Performance optimization

This commit is contained in:
2025-04-18 17:45:31 -04:00
parent c1ccb444f7
commit 8a222fdd7c
11 changed files with 38 additions and 175 deletions

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@@ -1,24 +0,0 @@
#pragma once
#include <thread>
#include <utility>
#include <atomic>
#include <sstream>
namespace Engine {
class ConcurrentWorker;
}
class Engine::ConcurrentWorker {
private:
std::atomic<bool> work_complete{ false };
std::thread worker_thread;
public:
[[nodiscard]] bool Done();
public:
~ConcurrentWorker();
template <typename Function, typename... Args>
explicit ConcurrentWorker(Function&& func, Args&&... args) : worker_thread([this, func = std::forward<Function>(func),
...args = std::forward<Args>(args)]() mutable { func(std::forward<Args>(args) ...); work_complete = true; })
{ worker_thread.detach(); }
};

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@@ -1,24 +0,0 @@
#pragma once
#include <vector>
#include <JGL/types/Texture.h>
namespace Engine {
class InstancedTexture;
class InstancedSprite;
}
class Engine::InstancedTexture {
protected:
JGL::Texture* texture = nullptr;
std::vector<const InstancedSprite*> users{};
public:
[[nodiscard]] size_t ReferenceCount() { return users.size(); }
[[nodiscard]] bool InUseBy(const InstancedSprite* rhs);
[[nodiscard]] JGL::Texture* GetTexture() const { return texture; }
public:
void AddUser(const InstancedSprite* user);
void RemoveUser(const InstancedSprite* user);
public:
InstancedTexture(JGL::Texture* texture, const InstancedSprite* creator) : texture(texture) { users.push_back(creator); }
~InstancedTexture();
};

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@@ -1,13 +1,14 @@
#pragma once
#include <vector>
#include <Engine/types/InstancedTexture.h>
#include <Engine/types/entity/Entity.h>
#include <Engine/types/entity/Hud.h>
#include <JGL/types/RenderTarget.h>
#include <Engine/types/ConcurrentWorker.h>
#include <MultiThreading/Thread.h>
#include <rewindow/types/window.h>
#include <unordered_map>
#include <thread>
#include "Engine/types/entity/InstancedSprite.h"
namespace Engine {
class Camera;
@@ -24,12 +25,11 @@ protected:
// 25ms.
u8 tick_rate = 40;
bool should_tick = true;
ConcurrentWorker* update_worker;
MultiThreading::Thread* update_worker;
std::string name;
Camera* active_camera = nullptr;
Entity* entity_list = nullptr;
std::vector<InstancedTexture*> instanced_textures{};
std::vector<InstancedTexture*> instanced_alpha_masks{};
std::unordered_map<size_t, JGL::Texture*> instanced_textures{};
protected:
virtual void Update();
virtual void Render();
@@ -38,8 +38,7 @@ public:
[[nodiscard]] size_t EntityCount() const;
[[nodiscard]] std::string GetName() const;
[[nodiscard]] Camera* GetActiveCamera() const;
[[nodiscard]] InstancedTexture* GetInstancedTexture(const InstancedSprite* user);
[[nodiscard]] InstancedTexture* GetInstancedAlphaMask(const InstancedSprite* user);
[[nodiscard]] JGL::Texture* GetInstancedTexture(const InstancedSprite* user);
[[nodiscard]] bool ShouldTick() const;
[[nodiscard]] float TickDeltaTime() const;
[[nodiscard]] float FrameDeltaTime() const;
@@ -49,8 +48,7 @@ public:
public:
void ShouldTick(bool state);
void SetActiveCamera(Camera* camera) { active_camera = camera; };
void DestroyInstancedTexture(const InstancedTexture* itx);
void DestroyInstancedAlphaMask(const InstancedTexture* alpha_mask);
void DestroyInstancedTexture(const InstancedSprite* itx);
virtual void Unload();
virtual void Init() {};
void Run();

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@@ -8,12 +8,9 @@ namespace Engine {
class Engine::InstancedSprite : public Sprite {
private:
std::string texture_path;
std::string alpha_mask_path;
public:
[[nodiscard]] std::string GetTextureFilesystemPath() const { return texture_path; }
[[nodiscard]] std::string GetAlphaMaskFilesystemPath() const { return alpha_mask_path; }
[[nodiscard]] Texture* GetTexture() const override;
[[nodiscard]] Texture* GetAlphaMask() const override;
public:
/** The Texture *must* be instanced. The alpha-mask *can* be instanced.
* You can use SetAlphaMask() to change to a unique one.
@@ -24,6 +21,5 @@ public:
~InstancedSprite() override;
InstancedSprite(const Vector2& position, unsigned int layer, const std::string& instanced_texture_filesystem_path,
const Vector2& origin = {0, 0}, float face_angle = 0.0f, const Color4& base_color = Colors::White, Texture* unique_alpha_mask = nullptr, const std::string& instanced_alpha_mask_filesystem_path = "")
: Sprite(position, origin, layer, face_angle, base_color, nullptr, unique_alpha_mask), texture_path(instanced_texture_filesystem_path),
alpha_mask_path(instanced_alpha_mask_filesystem_path) {}
: Sprite(position, origin, layer, face_angle, base_color, nullptr, unique_alpha_mask), texture_path(instanced_texture_filesystem_path) {}
};

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@@ -5,7 +5,7 @@ class ControllableBox final : public Engine::Scene {
public:
void Init() final;
public:
explicit ControllableBox(const std::string& name) : Scene(name) {}
explicit ControllableBox(const std::string& name) : Scene(name, 64) {}
};