perf: skip renderer for chunks with empty mesh

Pure-air chunks (above terrain) and chunks where every face culls
produce a zero-length mesh from ChunkMesher.Build(). Previously
InstallResult still allocated a real ChunkRenderer (VBO + VAO) and
registered a zero-vertex draw call. With RenderDistanceVertical=2 and
a player at surface Y, the topmost vertical layer is typically all
pure air -- roughly H*H = ~289 wasted renderers per spawn.

The chunk still gets added to _ready so SpawnReady, dirty-marking and
unload bookkeeping continue to work; DrawAll's iteration over the
renderer dictionary naturally skips entries that don't exist.
This commit is contained in:
2026-06-01 13:44:51 +02:00
parent 2c95c7831a
commit d1c8c22705
2 changed files with 47 additions and 1 deletions

View File

@@ -35,6 +35,13 @@ internal sealed class FakeMesher : IChunkMesher
=> new float[6]; // one vertex worth
}
// Mesher that returns an empty mesh, simulating a pure-air chunk.
internal sealed class EmptyMesher : IChunkMesher
{
public float[] Build(VoxelChunk chunk, BlockRegistry registry, Func<int, int, int, bool>? neighborOpaqueOutside = null)
=> Array.Empty<float>();
}
public class ChunkStreamerTests
{
private static (ChunkStreamer streamer, World.World world, List<FakeRenderer> created) CreateStreamer(Configuration cfg)
@@ -352,6 +359,38 @@ public class ChunkStreamerTests
Assert.Equal(1, generateCalls);
}
[Fact]
public void InstallResult_EmptyMesh_SkipsRendererCreationButMarksReady()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 0,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var registry = new BlockRegistry();
var store = new InMemoryChunkModificationStore();
var world = new World.World(registry, store);
var mesher = new EmptyMesher();
var executor = new SynchronousJobExecutor();
int rendererFactoryCalls = 0;
Func<float[], IChunkRenderer> factory = m =>
{
rendererFactoryCalls++;
return new FakeRenderer(m);
};
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk();
var streamer = new ChunkStreamer(cfg, world, generate, mesher, registry, executor, factory);
var pos = new Vector3i(0, 0, 0);
streamer.Tick(pos);
Assert.True(streamer.IsReady(pos));
Assert.Equal(0, rendererFactoryCalls);
Assert.Equal(0, streamer.RendererCount);
}
[Fact]
public void Tick_VerticalPriorityWeight_PrefersHorizontalAtSameDistance()
{

View File

@@ -210,8 +210,15 @@ public sealed class ChunkStreamer : IDisposable
if (this._renderers.TryGetValue(result.Pos, out IChunkRenderer? old))
{
old.Dispose();
this._renderers.Remove(result.Pos);
}
// Skip renderer allocation for empty meshes (pure-air chunks above
// terrain, or chunks whose every face culls). The chunk still counts
// as ready — DrawAll's iteration over _renderers naturally no-ops.
if (result.Mesh.Length > 0)
{
this._renderers[result.Pos] = this._rendererFactory(result.Mesh);
}
this._ready.Add(result.Pos);
this._dirty.Remove(result.Pos);