Reuse set when rendering actors in the world to avoid allocations.

This commit is contained in:
RoosterDragon
2018-03-22 20:45:41 +00:00
committed by Paul Chote
parent 3069bbfa7d
commit f6471d411e

View File

@@ -31,6 +31,7 @@ namespace OpenRA.Graphics
public event Action PaletteInvalidated = null;
readonly HashSet<Actor> onScreenActors = new HashSet<Actor>();
readonly HardwarePalette palette = new HardwarePalette();
readonly Dictionary<string, PaletteReference> palettes = new Dictionary<string, PaletteReference>();
readonly TerrainRenderer terrainRenderer;
@@ -100,9 +101,9 @@ namespace OpenRA.Graphics
palettes[name].Palette = pal;
}
List<IFinalizedRenderable> GenerateRenderables(HashSet<Actor> actorsInBox)
List<IFinalizedRenderable> GenerateRenderables()
{
var actors = actorsInBox.Append(World.WorldActor);
var actors = onScreenActors.Append(World.WorldActor);
if (World.RenderPlayer != null)
actors = actors.Append(World.RenderPlayer.PlayerActor);
@@ -126,15 +127,15 @@ namespace OpenRA.Graphics
return renderables;
}
List<IFinalizedRenderable> GenerateOverlayRenderables(HashSet<Actor> actorsInBox)
List<IFinalizedRenderable> GenerateOverlayRenderables()
{
var aboveShroud = World.ActorsWithTrait<IRenderAboveShroud>()
.Where(a => a.Actor.IsInWorld && !a.Actor.Disposed && (!a.Trait.SpatiallyPartitionable || actorsInBox.Contains(a.Actor)))
.Where(a => a.Actor.IsInWorld && !a.Actor.Disposed && (!a.Trait.SpatiallyPartitionable || onScreenActors.Contains(a.Actor)))
.SelectMany(a => a.Trait.RenderAboveShroud(a.Actor, this));
var aboveShroudSelected = World.Selection.Actors.Where(a => a.IsInWorld && !a.Disposed)
.SelectMany(a => a.TraitsImplementing<IRenderAboveShroudWhenSelected>()
.Where(t => !t.SpatiallyPartitionable || actorsInBox.Contains(a))
.Where(t => !t.SpatiallyPartitionable || onScreenActors.Contains(a))
.SelectMany(t => t.RenderAboveShroud(a, this)));
var aboveShroudEffects = World.Effects.Select(e => e as IEffectAboveShroud)
@@ -171,8 +172,8 @@ namespace OpenRA.Graphics
RefreshPalette();
var onScreenActors = World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight).ToHashSet();
var renderables = GenerateRenderables(onScreenActors);
onScreenActors.UnionWith(World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight));
var renderables = GenerateRenderables();
var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
Game.Renderer.EnableScissor(bounds);
@@ -205,7 +206,7 @@ namespace OpenRA.Graphics
Game.Renderer.DisableScissor();
var finalOverlayRenderables = GenerateOverlayRenderables(onScreenActors);
var finalOverlayRenderables = GenerateOverlayRenderables();
// HACK: Keep old grouping behaviour
var groupedOverlayRenderables = finalOverlayRenderables.GroupBy(prs => prs.GetType());
@@ -239,6 +240,9 @@ namespace OpenRA.Graphics
}
Game.Renderer.Flush();
// PERF: Reuse collection to avoid allocations.
onScreenActors.Clear();
}
public void RefreshPalette()