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Performance Improvement: Use a cache which caches result for getFacePositions.

This greatly reduce the number of std::list generated by caching the result, which is always constant for each radius selected.
In the callgrind map, you will see original:
  * 3.3M calls to std::list for 9700 calls to getFacePositions
In the modified version, you will see:
  * 3.3K calls to std::list for 6900 call to getFacePositions
Callgrind map is here: #2321

it's a huge performance improvement to l_find_node_near
This commit is contained in:
Loic Blot 2015-02-15 17:30:38 +01:00
parent ed04e8e9e4
commit 7c8793cbea
4 changed files with 81 additions and 68 deletions

View file

@ -25,10 +25,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "../irr_v3d.h"
#include "../irr_aabb3d.h"
#include <list>
#include <map>
#include <vector>
#include <algorithm>
// Calculate the borders of a "d-radius" cube
void getFacePositions(std::list<v3s16> &list, u16 d);
/*
* This class permits to cache getFacePosition call results
* This reduces CPU usage and vector calls
*/
class FacePositionCache
{
public:
static std::vector<v3s16> getFacePositions(u16 d);
private:
static void generateFacePosition(u16 d);
static std::map<u16, std::vector<v3s16> > m_cache;
};
class IndentationRaiser
{