
fix for #1604 : use correct values in calculation
2022-07-21 18:34:06 +01:00
7f94580b20
Merge branch 'DaforLynx/thunder-fix' into 'master'
...
Lightning strikes are less audible; cave music restored; fixed audio permanently stopping on logout
See merge request veloren/veloren!3487
2022-07-21 08:27:35 +00:00
d2710635d8
Lightning strikes are less audible; cave music restored; fixed audio permanently stopping on logout
2022-07-21 08:27:35 +00:00