Mercurial > hg > openttd
changeset 17145:f093c470b53c draft
(svn r21883) -Codechange: make UpdateZPosition() faster by not calling GetSlopeZ() when not needed
author | smatz <smatz@openttd.org> |
---|---|
date | Fri, 21 Jan 2011 17:35:17 +0000 |
parents | 48e5ee157a02 |
children | 64e9ac7856b0 |
files | src/ground_vehicle.hpp src/roadveh.h src/train.h |
diffstat | 3 files changed, 102 insertions(+), 5 deletions(-) [+] |
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--- a/src/ground_vehicle.hpp +++ b/src/ground_vehicle.hpp @@ -148,16 +148,73 @@ /** * Updates vehicle's Z position. * Inclination can't change in the middle of a tile. + * The faster code is used for trains and road vehicles unless they are + * reversing on a sloped tile. */ FORCEINLINE void UpdateZPosition() { - /* Vehicle's Z position can change only if it has GVF_GOINGUP_BIT or GVF_GOINGDOWN_BIT set */ +#if 0 + /* The following code does this: */ + + if (HasBit(this->gv_flags, GVF_GOINGUP_BIT)) { + switch (this->direction) { + case DIR_NE: + this->z_pos += (this->x_pos & 1); break; + case DIR_SW: + this->z_pos += (this->x_pos & 1) ^ 1; break; + case DIR_NW: + this->z_pos += (this->y_pos & 1); break; + case DIR_SE: + this->z_pos += (this->y_pos & 1) ^ 1; break; + default: break; + } + } else if (HasBit(this->gv_flags, GVF_GOINGDOWN_BIT)) { + switch (this->direction) { + case DIR_NE: + this->z_pos -= (this->x_pos & 1); break; + case DIR_SW: + this->z_pos -= (this->x_pos & 1) ^ 1; break; + case DIR_NW: + this->z_pos -= (this->y_pos & 1); break; + case DIR_SE: + this->z_pos -= (this->y_pos & 1) ^ 1; break; + default: break; + } + } + + /* But gcc 4.4.5 isn't able to nicely optimise it, and the resulting + * code is full of conditional jumps. */ +#endif + + /* Vehicle's Z position can change only if it has GVF_GOINGUP_BIT or GVF_GOINGDOWN_BIT set. + * Furthermore, if this function is called once every time the vehicle's position changes, + * we know the Z position changes by +/-1 at certain moments - when x_pos, y_pos is odd/even, + * depending on orientation of the slope and vehicle's direction */ + if (HasBit(this->gv_flags, GVF_GOINGUP_BIT) || HasBit(this->gv_flags, GVF_GOINGDOWN_BIT)) { - this->z_pos = GetSlopeZ(this->x_pos, this->y_pos); - } else { - /* Verify that assumption. */ - assert(this->z_pos == GetSlopeZ(this->x_pos, this->y_pos)); + if (T::From(this)->HasToUseGetSlopeZ()) { + /* In some cases, we have to use GetSlopeZ() */ + this->z_pos = GetSlopeZ(this->x_pos, this->y_pos); + return; + } + /* DirToDiagDir() is a simple right shift */ + DiagDirection dir = DirToDiagDir(this->direction); + /* Read variables, so the compiler knows the access doesn't trap */ + int8 x_pos = this->x_pos; + int8 y_pos = this->y_pos; + /* DiagDirToAxis() is a simple mask */ + int8 d = DiagDirToAxis(dir) == AXIS_X ? x_pos : y_pos; + /* We need only the least significant bit */ + d &= 1; + /* Conditional "^ 1". Optimised to "(dir - 1) <= 1". */ + d ^= (int8)(dir == DIAGDIR_SW || dir == DIAGDIR_SE); + /* Subtraction instead of addition because we are testing for GVF_GOINGUP_BIT. + * GVF_GOINGUP_BIT is used because it's bit 0, so simple AND can be used, + * without any shift */ + this->z_pos += HasBit(this->gv_flags, GVF_GOINGUP_BIT) ? d : -d; } + + assert(this->z_pos == GetSlopeZ(this->x_pos, this->y_pos)); } /**
--- a/src/roadveh.h +++ b/src/roadveh.h @@ -262,6 +262,36 @@ return trackbits == TRACK_BIT_X || trackbits == TRACK_BIT_Y; } + + /** + * Road vehicles have to use GetSlopeZ() to compute their height + * if they are reversing because in that case, their direction + * is not parallel with the road. It is safe to return \c true + * even if it is not reversing. + * @return are we (possibly) reversing? + */ + FORCEINLINE bool HasToUseGetSlopeZ() + { + const RoadVehicle *rv = this->First(); + + /* Check if this vehicle is in the same direction as the road under. + * We already know it has either GVF_GOINGUP_BIT or GVF_GOINGDOWN_BIT set. */ + + if (rv->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)rv->state)) { + /* If the first vehicle is reversing, this vehicle may be reversing too + * (especially if this is the first, and maybe the only, vehicle).*/ + return true; + } + + while (rv != this) { + /* If any previous vehicle has different direction, + * we may be in the middle of reversing. */ + if (this->direction != rv->direction) return true; + rv = rv->Next(); + } + + return false; + } }; #define FOR_ALL_ROADVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(RoadVehicle, var)
--- a/src/train.h +++ b/src/train.h @@ -380,6 +380,16 @@ /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped. */ return this->track == TRACK_BIT_X || this->track == TRACK_BIT_Y; } + + /** + * Trains can always use the faster algorithm because they + * have always the same direction as the track under them. + * @return false + */ + FORCEINLINE bool HasToUseGetSlopeZ() + { + return false; + } }; #define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var)