Made RuntimeTexturePacker padding be per request and improve performance by caching texture data

This commit is contained in:
Ell 2022-05-25 13:09:30 +02:00
parent f0f1d7f8ed
commit b9f2de8290
3 changed files with 58 additions and 43 deletions

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@ -56,6 +56,7 @@ Additions
Improvements
- Premultiply textures when using RawContentManager
- Allow enumerating all region names of a DataTextureAtlas
- Cache RuntimeTexturePacker texture data while packing to improve performance
Fixes
- Fixed SoundEffectReader incorrectly claiming it could read ogg and mp3 files

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@ -6,6 +6,7 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Textures;
using static MLEM.Extensions.TextureExtensions;
namespace MLEM.Data {
/// <summary>
@ -34,11 +35,11 @@ namespace MLEM.Data {
public TimeSpan LastTotalTime => this.LastCalculationTime + this.LastPackTime;
private readonly List<Request> textures = new List<Request>();
private readonly Dictionary<Texture2D, TextureData> dataCache = new Dictionary<Texture2D, TextureData>();
private readonly bool autoIncreaseMaxWidth;
private readonly bool forcePowerOfTwo;
private readonly bool forceSquare;
private readonly bool disposeTextures;
private readonly int padding;
private int maxWidth;
@ -50,14 +51,12 @@ namespace MLEM.Data {
/// <param name="forcePowerOfTwo">Whether the resulting <see cref="PackedTexture"/> should have a width and height that is a power of two.</param>
/// <param name="forceSquare">Whether the resulting <see cref="PackedTexture"/> should be square regardless of required size.</param>
/// <param name="disposeTextures">Whether the original textures submitted to this texture packer should be disposed after packing.</param>
/// <param name="padding">The padding that each texture region should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
public RuntimeTexturePacker(int maxWidth = 2048, bool autoIncreaseMaxWidth = false, bool forcePowerOfTwo = false, bool forceSquare = false, bool disposeTextures = false, int padding = default) {
public RuntimeTexturePacker(int maxWidth = 2048, bool autoIncreaseMaxWidth = false, bool forcePowerOfTwo = false, bool forceSquare = false, bool disposeTextures = false) {
this.maxWidth = maxWidth;
this.autoIncreaseMaxWidth = autoIncreaseMaxWidth;
this.forcePowerOfTwo = forcePowerOfTwo;
this.forceSquare = forceSquare;
this.disposeTextures = disposeTextures;
this.padding = padding;
}
/// <summary>
@ -67,9 +66,10 @@ namespace MLEM.Data {
/// </summary>
/// <param name="atlas">The texture atlas to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture regions.</param>
/// <param name="padWithPixels">Whether the texture packer's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if the texture packer was constructed with a padding.</param>
/// <param name="padding">The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
/// <param name="padWithPixels">Whether the texture's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if <paramref name="padding"/> is greater than 0.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(UniformTextureAtlas atlas, Action<Dictionary<Point, TextureRegion>> result, bool padWithPixels = false) {
public void Add(UniformTextureAtlas atlas, Action<Dictionary<Point, TextureRegion>> result, int padding = 0, bool padWithPixels = false) {
var resultRegions = new Dictionary<Point, TextureRegion>();
for (var x = 0; x < atlas.RegionAmountX; x++) {
for (var y = 0; y < atlas.RegionAmountY; y++) {
@ -78,7 +78,7 @@ namespace MLEM.Data {
resultRegions.Add(pos, r);
if (resultRegions.Count >= atlas.RegionAmountX * atlas.RegionAmountY)
result.Invoke(resultRegions);
}, padWithPixels);
}, padding, padWithPixels);
}
}
}
@ -90,9 +90,10 @@ namespace MLEM.Data {
/// </summary>
/// <param name="atlas">The texture atlas to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture regions.</param>
/// <param name="padWithPixels">Whether the texture packer's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if the texture packer was constructed with a padding.</param>
/// <param name="padding">The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
/// <param name="padWithPixels">Whether the texture's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if <paramref name="padding"/> is greater than 0.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(DataTextureAtlas atlas, Action<Dictionary<string, TextureRegion>> result, bool padWithPixels = false) {
public void Add(DataTextureAtlas atlas, Action<Dictionary<string, TextureRegion>> result, int padding = 0, bool padWithPixels = false) {
var atlasRegions = atlas.RegionNames.ToArray();
var resultRegions = new Dictionary<string, TextureRegion>();
foreach (var region in atlasRegions) {
@ -100,7 +101,7 @@ namespace MLEM.Data {
resultRegions.Add(region, r);
if (resultRegions.Count >= atlasRegions.Length)
result.Invoke(resultRegions);
}, padWithPixels);
}, padding, padWithPixels);
}
}
@ -110,10 +111,11 @@ namespace MLEM.Data {
/// </summary>
/// <param name="texture">The texture to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture region.</param>
/// <param name="padWithPixels">Whether the texture packer's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if the texture packer was constructed with a padding.</param>
/// <param name="padding">The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
/// <param name="padWithPixels">Whether the texture's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if <paramref name="padding"/> is greater than 0.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(Texture2D texture, Action<TextureRegion> result, bool padWithPixels = false) {
this.Add(new TextureRegion(texture), result, padWithPixels);
public void Add(Texture2D texture, Action<TextureRegion> result, int padding = 0, bool padWithPixels = false) {
this.Add(new TextureRegion(texture), result, padding, padWithPixels);
}
/// <summary>
@ -122,23 +124,25 @@ namespace MLEM.Data {
/// </summary>
/// <param name="texture">The texture region to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture region.</param>
/// <param name="padWithPixels">Whether the texture packer's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if the texture packer was constructed with a padding.</param>
/// <param name="padding">The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
/// <param name="padWithPixels">Whether the texture's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if <paramref name="padding"/> is greater than 0.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(TextureRegion texture, Action<TextureRegion> result, bool padWithPixels = false) {
public void Add(TextureRegion texture, Action<TextureRegion> result, int padding = 0, bool padWithPixels = false) {
if (this.PackedTexture != null)
throw new InvalidOperationException("Cannot add texture to a texture packer that is already packed");
if (texture.Width > this.maxWidth) {
var paddedWidth = texture.Width + 2 * padding;
if (paddedWidth > this.maxWidth) {
if (this.autoIncreaseMaxWidth) {
this.maxWidth = texture.Width;
this.maxWidth = paddedWidth;
} else {
throw new InvalidOperationException($"Cannot add texture with width {texture.Width} to a texture packer with max width {this.maxWidth}");
}
}
this.textures.Add(new Request(texture, result, padWithPixels));
this.textures.Add(new Request(texture, result, padding, padWithPixels));
}
/// <summary>
/// Packs all of the textures and texture regions added using <see cref="Add(Microsoft.Xna.Framework.Graphics.Texture2D,System.Action{MLEM.Textures.TextureRegion},bool)"/> into one texture.
/// Packs all of the textures and texture regions added using <see cref="Add(Microsoft.Xna.Framework.Graphics.Texture2D,System.Action{MLEM.Textures.TextureRegion},int,bool)"/> into one texture.
/// The resulting texture will be stored in <see cref="PackedTexture"/>.
/// All of the result callbacks that were added will also be invoked.
/// </summary>
@ -151,7 +155,7 @@ namespace MLEM.Data {
// set pack areas for each request
var stopwatch = Stopwatch.StartNew();
foreach (var request in this.textures.OrderByDescending(t => t.Texture.Width * t.Texture.Height))
request.PackedArea = this.FindFreeArea(new Point(request.Texture.Width, request.Texture.Height));
request.PackedArea = this.FindFreeArea(request);
stopwatch.Stop();
this.LastCalculationTime = stopwatch.Elapsed;
@ -177,13 +181,14 @@ namespace MLEM.Data {
// invoke callbacks
foreach (var request in this.textures) {
var packedArea = request.PackedArea.Shrink(new Point(this.padding));
var packedArea = request.PackedArea.Shrink(new Point(request.Padding));
request.Result.Invoke(new TextureRegion(this.PackedTexture, packedArea));
if (this.disposeTextures)
request.Texture.Texture.Dispose();
}
this.textures.Clear();
this.dataCache.Clear();
}
/// <summary>
@ -193,6 +198,7 @@ namespace MLEM.Data {
this.PackedTexture?.Dispose();
this.PackedTexture = null;
this.textures.Clear();
this.dataCache.Clear();
this.LastCalculationTime = TimeSpan.Zero;
this.LastPackTime = TimeSpan.Zero;
}
@ -202,9 +208,10 @@ namespace MLEM.Data {
this.Reset();
}
private Rectangle FindFreeArea(Point size) {
size.X += this.padding * 2;
size.Y += this.padding * 2;
private Rectangle FindFreeArea(Request request) {
var size = new Point(request.Texture.Width, request.Texture.Height);
size.X += request.Padding * 2;
size.Y += request.Padding * 2;
var pos = new Point(0, 0);
var lowestY = int.MaxValue;
@ -231,22 +238,27 @@ namespace MLEM.Data {
}
}
private void CopyRegion(TextureExtensions.TextureData destination, Request request) {
var location = request.PackedArea.Location + new Point(this.padding);
using (var data = request.Texture.Texture.GetTextureData()) {
for (var x = -this.padding; x < request.Texture.Width + this.padding; x++) {
for (var y = -this.padding; y < request.Texture.Height + this.padding; y++) {
Color srcColor;
if (!request.PadWithPixels && (x < 0 || y < 0 || x >= request.Texture.Width || y >= request.Texture.Height)) {
// if we're out of bounds and not padding with pixels, we make it transparent
srcColor = Color.Transparent;
} else {
// otherwise, we just use the closest pixel that is actually in bounds, causing the border pixels to be doubled up
var src = new Point(MathHelper.Clamp(x, 0, request.Texture.Width - 1), MathHelper.Clamp(y, 0, request.Texture.Height - 1));
srcColor = data[request.Texture.Position + src];
}
destination[location + new Point(x, y)] = srcColor;
private void CopyRegion(TextureData destination, Request request) {
// we cache texture data in case multiple requests use the same underlying texture
// this collection doesn't need to be disposed since we don't actually edit these textures
if (!this.dataCache.TryGetValue(request.Texture.Texture, out var data)) {
data = request.Texture.Texture.GetTextureData();
this.dataCache.Add(request.Texture.Texture, data);
}
var location = request.PackedArea.Location + new Point(request.Padding);
for (var x = -request.Padding; x < request.Texture.Width + request.Padding; x++) {
for (var y = -request.Padding; y < request.Texture.Height + request.Padding; y++) {
Color srcColor;
if (!request.PadWithPixels && (x < 0 || y < 0 || x >= request.Texture.Width || y >= request.Texture.Height)) {
// if we're out of bounds and not padding with pixels, we make it transparent
srcColor = Color.Transparent;
} else {
// otherwise, we just use the closest pixel that is actually in bounds, causing the border pixels to be doubled up
var src = new Point(MathHelper.Clamp(x, 0, request.Texture.Width - 1), MathHelper.Clamp(y, 0, request.Texture.Height - 1));
srcColor = data[request.Texture.Position + src];
}
destination[location + new Point(x, y)] = srcColor;
}
}
}
@ -262,12 +274,14 @@ namespace MLEM.Data {
public readonly TextureRegion Texture;
public readonly Action<TextureRegion> Result;
public readonly int Padding;
public readonly bool PadWithPixels;
public Rectangle PackedArea;
public Request(TextureRegion texture, Action<TextureRegion> result, bool padWithPixels) {
public Request(TextureRegion texture, Action<TextureRegion> result, int padding, bool padWithPixels) {
this.Texture = texture;
this.Result = result;
this.Padding = padding;
this.PadWithPixels = padWithPixels;
}

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@ -318,16 +318,16 @@ namespace Sandbox {
}
this.UiSystem.Add("Keybinds", keybindPanel);
var packer = new RuntimeTexturePacker(padding: 1);
var packer = new RuntimeTexturePacker();
var regions = new List<TextureRegion>();
packer.Add(new UniformTextureAtlas(tex, 16, 16), r => {
regions.AddRange(r.Values);
Console.WriteLine($"Returned {r.Count} regions: {string.Join(", ", r.Select(kv => kv.Key + ": " + kv.Value.Area))}");
}, true);
}, 1, true);
packer.Add(this.Content.LoadTextureAtlas("Textures/Furniture"), r => {
regions.AddRange(r.Values);
Console.WriteLine($"Returned {r.Count} regions: {string.Join(", ", r.Select(kv => kv.Key + ": " + kv.Value.Area))}");
}, true);
}, 1, true);
packer.Pack(this.GraphicsDevice);
packer.PackedTexture.SaveAsPng(File.Create("_Packed.png"), packer.PackedTexture.Width, packer.PackedTexture.Height);