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Second pass at StaticSpriteBatch optimizations

This commit is contained in:
Ell 2022-09-12 22:57:01 +02:00
parent 742bc52437
commit 856d67b6cf
2 changed files with 58 additions and 54 deletions

View file

@ -10,7 +10,7 @@ using System.IO;
namespace MLEM.Graphics {
/// <summary>
/// A static sprite batch is a variation of <see cref="SpriteBatch"/> that keeps all batched items in a <see cref="VertexBuffer"/>, allowing for them to be drawn multiple times.
/// A static sprite batch is a highly optimized variation of <see cref="SpriteBatch"/> that keeps all batched items in a <see cref="VertexBuffer"/>, allowing for them to be drawn multiple times.
/// To add items to a static sprite batch, use <see cref="BeginBatch"/> to begin batching, <see cref="ClearBatch"/> to clear currently batched items, <c>Add</c> and its various overloads to add batch items, <see cref="Remove"/> to remove them again, and <see cref="EndBatch"/> to end batching.
/// To draw the batched items, call <see cref="Draw"/>.
/// </summary>
@ -23,7 +23,7 @@ namespace MLEM.Graphics {
/// <summary>
/// The amount of vertices that are currently batched.
/// </summary>
public int Vertices => this.currentItems.Count * 4;
public int Vertices => this.itemAmount * 4;
/// <summary>
/// The amount of vertex buffers that this static sprite batch has.
/// To see the amount of buffers that are actually in use, see <see cref="FilledBuffers"/>.
@ -43,14 +43,13 @@ namespace MLEM.Graphics {
private readonly SpriteEffect spriteEffect;
private readonly List<DynamicVertexBuffer> vertexBuffers = new List<DynamicVertexBuffer>();
private readonly List<Texture2D> textures = new List<Texture2D>();
private readonly ISet<Item> currentItems = new HashSet<Item>();
private readonly List<Item> sortedItems = new List<Item>();
private readonly SortedList<float, ISet<Item>> items = new SortedList<float, ISet<Item>>();
private IndexBuffer indices;
private bool batching;
private bool batchChanged;
private SpriteSortMode sortMode;
private Comparer<Item> comparer;
private int itemAmount;
/// <summary>
/// Creates a new static sprite batch with the given <see cref="GraphicsDevice"/>
@ -74,11 +73,16 @@ namespace MLEM.Graphics {
if (sortMode == SpriteSortMode.Immediate)
throw new ArgumentOutOfRangeException(nameof(sortMode), "Cannot use sprite sort mode Immediate for static batching");
// update comparer and re-sort our list if our sort mode changed
// if the sort mode changed (which should be very rare in practice), we have to re-sort our list
if (this.sortMode != sortMode) {
this.sortMode = sortMode;
this.comparer = Comparer<Item>.Create(StaticSpriteBatch.CreateComparison(sortMode));
this.sortedItems.Sort(this.comparer);
if (this.items.Count > 0) {
var tempItems = this.items.Values.SelectMany(s => s).ToArray();
this.items.Clear();
foreach (var item in tempItems)
this.AddItemToSet(item);
this.batchChanged = true;
}
}
this.batching = true;
@ -104,29 +108,25 @@ namespace MLEM.Graphics {
// fill vertex buffers
var dataIndex = 0;
Texture2D texture = null;
// we use RemoveAll to iterate safely while being able to remove
this.sortedItems.RemoveAll(i => {
// we remove items in here to avoid having to search for them when removing them in Remove
if (i.Removed)
return true;
// if the texture changes, we also have to start a new buffer!
if (dataIndex > 0 && (i.Texture != texture || dataIndex >= StaticSpriteBatch.Data.Length)) {
this.FillBuffer(this.FilledBuffers++, texture, StaticSpriteBatch.Data);
dataIndex = 0;
foreach (var itemSet in this.items.Values) {
foreach (var item in itemSet) {
// if the texture changes, we also have to start a new buffer!
if (dataIndex > 0 && (item.Texture != texture || dataIndex >= StaticSpriteBatch.Data.Length)) {
this.FillBuffer(this.FilledBuffers++, texture, StaticSpriteBatch.Data);
dataIndex = 0;
}
StaticSpriteBatch.Data[dataIndex++] = item.TopLeft;
StaticSpriteBatch.Data[dataIndex++] = item.TopRight;
StaticSpriteBatch.Data[dataIndex++] = item.BottomLeft;
StaticSpriteBatch.Data[dataIndex++] = item.BottomRight;
texture = item.Texture;
}
StaticSpriteBatch.Data[dataIndex++] = i.TopLeft;
StaticSpriteBatch.Data[dataIndex++] = i.TopRight;
StaticSpriteBatch.Data[dataIndex++] = i.BottomLeft;
StaticSpriteBatch.Data[dataIndex++] = i.BottomRight;
texture = i.Texture;
return false;
});
}
if (dataIndex > 0)
this.FillBuffer(this.FilledBuffers++, texture, StaticSpriteBatch.Data);
// ensure we have enough indices
var maxItems = Math.Min(this.currentItems.Count, StaticSpriteBatch.MaxBatchItems);
var maxItems = Math.Min(this.itemAmount, StaticSpriteBatch.MaxBatchItems);
// each item has 2 triangles which each have 3 indices
if (this.indices == null || this.indices.IndexCount < 6 * maxItems) {
var newIndices = new short[6 * maxItems];
@ -150,10 +150,6 @@ namespace MLEM.Graphics {
this.indices = new IndexBuffer(this.graphicsDevice, IndexElementSize.SixteenBits, newIndices.Length, BufferUsage.WriteOnly);
this.indices.SetData(newIndices);
}
// sanity check, this shouldn't be able to happen
if (this.currentItems.Count != this.sortedItems.Count)
throw new InvalidOperationException("Current and sorted items have mismatched sizes");
}
/// <summary>
@ -184,7 +180,7 @@ namespace MLEM.Graphics {
for (var i = 0; i < this.FilledBuffers; i++) {
var buffer = this.vertexBuffers[i];
var texture = this.textures[i];
var verts = Math.Min(this.currentItems.Count * 4 - totalIndex, buffer.VertexCount);
var verts = Math.Min(this.itemAmount * 4 - totalIndex, buffer.VertexCount);
this.graphicsDevice.SetVertexBuffer(buffer);
if (effect != null) {
@ -368,10 +364,12 @@ namespace MLEM.Graphics {
public bool Remove(Item item) {
if (!this.batching)
throw new InvalidOperationException("Not batching");
if (!item.Removed && this.currentItems.Remove(item)) {
var key = item.GetSortKey(this.sortMode);
if (this.items.TryGetValue(key, out var itemSet) && itemSet.Remove(item)) {
if (itemSet.Count <= 0)
this.items.Remove(key);
this.itemAmount--;
this.batchChanged = true;
// this item will only actually get removed from sortedItems in EndBatch for performance
item.Removed = true;
return true;
}
return false;
@ -385,10 +383,10 @@ namespace MLEM.Graphics {
public void ClearBatch() {
if (!this.batching)
throw new InvalidOperationException("Not batching");
this.currentItems.Clear();
this.sortedItems.Clear();
this.items.Clear();
this.textures.Clear();
this.FilledBuffers = 0;
this.itemAmount = 0;
this.batchChanged = true;
}
@ -441,10 +439,8 @@ namespace MLEM.Graphics {
if (!this.batching)
throw new InvalidOperationException("Not batching");
var item = new Item(texture, depth, tl, tr, bl, br);
this.currentItems.Add(item);
// add item in a sorted fashion
var pos = this.sortedItems.BinarySearch(item, this.comparer);
this.sortedItems.Insert(pos >= 0 ? pos : ~pos, item);
this.AddItemToSet(item);
this.itemAmount++;
this.batchChanged = true;
return item;
}
@ -464,17 +460,13 @@ namespace MLEM.Graphics {
#endif
}
private static Comparison<Item> CreateComparison(SpriteSortMode sortMode) {
switch (sortMode) {
case SpriteSortMode.Texture:
return (i1, i2) => i1.TextureHash.CompareTo(i2.TextureHash);
case SpriteSortMode.BackToFront:
return (i1, i2) => i2.Depth.CompareTo(i1.Depth);
case SpriteSortMode.FrontToBack:
return (i1, i2) => i1.Depth.CompareTo(i2.Depth);
default:
return (i1, i2) => 0;
private void AddItemToSet(Item item) {
var sortKey = item.GetSortKey(this.sortMode);
if (!this.items.TryGetValue(sortKey, out var itemSet)) {
itemSet = new HashSet<Item>();
this.items.Add(sortKey, itemSet);
}
itemSet.Add(item);
}
/// <summary>
@ -484,17 +476,14 @@ namespace MLEM.Graphics {
public class Item {
internal readonly Texture2D Texture;
internal readonly int TextureHash;
internal readonly float Depth;
internal readonly VertexPositionColorTexture TopLeft;
internal readonly VertexPositionColorTexture TopRight;
internal readonly VertexPositionColorTexture BottomLeft;
internal readonly VertexPositionColorTexture BottomRight;
internal bool Removed;
internal Item(Texture2D texture, float depth, VertexPositionColorTexture topLeft, VertexPositionColorTexture topRight, VertexPositionColorTexture bottomLeft, VertexPositionColorTexture bottomRight) {
this.Texture = texture;
this.TextureHash = texture.GetHashCode();
this.Depth = depth;
this.TopLeft = topLeft;
this.TopRight = topRight;
@ -502,6 +491,19 @@ namespace MLEM.Graphics {
this.BottomRight = bottomRight;
}
internal float GetSortKey(SpriteSortMode sortMode) {
switch (sortMode) {
case SpriteSortMode.Texture:
return this.Texture.GetHashCode();
case SpriteSortMode.BackToFront:
return -this.Depth;
case SpriteSortMode.FrontToBack:
return this.Depth;
default:
return 0;
}
}
}
#if FNA

View file

@ -355,13 +355,15 @@ public class GameImpl : MlemGame {
this.UiSystem.Add("WidthTest", widthPanel);
var batch = new StaticSpriteBatch(this.GraphicsDevice);
batch.BeginBatch(SpriteSortMode.FrontToBack);
batch.BeginBatch(SpriteSortMode.Deferred);
var depth = 0F;
var items = new List<StaticSpriteBatch.Item>();
foreach (var r in atlas.Regions)
items.Add(batch.Add(r, new Vector2(50 + r.GetHashCode() % 200, 50), ColorHelper.FromHexRgb(r.GetHashCode()), 0, Vector2.Zero, 1, SpriteEffects.None, depth += 0.0001F));
batch.Remove(items[5]);
batch.EndBatch();
batch.BeginBatch(SpriteSortMode.BackToFront);
batch.EndBatch();
this.OnDraw += (_, _) => batch.Draw(null, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(3));
}