Cache the result of GetImage() in Vehicle::UpdateViewport() where possible.
Sprite number is not cached if callback is made, or a variable access outside a whitelist occurs. Invalidate cached sprite number when direction or cargo changes, or vehicle is marked dirty.
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@@ -291,6 +291,7 @@ public:
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uint16 load_unload_ticks; ///< Ticks to wait before starting next cycle.
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GroupID group_id; ///< Index of group Pool array
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byte subtype; ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
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DirectionByte cur_image_valid_dir; ///< NOSAVE: direction for which cur_image does not need to be regenerated on the next tick
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NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
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VehicleCache vcache; ///< Cache of often used vehicle values.
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@@ -1158,11 +1159,20 @@ struct SpecializedVehicle : public Vehicle {
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/* Skip updating sprites on dedicated servers without screen */
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if (_network_dedicated) return;
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extern bool _sprite_group_resolve_check_veh_enable;
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extern bool _sprite_group_resolve_check_veh_result;
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/* Explicitly choose method to call to prevent vtable dereference -
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* it gives ~3% runtime improvements in games with many vehicles */
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if (update_delta) ((T *)this)->T::UpdateDeltaXY(this->direction);
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SpriteID old_image = this->cur_image;
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this->cur_image = ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP);
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if (this->cur_image_valid_dir != this->direction) {
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_sprite_group_resolve_check_veh_enable = true;
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_sprite_group_resolve_check_veh_result = true;
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this->cur_image = ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP);
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this->cur_image_valid_dir = _sprite_group_resolve_check_veh_result ? this->direction : INVALID_DIR;
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_sprite_group_resolve_check_veh_enable = false;
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}
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if (force_update || this->cur_image != old_image) this->Vehicle::UpdateViewport(true);
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}
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};
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