measure(step2b): per-brick setup rebuilds the chunk caches -- 10x slower; live cost attributed

Editor-only brick API (<= 8^3 points per call, TunnelNetwork/Underwater op-stack routes, 1.16%
scalar fallback). Exact: 0 Q16/sign disagreements on the full 259^3 ring and the five-seed probe
set, same hash on 1 and 6 workers, reach shrink still caught (18,107 Q16 / 735 sign).
Speed: 69.19 s wall, 17.6 us/sample vs live 7.04 s, 1.65 us/sample. Stack sampler (inclusive):
BuildChunkCache 93.5%, PropagateSdfOverBox 92.5%, BuildActiveOpList 92.6% -- each brick rebuilds
the cache windows and active-op lists; EvalBlock itself is 3.6%.
Live path attribution (inclusive, 68,934 stacks): op-stack RoomGraph EvalBlock 54.4%, SDF and
spatial candidate scans ~28%, tunnel core 18.4%, passage floor segment 15.0%, structural posts
14.6%, noise octaves 2.6%, disturbances 0.6%, diff layer 0.3%.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
This commit is contained in:
Fr0zkaandClaude Opus 5.5 committed 2026-09-30 03:10:22 +02:00
1 parent 41a9265ebd
commit fd9f809c1c
7 files changed
+749 -97

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@@ -5,6 +5,7 @@
#include "VoxelCaveMorphology.h"
#include "VoxelDensityProfile.h"
#include "VoxelGenerator.h"
#include "VoxelStackSampler.h"
#include "HAL/PlatformTLS.h"
#if PLATFORM_WINDOWS
@@ -73,6 +74,24 @@ namespace VoxelForgeRegionEval
{
return static_cast<int64>(Dimension) * Dimension * Dimension;
}
struct FRegionBrickSample
{
int32 LocalIndex = 0;
int32 OutputIndex = 0;
};
struct FRegionBrick
{
FIntVector Origin = FIntVector::ZeroValue;
int32 SizeX = 0;
int32 SizeY = 0;
int32 SizeZ = 0;
int32 LatticeX = 0;
int32 LatticeY = 0;
int32 LatticeZ = 0;
TArray<FRegionBrickSample> RequestedSamples;
};
}
int64 LinearIndex(int32 X, int32 Y, int32 Z, int32 Dimension)
@@ -128,9 +147,13 @@ namespace VoxelForgeRegionEval
bool bPrepared,
float ReachScale,
TArray<float>* OutDensities,
FTiming& OutTiming)
FTiming& OutTiming,
bool bBrickProgram,
int32 RequestedWorkerCount)
{
OutTiming = FTiming();
const int32 NumWorkers = FMath::Clamp(RequestedWorkerCount, 1, 32);
OutTiming.Workers = NumWorkers;
if (Dimension <= 0 || Dimension > 4096
|| (bFullRing && SampleIndices != nullptr)
|| (!bFullRing && SampleIndices == nullptr))
@@ -145,6 +168,94 @@ namespace VoxelForgeRegionEval
return false;
}
const double StartSeconds = FPlatformTime::Seconds();
TArray<FRegionBrick> Bricks;
TArray<int32> WorkBricks;
if (bBrickProgram)
{
const int32 LastX = OriginVoxels.X + Dimension - 1;
const int32 LastY = OriginVoxels.Y + Dimension - 1;
const int32 LastZ = OriginVoxels.Z + Dimension - 1;
const int32 FirstCellX = FMath::FloorToInt(static_cast<float>(OriginVoxels.X) / 8.0f);
const int32 FirstCellY = FMath::FloorToInt(static_cast<float>(OriginVoxels.Y) / 8.0f);
const int32 FirstCellZ = FMath::FloorToInt(static_cast<float>(OriginVoxels.Z) / 8.0f);
const int32 LastCellX = FMath::FloorToInt(static_cast<float>(LastX) / 8.0f);
const int32 LastCellY = FMath::FloorToInt(static_cast<float>(LastY) / 8.0f);
const int32 LastCellZ = FMath::FloorToInt(static_cast<float>(LastZ) / 8.0f);
const int32 CellsX = LastCellX - FirstCellX + 1;
const int32 CellsY = LastCellY - FirstCellY + 1;
const int32 CellsZ = LastCellZ - FirstCellZ + 1;
Bricks.Reserve(CellsX * CellsY * CellsZ);
for (int32 CellZ = FirstCellZ; CellZ <= LastCellZ; ++CellZ)
for (int32 CellY = FirstCellY; CellY <= LastCellY; ++CellY)
for (int32 CellX = FirstCellX; CellX <= LastCellX; ++CellX)
{
FRegionBrick& Brick = Bricks.AddDefaulted_GetRef();
const int32 CellMinX = CellX * 8;
const int32 CellMinY = CellY * 8;
const int32 CellMinZ = CellZ * 8;
Brick.Origin = FIntVector(
FMath::Max(CellMinX, OriginVoxels.X),
FMath::Max(CellMinY, OriginVoxels.Y),
FMath::Max(CellMinZ, OriginVoxels.Z));
const int32 EndX = FMath::Min(CellMinX + 8, LastX + 1);
const int32 EndY = FMath::Min(CellMinY + 8, LastY + 1);
const int32 EndZ = FMath::Min(CellMinZ + 8, LastZ + 1);
Brick.SizeX = EndX - Brick.Origin.X;
Brick.SizeY = EndY - Brick.Origin.Y;
Brick.SizeZ = EndZ - Brick.Origin.Z;
Brick.LatticeX = Brick.Origin.X - OriginVoxels.X;
Brick.LatticeY = Brick.Origin.Y - OriginVoxels.Y;
Brick.LatticeZ = Brick.Origin.Z - OriginVoxels.Z;
}
if (bFullRing)
{
WorkBricks.Reserve(Bricks.Num());
for (int32 BrickIndex = 0; BrickIndex < Bricks.Num(); ++BrickIndex)
{
WorkBricks.Add(BrickIndex);
}
}
else
{
WorkBricks.Reserve(Bricks.Num());
for (int32 OutputIndex = 0; OutputIndex < SampleIndices->Num(); ++OutputIndex)
{
const int64 LatticeIndex = (*SampleIndices)[OutputIndex];
if (LatticeIndex < 0 || LatticeIndex >= TotalLatticeSamples)
{
return false;
}
const int32 X = static_cast<int32>(LatticeIndex % Dimension);
const int32 Y = static_cast<int32>((LatticeIndex / Dimension) % Dimension);
const int32 Z = static_cast<int32>(LatticeIndex
/ (static_cast<int64>(Dimension) * Dimension));
const int32 WorldX = OriginVoxels.X + X;
const int32 WorldY = OriginVoxels.Y + Y;
const int32 WorldZ = OriginVoxels.Z + Z;
const int32 CellX = FMath::FloorToInt(static_cast<float>(WorldX) / 8.0f);
const int32 CellY = FMath::FloorToInt(static_cast<float>(WorldY) / 8.0f);
const int32 CellZ = FMath::FloorToInt(static_cast<float>(WorldZ) / 8.0f);
const int32 BrickIndex = ((CellZ - FirstCellZ) * CellsY
+ (CellY - FirstCellY)) * CellsX + (CellX - FirstCellX);
FRegionBrick& Brick = Bricks[BrickIndex];
const int32 LocalX = WorldX - Brick.Origin.X;
const int32 LocalY = WorldY - Brick.Origin.Y;
const int32 LocalZ = WorldZ - Brick.Origin.Z;
FRegionBrickSample& BrickSample = Brick.RequestedSamples.AddDefaulted_GetRef();
BrickSample.LocalIndex =
(LocalZ * Brick.SizeY + LocalY) * Brick.SizeX + LocalX;
BrickSample.OutputIndex = OutputIndex;
}
for (int32 BrickIndex = 0; BrickIndex < Bricks.Num(); ++BrickIndex)
{
if (!Bricks[BrickIndex].RequestedSamples.IsEmpty())
{
WorkBricks.Add(BrickIndex);
}
}
}
}
if (OutDensities != nullptr)
{
if (SampleCount > MAX_int32)
@@ -157,24 +268,78 @@ namespace VoxelForgeRegionEval
const int32 OriginX = OriginVoxels.X;
const int32 OriginY = OriginVoxels.Y;
const int32 OriginZ = OriginVoxels.Z;
double WorkerSeconds[WorkerCount] = {};
double WorkerCpuSeconds[WorkerCount] = {};
bool WorkerCpuFromOsThreadTimes[WorkerCount] = {};
TArray<double> WorkerSeconds;
TArray<double> WorkerCpuSeconds;
TArray<uint8> WorkerCpuFromOsThreadTimes;
TArray<uint32> WorkerThreadIds;
TArray<uint64> WorkerNonFinite;
TArray<uint64> WorkerEvaluatedSamples;
TArray<uint64> WorkerFallbackSamples;
TArray<uint64> WorkerEvaluationFailures;
WorkerSeconds.SetNumZeroed(NumWorkers);
WorkerCpuSeconds.SetNumZeroed(NumWorkers);
WorkerCpuFromOsThreadTimes.SetNumZeroed(NumWorkers);
WorkerThreadIds.SetNumZeroed(NumWorkers);
WorkerNonFinite.SetNumZeroed(NumWorkers);
WorkerEvaluatedSamples.SetNumZeroed(NumWorkers);
WorkerFallbackSamples.SetNumZeroed(NumWorkers);
WorkerEvaluationFailures.SetNumZeroed(NumWorkers);
bool bAllWorkerCpuFromOsThreadTimes = true;
uint32 WorkerThreadIds[WorkerCount] = {};
uint64 WorkerNonFinite[WorkerCount] = {};
ParallelFor(WorkerCount, [&](int32 WorkerIndex)
ParallelFor(NumWorkers, [&](int32 WorkerIndex)
{
// Region-eval workers are not launched through AVoxelWorld::LoadTile, so they do not
// inherit its task-level sampler registration. Keep this registration scoped to the
// research worker partition; with sampling disabled it is one relaxed flag load.
FScopedVoxelStackRegistration StackRegistration;
VoxelCaveMorphology::SetResearchBrickBinningEnabled(bPrepared);
VoxelCaveMorphology::SetResearchBrickRoomReachScale(ReachScale);
WorkerThreadIds[WorkerIndex] = FPlatformTLS::GetCurrentThreadId();
const int64 Begin = (SampleCount * WorkerIndex) / WorkerCount;
const int64 End = (SampleCount * (WorkerIndex + 1)) / WorkerCount;
const int64 WorkCount = bBrickProgram ? WorkBricks.Num() : SampleCount;
const int64 Begin = (WorkCount * WorkerIndex) / NumWorkers;
const int64 End = (WorkCount * (WorkerIndex + 1)) / NumWorkers;
const double WorkerStart = FPlatformTime::Seconds();
double WorkerCpuStart = 0.0;
const bool bHaveWorkerCpuStart = GetCurrentThreadCpuSeconds(WorkerCpuStart);
TArray<float> BrickDensities;
for (int64 OutputIndex = Begin; OutputIndex < End; ++OutputIndex)
{
if (bBrickProgram)
{
const FRegionBrick& Brick = Bricks[WorkBricks[static_cast<int32>(OutputIndex)]];
int32 BrickFallbackSamples = 0;
if (!Generator.EvaluateDensityBrick(
Brick.Origin, Brick.SizeX, Brick.SizeY, Brick.SizeZ,
BrickDensities, BrickFallbackSamples)
|| BrickDensities.Num() != Brick.SizeX * Brick.SizeY * Brick.SizeZ)
{
++WorkerEvaluationFailures[WorkerIndex];
continue;
}
const int32 BrickSampleCount = BrickDensities.Num();
WorkerEvaluatedSamples[WorkerIndex] += static_cast<uint64>(BrickSampleCount);
WorkerFallbackSamples[WorkerIndex] += static_cast<uint64>(BrickFallbackSamples);
if (bFullRing && OutDensities != nullptr)
{
for (int32 Bz = 0; Bz < Brick.SizeZ; ++Bz)
for (int32 By = 0; By < Brick.SizeY; ++By)
for (int32 Bx = 0; Bx < Brick.SizeX; ++Bx)
{
const int32 LocalIndex = (Bz * Brick.SizeY + By) * Brick.SizeX + Bx;
const int64 LatticeIndex = LinearIndex(
Brick.LatticeX + Bx, Brick.LatticeY + By,
Brick.LatticeZ + Bz, Dimension);
(*OutDensities)[static_cast<int32>(LatticeIndex)] = BrickDensities[LocalIndex];
}
}
else if (OutDensities != nullptr)
{
for (const FRegionBrickSample& Sample : Brick.RequestedSamples)
{
(*OutDensities)[Sample.OutputIndex] = BrickDensities[Sample.LocalIndex];
}
}
continue;
}
const int64 LatticeIndex = bFullRing
? OutputIndex : (*SampleIndices)[static_cast<int32>(OutputIndex)];
if (LatticeIndex < 0 || LatticeIndex >= TotalLatticeSamples)
@@ -212,11 +377,20 @@ namespace VoxelForgeRegionEval
OutTiming.WallSeconds = FPlatformTime::Seconds() - StartSeconds;
OutTiming.SampleCount = SampleCount;
for (int32 WorkerIndex = 0; WorkerIndex < WorkerCount; ++WorkerIndex)
OutTiming.bBrickProgram = bBrickProgram;
OutTiming.BrickCount = bBrickProgram ? WorkBricks.Num() : 0;
for (int32 WorkerIndex = 0; WorkerIndex < NumWorkers; ++WorkerIndex)
{
OutTiming.WorkerCpuSeconds += WorkerCpuSeconds[WorkerIndex];
bAllWorkerCpuFromOsThreadTimes &= WorkerCpuFromOsThreadTimes[WorkerIndex];
bAllWorkerCpuFromOsThreadTimes &= WorkerCpuFromOsThreadTimes[WorkerIndex] != 0;
OutTiming.NonFiniteSamples += WorkerNonFinite[WorkerIndex];
OutTiming.EvaluatedSamples += bBrickProgram
? static_cast<int64>(WorkerEvaluatedSamples[WorkerIndex]) : 0;
OutTiming.FallbackSamples += static_cast<int64>(WorkerFallbackSamples[WorkerIndex]);
if (WorkerEvaluationFailures[WorkerIndex] != 0)
{
return false;
}
bool bAlreadyCounted = false;
for (int32 PriorWorker = 0; PriorWorker < WorkerIndex; ++PriorWorker)
{
@@ -225,6 +399,11 @@ namespace VoxelForgeRegionEval
OutTiming.ObservedWorkerThreads += bAlreadyCounted ? 0 : 1;
}
OutTiming.bWorkerCpuFromOsThreadTimes = bAllWorkerCpuFromOsThreadTimes;
if (OutTiming.EvaluatedSamples > 0)
{
OutTiming.FallbackShare = static_cast<double>(OutTiming.FallbackSamples)
/ static_cast<double>(OutTiming.EvaluatedSamples);
}
OutTiming.NanosecondsPerSample = OutTiming.SampleCount > 0
? OutTiming.WorkerCpuSeconds * 1.0e9 / static_cast<double>(OutTiming.SampleCount)
: 0.0;