Enhance graphics editor performance with batch processing and profiling
- Integrated performance profiling using ScopedTimer in GraphicsEditor and ScreenEditor for better timing insights. - Implemented batch texture updates in GraphicsEditor and ScreenEditor to reduce individual texture update calls, improving rendering efficiency. - Enhanced tile rendering in ScreenEditor with pre-allocated vectors for batch operations, optimizing drawing performance. - Added safety checks and validation in various components to prevent crashes and ensure data integrity during rendering operations. - Updated Bitmap and Arena classes to support improved texture management and synchronization, enhancing overall graphics performance.
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@@ -633,13 +633,13 @@ absl::Status Overworld::LoadExits() {
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uint16_t px = (uint16_t)((rom_data[OWExitXPlayer + (i * 2) + 1] << 8) +
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rom_data[OWExitXPlayer + (i * 2)]);
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util::logf(
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"Exit: %d RoomID: %d MapID: %d VRAM: %d YScroll: %d XScroll: "
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"%d YPlayer: %d XPlayer: %d YCamera: %d XCamera: %d "
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"ScrollModY: %d ScrollModX: %d DoorType1: %d DoorType2: %d",
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i, exit_room_id, exit_map_id, exit_vram, exit_y_scroll, exit_x_scroll,
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py, px, exit_y_camera, exit_x_camera, exit_scroll_mod_y,
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exit_scroll_mod_x, exit_door_type_1, exit_door_type_2);
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// util::logf(
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// "Exit: %d RoomID: %d MapID: %d VRAM: %d YScroll: %d XScroll: "
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// "%d YPlayer: %d XPlayer: %d YCamera: %d XCamera: %d "
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// "ScrollModY: %d ScrollModX: %d DoorType1: %d DoorType2: %d",
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// i, exit_room_id, exit_map_id, exit_vram, exit_y_scroll, exit_x_scroll,
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// py, px, exit_y_camera, exit_x_camera, exit_scroll_mod_y,
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// exit_scroll_mod_x, exit_door_type_1, exit_door_type_2);
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exits.emplace_back(exit_room_id, exit_map_id, exit_vram, exit_y_scroll,
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exit_x_scroll, py, px, exit_y_camera, exit_x_camera,
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