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-rw-r--r--src/LightingThread.h19
1 files changed, 13 insertions, 6 deletions
diff --git a/src/LightingThread.h b/src/LightingThread.h
index 770ae809f..f71d2cf1a 100644
--- a/src/LightingThread.h
+++ b/src/LightingThread.h
@@ -16,7 +16,7 @@ Lighting is calculated in a flood-fill fashion:
The seeds need two fast operations:
- Check if a block at [x, y, z] is already a seed
- Get the next seed in the row
-For that reason it is stored in two arrays, one stores a bool saying a seed is in that position,
+For that reason it is stored in two arrays, one stores a bool saying a seed is in that position,
the other is an array of seed coords, encoded as a single int.
Step 2 needs two separate storages for old seeds and new seeds, so there are two actual storages for that purpose,
their content is swapped after each full step-2-cycle.
@@ -82,7 +82,7 @@ protected:
cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter);
protected:
- virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override
+ virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override
{
UNUSED(a_ChunkX);
UNUSED(a_ChunkZ);
@@ -108,6 +108,9 @@ protected:
cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
cEvent m_evtQueueEmpty; // Set when the queue gets empty
+ /** The highest block in the current 3x3 chunk data */
+ HEIGHTTYPE m_MaxHeight;
+
// Buffers for the 3x3 chunk data
// These buffers alone are 1.7 MiB in size, therefore they cannot be located on the stack safely - some architectures may have only 1 MiB for stack, or even less
@@ -136,8 +139,8 @@ protected:
/** Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk */
void LightChunk(cLightingChunkStay & a_Item);
- /** Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays */
- bool ReadChunks(int a_ChunkX, int a_ChunkZ);
+ /** Prepares m_BlockTypes and m_HeightMap data; zeroes out the light arrays */
+ void ReadChunks(int a_ChunkX, int a_ChunkZ);
/** Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight */
void PrepareSkyLight(void);
@@ -145,12 +148,16 @@ protected:
/** Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight */
void PrepareBlockLight(void);
+ /** Same as PrepareBlockLight(), but uses a different traversal scheme; possibly better perf cache-wise.
+ To be compared in perf benchmarks. */
+ void PrepareBlockLight2(void);
+
/** Calculates light in the light array specified, using stored seeds */
void CalcLight(NIBBLETYPE * a_Light);
/** Does one step in the light calculation - one seed propagation and seed recalculation */
void CalcLightStep(
- NIBBLETYPE * a_Light,
+ NIBBLETYPE * a_Light,
int a_NumSeedsIn, unsigned char * a_IsSeedIn, unsigned int * a_SeedIdxIn,
int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
);
@@ -159,7 +166,7 @@ protected:
void CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight);
inline void PropagateLight(
- NIBBLETYPE * a_Light,
+ NIBBLETYPE * a_Light,
unsigned int a_SrcIdx, unsigned int a_DstIdx,
int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
)