Add several unlikely() macros

Based off of perf-based prediction misses these seem to be the
lowest-hanging fruit for quick (albeit small) improvements. These are
based on:

* baking a complex lightmap
* running platformer 3d
* running goltorus
This commit is contained in:
Hein-Pieter van Braam 2017-12-17 01:47:09 +01:00
parent 83291eab3a
commit 9ba134b463
2 changed files with 13 additions and 12 deletions

View file

@ -313,7 +313,7 @@ public:
_FORCE_INLINE_ TData *getptr(const TKey &p_key) {
if (!hash_table)
if (unlikely(!hash_table))
return NULL;
Element *e = const_cast<Element *>(get_element(p_key));
@ -326,7 +326,7 @@ public:
_FORCE_INLINE_ const TData *getptr(const TKey &p_key) const {
if (!hash_table)
if (unlikely(!hash_table))
return NULL;
const Element *e = const_cast<Element *>(get_element(p_key));
@ -345,7 +345,7 @@ public:
template <class C>
_FORCE_INLINE_ TData *custom_getptr(C p_custom_key, uint32_t p_custom_hash) {
if (!hash_table)
if (unlikely(!hash_table))
return NULL;
uint32_t hash = p_custom_hash;
@ -371,7 +371,7 @@ public:
template <class C>
_FORCE_INLINE_ const TData *custom_getptr(C p_custom_key, uint32_t p_custom_hash) const {
if (!hash_table)
if (unlikely(!hash_table))
return NULL;
uint32_t hash = p_custom_hash;
@ -400,7 +400,7 @@ public:
bool erase(const TKey &p_key) {
if (!hash_table)
if (unlikely(!hash_table))
return false;
uint32_t hash = Hasher::hash(p_key);
@ -478,7 +478,8 @@ public:
*/
const TKey *next(const TKey *p_key) const {
if (!hash_table) return NULL;
if (unlikely(!hash_table))
return NULL;
if (!p_key) { /* get the first key */
@ -559,7 +560,7 @@ public:
}
void get_key_value_ptr_array(const Pair **p_pairs) const {
if (!hash_table)
if (unlikely(!hash_table))
return;
for (int i = 0; i < (1 << hash_table_power); i++) {
@ -573,7 +574,7 @@ public:
}
void get_key_list(List<TKey> *p_keys) const {
if (!hash_table)
if (unlikely(!hash_table))
return;
for (int i = 0; i < (1 << hash_table_power); i++) {

View file

@ -1692,7 +1692,7 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
}
cell = bc->childs[child];
if (cell == CHILD_EMPTY)
if (unlikely(cell == CHILD_EMPTY))
break;
half >>= 1;
@ -1701,12 +1701,12 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
pos += advance;
}
if (cell != CHILD_EMPTY) {
if (unlikely(cell != CHILD_EMPTY)) {
for (int i = 0; i < 6; i++) {
//anisotropic read light
float amount = direction.dot(aniso_normal[i]);
if (amount < 0)
amount = 0;
if (amount <= 0)
continue;
accum.x += light[cell].accum[i][0] * amount;
accum.y += light[cell].accum[i][1] * amount;
accum.z += light[cell].accum[i][2] * amount;