preparing for node buffer shifting in a separate thread

This commit is contained in:
Piotrek
2021-05-16 15:01:37 +02:00
parent 57e1a9134e
commit 76e952995d
2 changed files with 55 additions and 16 deletions
+3 -4
View File
@@ -2,7 +2,6 @@ use std::time::Instant;
use byteorder::{ByteOrder, LittleEndian};
use std::convert::TryInto;
use cgmath::Vector3;
use std::cmp::{min, max};
use crate::game::world::block::WorldBlock;
use super::nodes::{Nodes, NODE_TEX_SIZE, NODE_TEX_SIZE_QB};
@@ -144,7 +143,9 @@ impl Content {
);
}
pub fn shift(&mut self, offset: &Vector3<i32>) {
pub fn shift(&mut self, offset: &Vector3<i32>) -> bool {
self.nodes.shift(offset)
// let timer = Instant::now();
// let mut result = vec![0_u32; self.node_buffer.len()].into_boxed_slice();
// let (ox, oy, oz) = (offset.x, offset.y, offset.z);
@@ -169,8 +170,6 @@ impl Content {
// println!("Shifted node buffer by {:?} in {} ms", offset, timer.elapsed().as_millis());
}
pub fn update(&mut self, queue: &wgpu::Queue) {
self.nodes.update(queue, &self.node_texture);
}
+52 -12
View File
@@ -1,3 +1,10 @@
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::thread::JoinHandle;
use std::sync::Mutex;
use std::thread;
use std::cmp::{min, max};
use cgmath::Vector3;
use byteorder::{LittleEndian, ByteOrder};
pub const NODE_TEX_SIZE: usize = 128; // 32x32x32 nodes in texture
@@ -6,35 +13,68 @@ pub const NODE_TEX_SIZE_QB: usize = NODE_TEX_SIZE*NODE_TEX_SIZE*NODE_TEX_SIZE;
pub struct Nodes {
node_buffer_a: Box<[u32]>,
node_buffer_b: Box<[u32]>,
node_buffer_a: Mutex<Box<[u32]>>,
node_buffer_b: Mutex<Box<[u32]>>,
active_buffer: u8,
modified: bool
busy: Arc<AtomicBool>,
modified: bool,
}
impl Nodes {
pub fn new() -> Self {
Self {
node_buffer_a: vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice(),
node_buffer_b: vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice(),
node_buffer_a: Mutex::new(vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice()),
node_buffer_b: Mutex::new(vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice()),
active_buffer: 0,
modified: false
busy: Arc::new(AtomicBool::new(false)),
modified: false,
}
}
pub fn get_node(&self, index: usize) -> u32 {
if self.active_buffer == 0 { self.node_buffer_a[index] }
else { self.node_buffer_b[index] }
if self.active_buffer == 0 { self.node_buffer_a.lock().unwrap()[index] }
else { self.node_buffer_b.lock().unwrap()[index] }
}
pub fn set_node(&mut self, index: usize, value: u32) {
if self.active_buffer == 0 { self.node_buffer_a[index] = value; }
else { self.node_buffer_b[index] = value; }
if self.active_buffer == 0 { self.node_buffer_a.lock().unwrap()[index] = value; }
else { self.node_buffer_b.lock().unwrap()[index] = value; }
self.modified = true;
}
pub fn shift(&mut self, offset: &Vector3<i32>) -> bool {
// Prevent shifting if busy
if self.busy.load(Ordering::Relaxed) {
return false;
}
// Perform shift
self.busy.store(true, Ordering::Relaxed);
let from = if self.active_buffer == 0 { self.node_buffer_a.lock().unwrap() } else { self.node_buffer_b.lock().unwrap() };
let mut to = if self.active_buffer == 0 { self.node_buffer_b.lock().unwrap() } else { self.node_buffer_a.lock().unwrap() };
let (ox, oy, oz) = (offset.x, offset.y, offset.z);
let size = NODE_TEX_SIZE as i32;
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));
to[idx1 as usize] = from[idx0 as usize];
}
}
}
self.active_buffer = !self.active_buffer;
self.modified = true;
self.busy.store(false, Ordering::Relaxed);
true
}
pub fn update(&mut self, queue: &wgpu::Queue, texture: &wgpu::Texture) {
if self.modified {
if self.modified && !self.busy.load(Ordering::Relaxed) {
self.modified = false;
// Select target node buffer
@@ -50,7 +90,7 @@ 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(&node_buffer[offset..offset+NODE_TEX_SIZE_SQ], &mut node_bytes);
LittleEndian::write_u32_into(&node_buffer.lock().unwrap()[offset..offset+NODE_TEX_SIZE_SQ], &mut node_bytes);
// Write nodes
queue.write_texture(