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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/TextureCollection.cs
67 lines | 1.2 KiB | text/x-csharp | CSharpLexer
67 lines | 1.2 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; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Graphics | ||||
{ | ||||
public sealed class TextureCollection | ||||
{ | ||||
#region Public Array Access Property | ||||
public Texture this[int index] | ||||
{ | ||||
get | ||||
{ | ||||
return textures[index]; | ||||
} | ||||
set | ||||
{ | ||||
#if DEBUG | ||||
// XNA checks for disposed textures here! -flibit | ||||
if (value != null && value.IsDisposed) | ||||
{ | ||||
throw new ObjectDisposedException( | ||||
value.GetType().ToString() | ||||
); | ||||
} | ||||
#endif | ||||
textures[index] = value; | ||||
modifiedSamplers[index] = true; | ||||
} | ||||
} | ||||
#endregion | ||||
#region Private Variables | ||||
private readonly Texture[] textures; | ||||
private readonly bool[] modifiedSamplers; | ||||
#endregion | ||||
#region Internal Constructor | ||||
internal TextureCollection( | ||||
int slots, | ||||
bool[] modSamplers | ||||
) { | ||||
textures = new Texture[slots]; | ||||
modifiedSamplers = modSamplers; | ||||
for (int i = 0; i < textures.Length; i += 1) | ||||
{ | ||||
textures[i] = null; | ||||
} | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||