Cache and reuse removed mobjs when spawning mobjs - Take 2 #144

Merged
alufolie91 merged 12 commits from mobjcache2 into Saturn-Next 2024-12-02 21:31:25 +01:00
15 changed files with 95 additions and 20 deletions

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+1 -1
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@@ -1843,7 +1843,7 @@ static void CL_ReloadReceivedSavegame(void)
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
camera[i].subsector = R_PointInSubsector(camera[i].x, camera[i].y);
camera[i].subsector = R_PointInSubsectorFast(camera[i].x, camera[i].y);
}
cl_redownloadinggamestate = false;
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@@ -49,6 +49,7 @@ typedef struct thinker_s
// killough 11/98: count of how many other objects reference
// this one using pointers. Used for garbage collection.
INT32 references;
boolean cachable;
} thinker_t;
#endif
+2 -2
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@@ -3103,7 +3103,7 @@ static void HWR_RenderBSPNode(INT32 bspnum)
bsp = &nodes[bspnum];
// Decide which side the view point is on.
side = R_PointOnSide(viewx, viewy, bsp);
side = R_PointOnSideFast(viewx, viewy, bsp);
// Recursively divide front space.
if (HWR_PortalCheckBBox(bsp->bbox[side]))
@@ -3177,7 +3177,7 @@ static gl_vissprite_t *HWR_NewVisSprite(void)
// Finds a floor through which light does not pass.
static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
{
const sector_t *sec = R_PointInSubsector(x, y)->sector;
const sector_t *sec = R_PointInSubsectorFast(x, y)->sector;
fixed_t floorz = sec->floorheight;
if (sec->ffloors)
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@@ -132,7 +132,7 @@ void HWR_PortalFrame(gl_portal_t* portal)
{
portalclipline = NULL;
portalcullsector = NULL;
viewsector = R_PointInSubsector(viewx, viewy)->sector;
viewsector = R_PointInSubsectorFast(viewx, viewy)->sector;
}
}
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@@ -63,6 +63,7 @@
// both the head and tail of the thinker list
extern thinker_t thinkercap;
extern mobj_t *mobjcache;
void P_InitThinkers(void);
void P_AddThinker(thinker_t *thinker);
+30 -5
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@@ -48,6 +48,7 @@ actioncache_t actioncachehead;
static mobj_t *overlaycap = NULL;
static mobj_t *shadowcap = NULL;
mobj_t *waypointcap = NULL;
mobj_t *mobjcache = NULL;
void P_InitCachedActions(void)
{
@@ -3307,7 +3308,7 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
P_CheckCameraPosition(thiscam->x, thiscam->y, thiscam);
#endif
thiscam->subsector = R_PointInSubsector(thiscam->x, thiscam->y);
thiscam->subsector = R_PointInSubsectorFast(thiscam->x, thiscam->y);
thiscam->floorz = tmfloorz;
thiscam->ceilingz = tmceilingz;
@@ -9348,7 +9349,18 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
const mobjinfo_t *info = &mobjinfo[type];
state_t *st;
mobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
mobj_t *mobj;
if (mobjcache != NULL)
{
mobj = mobjcache;
mobjcache = mobjcache->hnext;
memset(mobj, 0, sizeof(*mobj));
}
else
{
mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
}
// this is officially a mobj, declared as soon as possible.
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
@@ -9809,7 +9821,18 @@ mobj_t *P_SpawnShadowMobj(mobj_t * caster)
{
const mobjinfo_t *info = &mobjinfo[MT_SHADOW];
state_t *st;
mobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
mobj_t *mobj;
if (mobjcache != NULL)
{
mobj = mobjcache;
mobjcache = mobjcache->hnext;
memset(mobj, 0, sizeof(*mobj));
}
else
{
mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
}
// this is officially a mobj, declared as soon as possible.
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
@@ -10083,7 +10106,9 @@ void P_RemoveMobj(mobj_t *mobj)
// Invalidate mobj_t data to cause crashes if accessed!
memset(mobj, 0xff, sizeof(mobj_t));
#endif
Z_Free(mobj); // No refrences? Can be removed immediately! :D
// no references, dump it directly in the mobj cache
mobj->hnext = mobjcache;
mobjcache = mobj;
}
else
{ // Add thinker just to delay removing it until refrences are gone.
@@ -10354,7 +10379,7 @@ void P_PrecipitationEffects(void)
for (y = yl; y <= yh; y += RADIUSSTEP)
for (x = xl; x <= xh; x += RADIUSSTEP)
{
if (R_PointInSubsector((fixed_t)x, (fixed_t)y)->sector->ceilingpic != skyflatnum) // Found the outdoors!
if (R_PointInSubsectorFast((fixed_t)x, (fixed_t)y)->sector->ceilingpic != skyflatnum) // Found the outdoors!
continue;
newdist = S_CalculateSoundDistance(players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y, 0, (fixed_t)x, (fixed_t)y, 0);
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@@ -155,6 +155,7 @@ FUNCINLINE static ATTRINLINE void PolyObj_AddThinker(thinker_t *th)
thinkercap.next = th;
th->references = 0;
th->cachable = false; // not initialising this made the mobjcache die thx!
}
static void FreeSideLists(void)
+4 -2
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@@ -2338,7 +2338,7 @@ static void P_SetupCamera(UINT8 pnum, camera_t *cam)
cam->y = players[pnum].mo->y;
cam->z = players[pnum].mo->z;
cam->angle = players[pnum].mo->angle;
cam->subsector = R_PointInSubsector(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
cam->subsector = R_PointInSubsectorFast(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
}
else
{
@@ -2362,7 +2362,7 @@ static void P_SetupCamera(UINT8 pnum, camera_t *cam)
cam->y = thing->y;
cam->z = thing->z;
cam->angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
cam->subsector = R_PointInSubsector(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
cam->subsector = R_PointInSubsectorFast(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
}
}
@@ -2647,6 +2647,8 @@ boolean P_SetupLevel(boolean skipprecip, boolean reloadinggamestate)
R_ClearLevelSplats();
#endif
mobjcache = NULL;
R_InitializeLevelInterpolators();
P_InitThinkers();
+25 -2
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@@ -196,6 +196,8 @@ void P_AddThinker(thinker_t *thinker)
thinkercap.prev = thinker;
thinker->references = 0; // killough 11/98: init reference counter to 0
thinker->cachable = (thinker->function.acp1 == (actionf_p1)P_MobjThinker);
}
//
@@ -235,7 +237,17 @@ void P_RemoveThinkerDelayed(thinker_t *thinker)
* thinker->prev->next = thinker->next */
(next->prev = currentthinker = thinker->prev)->next = next;
R_DestroyLevelInterpolators(thinker);
Z_Free(thinker);
if (thinker->cachable == true)
{
// put cachable thinkers in the mobj cache, so we can avoid allocations
((mobj_t *)thinker)->hnext = mobjcache;
mobjcache = (mobj_t *)thinker;
}
else
{
Z_Free(thinker);
}
}
//
@@ -250,9 +262,20 @@ void P_UnlinkThinker(thinker_t *thinker)
I_Assert(thinker->references == 0);
(next->prev = thinker->prev)->next = next;
Z_Free(thinker);
if (thinker->cachable == true)
{
// put cachable thinkers in the mobj cache, so we can avoid allocations
((mobj_t *)thinker)->hnext = mobjcache;
mobjcache = (mobj_t *)thinker;
}
else
{
Z_Free(thinker);
}
}
//
// P_RemoveThinker
//
+2 -2
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@@ -3228,7 +3228,7 @@ void P_DemoCameraMovement(camera_t *cam)
democam.soundmobj = awayviewmobj_hack;
// update subsector to avoid crashes;
cam->subsector = R_PointInSubsector(cam->x, cam->y);
cam->subsector = R_PointInSubsectorFast(cam->x, cam->y);
}
void P_ResetCamera(player_t *player, camera_t *thiscam)
@@ -3263,7 +3263,7 @@ void P_ResetCamera(player_t *player, camera_t *thiscam)
thiscam->aiming = 0;
thiscam->relativex = 0;
thiscam->subsector = R_PointInSubsector(thiscam->x,thiscam->y);
thiscam->subsector = R_PointInSubsectorFast(thiscam->x,thiscam->y);
thiscam->radius = 20*FRACUNIT;
thiscam->height = 16*FRACUNIT;
+2 -1
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@@ -1335,7 +1335,8 @@ void R_RenderBSPNode(INT32 bspnum)
bsp = &nodes[bspnum];
// Decide which side the view point is on.
side = R_PointOnSide(viewx, viewy, bsp);
side = R_PointOnSideFast(viewx, viewy, bsp);
// Recursively divide front space.
R_RenderBSPNode(bsp->children[side]);
+1 -1
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@@ -193,7 +193,7 @@ void R_InterpolateView(fixed_t frac, boolean forceinvalid)
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
viewplayer = newview->player;
viewsector = R_PointInSubsector(viewx, viewy)->sector;
viewsector = R_PointInSubsectorFast(viewx, viewy)->sector;
R_SetupFreelook();
}
+2 -1
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@@ -1080,7 +1080,8 @@ subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y)
while (!(nodenum & NF_SUBSECTOR))
{
node = &nodes[nodenum];
side = R_PointOnSide(x, y, node);
//side = R_PointOnSide(x, y, node);
side = R_PointOnSideFast(x, y, node); // this is fine since R_IsPointInSubsector is only used for precip spawn unless you disable noclipcam lol
nodenum = node->children[side];
}
+20
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@@ -74,6 +74,14 @@ extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
// Utility functions.
INT32 R_PointOnSide(fixed_t x, fixed_t y, const node_t *node);
// This is not as accurate
// SHOULD NOT BE USED FOR ANYTHING GAMEPLAY RELATED!!
FUNCINLINE static ATTRINLINE PUREFUNC INT32 R_PointOnSideFast(fixed_t x, fixed_t y, const node_t *node)
{
// use cross product to determine side quickly
return ((INT64)y - node->y) * node->dx - ((INT64)x - node->x) * node->dy > 0;
}
FUNCINLINE static ATTRINLINE PUREFUNC INT32 R_PointOnSegSide(fixed_t x, fixed_t y, const seg_t *line)
{
fixed_t lx = line->v1->x;
@@ -94,6 +102,18 @@ fixed_t R_ScaleFromGlobalAngle(angle_t visangle);
subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y);
// uses R_PointOnSideFast
// SHOULD NOT BE USED FOR ANYTHING GAMEPLAY RELATED!!
FUNCINLINE static ATTRINLINE subsector_t *R_PointInSubsectorFast(fixed_t x, fixed_t y)
{
size_t nodenum = numnodes-1;
while (!(nodenum & NF_SUBSECTOR))
nodenum = nodes[nodenum].children[R_PointOnSideFast(x, y, nodes+nodenum)];
return &subsectors[nodenum & ~NF_SUBSECTOR];
}
#define R_PointToDist(x, y) R_PointToDist2(viewx, viewy, x, y)
#define R_PointToDist2(px2, py2, px1, py1) FixedHypot((px1) - (px2), (py1) - (py2))
+2 -2
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@@ -987,7 +987,7 @@ boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32
INT64 x, y, yl, yh, xl, xh;
fixed_t newdist;
if (R_PointInSubsector(listensource.x, listensource.y)->sector->ceilingpic == skyflatnum)
if (R_PointInSubsectorFast(listensource.x, listensource.y)->sector->ceilingpic == skyflatnum)
approx_dist = 0;
else
{
@@ -1000,7 +1000,7 @@ boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32
for (y = yl; y <= yh; y += FRACUNIT*64)
for (x = xl; x <= xh; x += FRACUNIT*64)
{
if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum)
if (R_PointInSubsectorFast(x, y)->sector->ceilingpic == skyflatnum)
{
// Found the outdoors!
newdist = S_CalculateSoundDistance(listensource.x, listensource.y, 0, x, y, 0);