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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/SetDataOptions.cs
30 lines | 927 B | text/x-csharp | CSharpLexer
30 lines | 927 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 | ||||
namespace Microsoft.Xna.Framework.Graphics | ||||
{ | ||||
/// <summary> | ||||
/// Defines how vertex or index buffer data will be flushed during a SetData operation. | ||||
/// </summary> | ||||
public enum SetDataOptions | ||||
{ | ||||
/// <summary> | ||||
/// The SetData can overwrite the portions of existing data. | ||||
/// </summary> | ||||
None = 0, | ||||
/// <summary> | ||||
/// The SetData will discard the entire buffer. A pointer to a new memory area is returned and rendering from the previous area do not stall. | ||||
/// </summary> | ||||
Discard = 1, | ||||
/// <summary> | ||||
/// The SetData operation will not overwrite existing data. This allows the driver to return immediately from a SetData operation and continue rendering. | ||||
/// </summary> | ||||
NoOverwrite = 2 | ||||
} | ||||
} | ||||