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mirror of https://github.com/ppy/osu.git synced 2024-12-14 10:12:54 +08:00

Optimise cursortrail with custom vertex logic

This commit is contained in:
smoogipoo 2019-12-16 15:15:26 +09:00
parent f4ce703490
commit db3dc4f375

View File

@ -174,7 +174,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private void addPart(Vector2 screenSpacePosition)
{
parts[currentIndex].Position = screenSpacePosition;
parts[currentIndex].Time = time;
parts[currentIndex].Time = time + 1;
++parts[currentIndex].InvalidationID;
currentIndex = (currentIndex + 1) % max_sprites;
@ -201,7 +201,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private readonly TrailPart[] parts = new TrailPart[max_sprites];
private Vector2 size;
private readonly TrailBatch vertexBatch = new TrailBatch(max_sprites, 1);
private readonly QuadBatch<TexturedTrailVertex> vertexBatch = new QuadBatch<TexturedTrailVertex>(max_sprites, 1);
public TrailDrawNode(CursorTrail source)
: base(source)
@ -227,23 +227,50 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
shader.Bind();
shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
for (int i = 0; i < parts.Length; ++i)
RectangleF textureRect = texture.GetTextureRect();
foreach (var part in parts)
{
if (parts[i].InvalidationID == -1)
if (part.InvalidationID == -1)
continue;
vertexBatch.DrawTime = parts[i].Time;
if (time - part.Time >= 1)
continue;
Vector2 pos = parts[i].Position;
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X - size.X / 2, part.Position.Y + size.Y / 2),
TexturePosition = textureRect.BottomLeft,
Colour = DrawColourInfo.Colour.BottomLeft.Linear,
Time = part.Time
});
DrawQuad(
texture,
new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
DrawColourInfo.Colour,
null,
vertexBatch.AddAction);
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X + size.X / 2, part.Position.Y + size.Y / 2),
TexturePosition = textureRect.BottomRight,
Colour = DrawColourInfo.Colour.BottomRight.Linear,
Time = part.Time
});
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X + size.X / 2, part.Position.Y - size.Y / 2),
TexturePosition = textureRect.TopRight,
Colour = DrawColourInfo.Colour.TopRight.Linear,
Time = part.Time
});
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X - size.X / 2, part.Position.Y - size.Y / 2),
TexturePosition = textureRect.TopLeft,
Colour = DrawColourInfo.Colour.TopLeft.Linear,
Time = part.Time
});
}
vertexBatch.Draw();
shader.Unbind();
}
@ -253,25 +280,6 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Dispose();
}
// Todo: This shouldn't exist, but is currently used to reduce allocations by caching variable-capturing closures.
private class TrailBatch : QuadBatch<TexturedTrailVertex>
{
public new readonly Action<TexturedVertex2D> AddAction;
public float DrawTime;
public TrailBatch(int size, int maxBuffers)
: base(size, maxBuffers)
{
AddAction = v => Add(new TexturedTrailVertex
{
Position = v.Position,
TexturePosition = v.TexturePosition,
Time = DrawTime + 1,
Colour = v.Colour,
});
}
}
}
[StructLayout(LayoutKind.Sequential)]