Cleanup and performance/allocation improvement for AssetDataForImage.PatchImage

This commit is contained in:
Ameisen 2022-02-09 18:00:15 -06:00
parent 25a9f54ecf
commit 51b7b9fe06
1 changed files with 14 additions and 14 deletions

View File

@ -41,39 +41,40 @@ namespace StardewModdingAPI.Framework.Content
targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, target.Width), Math.Min(sourceArea.Value.Height, target.Height));
// validate
if (sourceArea.Value.X < 0 || sourceArea.Value.Y < 0 || sourceArea.Value.Right > source.Width || sourceArea.Value.Bottom > source.Height)
if (!source.Bounds.Contains(sourceArea.Value))
throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture.");
if (targetArea.Value.X < 0 || targetArea.Value.Y < 0 || targetArea.Value.Right > target.Width || targetArea.Value.Bottom > target.Height)
if (!target.Bounds.Contains(targetArea.Value))
throw new ArgumentOutOfRangeException(nameof(targetArea), "The target area is outside the bounds of the target texture.");
if (sourceArea.Value.Width != targetArea.Value.Width || sourceArea.Value.Height != targetArea.Value.Height)
if (sourceArea.Value.Size != targetArea.Value.Size)
throw new InvalidOperationException("The source and target areas must be the same size.");
// get source data
int pixelCount = sourceArea.Value.Width * sourceArea.Value.Height;
Color[] sourceData = new Color[pixelCount];
Color[] sourceData = GC.AllocateUninitializedArray<Color>(pixelCount);
source.GetData(0, sourceArea, sourceData, 0, pixelCount);
// merge data in overlay mode
if (patchMode == PatchMode.Overlay)
{
// get target data
Color[] targetData = new Color[pixelCount];
Color[] targetData = GC.AllocateUninitializedArray<Color>(pixelCount);
target.GetData(0, targetArea, targetData, 0, pixelCount);
// merge pixels
Color[] newData = new Color[targetArea.Value.Width * targetArea.Value.Height];
target.GetData(0, targetArea, newData, 0, newData.Length);
for (int i = 0; i < sourceData.Length; i++)
{
Color above = sourceData[i];
Color below = targetData[i];
// shortcut transparency
if (above.A < AssetDataForImage.MinOpacity)
continue;
if (below.A < AssetDataForImage.MinOpacity)
if (above.A < MinOpacity)
{
newData[i] = above;
sourceData[i] = below;
continue;
}
if (below.A < MinOpacity)
{
sourceData[i] = above;
continue;
}
@ -84,14 +85,13 @@ namespace StardewModdingAPI.Framework.Content
// Note: don't use named arguments here since they're different between
// Linux/macOS and Windows.
float alphaBelow = 1 - (above.A / 255f);
newData[i] = new Color(
sourceData[i] = new Color(
(int)(above.R + (below.R * alphaBelow)), // r
(int)(above.G + (below.G * alphaBelow)), // g
(int)(above.B + (below.B * alphaBelow)), // b
Math.Max(above.A, below.A) // a
);
}
sourceData = newData;
}
// patch target texture
@ -105,7 +105,7 @@ namespace StardewModdingAPI.Framework.Content
return false;
Texture2D original = this.Data;
Texture2D texture = new Texture2D(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight));
Texture2D texture = new(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight));
this.ReplaceWith(texture);
this.PatchImage(original);
return true;