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https://github.com/PixelGuys/Cubyz.git
synced 2025-08-03 11:17:05 -04:00
Use a RwLock for the lighting data to allow meshing to lock it in a wider scope.
Fixes #319
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86e08b9f8a
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@ -233,9 +233,15 @@ const PrimitiveMesh = struct {
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@memcpy(completeList[i..][0..neighborFaces.items.len], neighborFaces.items);
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i += neighborFaces.items.len;
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}
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parent.lightingData[0].lock.lockShared();
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parent.lightingData[1].lock.lockShared();
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for(completeList) |*face| {
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face.light = getLight(parent, .{face.position.x, face.position.y, face.position.z}, face.blockAndQuad.quadIndex);
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}
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parent.lightingData[1].lock.unlockShared();
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parent.lightingData[0].lock.unlockShared();
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self.mutex.lock();
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const oldList = self.completeList;
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self.completeList = completeList;
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@ -254,7 +260,7 @@ const PrimitiveMesh = struct {
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const x = (wx >> mesh.chunk.voxelSizeShift) & chunk.chunkMask;
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const y = (wy >> mesh.chunk.voxelSizeShift) & chunk.chunkMask;
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const z = (wz >> mesh.chunk.voxelSizeShift) & chunk.chunkMask;
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return mesh.lightingData[1].getValue(x, y, z) ++ mesh.lightingData[0].getValue(x, y, z);
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return mesh.lightingData[1].getValueHoldingTheLock(x, y, z) ++ mesh.lightingData[0].getValueHoldingTheLock(x, y, z);
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}
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fn getLightAt(parent: *ChunkMesh, x: i32, y: i32, z: i32) [6]u8 {
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@ -266,6 +272,10 @@ const PrimitiveMesh = struct {
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}
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const neighborMesh = mesh_storage.getMeshAndIncreaseRefCount(.{.wx = wx, .wy = wy, .wz = wz, .voxelSize = parent.pos.voxelSize}) orelse return .{0, 0, 0, 0, 0, 0};
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defer neighborMesh.decreaseRefCount();
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neighborMesh.lightingData[0].lock.lockShared();
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defer neighborMesh.lightingData[0].lock.unlockShared();
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neighborMesh.lightingData[1].lock.lockShared();
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defer neighborMesh.lightingData[1].lock.unlockShared();
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return getValues(neighborMesh, wx, wy, wz);
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}
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@ -32,7 +32,7 @@ pub const ChannelChunk = struct {
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paletteOccupancy: []u32,
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paletteLength: u32,
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activePaletteEntries: u32,
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mutex: std.Thread.Mutex,
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lock: std.Thread.RwLock,
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ch: *chunk.Chunk,
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isSun: bool,
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@ -40,7 +40,7 @@ pub const ChannelChunk = struct {
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memoryPoolMutex.lock();
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const self = memoryPool.create() catch unreachable;
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memoryPoolMutex.unlock();
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self.mutex = .{};
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self.lock = .{};
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self.ch = ch;
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self.isSun = isSun;
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self.data = .{};
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@ -83,20 +83,17 @@ pub const ChannelChunk = struct {
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};
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fn getValueInternal(self: *ChannelChunk, i: usize) [3]u8 {
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std.debug.assert(!self.mutex.tryLock());
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return self.palette[self.data.getValue(i)];
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}
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pub fn getValue(self: *ChannelChunk, x: i32, y: i32, z: i32) [3]u8 {
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pub fn getValueHoldingTheLock(self: *ChannelChunk, x: i32, y: i32, z: i32) [3]u8 {
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const index = chunk.getIndex(x, y, z);
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self.mutex.lock(); // TODO: Locking a mutex this often can be quite slow.
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defer self.mutex.unlock();
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return self.getValueInternal(index);
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}
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fn setValueInternal(self: *ChannelChunk, i: usize, val: [3]u8) void {
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std.debug.assert(self.paletteLength <= self.palette.len);
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std.debug.assert(!self.mutex.tryLock());
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std.debug.assert(!self.lock.tryLock());
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var paletteIndex: u32 = 0;
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while(paletteIndex < self.paletteLength) : (paletteIndex += 1) { // TODO: There got to be a faster way to do this. Either using SIMD or using a cache or hashmap.
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if(std.meta.eql(self.palette[paletteIndex], val)) {
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@ -128,7 +125,7 @@ pub const ChannelChunk = struct {
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}
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fn optimizeLayout(self: *ChannelChunk) void {
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std.debug.assert(!self.mutex.tryLock());
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std.debug.assert(!self.lock.tryLock());
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if(std.math.log2_int_ceil(usize, self.palette.len) == std.math.log2_int_ceil(usize, self.activePaletteEntries)) return;
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var newData = main.utils.DynamicPackedIntArray(chunk.chunkVolume).initCapacity(main.globalAllocator, @intCast(std.math.log2_int_ceil(u32, self.activePaletteEntries)));
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@ -197,7 +194,7 @@ pub const ChannelChunk = struct {
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}
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}
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self.mutex.lock();
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self.lock.lock();
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while(lightQueue.dequeue()) |entry| {
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const index = chunk.getIndex(entry.x, entry.y, entry.z);
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const oldValue: [3]u8 = self.getValueInternal(index);
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@ -231,7 +228,7 @@ pub const ChannelChunk = struct {
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}
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}
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self.optimizeLayout();
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self.mutex.unlock();
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self.lock.unlock();
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if(mesh_storage.getMeshAndIncreaseRefCount(self.ch.pos)) |mesh| {
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mesh.scheduleLightRefreshAndDecreaseRefCount();
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}
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@ -254,7 +251,7 @@ pub const ChannelChunk = struct {
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}
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var isFirstIteration: bool = isFirstBlock;
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self.mutex.lock();
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self.lock.lock();
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while(lightQueue.dequeue()) |entry| {
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const index = chunk.getIndex(entry.x, entry.y, entry.z);
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const oldValue: [3]u8 = self.getValueInternal(index);
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@ -309,7 +306,7 @@ pub const ChannelChunk = struct {
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lightQueue.enqueue(result);
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}
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}
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self.mutex.unlock();
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self.lock.unlock();
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if(mesh_storage.getMeshAndIncreaseRefCount(self.ch.pos)) |mesh| {
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mesh.scheduleLightRefreshAndDecreaseRefCount();
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}
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@ -388,8 +385,8 @@ pub const ChannelChunk = struct {
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const neighborMesh = mesh_storage.getNeighborAndIncreaseRefCount(self.ch.pos, self.ch.pos.voxelSize, @intCast(neighbor)) orelse continue;
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defer neighborMesh.decreaseRefCount();
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const neighborLightChunk = neighborMesh.lightingData[@intFromBool(self.isSun)];
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neighborLightChunk.mutex.lock();
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defer neighborLightChunk.mutex.unlock();
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neighborLightChunk.lock.lockShared();
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defer neighborLightChunk.lock.unlockShared();
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const index = chunk.getIndex(x, y, z);
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const neighborIndex = chunk.getIndex(otherX, otherY, otherZ);
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var value: [3]u8 = neighborLightChunk.getValueInternal(neighborIndex);
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@ -412,12 +409,12 @@ pub const ChannelChunk = struct {
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pub fn propagateLightsDestructive(self: *ChannelChunk, lights: []const [3]u8) void {
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var lightQueue = main.utils.CircularBufferQueue(Entry).init(main.stackAllocator, 1 << 12);
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defer lightQueue.deinit();
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self.mutex.lock();
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self.lock.lockShared();
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for(lights) |pos| {
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const index = chunk.getIndex(pos[0], pos[1], pos[2]);
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lightQueue.enqueue(.{.x = @intCast(pos[0]), .y = @intCast(pos[1]), .z = @intCast(pos[2]), .value = self.getValueInternal(index), .sourceDir = 6, .activeValue = 0b111});
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}
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self.mutex.unlock();
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self.lock.unlockShared();
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var constructiveEntries: main.ListUnmanaged(ChunkEntries) = .{};
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defer constructiveEntries.deinit(main.stackAllocator);
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constructiveEntries.append(main.stackAllocator, .{
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@ -430,7 +427,7 @@ pub const ChannelChunk = struct {
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var entryList = entries.entries;
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defer entryList.deinit(main.stackAllocator);
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const channelChunk = if(mesh) |_mesh| _mesh.lightingData[@intFromBool(self.isSun)] else self;
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channelChunk.mutex.lock();
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channelChunk.lock.lockShared();
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for(entryList.items) |entry| {
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const index = chunk.getIndex(entry.x, entry.y, entry.z);
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const value = channelChunk.getValueInternal(index);
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@ -438,7 +435,7 @@ pub const ChannelChunk = struct {
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channelChunk.setValueInternal(index, .{0, 0, 0});
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lightQueue.enqueue(.{.x = entry.x, .y = entry.y, .z = entry.z, .value = value, .sourceDir = 6, .activeValue = 0b111});
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}
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channelChunk.mutex.unlock();
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channelChunk.lock.unlockShared();
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channelChunk.propagateDirect(&lightQueue);
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}
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}
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