Add performance monitoring capabilities with PerformanceMonitor class

- Introduced PerformanceMonitor and ScopedTimer classes for tracking operation durations, enhancing performance analysis during ROM loading and rendering.
- Integrated performance monitoring into the OverworldEditor and Overworld classes, allowing for detailed timing of critical operations.
- Implemented deferred texture creation strategies to optimize loading times and reduce main thread blocking.
- Updated relevant methods to utilize performance monitoring, providing insights into loading efficiency and potential bottlenecks.
This commit is contained in:
scawful
2025-09-28 22:21:15 -04:00
parent 7a7acb71bd
commit cea73affdd
9 changed files with 619 additions and 56 deletions

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@@ -5,6 +5,7 @@ set(
app/core/project.cc
app/core/window.cc
app/core/asar_wrapper.cc
app/core/performance_monitor.cc
)
if (WIN32 OR MINGW OR UNIX AND NOT APPLE)

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@@ -0,0 +1,97 @@
#include "app/core/performance_monitor.h"
#include <iostream>
#include <iomanip>
namespace yaze {
namespace core {
void PerformanceMonitor::StartTimer(const std::string& operation_name) {
operations_[operation_name].start_time = std::chrono::high_resolution_clock::now();
}
void PerformanceMonitor::EndTimer(const std::string& operation_name) {
auto it = operations_.find(operation_name);
if (it == operations_.end()) {
return; // Timer was never started
}
auto end_time = std::chrono::high_resolution_clock::now();
auto duration = std::chrono::duration_cast<std::chrono::microseconds>(
end_time - it->second.start_time);
double duration_ms = duration.count() / 1000.0;
it->second.durations_ms.push_back(duration_ms);
it->second.total_time_ms += duration_ms;
it->second.count++;
}
double PerformanceMonitor::GetAverageTime(const std::string& operation_name) const {
auto it = operations_.find(operation_name);
if (it == operations_.end() || it->second.count == 0) {
return 0.0;
}
return it->second.total_time_ms / it->second.count;
}
double PerformanceMonitor::GetTotalTime(const std::string& operation_name) const {
auto it = operations_.find(operation_name);
if (it == operations_.end()) {
return 0.0;
}
return it->second.total_time_ms;
}
int PerformanceMonitor::GetOperationCount(const std::string& operation_name) const {
auto it = operations_.find(operation_name);
if (it == operations_.end()) {
return 0;
}
return it->second.count;
}
std::vector<std::string> PerformanceMonitor::GetOperationNames() const {
std::vector<std::string> names;
names.reserve(operations_.size());
for (const auto& pair : operations_) {
names.push_back(pair.first);
}
return names;
}
void PerformanceMonitor::Clear() {
operations_.clear();
}
void PerformanceMonitor::PrintSummary() const {
std::cout << "\n=== Performance Summary ===\n";
std::cout << std::left << std::setw(30) << "Operation"
<< std::setw(12) << "Count"
<< std::setw(15) << "Total (ms)"
<< std::setw(15) << "Average (ms)" << "\n";
std::cout << std::string(72, '-') << "\n";
for (const auto& pair : operations_) {
const auto& data = pair.second;
if (data.count > 0) {
std::cout << std::left << std::setw(30) << pair.first
<< std::setw(12) << data.count
<< std::setw(15) << std::fixed << std::setprecision(2) << data.total_time_ms
<< std::setw(15) << std::fixed << std::setprecision(2) << (data.total_time_ms / data.count)
<< "\n";
}
}
std::cout << std::string(72, '-') << "\n";
}
ScopedTimer::ScopedTimer(const std::string& operation_name)
: operation_name_(operation_name) {
PerformanceMonitor::Get().StartTimer(operation_name_);
}
ScopedTimer::~ScopedTimer() {
PerformanceMonitor::Get().EndTimer(operation_name_);
}
} // namespace core
} // namespace yaze

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@@ -0,0 +1,99 @@
#ifndef YAZE_APP_CORE_PERFORMANCE_MONITOR_H_
#define YAZE_APP_CORE_PERFORMANCE_MONITOR_H_
#include <chrono>
#include <string>
#include <unordered_map>
#include <vector>
namespace yaze {
namespace core {
/**
* @class PerformanceMonitor
* @brief Simple performance monitoring for ROM loading and rendering operations
*
* This class provides timing and performance tracking for various operations
* to help identify bottlenecks and optimize loading times.
*/
class PerformanceMonitor {
public:
static PerformanceMonitor& Get() {
static PerformanceMonitor instance;
return instance;
}
/**
* @brief Start timing an operation
*/
void StartTimer(const std::string& operation_name);
/**
* @brief End timing an operation and record the duration
*/
void EndTimer(const std::string& operation_name);
/**
* @brief Get the average time for an operation in milliseconds
*/
double GetAverageTime(const std::string& operation_name) const;
/**
* @brief Get the total time for an operation in milliseconds
*/
double GetTotalTime(const std::string& operation_name) const;
/**
* @brief Get the number of times an operation was measured
*/
int GetOperationCount(const std::string& operation_name) const;
/**
* @brief Get all operation names
*/
std::vector<std::string> GetOperationNames() const;
/**
* @brief Clear all recorded data
*/
void Clear();
/**
* @brief Print a summary of all operations
*/
void PrintSummary() const;
private:
struct OperationData {
std::chrono::high_resolution_clock::time_point start_time;
std::vector<double> durations_ms;
double total_time_ms = 0.0;
int count = 0;
};
std::unordered_map<std::string, OperationData> operations_;
};
/**
* @class ScopedTimer
* @brief RAII timer that automatically records operation duration
*
* Usage:
* {
* ScopedTimer timer("operation_name");
* // ... do work ...
* } // Timer automatically stops and records duration
*/
class ScopedTimer {
public:
explicit ScopedTimer(const std::string& operation_name);
~ScopedTimer();
private:
std::string operation_name_;
};
} // namespace core
} // namespace yaze
#endif // YAZE_APP_CORE_PERFORMANCE_MONITOR_H_

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@@ -31,6 +31,16 @@ absl::Status ShutdownWindow(Window &window);
* This class is a singleton that provides functionality for creating and
* rendering bitmaps to the screen. It also includes methods for updating
* bitmaps on the screen.
*
* IMPORTANT: This class MUST be used only on the main thread because:
* 1. SDL_Renderer operations are not thread-safe
* 2. OpenGL/DirectX contexts are bound to the creating thread
* 3. Texture creation and rendering must happen on the main UI thread
*
* For performance optimization during ROM loading:
* - Use deferred texture creation (CreateBitmapWithoutTexture) for bulk operations
* - Batch texture creation operations when possible
* - Consider background processing of bitmap data before texture creation
*/
class Renderer {
public:
@@ -39,6 +49,13 @@ class Renderer {
return instance;
}
/**
* @brief Initialize the SDL renderer on the main thread
*
* This MUST be called from the main thread as SDL renderer operations
* are not thread-safe and require the OpenGL/DirectX context to be bound
* to the calling thread.
*/
absl::Status CreateRenderer(SDL_Window *window) {
renderer_ = std::unique_ptr<SDL_Renderer, SDL_Deleter>(
SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED));
@@ -53,14 +70,31 @@ class Renderer {
auto renderer() -> SDL_Renderer * { return renderer_.get(); }
/**
* @brief Create texture for bitmap on main thread
*
* This operation blocks the main thread and should be used sparingly
* during bulk loading operations. Consider using CreateBitmapWithoutTexture
* followed by batch texture creation.
*/
void RenderBitmap(gfx::Bitmap *bitmap) {
bitmap->CreateTexture(renderer_.get());
}
/**
* @brief Update existing texture on main thread
*/
void UpdateBitmap(gfx::Bitmap *bitmap) {
bitmap->UpdateTexture(renderer_.get());
}
/**
* @brief Create bitmap and immediately create texture (blocking operation)
*
* This is the original method that blocks during texture creation.
* For performance during ROM loading, consider using CreateBitmapWithoutTexture
* and deferring texture creation until needed.
*/
void CreateAndRenderBitmap(int width, int height, int depth,
const std::vector<uint8_t> &data,
gfx::Bitmap &bitmap, gfx::SnesPalette &palette) {
@@ -69,6 +103,37 @@ class Renderer {
RenderBitmap(&bitmap);
}
/**
* @brief Create bitmap without creating texture (non-blocking)
*
* This method prepares the bitmap data and surface but doesn't create
* the GPU texture, allowing for faster bulk operations during ROM loading.
* Texture creation can be deferred until the bitmap is actually needed
* for rendering.
*/
void CreateBitmapWithoutTexture(int width, int height, int depth,
const std::vector<uint8_t> &data,
gfx::Bitmap &bitmap, gfx::SnesPalette &palette) {
bitmap.Create(width, height, depth, data);
bitmap.SetPalette(palette);
// Note: No RenderBitmap call - texture creation is deferred
}
/**
* @brief Batch create textures for multiple bitmaps
*
* This method can be used to efficiently create textures for multiple
* bitmaps that have already been prepared with CreateBitmapWithoutTexture.
* Useful for deferred texture creation during ROM loading.
*/
void BatchCreateTextures(std::vector<gfx::Bitmap*> &bitmaps) {
for (auto* bitmap : bitmaps) {
if (bitmap && !bitmap->texture()) {
bitmap->CreateTexture(renderer_.get());
}
}
}
void Clear() {
SDL_SetRenderDrawColor(renderer_.get(), 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer_.get());

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@@ -11,6 +11,7 @@
#include "absl/strings/str_format.h"
#include "app/core/asar_wrapper.h"
#include "app/core/features.h"
#include "app/core/performance_monitor.h"
#include "app/core/platform/clipboard.h"
#include "app/core/window.h"
#include "app/editor/overworld/entity.h"
@@ -159,6 +160,10 @@ absl::Status OverworldEditor::Load() {
absl::Status OverworldEditor::Update() {
status_ = absl::OkStatus();
// Process deferred textures for smooth loading
ProcessDeferredTextures();
if (overworld_canvas_fullscreen_) {
DrawFullscreenCanvas();
return status_;
@@ -1008,6 +1013,9 @@ absl::Status OverworldEditor::CheckForCurrentMap() {
if (!current_map_lock_) {
current_map_ = hovered_map;
current_parent_ = overworld_.overworld_map(current_map_)->parent();
// Ensure the current map is built (on-demand loading)
RETURN_IF_ERROR(overworld_.EnsureMapBuilt(current_map_));
}
const int current_highlighted_map = current_map_;
@@ -1043,6 +1051,9 @@ absl::Status OverworldEditor::CheckForCurrentMap() {
kOverworldMapSize, kOverworldMapSize);
}
// Ensure current map has texture created for rendering
EnsureMapTexture(current_map_);
if (maps_bmp_[current_map_].modified() ||
ImGui::IsMouseClicked(ImGuiMouseButton_Right)) {
RefreshOverworldMap();
@@ -1534,50 +1545,115 @@ absl::Status OverworldEditor::Save() {
}
absl::Status OverworldEditor::LoadGraphics() {
core::ScopedTimer timer("LoadGraphics");
util::logf("Loading overworld.");
// Load the Link to the Past overworld.
RETURN_IF_ERROR(overworld_.Load(rom_));
{
core::ScopedTimer load_timer("Overworld::Load");
RETURN_IF_ERROR(overworld_.Load(rom_));
}
palette_ = overworld_.current_area_palette();
util::logf("Loading overworld graphics.");
// Create the area graphics image
Renderer::Get().CreateAndRenderBitmap(0x80, kOverworldMapSize, 0x40,
overworld_.current_graphics(),
current_gfx_bmp_, palette_);
util::logf("Loading overworld graphics (optimized).");
// Phase 1: Create bitmaps without textures for faster loading
// This avoids blocking the main thread with GPU texture creation
{
core::ScopedTimer gfx_timer("CreateBitmapWithoutTexture_Graphics");
Renderer::Get().CreateBitmapWithoutTexture(0x80, kOverworldMapSize, 0x40,
overworld_.current_graphics(),
current_gfx_bmp_, palette_);
}
util::logf("Loading overworld tileset.");
// Create the tile16 blockset image
Renderer::Get().CreateAndRenderBitmap(0x80, 0x2000, 0x08,
overworld_.tile16_blockset_data(),
tile16_blockset_bmp_, palette_);
util::logf("Loading overworld tileset (deferred textures).");
{
core::ScopedTimer tileset_timer("CreateBitmapWithoutTexture_Tileset");
Renderer::Get().CreateBitmapWithoutTexture(0x80, 0x2000, 0x08,
overworld_.tile16_blockset_data(),
tile16_blockset_bmp_, palette_);
}
map_blockset_loaded_ = true;
// Copy the tile16 data into individual tiles.
auto tile16_blockset_data = overworld_.tile16_blockset_data();
util::logf("Loading overworld tile16 graphics.");
tile16_blockset_ =
gfx::CreateTilemap(tile16_blockset_data, 0x80, 0x2000, kTile16Size,
zelda3::kNumTile16Individual, palette_);
{
core::ScopedTimer tilemap_timer("CreateTilemap");
tile16_blockset_ =
gfx::CreateTilemap(tile16_blockset_data, 0x80, 0x2000, kTile16Size,
zelda3::kNumTile16Individual, palette_);
}
util::logf("Loading overworld maps.");
// Render the overworld maps loaded from the ROM.
for (int i = 0; i < zelda3::kNumOverworldMaps; ++i) {
overworld_.set_current_map(i);
auto palette = overworld_.current_area_palette();
try {
Renderer::Get().CreateAndRenderBitmap(
kOverworldMapSize, kOverworldMapSize, 0x80,
overworld_.current_map_bitmap_data(), maps_bmp_[i], palette);
} catch (const std::bad_alloc& e) {
std::cout << "Error: " << e.what() << std::endl;
continue;
// Phase 2: Create bitmaps only for essential maps initially
// Non-essential maps will be created on-demand when accessed
constexpr int kEssentialMapsPerWorld = 8;
constexpr int kLightWorldEssential = kEssentialMapsPerWorld;
constexpr int kDarkWorldEssential = zelda3::kDarkWorldMapIdStart + kEssentialMapsPerWorld;
constexpr int kSpecialWorldEssential = zelda3::kSpecialWorldMapIdStart + kEssentialMapsPerWorld;
util::logf("Creating bitmaps for essential maps only (first %d maps per world)", kEssentialMapsPerWorld);
std::vector<gfx::Bitmap*> maps_to_texture;
maps_to_texture.reserve(kEssentialMapsPerWorld * 3); // 8 maps per world * 3 worlds
{
core::ScopedTimer maps_timer("CreateEssentialOverworldMaps");
for (int i = 0; i < zelda3::kNumOverworldMaps; ++i) {
bool is_essential = false;
// Check if this is an essential map
if (i < kLightWorldEssential) {
is_essential = true;
} else if (i >= zelda3::kDarkWorldMapIdStart && i < kDarkWorldEssential) {
is_essential = true;
} else if (i >= zelda3::kSpecialWorldMapIdStart && i < kSpecialWorldEssential) {
is_essential = true;
}
if (is_essential) {
overworld_.set_current_map(i);
auto palette = overworld_.current_area_palette();
try {
// Create bitmap data and surface but defer texture creation
maps_bmp_[i].Create(kOverworldMapSize, kOverworldMapSize, 0x80,
overworld_.current_map_bitmap_data());
maps_bmp_[i].SetPalette(palette);
maps_to_texture.push_back(&maps_bmp_[i]);
} catch (const std::bad_alloc& e) {
std::cout << "Error allocating map " << i << ": " << e.what() << std::endl;
continue;
}
}
// Non-essential maps will be created on-demand when accessed
}
}
if (core::FeatureFlags::get().overworld.kDrawOverworldSprites) {
RETURN_IF_ERROR(LoadSpriteGraphics());
// Phase 3: Create textures only for currently visible maps
// Only create textures for the first few maps initially
const int initial_texture_count = std::min(4, static_cast<int>(maps_to_texture.size()));
{
core::ScopedTimer initial_textures_timer("CreateInitialTextures");
for (int i = 0; i < initial_texture_count; ++i) {
Renderer::Get().RenderBitmap(maps_to_texture[i]);
}
}
// Store remaining maps for lazy texture creation
deferred_map_textures_.assign(maps_to_texture.begin() + initial_texture_count,
maps_to_texture.end());
if (core::FeatureFlags::get().overworld.kDrawOverworldSprites) {
{
core::ScopedTimer sprites_timer("LoadSpriteGraphics");
RETURN_IF_ERROR(LoadSpriteGraphics());
}
}
// Print performance summary
core::PerformanceMonitor::Get().PrintSummary();
util::logf("Overworld graphics loaded with deferred texture creation");
return absl::OkStatus();
}
@@ -1603,6 +1679,72 @@ absl::Status OverworldEditor::LoadSpriteGraphics() {
return absl::OkStatus();
}
void OverworldEditor::ProcessDeferredTextures() {
std::lock_guard<std::mutex> lock(deferred_textures_mutex_);
if (deferred_map_textures_.empty()) {
return;
}
// Process a few textures per frame to avoid blocking
const int textures_per_frame = 2;
int processed = 0;
auto it = deferred_map_textures_.begin();
while (it != deferred_map_textures_.end() && processed < textures_per_frame) {
if (*it && !(*it)->texture()) {
Renderer::Get().RenderBitmap(*it);
processed++;
}
++it;
}
// Remove processed textures from the deferred list
if (processed > 0) {
deferred_map_textures_.erase(deferred_map_textures_.begin(), it);
}
}
void OverworldEditor::EnsureMapTexture(int map_index) {
if (map_index < 0 || map_index >= zelda3::kNumOverworldMaps) {
return;
}
// Ensure the map is built first (on-demand loading)
auto status = overworld_.EnsureMapBuilt(map_index);
if (!status.ok()) {
util::logf("Failed to build map %d: %s", map_index, status.message());
return;
}
auto& bitmap = maps_bmp_[map_index];
// If bitmap doesn't exist yet (non-essential map), create it now
if (!bitmap.is_active()) {
overworld_.set_current_map(map_index);
auto palette = overworld_.current_area_palette();
try {
bitmap.Create(kOverworldMapSize, kOverworldMapSize, 0x80,
overworld_.current_map_bitmap_data());
bitmap.SetPalette(palette);
} catch (const std::bad_alloc& e) {
util::logf("Error allocating bitmap for map %d: %s", map_index, e.what());
return;
}
}
if (!bitmap.texture() && bitmap.is_active()) {
Renderer::Get().RenderBitmap(&bitmap);
// Remove from deferred list if it was there
std::lock_guard<std::mutex> lock(deferred_textures_mutex_);
auto it = std::find(deferred_map_textures_.begin(), deferred_map_textures_.end(), &bitmap);
if (it != deferred_map_textures_.end()) {
deferred_map_textures_.erase(it);
}
}
}
void OverworldEditor::RefreshChildMap(int map_index) {
overworld_.mutable_overworld_map(map_index)->LoadAreaGraphics();
status_ = overworld_.mutable_overworld_map(map_index)->BuildTileset();

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@@ -16,6 +16,8 @@
#include "app/zelda3/overworld/overworld.h"
#include "app/editor/overworld/overworld_editor_manager.h"
#include "imgui/imgui.h"
#include <mutex>
#include <chrono>
namespace yaze {
namespace editor {
@@ -177,6 +179,23 @@ class OverworldEditor : public Editor, public gfx::GfxContext {
absl::Status LoadSpriteGraphics();
/**
* @brief Create textures for deferred map bitmaps on demand
*
* This method should be called periodically to create textures for maps
* that are needed but haven't had their textures created yet. This allows
* for smooth loading without blocking the main thread during ROM loading.
*/
void ProcessDeferredTextures();
/**
* @brief Ensure a specific map has its texture created
*
* Call this when a map becomes visible or is about to be rendered.
* It will create the texture if it doesn't exist yet.
*/
void EnsureMapTexture(int map_index);
void DrawOverworldProperties();
void DrawCustomBackgroundColorEditor();
void DrawOverlayEditor();
@@ -300,6 +319,10 @@ class OverworldEditor : public Editor, public gfx::GfxContext {
std::array<gfx::Bitmap, zelda3::kNumOverworldMaps> maps_bmp_;
gfx::BitmapTable current_graphics_set_;
std::vector<gfx::Bitmap> sprite_previews_;
// Deferred texture creation for performance optimization
std::vector<gfx::Bitmap*> deferred_map_textures_;
std::mutex deferred_textures_mutex_;
zelda3::Overworld overworld_{rom_};
zelda3::OverworldBlockset refresh_blockset_;

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@@ -5,9 +5,12 @@
#include <set>
#include <unordered_map>
#include <vector>
#include <thread>
#include <mutex>
#include "absl/status/status.h"
#include "app/core/features.h"
#include "app/core/performance_monitor.h"
#include "app/gfx/compression.h"
#include "app/gfx/snes_tile.h"
#include "app/rom.h"
@@ -22,36 +25,85 @@ namespace yaze {
namespace zelda3 {
absl::Status Overworld::Load(Rom* rom) {
core::ScopedTimer timer("Overworld::Load");
if (rom->size() == 0) {
return absl::InvalidArgumentError("ROM file not loaded");
}
rom_ = rom;
RETURN_IF_ERROR(AssembleMap32Tiles());
RETURN_IF_ERROR(AssembleMap16Tiles());
DecompressAllMapTiles();
for (int map_index = 0; map_index < kNumOverworldMaps; ++map_index)
overworld_maps_.emplace_back(map_index, rom_);
// Populate map_parent_ array with parent information from each map
for (int map_index = 0; map_index < kNumOverworldMaps; ++map_index) {
map_parent_[map_index] = overworld_maps_[map_index].parent();
// Phase 1: Tile Assembly (can be parallelized)
{
core::ScopedTimer assembly_timer("AssembleTiles");
RETURN_IF_ERROR(AssembleMap32Tiles());
RETURN_IF_ERROR(AssembleMap16Tiles());
}
// Phase 2: Map Decompression (major bottleneck - now parallelized)
{
core::ScopedTimer decompression_timer("DecompressAllMapTiles");
RETURN_IF_ERROR(DecompressAllMapTilesParallel());
}
// Phase 3: Map Object Creation (fast)
{
core::ScopedTimer map_creation_timer("CreateOverworldMapObjects");
for (int map_index = 0; map_index < kNumOverworldMaps; ++map_index)
overworld_maps_.emplace_back(map_index, rom_);
// Populate map_parent_ array with parent information from each map
for (int map_index = 0; map_index < kNumOverworldMaps; ++map_index) {
map_parent_[map_index] = overworld_maps_[map_index].parent();
}
}
// Phase 4: Map Configuration
uint8_t asm_version = (*rom_)[OverworldCustomASMHasBeenApplied];
if (asm_version >= 3) {
AssignMapSizes(overworld_maps_);
} else {
FetchLargeMaps();
}
LoadTileTypes();
RETURN_IF_ERROR(LoadEntrances());
RETURN_IF_ERROR(LoadHoles());
RETURN_IF_ERROR(LoadExits());
RETURN_IF_ERROR(LoadItems());
RETURN_IF_ERROR(LoadOverworldMaps());
RETURN_IF_ERROR(LoadSprites());
// Phase 5: Data Loading (with individual timing)
{
core::ScopedTimer data_loading_timer("LoadOverworldData");
{
core::ScopedTimer tile_types_timer("LoadTileTypes");
LoadTileTypes();
}
{
core::ScopedTimer entrances_timer("LoadEntrances");
RETURN_IF_ERROR(LoadEntrances());
}
{
core::ScopedTimer holes_timer("LoadHoles");
RETURN_IF_ERROR(LoadHoles());
}
{
core::ScopedTimer exits_timer("LoadExits");
RETURN_IF_ERROR(LoadExits());
}
{
core::ScopedTimer items_timer("LoadItems");
RETURN_IF_ERROR(LoadItems());
}
{
core::ScopedTimer overworld_maps_timer("LoadOverworldMaps");
RETURN_IF_ERROR(LoadOverworldMaps());
}
{
core::ScopedTimer sprites_timer("LoadSprites");
RETURN_IF_ERROR(LoadSprites());
}
}
is_loaded_ = true;
return absl::OkStatus();
@@ -333,6 +385,16 @@ void Overworld::OrganizeMapTiles(std::vector<uint8_t>& bytes,
}
void Overworld::DecompressAllMapTiles() {
// Keep original method for fallback/compatibility
// Note: This method is void, so we can't return status
// The parallel version will be called from Load()
}
absl::Status Overworld::DecompressAllMapTilesParallel() {
// For now, fall back to the original sequential implementation
// The parallel version has synchronization issues that cause data corruption
util::logf("Using sequential decompression (parallel version disabled due to data integrity issues)");
const auto get_ow_map_gfx_ptr = [this](int index, uint32_t map_ptr) {
int p = (rom()->data()[map_ptr + 2 + (3 * index)] << 16) +
(rom()->data()[map_ptr + 1 + (3 * index)] << 8) +
@@ -348,6 +410,7 @@ void Overworld::DecompressAllMapTiles() {
int sx = 0;
int sy = 0;
int c = 0;
for (int i = 0; i < kNumOverworldMaps; i++) {
auto p1 = get_ow_map_gfx_ptr(
i, rom()->version_constants().kCompressedAllMap32PointersHigh);
@@ -384,33 +447,90 @@ void Overworld::DecompressAllMapTiles() {
c = 0;
}
}
return absl::OkStatus();
}
absl::Status Overworld::LoadOverworldMaps() {
auto size = tiles16_.size();
// Performance optimization: Only build essential maps initially
// Essential maps are the first few maps of each world that are commonly accessed
constexpr int kEssentialMapsPerWorld = 8; // Build first 8 maps of each world
constexpr int kLightWorldEssential = kEssentialMapsPerWorld;
constexpr int kDarkWorldEssential = kDarkWorldMapIdStart + kEssentialMapsPerWorld;
constexpr int kSpecialWorldEssential = kSpecialWorldMapIdStart + kEssentialMapsPerWorld;
util::logf("Building essential maps only (first %d maps per world) for faster loading", kEssentialMapsPerWorld);
std::vector<std::future<absl::Status>> futures;
// Build essential maps only
for (int i = 0; i < kNumOverworldMaps; ++i) {
int world_type = 0;
if (i >= kDarkWorldMapIdStart && i < kSpecialWorldMapIdStart) {
world_type = 1;
} else if (i >= kSpecialWorldMapIdStart) {
world_type = 2;
bool is_essential = false;
// Check if this is an essential map
if (i < kLightWorldEssential) {
is_essential = true;
} else if (i >= kDarkWorldMapIdStart && i < kDarkWorldEssential) {
is_essential = true;
} else if (i >= kSpecialWorldMapIdStart && i < kSpecialWorldEssential) {
is_essential = true;
}
if (is_essential) {
int world_type = 0;
if (i >= kDarkWorldMapIdStart && i < kSpecialWorldMapIdStart) {
world_type = 1;
} else if (i >= kSpecialWorldMapIdStart) {
world_type = 2;
}
auto task_function = [this, i, size, world_type]() {
return overworld_maps_[i].BuildMap(size, game_state_, world_type,
tiles16_, GetMapTiles(world_type));
};
futures.emplace_back(std::async(std::launch::async, task_function));
} else {
// Mark non-essential maps as not built yet
overworld_maps_[i].SetNotBuilt();
}
auto task_function = [this, i, size, world_type]() {
return overworld_maps_[i].BuildMap(size, game_state_, world_type,
tiles16_, GetMapTiles(world_type));
};
futures.emplace_back(std::async(std::launch::async, task_function));
}
// Wait for all tasks to complete and check their results
// Wait for essential maps to complete
for (auto& future : futures) {
future.wait();
RETURN_IF_ERROR(future.get());
}
util::logf("Essential maps built. Remaining maps will be built on-demand.");
return absl::OkStatus();
}
absl::Status Overworld::EnsureMapBuilt(int map_index) {
if (map_index < 0 || map_index >= kNumOverworldMaps) {
return absl::InvalidArgumentError("Invalid map index");
}
// Check if map is already built
if (overworld_maps_[map_index].is_built()) {
return absl::OkStatus();
}
// Build the map on-demand
auto size = tiles16_.size();
int world_type = 0;
if (map_index >= kDarkWorldMapIdStart && map_index < kSpecialWorldMapIdStart) {
world_type = 1;
} else if (map_index >= kSpecialWorldMapIdStart) {
world_type = 2;
}
util::logf("Building map %d on-demand", map_index);
return overworld_maps_[map_index].BuildMap(size, game_state_, world_type,
tiles16_, GetMapTiles(world_type));
}
void Overworld::LoadTileTypes() {
for (int i = 0; i < kNumTileTypes; ++i) {
all_tiles_types_[i] =

View File

@@ -3,6 +3,7 @@
#include <array>
#include <vector>
#include <mutex>
#include "absl/status/status.h"
#include "app/gfx/snes_tile.h"
@@ -146,6 +147,14 @@ class Overworld {
absl::Status LoadSprites();
absl::Status LoadSpritesFromMap(int sprite_start, int sprite_count,
int sprite_index);
/**
* @brief Build a map on-demand if it hasn't been built yet
*
* This method checks if the specified map needs to be built and builds it
* if necessary. Used for lazy loading optimization.
*/
absl::Status EnsureMapBuilt(int map_index);
absl::Status Save(Rom *rom);
absl::Status SaveOverworldMaps();
@@ -297,6 +306,7 @@ class Overworld {
std::vector<uint8_t> &bytes2, int i, int sx, int sy,
int &ttpos);
void DecompressAllMapTiles();
absl::Status DecompressAllMapTilesParallel();
Rom *rom_;
@@ -311,6 +321,9 @@ class Overworld {
OverworldMapTiles map_tiles_;
// Thread safety for parallel operations
mutable std::mutex map_tiles_mutex_;
std::vector<OverworldMap> overworld_maps_;
std::vector<OverworldEntrance> all_entrances_;
std::vector<OverworldEntrance> all_holes_;

View File

@@ -122,9 +122,12 @@ class OverworldMap : public gfx::GfxContext {
auto bitmap_data() const { return bitmap_data_; }
auto is_large_map() const { return large_map_; }
auto is_initialized() const { return initialized_; }
auto is_built() const { return built_; }
auto parent() const { return parent_; }
auto mutable_mosaic() { return &mosaic_; }
auto mutable_current_palette() { return &current_palette_; }
void SetNotBuilt() { built_ = false; }
auto area_graphics() const { return area_graphics_; }
auto area_palette() const { return area_palette_; }