[Freeciv-Dev] Re: GTK client draws more slowly than it needs to (PR#899)
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On Mon, Aug 20, 2001 at 02:29:36PM -0700, Kevin Brown wrote:
> Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
> > How large will the cache get, if it doesn't get pruned? It should be
> > possible to prune a hash if it gets above a certain limit.
>
> The cache is fixed in size, set either by default to 1024 entries or
> whatever you specify with --tile-cache-size.
I know. But what happens if you set the size really high like 100000
and play a bit. How much cache entries will be used?
> > > So my code has to do the same thing, and the hash value (which we mod
> > > against the cache size to get an index) also has to reflect the values
> > > of fill_bg and pplayer (since I'm assuming that these things can be
> > > changed at runtime) since the code that this is replacing alters its
> > > behavior based on these values.
> >
> > _I_ would still use something like
> >
> > struct key
> > {
> > int fill_bg;
> > struct player *pplayer;
> > struct sprite *sprites[MAX_SPRITES];
> > };
> >
> > This will just made is explicit what a key consists of. You can now
> > define a hash and a compare method. This all assumes using a hash.
>
> I guess I could do that. But note that, based upon my reading of the
> isometric equivalent of pixmap_put_tile, the key will be quite
> different for isometric view versus top-down view.
I have looked only at the non isometric part.
> Most importantly, however, is that how the sprites get combined
> depends on some of these values, so it's not just a straightforward
> tile combination right now (wish it were!).
So leave out isometric in the first version.
> That being the case, it's not clear how much of a benefit I'd get from
> storing the key. Right now I just store the hash value (prior to the
> mod) itself in the cache along with the tile so that if there's a
> different hash value that gets me the same slot, I can detect the
> collision.
>
> And what should MAX_SPRITES be set to? The number of sprites that
> build up a tile can potentially be quite large.
> Each unit you put onto a tile increases the number of sprites
> associated with it, right?
No. From client/tilespec.c:fill_tile_sprite_array():
punit = get_drawable_unit(abs_x0, abs_y0, citymode);
if (punit && (draw_units || (draw_focus_unit && pfocus == punit))) {
sprs += fill_unit_sprite_array(sprs, punit, solid_bg);
Overall the amount depends which sprites you collapse. The sprites of
a single unit are limited. Replace it with a dynamic NULL terminated
list if you don't like MAX_SPRITES thing.
> > > * We need to be able to deal with 'sprite' and 'other' being different
> > > sizes, especially in conjunction with NULL masks. Except for the
> > > case of NULL masks, it looks like this is already partially taken
> > > care of by merge_sprites(). But what happens if 'sprite' is smaller
> > > than 'other'?
> >
> > This case didn't happen in my code. At least I hope so, because this
> > case isn't handled at all. Does it happen in your testing?
>
> Yes. In particular, it happens on any tile on which a moveable unit
> exists, since units are different in size than the tiles upon which
> they reside.
>
> > > I need to make sure that my understanding of masks is correct. The
> > > mask is a bitmap where 0 corresponds to a pixel that is NOT drawn, and
> > > 1 corresponds to a pixel that is drawn, correct? If so, then a NULL
> > > mask means that the sprite is expected to completely overwrite the
> > > part of the tile it would occupy, so its mask is all 1s for the
> > > purpose of the merge.
> >
> > AFAIK correct.
>
> OK, excellent. I'll proceed then.
>
> > > So here's how I think the merge should work:
> > >
> > > 1. Instead of merging one sprite onto the other, perhaps it should
> > > return a newly created sprite? If so, then instead of just taking
> > > two sprites, it should take a NULL-terminated array of sprite
> > > pointers, or an array of pointers with a count.
> >
> > Take a look at get_unit_sprite(). Yes some method has to perform the
> > allocation. However my intend was to encapsulate the gui-specific code
> > in merge_sprites and leave the rest to other methods.
>
> If we don't do all the sprites at once, then multiple calls have to be
> made to merge_sprites(), which means that allocation of resources on
> the X server (of GCs if nothing else) happens every time. Depending
> on the situation, this could slow things down considerably.
I still like the idea of encapsulate the gui-specific code in a
method. The GC and other stuff can be done at some init time or as
static method variables.
> > The canvas idea sounds good. This won't make merge_sprites more
> > complicated as it should. Lets call the new method collapse_sprites()
> > or something.
>
> I'll call it combine_sprites(). :-)
>
> > > f. A microoptimization to the mask handling is if, for each
> > > sprite with a NULL mask that we encounter, we remember its
> > > dimensions. If, at the end, one the sprites with NULL masks
> > > has the same dimensions as the tile we just built, then we
> > > free up the mask we built and set it to NULL, so that code
> > > which uses what we return can just draw it directly without a
> > > mask (which could be a significant speed improvement in the
> > > drawing phase for all I know).
> >
> > I want to first know how common the case of different sized sprite
> > is.
>
> It's not terribly common, but it does happen. It happens often enough
> that I noticed drawing artifacts when I used my tile cache for tiles
> built from differing-sized sprites. It's why I started thinking about
> how to combine masks.
I would like to see such a all-in-one combine_sprites to compare the
size and extra complexity to merge_sprite.
Raimar
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