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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/PreparingDeviceSettingsEventArgs.cs
47 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
#region Using Statements
using System;
#endregion
namespace Microsoft.Xna.Framework
{
/// <summary>
/// The arguments to the <see cref="GraphicsDeviceManager.PreparingDeviceSettings"/> event.
/// </summary>
public class PreparingDeviceSettingsEventArgs : EventArgs
{
#region Public Properties
/// <summary>
/// The default settings that will be used in device creation.
/// </summary>
public GraphicsDeviceInformation GraphicsDeviceInformation
{
get;
private set;
}
#endregion
#region Public Constructor
/// <summary>
/// Create a new instance of the event.
/// </summary>
/// <param name="graphicsDeviceInformation">The default settings to be used in device creation.</param>
public PreparingDeviceSettingsEventArgs(GraphicsDeviceInformation graphicsDeviceInformation)
{
GraphicsDeviceInformation = graphicsDeviceInformation;
}
#endregion
}
}