Codechange: improve performance for complex vehicle chains by resolving sprites less often

This commit is contained in:
Matt Kimber
2021-01-02 22:39:30 +00:00
committed by Patric Stout
parent 979b4af6ca
commit eeb88e87d8
2 changed files with 74 additions and 4 deletions

View File

@@ -124,6 +124,13 @@ struct VehicleCache {
byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
};
/** Values for controlling how a vehicle's sprites are refreshed */
struct VehicleSpriteRefreshState {
Direction last_direction; ///< Last direction we obtained sprites for
bool is_viewport_candidate; ///< The vehicle has been in the hash for a shown viewport recently
bool sprite_has_viewport_changes; ///< There have been viewport changes since the sprite was last updated
};
/** Sprite sequence for a vehicle part. */
struct VehicleSpriteSeq {
PalSpriteID seq[4];
@@ -327,6 +334,8 @@ public:
NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
VehicleCache vcache; ///< Cache of often used vehicle values.
VehicleSpriteRefreshState rstate; ///< Values relating to whether sprites should be refreshed, see #VehicleSpriteRefreshState
Vehicle(VehicleType type = VEH_INVALID);
void PreDestructor();
@@ -1169,16 +1178,42 @@ struct SpecializedVehicle : public Vehicle {
*/
inline void UpdateViewport(bool force_update, bool update_delta)
{
bool sprite_has_changed = false;
/* Skip updating sprites on dedicated servers without screen */
if (_network_dedicated) return;
/* Explicitly choose method to call to prevent vtable dereference -
* it gives ~3% runtime improvements in games with many vehicles */
if (update_delta) ((T *)this)->T::UpdateDeltaXY();
VehicleSpriteSeq seq;
((T *)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
if (force_update || this->sprite_seq != seq) {
this->sprite_seq = seq;
/*
* Only check for a new sprite sequence if the vehicle direction
* has changed since we last checked it, assuming that otherwise
* there won't be enough change in bounding box or offsets to need
* to resolve a new sprite.
*/
if (this->direction != this->rstate.last_direction || this->rstate.is_viewport_candidate) {
VehicleSpriteSeq seq;
((T*)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
if (this->sprite_seq != seq) {
sprite_has_changed = true;
this->sprite_seq = seq;
}
this->rstate.last_direction = this->direction;
this->rstate.is_viewport_candidate = false;
this->rstate.sprite_has_viewport_changes = false;
} else {
/*
* Changes could still be relevant when we render the vehicle even if
* they don't alter the bounding box
*/
this->rstate.sprite_has_viewport_changes = true;
}
if (force_update || sprite_has_changed) {
this->Vehicle::UpdateViewport(true);
}
}