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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/VertexDeclarationReader.cs
54 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 Microsoft.Xna.Framework.Graphics;
#endregion
namespace Microsoft.Xna.Framework.Content
{
internal class VertexDeclarationReader : ContentTypeReader<VertexDeclaration>
{
#region Protected Read Method
protected internal override VertexDeclaration Read(
ContentReader reader,
VertexDeclaration existingInstance
) {
int vertexStride = reader.ReadInt32();
int elementCount = reader.ReadInt32();
VertexElement[] elements = new VertexElement[elementCount];
for (int i = 0; i < elementCount; i += 1)
{
int offset = reader.ReadInt32();
VertexElementFormat elementFormat = (VertexElementFormat) reader.ReadInt32();
VertexElementUsage elementUsage = (VertexElementUsage) reader.ReadInt32();
int usageIndex = reader.ReadInt32();
elements[i] = new VertexElement(
offset,
elementFormat,
elementUsage,
usageIndex
);
}
/* TODO: This process generates alot of duplicate VertexDeclarations
* which in turn complicates other systems trying to share GPU resources
* like DX11 vertex input layouts.
*
* We should consider caching vertex declarations here and returning
* previously created declarations when they are in our cache.
*/
return new VertexDeclaration(vertexStride, elements);
}
#endregion
}
}