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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@@ -338,16 +338,13 @@ absl::Status Tile16Editor::RefreshTile16Blockset() {
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return absl::FailedPreconditionError("Tile16 blockset not available");
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return absl::FailedPreconditionError("Tile16 blockset not available");
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}
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}
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// Force regeneration of the blockset atlas from ROM tile16 data
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// CRITICAL FIX: Force regeneration without using problematic tile cache
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// This ensures the blockset reflects any changes made to individual tiles
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// Directly mark atlas as modified to trigger regeneration from ROM data
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// Clear cached tiles to force regeneration
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tile16_blockset_->tile_cache.Clear();
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// Mark atlas as modified to trigger regeneration
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// Mark atlas as modified to trigger regeneration
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tile16_blockset_->atlas.set_modified(true);
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tile16_blockset_->atlas.set_modified(true);
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// Update the atlas bitmap
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// Update the atlas bitmap using the safer direct approach
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core::Renderer::Get().UpdateBitmap(&tile16_blockset_->atlas);
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core::Renderer::Get().UpdateBitmap(&tile16_blockset_->atlas);
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util::logf("Tile16 blockset refreshed and regenerated");
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util::logf("Tile16 blockset refreshed and regenerated");
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@@ -1084,12 +1081,11 @@ absl::Status Tile16Editor::CopyTile16ToClipboard(int tile_id) {
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return absl::InvalidArgumentError("Invalid tile ID");
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return absl::InvalidArgumentError("Invalid tile ID");
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}
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}
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// Create a copy of the tile16 bitmap
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// CRITICAL FIX: Extract tile data directly from atlas instead of using problematic tile cache
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gfx::RenderTile(*tile16_blockset_, tile_id);
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auto tile_data = gfx::GetTilemapData(*tile16_blockset_, tile_id);
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auto* cached_tile = tile16_blockset_->tile_cache.GetTile(tile_id);
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if (!tile_data.empty()) {
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if (cached_tile) {
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clipboard_tile16_.Create(16, 16, 8, tile_data);
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clipboard_tile16_.Create(16, 16, 8, cached_tile->vector());
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clipboard_tile16_.SetPalette(tile16_blockset_->atlas.palette());
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clipboard_tile16_.SetPalette(cached_tile->palette());
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}
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}
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core::Renderer::Get().RenderBitmap(&clipboard_tile16_);
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core::Renderer::Get().RenderBitmap(&clipboard_tile16_);
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@@ -1497,10 +1493,8 @@ absl::Status Tile16Editor::UpdateOverworldTilemap() {
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return absl::OutOfRangeError("Current tile16 ID out of range");
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return absl::OutOfRangeError("Current tile16 ID out of range");
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}
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}
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// Update the tilemap with our modified bitmap
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// CRITICAL FIX: Update atlas directly instead of using problematic tile cache
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// Create a copy to avoid moving the original bitmap
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// This prevents the move-related crashes we experienced earlier
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gfx::Bitmap tile_copy = current_tile16_bmp_;
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tile16_blockset_->tile_cache.CacheTile(current_tile16_, std::move(tile_copy));
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// Update the atlas if needed
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// Update the atlas if needed
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if (tile16_blockset_->atlas.is_active()) {
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if (tile16_blockset_->atlas.is_active()) {
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@@ -18,22 +18,8 @@ Arena::Arena() {
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}
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}
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Arena::~Arena() {
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Arena::~Arena() {
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// Safely clear all resources with proper error checking
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// Use the safe shutdown method that handles cleanup properly
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for (auto& [key, texture] : textures_) {
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Shutdown();
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// Don't rely on unique_ptr deleter during shutdown - manually manage
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if (texture && key) {
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[[maybe_unused]] auto* released = texture.release(); // Release ownership to prevent double deletion
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}
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}
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textures_.clear();
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for (auto& [key, surface] : surfaces_) {
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// Don't rely on unique_ptr deleter during shutdown - manually manage
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if (surface && key) {
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[[maybe_unused]] auto* released = surface.release(); // Release ownership to prevent double deletion
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}
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}
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surfaces_.clear();
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}
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}
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/**
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/**
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@@ -102,13 +88,22 @@ void Arena::FreeTexture(SDL_Texture* texture) {
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}
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}
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void Arena::Shutdown() {
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void Arena::Shutdown() {
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// Clear all resources safely - let the unique_ptr deleters handle the cleanup
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// Process any remaining batch updates before shutdown
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// while SDL context is still available
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ProcessBatchTextureUpdates();
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// Just clear the containers - the unique_ptr destructors will handle SDL cleanup
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// Clear pool references first to prevent reuse during shutdown
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// This avoids double-free issues from manual destruction
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surface_pool_.available_surfaces_.clear();
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surface_pool_.surface_info_.clear();
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texture_pool_.available_textures_.clear();
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texture_pool_.texture_sizes_.clear();
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// CRITICAL FIX: Clear containers in reverse order to prevent cleanup issues
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// This ensures that dependent resources are freed before their dependencies
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textures_.clear();
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textures_.clear();
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surfaces_.clear();
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surfaces_.clear();
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// Clear any remaining queue items
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batch_update_queue_.clear();
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}
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}
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/**
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/**
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@@ -4,6 +4,7 @@
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#include <string>
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#include <string>
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#include "app/core/window.h"
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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/bitmap.h"
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#include "app/gfx/performance_profiler.h"
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#include "app/gfx/performance_profiler.h"
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#include "app/gui/color.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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return;
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}
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}
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// Skip pre-rendering to avoid tile cache crashes
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// OPTIMIZATION: Use optimized rendering for large groups to improve performance
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// We'll draw directly from the atlas instead
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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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// Top-left and bottom-right corners of the rectangle
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ImVec2 rect_top_left = selected_points_[0];
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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_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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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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// OPTIMIZATION: Use pre-calculated values for better performance with large selections
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if (tilemap.atlas.is_active() && tilemap.atlas.texture()) {
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if (tilemap.atlas.is_active() && tilemap.atlas.texture() && atlas_tiles_per_row > 0) {
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int tiles_per_row = tilemap.atlas.width() / tilemap.tile_size.x;
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int atlas_tile_x = (tile_id % atlas_tiles_per_row) * tilemap.tile_size.x;
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if (tiles_per_row > 0) {
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int atlas_tile_y = (tile_id / atlas_tiles_per_row) * tilemap.tile_size.y;
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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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// 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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// Calculate UV coordinates once for efficiency
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if (atlas_tile_x >= 0 && atlas_tile_x < tilemap.atlas.width() &&
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const float atlas_width = static_cast<float>(tilemap.atlas.width());
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atlas_tile_y >= 0 && atlas_tile_y < tilemap.atlas.height()) {
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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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// Calculate UV coordinates for atlas texture
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ImVec2 uv1 = ImVec2((atlas_tile_x + tilemap.tile_size.x) / atlas_width,
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ImVec2 uv0 = ImVec2(static_cast<float>(atlas_tile_x) / tilemap.atlas.width(),
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(atlas_tile_y + tilemap.tile_size.y) / atlas_height);
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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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// Calculate screen positions
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static_cast<float>(atlas_tile_y + tilemap.tile_size.y) / tilemap.atlas.height());
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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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// Draw from atlas texture with transparency for preview
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float screen_w = tilemap.tile_size.x * scale;
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draw_list_->AddImage(
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float screen_h = tilemap.tile_size.y * scale;
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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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// Use higher alpha for large selections to make them more visible
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canvas_p0_.y + scrolling_.y + tile_pos_y),
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uint32_t alpha_color = use_optimized_rendering ?
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ImVec2(canvas_p0_.x + scrolling_.x + tile_pos_x + (tilemap.tile_size.x * scale),
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IM_COL32(255, 255, 255, 200) : IM_COL32(255, 255, 255, 150);
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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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// Draw from atlas texture with optimized parameters
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}
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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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}
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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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}
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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 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 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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const ImVec2 mouse_pos(io.MousePos.x - origin.x, io.MousePos.y - origin.y);
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