Move graphics cache to SimulationData
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e64c23d50d
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cfa9fe568d
@ -173,6 +173,7 @@ void Renderer::render_parts()
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{
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auto &sd = SimulationData::CRef();
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auto &elements = sd.elements;
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auto &graphicscache = sd.graphicscache;
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int deca, decr, decg, decb, cola, colr, colg, colb, firea, firer, fireg, fireb, pixel_mode, q, i, t, nx, ny, x, y;
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int orbd[4] = {0, 0, 0, 0}, orbl[4] = {0, 0, 0, 0};
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Particle * parts;
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@ -244,18 +245,21 @@ void Renderer::render_parts()
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else if(!(colour_mode & COLOUR_BASC))
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{
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auto *graphics = useGraphicsFunction ? elements[t].Graphics : nullptr;
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if (!graphics || graphics(this, &(sim->parts[i]), nx, ny, &pixel_mode, &cola, &colr, &colg, &colb, &firea, &firer, &fireg, &fireb)) //That's a lot of args, a struct might be better
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auto makeReady = !graphics || graphics(this, &(sim->parts[i]), nx, ny, &pixel_mode, &cola, &colr, &colg, &colb, &firea, &firer, &fireg, &fireb); //That's a lot of args, a struct might be better
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if (makeReady && useGraphicsFunction)
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{
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graphicscache[t].isready = 1;
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graphicscache[t].pixel_mode = pixel_mode;
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graphicscache[t].cola = cola;
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graphicscache[t].colr = colr;
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graphicscache[t].colg = colg;
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graphicscache[t].colb = colb;
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graphicscache[t].firea = firea;
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graphicscache[t].firer = firer;
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graphicscache[t].fireg = fireg;
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graphicscache[t].fireb = fireb;
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// I sure hope we locked sd.elementGraphicsMx exclusively
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auto &wgraphicscache = SimulationData::Ref().graphicscache;
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wgraphicscache[t].isready = 1;
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wgraphicscache[t].pixel_mode = pixel_mode;
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wgraphicscache[t].cola = cola;
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wgraphicscache[t].colr = colr;
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wgraphicscache[t].colg = colg;
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wgraphicscache[t].colb = colb;
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wgraphicscache[t].firea = firea;
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wgraphicscache[t].firer = firer;
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wgraphicscache[t].fireg = fireg;
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wgraphicscache[t].fireb = fireb;
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}
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}
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if((elements[t].Properties & PROP_HOT_GLOW) && sim->parts[i].temp>(elements[t].HighTemperature-800.0f))
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@ -1,5 +1,6 @@
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#pragma once
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#include "Graphics.h"
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#include "gui/game/RenderPreset.h"
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#include "gui/interface/Point.h"
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#include "common/tpt-rand.h"
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#include "SimulationConfig.h"
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@ -13,28 +14,6 @@
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class RenderPreset;
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class Simulation;
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struct gcache_item
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{
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int isready;
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int pixel_mode;
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int cola, colr, colg, colb;
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int firea, firer, fireg, fireb;
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gcache_item() :
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isready(0),
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pixel_mode(0),
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cola(0),
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colr(0),
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colg(0),
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colb(0),
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firea(0),
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firer(0),
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fireg(0),
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fireb(0)
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{
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}
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};
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typedef struct gcache_item gcache_item;
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int HeatToColour(float temp);
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class Renderer: public RasterDrawMethods<Renderer>
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@ -65,7 +44,6 @@ public:
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RNG rng;
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Simulation * sim;
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gcache_item *graphicscache;
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std::vector<unsigned int> render_modes;
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unsigned int render_mode;
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@ -148,7 +126,6 @@ public:
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static std::unique_ptr<VideoBuffer> WallIcon(int wallID, Vec2<int> size);
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Renderer(Simulation * sim);
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~Renderer();
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#define RENDERER_TABLE(name) \
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static std::vector<RGB<uint8_t>> name; \
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@ -323,10 +323,6 @@ Renderer::Renderer(Simulation * sim):
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COLOUR_LIFE
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});
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//Prepare the graphics cache
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graphicscache = new gcache_item[PT_NUM];
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std::fill(&graphicscache[0], &graphicscache[0] + PT_NUM, gcache_item());
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prepare_alpha(CELL, 1.0f);
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}
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@ -466,9 +462,4 @@ VideoBuffer Renderer::DumpFrame()
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return newBuffer;
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}
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Renderer::~Renderer()
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{
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delete[] graphicscache;
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}
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template struct RasterDrawMethods<Renderer>;
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15
src/graphics/gcache_item.h
Normal file
15
src/graphics/gcache_item.h
Normal file
@ -0,0 +1,15 @@
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#pragma once
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struct gcache_item
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{
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int isready = 0;
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int pixel_mode = 0;
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int cola = 0;
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int colr = 0;
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int colg = 0;
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int colb = 0;
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int firea = 0;
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int firer = 0;
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int fireg = 0;
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int fireb = 0;
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};
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@ -2108,6 +2108,9 @@ void GameView::OnDraw()
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Graphics * g = GetGraphics();
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if (ren)
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{
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// we're the main thread, we may write graphicscache
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auto &sd = SimulationData::Ref();
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std::unique_lock lk(sd.elementGraphicsMx);
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ren->clearScreen();
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ren->RenderBegin();
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ren->SetSample(c->PointTranslate(currentMouse));
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@ -1,6 +1,7 @@
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#include "RenderView.h"
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#include "simulation/ElementGraphics.h"
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#include "simulation/SimulationData.h"
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#include "graphics/Graphics.h"
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#include "graphics/Renderer.h"
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@ -158,6 +159,9 @@ void RenderView::OnDraw()
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g->DrawFilledRect(WINDOW.OriginRect(), 0x000000_rgb);
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if(ren)
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{
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// we're the main thread, we may write graphicscache
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auto &sd = SimulationData::Ref();
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std::unique_lock lk(sd.elementGraphicsMx);
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ren->clearScreen();
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ren->RenderBegin();
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ren->RenderEnd();
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@ -263,7 +263,7 @@ int luacon_elementwrite(lua_State* l)
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luacon_model->BuildMenus();
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auto *luacon_ci = static_cast<LuaScriptInterface *>(commandInterface);
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luacon_ci->custom_init_can_move();
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std::fill(&luacon_ren->graphicscache[0], &luacon_ren->graphicscache[0] + PT_NUM, gcache_item());
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sd.graphicscache = std::array<gcache_item, PT_NUM>();
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return 0;
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}
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@ -3286,6 +3286,7 @@ void LuaScriptInterface::LuaSetParticleProperty(lua_State* l, int particleID, St
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int LuaScriptInterface::elements_loadDefault(lua_State * l)
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{
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auto &sd = SimulationData::Ref();
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auto &builtinElements = GetElements();
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auto *luacon_ci = static_cast<LuaScriptInterface *>(commandInterface);
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{
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@ -3304,7 +3305,6 @@ int LuaScriptInterface::elements_loadDefault(lua_State * l)
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lua_settable(l, -3);
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{
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auto &sd = SimulationData::Ref();
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std::unique_lock lk(sd.elementGraphicsMx);
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auto &elements = sd.elements;
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if (id < (int)builtinElements.size())
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@ -3321,7 +3321,6 @@ int LuaScriptInterface::elements_loadDefault(lua_State * l)
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else
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{
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{
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auto &sd = SimulationData::Ref();
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std::unique_lock lk(sd.elementGraphicsMx);
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auto &elements = sd.elements;
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for (int i = 0; i < PT_NUM; i++)
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@ -3355,8 +3354,7 @@ int LuaScriptInterface::elements_loadDefault(lua_State * l)
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}
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}
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luacon_ci->custom_init_can_move();
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std::fill(luacon_ren->graphicscache, luacon_ren->graphicscache+PT_NUM, gcache_item());
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SaveRenderer::Ref().Flush(0, PT_NUM);
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sd.graphicscache = std::array<gcache_item, PT_NUM>();
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return 0;
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}
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@ -3639,8 +3637,8 @@ int LuaScriptInterface::elements_element(lua_State * l)
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if (lua_gettop(l) > 1)
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{
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auto &sd = SimulationData::Ref();
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{
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auto &sd = SimulationData::Ref();
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std::unique_lock lk(sd.elementGraphicsMx);
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auto &elements = sd.elements;
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luaL_checktype(l, 2, LUA_TTABLE);
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@ -3744,8 +3742,7 @@ int LuaScriptInterface::elements_element(lua_State * l)
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luacon_model->BuildMenus();
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luacon_ci->custom_init_can_move();
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luacon_ren->graphicscache[id].isready = 0;
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SaveRenderer::Ref().Flush(id, id + 1);
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sd.graphicscache[id].isready = 0;
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return 0;
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}
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@ -3846,6 +3843,7 @@ int LuaScriptInterface::elements_property(lua_State * l)
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{
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if (prop != properties.end())
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{
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auto &sd = SimulationData::Ref();
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if (lua_type(l, 3) != LUA_TNIL)
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{
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if (prop->Type == StructProperty::TransitionType)
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@ -3857,7 +3855,6 @@ int LuaScriptInterface::elements_property(lua_State * l)
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}
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}
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{
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auto &sd = SimulationData::Ref();
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std::unique_lock lk(sd.elementGraphicsMx);
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auto &elements = sd.elements;
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intptr_t propertyAddress = (intptr_t)(((unsigned char*)&elements[id]) + prop->Offset);
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@ -3867,8 +3864,7 @@ int LuaScriptInterface::elements_property(lua_State * l)
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luacon_model->BuildMenus();
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luacon_ci->custom_init_can_move();
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luacon_ren->graphicscache[id].isready = 0;
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SaveRenderer::Ref().Flush(id, id + 1);
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sd.graphicscache[id].isready = 0;
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}
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else if (propertyName == "Update")
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{
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@ -3914,8 +3910,7 @@ int LuaScriptInterface::elements_property(lua_State * l)
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lua_gr_func[id].Clear();
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elements[id].Graphics = builtinElements[id].Graphics;
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}
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luacon_ren->graphicscache[id].isready = 0;
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SaveRenderer::Ref().Flush(id, id + 1);
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sd.graphicscache[id].isready = 0;
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}
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else if (propertyName == "Create")
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{
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@ -15,12 +15,6 @@ SaveRenderer::SaveRenderer(){
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ren->blackDecorations = true;
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}
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void SaveRenderer::Flush(int begin, int end)
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{
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std::lock_guard<std::mutex> gx(renderMutex);
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std::fill(ren->graphicscache + begin, ren->graphicscache + end, gcache_item());
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}
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std::pair<std::unique_ptr<VideoBuffer>, MissingElements> SaveRenderer::Render(const GameSave *save, bool decorations, bool fire, Renderer *renderModeSource)
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{
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// this function usually runs on a thread different from where element info in SimulationData may be written, so we acquire a read-only lock on it
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@ -20,6 +20,5 @@ class SaveRenderer: public ExplicitSingleton<SaveRenderer> {
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public:
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SaveRenderer();
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std::pair<std::unique_ptr<VideoBuffer>, MissingElements> Render(const GameSave *save, bool decorations = true, bool fire = true, Renderer *renderModeSource = nullptr);
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void Flush(int begin, int end);
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virtual ~SaveRenderer();
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};
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@ -9,6 +9,7 @@
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#include "Element.h"
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#include "Particle.h"
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#include "WallType.h"
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#include "graphics/gcache_item.h"
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#include <cstdint>
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#include <vector>
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#include <array>
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@ -173,6 +174,7 @@ class SimulationData : public ExplicitSingleton<SimulationData>
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{
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public:
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std::array<Element, PT_NUM> elements;
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std::array<gcache_item, PT_NUM> graphicscache;
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std::vector<SimTool> tools;
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std::vector<wall_type> wtypes;
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std::vector<menu_section> msections;
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@ -348,22 +348,23 @@ int Element_PIPE_graphics(GRAPHICS_FUNC_ARGS)
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{
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auto &sd = SimulationData::CRef();
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auto &elements = sd.elements;
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auto &graphicscache = sd.graphicscache;
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int t = TYP(cpart->ctype);
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if (t>0 && t<PT_NUM && elements[t].Enabled)
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{
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if (t == PT_STKM || t == PT_STKM2 || t == PT_FIGH)
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return 0;
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if (ren->graphicscache[t].isready)
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if (graphicscache[t].isready)
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{
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*pixel_mode = ren->graphicscache[t].pixel_mode;
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*cola = ren->graphicscache[t].cola;
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*colr = ren->graphicscache[t].colr;
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*colg = ren->graphicscache[t].colg;
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*colb = ren->graphicscache[t].colb;
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*firea = ren->graphicscache[t].firea;
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*firer = ren->graphicscache[t].firer;
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*fireg = ren->graphicscache[t].fireg;
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*fireb = ren->graphicscache[t].fireb;
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*pixel_mode = graphicscache[t].pixel_mode;
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*cola = graphicscache[t].cola;
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*colr = graphicscache[t].colr;
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*colg = graphicscache[t].colg;
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*colb = graphicscache[t].colb;
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*firea = graphicscache[t].firea;
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*firer = graphicscache[t].firer;
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*fireg = graphicscache[t].fireg;
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*fireb = graphicscache[t].fireb;
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}
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else
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{
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