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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-12-13 19:50:31 +00:00

Memorize getRenderBoundingBox

This takes a non-trivial amount of time on the render thread[^1], so
worth doing.

I don't actually think the allocation is the heavy thing here -
VisualVM says it's toWorldPos being slow. I'm not sure why - possibly
just all the block property lookups? [^2]

[^1]: To be clear, this is with 120 monitors and no other block entities
with custom renderers. so not really representative.

[^2]: I wish I could provide a narrower range, but it varies so much
between me restarting the game. Makes it impossible to benchmark
anything!
This commit is contained in:
Jonathan Coates 2022-04-26 18:53:25 +01:00
parent 1196568a7c
commit 78aa757549
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@ -70,6 +70,11 @@ public class TileMonitor extends TileGeneric
private int xIndex = 0;
private int yIndex = 0;
private BlockPos bbPos;
private BlockState bbState;
private int bbX, bbY, bbWidth, bbHeight;
private AxisAlignedBB boundingBox;
public TileMonitor( TileEntityType<? extends TileMonitor> type, boolean advanced )
{
super( type );
@ -624,9 +629,25 @@ public class TileMonitor extends TileGeneric
@Override
public AxisAlignedBB getRenderBoundingBox()
{
// We attempt to cache the bounding box to save having to do property lookups (and allocations!) on every frame.
// Unfortunately the AABB does depend on quite a lot of state, so we need to add a bunch of extra fields -
// ideally these'd be a single object, but I don't think worth doing until Java has value types.
if( boundingBox != null && getBlockState().equals( bbState ) && getBlockPos().equals( bbPos ) &&
xIndex == bbX && yIndex == bbY && width == bbWidth && height == bbHeight )
{
return boundingBox;
}
bbState = getBlockState();
bbPos = getBlockPos();
bbX = xIndex;
bbY = yIndex;
bbWidth = width;
bbHeight = height;
BlockPos startPos = toWorldPos( 0, 0 );
BlockPos endPos = toWorldPos( width, height );
return new AxisAlignedBB(
return boundingBox = new AxisAlignedBB(
Math.min( startPos.getX(), endPos.getX() ),
Math.min( startPos.getY(), endPos.getY() ),
Math.min( startPos.getZ(), endPos.getZ() ),