Show More
Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed.
Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary
when there's no tick. Might be some room to tweak, like doing these updates only when preserves change.
Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms).
When the map is filled up with preserve, about 35ms and 9ms. With a handful of
cells, it's more like 0.8ms (before JIT optimizes most of it away).
References:
File last commit:
Show/Diff file:
Action:
FNA/src/Content/ContentExtensions.cs
33 lines | 681 B | text/x-csharp | CSharpLexer
33 lines | 681 B | 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.Reflection; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Content | ||||
{ | ||||
internal static class ContentExtensions | ||||
{ | ||||
#region Public Static Constructor Extractor Method | ||||
public static ConstructorInfo GetDefaultConstructor(this Type type) | ||||
{ | ||||
return type.GetConstructor( | ||||
BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance, | ||||
null, | ||||
new Type[0], | ||||
null | ||||
); | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||