Avoid doing a full material compare if not even first texture does match
authorsapier <Sapier at GMX dot net>
Thu, 12 Jun 2014 20:33:50 +0000 (22:33 +0200)
committersapier <Sapier at GMX dot net>
Sun, 22 Jun 2014 22:13:41 +0000 (00:13 +0200)
src/clientmap.cpp

index e061a5998d42bd588773ce3c0baa8ca4b4a35a5e..fac59b0f1afdecbc43e3c685ad59410b0fe1bf6a 100644 (file)
@@ -58,7 +58,7 @@ ClientMap::ClientMap(
 ClientMap::~ClientMap()
 {
        /*JMutexAutoLock lock(mesh_mutex);
-       
+
        if(mesh != NULL)
        {
                mesh->drop();
@@ -76,15 +76,15 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
        catch(InvalidPositionException &e)
        {
        }
-       
+
        // Create a sector
        ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
-       
+
        {
                //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
                m_sectors[p2d] = sector;
        }
-       
+
        return sector;
 }
 
@@ -95,7 +95,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
        ClientMapSector *sector = NULL;
 
        //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
-       
+
        core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
 
        if(n != NULL)
@@ -198,7 +198,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                        p_nodes_max.X / MAP_BLOCKSIZE + 1,
                        p_nodes_max.Y / MAP_BLOCKSIZE + 1,
                        p_nodes_max.Z / MAP_BLOCKSIZE + 1);
-       
+
        // Number of blocks in rendering range
        u32 blocks_in_range = 0;
        // Number of blocks occlusion culled
@@ -223,7 +223,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
        {
                MapSector *sector = si->second;
                v2s16 sp = sector->getPos();
-               
+
                if(m_control.range_all == false)
                {
                        if(sp.X < p_blocks_min.X
@@ -235,13 +235,13 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
 
                std::list< MapBlock * > sectorblocks;
                sector->getBlocks(sectorblocks);
-               
+
                /*
                        Loop through blocks in sector
                */
 
                u32 sector_blocks_drawn = 0;
-               
+
                std::list< MapBlock * >::iterator i;
                for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
                {
@@ -251,10 +251,10 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                                Compare block position to camera position, skip
                                if not seen on display
                        */
-                       
+
                        if (block->mesh != NULL)
                                block->mesh->updateCameraOffset(m_camera_offset);
-                       
+
                        float range = 100000 * BS;
                        if(m_control.range_all == false)
                                range = m_control.wanted_range * BS;
@@ -273,7 +273,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                                continue;*/
 
                        blocks_in_range++;
-                       
+
                        /*
                                Ignore if mesh doesn't exist
                        */
@@ -334,7 +334,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                                blocks_occlusion_culled++;
                                continue;
                        }
-                       
+
                        // This block is in range. Reset usage timer.
                        block->resetUsageTimer();
 
@@ -383,18 +383,25 @@ struct MeshBufList
 struct MeshBufListList
 {
        std::list<MeshBufList> lists;
-       
+
        void clear()
        {
                lists.clear();
        }
-       
+
        void add(scene::IMeshBuffer *buf)
        {
                for(std::list<MeshBufList>::iterator i = lists.begin();
                                i != lists.end(); ++i){
                        MeshBufList &l = *i;
-                       if(l.m == buf->getMaterial()){
+                       video::SMaterial &m = buf->getMaterial();
+
+                       // comparing a full material is quite expensive so we don't do it if
+                       // not even first texture is equal
+                       if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
+                               continue;
+
+                       if (l.m == m) {
                                l.bufs.push_back(buf);
                                return;
                        }
@@ -411,7 +418,7 @@ 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: ";
@@ -432,7 +439,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 
        /*
                Get time for measuring timeout.
-               
+
                Measuring time is very useful for long delays when the
                machine is swapping a lot.
        */
@@ -456,7 +463,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        */
 
        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;
@@ -472,14 +479,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        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
@@ -505,7 +512,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                // 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,
@@ -577,9 +584,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        }
                }
        }
-       
+
        std::list<MeshBufList> &lists = drawbufs.lists;
-       
+
        int timecheck_counter = 0;
        for(std::list<MeshBufList>::iterator i = lists.begin();
                        i != lists.end(); ++i)
@@ -601,9 +608,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                }
 
                MeshBufList &list = *i;
-               
+
                driver->setMaterial(list.m);
-               
+
                for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
                                j != list.bufs.end(); ++j)
                {
@@ -660,13 +667,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 #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",
@@ -717,7 +724,7 @@ static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
                pf += dir * step;
                distance += step;
                step *= step_multiplier;
-               
+
                v3s16 p = floatToInt(pf, BS);
                MapNode n = map->getNodeNoEx(p);
                if(allow_allowing_non_sunlight_propagates && i == 0 &&