Don't split viewport draw chunks

The stated explanation seems unconvincing, and it introduces a performance penalty.
This commit is contained in:
Jonathan G Rennison
2018-01-18 18:42:09 +00:00
parent 83e6cf50a0
commit d82f9b50c6

View File

@@ -2614,30 +2614,14 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
_vd.child_screen_sprites_to_draw.Clear();
}
/**
* Make sure we don't draw a too big area at a time.
* If we do, the sprite memory will overflow.
*/
static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
{
if ((vp->zoom < ZOOM_LVL_DRAW_MAP) && (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000 * ZOOM_LVL_BASE * ZOOM_LVL_BASE)) {
if ((bottom - top) > (right - left)) {
int t = (top + bottom) >> 1;
ViewportDrawChk(vp, left, top, right, t);
ViewportDrawChk(vp, left, t, right, bottom);
} else {
int t = (left + right) >> 1;
ViewportDrawChk(vp, left, top, t, bottom);
ViewportDrawChk(vp, t, top, right, bottom);
}
} else {
ViewportDoDraw(vp,
ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
);
}
ViewportDoDraw(vp,
ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
);
}
static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)