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b26043b0e6
Previously, voxels in sparsely populated chunks were stored in a `HashMap`. However, during usage oftentimes block accesses are followed by subsequent nearby voxel accesses. Therefore it's possible to provide cache friendliness, but not with `HashMap`. The previous merge request [!469](https://gitlab.com/veloren/veloren/merge_requests/469) proposed to order voxels by their morton order (see https://en.wikipedia.org/wiki/Z-order_curve ). This provided excellent cache friendliness. However, benchmarks showed that the required indexing calculations are quite expensive. Particular results on my _Intel(R) Core(TM) i7-7500U CPU @ 2.70 GHz_ were: | Benchmark | Before this commit @d322384bec
| Morton Order @ec8a7caf42
| This commit | | ---------------------------------------- | --------------------------------- | --------------------------- | -------------------- | | `full read` (81920 voxels) | 17.7ns per voxel | 8.9ns per voxel | **3.6ns** per voxel | | `constrained read` (4913 voxels) | 67.0ns per voxel | 40.1ns per voxel | **14.1ns** per voxel | | `local read` (125 voxels) | 17.5ns per voxel | 14.7ns per voxel | **3.8ns** per voxel | | `X-direction read` (17 voxels) | 17.8ns per voxel | 25.9ns per voxel | **4.2ns** per voxel | | `Y-direction read` (17 voxels) | 18.4ns per voxel | 33.3ns per voxel | **4.5ns** per voxel | | `Z-direction read` (17 voxels) | 18.6ns per voxel | 38.2ns per voxel | **5.4ns** per voxel | | `long Z-direction read` (65 voxels) | 18.0ns per voxel | 37.7ns per voxel | **5.1ns** per voxel | | `full write (dense)` (81920 voxels) | 17.9ns per voxel | **10.3ns** per voxel | 12.4ns per voxel | This commit (instead of utilizing morton order) replaces `HashMap` in the `Chunk` implementation by the following data structure: The volume is spatially subdivided into groups of `4*4*4` blocks. Since a `Chunk` is of total size `32*32*16`, this implies that there are `8*8*4` groups. (These numbers are generic in the actual code such that there are always `256` groups. I.e. the group size is chosen depending on the desired total size of the `Chunk`.) There's a single vector `self.vox` which consecutively stores these groups. Each group might or might not be contained in `self.vox`. A group that is not contained represents that the full group consists only of `self.default` voxels. This saves a lot of memory because oftentimes a `Chunk` consists of either a lot of air or a lot of stone. To track whether a group is contained in `self.vox`, there's an index buffer `self.indices : [u8; 256]`. It contains for each group * (a) the order in which it has been inserted into `self.vox`, if the group is contained in `self.vox` or * (b) 255, otherwise. That case represents that the whole group consists only of `self.default` voxels. (Note that 255 is a valid insertion order for case (a) only if `self.vox` is full and then no other group has the index 255. Therefore there's no ambiguity.) Rationale: The index buffer should be small because: * Small size increases the probability that it will always be in cache. * The index buffer is allocated for every `Chunk` and an almost empty `Chunk` shall not consume too much memory. The number of 256 groups is particularly nice because it means that the index buffer can consist of `u8`s. This keeps the space requirement for the index buffer as low as 4 cache lines.
62 lines
1.2 KiB
Rust
62 lines
1.2 KiB
Rust
pub mod biome;
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pub mod block;
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pub mod chonk;
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pub mod structure;
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// Reexports
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pub use self::{
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biome::BiomeKind,
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block::{Block, BlockKind},
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structure::Structure,
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};
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use crate::{vol::RectVolSize, volumes::vol_grid_2d::VolGrid2d};
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use serde_derive::{Deserialize, Serialize};
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use vek::*;
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// TerrainChunkSize
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct TerrainChunkSize;
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impl RectVolSize for TerrainChunkSize {
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const RECT_SIZE: Vec2<u32> = Vec2 { x: 32, y: 32 };
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}
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// TerrainChunkMeta
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct TerrainChunkMeta {
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name: Option<String>,
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biome: BiomeKind,
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}
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impl TerrainChunkMeta {
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pub fn new(name: Option<String>, biome: BiomeKind) -> Self {
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Self { name, biome }
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}
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pub fn void() -> Self {
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Self {
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name: None,
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biome: BiomeKind::Void,
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}
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}
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pub fn name(&self) -> &str {
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self.name
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.as_ref()
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.map(|s| s.as_str())
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.unwrap_or("Wilderness")
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}
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pub fn biome(&self) -> BiomeKind {
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self.biome
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}
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}
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// Terrain type aliases
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pub type TerrainChunk = chonk::Chonk<Block, TerrainChunkSize, TerrainChunkMeta>;
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pub type TerrainGrid = VolGrid2d<TerrainChunk>;
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