Commit Graph

1249 Commits

Author SHA1 Message Date
RoosterDragon
dd9aca83dd Expose the default font and cursor sheet size settings to mod.yaml 2024-08-27 19:25:07 +03:00
RoosterDragon
32bc99a11a Restored missing IDisposable to CursorManager. 2024-08-27 19:25:07 +03:00
RoosterDragon
1218ca09ae Use a smaller sheet in CursorManager.
Provide an explicit size of 512, smaller than the default 2048. The cursors for all mods still pack onto this single sheet, so we avoid wasting memory on larger sheets.

Sorting the cursors also helps pack them onto the sheets more efficiently.
2024-08-27 19:25:07 +03:00
RoosterDragon
8101c70c91 Allow sheet buffers to be reused in SheetBuilder.
Sheets can be buffered - where a copy of their data is kept in RAM. This allows for modifications to the sheet to be batched in the RAM buffer, before later being committed to VRAM in a single operation. The SheetBuilder class allows for sprites to be allocated onto one or more sheets. Each time a sheet is filled, it will allocate a new sheet. Sheets allocated by the sheet builder will typically use the buffering mechanism.

Previously each time the builder allocated a new sheet, the buffer would get thrown away, and the next sheet would allocate a fresh buffer. These buffers can be large and may accumulate before the GC cleans them up. So although only one buffer will be live at a time, they can cause a spike in memory used by the process during loading.

We can avoid this issue by allowing the buffer from the previous sheet to be reused by the next sheet. This is possible because the sheet builder only has one live sheet for modifications at a time, and they are all the same type and size. By allocating only one buffer per builder instead of one per sheet, we reduce the peak memory required during loading.
2024-08-19 14:08:04 +03:00
RoosterDragon
7f05227e56 Remove some unrequired Sheet.CreateBuffer or Sheet.ReleaseBuffer calls.
- In CursorManager, we can release the buffer on the final sheet after loading cursors. We don't need to release the buffer on every sheet in the builder, as the builder will handle that.
- In SpriteCache, we don't need to call CreateBuffer explicitly, as the builder will do that for us.
- In RadarWidget, we don't need to call CreateBuffer explicitly, as GetData will do that for us.
2024-08-19 14:08:04 +03:00
Paul Chote
50d4936e51 Add SpriteCache.LoadFramesUncached.
This allows users (currently TDHD) to load ISpriteFrames
directly, without them being stored in the cache.
2024-08-05 12:30:33 +03:00
Paul Chote
8c5a286574 Call AdjustFrame with frame index and total. 2024-08-05 12:30:33 +03:00
Gustas
014163d7d3 Add a more helpful crash 2024-08-04 20:17:26 +02:00
Gustas
7b9a173f5a Trim empty space around edges of Shp(TD) frames.
Co-Authored-By: Paul Chote <pchote@users.noreply.github.com>
2024-07-30 13:27:16 +02:00
RoosterDragon
0649f3dc32 RCS0056 - roslynator_max_line_length = 160 2024-07-29 21:56:36 +02:00
RoosterDragon
9d5d2ab493 RCS0056 - roslynator_max_line_length = 180 2024-07-29 21:56:36 +02:00
Gustas
239891070d Make sure palettes are updated if colors are toggled in game runtime
And fix MutablePalette's not getting updated
2024-05-04 16:31:35 +02:00
Gustas
5fc36bd45f Make player stance colours universally respected 2024-05-04 16:31:35 +02:00
RoosterDragon
2c96f6ec8b Inject platform dependency in SpriteFont.
This avoids needing to access the global Game.Renderer.
2024-04-24 15:28:28 +03:00
RoosterDragon
c547f3f26d Trim memory usage of SpriteCache.
As the SpriteCache is used as a one-shot operation in practise, holding on to the capacity of backing collections is not required. Memory usage can be reduced by allowing the capacity to be reset after the SpriteCache has resolved items.

- Once LoadReservations is called, reset the reservation dictionaries so their backing collections can be reclaimed.
- When ResolveSprites is called, shrink the resolved dictionary as resolutions take place.
2024-04-06 10:47:19 +03:00
David Wilson
25a6b4b6b9 Editor marker tiles layer 2024-03-21 13:11:04 +02:00
RoosterDragon
4fca85f63d Improve sheet packing in Dune 2000.
In a3d0a50f4d, SpriteCache is updated to sort sprites by height before adding them onto the sheet. This improves packing by reducing wasted space as the sprites are packed onto the sheet. D2kSpriteSequence does not fully benefit from this change, as it creates additional sprites afterwards in the ResolveSprites method. These are not sorted, so they often waste space due to height changes between adjacent sprites and cause an inefficient packing. Sorting them in place is insufficient, as each sequence performs the operation independently. So sets of sprites across different sequences end up with poor packing overall. We need all the sprites to be collected together and sorted in one place for best effect.

We restructure SpriteCache to allow a frame mutation function to be provided when reserving sprites. This removes the need for the ReserveFrames and ResolveFrames methods in SpriteCache. D2kSpriteSequence can use this new function to pass in the required modification, and no longer has to add frames to the sheet builder itself. Now the SpriteCache can apply the desired frame mutations, it can batch together these mutated frames with the other frames and sort them all as a single batch. With all frames sorted together the maximum benefit of this packing approach is realised.

This reduces the number of BGRA sheets required for the d2k mod from 3 to 2.
2024-03-12 22:44:45 +02:00
RoosterDragon
a3d0a50f4d Improve sheet packing.
When sheet builders are adding sprites to a sheet, they work left to right along each row. They reserve height for the highest sprite seen along that row, resetting the height reservation when the row runs out of space and it moves down to the next row.

As the SpriteCache adds the sprites in a giant batch, it can optimise this operation by ordering the sprites by their height. This reduces wastage where shorter sprites don't use the the full height reserved within the row. The reduced wastage can help the sheet builder allocate fewer sheets, improving load times and improving GPU memory usage as less texture memory is required.
2024-03-11 08:47:56 +02:00
RoosterDragon
6e89bef657 Speed up Util.FastCopyIntoChannel.
The assets for the Tiberian Dawn HD mod are much larger than assets for the default mods, causing a lot of load time to be spent in Util.FastCopyIntoChannel.

We can provide a special case for the SpriteFrameType.Bgra32 format, which is the same format as the destination buffer. In this scenario we can just perform memory copies between the source and destination. Additionally, whilst the default mods require all their assets to get their alpha premultiplied, many of the Tiberian Dawn assets are already premultiplied. Being able to skip this step for these assets saves us having to interpret the bytes into colors and back again.

For the default mods, there isn't a noticeable timing difference. For Tiberian Dawn HD or other mods with modern assets sizes, a large speedup is achieved.
2024-03-09 21:26:03 +02:00
RoosterDragon
5f97e2de5a Make Color use uint for ARGB.
This is a more natural representation than int that allows removal of casts in many places that require uint. Additionally, we can change the internal representation from long to uint, making the Color struct smaller. Since arrays of colors are common, this can save on memory.
2024-03-09 21:10:02 +02:00
RoosterDragon
b58c1ea5bc Provide names and pools when creating MiniYaml.
- Rename the filename parameter to name and make it mandatory. Review all callers and ensure a useful string is provided as input, to ensure sufficient context is included for logging and debugging. This can be a filename, url, or any arbitrary text so include whatever context seems reasonable.
- When several MiniYamls are created that have similar content, provide a shared string pool. This allows strings that are common between all the yaml to be shared, reducing long term memory usage. We also change the pool from a dictionary to a set. Originally a Dictionary had to be used so we could call TryGetValue to get a reference to the pooled string. Now that more recent versions of dotnet provide a TryGetValue on HashSet, we can use a set directly without the memory wasted by having to store both keys and values in a dictionary.
2024-01-21 12:39:10 +02:00
Paul Chote
6c56ea4c55 Introduce Renderer.WorldBufferSnapshot(). 2023-12-15 13:37:05 +02:00
RoosterDragon
360f24f609 Fix IDE0055
This rule no longer appears to be buggy, so enforce it. Some of the automated fixes are adjusted in order to improve the result. #pragma directives have no option to control indentation, so remove them where possible.
2023-11-16 08:45:10 +02:00
RoosterDragon
fbe147ce61 Fix RCS1118 2023-11-10 10:38:41 +02:00
Paul Chote
8503678fc7 Support loading sprites with pre-multiplied alpha. 2023-10-27 13:20:07 +03:00
Paul Chote
44d7903a4b Add dynamic ChronoVortexRenderable. 2023-10-27 10:37:28 +03:00
Paul Chote
3bb42522b8 Pack vertex attributes and palette into a single integer bitfield. 2023-10-23 22:42:33 +03:00
Paul Chote
143cd8f856 Add support for signed and unsigned integer vertex attributes. 2023-10-23 22:42:33 +03:00
Paul Chote
4547f3c2b9 Change PaletteReference.TextureIndex to an integer. 2023-10-23 22:42:33 +03:00
Paul Chote
c3ff5d954a Ensure consistent state in the world texture before rendering. 2023-10-23 22:42:33 +03:00
Paul Chote
9a5f5f9f8f Remove legacy OpenGL support. 2023-10-22 19:51:46 +03:00
Paul Chote
47af7a9023 Add IPostProcessWorldShader for custom effect render passes. 2023-10-22 19:34:05 +03:00
Gustas
686040a316 Turn ModelRenderer and VoxelCache into traits 2023-09-23 19:12:51 +02:00
Gustas
c009f58980 Clear up the projection definition 2023-09-23 16:46:45 +02:00
Gustas
d05e0f23ea Remove unused tint attribute from model shader 2023-09-23 16:46:45 +02:00
Gustas
26b6118f50 Extract vertex attributes 2023-09-23 16:46:45 +02:00
Gustas
0a90c2a95e Remove Vertex from PlatformInterfaces 2023-09-23 16:46:45 +02:00
RoosterDragon
b7e0ed9b87 Improve lookups of nodes by key in MiniYaml.
When handling the Nodes collection in MiniYaml, individual nodes are located via one of two methods:

// Lookup a single key with linear search.
var node = yaml.Nodes.FirstOrDefault(n => n.Key == "SomeKey");

// Convert to dictionary, expecting many key lookups.
var dict = nodes.ToDictionary();

// Lookup a single key in the dictionary.
var node = dict["SomeKey"];

To simplify lookup of individual keys via linear search, provide helper methods NodeWithKeyOrDefault and NodeWithKey. These helpers do the equivalent of Single{OrDefault} searches. Whilst this requires checking the whole list, it provides a useful correctness check. Two duplicated keys in TS yaml are fixed as a result. We can also optimize the helpers to not use LINQ, avoiding allocation of the delegate to search for a key.

Adjust existing code to use either lnear searches or dictionary lookups based on whether it will be resolving many keys. Resolving few keys can be done with linear searches to avoid building a dictionary. Resolving many keys should be done with a dictionary to avoid quaradtic runtime from repeated linear searches.
2023-09-23 14:31:04 +02:00
Gustas
0ab7caedd9 Fix CandidateMouseoverCells being incorrectly calculated for Rectangular grid 2023-09-23 14:13:53 +02:00
Gustas
3824a591d5 Fix CandidateMouseoverCells not accounting for tile scale 2023-09-23 14:13:53 +02:00
Gustas
3e6123f6f6 Add index buffer SpriteRenderer 2023-09-23 14:10:35 +02:00
Gustas
2763e1502b Add quadIndexBuffer to Renderer 2023-09-23 14:10:35 +02:00
Gustas
0b90622251 Add index buffer to TerrainSpriteLayer 2023-09-23 14:10:35 +02:00
Gustas
9b8895df39 Add glDrawElements 2023-09-23 14:10:35 +02:00
Gustas
f6c1453b5b Add StaticIndexBuffer 2023-09-23 14:10:35 +02:00
Gustas
a148f30070 Simplify matrix utils 2023-09-03 22:58:04 +02:00
RoosterDragon
93a97d5d6f Fix CA1851, assume_method_enumerates_parameters = true 2023-08-20 20:41:27 +02:00
RoosterDragon
3275875ae5 Fix CA1851 2023-08-20 20:41:27 +02:00
RoosterDragon
285443f10f Fix CA1310, CA1311 2023-08-07 21:38:09 +02:00
RoosterDragon
d83e579dfe Fix CA1305 2023-08-07 21:38:09 +02:00