Performance Improvement: Use a cache which caches result for getFacePositions.
This greatly reduce the number of std::list generated by caching the result, which is always constant for each radius selected. In the callgrind map, you will see original: * 3.3M calls to std::list for 9700 calls to getFacePositions In the modified version, you will see: * 3.3K calls to std::list for 6900 call to getFacePositions Callgrind map is here: #2321 it's a huge performance improvement to l_find_node_near
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@ -59,7 +59,7 @@ void RemoteClient::ResendBlockIfOnWire(v3s16 p)
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}
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}
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void RemoteClient::GetNextBlocks(
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void RemoteClient::GetNextBlocks (
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ServerEnvironment *env,
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EmergeManager * emerge,
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float dtime,
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@ -182,18 +182,15 @@ void RemoteClient::GetNextBlocks(
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//bool queue_is_full = false;
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s16 d;
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for(d = d_start; d <= d_max; d++)
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{
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for(d = d_start; d <= d_max; d++) {
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/*
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Get the border/face dot coordinates of a "d-radiused"
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box
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*/
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std::list<v3s16> list;
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getFacePositions(list, d);
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std::vector<v3s16> list = FacePositionCache::getFacePositions(d);
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std::list<v3s16>::iterator li;
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for(li=list.begin(); li!=list.end(); ++li)
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{
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std::vector<v3s16>::iterator li;
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for(li = list.begin(); li != list.end(); ++li) {
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v3s16 p = *li + center;
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/*
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@ -530,9 +530,8 @@ int ModApiEnvMod::l_find_node_near(lua_State *L)
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}
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for(int d=1; d<=radius; d++){
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std::list<v3s16> list;
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getFacePositions(list, d);
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for(std::list<v3s16>::iterator i = list.begin();
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std::vector<v3s16> list = FacePositionCache::getFacePositions(d);
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for(std::vector<v3s16>::iterator i = list.begin();
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i != list.end(); ++i){
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v3s16 p = pos + (*i);
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content_t c = env->getMap().getNodeNoEx(p).getContent();
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@ -20,79 +20,84 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "numeric.h"
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#include "mathconstants.h"
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#include "../log.h"
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#include "log.h"
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#include "../constants.h" // BS, MAP_BLOCKSIZE
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#include <string.h>
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#include <iostream>
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std::map<u16, std::vector<v3s16> > FacePositionCache::m_cache;
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// Calculate the borders of a "d-radius" cube
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void getFacePositions(std::list<v3s16> &list, u16 d)
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std::vector<v3s16> FacePositionCache::getFacePositions(u16 d)
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{
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if(d == 0)
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{
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list.push_back(v3s16(0,0,0));
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if (m_cache.find(d) != m_cache.end())
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return m_cache[d];
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generateFacePosition(d);
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return m_cache[d];
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}
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void FacePositionCache::generateFacePosition(u16 d)
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{
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m_cache[d] = std::vector<v3s16>();
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if(d == 0) {
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m_cache[d].push_back(v3s16(0,0,0));
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return;
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}
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if(d == 1)
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{
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if(d == 1) {
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/*
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This is an optimized sequence of coordinates.
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*/
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list.push_back(v3s16( 0, 1, 0)); // top
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list.push_back(v3s16( 0, 0, 1)); // back
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list.push_back(v3s16(-1, 0, 0)); // left
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list.push_back(v3s16( 1, 0, 0)); // right
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list.push_back(v3s16( 0, 0,-1)); // front
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list.push_back(v3s16( 0,-1, 0)); // bottom
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m_cache[d].push_back(v3s16( 0, 1, 0)); // top
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m_cache[d].push_back(v3s16( 0, 0, 1)); // back
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m_cache[d].push_back(v3s16(-1, 0, 0)); // left
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m_cache[d].push_back(v3s16( 1, 0, 0)); // right
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m_cache[d].push_back(v3s16( 0, 0,-1)); // front
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m_cache[d].push_back(v3s16( 0,-1, 0)); // bottom
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// 6
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list.push_back(v3s16(-1, 0, 1)); // back left
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list.push_back(v3s16( 1, 0, 1)); // back right
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list.push_back(v3s16(-1, 0,-1)); // front left
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list.push_back(v3s16( 1, 0,-1)); // front right
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list.push_back(v3s16(-1,-1, 0)); // bottom left
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list.push_back(v3s16( 1,-1, 0)); // bottom right
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list.push_back(v3s16( 0,-1, 1)); // bottom back
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list.push_back(v3s16( 0,-1,-1)); // bottom front
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list.push_back(v3s16(-1, 1, 0)); // top left
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list.push_back(v3s16( 1, 1, 0)); // top right
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list.push_back(v3s16( 0, 1, 1)); // top back
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list.push_back(v3s16( 0, 1,-1)); // top front
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m_cache[d].push_back(v3s16(-1, 0, 1)); // back left
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m_cache[d].push_back(v3s16( 1, 0, 1)); // back right
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m_cache[d].push_back(v3s16(-1, 0,-1)); // front left
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m_cache[d].push_back(v3s16( 1, 0,-1)); // front right
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m_cache[d].push_back(v3s16(-1,-1, 0)); // bottom left
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m_cache[d].push_back(v3s16( 1,-1, 0)); // bottom right
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m_cache[d].push_back(v3s16( 0,-1, 1)); // bottom back
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m_cache[d].push_back(v3s16( 0,-1,-1)); // bottom front
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m_cache[d].push_back(v3s16(-1, 1, 0)); // top left
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m_cache[d].push_back(v3s16( 1, 1, 0)); // top right
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m_cache[d].push_back(v3s16( 0, 1, 1)); // top back
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m_cache[d].push_back(v3s16( 0, 1,-1)); // top front
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// 18
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list.push_back(v3s16(-1, 1, 1)); // top back-left
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list.push_back(v3s16( 1, 1, 1)); // top back-right
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list.push_back(v3s16(-1, 1,-1)); // top front-left
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list.push_back(v3s16( 1, 1,-1)); // top front-right
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list.push_back(v3s16(-1,-1, 1)); // bottom back-left
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list.push_back(v3s16( 1,-1, 1)); // bottom back-right
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list.push_back(v3s16(-1,-1,-1)); // bottom front-left
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list.push_back(v3s16( 1,-1,-1)); // bottom front-right
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m_cache[d].push_back(v3s16(-1, 1, 1)); // top back-left
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m_cache[d].push_back(v3s16( 1, 1, 1)); // top back-right
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m_cache[d].push_back(v3s16(-1, 1,-1)); // top front-left
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m_cache[d].push_back(v3s16( 1, 1,-1)); // top front-right
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m_cache[d].push_back(v3s16(-1,-1, 1)); // bottom back-left
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m_cache[d].push_back(v3s16( 1,-1, 1)); // bottom back-right
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m_cache[d].push_back(v3s16(-1,-1,-1)); // bottom front-left
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m_cache[d].push_back(v3s16( 1,-1,-1)); // bottom front-right
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// 26
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return;
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}
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// Take blocks in all sides, starting from y=0 and going +-y
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for(s16 y=0; y<=d-1; y++)
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{
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for(s16 y=0; y<=d-1; y++) {
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// Left and right side, including borders
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for(s16 z=-d; z<=d; z++)
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{
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list.push_back(v3s16(d,y,z));
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list.push_back(v3s16(-d,y,z));
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if(y != 0)
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{
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list.push_back(v3s16(d,-y,z));
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list.push_back(v3s16(-d,-y,z));
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for(s16 z=-d; z<=d; z++) {
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m_cache[d].push_back(v3s16(d,y,z));
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m_cache[d].push_back(v3s16(-d,y,z));
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if(y != 0) {
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m_cache[d].push_back(v3s16(d,-y,z));
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m_cache[d].push_back(v3s16(-d,-y,z));
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}
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}
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// Back and front side, excluding borders
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for(s16 x=-d+1; x<=d-1; x++)
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{
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list.push_back(v3s16(x,y,d));
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list.push_back(v3s16(x,y,-d));
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if(y != 0)
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{
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list.push_back(v3s16(x,-y,d));
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list.push_back(v3s16(x,-y,-d));
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for(s16 x=-d+1; x<=d-1; x++) {
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m_cache[d].push_back(v3s16(x,y,d));
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m_cache[d].push_back(v3s16(x,y,-d));
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if(y != 0) {
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m_cache[d].push_back(v3s16(x,-y,d));
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m_cache[d].push_back(v3s16(x,-y,-d));
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}
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}
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}
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// Take the bottom and top face with borders
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// -d<x<d, y=+-d, -d<z<d
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for(s16 x=-d; x<=d; x++)
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for(s16 z=-d; z<=d; z++)
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{
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list.push_back(v3s16(x,-d,z));
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list.push_back(v3s16(x,d,z));
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for(s16 z=-d; z<=d; z++) {
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m_cache[d].push_back(v3s16(x,-d,z));
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m_cache[d].push_back(v3s16(x,d,z));
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}
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}
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@ -25,10 +25,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "../irr_v3d.h"
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#include "../irr_aabb3d.h"
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#include <list>
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#include <map>
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#include <vector>
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#include <algorithm>
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// Calculate the borders of a "d-radius" cube
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void getFacePositions(std::list<v3s16> &list, u16 d);
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/*
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* This class permits to cache getFacePosition call results
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* This reduces CPU usage and vector calls
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*/
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class FacePositionCache
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{
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public:
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static std::vector<v3s16> getFacePositions(u16 d);
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private:
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static void generateFacePosition(u16 d);
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static std::map<u16, std::vector<v3s16> > m_cache;
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};
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class IndentationRaiser
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{
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