perf(rendering): sort only the chunks being queued for meshing - #5367
perf(rendering): sort only the chunks being queued for meshing#5367soloturn wants to merge 1 commit into
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ChunkMeshWorker.update() sorted the whole proximity list front-to-back and then filtered while walking it, so it ordered thousands of chunks to decide the order of the handful dirty that frame. Filtering first and sorting only those gives the same sequence - ordering and filtering commute here. update() runs once per frame, from RenderableWorldImpl's first rendering stage. Measured on a reproduction of the list and comparator, at the MEGA view distance of 33x7x33 = 7623 chunks: sort-all, list nearly sorted from last frame: ~200us/frame filter-then-sort: ~27us/frame roughly 7x, or ~0.2ms of a 16.7ms frame. The nearly-sorted row is the honest one - a frame re-sorts what it sorted last frame, perturbed only by camera drift, which TimSort handles in about O(n); on a shuffled list the same measurement is ~1.2ms. Either way the cost did not move when the dirty count went from 5 to 50, which is the tell that it was all in touching the list rather than in the queueing. The comparator is not cheap per call: it re-reads the camera through a Provider and, via Chunk.getRenderPosition(), allocates two Vector3f per comparison. So this is really about calling it O(dirty log dirty) times instead of O(n log n). isDirty() is still re-checked immediately before each emit rather than only when the list is built. Emitting can drive mesh generation synchronously, which clears the flag, and add() does not deduplicate - so a chunk present in the proximity list more than once would otherwise be queued again for a mesh the emission before it just produced. ChunkMeshWorkerTest's testChunkIsNotProcessedTwice covers exactly that and caught it. Measured with a throwaway reproduction rather than the real classes: 7623 real ChunkImpls is about a gigabyte, since each carries a dense 16-bit block array. The comparator stand-in used one indirection for the camera where the real one uses two, so the figures understate rather than flatter. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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ChangesChunk mesh processing
Estimated code review effort: 2 (Simple) | ~10 minutes Merge Risk: 🟡 Moderate · up to The change can cause shadow and billboard limits to select farther chunks instead of nearer ones because the proximity collection is no longer front-to-back ordered. Preserve the ordering or provide a sorted view before merging. Poem
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In
`@engine/src/main/java/org/terasology/engine/rendering/world/ChunkMeshWorker.java`:
- Around line 147-160: Update ChunkMeshWorker’s chunks() output or its backing
chunksInProximityOfCamera collection so entries are exposed in front-to-back
order, preserving frontToBackComparator ordering for queueVisibleChunks() shadow
and billboard limits. Keep the existing dirty-chunk filtering and emission
behavior unchanged.
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ChunkMeshWorker.update()sorted the whole proximity list front-to-back and then filtered while walking it, so it ordered thousands of chunks to decide the order of the handful dirty that frame. Filtering first and sorting only those gives the same sequence — ordering and filtering commute here.update()runs once per frame, fromRenderableWorldImpl's first rendering stage.Measured
At the MEGA view distance, 33x7x33 = 7623 chunks:
The nearly-sorted rows are the honest ones — a frame re-sorts what it sorted last frame, perturbed only by camera drift, which TimSort handles in about O(n). So roughly 7x, or ~0.2ms of a 16.7ms frame.
The tell that this is the right diagnosis: the cost does not move when the dirty count goes from 5 to 50. All of it was in touching the list, none in the queueing.
The comparator is not cheap per call either — it re-reads the camera through a
Providerand, viaChunk.getRenderPosition(), allocates twoVector3fper comparison. So the win is really in calling it O(dirty log dirty) times instead of O(n log n).One subtlety worth reviewing closely
isDirty()is still re-checked immediately before each emit, not only when the list is built. Emitting can drive mesh generation synchronously, which clears the flag, andadd()does not deduplicate — so a chunk present in the proximity list more than once would otherwise be queued again for a mesh the emission before it just produced.I got this wrong first time round and
ChunkMeshWorkerTest.testChunkIsNotProcessedTwicecaught it. The whole existing suite passes now.Measurement caveat
Measured with a throwaway reproduction of the list and comparator rather than the real classes: 7623 real
ChunkImpls is about a gigabyte, since each carries a dense 16-bit block array, and the real comparator needs aWorldRenderer. The stand-in allocates aVector3fpergetRenderPosition()exactly asChunk's default does, but uses one indirection for the camera where the real one uses two — so the figures understate rather than flatter.Found while investigating #5363; unrelated to it, hence a separate PR.