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16 changed files with 331 additions and 302 deletions

View file

@ -22,24 +22,21 @@
int Chunk::updates = 0;
#ifdef _LARGE_WORLDS
DWORD Chunk::tlsIdx = TlsAlloc();
static thread_local unsigned char s_tlsTileIds[16 * 16 * Level::maxBuildHeight];
void Chunk::CreateNewThreadStorage()
{
unsigned char *tileIds = new unsigned char[16 * 16 * Level::maxBuildHeight];
TlsSetValue(tlsIdx, tileIds);
// No-op: thread_local handles per-thread allocation automatically
}
void Chunk::ReleaseThreadStorage()
{
unsigned char *tileIds = static_cast<unsigned char *>(TlsGetValue(tlsIdx));
delete tileIds;
// No-op: thread_local handles per-thread cleanup automatically
}
unsigned char *Chunk::GetTileIdsStorage()
{
unsigned char *tileIds = static_cast<unsigned char *>(TlsGetValue(tlsIdx));
return tileIds;
return s_tlsTileIds;
}
#else
// 4J Stu - Don't want this when multi-threaded
@ -234,26 +231,51 @@ void Chunk::rebuild()
static unsigned char tileIds[16 * 16 * Level::maxBuildHeight];
#endif
byteArray tileArray = byteArray(tileIds, 16 * 16 * Level::maxBuildHeight);
level->getChunkAt(x,z)->getBlockData(tileArray); // 4J - TODO - now our data has been re-arranged, we could just extra the vertical slice of this chunk rather than the whole thing
LevelSource *region = new Region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
TileRenderer *tileRenderer = new TileRenderer(region, this->x, this->y, this->z, tileIds);
// AP - added a caching system for Chunk::rebuild to take advantage of
// Basically we're storing of copy of the tileIDs array inside the region so that calls to Region::getTile can grab data
// more quickly from this array rather than calling CompressedTileStorage. On the Vita the total thread time spent in
// Region::getTile went from 20% to 4%.
#ifdef __PSVITA__
int xc = x >> 4;
int zc = z >> 4;
((Region*)region)->setCachedTiles(tileIds, xc, zc);
#endif
LevelChunk *sourceChunk = level->getChunkAt(x,z);
if( sourceChunk == nullptr )
{
// Level chunk not loaded yet - treat as empty
for (int currentLayer = 0; currentLayer < 2; currentLayer++)
{
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
RenderManager.CBuffClear(lists + currentLayer);
}
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_COMPILED);
PIXEndNamedEvent();
PIXEndNamedEvent();
return;
}
sourceChunk->getBlockData(tileArray); // 4J - TODO - now our data has been re-arranged, we could just extra the vertical slice of this chunk rather than the whole thing
// We now go through the vertical section of this level chunk that we are interested in and try and establish
// (1) if it is completely empty
// (2) if any of the tiles can be quickly determined to not need rendering because they are in the middle of other tiles and
// so can't be seen. A large amount (> 60% in tests) of tiles that call tesselateInWorld in the unoptimised version
// of this function fall into this category. By far the largest category of these are tiles in solid regions of rock.
// Build the occluder lookup from Tile::isSolidRender() so that ALL opaque full-cube blocks act as occluders,
// not just stone/dirt/bedrock. This catches sand, gravel, ores, cobblestone, sandstone, netherrack, wool, etc.
// which dramatically reduces tesselation work for underground/terrain-heavy chunks.
//
// thread_local: the table is built once per thread and reused across all subsequent rebuild() calls on that
// thread. Without it, a plain local would redo 255 virtual dispatches (isSolidRender) every single call -
// rebuild() runs up to MAX_CONCURRENT_CHUNK_REBUILDS times per updateDirtyChunks(), ~10 times per frame,
// so hundreds of redundant vtable lookups per second for data that never changes at runtime. A plain static
// would avoid that but introduces a data race: multiple rebuild threads run concurrently and the C++ static
// init guard (mutex) would serialize them on every entry just to check the "already initialized" flag.
// thread_local gives each thread its own copy with zero synchronization after the first call.
static thread_local auto isOccluder = [] {
std::array<bool, 256> table{};
for (int id = 1; id < 256; id++)
{
Tile *tile = Tile::tiles[id];
if (tile != nullptr && tile->isSolidRender())
table[id] = true;
}
table[255] = true; // already-marked-invisible sentinel
return table;
}();
bool empty = true;
for( int yy = y0; yy < y1; yy++ )
{
@ -279,17 +301,12 @@ void Chunk::rebuild()
if(( xx == 0 ) || ( xx == 15 )) continue;
if(( zz == 0 ) || ( zz == 15 )) continue;
// Establish whether this tile and its neighbours are all made of rock, dirt, unbreakable tiles, or have already
// been determined to meet this criteria themselves and have a tile of 255 set.
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
tileId = tileIds[ offset + ( ( ( xx - 1 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 )) ];
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
tileId = tileIds[ offset + ( ( ( xx + 1 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 )) ];
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
tileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz - 1 ) << 7 ) | ( indexY + 0 )) ];
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
tileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 1 ) << 7 ) | ( indexY + 0 )) ];
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
// Establish whether this tile and its neighbours are all occluders using lookup table
if( !isOccluder[tileId] ) continue;
if( !isOccluder[ tileIds[ offset + ( ( ( xx - 1 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 )) ] ] ) continue;
if( !isOccluder[ tileIds[ offset + ( ( ( xx + 1 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 )) ] ] ) continue;
if( !isOccluder[ tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz - 1 ) << 7 ) | ( indexY + 0 )) ] ] ) continue;
if( !isOccluder[ tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 1 ) << 7 ) | ( indexY + 0 )) ] ] ) continue;
// Treat the bottom of the world differently - we shouldn't ever be able to look up at this, so consider tiles as invisible
// if they are surrounded on sides other than the bottom
if( yy > 0 )
@ -301,8 +318,7 @@ void Chunk::rebuild()
indexYMinusOne -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
yMinusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId = tileIds[ yMinusOneOffset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | indexYMinusOne ) ];
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !isOccluder[ tileIds[ yMinusOneOffset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | indexYMinusOne ) ] ] ) continue;
}
int indexYPlusOne = yy + 1;
int yPlusOneOffset = 0;
@ -311,8 +327,7 @@ void Chunk::rebuild()
indexYPlusOne -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
yPlusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId = tileIds[ yPlusOneOffset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | indexYPlusOne ) ];
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !isOccluder[ tileIds[ yPlusOneOffset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | indexYPlusOne ) ] ] ) continue;
// This tile is surrounded. Flag it as not requiring to be rendered by setting its id to 255.
tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 ) ) ] = 0xff;
@ -329,14 +344,31 @@ void Chunk::rebuild()
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
RenderManager.CBuffClear(lists + currentLayer);
}
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_COMPILED);
delete region;
delete tileRenderer;
PIXEndNamedEvent(); // match "Rebuilding chunk" event
return;
}
// 4J - optimisation ends
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Construct Region and TileRenderer only for non-empty chunks.
// This is deferred to here so that empty chunks (common after teleport) skip
// the Region construction (9 chunk lookups) and TileRenderer 128KB cache memset.
Region region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
TileRenderer tileRenderer(&region, this->x, this->y, this->z, tileIds);
// AP - added a caching system for Chunk::rebuild to take advantage of
// Basically we're storing of copy of the tileIDs array inside the region so that calls to Region::getTile can grab data
// more quickly from this array rather than calling CompressedTileStorage. On the Vita the total thread time spent in
// Region::getTile went from 20% to 4%.
#ifdef __PSVITA__
int xc = x >> 4;
int zc = z >> 4;
region.setCachedTiles(tileIds, xc, zc);
#endif
PIXBeginNamedEvent(0,"Rebuild section C");
Tesselator::Bounds bounds; // 4J MGH - added
{
@ -373,11 +405,11 @@ void Chunk::rebuild()
}
// 4J - get tile from those copied into our local array in earlier optimisation
unsigned char tileId = tileIds[ offset + ( ( ( x - x0 ) << 11 ) | ( ( z - z0 ) << 7 ) | indexY) ];
const unsigned char tileId = tileIds[ offset + ( ( ( x - x0 ) << 11 ) | ( ( z - z0 ) << 7 ) | indexY) ];
// If flagged as not visible, drop out straight away
if( tileId == 0xff ) continue;
if( tileId == 0xff ) [[unlikely]] continue;
// int tileId = region->getTile(x,y,z);
if (tileId > 0)
if (tileId > 0) [[unlikely]]
{
if (!started)
{
@ -405,7 +437,7 @@ void Chunk::rebuild()
Tile *tile = Tile::tiles[tileId];
if (currentLayer == 0 && tile->isEntityTile())
{
shared_ptr<TileEntity> et = region->getTileEntity(x, y, z);
shared_ptr<TileEntity> et = region.getTileEntity(x, y, z);
if (TileEntityRenderDispatcher::instance->hasRenderer(et))
{
renderableTileEntities.push_back(et);
@ -419,7 +451,7 @@ void Chunk::rebuild()
}
else if (renderLayer == currentLayer)
{
rendered |= tileRenderer->tesselateInWorld(tile, x, y, z);
rendered |= tileRenderer.tesselateInWorld(tile, x, y, z);
}
}
}
@ -479,9 +511,6 @@ void Chunk::rebuild()
bounds.boundingBox[3], bounds.boundingBox[4], bounds.boundingBox[5]);
}
delete tileRenderer;
delete region;
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Rebuild section D");
// 4J - have rewritten the way that tile entities are stored globally to make it work more easily with split screen. Chunks are now

View file

@ -30,9 +30,8 @@ public:
static LevelRenderer *levelRenderer;
private:
#ifndef _LARGE_WORLDS
static Tesselator *t;
static Tesselator *t;
#else
static DWORD tlsIdx;
public:
static void CreateNewThreadStorage();
static void ReleaseThreadStorage();

View file

@ -18,8 +18,6 @@
#endif
#ifdef _WINDOWS64
#include <windows.h>
#include "Xbox\Resource.h"
#endif

View file

@ -26,15 +26,10 @@
#define GDRAW_ASSERTS
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
// We temporarily disable this warning for the shared interface portions
#pragma warning (push)
#pragma warning (disable: 4201) // nonstandard extension used : nameless struct/union
#include <windows.h>
#include <d3d11_x.h> // 4J changed to use monolithic version
#include "gdraw.h"
#include "iggy.h"

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@ -367,19 +367,17 @@ void LevelRenderer::setLevel(int playerIndex, MultiPlayerLevel *level)
else
{
// printf("NULLing player %d, chunks @ 0x%x\n",playerIndex,chunks[playerIndex]);
if( chunks[playerIndex].data != nullptr )
{
for (unsigned int i = 0; i < chunks[playerIndex].length; i++)
{
chunks[playerIndex][i].chunk->_delete();
delete chunks[playerIndex][i].chunk;
}
delete chunks[playerIndex].data;
chunks[playerIndex].data = nullptr;
chunks[playerIndex].length = 0;
// delete sortedChunks[playerIndex]; // 4J - removed - not sorting our chunks anymore
// sortedChunks[playerIndex] = nullptr; // 4J - removed - not sorting our chunks anymore
}
if (chunks[playerIndex].data != nullptr)
{
for (unsigned int i = 0; i < chunks[playerIndex].length; i++)
{
chunks[playerIndex][i].chunk->_delete();
delete chunks[playerIndex][i].chunk;
}
delete[] chunks[playerIndex].data;
chunks[playerIndex].data = nullptr;
chunks[playerIndex].length = 0;
}
// 4J Stu - If we do this for splitscreen players leaving, then all the tile entities in the world dissappear
// We should only do this when actually exiting the game, so only when the primary player sets there level to nullptr
@ -451,7 +449,7 @@ void LevelRenderer::allChanged(int playerIndex)
chunks[playerIndex][i].chunk->_delete();
delete chunks[playerIndex][i].chunk;
}
delete chunks[playerIndex].data;
delete[] chunks[playerIndex].data;
// delete sortedChunks[playerIndex]; // 4J - removed - not sorting our chunks anymore
}
@ -823,8 +821,8 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
unsigned char emptyFlag = LevelRenderer::CHUNK_FLAG_EMPTY0 << layer;
for( int i = 0; i < chunks[playerIndex].length; i++, pClipChunk++ )
{
if( !pClipChunk->visible ) continue; // This will be set if the chunk isn't visible, or isn't compiled, or has both empty flags set
if( pClipChunk->globalIdx == -1 ) continue; // Not sure if we should ever encounter this... TODO check
if( !pClipChunk->visible ) [[likely]] continue; // This will be set if the chunk isn't visible, or isn't compiled, or has both empty flags set
if( pClipChunk->globalIdx == -1 ) [[unlikely]] continue; // Not sure if we should ever encounter this... TODO check
if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue; // Check that this particular layer isn't empty
// List can be calculated directly from the chunk's global idex
@ -1943,7 +1941,11 @@ bool LevelRenderer::updateDirtyChunks()
int maxNearestChunks = MAX_CONCURRENT_CHUNK_REBUILDS;
// 4J Stu - On XboxOne we should cut this down if in a constrained state so the saving threads get more time
#endif
// Find nearest chunk that is dirty
// Find nearest chunk that is dirty.
// Rewritten for performance: linear scan of clip chunks (cache-friendly), with dirty flag
// checked BEFORE computing distances. The old triple-nested x/z/y loop computed distances
// for every chunk (~20K) regardless of dirty state. Now only dirty chunks (typically <1%)
// pay the cost of distance computation and nearest-selection.
for( int p = 0; p < XUSER_MAX_COUNT; p++ )
{
// It's possible that the localplayers member can be set to nullptr on the main thread when a player chooses to exit the game
@ -1957,96 +1959,91 @@ bool LevelRenderer::updateDirtyChunks()
int py = static_cast<int>(player->y);
int pz = static_cast<int>(player->z);
// app.DebugPrintf("!! %d %d %d, %d %d %d {%d,%d} ",px,py,pz,stackChunkDirty,nonStackChunkDirty,onlyRebuild, xChunks, zChunks);
int considered = 0;
int wouldBeNearButEmpty = 0;
for( int x = 0; x < xChunks; x++ )
int numClipChunks = static_cast<int>(chunks[p].length);
ClipChunk *pClipChunk = chunks[p].data;
for( int i = 0; i < numClipChunks; i++, pClipChunk++ )
{
for( int z = 0; z < zChunks; z++ )
// Fast reject: skip non-dirty chunks immediately before any distance work.
// globalIdx can be -1 for unassigned chunks.
const int gIdx = pClipChunk->globalIdx;
if (gIdx < 0)
continue;
const unsigned char flags = globalChunkFlags[gIdx];
if (!(flags & CHUNK_FLAG_DIRTY))
continue;
// Batch-clear empty chunks upfront. After teleport, thousands of sky/void chunks
// are dirty. Clearing them all in one scan (rather than ~8 per call) dramatically
// reduces the dirty set for subsequent iterations.
Chunk *chunk = pClipChunk->chunk;
if (chunk == nullptr)
continue;
const int ySlice = (pClipChunk->ym - (CHUNK_SIZE / 2)) / CHUNK_SIZE;
LevelChunk *lc = level[p]->getChunkAt(chunk->x, chunk->z);
if (lc == nullptr || lc->isRenderChunkEmpty(ySlice * 16))
{
for( int y = 0; y < CHUNK_Y_COUNT; y++ )
chunk->clearDirty();
globalChunkFlags[gIdx] |= CHUNK_FLAG_EMPTYBOTH;
continue;
}
// Non-empty dirty chunk — now compute distance
const int xd = pClipChunk->xm - px;
const int yd = pClipChunk->ym - py;
const int zd = pClipChunk->zm - pz;
const int distSq = xd * xd + yd * yd + zd * zd;
const int distSqWeighted = distSq + 3 * yd * yd; // Extra y weighting to prioritise things in same x/z plane as player first
if( (!onlyRebuild) ||
(flags & CHUNK_FLAG_COMPILED) ||
( distSq < 96 * 96 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
{
// Is this chunk nearer than our nearest?
#ifdef _LARGE_WORLDS
bool isNearer = nearestClipChunks.empty();
auto itNearest = nearestClipChunks.begin();
for(; itNearest != nearestClipChunks.end(); ++itNearest)
{
ClipChunk *pClipChunk = &chunks[p][(z * yChunks + y) * xChunks + x];
// Get distance to this chunk - deliberately not calling the chunk's method of doing this to avoid overheads (passing entitie, type conversion etc.) that this involves
int xd = pClipChunk->xm - px;
int yd = pClipChunk->ym - py;
int zd = pClipChunk->zm - pz;
int distSq = xd * xd + yd * yd + zd * zd;
int distSqWeighted = xd * xd + yd * yd * 4 + zd * zd; // Weighting against y to prioritise things in same x/z plane as player first
isNearer = distSqWeighted < itNearest->second;
if(isNearer) break;
}
isNearer = isNearer || (nearestClipChunks.size() < maxNearestChunks);
#else
bool isNearer = distSqWeighted < minDistSq;
#endif
if( globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_DIRTY )
#ifdef _CRITICAL_CHUNKS
// AP - this will make sure that if a deferred grouping has started, only critical chunks go into that
// grouping, even if a non-critical chunk is closer.
if( (!veryNearCount && isNearer) ||
(distSq < 20 * 20 && (flags & CHUNK_FLAG_CRITICAL)) )
#else
if( isNearer )
#endif
{
// Non-empty (already confirmed above), add to nearest set
nearChunk = pClipChunk;
minDistSq = distSqWeighted;
#ifdef _LARGE_WORLDS
nearestClipChunks.insert(itNearest, std::make_pair(nearChunk, minDistSq) );
if(nearestClipChunks.size() > maxNearestChunks)
{
if( (!onlyRebuild) ||
globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
( distSq < 96 * 96 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
{ // distSq adjusted from 20 * 20 to 96 * 96 - updated by detectiveren
considered++;
// Is this chunk nearer than our nearest?
#ifdef _LARGE_WORLDS
bool isNearer = nearestClipChunks.empty();
auto itNearest = nearestClipChunks.begin();
for(; itNearest != nearestClipChunks.end(); ++itNearest)
{
isNearer = distSqWeighted < itNearest->second;
if(isNearer) break;
}
isNearer = isNearer || (nearestClipChunks.size() < maxNearestChunks);
#else
bool isNearer = distSqWeighted < minDistSq;
#endif
#ifdef _CRITICAL_CHUNKS
// AP - this will make sure that if a deferred grouping has started, only critical chunks go into that
// grouping, even if a non-critical chunk is closer.
if( (!veryNearCount && isNearer) ||
(distSq < 20 * 20 && (globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_CRITICAL)) )
#else
if( isNearer )
#endif
{
// At this point we've got a chunk that we would like to consider for rendering, at least based on its proximity to the player(s).
// Its *quite* quick to generate empty render data for render chunks, but if we let the rebuilding do that then the after rebuilding we will have
// to start searching for the next nearest chunk from scratch again. Instead, its better to detect empty chunks at this stage, flag them up as not dirty
// (and empty), and carry on. The levelchunk's isRenderChunkEmpty method can be quite optimal as it can make use of the chunk's data compression to detect
// emptiness without actually testing as many data items as uncompressed data would.
Chunk *chunk = pClipChunk->chunk;
LevelChunk *lc = level[p]->getChunkAt(chunk->x,chunk->z);
if( !lc->isRenderChunkEmpty(y * 16) )
{
nearChunk = pClipChunk;
minDistSq = distSqWeighted;
#ifdef _LARGE_WORLDS
nearestClipChunks.insert(itNearest, std::make_pair(nearChunk, minDistSq) );
if(nearestClipChunks.size() > maxNearestChunks)
{
nearestClipChunks.pop_back();
}
#endif
}
else
{
chunk->clearDirty();
globalChunkFlags[ pClipChunk->globalIdx ] |= CHUNK_FLAG_EMPTYBOTH;
wouldBeNearButEmpty++;
}
}
#ifdef _CRITICAL_CHUNKS
// AP - is the chunk near and also critical
if( distSq < 20 * 20 && ((globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_CRITICAL)) )
#else
if( distSq < 20 * 20 )
#endif
{
veryNearCount++;
}
}
nearestClipChunks.pop_back();
}
#endif
}
#ifdef _CRITICAL_CHUNKS
// AP - is the chunk near and also critical
if( distSq < 20 * 20 && (flags & CHUNK_FLAG_CRITICAL) )
#else
if( distSq < 20 * 20 )
#endif
{
veryNearCount++;
}
}
}
// app.DebugPrintf("[%d,%d,%d]\n",nearestClipChunks.empty(),considered,wouldBeNearButEmpty);
}
#endif // __PS3__
PIXEndNamedEvent();
@ -2193,7 +2190,11 @@ bool LevelRenderer::updateDirtyChunks()
return true;
}
if( nearChunk ) destroyedTileManager->updatedChunkAt(chunk->level, chunk->x, chunk->y, chunk->z, veryNearCount );
if( nearChunk )
{
destroyedTileManager->updatedChunkAt(chunk->level, chunk->x, chunk->y, chunk->z, veryNearCount );
return dirtyChunkPresent;
}
return false;
}
@ -2444,18 +2445,23 @@ void LevelRenderer::setTilesDirty(int x0, int y0, int z0, int x1, int y1, int z1
setDirty(x0 - 1, y0 - 1, z0 - 1, x1 + 1, y1 + 1, z1 + 1, level);
}
bool inline clip(float *bb, float *frustum)
bool inline clip(float * __restrict bb, float * __restrict frustum)
{
// Pre-load AABB corners to avoid repeated memory loads
const float x0 = bb[0], y0 = bb[1], z0 = bb[2];
const float x1 = bb[3], y1 = bb[4], z1 = bb[5];
for (int i = 0; i < 6; ++i, frustum += 4)
{
if (frustum[0] * (bb[0]) + frustum[1] * (bb[1]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
if (frustum[0] * (bb[3]) + frustum[1] * (bb[1]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
if (frustum[0] * (bb[0]) + frustum[1] * (bb[4]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
if (frustum[0] * (bb[3]) + frustum[1] * (bb[4]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
if (frustum[0] * (bb[0]) + frustum[1] * (bb[1]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
if (frustum[0] * (bb[3]) + frustum[1] * (bb[1]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
if (frustum[0] * (bb[0]) + frustum[1] * (bb[4]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
if (frustum[0] * (bb[3]) + frustum[1] * (bb[4]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
const float a = frustum[0], b = frustum[1], c = frustum[2], d = frustum[3];
if (a * x0 + b * y0 + c * z0 + d > 0) continue;
if (a * x1 + b * y0 + c * z0 + d > 0) continue;
if (a * x0 + b * y1 + c * z0 + d > 0) continue;
if (a * x1 + b * y1 + c * z0 + d > 0) continue;
if (a * x0 + b * y0 + c * z1 + d > 0) continue;
if (a * x1 + b * y0 + c * z1 + d > 0) continue;
if (a * x0 + b * y1 + c * z1 + d > 0) continue;
if (a * x1 + b * y1 + c * z1 + d > 0) continue;
return false;
}

View file

@ -24,17 +24,16 @@ int normal;
*/
DWORD Tesselator::tlsIdx = TlsAlloc();
static thread_local std::unique_ptr<Tesselator> tlsInstance;
Tesselator *Tesselator::getInstance()
{
return static_cast<Tesselator *>(TlsGetValue(tlsIdx));
return tlsInstance.get();
}
void Tesselator::CreateNewThreadStorage(int bytes)
{
Tesselator *instance = new Tesselator(bytes/4);
TlsSetValue(tlsIdx, instance);
tlsInstance = std::make_unique<Tesselator>(bytes / 4);
}
Tesselator::Tesselator(int size)
@ -310,20 +309,16 @@ void Tesselator::color(int r, int g, int b)
void Tesselator::color(int r, int g, int b, int a)
{
if (_noColor) return;
if (_noColor) return;
if (r > 255) r = 255;
if (g > 255) g = 255;
if (b > 255) b = 255;
if (a > 255) a = 255;
if (r < 0) r = 0;
if (g < 0) g = 0;
if (b < 0) b = 0;
if (a < 0) a = 0;
r = std::clamp(r, 0, 255);
g = std::clamp(g, 0, 255);
b = std::clamp(b, 0, 255);
a = std::clamp(a, 0, 255);
hasColor = true;
hasColor = true;
// 4J - removed little-endian option
col = (r << 24) | (g << 16) | (b << 8) | (a);
col = (r << 24) | (g << 16) | (b << 8) | (a);
}
void Tesselator::color(byte r, byte g, byte b)
@ -381,26 +376,15 @@ void Tesselator::packCompactQuad()
m_iz[i] += 16 * 128;
}
// Find min x/y/z
unsigned int minx = m_ix[0];
unsigned int miny = m_iy[0];
unsigned int minz = m_iz[0];
for( int i = 1; i < 4; i++ )
{
if( m_ix[i] < minx ) minx = m_ix[i];
if( m_iy[i] < miny ) miny = m_iy[i];
if( m_iz[i] < minz ) minz = m_iz[i];
}
unsigned int minx = std::min<unsigned int>({m_ix[0], m_ix[1], m_ix[2], m_ix[3]});
unsigned int miny = std::min<unsigned int>({m_iy[0], m_iy[1], m_iy[2], m_iy[3]});
unsigned int minz = std::min<unsigned int>({m_iz[0], m_iz[1], m_iz[2], m_iz[3]});
// Everything has been scaled by a factor of 128 to get it into an int, and so
// the minimum now should be in the range of (0->32) * 128. Get the base x/y/z
// that our quad will be referenced from now, which can be stored in 5 bits
unsigned int basex = ( minx >> 7 );
unsigned int basey = ( miny >> 7 );
unsigned int basez = ( minz >> 7 );
// If the min is 32, then this whole quad must be in that plane - make the min 15 instead so
// we can still offset from that with our delta to get to the exact edge
if( basex == 32 ) basex = 31;
if( basey == 32 ) basey = 31;
if( basez == 32 ) basez = 31;
unsigned int basex = std::min<unsigned int>(minx >> 7, 31u);
unsigned int basey = std::min<unsigned int>(miny >> 7, 31u);
unsigned int basez = std::min<unsigned int>(minz >> 7, 31u);
// Now get deltas to each vertex - these have an 8-bit range so they can span a
// full unit range from the base position
for( int i = 0; i < 4; i++ )
@ -420,28 +404,18 @@ void Tesselator::packCompactQuad()
data[0] |= ( basex << 26 ) | ( basey << 21 )| ( basez << 16 );
// Now process UVs. First find min & max U & V
unsigned int minu = m_u[0];
unsigned int minv = m_v[0];
unsigned int maxu = m_u[0];
unsigned int maxv = m_v[0];
for( int i = 1; i < 4; i++ )
{
if( m_u[i] < minu ) minu = m_u[i];
if( m_v[i] < minv ) minv = m_v[i];
if( m_u[i] > maxu ) maxu = m_u[i];
if( m_v[i] > maxv ) maxv = m_v[i];
}
unsigned int minu = std::min<unsigned int>({m_u[0], m_u[1], m_u[2], m_u[3]});
unsigned int minv = std::min<unsigned int>({m_v[0], m_v[1], m_v[2], m_v[3]});
unsigned int maxu = std::max<unsigned int>({m_u[0], m_u[1], m_u[2], m_u[3]});
unsigned int maxv = std::max<unsigned int>({m_v[0], m_v[1], m_v[2], m_v[3]});
// In nearly all cases, all our UVs should be axis aligned for this quad. So the only values they should
// have in each dimension should be the min/max. We're going to store:
// (1) minu/maxu (16 bits each, only actuall needs to store 14 bits to get a 0 to 2 range for each
// (2) du/dv ( ie maxu-minu, maxv-minv) - 8 bits each, to store a range of 0 to 15.9375 texels. This
// should be enough to map the full UV range of a single 16x16 region of the terrain texture, since
// we always pull UVs in by 1/16th of their range at the sides
unsigned int du = maxu - minu;
unsigned int dv = maxv - minv;
if( du > 255 ) du = 255;
if( dv > 255 ) dv = 255;
unsigned int du = std::min<unsigned int>(maxu - minu, 255u);
unsigned int dv = std::min<unsigned int>(maxv - minv, 255u);
// Check if this quad has UVs that can be referenced this way. This should only happen for flowing water
// and lava, where the texture coordinates are rotated for the top surface of the tile.
bool axisAligned = true;

View file

@ -34,13 +34,9 @@ private:
float xoo, yoo, zoo;
int _normal;
// 4J - added for thread local storage
public:
static void CreateNewThreadStorage(int bytes);
private:
static DWORD tlsIdx;
public:
static Tesselator *getInstance();
public:
static void CreateNewThreadStorage(int bytes);
static Tesselator *getInstance();
private:
bool tesselating;
@ -52,6 +48,7 @@ private:
int vboCounts;
int size;
public:
Tesselator(int size);
public:
Tesselator *getUniqueInstance(int size);
@ -93,35 +90,21 @@ public:
}
void addVert(float x, float y, float z)
{
if(x < boundingBox[0])
boundingBox[0] = x;
if(y < boundingBox[1])
boundingBox[1] = y;
if(z < boundingBox[2])
boundingBox[2] = z;
if(x > boundingBox[3])
boundingBox[3] = x;
if(y > boundingBox[4])
boundingBox[4] = y;
if(z > boundingBox[5])
boundingBox[5] = z;
boundingBox[0] = std::min<float>(boundingBox[0], x);
boundingBox[1] = std::min<float>(boundingBox[1], y);
boundingBox[2] = std::min<float>(boundingBox[2], z);
boundingBox[3] = std::max<float>(boundingBox[3], x);
boundingBox[4] = std::max<float>(boundingBox[4], y);
boundingBox[5] = std::max<float>(boundingBox[5], z);
}
void addBounds(Bounds& ob)
void addBounds(const Bounds& ob)
{
if(ob.boundingBox[0] < boundingBox[0])
boundingBox[0] = ob.boundingBox[0];
if(ob.boundingBox[1] < boundingBox[1])
boundingBox[1] = ob.boundingBox[1];
if(ob.boundingBox[2] < boundingBox[2])
boundingBox[2] = ob.boundingBox[2];
if(ob.boundingBox[3] > boundingBox[3])
boundingBox[3] = ob.boundingBox[3];
if(ob.boundingBox[4] > boundingBox[4])
boundingBox[4] = ob.boundingBox[4];
if(ob.boundingBox[5] > boundingBox[5])
boundingBox[5] = ob.boundingBox[5];
boundingBox[0] = std::min<float>(boundingBox[0], ob.boundingBox[0]);
boundingBox[1] = std::min<float>(boundingBox[1], ob.boundingBox[1]);
boundingBox[2] = std::min<float>(boundingBox[2], ob.boundingBox[2]);
boundingBox[3] = std::max<float>(boundingBox[3], ob.boundingBox[3]);
boundingBox[4] = std::max<float>(boundingBox[4], ob.boundingBox[4]);
boundingBox[5] = std::max<float>(boundingBox[5], ob.boundingBox[5]);
}
float boundingBox[6]; // 4J MGH added

View file

@ -142,6 +142,9 @@ int TileRenderer::getLightColor( Tile *tt, LevelSource *level, int x, int y, int
return tt->getLightColor(level, x, y, z);
}
static constexpr int TILE_RENDERER_CACHE_SIZE = 32 * 32 * 32;
static thread_local unsigned int s_tlsCache[TILE_RENDERER_CACHE_SIZE];
TileRenderer::TileRenderer( LevelSource* level, int xMin, int yMin, int zMin, unsigned char *tileIds )
{
this->level = level;
@ -153,14 +156,11 @@ TileRenderer::TileRenderer( LevelSource* level, int xMin, int yMin, int zMin, un
this->yMin2 = yMin-2;
this->zMin2 = zMin-2;
this->tileIds = tileIds;
cache = new unsigned int[32*32*32];
XMemSet(cache,0,32*32*32*sizeof(unsigned int));
cache = s_tlsCache;
std::memset(cache, 0, TILE_RENDERER_CACHE_SIZE * sizeof(unsigned int));
}
TileRenderer::~TileRenderer()
{
delete cache;
}
TileRenderer::~TileRenderer() = default;
TileRenderer::TileRenderer( LevelSource* level )
{

View file

@ -26,15 +26,10 @@
#define GDRAW_ASSERTS
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
// We temporarily disable this warning for the shared interface portions
#pragma warning (push)
#pragma warning (disable: 4201) // nonstandard extension used : nameless struct/union
#include <windows.h>
#include <d3d11.h>
#include "gdraw.h"
#include "iggy.h"

View file

@ -2,8 +2,6 @@
#ifdef _WINDOWS64
#include <windows.h>
class KeyboardMouseInput
{
public:

View file

@ -23,6 +23,7 @@
#ifdef _WINDOWS64
#define _HAS_STD_BYTE 0 // solve (std::)'byte' ambiguity with windows headers
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#define NOMINMAX // Exclude min/max macros from Windows headers
// Windows Header Files:
#include <malloc.h>
#include <tchar.h>
@ -132,12 +133,14 @@ typedef XUID GameSessionUID;
#include <list>
#include <map>
#include <set>
#include <array>
#include <deque>
#include <algorithm>
#include <string>
#include <sstream>
#include <iostream>
#include <exception>
#include <mutex>
#include <assert.h>

View file

@ -71,6 +71,7 @@
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<PreprocessorDefinitions>_LARGE_WORLDS;_DEBUG_MENUS_ENABLED;_DEBUG;_CRT_NON_CONFORMING_SWPRINTFS;_CRT_SECURE_NO_WARNINGS;_WINDOWS64;MINECRAFT_SERVER_BUILD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>..\Minecraft.Client;..\Minecraft.Client\Windows64\Iggy\include;..\Minecraft.Client\Xbox\Sentient\Include;..\Minecraft.World\x64headers;..\include;$(ProjectDir)Windows64;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
<MASM>
<UseSafeExceptionHandlers>false</UseSafeExceptionHandlers>
@ -103,6 +104,7 @@
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<PreprocessorDefinitions>_LARGE_WORLDS;_DEBUG_MENUS_ENABLED;_CRT_NON_CONFORMING_SWPRINTFS;_CRT_SECURE_NO_WARNINGS;_WINDOWS64;MINECRAFT_SERVER_BUILD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>..\Minecraft.Client;..\Minecraft.Client\Windows64\Iggy\include;..\Minecraft.Client\Xbox\Sentient\Include;..\Minecraft.World\x64headers;..\include;$(ProjectDir)Windows64;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
<MASM>
<UseSafeExceptionHandlers>false</UseSafeExceptionHandlers>
@ -745,5 +747,4 @@
<ImportGroup Label="ExtensionTargets">
<Import Project="$(VCTargetsPath)\BuildCustomizations\masm.targets" />
</ImportGroup>
</Project>
</Project>

View file

@ -12,20 +12,7 @@
Region::~Region()
{
for(unsigned int i = 0; i < chunks->length; ++i)
{
LevelChunkArray *lca = (*chunks)[i];
delete [] lca->data;
delete lca;
}
delete [] chunks->data;
delete chunks;
// AP - added a caching system for Chunk::rebuild to take advantage of
if( CachedTiles )
{
free(CachedTiles);
}
// flatChunksHeap automatically freed by unique_ptr
}
Region::Region(Level *level, int x1, int y1, int z1, int x2, int y2, int z2, int r)
@ -37,7 +24,21 @@ Region::Region(Level *level, int x1, int y1, int z1, int x2, int y2, int z2, int
int xc2 = (x2 + r) >> 4;
int zc2 = (z2 + r) >> 4;
chunks = new LevelChunk2DArray(xc2 - xc1 + 1, zc2 - zc1 + 1);
chunksDimX = xc2 - xc1 + 1;
chunksDimZ = zc2 - zc1 + 1;
int totalChunks = chunksDimX * chunksDimZ;
// Use stack buffer for common small regions (render chunks), heap for rare large ones (pathfinding)
if( totalChunks <= MAX_STACK_CHUNKS )
{
flatChunks = flatChunks_stack;
}
else
{
flatChunksHeap = std::make_unique<LevelChunk*[]>(totalChunks);
flatChunks = flatChunksHeap.get();
}
std::fill_n(flatChunks, totalChunks, nullptr);
allEmpty = true;
for (int xc = xc1; xc <= xc2; xc++)
@ -47,8 +48,7 @@ Region::Region(Level *level, int x1, int y1, int z1, int x2, int y2, int z2, int
LevelChunk *chunk = level->getChunk(xc, zc);
if(chunk != nullptr)
{
LevelChunkArray *lca = (*chunks)[xc - xc1];
lca->data[zc - zc1] = chunk;
flatChunks[(xc - xc1) * chunksDimZ + (zc - zc1)] = chunk;
}
}
}
@ -56,8 +56,7 @@ Region::Region(Level *level, int x1, int y1, int z1, int x2, int y2, int z2, int
{
for (int zc = (z1 >> 4); zc <= (z2 >> 4); zc++)
{
LevelChunkArray *lca = (*chunks)[xc - xc1];
LevelChunk *chunk = lca->data[zc - zc1];
LevelChunk *chunk = flatChunks[(xc - xc1) * chunksDimZ + (zc - zc1)];
if (chunk != nullptr)
{
if (!chunk->isYSpaceEmpty(y1, y2))
@ -105,12 +104,12 @@ int Region::getTile(int x, int y, int z)
xc -= xc1;
zc -= zc1;
if (xc < 0 || xc >= static_cast<int>(chunks->length) || zc < 0 || zc >= static_cast<int>((*chunks)[xc]->length))
if (xc < 0 || xc >= chunksDimX || zc < 0 || zc >= chunksDimZ)
{
return 0;
}
LevelChunk *lc = (*chunks)[xc]->data[zc];
LevelChunk *lc = flatChunks[xc * chunksDimZ + zc];
if (lc == nullptr) return 0;
return lc->getTile(x & 15, y, z & 15);
@ -122,11 +121,11 @@ void Region::setCachedTiles(unsigned char *tiles, int xc, int zc)
xcCached = xc;
zcCached = zc;
int size = 16 * 16 * Level::maxBuildHeight;
if( CachedTiles == nullptr )
{
CachedTiles = static_cast<unsigned char *>(malloc(size));
}
memcpy(CachedTiles, tiles, size);
if (!CachedTiles)
{
CachedTiles = std::make_unique<unsigned char[]>(size);
}
std::copy(tiles, tiles + size, CachedTiles.get());
}
LevelChunk* Region::getLevelChunk(int x, int y, int z)
@ -137,12 +136,12 @@ LevelChunk* Region::getLevelChunk(int x, int y, int z)
int xc = (x >> 4) - xc1;
int zc = (z >> 4) - zc1;
if (xc < 0 || xc >= static_cast<int>(chunks->length) || zc < 0 || zc >= static_cast<int>((*chunks)[xc]->length))
if (xc < 0 || xc >= chunksDimX || zc < 0 || zc >= chunksDimZ)
{
return nullptr;
}
LevelChunk *lc = (*chunks)[xc]->data[zc];
LevelChunk *lc = flatChunks[xc * chunksDimZ + zc];
return lc;
}
@ -153,7 +152,15 @@ shared_ptr<TileEntity> Region::getTileEntity(int x, int y, int z)
int xc = (x >> 4) - xc1;
int zc = (z >> 4) - zc1;
return (*chunks)[xc]->data[zc]->getTileEntity(x & 15, y, z & 15);
if (xc < 0 || xc >= chunksDimX || zc < 0 || zc >= chunksDimZ)
{
return nullptr;
}
LevelChunk *lc = flatChunks[xc * chunksDimZ + zc];
if (lc == nullptr) return nullptr;
return lc->getTileEntity(x & 15, y, z & 15);
}
int Region::getLightColor(int x, int y, int z, int emitt, int tileId/*=-1*/)
@ -228,7 +235,15 @@ int Region::getRawBrightness(int x, int y, int z, bool propagate)
int xc = (x >> 4) - xc1;
int zc = (z >> 4) - zc1;
return (*chunks)[xc]->data[zc]->getRawBrightness(x & 15, y, z & 15, level->skyDarken);
if (xc < 0 || xc >= chunksDimX || zc < 0 || zc >= chunksDimZ)
{
return 0;
}
LevelChunk *lc = flatChunks[xc * chunksDimZ + zc];
if (lc == nullptr) return 0;
return lc->getRawBrightness(x & 15, y, z & 15, level->skyDarken);
}
@ -239,7 +254,15 @@ int Region::getData(int x, int y, int z)
int xc = (x >> 4) - xc1;
int zc = (z >> 4) - zc1;
return (*chunks)[xc]->data[zc]->getData(x & 15, y, z & 15);
if (xc < 0 || xc >= chunksDimX || zc < 0 || zc >= chunksDimZ)
{
return 0;
}
LevelChunk *lc = flatChunks[xc * chunksDimZ + zc];
if (lc == nullptr) return 0;
return lc->getData(x & 15, y, z & 15);
}
Material *Region::getMaterial(int x, int y, int z)
@ -321,7 +344,7 @@ int Region::getBrightnessPropagate(LightLayer::variety layer, int x, int y, int
// 4J Stu - The java LightLayer was an enum class type with a member "surrounding" which is what we
// were returning here. Surrounding has the same value as the enum value in our C++ code, so just cast
// it to an int
return (int)layer;
return static_cast<int>(layer);
}
if (layer == LightLayer::Sky && level->dimension->hasCeiling)
{
@ -346,7 +369,15 @@ int Region::getBrightnessPropagate(LightLayer::variety layer, int x, int y, int
int xc = (x >> 4) - xc1;
int zc = (z >> 4) - zc1;
return (*chunks)[xc]->data[zc]->getBrightness(layer, x & 15, y, z & 15);
if (xc < 0 || xc >= chunksDimX || zc < 0 || zc >= chunksDimZ)
{
return static_cast<int>(layer);
}
LevelChunk *lc = flatChunks[xc * chunksDimZ + zc];
if (lc == nullptr) return static_cast<int>(layer);
return lc->getBrightness(layer, x & 15, y, z & 15);
}
// 4J - brought forward from 1.8.2
@ -359,12 +390,20 @@ int Region::getBrightness(LightLayer::variety layer, int x, int y, int z)
// 4J Stu - The java LightLayer was an enum class type with a member "surrounding" which is what we
// were returning here. Surrounding has the same value as the enum value in our C++ code, so just cast
// it to an int
return (int)layer;
return static_cast<int>(layer);
}
int xc = (x >> 4) - xc1;
int zc = (z >> 4) - zc1;
return (*chunks)[xc]->data[zc]->getBrightness(layer, x & 15, y, z & 15);
if (xc < 0 || xc >= chunksDimX || zc < 0 || zc >= chunksDimZ)
{
return static_cast<int>(layer);
}
LevelChunk *lc = flatChunks[xc * chunksDimZ + zc];
if (lc == nullptr) return static_cast<int>(layer);
return lc->getBrightness(layer, x & 15, y, z & 15);
}
int Region::getMaxBuildHeight()

View file

@ -9,18 +9,29 @@ class BiomeSource;
class Region : public LevelSource
{
private:
static constexpr int MAX_STACK_CHUNKS = 16; // 4x4 covers the common render-chunk case (r=1)
int xc1, zc1;
LevelChunk2DArray *chunks;
LevelChunk *flatChunks_stack[MAX_STACK_CHUNKS];
LevelChunk **flatChunks; // non-owning: points to flatChunks_stack or flatChunksHeap's buffer
std::unique_ptr<LevelChunk*[]> flatChunksHeap; // owns heap allocation for large regions
int chunksDimX, chunksDimZ;
Level *level;
bool allEmpty;
// AP - added a caching system for Chunk::rebuild to take advantage of
int xcCached, zcCached;
unsigned char *CachedTiles;
int xcCached, zcCached;
std::unique_ptr<unsigned char[]> CachedTiles;
public:
Region(Level *level, int x1, int y1, int z1, int x2, int y2, int z2, int r);
virtual ~Region();
// Non-copyable/movable: flatChunks may point to internal stack buffer
Region(const Region&) = delete;
Region& operator=(const Region&) = delete;
Region(Region&&) = delete;
Region& operator=(Region&&) = delete;
bool isAllEmpty();
int getTile(int x, int y, int z);
shared_ptr<TileEntity> getTileEntity(int x, int y, int z);

View file

@ -7,6 +7,7 @@
#ifdef _WINDOWS64
#define _HAS_STD_BYTE 0 // solve (std::)'byte' ambiguity with windows headers
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#define NOMINMAX // Exclude min/max macros from Windows headers
// Windows Header Files:
#include <windows.h>
#include <malloc.h>
@ -105,6 +106,7 @@ typedef XUID GameSessionUID;
#include <sstream>
#include <iostream>
#include <exception>
#include <array>
#ifndef __PS3__ // the PS3 lib assert is rubbish, and aborts the code, we define our own in PS3Types.h
#include <assert.h>

View file

@ -1,10 +1,6 @@
#include "stdafx.h"
#include "lce_filesystem.h"
#ifdef _WINDOWS64
#include <windows.h>
#endif // TODO: More os' filesystem handling for when the project moves away from only Windows
#include <stdio.h>
bool FileOrDirectoryExists(const char* path)