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https://github.com/OpenRCT2/OpenRCT2
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Introduce InvalidationGrid
This commit is contained in:
@@ -20,6 +20,7 @@
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#include "Drawing.h"
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#include "IDrawingContext.h"
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#include "IDrawingEngine.h"
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#include "InvalidationGrid.h"
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#include "LightFX.h"
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#include "Weather.h"
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@@ -153,34 +154,7 @@ void X8DrawingEngine::SetVSync([[maybe_unused]] bool vsync)
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void X8DrawingEngine::Invalidate(int32_t left, int32_t top, int32_t right, int32_t bottom)
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{
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left = std::max(left, 0);
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top = std::max(top, 0);
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right = std::min(right, static_cast<int32_t>(_width));
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bottom = std::min(bottom, static_cast<int32_t>(_height));
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if (left >= right)
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return;
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if (top >= bottom)
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return;
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right--;
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bottom--;
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left >>= _dirtyGrid.BlockShiftX;
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right >>= _dirtyGrid.BlockShiftX;
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top >>= _dirtyGrid.BlockShiftY;
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bottom >>= _dirtyGrid.BlockShiftY;
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uint32_t dirtyBlockColumns = _dirtyGrid.BlockColumns;
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uint8_t* screenDirtyBlocks = _dirtyGrid.Blocks;
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for (int16_t y = top; y <= bottom; y++)
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{
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uint32_t yOffset = y * dirtyBlockColumns;
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for (int16_t x = left; x <= right; x++)
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{
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screenDirtyBlocks[yOffset + x] = 0xFF;
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}
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}
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_invalidationGrid.invalidate(left, top, right, bottom);
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}
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void X8DrawingEngine::BeginDraw()
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@@ -352,103 +326,24 @@ void X8DrawingEngine::OnDrawDirtyBlock(
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void X8DrawingEngine::ConfigureDirtyGrid()
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{
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_dirtyGrid.BlockShiftX = 7;
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_dirtyGrid.BlockShiftY = 5; // Keep column at 32 (1 << 5)
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_dirtyGrid.BlockWidth = 1 << _dirtyGrid.BlockShiftX;
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_dirtyGrid.BlockHeight = 1 << _dirtyGrid.BlockShiftY;
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_dirtyGrid.BlockColumns = (_width >> _dirtyGrid.BlockShiftX) + 1;
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_dirtyGrid.BlockRows = (_height >> _dirtyGrid.BlockShiftY) + 1;
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const auto blockWidth = 1u << 7;
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const auto blockHeight = 1u << 5;
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delete[] _dirtyGrid.Blocks;
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_dirtyGrid.Blocks = new uint8_t[_dirtyGrid.BlockColumns * _dirtyGrid.BlockRows];
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_invalidationGrid.reset(_width, _height, blockWidth, blockHeight);
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}
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void X8DrawingEngine::DrawAllDirtyBlocks()
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{
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// TODO: For optimal performance it is currently limited to a single column.
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// The optimal approach would be to extract all dirty regions as rectangles not including
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// parts that are not marked dirty and have the grid more fine grained.
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// A situation like following:
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//
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// 0 1 2 3 4 5 6 7 8 9
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// 1 - - - - - - - - -
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// 2 - x x x x - - - -
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// 3 - x x - - - - - -
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// 4 - - - - - - - - -
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// 5 - - - - - - - - -
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// 6 - - - - - - - - -
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// 7 - - - - - - - - -
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// 8 - - - - - - - - -
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// 9 - - - - - - - - -
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//
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// Would currently redraw {2,2} to {3,5} where {3,4} and {3,5} are not dirty. Choosing to do this
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// per column eliminates this issue but limits it to rendering just a single column at a time.
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for (uint32_t x = 0; x < _dirtyGrid.BlockColumns; x++)
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{
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for (uint32_t y = 0; y < _dirtyGrid.BlockRows; y++)
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{
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uint32_t yOffset = y * _dirtyGrid.BlockColumns;
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if (_dirtyGrid.Blocks[yOffset + x] == 0)
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{
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continue;
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}
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// See comment above as to why this is 1.
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const uint32_t columns = 1;
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// Check rows
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auto rows = GetNumDirtyRows(x, y, columns);
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DrawDirtyBlocks(x, y, columns, rows);
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}
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}
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_invalidationGrid.traverseDirtyCells(
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[this](int32_t left, int32_t top, int32_t right, int32_t bottom) {
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DrawDirtyBlocks(left, top, right, bottom);
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});
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}
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uint32_t X8DrawingEngine::GetNumDirtyRows(const uint32_t x, const uint32_t y, const uint32_t columns)
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void X8DrawingEngine::DrawDirtyBlocks(int32_t left, int32_t top, int32_t right, int32_t bottom)
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{
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uint32_t yy = y;
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for (yy = y; yy < _dirtyGrid.BlockRows; yy++)
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{
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uint32_t yyOffset = yy * _dirtyGrid.BlockColumns;
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for (uint32_t xx = x; xx < x + columns; xx++)
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{
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if (_dirtyGrid.Blocks[yyOffset + xx] == 0)
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{
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return yy - y;
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}
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}
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}
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return yy - y;
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}
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void X8DrawingEngine::DrawDirtyBlocks(uint32_t x, uint32_t y, uint32_t columns, uint32_t rows)
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{
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uint32_t dirtyBlockColumns = _dirtyGrid.BlockColumns;
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uint8_t* screenDirtyBlocks = _dirtyGrid.Blocks;
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// Unset dirty blocks
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for (uint32_t top = y; top < y + rows; top++)
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{
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uint32_t topOffset = top * dirtyBlockColumns;
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for (uint32_t left = x; left < x + columns; left++)
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{
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screenDirtyBlocks[topOffset + left] = 0;
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}
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}
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// Determine region in pixels
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uint32_t left = std::max<uint32_t>(0, x * _dirtyGrid.BlockWidth);
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uint32_t top = std::max<uint32_t>(0, y * _dirtyGrid.BlockHeight);
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uint32_t right = std::min(_width, left + (columns * _dirtyGrid.BlockWidth));
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uint32_t bottom = std::min(_height, top + (rows * _dirtyGrid.BlockHeight));
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if (right <= left || bottom <= top)
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{
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return;
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}
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// Draw region
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OnDrawDirtyBlock(x, y, columns, rows);
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//OnDrawDirtyBlock(x, y, columns, rows);
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WindowDrawAll(_bitsDPI, left, top, right, bottom);
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}
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