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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/PresentInterval.cs
34 lines | 1.1 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
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Defines how <see cref="GraphicsDevice.Present"/> updates the game window.
/// </summary>
public enum PresentInterval
{
/// <summary>
/// Equivalent to <see cref="PresentInterval.One"/>.
/// </summary>
Default = 0,
/// <summary>
/// The driver waits for the vertical retrace period, before updating window client area. Present operations are not affected more frequently than the screen refresh rate.
/// </summary>
One = 1,
/// <summary>
/// The driver waits for the vertical retrace period, before updating window client area. Present operations are not affected more frequently than every second screen refresh.
/// </summary>
Two = 2,
/// <summary>
/// The driver updates the window client area immediately. Present operations might be affected immediately. There is no limit for framerate.
/// </summary>
Immediate = 3,
}
}