Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.
This commit is contained in:
sfan5 2023-12-12 16:28:21 +01:00
parent 9408a1a025
commit 128ed87dd8
1 changed files with 66 additions and 60 deletions

View File

@ -437,6 +437,11 @@ public:
// clearObject and return removed objects count
u32 clearObjects();
static const u32 ystride = MAP_BLOCKSIZE;
static const u32 zstride = MAP_BLOCKSIZE * MAP_BLOCKSIZE;
static const u32 nodecount = MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
private:
/*
Private methods
@ -444,59 +449,73 @@ private:
void deSerialize_pre22(std::istream &is, u8 version, bool disk);
public:
/*
Public member variables
*/
* PLEASE NOTE: When adding something here be mindful of position and size
* of member variables! This is also the reason for the weird public-private
* interleaving.
* If in doubt consult `pahole` to see the effects.
*/
public:
#ifndef SERVER // Only on client
MapBlockMesh *mesh = nullptr;
// marks the sides which are opaque: 00+Z-Z+Y-Y+X-X
u8 solid_sides = 0;
#endif
NodeMetadataList m_node_metadata;
StaticObjectList m_static_objects;
static const u32 ystride = MAP_BLOCKSIZE;
static const u32 zstride = MAP_BLOCKSIZE * MAP_BLOCKSIZE;
static const u32 nodecount = MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
//// ABM optimizations ////
// Cache of content types
// This is actually a set but for the small sizes we have a vector should be
// more efficient.
// Can be empty, in which case nothing was cached yet.
std::vector<content_t> contents;
// True if we never want to cache content types for this block
bool do_not_cache_contents = false;
// marks the sides which are opaque: 00+Z-Z+Y-Y+X-X
u8 solid_sides {0};
private:
/*
Private member variables
*/
// see isOrphan()
bool m_orphan = false;
// Position in blocks on parent
v3s16 m_pos;
/* This is the precalculated m_pos_relative value
* This caches the value, improving performance by removing 3 s16 multiplications
* at runtime on each getPosRelative call
* For a 5 minutes runtime with valgrind this removes 3 * 19M s16 multiplications
* The gain can be estimated in Release Build to 3 * 100M multiply operations for 5 mins
*/
/* Precalculated m_pos_relative value
* This caches the value, improving performance by removing 3 s16 multiplications
* at runtime on each getPosRelative call.
* For a 5 minutes runtime with valgrind this removes 3 * 19M s16 multiplications.
* The gain can be estimated in Release Build to 3 * 100M multiply operations for 5 mins.
*/
v3s16 m_pos_relative;
/*
* Note that this is not an inline array because that has implications on
Reference count; currently used for determining if this block is in
the list of blocks to be drawn.
*/
short m_refcount = 0;
/*
* Note that this is not an inline array because that has implications for
* heap fragmentation (the array is exactly 16K), CPU caches and/or
* optimizability of algorithms working on this array.
*/
MapNode *const data; // of `nodecount` elements
// provides the item and node definitions
IGameDef *m_gamedef;
/*
When the block is accessed, this is set to 0.
Map will unload the block when this reaches a timeout.
*/
float m_usage_timer = 0;
public:
//// ABM optimizations ////
// True if we never want to cache content types for this block
bool do_not_cache_contents = false;
// Cache of content types
// This is actually a set but for the small sizes we have a vector should be
// more efficient.
// Can be empty, in which case nothing was cached yet.
std::vector<content_t> contents;
private:
// Whether day and night lighting differs
bool m_day_night_differs = false;
bool m_day_night_differs_expired = true;
/*
- On the server, this is used for telling whether the
block has been modified from the one on disk.
@ -506,14 +525,12 @@ private:
u32 m_modified_reason = MOD_REASON_INITIAL;
/*
When propagating sunlight and the above block doesn't exist,
sunlight is assumed if this is false.
In practice this is set to true if the block is completely
undeground with nothing visible above the ground except
caves.
When block is removed from active blocks, this is set to gametime.
Value BLOCK_TIMESTAMP_UNDEFINED=0xffffffff means there is no timestamp.
*/
bool is_underground = false;
u32 m_timestamp = BLOCK_TIMESTAMP_UNDEFINED;
// The on-disk (or to-be on-disk) timestamp value
u32 m_disk_timestamp = BLOCK_TIMESTAMP_UNDEFINED;
/*!
* Each bit indicates if light spreading was finished
@ -525,35 +542,24 @@ private:
*/
u16 m_lighting_complete = 0xFFFF;
// Whether day and night lighting differs
bool m_day_night_differs = false;
bool m_day_night_differs_expired = true;
// see isOrphan()
bool m_orphan = false;
// Whether mapgen has generated the content of this block (persisted)
bool m_generated = false;
/*
When block is removed from active blocks, this is set to gametime.
Value BLOCK_TIMESTAMP_UNDEFINED=0xffffffff means there is no timestamp.
*/
u32 m_timestamp = BLOCK_TIMESTAMP_UNDEFINED;
// The on-disk (or to-be on-disk) timestamp value
u32 m_disk_timestamp = BLOCK_TIMESTAMP_UNDEFINED;
When propagating sunlight and the above block doesn't exist,
sunlight is assumed if this is false.
/*
When the block is accessed, this is set to 0.
Map will unload the block when this reaches a timeout.
In practice this is set to true if the block is completely
undeground with nothing visible above the ground except
caves.
*/
float m_usage_timer = 0;
bool is_underground = false;
/*
Reference count; currently used for determining if this block is in
the list of blocks to be drawn.
*/
short m_refcount = 0;
public:
NodeMetadataList m_node_metadata;
StaticObjectList m_static_objects;
private:
NodeTimerList m_node_timers;
};