diff options
author | Matt Kimber <github@mattkimber.org.uk> | 2021-01-02 22:39:30 +0000 |
---|---|---|
committer | Patric Stout <github@truebrain.nl> | 2021-01-05 11:42:25 +0100 |
commit | eeb88e87d8c7b62e0bac94ede44cceee987b8d09 (patch) | |
tree | b00a93d08d32763f0eddc31df0a2ed7739dbc5c3 /src/vehicle_base.h | |
parent | 979b4af6cae925e7426ab9e4b4c5bdc9084545fd (diff) | |
download | openttd-eeb88e87d8c7b62e0bac94ede44cceee987b8d09.tar.xz |
Codechange: improve performance for complex vehicle chains by resolving sprites less often
Diffstat (limited to 'src/vehicle_base.h')
-rw-r--r-- | src/vehicle_base.h | 43 |
1 files changed, 39 insertions, 4 deletions
diff --git a/src/vehicle_base.h b/src/vehicle_base.h index 019c94a29..8ef316df1 100644 --- a/src/vehicle_base.h +++ b/src/vehicle_base.h @@ -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); } } |