TileAtlas: Slightly optimize out some allocation
User vector instead of list for colums.s
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@ -21,8 +21,6 @@
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#include "tileatlas.h"
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#include <list>
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namespace TileAtlas
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{
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@ -37,8 +35,7 @@ struct Column
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{}
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};
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// FIXME: this can be optimized to a vector
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typedef std::list<Column> ColumnList;
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typedef std::vector<Column> ColumnVec;
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/* Autotile area width */
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static const int atAreaW = 96*4;
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@ -79,9 +76,10 @@ Vec2i minSize(int tilesetH, int maxAtlasSize)
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return Vec2i(-1, -1);
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}
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static ColumnList calcSrcCols(int tilesetH)
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static ColumnVec calcSrcCols(int tilesetH)
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{
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ColumnList cols;
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ColumnVec cols;
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cols.reserve(2);
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cols.push_back(Column(0, 0, tilesetH));
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cols.push_back(Column(tsLaneW, 0, tilesetH));
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@ -89,9 +87,10 @@ static ColumnList calcSrcCols(int tilesetH)
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return cols;
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}
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static ColumnList calcDstCols(int atlasW, int atlasH)
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static ColumnVec calcDstCols(int atlasW, int atlasH)
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{
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ColumnList cols;
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ColumnVec cols;
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cols.reserve(3);
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/* Columns below the autotile area */
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const int underAt = atlasH - atAreaH;
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@ -110,19 +109,21 @@ static ColumnList calcDstCols(int atlasW, int atlasH)
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return cols;
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}
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static BlitList calcBlitsInt(ColumnList &srcCols, ColumnList &dstCols)
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static BlitVec calcBlitsInt(ColumnVec &srcCols, ColumnVec &dstCols)
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{
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BlitList blits;
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BlitVec blits;
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while (!srcCols.empty())
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{
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Column srcCol = srcCols.front();
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srcCols.pop_front();
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/* Using signed indices here is safer, as we
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* might decrement dstI while it is zero. */
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int dstI = 0;
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while (!dstCols.empty() && srcCol.h > 0)
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for (size_t srcI = 0; srcI < srcCols.size(); ++srcI)
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{
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Column dstCol = dstCols.front();
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dstCols.pop_front();
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Column &srcCol = srcCols[srcI];
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for (; dstI < (int) dstCols.size() && srcCol.h > 0; ++dstI)
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{
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Column &dstCol = dstCols[dstI];
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if (srcCol.h > dstCol.h)
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{
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@ -141,7 +142,10 @@ static BlitList calcBlitsInt(ColumnList &srcCols, ColumnList &dstCols)
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dstCol.y += srcCol.h;
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dstCol.h -= srcCol.h;
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dstCols.push_front(dstCol);
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/* Queue this column up again for processing */
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--dstI;
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srcCol.h = 0;
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}
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else
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@ -156,10 +160,10 @@ static BlitList calcBlitsInt(ColumnList &srcCols, ColumnList &dstCols)
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return blits;
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}
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BlitList calcBlits(int tilesetH, const Vec2i &atlasSize)
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BlitVec calcBlits(int tilesetH, const Vec2i &atlasSize)
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{
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ColumnList srcCols = calcSrcCols(tilesetH);
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ColumnList dstCols = calcDstCols(atlasSize.x, atlasSize.y);
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ColumnVec srcCols = calcSrcCols(tilesetH);
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ColumnVec dstCols = calcDstCols(atlasSize.x, atlasSize.y);
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return calcBlitsInt(srcCols, dstCols);
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}
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