88 lines
5.1 KiB
C++
88 lines
5.1 KiB
C++
#pragma once
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#include "xmcore.h"
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// 4J added - Storage for block & sky light data. Lighting data is normally stored as 4-bits per tile, in a DataLayer class of 16384 bytes ( 128 x 16 x 16 x 0.5 )
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// This class provides more economical storage for such data by taking into consideration that it is quite common for large parts of the lighting data in a level to
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// be very compressible (large amounts of 0 for block lights, 0 and 15 for sky lights).
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// We are aiming here to balance performance (lighting data is accessed very frequently) against size.
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// Details of storage method:
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// 1. Lighting is split into horizontal planes, of which there are 128, and each taking up 128 bytes (16 x 16 x 0.5)
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// 2. Each of these layers has a permanently allocated index in this class (planeIndices).
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// 3. Data for allocatedPlaneCount planes worth of data is allocated in the data array ( allocatedPlaneCount * 128 bytes )
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// 4. If a plane index for a layer is < 128, then the data for that layer is at data[ index * 128 ]
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// 5. If a plane index for a layer is 128, then all values for that plane are 0
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// 6. If a plane index for a layer is 129, then all values for that plane are 15
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// This class needs to be thread safe as there are times where chunk (and light) data are shared between server & main threads. Light values are queried
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// very regularly so this needs to be as light-weight as possible.
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// To meet these requirements, this class is now implemented using a lock-free system, implemented using a read-copy-update (RCU) type algorithm. Some details...
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// (1) The storage details for the class are now packed into a single int64_t, which contains both a pointer to the data that is required and a count of how many planes worth
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// of storage are allocated. This allows the full storage to be updated atomically using compare and exchange operations (implemented with InterlockedCompareExchangeRelease64).
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// (2) The data pointer referenced in this int64_t points to an area of memory which is 128 + 128 * plane_count bytes long, where the first 128 bytes stoere the plane indices, and
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// the rest of the data is variable in size to accomodate however many planes are required to be stored
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// (3) The RCU bit of the algorithm means that any read operations don't need to do any checks or locks at all. When the data needs to be updated, a copy of it is made and updated,
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// then an attempt is made to swap the new data in - if this succeeds then the old data pointer is deleted later at some point where we know nothing will be reading from it anymore.
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// This is achieved by putting the delete request in a queue which means it won't actually get deleted until 2 game ticks after the last time its reference existed, which should give
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// us a large margin of safety. If the attempt to swap the new data in fails, then the whole write operation has to be attempted again - this is the only time there is really a
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// high cost for this algorithm and such write collisions should be rare.
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//#define LIGHT_COMPRESSION_STATS
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class TileCompressData_SPU;
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class SparseLightStorage
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{
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friend class TileCompressData_SPU;
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private:
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// unsigned char planeIndices[128];
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int64_t dataAndCount; // Contains packed-together data pointer (lower 48-bits), and count of lines used (upper 16-bits)
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// unsigned char *data;
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// unsigned int allocatedPlaneCount;
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static const int ALL_0_INDEX = 128;
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static const int ALL_15_INDEX = 129;
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#ifdef _XBOX
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static const unsigned int MM_PHYSICAL_4KB_BASE = 0xE0000000; // Start of where 4KB page sized physical allocations are made
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#endif
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public:
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SparseLightStorage(bool sky);
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SparseLightStorage(bool sky, bool isUpper);
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SparseLightStorage(SparseLightStorage *copyFrom); // ctor with deep copy
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~SparseLightStorage();
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void setData(byteArray dataIn, unsigned int inOffset); // Set all lighting values from a data array of length 16384 (128 x 16 x 16 x 0.5).
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void getData(byteArray retArray, unsigned int retOffset); // Gets all lighting values into an array of length 16384.
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int get(int x, int y, int z); // Get an individual lighting value
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void set(int x, int y, int z, int val); // Set an individual lighting value
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void setAllBright(); // Set all lighting values to fully bright
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int setDataRegion(byteArray dataIn, int x0, int y0, int z0, int x1, int y1, int z1, int offset); // Sets a region of lighting values with the data at offset position in the array dataIn - external ordering compatible with java DataLayer
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int getDataRegion(byteArray dataInOut, int x0, int y0, int z0, int x1, int y1, int z1, int offset); // Updates the data at offset position dataInOut with a region of lighting information - external ordering compatible with java DataLayer
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static void staticCtor();
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void addNewPlane(int y);
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void getPlaneIndicesAndData(unsigned char **planeIndices, unsigned char **data);
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void updateDataAndCount(int64_t newDataAndCount);
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int compress();
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bool isCompressed();
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void queueForDelete(unsigned char *data);
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static void tick();
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static int deleteQueueIndex;
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static XLockFreeStack <unsigned char> deleteQueue[3];
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#ifdef LIGHT_COMPRESSION_STATS
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int count;
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#endif
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void write(DataOutputStream *dos);
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void read(DataInputStream *dis);
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};
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