Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/src/Content/ContentReaders/Texture3DReader.cs
78 lines | 1.5 KiB | text/x-csharp | CSharpLexer
#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 Microsoft.Xna.Framework.Graphics;
#endregion
namespace Microsoft.Xna.Framework.Content
{
internal class Texture3DReader : ContentTypeReader<Texture3D>
{
#region Protected Read Method
protected internal override Texture3D Read(
ContentReader reader,
Texture3D existingInstance
) {
Texture3D texture;
SurfaceFormat format = (SurfaceFormat) reader.ReadInt32();
int width = reader.ReadInt32();
int height = reader.ReadInt32();
int depth = reader.ReadInt32();
int levelCount = reader.ReadInt32();
if (existingInstance == null)
{
texture = new Texture3D(
reader.ContentManager.GetGraphicsDevice(),
width,
height,
depth,
levelCount > 1,
format
);
}
else
{
texture = existingInstance;
}
for (int i = 0; i < levelCount; i += 1)
{
int dataSize = reader.ReadInt32();
byte[] data = reader.ReadBytes(dataSize);
texture.SetData(
i,
0,
0,
width,
height,
0,
depth,
data,
0,
dataSize
);
// Calculate dimensions of next mip level.
width = Math.Max(width >> 1, 1);
height = Math.Max(height >> 1, 1);
depth = Math.Max(depth >> 1, 1);
}
return texture;
}
#endregion
}
}