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yaze/docs/analysis/dungeon_parallel_optimization_summary.md
scawful 91a6a49d1a Add comprehensive analysis of ZScream vs YAZE overworld implementations
- Introduced a detailed comparison document highlighting the functional equivalence between ZScream (C#) and YAZE (C++) overworld loading logic.
- Verified key areas such as tile loading, expansion detection, map decompression, and coordinate calculations, confirming consistent behavior across both implementations.
- Documented differences and improvements in YAZE, including enhanced error handling and memory management.
- Provided validation results from integration tests ensuring data integrity and compatibility with existing ROMs.
2025-09-28 22:49:29 -04:00

4.5 KiB

DungeonEditor Parallel Optimization Implementation

🚀 Parallelization Strategy Implemented

Problem Identified

  • DungeonEditor::LoadAllRooms: 17,966ms (17.97 seconds) - 99.9% of loading time
  • Loading 296 rooms sequentially, each involving complex operations
  • Perfect candidate for parallelization due to independent room processing

Solution: Multi-Threaded Room Loading

Key Optimizations

  1. Parallel Room Processing

    // Load 296 rooms using up to 8 threads
    const int max_concurrency = std::min(8, std::thread::hardware_concurrency());
    const int rooms_per_thread = (296 + max_concurrency - 1) / max_concurrency;
    
  2. Thread-Safe Result Collection

    std::mutex results_mutex;
    std::vector<std::pair<int, zelda3::RoomSize>> room_size_results;
    std::vector<std::pair<int, ImVec4>> room_palette_results;
    
  3. Optimized Thread Distribution

    • 8 threads maximum (reasonable limit for room loading)
    • ~37 rooms per thread (296 ÷ 8 = 37 rooms per thread)
    • Hardware concurrency aware (adapts to available CPU cores)

Parallel Processing Flow

// Each thread processes a batch of rooms
for (int i = start_room; i < end_room; ++i) {
  // 1. Load room data (expensive operation)
  rooms[i] = zelda3::LoadRoomFromRom(rom_, i);
  
  // 2. Calculate room size
  auto room_size = zelda3::CalculateRoomSize(rom_, i);
  
  // 3. Load room objects
  rooms[i].LoadObjects();
  
  // 4. Process palette (thread-safe collection)
  // ... palette processing ...
}

Thread Safety Features

  1. Mutex Protection: std::mutex results_mutex protects shared data structures
  2. Lock Guards: std::lock_guard<std::mutex> ensures thread-safe result collection
  3. Independent Processing: Each thread works on different room ranges
  4. Synchronized Results: Results collected and sorted on main thread

Expected Performance Impact

Theoretical Speedup

  • 8x faster with 8 threads (ideal case)
  • Realistic expectation: 4-6x speedup due to:
    • Thread creation overhead
    • Mutex contention
    • Memory bandwidth limitations
    • Cache coherency issues

Expected Results

  • Before: 17,966ms (17.97 seconds)
  • After: 2,000-4,500ms (2-4.5 seconds)
  • Total Loading Time: 2.5-5 seconds (down from 18.6 seconds)
  • Overall Improvement: 70-85% reduction in loading time

Technical Implementation Details

Thread Management

std::vector<std::future<absl::Status>> futures;

for (int thread_id = 0; thread_id < max_concurrency; ++thread_id) {
  auto task = [this, &rooms, thread_id, rooms_per_thread, ...]() -> absl::Status {
    // Process room batch
    return absl::OkStatus();
  };
  
  futures.emplace_back(std::async(std::launch::async, task));
}

// Wait for all threads to complete
for (auto& future : futures) {
  RETURN_IF_ERROR(future.get());
}

Result Processing

// Sort results by room ID for consistent ordering
std::sort(room_size_results.begin(), room_size_results.end(), 
          [](const auto& a, const auto& b) { return a.first < b.first; });

// Process collected results on main thread
for (const auto& [room_id, room_size] : room_size_results) {
  room_size_pointers_.push_back(room_size.room_size_pointer);
  // ... process results ...
}

Monitoring and Validation

Performance Timing Added

  • DungeonRoomLoader::PostProcessResults: Measures result processing time
  • Thread creation overhead: Minimal compared to room loading time
  • Result collection time: Expected to be <100ms

Logging and Debugging

util::logf("Loading %d dungeon rooms using %d threads (%d rooms per thread)", 
           kTotalRooms, max_concurrency, rooms_per_thread);

Benefits of This Approach

  1. Massive Performance Gain: 70-85% reduction in loading time
  2. Scalable: Automatically adapts to available CPU cores
  3. Thread-Safe: Proper synchronization prevents data corruption
  4. Maintainable: Clean separation of parallel processing and result collection
  5. Robust: Error handling per thread with proper status propagation

Next Steps

  1. Test Performance: Run application and measure actual speedup
  2. Validate Results: Ensure room data integrity is maintained
  3. Fine-tune: Adjust thread count if needed based on results
  4. Monitor: Watch for any threading issues or performance regressions

This parallel optimization should transform YAZE from a slow-loading application to a lightning-fast ROM editor!