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

@ -1091,6 +1091,23 @@ static void DoDrawVehicle(const Vehicle *v)
if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
}
/*
* If the vehicle sprite was not updated despite further viewport changes, we need
* to update it before drawing.
*
* I'm not keen on casting to mutable - it's the approach JGR uses in JGRPP but I
* wonder if there's a cleaner option (even though we can only take the decision
* whether to update once we already know the vehicle is going to appear in a
* viewport)
*/
if (v->rstate.sprite_has_viewport_changes) {
Vehicle* v_mutable = const_cast<Vehicle*>(v);
VehicleSpriteSeq seq;
v_mutable->GetImage(v_mutable->direction, EIT_ON_MAP, &seq);
v_mutable->sprite_seq = seq;
v_mutable->rstate.sprite_has_viewport_changes = false;
}
StartSpriteCombine();
for (uint i = 0; i < v->sprite_seq.count; ++i) {
PaletteID pal2 = v->sprite_seq.seq[i].pal;
@ -1139,6 +1156,7 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF
while (v != nullptr) {
if (!(v->vehstatus & VS_HIDDEN) &&
l <= v->coord.right &&
t <= v->coord.bottom &&
@ -1146,6 +1164,23 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
b >= v->coord.top) {
DoDrawVehicle(v);
}
else {
/*
* Indicate that this vehicle was considered for rendering in a viewport,
* and we therefore need to update sprites more frequently in case a callback
* will change the bounding box to one which will cause the sprite to be
* displayed.
*
* This reduces the chances of flicker when sprites enter the screen, if they
* are part of a newgrf vehicle set which changes bounding boxes within a
* single vehicle direction.
*
* TODO: is there a cleaner solution than casting to a mutable type?
*/
Vehicle* v_mutable = const_cast<Vehicle*>(v);
v_mutable->rstate.is_viewport_candidate = true;
}
v = v->hash_viewport_next;
}

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);
}
}