Exemplo n.º 1
0
MapBlock *EmergeThread::finishGen(v3s16 pos, BlockMakeData *bmdata,
	std::map<v3s16, MapBlock *> *modified_blocks)
{
	//MutexAutoLock envlock(m_server->m_env_mutex);
	ScopeProfiler sp(g_profiler,
		"EmergeThread: after Mapgen::makeChunk", SPT_AVG);

	/*
		Perform post-processing on blocks (invalidate lighting, queue liquid
		transforms, etc.) to finish block make
	*/
	m_map->finishBlockMake(bmdata, modified_blocks);

	MapBlock *block = m_map->getBlockNoCreateNoEx(pos, false, true);
	if (!block) {
		errorstream << "EmergeThread::finishGen: Couldn't grab block we "
			"just generated: " << PP(pos) << std::endl;
		return NULL;
	}

	v3s16 minp = bmdata->blockpos_min * MAP_BLOCKSIZE;
	v3s16 maxp = bmdata->blockpos_max * MAP_BLOCKSIZE +
				 v3s16(1,1,1) * (MAP_BLOCKSIZE - 1);

	// Ignore map edit events, they will not need to be sent
	// to anybody because the block hasn't been sent to anybody

/* thread unsafe
	MapEditEventAreaIgnorer ign(
		&m_server->m_ignore_map_edit_events_area,
		VoxelArea(minp, maxp));
*/

	/*
		Run Lua on_generated callbacks
	*/
	try {
		MAP_NOTHREAD_LOCK(m_map);
		m_server->getScriptIface()->environment_OnGenerated(
			minp, maxp, m_mapgen->blockseed);
	} catch (LuaError &e) {
		m_server->setAsyncFatalError("Lua: " + std::string(e.what()));
	}

	EMERGE_DBG_OUT("ended up with: " << analyze_block(block));

	/*
		Activate the block
	*/
	m_server->m_env->activateBlock(block, 0);

	return block;
}
Exemplo n.º 2
0
static int
symtable_analyze(struct symtable *st)
{
    PyObject *free, *global;
    int r;

    free = PyDict_New();
    if (!free)
        return 0;
    global = PyDict_New();
    if (!global) {
        Py_DECREF(free);
        return 0;
    }
    r = analyze_block(st->st_top, NULL, free, global);
    Py_DECREF(free);
    Py_DECREF(global);
    return r;
}
Exemplo n.º 3
0
static int
analyze_child_block(PySTEntryObject *entry, PyObject *bound, PyObject *free,
                    PyObject *global, PyObject* child_free)
{
    PyObject *temp_bound = NULL, *temp_global = NULL, *temp_free = NULL;

    /* Copy the bound and global dictionaries.

       These dictionaries are used by all blocks enclosed by the
       current block.  The analyze_block() call modifies these
       dictionaries.

    */
    temp_bound = PyDict_New();
    if (!temp_bound)
        goto error;
    if (PyDict_Update(temp_bound, bound) < 0)
        goto error;
    temp_free = PyDict_New();
    if (!temp_free)
        goto error;
    if (PyDict_Update(temp_free, free) < 0)
        goto error;
    temp_global = PyDict_New();
    if (!temp_global)
        goto error;
    if (PyDict_Update(temp_global, global) < 0)
        goto error;

    if (!analyze_block(entry, temp_bound, temp_free, temp_global))
        goto error;
    if (PyDict_Update(child_free, temp_free) < 0)
        goto error;
    Py_DECREF(temp_bound);
    Py_DECREF(temp_free);
    Py_DECREF(temp_global);
    return 1;
 error:
    Py_XDECREF(temp_bound);
    Py_XDECREF(temp_free);
    Py_XDECREF(temp_global);
    return 0;
}
Exemplo n.º 4
0
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
	DSTACK(__FUNCTION_NAME);

	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
	
	std::string prefix;
	if(pass == scene::ESNRP_SOLID)
		prefix = "CM: solid: ";
	else
		prefix = "CM: transparent: ";

	/*
		This is called two times per frame, reset on the non-transparent one
	*/
	if(pass == scene::ESNRP_SOLID)
	{
		m_last_drawn_sectors.clear();
	}

	bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
	bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
	bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");

	/*
		Get time for measuring timeout.
		
		Measuring time is very useful for long delays when the
		machine is swapping a lot.
	*/
	int time1 = time(0);

	/*
		Get animation parameters
	*/
	float animation_time = m_client->getAnimationTime();
	int crack = m_client->getCrackLevel();
	u32 daynight_ratio = m_client->getEnv().getDayNightRatio();

	m_camera_mutex.Lock();
	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;
	m_camera_mutex.Unlock();

	/*
		Get all blocks and draw all visible ones
	*/

	v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
	
	v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);

	v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
	v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;

	// Take a fair amount as we will be dropping more out later
	// Umm... these additions are a bit strange but they are needed.
	v3s16 p_blocks_min(
			p_nodes_min.X / MAP_BLOCKSIZE - 3,
			p_nodes_min.Y / MAP_BLOCKSIZE - 3,
			p_nodes_min.Z / MAP_BLOCKSIZE - 3);
	v3s16 p_blocks_max(
			p_nodes_max.X / MAP_BLOCKSIZE + 1,
			p_nodes_max.Y / MAP_BLOCKSIZE + 1,
			p_nodes_max.Z / MAP_BLOCKSIZE + 1);
	
	u32 vertex_count = 0;
	u32 meshbuffer_count = 0;
	
	// For limiting number of mesh animations per frame
	u32 mesh_animate_count = 0;
	u32 mesh_animate_count_far = 0;
	
	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	u32 blocks_without_stuff = 0;

	/*
		Draw the selected MapBlocks
	*/

	{
	ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);

	MeshBufListList drawbufs;

	for(std::map<v3s16, MapBlock*>::iterator
			i = m_drawlist.begin();
			i != m_drawlist.end(); ++i)
	{
		MapBlock *block = i->second;

		// If the mesh of the block happened to get deleted, ignore it
		if(block->mesh == NULL)
			continue;
		
		float d = 0.0;
		if(isBlockInSight(block->getPos(), camera_position,
				camera_direction, camera_fov,
				100000*BS, &d) == false)
		{
			continue;
		}

		// Mesh animation
		{
			//JMutexAutoLock lock(block->mesh_mutex);
			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);
			// Pretty random but this should work somewhat nicely
			bool faraway = d >= BS*50;
			//bool faraway = d >= m_control.wanted_range * BS;
			if(mapBlockMesh->isAnimationForced() ||
					!faraway ||
					mesh_animate_count_far < (m_control.range_all ? 200 : 50))
			{
				bool animated = mapBlockMesh->animate(
						faraway,
						animation_time,
						crack,
						daynight_ratio);
				if(animated)
					mesh_animate_count++;
				if(animated && faraway)
					mesh_animate_count_far++;
			}
			else
			{
				mapBlockMesh->decreaseAnimationForceTimer();
			}
		}

		/*
			Get the meshbuffers of the block
		*/
		{
			//JMutexAutoLock lock(block->mesh_mutex);

			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);

			scene::SMesh *mesh = mapBlockMesh->getMesh();
			assert(mesh);

			u32 c = mesh->getMeshBufferCount();
			for(u32 i=0; i<c; i++)
			{
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);

				buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);

				const video::SMaterial& material = buf->getMaterial();
				video::IMaterialRenderer* rnd =
						driver->getMaterialRenderer(material.MaterialType);
				bool transparent = (rnd && rnd->isTransparent());
				if(transparent == is_transparent_pass)
				{
					if(buf->getVertexCount() == 0)
						errorstream<<"Block ["<<analyze_block(block)
								<<"] contains an empty meshbuf"<<std::endl;
					drawbufs.add(buf);
				}
			}
		}
	}
	
	std::list<MeshBufList> &lists = drawbufs.lists;
	
	int timecheck_counter = 0;
	for(std::list<MeshBufList>::iterator i = lists.begin();
			i != lists.end(); ++i)
	{
		{
			timecheck_counter++;
			if(timecheck_counter > 50)
			{
				timecheck_counter = 0;
				int time2 = time(0);
				if(time2 > time1 + 4)
				{
					infostream<<"ClientMap::renderMap(): "
						"Rendering takes ages, returning."
						<<std::endl;
					return;
				}
			}
		}

		MeshBufList &list = *i;
		
		driver->setMaterial(list.m);
		
		for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
				j != list.bufs.end(); ++j)
		{
			scene::IMeshBuffer *buf = *j;
			driver->drawMeshBuffer(buf);
			vertex_count += buf->getVertexCount();
			meshbuffer_count++;
		}
#if 0
		/*
			Draw the faces of the block
		*/
		{
			//JMutexAutoLock lock(block->mesh_mutex);

			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);

			scene::SMesh *mesh = mapBlockMesh->getMesh();
			assert(mesh);

			u32 c = mesh->getMeshBufferCount();
			bool stuff_actually_drawn = false;
			for(u32 i=0; i<c; i++)
			{
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
				const video::SMaterial& material = buf->getMaterial();
				video::IMaterialRenderer* rnd =
						driver->getMaterialRenderer(material.MaterialType);
				bool transparent = (rnd && rnd->isTransparent());
				// Render transparent on transparent pass and likewise.
				if(transparent == is_transparent_pass)
				{
					if(buf->getVertexCount() == 0)
						errorstream<<"Block ["<<analyze_block(block)
								<<"] contains an empty meshbuf"<<std::endl;
					/*
						This *shouldn't* hurt too much because Irrlicht
						doesn't change opengl textures if the old
						material has the same texture.
					*/
					driver->setMaterial(buf->getMaterial());
					driver->drawMeshBuffer(buf);
					vertex_count += buf->getVertexCount();
					meshbuffer_count++;
					stuff_actually_drawn = true;
				}
			}
			if(stuff_actually_drawn)
				blocks_had_pass_meshbuf++;
			else
				blocks_without_stuff++;
		}
#endif
	}
	} // ScopeProfiler
	
	// Log only on solid pass because values are the same
	if(pass == scene::ESNRP_SOLID){
		g_profiler->avg("CM: animated meshes", mesh_animate_count);
		g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
	}
	
	g_profiler->avg(prefix+"vertices drawn", vertex_count);
	if(blocks_had_pass_meshbuf != 0)
		g_profiler->avg(prefix+"meshbuffers per block",
				(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
	if(blocks_drawn != 0)
		g_profiler->avg(prefix+"empty blocks (frac)",
				(float)blocks_without_stuff / blocks_drawn);

	/*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Exemplo n.º 5
0
void *EmergeThread::Thread() {
	ThreadStarted();
	log_register_thread("EmergeThread" + itos(id));
	DSTACK(__FUNCTION_NAME);
	BEGIN_DEBUG_EXCEPTION_HANDLER

	v3s16 last_tried_pos(-32768,-32768,-32768); // For error output
	v3s16 p;
	u8 flags = 0;

	map    = (ServerMap *)&(m_server->m_env->getMap());
	emerge = m_server->m_emerge;
	mapgen = emerge->mapgen[id];
	enable_mapgen_debug_info = emerge->mapgen_debug_info;

	porting::setThreadName("EmergeThread");

	while (!StopRequested())
	try {
		if (!popBlockEmerge(&p, &flags)) {
			qevent.wait();
			continue;
		}

		last_tried_pos = p;
		if (blockpos_over_limit(p))
			continue;

		bool allow_generate = flags & BLOCK_EMERGE_ALLOWGEN;
		EMERGE_DBG_OUT("p=" PP(p) " allow_generate=" << allow_generate);

		/*
			Try to fetch block from memory or disk.
			If not found and asked to generate, initialize generator.
		*/
		BlockMakeData data;
		MapBlock *block = NULL;
		std::map<v3s16, MapBlock *> modified_blocks;

		if (getBlockOrStartGen(p, &block, &data, allow_generate) && mapgen) {
			{
				ScopeProfiler sp(g_profiler, "EmergeThread: Mapgen::makeChunk", SPT_AVG);
				TimeTaker t("mapgen::make_block()");

				mapgen->makeChunk(&data);

				if (enable_mapgen_debug_info == false)
					t.stop(true); // Hide output
			}

			{
				//envlock: usually 0ms, but can take either 30 or 400ms to acquire
				JMutexAutoLock envlock(m_server->m_env_mutex);
				ScopeProfiler sp(g_profiler, "EmergeThread: after "
						"Mapgen::makeChunk (envlock)", SPT_AVG);

				map->finishBlockMake(&data, modified_blocks);

				block = map->getBlockNoCreateNoEx(p);
				if (block) {
					/*
						Do some post-generate stuff
					*/
					v3s16 minp = data.blockpos_min * MAP_BLOCKSIZE;
					v3s16 maxp = data.blockpos_max * MAP_BLOCKSIZE +
								 v3s16(1,1,1) * (MAP_BLOCKSIZE - 1);

					// Ignore map edit events, they will not need to be sent
					// to anybody because the block hasn't been sent to anybody
					MapEditEventAreaIgnorer
						ign(&m_server->m_ignore_map_edit_events_area,
						VoxelArea(minp, maxp));
					try {  // takes about 90ms with -O1 on an e3-1230v2
						m_server->getScriptIface()->environment_OnGenerated(
								minp, maxp, emerge->getBlockSeed(minp));
					} catch(LuaError &e) {
						m_server->setAsyncFatalError(e.what());
					}

					EMERGE_DBG_OUT("ended up with: " << analyze_block(block));

					m_server->m_env->activateBlock(block, 0);
				}
			}
		}

		/*
			Set sent status of modified blocks on clients
		*/
		// Add the originally fetched block to the modified list
		if (block)
			modified_blocks[p] = block;

		if (modified_blocks.size() > 0) {
			m_server->SetBlocksNotSent(modified_blocks);
		}
	}
	catch (VersionMismatchException &e) {
		std::ostringstream err;
		err << "World data version mismatch in MapBlock "<<PP(last_tried_pos)<<std::endl;
		err << "----"<<std::endl;
		err << "\""<<e.what()<<"\""<<std::endl;
		err << "See debug.txt."<<std::endl;
		err << "World probably saved by a newer version of Minetest."<<std::endl;
		m_server->setAsyncFatalError(err.str());
	}
	catch (SerializationError &e) {
		std::ostringstream err;
		err << "Invalid data in MapBlock "<<PP(last_tried_pos)<<std::endl;
		err << "----"<<std::endl;
		err << "\""<<e.what()<<"\""<<std::endl;
		err << "See debug.txt."<<std::endl;
		err << "You can ignore this using [ignore_world_load_errors = true]."<<std::endl;
		m_server->setAsyncFatalError(err.str());
	}

	END_DEBUG_EXCEPTION_HANDLER(errorstream)
	log_deregister_thread();
	return NULL;
}
Exemplo n.º 6
0
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
    DSTACK(__FUNCTION_NAME);

    bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;

    std::string prefix;
    if(pass == scene::ESNRP_SOLID)
        prefix = "CM: solid: ";
    else
        prefix = "CM: transparent: ";

    //ScopeProfiler sp(g_profiler, "CM::renderMap() " + prefix, SPT_AVG);

    /*
    	Get time for measuring timeout.

    	Measuring time is very useful for long delays when the
    	machine is swapping a lot.
    */
    //int time1 = time(0);

    /*
    	Get animation parameters
    */
    float animation_time = m_client->getAnimationTime();
    int crack = m_client->getCrackLevel();
    u32 daynight_ratio = m_client->getEnv().getDayNightRatio();

    m_camera_mutex.Lock();
    v3f camera_position = m_camera_position;
    f32 camera_fov = m_camera_fov * 1.1;
    m_camera_mutex.Unlock();

    /*
    	Get all blocks and draw all visible ones
    */

    v3s16 cam_pos_nodes = floatToInt(camera_position, BS);

    u32 vertex_count = 0;
    u32 meshbuffer_count = 0;

    // For limiting number of mesh animations per frame
    u32 mesh_animate_count = 0;
    u32 mesh_animate_count_far = 0;

    // Blocks that were drawn and had a mesh
    u32 blocks_drawn = 0;
    // Blocks which had a corresponding meshbuffer for this pass
    u32 blocks_had_pass_meshbuf = 0;
    // Blocks from which stuff was actually drawn
    u32 blocks_without_stuff = 0;

    /*
    	Draw the selected MapBlocks
    */

    {
        //ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);

        MeshBufListList drawbufs;
        std::vector<MapBlock::mesh_type> used_meshes; //keep shared_ptr
        auto drawlist = m_drawlist.load();
        auto lock = drawlist->lock_shared_rec();
        used_meshes.reserve(drawlist->size());
        //g_profiler->add("CM::renderMap()cnt"+ prefix, drawlist->size());
        for(auto & ir : *drawlist) {
            auto block = ir.second;

            int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes), block->getPos());
            // If the mesh of the block happened to get deleted, ignore it
            auto mapBlockMesh = block->getMesh(mesh_step);
            if (!mapBlockMesh)
                continue;

            float d = 0.0;
            if(isBlockInSight(block->getPos(), camera_position,
                              m_camera_direction, camera_fov,
                              100000*BS, &d) == false)
            {
                continue;
            }

            used_meshes.emplace_back(mapBlockMesh);

            // Mesh animation
            {
                //JMutexAutoLock lock(block->mesh_mutex);

                mapBlockMesh->updateCameraOffset(m_camera_offset);

                // Pretty random but this should work somewhat nicely
                bool faraway = d >= BS*50;
                //bool faraway = d >= m_control.wanted_range * BS;
                if(mapBlockMesh->isAnimationForced() ||
                        !faraway ||
                        mesh_animate_count_far < (m_control.range_all ? 200 : 50))
                {
                    bool animated = mapBlockMesh->animate(
                                        faraway,
                                        animation_time,
                                        crack,
                                        daynight_ratio);
                    if(animated)
                        mesh_animate_count++;
                    if(animated && faraway)
                        mesh_animate_count_far++;
                }
                else
                {
                    mapBlockMesh->decreaseAnimationForceTimer();
                }
            }

            /*
            	Get the meshbuffers of the block
            */
            {
                //JMutexAutoLock lock(block->mesh_mutex);

                auto *mesh = mapBlockMesh->getMesh();
                if (!mesh)
                    continue;

                u32 c = mesh->getMeshBufferCount();
                for(u32 i=0; i<c; i++)
                {
                    scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);

                    buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
                    buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
                    buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);

                    const video::SMaterial& material = buf->getMaterial();
                    video::IMaterialRenderer* rnd =
                        driver->getMaterialRenderer(material.MaterialType);
                    bool transparent = (rnd && rnd->isTransparent());
                    if(transparent == is_transparent_pass)
                    {
                        if(buf->getVertexCount() == 0)
                            errorstream<<"Block ["<<analyze_block(block)
                                       <<"] contains an empty meshbuf"<<std::endl;
                        drawbufs.add(buf);
                    }
                }
            }
        }

        std::vector<MeshBufList> &lists = drawbufs.lists;

        //int timecheck_counter = 0;
        for(std::vector<MeshBufList>::iterator i = lists.begin();
                i != lists.end(); ++i) {
#if 0
            timecheck_counter++;
            if(timecheck_counter > 50) {
                timecheck_counter = 0;
                int time2 = time(0);
                if(time2 > time1 + 4) {
                    infostream << "ClientMap::renderMap(): "
                               "Rendering takes ages, returning."
                               << std::endl;
                    return;
                }
            }
#endif

            MeshBufList &list = *i;

            driver->setMaterial(list.m);

            for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
                    j != list.bufs.end(); ++j) {
                scene::IMeshBuffer *buf = *j;
                driver->drawMeshBuffer(buf);
                vertex_count += buf->getVertexCount();
                meshbuffer_count++;
            }

        }
    } // ScopeProfiler

    // Log only on solid pass because values are the same
    if(pass == scene::ESNRP_SOLID) {
        g_profiler->avg("CM: animated meshes", mesh_animate_count);
        g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
    }

    g_profiler->avg(prefix+"vertices drawn", vertex_count);
    if(blocks_had_pass_meshbuf != 0)
        g_profiler->avg(prefix+"meshbuffers per block",
                        (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
    if(blocks_drawn != 0)
        g_profiler->avg(prefix+"empty blocks (frac)",
                        (float)blocks_without_stuff / blocks_drawn);

    g_profiler->avg("CM: PrimitiveDrawn", driver->getPrimitiveCountDrawn());

    /*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Exemplo n.º 7
0
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
	DSTACK(FUNCTION_NAME);

	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;

	std::string prefix;
	if (pass == scene::ESNRP_SOLID)
		prefix = "CM: solid: ";
	else
		prefix = "CM: transparent: ";

	/*
		This is called two times per frame, reset on the non-transparent one
	*/
	if (pass == scene::ESNRP_SOLID)
		m_last_drawn_sectors.clear();

	/*
		Get time for measuring timeout.

		Measuring time is very useful for long delays when the
		machine is swapping a lot.
	*/
	std::time_t time1 = time(0);

	/*
		Get animation parameters
	*/
	float animation_time = m_client->getAnimationTime();
	int crack = m_client->getCrackLevel();
	u32 daynight_ratio = m_client->getEnv().getDayNightRatio();

	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;

	/*
		Get all blocks and draw all visible ones
	*/

	u32 vertex_count = 0;
	u32 meshbuffer_count = 0;

	// For limiting number of mesh animations per frame
	u32 mesh_animate_count = 0;
	u32 mesh_animate_count_far = 0;

	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	u32 blocks_without_stuff = 0;

	/*
		Draw the selected MapBlocks
	*/

	{
	ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);

	MeshBufListList drawbufs;

	for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
			i != m_drawlist.end(); ++i) {
		MapBlock *block = i->second;

		// If the mesh of the block happened to get deleted, ignore it
		if (!block->mesh)
			continue;

		float d = 0.0;
		if (!isBlockInSight(block->getPos(), camera_position,
				camera_direction, camera_fov, 100000 * BS, &d))
			continue;

		// Mesh animation
		if (pass == scene::ESNRP_SOLID) {
			//MutexAutoLock lock(block->mesh_mutex);
			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);
			// Pretty random but this should work somewhat nicely
			bool faraway = d >= BS * 50;
			//bool faraway = d >= m_control.wanted_range * BS;
			if (mapBlockMesh->isAnimationForced() || !faraway ||
					mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
				bool animated = mapBlockMesh->animate(faraway, animation_time,
					crack, daynight_ratio);
				if (animated)
					mesh_animate_count++;
				if (animated && faraway)
					mesh_animate_count_far++;
			} else {
				mapBlockMesh->decreaseAnimationForceTimer();
			}
		}

		/*
			Get the meshbuffers of the block
		*/
		{
			//MutexAutoLock lock(block->mesh_mutex);

			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);

			for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
				scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
				assert(mesh);

				u32 c = mesh->getMeshBufferCount();
				for (u32 i = 0; i < c; i++) {
					scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);

					video::SMaterial& material = buf->getMaterial();
					video::IMaterialRenderer* rnd =
						driver->getMaterialRenderer(material.MaterialType);
					bool transparent = (rnd && rnd->isTransparent());
					if (transparent == is_transparent_pass) {
						if (buf->getVertexCount() == 0)
							errorstream << "Block [" << analyze_block(block)
								<< "] contains an empty meshbuf" << std::endl;

						material.setFlag(video::EMF_TRILINEAR_FILTER,
							m_cache_trilinear_filter);
						material.setFlag(video::EMF_BILINEAR_FILTER,
							m_cache_bilinear_filter);
						material.setFlag(video::EMF_ANISOTROPIC_FILTER,
							m_cache_anistropic_filter);
						material.setFlag(video::EMF_WIREFRAME,
							m_control.show_wireframe);

						drawbufs.add(buf, layer);
					}
				}
			}
		}
	}

	// Render all layers in order
	for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
		std::vector<MeshBufList> &lists = drawbufs.lists[layer];

		int timecheck_counter = 0;
		for (MeshBufList &list : lists) {
			timecheck_counter++;
			if (timecheck_counter > 50) {
				timecheck_counter = 0;
				std::time_t time2 = time(0);
				if (time2 > time1 + 4) {
					infostream << "ClientMap::renderMap(): "
						"Rendering takes ages, returning."
						<< std::endl;
					return;
				}
			}

			driver->setMaterial(list.m);

			for (scene::IMeshBuffer *buf : list.bufs) {
				driver->drawMeshBuffer(buf);
				vertex_count += buf->getVertexCount();
				meshbuffer_count++;
			}
		}
	}
	} // ScopeProfiler

	// Log only on solid pass because values are the same
	if (pass == scene::ESNRP_SOLID) {
		g_profiler->avg("CM: animated meshes", mesh_animate_count);
		g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
	}

	g_profiler->avg(prefix + "vertices drawn", vertex_count);
	if (blocks_had_pass_meshbuf != 0)
		g_profiler->avg(prefix + "meshbuffers per block",
			(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
	if (blocks_drawn != 0)
		g_profiler->avg(prefix + "empty blocks (frac)",
			(float)blocks_without_stuff / blocks_drawn);

	/*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Exemplo n.º 8
0
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	//m_dout<<DTIME<<"Rendering map..."<<std::endl;
	DSTACK(__FUNCTION_NAME);

	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
	
	std::string prefix;
	if(pass == scene::ESNRP_SOLID)
		prefix = "CM: solid: ";
	else
		prefix = "CM: transparent: ";

	/*
		This is called two times per frame, reset on the non-transparent one
	*/
	if(pass == scene::ESNRP_SOLID)
	{
		m_last_drawn_sectors.clear();
	}

	/*
		Get time for measuring timeout.
		
		Measuring time is very useful for long delays when the
		machine is swapping a lot.
	*/
	int time1 = time(0);

	/*
		Get animation parameters
	*/
	float animation_time = m_client->getAnimationTime();
	int crack = m_client->getCrackLevel();
	u32 daynight_ratio = m_client->getEnv().getDayNightRatio();

	m_camera_mutex.Lock();
	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;
	m_camera_mutex.Unlock();

	/*
		Get all blocks and draw all visible ones
	*/

	v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
	
	v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);

	v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
	v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;

	// Take a fair amount as we will be dropping more out later
	// Umm... these additions are a bit strange but they are needed.
	v3s16 p_blocks_min(
			p_nodes_min.X / MAP_BLOCKSIZE - 3,
			p_nodes_min.Y / MAP_BLOCKSIZE - 3,
			p_nodes_min.Z / MAP_BLOCKSIZE - 3);
	v3s16 p_blocks_max(
			p_nodes_max.X / MAP_BLOCKSIZE + 1,
			p_nodes_max.Y / MAP_BLOCKSIZE + 1,
			p_nodes_max.Z / MAP_BLOCKSIZE + 1);
	
	u32 vertex_count = 0;
	u32 meshbuffer_count = 0;
	
	// For limiting number of mesh animations per frame
	u32 mesh_animate_count = 0;
	u32 mesh_animate_count_far = 0;
	
	// Number of blocks in rendering range
	u32 blocks_in_range = 0;
	// Number of blocks occlusion culled
	u32 blocks_occlusion_culled = 0;
	// Number of blocks in rendering range but don't have a mesh
	u32 blocks_in_range_without_mesh = 0;
	// Blocks that had mesh that would have been drawn according to
	// rendering range (if max blocks limit didn't kick in)
	u32 blocks_would_have_drawn = 0;
	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	u32 blocks_without_stuff = 0;

	/*
		Collect a set of blocks for drawing
	*/
	
	core::map<v3s16, MapBlock*> drawset;

	{
	ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);

	for(core::map<v2s16, MapSector*>::Iterator
			si = m_sectors.getIterator();
			si.atEnd() == false; si++)
	{
		MapSector *sector = si.getNode()->getValue();
		v2s16 sp = sector->getPos();
		
		if(m_control.range_all == false)
		{
			if(sp.X < p_blocks_min.X
			|| sp.X > p_blocks_max.X
			|| sp.Y < p_blocks_min.Z
			|| sp.Y > p_blocks_max.Z)
				continue;
		}

		core::list< MapBlock * > sectorblocks;
		sector->getBlocks(sectorblocks);
		
		/*
			Loop through blocks in sector
		*/

		u32 sector_blocks_drawn = 0;
		
		core::list< MapBlock * >::Iterator i;
		for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
		{
			MapBlock *block = *i;

			/*
				Compare block position to camera position, skip
				if not seen on display
			*/
			
			float range = 100000 * BS;
			if(m_control.range_all == false)
				range = m_control.wanted_range * BS;

			float d = 0.0;
			if(isBlockInSight(block->getPos(), camera_position,
					camera_direction, camera_fov,
					range, &d) == false)
			{
				continue;
			}

			// This is ugly (spherical distance limit?)
			/*if(m_control.range_all == false &&
					d - 0.5*BS*MAP_BLOCKSIZE > range)
				continue;*/

			blocks_in_range++;
			
			/*
				Ignore if mesh doesn't exist
			*/
			{
				//JMutexAutoLock lock(block->mesh_mutex);

				if(block->mesh == NULL){
					blocks_in_range_without_mesh++;
					continue;
				}
			}

			/*
				Occlusion culling
			*/

			// No occlusion culling when free_move is on and camera is
			// inside ground
			bool occlusion_culling_enabled = true;
			if(g_settings->getBool("free_move")){
				MapNode n = getNodeNoEx(cam_pos_nodes);
				if(n.getContent() == CONTENT_IGNORE ||
						nodemgr->get(n).solidness == 2)
					occlusion_culling_enabled = false;
			}

			v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
			cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
			float step = BS*1;
			float stepfac = 1.1;
			float startoff = BS*1;
			float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
			v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
			s16 bs2 = MAP_BLOCKSIZE/2 + 1;
			u32 needed_count = 1;
			if(
				occlusion_culling_enabled &&
				isOccluded(this, spn, cpn + v3s16(0,0,0),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr)
			)
			{
				blocks_occlusion_culled++;
				continue;
			}
			
			// This block is in range. Reset usage timer.
			block->resetUsageTimer();

			// Limit block count in case of a sudden increase
			blocks_would_have_drawn++;
			if(blocks_drawn >= m_control.wanted_max_blocks
					&& m_control.range_all == false
					&& d > m_control.wanted_min_range * BS)
				continue;

			// Mesh animation
			{
				//JMutexAutoLock lock(block->mesh_mutex);
				MapBlockMesh *mapBlockMesh = block->mesh;
				// Pretty random but this should work somewhat nicely
				bool faraway = d >= BS*50;
				//bool faraway = d >= m_control.wanted_range * BS;
				if(mapBlockMesh->isAnimationForced() ||
						!faraway ||
						mesh_animate_count_far < (m_control.range_all ? 200 : 50))
				{
					bool animated = mapBlockMesh->animate(
							faraway,
							animation_time,
							crack,
							daynight_ratio);
					if(animated)
						mesh_animate_count++;
					if(animated && faraway)
						mesh_animate_count_far++;
				}
				else
				{
					mapBlockMesh->decreaseAnimationForceTimer();
				}
			}

			// Add to set
			drawset[block->getPos()] = block;
			
			sector_blocks_drawn++;
			blocks_drawn++;

		} // foreach sectorblocks

		if(sector_blocks_drawn != 0)
			m_last_drawn_sectors[sp] = true;
	}
	} // ScopeProfiler
	
	/*
		Draw the selected MapBlocks
	*/

	{
	ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);

	int timecheck_counter = 0;
	for(core::map<v3s16, MapBlock*>::Iterator
			i = drawset.getIterator();
			i.atEnd() == false; i++)
	{
		{
			timecheck_counter++;
			if(timecheck_counter > 50)
			{
				timecheck_counter = 0;
				int time2 = time(0);
				if(time2 > time1 + 4)
				{
					infostream<<"ClientMap::renderMap(): "
						"Rendering takes ages, returning."
						<<std::endl;
					return;
				}
			}
		}
		
		MapBlock *block = i.getNode()->getValue();

		/*
			Draw the faces of the block
		*/
		{
			//JMutexAutoLock lock(block->mesh_mutex);

			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);

			scene::SMesh *mesh = mapBlockMesh->getMesh();
			assert(mesh);

			u32 c = mesh->getMeshBufferCount();
			bool stuff_actually_drawn = false;
			for(u32 i=0; i<c; i++)
			{
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
				const video::SMaterial& material = buf->getMaterial();
				video::IMaterialRenderer* rnd =
						driver->getMaterialRenderer(material.MaterialType);
				bool transparent = (rnd && rnd->isTransparent());
				// Render transparent on transparent pass and likewise.
				if(transparent == is_transparent_pass)
				{
					if(buf->getVertexCount() == 0)
						errorstream<<"Block ["<<analyze_block(block)
								<<"] contains an empty meshbuf"<<std::endl;
					/*
						This *shouldn't* hurt too much because Irrlicht
						doesn't change opengl textures if the old
						material has the same texture.
					*/
					driver->setMaterial(buf->getMaterial());
					driver->drawMeshBuffer(buf);
					vertex_count += buf->getVertexCount();
					meshbuffer_count++;
					stuff_actually_drawn = true;
				}
			}
			if(stuff_actually_drawn)
				blocks_had_pass_meshbuf++;
			else
				blocks_without_stuff++;
		}
	}
	} // ScopeProfiler
	
	// Log only on solid pass because values are the same
	if(pass == scene::ESNRP_SOLID){
		g_profiler->avg("CM: blocks in range", blocks_in_range);
		g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
		if(blocks_in_range != 0)
			g_profiler->avg("CM: blocks in range without mesh (frac)",
					(float)blocks_in_range_without_mesh/blocks_in_range);
		g_profiler->avg("CM: blocks drawn", blocks_drawn);
		g_profiler->avg("CM: animated meshes", mesh_animate_count);
		g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
	}
	
	g_profiler->avg(prefix+"vertices drawn", vertex_count);
	if(blocks_had_pass_meshbuf != 0)
		g_profiler->avg(prefix+"meshbuffers per block",
				(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
	if(blocks_drawn != 0)
		g_profiler->avg(prefix+"empty blocks (frac)",
				(float)blocks_without_stuff / blocks_drawn);

	m_control.blocks_drawn = blocks_drawn;
	m_control.blocks_would_have_drawn = blocks_would_have_drawn;

	/*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Exemplo n.º 9
0
void optimizeStores(IRUnit& unit) {
  PassTracer tracer{&unit, Trace::hhir_store, "optimizeStores"};

  // This isn't required for correctness, but it may allow removing stores that
  // otherwise we would leave alone.
  splitCriticalEdges(unit);

  auto incompleteQ = dataflow_worklist<PostOrderId>(unit.numBlocks());

  /*
   * Global state for this pass, visible while processing any block.
   */
  auto genv = Global { unit };
  auto const& poBlockList = genv.poBlockList;
  if (genv.ainfo.locations.size() == 0) {
    FTRACE(1, "no memory accesses to possibly optimize\n");
    return;
  }
  FTRACE(1, "\nLocations:\n{}\n", show(genv.ainfo));

  /*
   * Initialize the block state structures.
   *
   * Important note: every block starts with an empty liveOut set, including
   * blocks that are exiting the region.  When an HHIR region is exited,
   * there's always some instruction we can use to indicate via memory_effects
   * what may be read (e.g. EndCatch, RetCtrl, ReqBindJmp, etc).  When we start
   * iterating, we'll appropriately add things to GEN based on these.
   */
  for (auto poId = uint32_t{0}; poId < poBlockList.size(); ++poId) {
    genv.blockStates[poBlockList[poId]->id()].id = poId;
    incompleteQ.push(poId);
  }

  /*
   * Analyze each block to compute its transfer function.
   *
   * The blockAnalysis vector is indexed by post order id.
   */
  auto const blockAnalysis = [&] () -> jit::vector<BlockAnalysis> {
    auto ret = jit::vector<BlockAnalysis>{};
    ret.reserve(unit.numBlocks());
    for (auto id = uint32_t{0}; id < poBlockList.size(); ++id) {
      ret.push_back(analyze_block(genv, poBlockList[id]));
    }
    return ret;
  }();

  FTRACE(2, "Transfer functions:\n{}\n",
    [&]() -> std::string {
      auto ret = std::string{};
      for (auto poId = uint32_t{0}; poId < poBlockList.size(); ++poId) {
        auto& analysis = blockAnalysis[poId];
        folly::format(
          &ret,
          " B{}\n"
          "   gen:  {}\n"
          "   kill: {}\n",
          poBlockList[poId]->id(),
          show(analysis.gen),
          show(analysis.kill)
        );
      }
      return ret;
    }()
  );

  /*
   * Iterate on the liveOut states until we reach a fixed point.
   */
  FTRACE(4, "Iterating\n");
  while (!incompleteQ.empty()) {
    auto const poId = incompleteQ.pop();
    auto const blk  = poBlockList[poId];

    auto& state         = genv.blockStates[blk->id()];
    auto const transfer = blockAnalysis[poId];
    assertx(state.id == poId);

    state.liveIn = transfer.gen | (state.liveOut & ~transfer.kill);
    FTRACE(4, "  block B{}\n"
              "    live out: {}\n"
              "        gen : {}\n"
              "       kill : {}\n"
              "    live in : {}\n",
              blk->id(),
              show(state.liveOut),
              show(transfer.gen),
              show(transfer.kill),
              show(state.liveIn));

    /*
     * Update predecessors by merging the live in state into the live out state
     * of each predecessor.
     *
     * If anything changes, reschedule the predecessor.
     */
    blk->forEachPred([&] (Block* pred) {
      FTRACE(4, "   -> {}\n", pred->id());
      auto& predState = genv.blockStates[pred->id()];

      auto const oldLiveOut = predState.liveOut;
      predState.liveOut |= state.liveIn;

      if (predState.liveOut != oldLiveOut) {
        incompleteQ.push(predState.id);
      }
    });
  }

  /*
   * We've reached a fixed point.  Now we can act on this information to remove
   * dead stores.
   */
  FTRACE(2, "\nFixed point:\n{}\n",
    [&]() -> std::string {
      auto ret = std::string{};
      for (auto& blk : poBlockList) {
        folly::format(
          &ret,
          " B{: <3}: {}\n",
          blk->id(),
          show(genv.blockStates[blk->id()].liveOut)
        );
      }
      return ret;
    }()
  );
  for (auto& block : poBlockList) {
    optimize_block(genv, block);
  }
}
Exemplo n.º 10
0
static int
analyze_block(PySTEntryObject *ste, PyObject *bound, PyObject *free, 
	      PyObject *global)
{
	PyObject *name, *v, *local = NULL, *scope = NULL, *newbound = NULL;
	PyObject *newglobal = NULL, *newfree = NULL;
	int i, success = 0;
	Py_ssize_t pos = 0;

	local = PyDict_New();
	if (!local)
		goto error;
	scope = PyDict_New();
	if (!scope)
		goto error;
	newglobal = PyDict_New();
	if (!newglobal)
		goto error;
	newfree = PyDict_New();
	if (!newfree)
		goto error;
	newbound = PyDict_New();
	if (!newbound)
		goto error;

	if (ste->ste_type == ClassBlock) {
		/* make a copy of globals before calling analyze_name(),
		   because global statements in the class have no effect
		   on nested functions.
		*/
		if (PyDict_Update(newglobal, global) < 0)
			goto error;
		if (bound)
			if (PyDict_Update(newbound, bound) < 0)
				goto error;
	}

	assert(PySTEntry_Check(ste));
	assert(PyDict_Check(ste->ste_symbols));
	while (PyDict_Next(ste->ste_symbols, &pos, &name, &v)) {
		long flags = PyInt_AS_LONG(v);
		if (!analyze_name(ste, scope, name, flags, bound, local, free,
				  global))
			goto error;
	}

	if (ste->ste_type != ClassBlock) {
		if (ste->ste_type == FunctionBlock) {
			if (PyDict_Update(newbound, local) < 0)
				goto error;
		}
		if (bound) {
			if (PyDict_Update(newbound, bound) < 0)
				goto error;
		}
		if (PyDict_Update(newglobal, global) < 0)
			goto error;
	}

	/* Recursively call analyze_block() on each child block */
	for (i = 0; i < PyList_GET_SIZE(ste->ste_children); ++i) {
		PyObject *c = PyList_GET_ITEM(ste->ste_children, i);
		PySTEntryObject* entry;
		assert(c && PySTEntry_Check(c));
		entry = (PySTEntryObject*)c;
		if (!analyze_block(entry, newbound, newfree, newglobal))
			goto error;
		if (entry->ste_free || entry->ste_child_free)
			ste->ste_child_free = 1;
	}

	if (ste->ste_type == FunctionBlock && !analyze_cells(scope, newfree))
		goto error;
	if (!update_symbols(ste->ste_symbols, scope, bound, newfree,
			    ste->ste_type == ClassBlock))
		goto error;
	if (!check_unoptimized(ste))
		goto error;

	if (PyDict_Update(free, newfree) < 0)
		goto error;
	success = 1;
 error:
	Py_XDECREF(local);
	Py_XDECREF(scope);
	Py_XDECREF(newbound);
	Py_XDECREF(newglobal);
	Py_XDECREF(newfree);
	if (!success)
		assert(PyErr_Occurred());
	return success;
}