Favor record structs when there are four or fewer elements.
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@ -40,7 +40,7 @@ namespace StardewModdingAPI.Framework.Content
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this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
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this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height);
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// get the pixels for the source area
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// get the pixels for the source area
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Color[] sourceData;
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Color[] trimmedSourceData;
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{
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{
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int areaX = sourceArea.Value.X;
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int areaX = sourceArea.Value.X;
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int areaY = sourceArea.Value.Y;
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int areaY = sourceArea.Value.Y;
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@ -49,26 +49,42 @@ namespace StardewModdingAPI.Framework.Content
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if (areaX == 0 && areaY == 0 && areaWidth == source.Width && areaHeight == source.Height)
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if (areaX == 0 && areaY == 0 && areaWidth == source.Width && areaHeight == source.Height)
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{
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{
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sourceData = source.Data;
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trimmedSourceData = source.Data;
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this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
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this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
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}
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}
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else
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else
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{
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{
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int pixelCount = areaWidth * areaHeight;
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int pixelCount = areaWidth * areaHeight;
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sourceData = ArrayPool<Color>.Shared.Rent(pixelCount);
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trimmedSourceData = ArrayPool<Color>.Shared.Rent(pixelCount);
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for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++)
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// shortcut! If I want a horizontal slice of the texture
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// I can copy the whole array in one pass
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// Likely ~uncommon but Array.Copy significantly benefits
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// from being able to do this.
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if (areaWidth == source.Width && areaX == 0)
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{
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{
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int sourceIndex = (y * source.Width) + areaX;
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int sourceIndex = areaY * source.Width;
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int targetIndex = (y - areaY) * areaWidth;
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int targetIndex = 0;
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Array.Copy(source.Data, sourceIndex, sourceData, targetIndex, areaWidth);
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Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, pixelCount);
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}
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else
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{
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// copying line-by-line
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// Array.Copy isn't great at small scale
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for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++)
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{
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int sourceIndex = (y * source.Width) + areaX;
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int targetIndex = (y - areaY) * areaWidth;
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Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, areaWidth);
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}
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}
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}
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// apply
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// apply
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this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
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this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
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// return
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// return
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ArrayPool<Color>.Shared.Return(sourceData);
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ArrayPool<Color>.Shared.Return(trimmedSourceData);
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}
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}
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}
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}
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}
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}
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@ -160,8 +176,9 @@ namespace StardewModdingAPI.Framework.Content
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// merge pixels
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// merge pixels
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for (int i = 0; i < pixelCount; i++)
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for (int i = 0; i < pixelCount; i++)
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{
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{
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Color above = sourceData[i];
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// should probably benchmark this...
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Color below = mergedData[i];
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ref Color above = ref sourceData[i];
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ref Color below = ref mergedData[i];
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// shortcut transparency
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// shortcut transparency
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if (above.A < MinOpacity)
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if (above.A < MinOpacity)
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@ -8,5 +8,5 @@ namespace StardewModdingAPI.Framework.Content
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/// <param name="Priority">If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</param>
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/// <param name="Priority">If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</param>
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/// <param name="OnBehalfOf">The content pack on whose behalf the edit is being applied, if any.</param>
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/// <param name="OnBehalfOf">The content pack on whose behalf the edit is being applied, if any.</param>
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/// <param name="ApplyEdit">Apply the edit to an asset.</param>
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/// <param name="ApplyEdit">Apply the edit to an asset.</param>
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internal record AssetEditOperation(IModMetadata Mod, AssetEditPriority Priority, IModMetadata? OnBehalfOf, Action<IAssetData> ApplyEdit);
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internal readonly record struct AssetEditOperation(IModMetadata Mod, AssetEditPriority Priority, IModMetadata? OnBehalfOf, Action<IAssetData> ApplyEdit);
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}
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}
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@ -8,5 +8,5 @@ namespace StardewModdingAPI.Framework.Content
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/// <param name="Priority">If there are multiple loads that apply to the same asset, the priority with which this one should be applied.</param>
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/// <param name="Priority">If there are multiple loads that apply to the same asset, the priority with which this one should be applied.</param>
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/// <param name="OnBehalfOf">The content pack on whose behalf the asset is being loaded, if any.</param>
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/// <param name="OnBehalfOf">The content pack on whose behalf the asset is being loaded, if any.</param>
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/// <param name="GetData">Load the initial value for an asset.</param>
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/// <param name="GetData">Load the initial value for an asset.</param>
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internal record AssetLoadOperation(IModMetadata Mod, IModMetadata? OnBehalfOf, AssetLoadPriority Priority, Func<IAssetInfo, object> GetData);
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internal readonly record struct AssetLoadOperation(IModMetadata Mod, IModMetadata? OnBehalfOf, AssetLoadPriority Priority, Func<IAssetInfo, object> GetData);
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}
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}
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@ -172,7 +172,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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where T : notnull
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where T : notnull
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{
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{
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// find matching loader
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// find matching loader
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AssetLoadOperation? loader = null;
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AssetLoadOperation loader = default;
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if (loadOperations?.Count > 0)
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if (loadOperations?.Count > 0)
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{
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{
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if (!this.AssertMaxOneRequiredLoader(info, loadOperations, out string? error))
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if (!this.AssertMaxOneRequiredLoader(info, loadOperations, out string? error))
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@ -183,7 +183,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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loader = loadOperations.OrderByDescending(p => p.Priority).FirstOrDefault();
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loader = loadOperations.OrderByDescending(p => p.Priority).FirstOrDefault();
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}
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}
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if (loader == null)
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if (loader.Mod == null) // aka, this is default.
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return null;
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return null;
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// fetch asset from loader
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// fetch asset from loader
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