Avoid redundant property reads in Renderer.SetViewportParams
This commit is contained in:
committed by
Paul Chote
parent
3082df7dfd
commit
90981e5bda
@@ -41,9 +41,9 @@ namespace OpenRA
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float depthScale;
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float depthOffset;
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Size? lastResolution;
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int2? lastScroll;
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float? lastZoom;
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Size lastResolution = new Size(-1, -1);
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int2 lastScroll = new int2(-1, -1);
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float lastZoom = -1f;
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ITexture currentPaletteTexture;
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IBatchRenderer currentBatchRenderer;
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@@ -124,8 +124,8 @@ namespace OpenRA
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if (resolutionChanged)
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{
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lastResolution = Resolution;
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RgbaSpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero);
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SpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero);
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RgbaSpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
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SpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
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}
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// If zoom evaluates as different due to floating point weirdness that's OK, setting the parameters again is harmless.
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@@ -133,9 +133,9 @@ namespace OpenRA
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{
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lastScroll = scroll;
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lastZoom = zoom;
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WorldRgbaSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll);
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WorldSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll);
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WorldModelRenderer.SetViewportParams(Resolution, zoom, scroll);
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WorldRgbaSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, zoom, scroll);
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WorldSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, zoom, scroll);
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WorldModelRenderer.SetViewportParams(lastResolution, zoom, scroll);
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}
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}
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