Only update vehicle image when in the vicinity of a viewport

This reduces the performance impact of expensive NewGRF
graphics chains.
pull/261/head
Jonathan G Rennison 3 years ago
parent 3e8ee4f49f
commit aa0c1ba2e0

@ -890,6 +890,49 @@ static void UpdateVehicleViewportHash(Vehicle *v, int x, int y)
}
}
struct ViewportHashDeferredItem {
Vehicle *v;
int new_hash;
int old_hash;
};
static std::vector<ViewportHashDeferredItem> _viewport_hash_deferred;
static void UpdateVehicleViewportHashDeferred(Vehicle *v, int x, int y)
{
int old_x = v->coord.left;
int old_y = v->coord.top;
int new_hash = (x == INVALID_COORD) ? INVALID_COORD : GEN_HASH(x, y);
int old_hash = (old_x == INVALID_COORD) ? INVALID_COORD : GEN_HASH(old_x, old_y);
if (new_hash != old_hash) {
_viewport_hash_deferred.push_back({ v, new_hash, old_hash });
}
}
static void ProcessDeferredUpdateVehicleViewportHashes()
{
for (const ViewportHashDeferredItem &item : _viewport_hash_deferred) {
Vehicle *v = item.v;
/* remove from hash table? */
if (item.old_hash != INVALID_COORD) {
if (v->hash_viewport_next != nullptr) v->hash_viewport_next->hash_viewport_prev = v->hash_viewport_prev;
*v->hash_viewport_prev = v->hash_viewport_next;
}
/* insert into hash table? */
if (item.new_hash != INVALID_COORD) {
Vehicle **new_hash = &_vehicle_viewport_hash[item.new_hash];
v->hash_viewport_next = *new_hash;
if (v->hash_viewport_next != nullptr) v->hash_viewport_next->hash_viewport_prev = &v->hash_viewport_next;
v->hash_viewport_prev = new_hash;
*new_hash = v;
}
}
_viewport_hash_deferred.clear();
}
void ResetVehicleHash()
{
for (Vehicle *v : Vehicle::Iterate()) { v->hash_tile_current = nullptr; }
@ -1686,9 +1729,11 @@ struct ViewportHashBound {
int xl, xu, yl, yu;
};
static ViewportHashBound GetViewportHashBound(int l, int r, int t, int b) {
int xl = (l - (70 * ZOOM_LVL_BASE)) >> (7 + ZOOM_LVL_SHIFT);
int xu = (r ) >> (7 + ZOOM_LVL_SHIFT);
static const int VHB_BASE_MARGIN = 70;
static ViewportHashBound GetViewportHashBound(int l, int r, int t, int b, int x_margin, int y_margin) {
int xl = (l - ((VHB_BASE_MARGIN + x_margin) * ZOOM_LVL_BASE)) >> (7 + ZOOM_LVL_SHIFT);
int xu = (r + (x_margin * ZOOM_LVL_BASE)) >> (7 + ZOOM_LVL_SHIFT);
/* compare after shifting instead of before, so that lower bits don't affect comparison result */
if (xu - xl < (1 << 6)) {
xl &= 0x3F;
@ -1699,8 +1744,8 @@ static ViewportHashBound GetViewportHashBound(int l, int r, int t, int b) {
xu = 0x3F;
}
int yl = (t - (70 * ZOOM_LVL_BASE)) >> (6 + ZOOM_LVL_SHIFT);
int yu = (b ) >> (6 + ZOOM_LVL_SHIFT);
int yl = (t - ((VHB_BASE_MARGIN + y_margin) * ZOOM_LVL_BASE)) >> (6 + ZOOM_LVL_SHIFT);
int yu = (b + (y_margin * ZOOM_LVL_BASE)) >> (6 + ZOOM_LVL_SHIFT);
/* compare after shifting instead of before, so that lower bits don't affect comparison result */
if (yu - yl < (1 << 6)) {
yl = (yl & 0x3F) << 6;
@ -1713,11 +1758,8 @@ static ViewportHashBound GetViewportHashBound(int l, int r, int t, int b) {
return { xl, xu, yl, yu };
};
/**
* Add the vehicle sprites that should be drawn at a part of the screen.
* @param dpi Rectangle being drawn.
*/
void ViewportAddVehicles(DrawPixelInfo *dpi)
template <bool update_vehicles>
void ViewportAddVehiclesIntl(DrawPixelInfo *dpi)
{
/* The bounding rectangle */
const int l = dpi->left;
@ -1726,19 +1768,45 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
const int b = dpi->top + dpi->height;
/* The hash area to scan */
const ViewportHashBound vhb = GetViewportHashBound(l, r, t, b);
const ViewportHashBound vhb = GetViewportHashBound(l, r, t, b,
update_vehicles ? MAX_VEHICLE_PIXEL_X - VHB_BASE_MARGIN : 0, update_vehicles ? MAX_VEHICLE_PIXEL_Y - VHB_BASE_MARGIN : 0);
const int ul = l - (MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE);
const int ur = r + (MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE);
const int ut = t - (MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE);
const int ub = b + (MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE);
for (int y = vhb.yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
for (int x = vhb.xl;; x = (x + 1) & 0x3F) {
const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF
while (v != nullptr) {
if (v->IsDrawn() &&
l <= v->coord.right &&
t <= v->coord.bottom &&
r >= v->coord.left &&
b >= v->coord.top) {
DoDrawVehicle(v);
if (v->IsDrawn()) {
if (update_vehicles &&
HasBit(v->vcache.cached_veh_flags, VCF_IMAGE_REFRESH) &&
ul <= v->coord.right &&
ut <= v->coord.bottom &&
ur >= v->coord.left &&
ub >= v->coord.top) {
Vehicle *v_mutable = const_cast<Vehicle *>(v);
Direction current_direction = v_mutable->GetMapImageDirection();
switch (v->type) {
case VEH_TRAIN: Train::From(v_mutable)->UpdateImageState(current_direction, v_mutable->sprite_seq); break;
case VEH_ROAD: RoadVehicle::From(v_mutable)->UpdateImageState(current_direction, v_mutable->sprite_seq); break;
case VEH_SHIP: Ship::From(v_mutable)->UpdateImageState(current_direction, v_mutable->sprite_seq); break;
case VEH_AIRCRAFT: Aircraft::From(v_mutable)->UpdateImageState(current_direction, v_mutable->sprite_seq); break;
default: break;
}
v_mutable->UpdateSpriteSeqBound();
v_mutable->UpdateViewportDeferred();
}
if (l <= v->coord.right &&
t <= v->coord.bottom &&
r >= v->coord.left &&
b >= v->coord.top) {
DoDrawVehicle(v);
}
}
v = v->hash_viewport_next;
}
@ -1748,6 +1816,22 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
if (y == vhb.yu) break;
}
if (update_vehicles) ProcessDeferredUpdateVehicleViewportHashes();
}
/**
* Add the vehicle sprites that should be drawn at a part of the screen.
* @param dpi Rectangle being drawn.
* @param update_vehicles Whether to update vehicles around drawing rectangle.
*/
void ViewportAddVehicles(DrawPixelInfo *dpi, bool update_vehicles)
{
if (update_vehicles) {
ViewportAddVehiclesIntl<true>(dpi);
} else {
ViewportAddVehiclesIntl<false>(dpi);
}
}
void ViewportMapDrawVehicles(DrawPixelInfo *dpi, Viewport *vp)
@ -1759,7 +1843,7 @@ void ViewportMapDrawVehicles(DrawPixelInfo *dpi, Viewport *vp)
const int b = vp->virtual_top + vp->virtual_height;
/* The hash area to scan */
const ViewportHashBound vhb = GetViewportHashBound(l, r, t, b);
const ViewportHashBound vhb = GetViewportHashBound(l, r, t, b, 0, 0);
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
for (int y = vhb.yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
@ -2489,6 +2573,21 @@ void Vehicle::UpdateViewport(bool dirty)
}
}
void Vehicle::UpdateViewportDeferred()
{
Rect new_coord = ConvertRect<Rect16, Rect>(this->sprite_seq_bounds);
Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos);
new_coord.left += pt.x;
new_coord.top += pt.y;
new_coord.right += pt.x + 2 * ZOOM_LVL_BASE;
new_coord.bottom += pt.y + 2 * ZOOM_LVL_BASE;
UpdateVehicleViewportHashDeferred(this, new_coord.left, new_coord.top);
this->coord = new_coord;
}
/**
* Update the position of the vehicle, and update the viewport.
*/

@ -23,6 +23,7 @@
#include "timetable.h"
#include "base_consist.h"
#include "newgrf_cache_check.h"
#include "landscape.h"
#include "network/network.h"
#include <list>
#include <map>
@ -882,6 +883,7 @@ public:
}
void UpdateViewport(bool dirty);
void UpdateViewportDeferred();
void UpdatePositionAndViewport();
void MarkAllViewportsDirty() const;
@ -1185,6 +1187,19 @@ public:
IterateWrapper Orders() const { return IterateWrapper(this->orders.list); }
};
inline bool IsPointInViewportVehicleRedrawArea(const std::vector<Rect> &viewport_redraw_rects, const Point &pt)
{
for (const Rect &r : viewport_redraw_rects) {
if (pt.x >= r.left &&
pt.x <= r.right &&
pt.y >= r.top &&
pt.y <= r.bottom) {
return true;
}
}
return false;
}
/**
* Class defining several overloaded accessors so we don't
* have to cast vehicle types that often
@ -1327,57 +1342,55 @@ struct SpecializedVehicle : public Vehicle {
return (const T *)v;
}
/**
* Update vehicle sprite- and position caches
* @param force_update Force updating the vehicle on the viewport.
* @param update_delta Also update the delta?
*/
inline void UpdateViewport(bool force_update, bool update_delta)
private:
inline uint16 GetVehicleCurvature() const
{
/* Skip updating sprites on dedicated servers without screen */
if (_network_dedicated) return;
uint16 curvature = 0;
if (this->Previous() != nullptr) {
SB(curvature, 0, 4, this->Previous()->direction);
if (this->Previous()->Previous() != nullptr) SB(curvature, 4, 4, this->Previous()->Previous()->direction);
}
if (this->Next() != nullptr) {
SB(curvature, 8, 4, this->Next()->direction);
if (this->Next()->Next() != nullptr) SB(curvature, 12, 4, this->Next()->Next()->direction);
}
return curvature;
}
auto get_vehicle_curvature = [&]() -> uint16 {
uint16 curvature = 0;
if (this->Previous() != nullptr) {
SB(curvature, 0, 4, this->Previous()->direction);
if (this->Previous()->Previous() != nullptr) SB(curvature, 4, 4, this->Previous()->Previous()->direction);
}
if (this->Next() != nullptr) {
SB(curvature, 8, 4, this->Next()->direction);
if (this->Next()->Next() != nullptr) SB(curvature, 12, 4, this->Next()->Next()->direction);
}
return curvature;
};
inline bool CheckVehicleCurvature() const {
if (!(EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD)) return false;
if (likely(!HasBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE))) return false;
return this->vcache.cached_image_curvature != this->GetVehicleCurvature();
};
auto check_vehicle_curvature = [&]() -> bool {
if (!(EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD)) return false;
if (likely(!HasBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE))) return false;
return this->vcache.cached_image_curvature != get_vehicle_curvature();
};
public:
inline void UpdateImageState(Direction current_direction, VehicleSpriteSeq &seq)
{
ClrBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH);
_sprite_group_resolve_check_veh_check = true;
if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) _sprite_group_resolve_check_veh_curvature_check = true;
((T *)this)->T::GetImage(current_direction, EIT_ON_MAP, &seq);
if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) {
SB(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH_NEXT, 1, _sprite_group_resolve_check_veh_check ? 0 : 1);
if (unlikely(!_sprite_group_resolve_check_veh_curvature_check)) {
SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE);
this->vcache.cached_image_curvature = this->GetVehicleCurvature();
}
_sprite_group_resolve_check_veh_curvature_check = false;
this->cur_image_valid_dir = current_direction;
} else {
this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? current_direction : INVALID_DIR;
}
_sprite_group_resolve_check_veh_check = false;
}
/* Explicitly choose method to call to prevent vtable dereference -
* it gives ~3% runtime improvements in games with many vehicles */
if (update_delta) ((T *)this)->T::UpdateDeltaXY();
private:
inline void UpdateViewportNormalViewportMode(bool force_update, Point pt)
{
const Direction current_direction = ((T *)this)->GetMapImageDirection();
if (this->cur_image_valid_dir != current_direction || check_vehicle_curvature()) {
_sprite_group_resolve_check_veh_check = true;
if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) _sprite_group_resolve_check_veh_curvature_check = true;
if (this->cur_image_valid_dir != current_direction || this->CheckVehicleCurvature()) {
VehicleSpriteSeq seq;
((T *)this)->T::GetImage(current_direction, EIT_ON_MAP, &seq);
if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) {
ClrBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH);
SB(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH_NEXT, 1, _sprite_group_resolve_check_veh_check ? 0 : 1);
if (unlikely(!_sprite_group_resolve_check_veh_curvature_check)) {
SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE);
this->vcache.cached_image_curvature = get_vehicle_curvature();
}
_sprite_group_resolve_check_veh_curvature_check = false;
this->cur_image_valid_dir = current_direction;
} else {
this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? current_direction : INVALID_DIR;
}
_sprite_group_resolve_check_veh_check = false;
this->UpdateImageState(current_direction, seq);
if (force_update || this->sprite_seq != seq) {
this->sprite_seq = seq;
this->UpdateSpriteSeqBound();
@ -1393,6 +1406,37 @@ struct SpecializedVehicle : public Vehicle {
}
}
public:
/**
* Update vehicle sprite- and position caches
* @param force_update Force updating the vehicle on the viewport.
* @param update_delta Also update the delta?
*/
inline void UpdateViewport(bool force_update, bool update_delta)
{
/* Skip updating sprites on dedicated servers without screen */
if (_network_dedicated) return;
/* Explicitly choose method to call to prevent vtable dereference -
* it gives ~3% runtime improvements in games with many vehicles */
if (update_delta) ((T *)this)->T::UpdateDeltaXY();
extern std::vector<Rect> _viewport_vehicle_normal_redraw_rects;
extern std::vector<Rect> _viewport_vehicle_map_redraw_rects;
Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos);
if (EXPECTED_TYPE >= VEH_COMPANY_END || IsPointInViewportVehicleRedrawArea(_viewport_vehicle_normal_redraw_rects, pt)) {
UpdateViewportNormalViewportMode(force_update, pt);
return;
}
SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH);
if (force_update) {
this->Vehicle::UpdateViewport(IsPointInViewportVehicleRedrawArea(_viewport_vehicle_map_redraw_rects, pt));
}
}
/**
* Returns an iterable ensemble of all valid vehicles of type T
* @param from index of the first vehicle to consider

@ -127,7 +127,7 @@ void ResetVehicleColourMap();
byte GetBestFittingSubType(Vehicle *v_from, Vehicle *v_for, CargoID dest_cargo_type);
void ViewportAddVehicles(DrawPixelInfo *dpi);
void ViewportAddVehicles(DrawPixelInfo *dpi, bool update_vehicles);
void ViewportMapDrawVehicles(DrawPixelInfo *dpi, Viewport *vp);
void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical);

@ -272,6 +272,8 @@ static ViewportDrawer _vd;
static std::vector<Viewport *> _viewport_window_cache;
static std::vector<Rect> _viewport_coverage_rects;
std::vector<Rect> _viewport_vehicle_normal_redraw_rects;
std::vector<Rect> _viewport_vehicle_map_redraw_rects;
RouteStepsMap _vp_route_steps;
RouteStepsMap _vp_route_steps_last_mark_dirty;
@ -347,6 +349,8 @@ static Point MapXYZToViewport(const Viewport *vp, int x, int y, int z)
static void FillViewportCoverageRect()
{
_viewport_coverage_rects.resize(_viewport_window_cache.size());
_viewport_vehicle_normal_redraw_rects.clear();
_viewport_vehicle_map_redraw_rects.clear();
for (uint i = 0; i < _viewport_window_cache.size(); i++) {
const Viewport *vp = _viewport_window_cache[i];
@ -355,6 +359,17 @@ static void FillViewportCoverageRect()
r.top = vp->virtual_top;
r.right = vp->virtual_left + vp->virtual_width + (1 << vp->zoom) - 1;
r.bottom = vp->virtual_top + vp->virtual_height + (1 << vp->zoom) - 1;
if (vp->zoom >= ZOOM_LVL_DRAW_MAP) {
_viewport_vehicle_map_redraw_rects.push_back(r);
} else {
_viewport_vehicle_normal_redraw_rects.push_back({
r.left - (MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE),
r.top - (MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE),
r.right + (MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE),
r.bottom + (MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE),
});
}
}
}
@ -716,6 +731,8 @@ static void SetViewportPosition(Window *w, int x, int y, bool force_update_overl
SCOPE_INFO_FMT([&], "DoSetViewportPosition: %d, %d, %d, %d, %d, %d, %s", left, top, width, height, _vp_move_offs.x, _vp_move_offs.y, scope_dumper().WindowInfo(w));
DoSetViewportPosition((Window *) w->z_front, left, top, width, height);
ClearViewportCache(w->viewport);
FillViewportCoverageRect();
w->viewport->update_vehicles = true;
}
}
}
@ -3281,7 +3298,7 @@ void ViewportDoDraw(Viewport *vp, int left, int top, int right, int bottom)
} else {
/* Classic rendering. */
ViewportAddLandscape();
ViewportAddVehicles(&_vd.dpi);
ViewportAddVehicles(&_vd.dpi, vp->update_vehicles);
ViewportAddKdtreeSigns(&_vd.dpi, false);
@ -3473,7 +3490,6 @@ void UpdateViewportPosition(Window *w)
SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y, update_overlay);
}
FillViewportCoverageRect();
}
void UpdateViewportSizeZoom(Viewport *vp)
@ -3497,6 +3513,7 @@ void UpdateViewportSizeZoom(Viewport *vp)
vp->land_pixel_cache.clear();
vp->land_pixel_cache.shrink_to_fit();
}
vp->update_vehicles = true;
FillViewportCoverageRect();
}

@ -60,6 +60,7 @@ struct Viewport {
uint8 dirty_block_left_margin;
bool is_dirty = false;
bool is_drawn = false;
bool update_vehicles = false;
ViewPortMapDrawVehiclesCache map_draw_vehicles_cache;
std::vector<byte> land_pixel_cache;
@ -75,6 +76,7 @@ struct Viewport {
this->is_dirty = false;
}
this->is_drawn = false;
this->update_vehicles = false;
}
private:

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