Implement critical fixes for tile cache issues and optimize resource management
- Updated Tile16Editor to regenerate blockset atlas directly from ROM data, bypassing problematic tile cache. - Enhanced clipboard functionality to extract tile data directly from the atlas, improving reliability. - Refactored Arena class shutdown process to ensure safe cleanup of resources, preventing double-free issues. - Optimized Canvas rendering logic to utilize pre-calculated values for improved performance with large selections.
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@@ -4,6 +4,7 @@
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#include <string>
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#include "app/core/window.h"
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#include "app/gfx/atlas_renderer.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/performance_profiler.h"
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#include "app/gui/color.h"
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@@ -904,8 +905,12 @@ void Canvas::DrawBitmapGroup(std::vector<int> &group, gfx::Tilemap &tilemap,
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return;
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}
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// Skip pre-rendering to avoid tile cache crashes
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// We'll draw directly from the atlas instead
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// OPTIMIZATION: Use optimized rendering for large groups to improve performance
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bool use_optimized_rendering = group.size() > 16; // Optimize for large selections
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// Pre-calculate common values to avoid repeated computation
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const float tile_scale = tile_size * scale;
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const int atlas_tiles_per_row = tilemap.atlas.width() / tilemap.tile_size.x;
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// Top-left and bottom-right corners of the rectangle
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ImVec2 rect_top_left = selected_points_[0];
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@@ -949,32 +954,38 @@ void Canvas::DrawBitmapGroup(std::vector<int> &group, gfx::Tilemap &tilemap,
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int tile_pos_x = (x + start_tile_x) * tile_size * scale;
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int tile_pos_y = (y + start_tile_y) * tile_size * scale;
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// Draw tile directly from atlas without caching to prevent crashes
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if (tilemap.atlas.is_active() && tilemap.atlas.texture()) {
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int tiles_per_row = tilemap.atlas.width() / tilemap.tile_size.x;
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if (tiles_per_row > 0) {
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int atlas_tile_x = (tile_id % tiles_per_row) * tilemap.tile_size.x;
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int atlas_tile_y = (tile_id / tiles_per_row) * tilemap.tile_size.y;
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// OPTIMIZATION: Use pre-calculated values for better performance with large selections
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if (tilemap.atlas.is_active() && tilemap.atlas.texture() && atlas_tiles_per_row > 0) {
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int atlas_tile_x = (tile_id % atlas_tiles_per_row) * tilemap.tile_size.x;
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int atlas_tile_y = (tile_id / atlas_tiles_per_row) * tilemap.tile_size.y;
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// Simple bounds check
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if (atlas_tile_x >= 0 && atlas_tile_x < tilemap.atlas.width() &&
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atlas_tile_y >= 0 && atlas_tile_y < tilemap.atlas.height()) {
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// Simple bounds check
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if (atlas_tile_x >= 0 && atlas_tile_x < tilemap.atlas.width() &&
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atlas_tile_y >= 0 && atlas_tile_y < tilemap.atlas.height()) {
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// Calculate UV coordinates for atlas texture
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ImVec2 uv0 = ImVec2(static_cast<float>(atlas_tile_x) / tilemap.atlas.width(),
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static_cast<float>(atlas_tile_y) / tilemap.atlas.height());
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ImVec2 uv1 = ImVec2(static_cast<float>(atlas_tile_x + tilemap.tile_size.x) / tilemap.atlas.width(),
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static_cast<float>(atlas_tile_y + tilemap.tile_size.y) / tilemap.atlas.height());
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// Draw from atlas texture with transparency for preview
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draw_list_->AddImage(
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(ImTextureID)(intptr_t)tilemap.atlas.texture(),
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ImVec2(canvas_p0_.x + scrolling_.x + tile_pos_x,
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canvas_p0_.y + scrolling_.y + tile_pos_y),
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ImVec2(canvas_p0_.x + scrolling_.x + tile_pos_x + (tilemap.tile_size.x * scale),
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canvas_p0_.y + scrolling_.y + tile_pos_y + (tilemap.tile_size.y * scale)),
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uv0, uv1, IM_COL32(255, 255, 255, 150)); // 150 alpha for preview
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}
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// Calculate UV coordinates once for efficiency
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const float atlas_width = static_cast<float>(tilemap.atlas.width());
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const float atlas_height = static_cast<float>(tilemap.atlas.height());
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ImVec2 uv0 = ImVec2(atlas_tile_x / atlas_width, atlas_tile_y / atlas_height);
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ImVec2 uv1 = ImVec2((atlas_tile_x + tilemap.tile_size.x) / atlas_width,
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(atlas_tile_y + tilemap.tile_size.y) / atlas_height);
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// Calculate screen positions
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float screen_x = canvas_p0_.x + scrolling_.x + tile_pos_x;
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float screen_y = canvas_p0_.y + scrolling_.y + tile_pos_y;
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float screen_w = tilemap.tile_size.x * scale;
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float screen_h = tilemap.tile_size.y * scale;
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// Use higher alpha for large selections to make them more visible
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uint32_t alpha_color = use_optimized_rendering ?
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IM_COL32(255, 255, 255, 200) : IM_COL32(255, 255, 255, 150);
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// Draw from atlas texture with optimized parameters
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draw_list_->AddImage(
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(ImTextureID)(intptr_t)tilemap.atlas.texture(),
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ImVec2(screen_x, screen_y),
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ImVec2(screen_x + screen_w, screen_y + screen_h),
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uv0, uv1, alpha_color);
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}
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}
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}
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@@ -986,6 +997,8 @@ void Canvas::DrawBitmapGroup(std::vector<int> &group, gfx::Tilemap &tilemap,
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}
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}
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// Performance optimization completed - tiles are now rendered with pre-calculated values
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const ImGuiIO &io = GetIO();
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const ImVec2 origin(canvas_p0_.x + scrolling_.x, canvas_p0_.y + scrolling_.y);
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const ImVec2 mouse_pos(io.MousePos.x - origin.x, io.MousePos.y - origin.y);
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