optimization: cache rendered text

This commit is contained in:
Martin Prokoph
2025-03-01 00:56:49 +01:00
parent 16a11bb9e1
commit 324c8f979e

View File

@@ -11,6 +11,8 @@
#include "adventura.cpp"
#include "events.hpp"
using std::pair;
constexpr uint32_t windowStartWidth = 1200;
constexpr uint32_t windowStartHeight = 800;
@@ -196,6 +198,7 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event* event) {
return SDL_APP_CONTINUE;
}
vector<pair<vector<char>, SDL_Texture*>> textureCache;
SDL_AppResult SDL_AppIterate(void *appstate) {
auto* app = (AppContext*)appstate;
@@ -216,11 +219,25 @@ SDL_AppResult SDL_AppIterate(void *appstate) {
vector<vector<char>> worldState = render(*(app->world), (*app->player).mapToWorldspace());
for (int i = 0; i < worldState.size(); i++) {
vector<char> line = worldState.at(i);
SDL_Surface* surfaceMessage = TTF_RenderText_Solid(app->font, line.data(), line.size(), { 255,255,255 });
SDL_Texture* messageTex;
if (i < textureCache.size() && textureCache.at(i).first == line) {
messageTex = textureCache.at(i).second;
}
else {
if (i < textureCache.size()) {
SDL_DestroyTexture(textureCache.at(i).second);
}
SDL_Surface* surfaceMessage = TTF_RenderText_Solid(app->font, line.data(), line.size(), { 255,255,255 });
// make a texture from the surface
SDL_Texture* messageTex = SDL_CreateTextureFromSurface(app->renderer, surfaceMessage);
// make a texture from the surface
messageTex = SDL_CreateTextureFromSurface(app->renderer, surfaceMessage);
SDL_DestroySurface(surfaceMessage);
while (textureCache.size() <= i) {
textureCache.push_back({{}, nullptr});
}
textureCache.at(i) = {line, messageTex};
}
auto messageTexProps = SDL_GetTextureProperties(messageTex);
SDL_FRect text_rect{
.x = 0,
@@ -228,9 +245,8 @@ SDL_AppResult SDL_AppIterate(void *appstate) {
.w = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0))*2,
.h = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0))*2
};
SDL_DestroySurface(surfaceMessage);
SDL_RenderTexture(app->renderer, messageTex, NULL, &text_rect);
SDL_DestroyTexture(messageTex);
}
//SDL_RenderTexture(app->renderer, app->messageTex, NULL, &app->messageDest);