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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).
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FNA/src/Graphics/ResourceDestroyedEventArgs.cs
50 lines | 846 B | text/x-csharp | CSharpLexer
50 lines | 846 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; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Graphics | ||||
{ | ||||
public sealed class ResourceDestroyedEventArgs : EventArgs | ||||
{ | ||||
#region Public Properties | ||||
/// <summary> | ||||
/// The name of the destroyed resource. | ||||
/// </summary> | ||||
public string Name | ||||
{ | ||||
get; | ||||
private set; | ||||
} | ||||
/// <summary> | ||||
/// The resource manager tag of the destroyed resource. | ||||
/// </summary> | ||||
public Object Tag | ||||
{ | ||||
get; | ||||
private set; | ||||
} | ||||
#endregion | ||||
#region Internal Constructor | ||||
internal ResourceDestroyedEventArgs(string name, object tag) | ||||
{ | ||||
Name = name; | ||||
Tag = tag; | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||