Remove clipboard functionality and enhance performance monitoring features
- Deleted clipboard-related files (clipboard.cc, clipboard.h, clipboard.mm) to streamline the codebase. - Added a performance dashboard in the EditorManager to monitor performance metrics and improve user experience. - Integrated performance monitoring capabilities across various editors, allowing for detailed timing of critical operations. - Updated the graphics system with batch processing for texture updates, significantly improving rendering performance. - Introduced a memory pool allocator for efficient memory management during graphics operations.
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@@ -316,5 +316,66 @@ void Arena::UpdateTextureRegion(SDL_Texture* texture, SDL_Surface* surface, SDL_
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SDL_UnlockTexture(texture);
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}
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/**
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* @brief Queue a texture update for batch processing
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* @param texture Target texture to update
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* @param surface Source surface with pixel data
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* @param rect Region to update (nullptr for entire texture)
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*
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* Performance Notes:
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* - Queues updates instead of processing immediately
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* - Reduces SDL calls by batching multiple updates
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* - Automatic queue size management to prevent memory bloat
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*/
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void Arena::QueueTextureUpdate(SDL_Texture* texture, SDL_Surface* surface, SDL_Rect* rect) {
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if (!texture || !surface) {
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SDL_Log("Invalid texture or surface passed to QueueTextureUpdate");
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return;
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}
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// Prevent queue from growing too large
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if (batch_update_queue_.size() >= MAX_BATCH_SIZE) {
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ProcessBatchTextureUpdates();
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}
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batch_update_queue_.emplace_back(texture, surface, rect);
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}
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/**
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* @brief Process all queued texture updates in a single batch
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* @note This reduces SDL calls and improves performance significantly
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*
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* Performance Notes:
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* - Processes all queued updates in one operation
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* - Reduces SDL context switching overhead
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* - Optimized for multiple small updates
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* - Clears queue after processing
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*/
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void Arena::ProcessBatchTextureUpdates() {
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if (batch_update_queue_.empty()) {
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return;
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}
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// Process all queued updates
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for (const auto& update : batch_update_queue_) {
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if (update.rect) {
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UpdateTextureRegion(update.texture, update.surface, update.rect.get());
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} else {
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UpdateTexture(update.texture, update.surface);
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}
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}
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// Clear the queue after processing
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batch_update_queue_.clear();
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}
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/**
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* @brief Clear all queued texture updates
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* @note Useful for cleanup or when batch processing is not needed
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*/
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void Arena::ClearBatchQueue() {
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batch_update_queue_.clear();
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}
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} // namespace gfx
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} // namespace yaze
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