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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/SpriteSortMode.cs
38 lines | 1.2 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 sprite sort rendering options.
/// </summary>
public enum SpriteSortMode
{
/// <summary>
/// All sprites are drawing when <see cref="SpriteBatch.End"/> invokes, in order of draw call sequence. Depth is ignored.
/// </summary>
Deferred = 0,
/// <summary>
/// Each sprite is drawing at individual draw call, instead of <see cref="SpriteBatch.End"/>. Depth is ignored.
/// </summary>
Immediate = 1,
/// <summary>
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by texture prior to drawing. Depth is ignored.
/// </summary>
Texture = 2,
/// <summary>
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by depth in back-to-front order prior to drawing.
/// </summary>
BackToFront = 3,
/// <summary>
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by depth in front-to-back order prior to drawing.
/// </summary>
FrontToBack = 4
}
}