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).
File last commit:
Show/Diff file:
Action:
FNA/src/Content/ContentSerializerIgnoreAttribute.cs
25 lines | 714 B | text/x-csharp | CSharpLexer
Early working version (including all dependencies, lol).
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;
#endregion
namespace Microsoft.Xna.Framework.Content
{
/* http://msdn.microsoft.com/en-us/library/bb195465.aspx
* The class definition on msdn site shows: [AttributeUsageAttribute(384)]
* The following code var ff = (AttributeTargets)384; shows that ff is Field | Property
* so that is what we use.
*/
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)]
public sealed class ContentSerializerIgnoreAttribute : Attribute
{
}
}