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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@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.28)
cmake_minimum_required(VERSION 3.18..3.28)
project(DemoGame
VERSION 1.0
LANGUAGES CXX
@@ -19,7 +19,12 @@ CPMAddPackage(
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-31.zip
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-32.zip
)
CPMAddPackage(
NAME MultiThreading
URL https://git.redacted.cc/Redacted/MultiThreading/archive/prerelease-1.zip
)
#set(CMAKE_CXX_FLAGS "-O3 -Wall -Wextra")
@@ -30,9 +35,10 @@ file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
add_executable(DemoGame ${SOURCES} main.cpp)
target_include_directories(DemoGame PUBLIC
${MultiThreading_SOURCE_DIR}/include
${JGL_SOURCE_DIR}/include
${ReWindow_SOURCE_DIR}/include
${PROJECT_SOURCE_DIR}/include
)
target_link_libraries(DemoGame PUBLIC JGL ReWindowLibrary)
target_link_libraries(DemoGame PUBLIC JGL ReWindowLibrary MultiThreading)

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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) {}
};

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@@ -1,14 +0,0 @@
#include <Engine/types/ConcurrentWorker.h>
#include <Engine/Logger.h>
using namespace Engine;
ConcurrentWorker::~ConcurrentWorker() {
if (!work_complete) {
std::stringstream thread_id; thread_id << worker_thread.get_id();
Logger::Fatal("ConcurrentWorker was destroyed for thread " + thread_id.str() + " but the work wasn't finished?");
}
}
bool ConcurrentWorker::Done() {
return work_complete;
}

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@@ -1,31 +0,0 @@
#include <Engine/types/InstancedTexture.h>
#include <Engine/types/entity/InstancedSprite.h>
using namespace Engine;
void InstancedTexture::AddUser(const InstancedSprite* user) {
// Prevent double references.
if (!InUseBy(user))
users.push_back(user);
}
void InstancedTexture::RemoveUser(const InstancedSprite* user) {
auto it = std::find(users.begin(), users.end(), user);
if (it != users.end())
users.erase(it);
}
bool InstancedTexture::InUseBy(const InstancedSprite* rhs) {
if (users.empty())
return false;
if (typeid(*users[0]) == typeid(*rhs))
return true;
return false;
}
InstancedTexture::~InstancedTexture() {
delete texture;
for (const auto* is: users)
delete is;
}

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@@ -2,6 +2,7 @@
#include <Engine/types/Scene.h>
#include <Engine/types/entity/Camera.h>
#include <Engine/types/entity/InstancedSprite.h>
#include <MultiThreading/Thread.h>
#include <Engine/Logger.h>
#include <JGL/JGL.h>
#include <algorithm>
@@ -93,15 +94,11 @@ Scene::~Scene() {
void Scene::Unload() {
destroying = true;
while (!update_worker->Done()) {}
for (auto& itx : instanced_textures)
delete itx.second;
delete update_worker;
for (auto* itx : instanced_textures)
delete itx;
for (auto* a : instanced_alpha_masks)
delete a;
delete entity_list;
delete active_camera;
}
@@ -114,45 +111,26 @@ Camera* Scene::GetActiveCamera() const {
return active_camera;
}
InstancedTexture* Scene::GetInstancedTexture(const InstancedSprite* user) {
for (auto* itx : instanced_textures)
if (itx->InUseBy(user))
return itx;
Texture* Scene::GetInstancedTexture(const InstancedSprite* user) {
auto it = instanced_textures.find(typeid(user).hash_code());
if (it != instanced_textures.end())
return it->second;
auto* t = new Texture(user->GetTextureFilesystemPath());
auto* itx = new InstancedTexture(t, user);
instanced_textures.push_back(itx);
return itx;
instanced_textures.insert(std::make_pair(typeid(user).hash_code(), t));
return t;
}
InstancedTexture* Scene::GetInstancedAlphaMask(const InstancedSprite* user) {
for (auto* itx : instanced_alpha_masks)
if (itx->InUseBy(user))
return itx;
if (!user->GetAlphaMaskFilesystemPath().empty()) {
auto *t = new Texture(user->GetAlphaMaskFilesystemPath());
auto *itx = new InstancedTexture(t, user);
instanced_alpha_masks.push_back(itx);
return itx;
void Scene::DestroyInstancedTexture(const InstancedSprite* user) {
auto it = instanced_textures.find(typeid(user).hash_code());
if (it != instanced_textures.end()) {
delete it->second;
instanced_textures.erase(it);
}
return nullptr;
}
void Scene::DestroyInstancedTexture(const InstancedTexture* itx) {
auto it = std::find(instanced_textures.begin(), instanced_textures.end(), itx);
if (it != instanced_textures.end())
delete *it, instanced_textures.erase(it);
}
void Scene::DestroyInstancedAlphaMask(const Engine::InstancedTexture* alpha_mask) {
auto it = std::find(instanced_alpha_masks.begin(), instanced_alpha_masks.end(), alpha_mask);
if (it != instanced_alpha_masks.end())
delete *it, instanced_alpha_masks.erase(it);
}
void Scene::Run() {
update_worker = new ConcurrentWorker([this] { UpdateLoop(); });
update_worker = new MultiThreading::Thread([this] { UpdateLoop(); } );
}
bool Scene::ShouldTick() const {

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@@ -3,31 +3,9 @@
using namespace Engine;
Texture* InstancedSprite::GetTexture() const {
auto* itx = GetScene()->GetInstancedTexture(this);
if (itx)
return itx->GetTexture();
return nullptr;
}
Texture* InstancedSprite::GetAlphaMask() const {
auto* ita = GetScene()->GetInstancedAlphaMask(this);
if (ita)
return ita->GetTexture();
return Sprite::GetAlphaMask();
return GetScene()->GetInstancedTexture(this);
}
InstancedSprite::~InstancedSprite() {
auto* itx = GetScene()->GetInstancedTexture(this);
if (itx) {
itx->RemoveUser(this);
if (itx->ReferenceCount() == 0)
GetScene()->DestroyInstancedTexture(itx);
}
auto* ita = GetScene()->GetInstancedAlphaMask(this);
if (ita) {
ita->RemoveUser(this);
if (ita->ReferenceCount() == 0)
GetScene()->DestroyInstancedAlphaMask(ita);
}
GetScene()->DestroyInstancedTexture(this);
}

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@@ -4,7 +4,7 @@
void ControllableBox::Init() {
auto* hud = new Game::DemoGameHud();
for (int i = 0; i < 1; i++) {
for (int i = 0; i < 10000; i++) {
auto *b = new Game::Box({0, 0});
entity_list->AppendChild(b);
}