Add CopyToArray method for IPalette.

By allowing a palette to be copied to an array, a speedup can be gained in HardwarePalette since palettes can be block copied using native magic rather than having to copy them item by item. We transpose the buffer in HardwarePalette in order to allow a contiguous block copy into this buffer, transposing again in the shader to keep everything correct.
This commit is contained in:
RoosterDragon
2014-12-07 20:46:46 +00:00
parent 51f874fae2
commit 8c2fdb9097
4 changed files with 33 additions and 13 deletions

View File

@@ -23,7 +23,7 @@ namespace OpenRA.Graphics
readonly Dictionary<string, MutablePalette> modifiablePalettes = new Dictionary<string, MutablePalette>();
readonly IReadOnlyDictionary<string, MutablePalette> readOnlyModifiablePalettes;
readonly Dictionary<string, int> indices = new Dictionary<string, int>();
readonly uint[,] buffer = new uint[Palette.Size, MaxPalettes];
readonly uint[,] buffer = new uint[MaxPalettes, Palette.Size];
public HardwarePalette()
{
@@ -85,8 +85,7 @@ namespace OpenRA.Graphics
void CopyPaletteToBuffer(int index, IPalette p)
{
for (var i = 0; i < Palette.Size; i++)
buffer[i, index] = p[i];
p.CopyToArray(buffer, index * Palette.Size);
}
void CopyModifiablePalettesToBuffer()
@@ -109,8 +108,7 @@ namespace OpenRA.Graphics
{
var originalPalette = palettes[kvp.Key];
var modifiedPalette = kvp.Value;
for (var i = 0; i < Palette.Size; i++)
modifiedPalette[i] = originalPalette[i];
modifiedPalette.SetFromPalette(originalPalette);
}
}
}

View File

@@ -8,6 +8,7 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
@@ -17,7 +18,11 @@ using System.Runtime.InteropServices;
namespace OpenRA.Graphics
{
public interface IPalette { uint this[int index] { get; } }
public interface IPalette
{
uint this[int index] { get; }
void CopyToArray(Array destination, int destinationOffset);
}
public interface IPaletteRemap { Color GetRemappedColor(Color original, int index); }
public static class Palette
@@ -52,8 +57,7 @@ namespace OpenRA.Graphics
var data = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
var temp = new uint[Palette.Size];
for (int i = 0; i < temp.Length; i++)
temp[i] = palette[i];
palette.CopyToArray(temp, 0);
Marshal.Copy((int[])(object)temp, 0, data.Scan0, Size);
b.UnlockBits(data);
return b;
@@ -71,6 +75,10 @@ namespace OpenRA.Graphics
IPalette palette;
public ReadOnlyPalette(IPalette palette) { this.palette = palette; }
public uint this[int index] { get { return palette[index]; } }
public void CopyToArray(Array destination, int destinationOffset)
{
palette.CopyToArray(destination, destinationOffset);
}
}
}
@@ -83,6 +91,11 @@ namespace OpenRA.Graphics
get { return colors[index]; }
}
public void CopyToArray(Array destination, int destinationOffset)
{
Buffer.BlockCopy(colors, 0, destination, destinationOffset * 4, Palette.Size * 4);
}
public ImmutablePalette(string filename, int[] remap)
{
using (var s = File.OpenRead(filename))
@@ -141,10 +154,14 @@ namespace OpenRA.Graphics
set { colors[index] = value; }
}
public void CopyToArray(Array destination, int destinationOffset)
{
Buffer.BlockCopy(colors, 0, destination, destinationOffset * 4, Palette.Size * 4);
}
public MutablePalette(IPalette p)
{
for (int i = 0; i < Palette.Size; i++)
this[i] = p[i];
SetFromPalette(p);
}
public void SetColor(int index, Color color)
@@ -152,6 +169,11 @@ namespace OpenRA.Graphics
colors[index] = (uint)color.ToArgb();
}
public void SetFromPalette(IPalette p)
{
p.CopyToArray(colors, 0);
}
public void ApplyRemap(IPaletteRemap r)
{
for (var i = 0; i < Palette.Size; i++)

View File

@@ -3,6 +3,6 @@ uniform sampler2D DiffuseTexture, Palette;
void main()
{
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
vec2 p = vec2(gl_TexCoord[0].p, dot(x, gl_TexCoord[1]));
vec2 p = vec2(dot(x, gl_TexCoord[1]), gl_TexCoord[0].p);
gl_FragColor = texture2D(Palette, p);
}

View File

@@ -7,11 +7,11 @@ uniform vec3 AmbientLight, DiffuseLight;
void main()
{
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
vec4 color = texture2D(Palette, vec2(PaletteRows.x, dot(x, gl_TexCoord[1])));
vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x));
if (color.a < 0.01)
discard;
vec4 normal = (2.0 * texture2D(Palette, vec2(PaletteRows.y, dot(x, gl_TexCoord[2]))) - 1.0);
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(x, gl_TexCoord[2]), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
gl_FragColor = vec4(intensity * color.rgb, color.a);
}