Favor record structs when there are four or fewer elements.

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atravita-mods 2022-08-16 19:30:20 -04:00 committed by Jesse Plamondon-Willard
parent 581763c363
commit 0a2a1a08de
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GPG Key ID: CF8B1456B3E29F49
4 changed files with 33 additions and 16 deletions

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@ -40,7 +40,7 @@ namespace StardewModdingAPI.Framework.Content
this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
// get the pixels for the source area
Color[] sourceData;
Color[] trimmedSourceData;
{
int areaX = sourceArea.Value.X;
int areaY = sourceArea.Value.Y;
@ -49,26 +49,42 @@ namespace StardewModdingAPI.Framework.Content
if (areaX == 0 && areaY == 0 && areaWidth == source.Width && areaHeight == source.Height)
{
sourceData = source.Data;
this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
trimmedSourceData = source.Data;
this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
}
else
{
int pixelCount = areaWidth * areaHeight;
sourceData = ArrayPool<Color>.Shared.Rent(pixelCount);
trimmedSourceData = ArrayPool<Color>.Shared.Rent(pixelCount);
for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++)
// shortcut! If I want a horizontal slice of the texture
// I can copy the whole array in one pass
// Likely ~uncommon but Array.Copy significantly benefits
// from being able to do this.
if (areaWidth == source.Width && areaX == 0)
{
int sourceIndex = (y * source.Width) + areaX;
int targetIndex = (y - areaY) * areaWidth;
Array.Copy(source.Data, sourceIndex, sourceData, targetIndex, areaWidth);
int sourceIndex = areaY * source.Width;
int targetIndex = 0;
Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, pixelCount);
}
else
{
// copying line-by-line
// Array.Copy isn't great at small scale
for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++)
{
int sourceIndex = (y * source.Width) + areaX;
int targetIndex = (y - areaY) * areaWidth;
Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, areaWidth);
}
}
// apply
this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
// return
ArrayPool<Color>.Shared.Return(sourceData);
ArrayPool<Color>.Shared.Return(trimmedSourceData);
}
}
}
@ -160,8 +176,9 @@ namespace StardewModdingAPI.Framework.Content
// merge pixels
for (int i = 0; i < pixelCount; i++)
{
Color above = sourceData[i];
Color below = mergedData[i];
// should probably benchmark this...
ref Color above = ref sourceData[i];
ref Color below = ref mergedData[i];
// shortcut transparency
if (above.A < MinOpacity)

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@ -8,5 +8,5 @@ namespace StardewModdingAPI.Framework.Content
/// <param name="Priority">If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</param>
/// <param name="OnBehalfOf">The content pack on whose behalf the edit is being applied, if any.</param>
/// <param name="ApplyEdit">Apply the edit to an asset.</param>
internal record AssetEditOperation(IModMetadata Mod, AssetEditPriority Priority, IModMetadata? OnBehalfOf, Action<IAssetData> ApplyEdit);
internal readonly record struct AssetEditOperation(IModMetadata Mod, AssetEditPriority Priority, IModMetadata? OnBehalfOf, Action<IAssetData> ApplyEdit);
}

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@ -8,5 +8,5 @@ namespace StardewModdingAPI.Framework.Content
/// <param name="Priority">If there are multiple loads that apply to the same asset, the priority with which this one should be applied.</param>
/// <param name="OnBehalfOf">The content pack on whose behalf the asset is being loaded, if any.</param>
/// <param name="GetData">Load the initial value for an asset.</param>
internal record AssetLoadOperation(IModMetadata Mod, IModMetadata? OnBehalfOf, AssetLoadPriority Priority, Func<IAssetInfo, object> GetData);
internal readonly record struct AssetLoadOperation(IModMetadata Mod, IModMetadata? OnBehalfOf, AssetLoadPriority Priority, Func<IAssetInfo, object> GetData);
}

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@ -172,7 +172,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
where T : notnull
{
// find matching loader
AssetLoadOperation? loader = null;
AssetLoadOperation loader = default;
if (loadOperations?.Count > 0)
{
if (!this.AssertMaxOneRequiredLoader(info, loadOperations, out string? error))
@ -183,7 +183,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
loader = loadOperations.OrderByDescending(p => p.Priority).FirstOrDefault();
}
if (loader == null)
if (loader.Mod == null) // aka, this is default.
return null;
// fetch asset from loader