Favor record structs when there are four or fewer elements.
This commit is contained in:
parent
581763c363
commit
0a2a1a08de
|
@ -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);
|
||||
|
||||
// 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 = 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, sourceData, targetIndex, 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)
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue