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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines
Starting to add additional timers for different stages of the process of
updating in order to get more insight into what is slowing it down.
The update takes 9ms, which is much longer than it used to.
Engine-specific timers are coming later.
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FNA/src/Graphics/ModelEffectCollection.cs
129 lines | 2.6 KiB | text/x-csharp | CSharpLexer
129 lines | 2.6 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
using System.Collections; | ||||
using System.Collections.Generic; | ||||
using System.Collections.ObjectModel; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Graphics | ||||
{ | ||||
/// <summary> | ||||
/// Represents a collection of effects associated with a model. | ||||
/// </summary> | ||||
public sealed class ModelEffectCollection : ReadOnlyCollection<Effect> | ||||
{ | ||||
#region Internal Constructors | ||||
internal ModelEffectCollection(IList<Effect> list) : base(list) | ||||
{ | ||||
} | ||||
internal ModelEffectCollection() : base(new List<Effect>()) | ||||
{ | ||||
} | ||||
#endregion | ||||
#region Public Methods | ||||
/// <summary> | ||||
/// Returns a ModelEffectCollection.Enumerator that can iterate through a ModelEffectCollection. | ||||
/// </summary> | ||||
public new ModelEffectCollection.Enumerator GetEnumerator() | ||||
{ | ||||
return new ModelEffectCollection.Enumerator((List<Effect>) Items); | ||||
} | ||||
#endregion | ||||
#region Internal Methods | ||||
// ModelMeshPart needs to be able to add to ModelMesh's effects list | ||||
internal void Add(Effect item) | ||||
{ | ||||
Items.Add(item); | ||||
} | ||||
internal void Remove(Effect item) | ||||
{ | ||||
Items.Remove(item); | ||||
} | ||||
#endregion | ||||
#region Public Enumerator struct | ||||
/// <summary> | ||||
/// Provides the ability to iterate through the bones in an ModelEffectCollection. | ||||
/// </summary> | ||||
public struct Enumerator : IEnumerator<Effect>, IDisposable, IEnumerator | ||||
{ | ||||
/// <summary> | ||||
/// Gets the current element in the ModelEffectCollection. | ||||
/// </summary> | ||||
public Effect Current | ||||
{ | ||||
get | ||||
{ | ||||
return enumerator.Current; | ||||
} | ||||
} | ||||
List<Effect>.Enumerator enumerator; | ||||
bool disposed; | ||||
internal Enumerator(List<Effect> list) | ||||
{ | ||||
enumerator = list.GetEnumerator(); | ||||
disposed = false; | ||||
} | ||||
/// <summary> | ||||
/// Immediately releases the unmanaged resources used by this object. | ||||
/// </summary> | ||||
public void Dispose() | ||||
{ | ||||
if (!disposed) | ||||
{ | ||||
enumerator.Dispose(); | ||||
disposed = true; | ||||
} | ||||
} | ||||
/// <summary> | ||||
/// Advances the enumerator to the next element of the ModelEffectCollection. | ||||
/// </summary> | ||||
public bool MoveNext() | ||||
{ | ||||
return enumerator.MoveNext(); | ||||
} | ||||
object IEnumerator.Current | ||||
{ | ||||
get | ||||
{ | ||||
return Current; | ||||
} | ||||
} | ||||
void IEnumerator.Reset() | ||||
{ | ||||
IEnumerator resetEnumerator = enumerator; | ||||
resetEnumerator.Reset(); | ||||
enumerator = (List<Effect>.Enumerator) resetEnumerator; | ||||
} | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||