Added more efficient damage buffer method
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754017a2db
commit
51fbd8acef
@ -46,9 +46,8 @@ func (backend *Backend) drawCells (forceRedraw bool) (areas []image.Rectangle) {
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for y := 0; y < height; y ++ {
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for x := 0; x < width; x ++ {
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if !forceRedraw && backend.application.Clean(x, y) { continue }
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backend.application.MarkClean(x, y)
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cell := backend.application.Cell(x, y)
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cell := backend.application.GetForRendering(x, y)
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content := cell.Rune()
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if forceRedraw && content < 32 { continue }
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@ -93,13 +92,24 @@ func (backend *Backend) drawRune (
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if character < 32 { return }
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origin := backend.originOfCell(x, y + 1)
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destinationRectangle, mask, maskPoint, _, _ := backend.font.face.Glyph (
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destinationRectangle, mask, maskPoint, _, ok := backend.font.face.Glyph (
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fixed.Point26_6 {
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X: fixed.I(origin.X),
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Y: fixed.I(origin.Y - backend.metrics.descent),
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},
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character)
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if !ok {
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println("warning")
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strokeRectangle (
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&image.Uniform {
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C: backend.config.Color(stone.ColorForeground),
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},
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backend.canvas,
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backend.boundsOfCell(x, y))
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return
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}
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if backend.drawCellBounds {
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strokeRectangle (
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&image.Uniform {
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38
buffer.go
38
buffer.go
@ -69,8 +69,8 @@ type Buffer interface {
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// dirty by default, are only clean when marked as clean, and become dirty again
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// when they are altered in some way.
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type DamageBuffer struct {
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content []Cell
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clean []bool
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content []Cell
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onScreen []Cell
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width int
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height int
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@ -127,9 +127,7 @@ func (buffer *DamageBuffer) SetColor (x, y int, color Color) {
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defer buffer.lock.RUnlock()
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if buffer.isOutOfBounds(x, y) { return }
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index := x + y * buffer.width
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buffer.clean[index] = buffer.content[index].color == color
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buffer.content[index].color = color
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buffer.content[x + y * buffer.width].color = color
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}
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// SetSize sets the width and height of the buffer. This clears all data in the
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@ -139,10 +137,10 @@ func (buffer *DamageBuffer) SetSize (width, height int) {
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defer buffer.lock.Unlock()
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if width < 0 || height < 0 { return }
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buffer.width = width
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buffer.height = height
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buffer.content = make([]Cell, width * height)
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buffer.clean = make([]bool, width * height)
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buffer.width = width
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buffer.height = height
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buffer.content = make([]Cell, width * height)
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buffer.onScreen = make([]Cell, width * height)
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for index := 0; index < len(buffer.content); index ++ {
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buffer.content[index].color = ColorForeground
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}
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@ -154,9 +152,7 @@ func (buffer *DamageBuffer) SetStyle (x, y int, style Style) {
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defer buffer.lock.RUnlock()
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if buffer.isOutOfBounds(x, y) { return }
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index := x + y * buffer.width
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buffer.clean[index] = buffer.content[index].style == style
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buffer.content[index].style = style
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buffer.content[x + y * buffer.width].style = style
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}
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// SetRune sets the rune of the cell at the specified x and y coordinates.
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@ -173,7 +169,6 @@ func (buffer *DamageBuffer) Clear () {
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defer buffer.lock.RUnlock()
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for index := 0; index < len(buffer.content); index ++ {
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buffer.clean[index] = false
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buffer.content[index] = Cell {
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color: ColorForeground,
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}
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@ -182,9 +177,7 @@ func (buffer *DamageBuffer) Clear () {
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func (buffer *DamageBuffer) setRune (x, y int, content rune) {
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if buffer.isOutOfBounds(x, y) { return }
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index := x + y * buffer.width
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buffer.clean[index] = buffer.content[index].content == content
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buffer.content[index].content = content
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buffer.content[x + y * buffer.width].content = content
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}
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// Write writes data stored in a byte slice to the buffer at the current dot
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@ -212,15 +205,20 @@ func (buffer *DamageBuffer) Clean (x, y int) (clean bool) {
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defer buffer.lock.RUnlock()
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if buffer.isOutOfBounds(x, y) { return }
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clean = buffer.clean[x + y * buffer.width]
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index := x + y * buffer.width
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clean = buffer.content[index] == buffer.onScreen[index]
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return
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}
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// MarkClean marks the cell at the specified x and y coordinates as clean.
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func (buffer *DamageBuffer) MarkClean (x, y int) {
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// GetForRendering returns the cell at the specified x and y coordinates and
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// marks it as clean.
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func (buffer *DamageBuffer) GetForRendering (x, y int) (cell Cell) {
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buffer.lock.RLock()
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defer buffer.lock.RUnlock()
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if buffer.isOutOfBounds(x, y) { return }
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buffer.clean[x + y * buffer.width] = true
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index := x + y * buffer.width
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buffer.onScreen[index] = buffer.content[index]
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cell = buffer.content[index]
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return
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}
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