Added a cap to how many finished tasks can be completed based on time.
parent
caeda8c680
commit
ef079a2c55
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@ -69,7 +69,4 @@ void GameInstance::draw() {
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for (auto &chunk : *world->getMeshChunks()) {
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renderer->draw(chunk.second);
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}
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}
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GameInstance::~GameInstance() = default;
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}
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@ -23,8 +23,6 @@ public:
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void update(GLfloat deltaTime);
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void draw();
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~GameInstance();
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public:
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//The renderer contains the camera, window, and draw methods.
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Renderer* renderer;
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@ -12,8 +12,8 @@
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World::World(BlockAtlas *atlas) {
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blockAtlas = atlas;
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for (int i = 0; i < CHUNK_THREADS; i++) {
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chunkThreads.push_back(new ChunkThreadDef());
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for (int i = 0; i < GEN_THREADS; i++) {
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genThreads.push_back(new ChunkThreadDef());
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}
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for (int i = 0; i < MESH_THREADS; i++) {
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@ -23,58 +23,63 @@ World::World(BlockAtlas *atlas) {
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void World::genNewChunk(glm::vec3 pos) {
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if (!blockChunks.count(pos)) {
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chunkGenQueue.insert(pos);
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pendingGen.insert(pos);
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}
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}
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void World::commitChunk(glm::vec3 pos, BlockChunk *c) {
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blockChunks.insert(std::pair<glm::vec3, BlockChunk*>(pos, c));
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if (!c->isEmpty()) {
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meshGenQueue.insert(pos);
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pendingMesh.insert(pos);
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}
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}
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void World::update() {
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Timer world("World update");
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//Create / Finalize BlockChunks
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handleChunkGenQueue();
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//Create / Finalize MeshChunks
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handleMeshGenQueue();
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// world.printElapsedMs();
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}
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void World::handleChunkGenQueue() {
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std::vector<ChunkThreadData*> finishedThreads;
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for (auto threadDef : chunkThreads) {
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for (auto threadDef : genThreads) {
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std::unique_lock<std::mutex> lock(threadDef->lock, std::defer_lock);
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lock.lock();
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for (auto iter = threadDef->tasks.begin(); iter != threadDef->tasks.end();) {
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if (finishedGen.size() > GEN_FINISHED_SIZE) break;
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auto threadData = *iter;
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if (threadData->done) {
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finishedThreads.push_back(threadData);
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finishedGen.push_back(threadData);
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iter = threadDef->tasks.erase(iter);
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} else iter++;
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}
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while (!chunkGenQueue.empty() && threadDef->tasks.size() < CHUNK_THREAD_QUEUE) {
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auto it = chunkGenQueue.begin();
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chunkGenQueue.erase(it);
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while (!pendingGen.empty() && threadDef->tasks.size() < GEN_QUEUE_SIZE) {
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auto it = pendingGen.begin();
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pendingGen.erase(it);
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glm::vec3 pos = *it;
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threadDef->tasks.push_back(new ChunkThreadData(*it, blockAtlas));
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}
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}
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// std::cout << "Finished Chunks: " << finishedThreads.size() << std::endl;
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Timer t("Chunk Initialization");
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for (auto iter = finishedGen.begin(); iter != finishedGen.end(); ) {
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if (t.elapsedNs() > 4000000) break;
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for (auto iter = finishedThreads.begin(); iter != finishedThreads.end(); ) {
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ChunkThreadData* threadData = *iter;
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commitChunk(threadData->pos, threadData->chunk);
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iter = finishedThreads.erase(iter);
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iter = finishedGen.erase(iter);
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delete threadData;
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}
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// t.printElapsedMs();
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}
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//Function that runs on each ChunkGenThread in the chunk generation threadpool.
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@ -138,32 +143,33 @@ void World::chunkGenThread(World::ChunkThreadDef* threadDef) {
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}
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void World::handleMeshGenQueue() {
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std::vector<MeshThreadData*> finishedThreads;
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for (auto threadDef : meshThreads) {
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std::unique_lock<std::mutex> lock(threadDef->lock, std::defer_lock);
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lock.lock();
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for (auto iter = threadDef->tasks.begin(); iter != threadDef->tasks.end();) {
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if (finishedMesh.size() > MESH_FINISHED_SIZE) break;
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auto threadData = *iter;
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if (threadData->done) {
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finishedThreads.push_back(threadData);
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finishedMesh.push_back(threadData);
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iter = threadDef->tasks.erase(iter);
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} else iter++;
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}
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while (!meshGenQueue.empty() && threadDef->tasks.size() < MESH_THREAD_QUEUE) {
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auto it = meshGenQueue.begin();
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meshGenQueue.erase(it);
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while (!pendingMesh.empty() && threadDef->tasks.size() < MESH_QUEUE_SIZE) {
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auto it = pendingMesh.begin();
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pendingMesh.erase(it);
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glm::vec3 pos = *it;
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threadDef->tasks.push_back(new MeshThreadData(*it, blockChunks.at(pos), blockAtlas));
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}
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}
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std::cout << "Finished Meshes: " << finishedThreads.size() << std::endl;
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Timer t("Mesh Initialization");
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for (auto iter = finishedMesh.begin(); iter != finishedMesh.end(); ) {
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if (t.elapsedNs() > 4000000) break;
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for (auto iter = finishedThreads.begin(); iter != finishedThreads.end(); ) {
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MeshThreadData* threadData = *iter;
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if (!threadData->vertices->empty()) {
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@ -175,9 +181,10 @@ void World::handleMeshGenQueue() {
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meshChunks.insert(std::pair<glm::vec3, MeshChunk *>(threadData->pos, meshChunk));
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}
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iter = finishedThreads.erase(iter);
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iter = finishedMesh.erase(iter);
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delete threadData;
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}
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// t.printElapsedMs();
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}
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//Function that runs on each MeshGenThread in the mesh generation threadpool.
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@ -231,7 +238,7 @@ World::ChunkThreadData::ChunkThreadData(glm::vec3 pos, BlockAtlas *atlas) {
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World::ChunkThreadDef::ChunkThreadDef() {
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thread = new std::thread(chunkGenThread, this);
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sched_param sch_params;
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sched_param sch_params{};
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sch_params.sched_priority = 1;
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pthread_setschedparam(thread->native_handle(), SCHED_RR, &sch_params);
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@ -259,7 +266,7 @@ World::MeshThreadData::~MeshThreadData() {
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World::MeshThreadDef::MeshThreadDef() {
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thread = new std::thread(meshGenThread, this);
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sched_param sch_params;
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sched_param sch_params{};
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sch_params.sched_priority = 1;
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pthread_setschedparam(thread->native_handle(), SCHED_RR, &sch_params);
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@ -52,15 +52,21 @@ private:
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void handleChunkGenQueue();
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void handleMeshGenQueue();
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const int CHUNK_THREADS = 8;
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const int CHUNK_THREAD_QUEUE = 16;
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std::unordered_set<glm::vec3, vec3cmp> chunkGenQueue;
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std::vector<ChunkThreadDef*> chunkThreads;
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const int GEN_THREADS = 8;
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const int GEN_QUEUE_SIZE = 16;
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const int GEN_FINISHED_SIZE = GEN_THREADS * GEN_QUEUE_SIZE;
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std::unordered_set<glm::vec3, vec3cmp> pendingGen;
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std::vector<ChunkThreadDef*> genThreads;
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std::vector<ChunkThreadData*> finishedGen;
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const int MESH_THREADS = 8;
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const int MESH_THREAD_QUEUE = 16;
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std::unordered_set<glm::vec3, vec3cmp> meshGenQueue;
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const int MESH_QUEUE_SIZE = 16;
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const int MESH_FINISHED_SIZE = GEN_THREADS * GEN_QUEUE_SIZE;
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std::unordered_set<glm::vec3, vec3cmp> pendingMesh;
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std::vector<MeshThreadDef*> meshThreads;
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std::vector<MeshThreadData*> finishedMesh;
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BlockAtlas* blockAtlas;
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