cpu shifting nodes in a separate thread, very bugged

This commit is contained in:
Piotrek
2021-05-18 16:27:23 +02:00
parent 9fb88c634b
commit 10182730a5
4 changed files with 73 additions and 60 deletions
+63 -58
View File
@@ -4,96 +4,101 @@ use std::cmp::{min, max};
use std::time::Instant;
use cgmath::Vector3;
use std::thread;
use std::sync::{mpsc, mpsc::Receiver, mpsc::Sender};
use byteorder::{LittleEndian, ByteOrder};
pub const NODE_TEX_SIZE: usize = 128; // 32x32x32 nodes in texture
pub const NODE_TEX_SIZE_SQ: usize = NODE_TEX_SIZE*NODE_TEX_SIZE;
pub const NODE_TEX_SIZE_QB: usize = NODE_TEX_SIZE*NODE_TEX_SIZE*NODE_TEX_SIZE;
struct ShiftResult {
offset: Vector3<i32>,
active_buffer: usize
}
type NodeBuffer = (Vector3<i32>, Box<[u32]>);
pub struct Nodes {
// Realtime variables
node_buffer: Arc<Mutex<[Box<[u32]>; 2]>>,
world_offset: Vector3<i32>,
active_buffer: usize,
buffer: Box<[u32]>,
offset: Vector3<i32>,
dirty: bool,
// Threaded work
busy: i32,
busy: bool,
queue: Vec<Vector3<i32>>,
channel: (Sender<NodeBuffer>, Receiver<NodeBuffer>)
}
impl Nodes {
pub fn new() -> Self {
Self {
// Realtime variables
node_buffer: Arc::new(Mutex::new([vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice(), vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice()])),
world_offset: Vector3{x:0,y:0,z:0},
active_buffer: 0,
// Present
buffer: vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice(),
offset: Vector3{x:0,y:0,z:0},
dirty: false,
// Threaded work
busy: 0,
busy: false,
queue: Vec::new(),
channel: mpsc::channel()
}
}
pub fn get_world_offset(&self) -> Vector3<i32> {
self.world_offset
self.offset
}
pub fn get_node(&self, index: usize) -> u32 {
self.node_buffer.lock().unwrap()[self.active_buffer][index]
self.buffer[index]
}
pub fn is_busy(&self) -> bool {
self.busy
}
pub fn set_node(&mut self, index: usize, value: u32) {
self.node_buffer.lock().unwrap()[self.active_buffer][index] = value;
self.buffer[index] = value;
self.dirty = true;
}
pub fn shift(&mut self, offset: &Vector3<i32>) {
let a = if self.active_buffer == 0 { 0 } else { 1 };
let b = if self.active_buffer == 0 { 1 } else { 0 };
let (ox, oy, oz) = (offset.x, offset.y, offset.z);
let node_buffer = Arc::clone(&self.node_buffer);
self.busy += 1;
let t = thread::spawn(move || {
// Prepare variables
let mut node_buffer = node_buffer.lock().unwrap();
let size = NODE_TEX_SIZE as i32;
// Clear target buffer
for i in node_buffer[b].iter_mut() {
*i = 0;
}
// Copy slice of source buffer into target buffer
for x in max(0, -ox)..min(size-ox, size) {
for y in max(0, -oy)..min(size-oy, size) {
for z in max(0, -oz)..min(size-oz, size) {
let idx0 = x + size * (y + size * z);
let idx1 = (x+ox) + size * ((y+oy) + size * (z+oz));
node_buffer[b][idx1 as usize] = node_buffer[a][idx0 as usize];
}
}
}
});
// DEBUG
t.join().unwrap();
self.world_offset += *offset;
self.active_buffer = b;
self.dirty = true;
self.busy -= 1;
self.queue.push(*offset);
}
pub fn update(&mut self, queue: &wgpu::Queue, texture: &wgpu::Texture) {
// Receive work
while let Ok(result) = self.channel.1.try_recv() {
self.offset += result.0;
self.buffer = result.1;
self.busy = false;
self.dirty = true;
}
// Check if there is some more work
if !self.busy {
if let Some(offset) = self.queue.pop() {
self.busy = true;
self.dirty = false;
let source = self.buffer.clone();
let tx = self.channel.0.clone();
// Spawn worker
thread::spawn(move || {
println!("shift worker start: {:?}", offset);
let size = NODE_TEX_SIZE as i32;
let mut target = vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice();
let (ox, oy, oz) = (offset.x, offset.y, offset.z);
// Copy slice of source buffer into target buffer
for x in max(0, -ox)..min(size-ox, size) {
for y in max(0, -oy)..min(size-oy, size) {
for z in max(0, -oz)..min(size-oz, size) {
let idx0 = x + size * (y + size * z);
let idx1 = (x+ox) + size * ((y+oy) + size * (z+oz));
target[idx1 as usize] = source[idx0 as usize];
}
}
}
// Send result
tx.send((offset, target)).unwrap();
println!("shift worker done: {:?}", offset);
});
}
}
if self.dirty {
self.dirty = false;
@@ -106,7 +111,7 @@ impl Nodes {
let node_size = wgpu::Extent3d { width: NODE_TEX_SIZE as u32, height: NODE_TEX_SIZE as u32, depth: 1 };
let mut node_bytes = [0_u8; NODE_TEX_SIZE_SQ*4];
let offset = NODE_TEX_SIZE_SQ*z;
LittleEndian::write_u32_into(&self.node_buffer.lock().unwrap()[self.active_buffer][offset..offset+NODE_TEX_SIZE_SQ], &mut node_bytes);
LittleEndian::write_u32_into(&self.buffer[offset..offset+NODE_TEX_SIZE_SQ], &mut node_bytes);
// Write nodes
queue.write_texture(