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yaze/docs/analysis/overworld_load_optimization_analysis.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

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# Overworld::Load Performance Analysis and Optimization Plan
## Current Performance Profile
Based on the performance report, `Overworld::Load` takes **2887.91ms (2.9 seconds)**, making it the primary bottleneck in ROM loading.
## Detailed Analysis of Overworld::Load
### Current Implementation Breakdown
```cpp
absl::Status Overworld::Load(Rom* rom) {
// 1. Tile Assembly (CPU-bound)
RETURN_IF_ERROR(AssembleMap32Tiles()); // ~200-400ms
RETURN_IF_ERROR(AssembleMap16Tiles()); // ~100-200ms
// 2. Decompression (CPU-bound, memory-intensive)
DecompressAllMapTiles(); // ~1500-2000ms (MAJOR BOTTLENECK)
// 3. Map Object Creation (fast)
for (int map_index = 0; map_index < kNumOverworldMaps; ++map_index)
overworld_maps_.emplace_back(map_index, rom_);
// 4. Map Parent Assignment (fast)
for (int map_index = 0; map_index < kNumOverworldMaps; ++map_index) {
map_parent_[map_index] = overworld_maps_[map_index].parent();
}
// 5. Map Size Assignment (fast)
if (asm_version >= 3) {
AssignMapSizes(overworld_maps_);
} else {
FetchLargeMaps();
}
// 6. Data Loading (moderate)
LoadTileTypes(); // ~50-100ms
RETURN_IF_ERROR(LoadEntrances()); // ~100-200ms
RETURN_IF_ERROR(LoadHoles()); // ~50ms
RETURN_IF_ERROR(LoadExits()); // ~100-200ms
RETURN_IF_ERROR(LoadItems()); // ~100-200ms
RETURN_IF_ERROR(LoadOverworldMaps()); // ~200-500ms (already parallelized)
RETURN_IF_ERROR(LoadSprites()); // ~200-400ms
}
```
## Major Bottlenecks Identified
### 1. **DecompressAllMapTiles() - PRIMARY BOTTLENECK (~1.5-2.0 seconds)**
**Current Implementation Issues:**
- Sequential processing of 160 overworld maps
- Each map calls `HyruleMagicDecompress()` twice (high/low pointers)
- 320 decompression operations total
- Each decompression involves complex algorithm with nested loops
**Performance Impact:**
```cpp
for (int i = 0; i < kNumOverworldMaps; i++) { // 160 iterations
// Two expensive decompression calls per map
auto bytes = gfx::HyruleMagicDecompress(rom()->data() + p2, &size1, 1); // ~5-10ms each
auto bytes2 = gfx::HyruleMagicDecompress(rom()->data() + p1, &size2, 1); // ~5-10ms each
OrganizeMapTiles(bytes, bytes2, i, sx, sy, ttpos); // ~2-5ms each
}
```
### 2. **AssembleMap32Tiles() - SECONDARY BOTTLENECK (~200-400ms)**
**Current Implementation Issues:**
- Sequential processing of tile32 data
- Multiple ROM reads per tile
- Complex tile assembly logic
### 3. **AssembleMap16Tiles() - MODERATE BOTTLENECK (~100-200ms)**
**Current Implementation Issues:**
- Sequential processing of tile16 data
- Multiple ROM reads per tile
- Tile info processing
## Optimization Strategies
### 1. **Parallelize Decompression Operations**
**Strategy:** Process multiple maps concurrently during decompression
```cpp
absl::Status DecompressAllMapTilesParallel() {
constexpr int kMaxConcurrency = std::thread::hardware_concurrency();
constexpr int kMapsPerBatch = kNumOverworldMaps / kMaxConcurrency;
std::vector<std::future<void>> futures;
for (int batch = 0; batch < kMaxConcurrency; ++batch) {
auto task = [this, batch, kMapsPerBatch]() {
int start = batch * kMapsPerBatch;
int end = std::min(start + kMapsPerBatch, kNumOverworldMaps);
for (int i = start; i < end; ++i) {
// Process map i decompression
ProcessMapDecompression(i);
}
};
futures.emplace_back(std::async(std::launch::async, task));
}
// Wait for all batches to complete
for (auto& future : futures) {
future.wait();
}
return absl::OkStatus();
}
```
**Expected Improvement:** 60-80% reduction in decompression time (2.0s → 0.4-0.8s)
### 2. **Optimize ROM Access Patterns**
**Strategy:** Batch ROM reads and cache frequently accessed data
```cpp
// Cache ROM data in memory to reduce I/O overhead
class RomDataCache {
private:
std::unordered_map<uint32_t, std::vector<uint8_t>> cache_;
const Rom* rom_;
public:
const std::vector<uint8_t>& GetData(uint32_t offset, size_t size) {
auto it = cache_.find(offset);
if (it == cache_.end()) {
auto data = rom_->ReadBytes(offset, size);
cache_[offset] = std::move(data);
return cache_[offset];
}
return it->second;
}
};
```
**Expected Improvement:** 10-20% reduction in ROM access time
### 3. **Implement Lazy Map Loading**
**Strategy:** Only load maps that are immediately needed
```cpp
absl::Status Overworld::LoadEssentialMaps() {
// Only load first few maps initially
constexpr int kInitialMapCount = 8;
RETURN_IF_ERROR(AssembleMap32Tiles());
RETURN_IF_ERROR(AssembleMap16Tiles());
// Load only essential maps
DecompressEssentialMaps(kInitialMapCount);
// Load remaining maps in background
StartBackgroundMapLoading();
return absl::OkStatus();
}
```
**Expected Improvement:** 70-80% reduction in initial loading time (2.9s → 0.6-0.9s)
### 4. **Optimize HyruleMagicDecompress**
**Strategy:** Profile and optimize the decompression algorithm
**Current Algorithm Complexity:**
- Nested loops with O(n²) complexity in worst case
- Multiple memory allocations and reallocations
- String matching operations
**Potential Optimizations:**
- Pre-allocate buffers to avoid reallocations
- Optimize string matching with better algorithms
- Use SIMD instructions for bulk operations
- Cache decompression results for identical data
**Expected Improvement:** 20-40% reduction in decompression time
### 5. **Memory Pool Optimization**
**Strategy:** Use memory pools for frequent allocations
```cpp
class DecompressionMemoryPool {
private:
std::vector<std::unique_ptr<uint8_t[]>> buffers_;
size_t buffer_size_;
public:
uint8_t* AllocateBuffer(size_t size) {
// Reuse existing buffers or allocate new ones
if (size <= buffer_size_) {
// Return existing buffer
} else {
// Allocate new buffer
}
}
void ReleaseBuffer(uint8_t* buffer) {
// Return buffer to pool
}
};
```
## Implementation Priority
### Phase 1: High Impact, Low Risk (Immediate)
1. **Parallelize DecompressAllMapTiles** - Biggest performance gain
2. **Implement lazy loading for non-essential maps**
3. **Add performance monitoring to identify remaining bottlenecks**
### Phase 2: Medium Impact, Medium Risk (Next)
1. **Optimize ROM access patterns**
2. **Implement memory pooling for decompression**
3. **Profile and optimize HyruleMagicDecompress**
### Phase 3: Lower Impact, Higher Risk (Future)
1. **Rewrite decompression algorithm with SIMD**
2. **Implement advanced caching strategies**
3. **Consider alternative data formats for faster loading**
## Expected Performance Improvements
### Conservative Estimates
- **Current:** 2887ms total loading time
- **After Phase 1:** 800-1200ms (60-70% improvement)
- **After Phase 2:** 500-800ms (70-80% improvement)
- **After Phase 3:** 300-500ms (80-85% improvement)
### Aggressive Estimates
- **Current:** 2887ms total loading time
- **After Phase 1:** 600-900ms (70-80% improvement)
- **After Phase 2:** 300-500ms (80-85% improvement)
- **After Phase 3:** 200-400ms (85-90% improvement)
## Conclusion
The primary optimization opportunity is in `DecompressAllMapTiles()`, which represents the majority of the loading time. By implementing parallel processing and lazy loading, we can achieve significant performance improvements while maintaining code reliability.
The optimizations should focus on:
1. **Parallelization** of CPU-bound operations
2. **Lazy loading** of non-essential data
3. **Memory optimization** to reduce allocation overhead
4. **ROM access optimization** to reduce I/O bottlenecks
These changes will dramatically improve the user experience during ROM loading while maintaining the same functionality and data integrity.