optimitzacions en Surface
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@@ -175,12 +175,12 @@ void Surface::fillRect(const SDL_FRect* rect, Uint8 color) { // NOLINT(readabil
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float x_end = std::min(rect->x + rect->w, surface_data_->width);
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float y_end = std::min(rect->y + rect->h, surface_data_->height);
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// Recorrer cada píxel dentro del rectángulo directamente
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for (int y = y_start; y < y_end; ++y) {
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for (int x = x_start; x < x_end; ++x) {
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const int INDEX = x + (y * surface_data_->width);
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surface_data_->data.get()[INDEX] = color;
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}
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// Rellenar fila a fila con memset (memoria contigua por fila)
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Uint8* data_ptr = surface_data_->data.get();
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const int surf_width = static_cast<int>(surface_data_->width);
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const int row_width = static_cast<int>(x_end) - static_cast<int>(x_start);
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for (int y = static_cast<int>(y_start); y < static_cast<int>(y_end); ++y) {
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std::memset(data_ptr + (y * surf_width) + static_cast<int>(x_start), color, row_width);
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}
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}
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@@ -192,16 +192,12 @@ void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) { // NOLINT(re
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float x_end = std::min(rect->x + rect->w, surface_data_->width);
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float y_end = std::min(rect->y + rect->h, surface_data_->height);
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// Dibujar bordes horizontales
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for (int x = x_start; x < x_end; ++x) {
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// Borde superior
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const int TOP_INDEX = x + (y_start * surface_data_->width);
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surface_data_->data.get()[TOP_INDEX] = color;
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// Borde inferior
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const int BOTTOM_INDEX = x + ((y_end - 1) * surface_data_->width);
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surface_data_->data.get()[BOTTOM_INDEX] = color;
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}
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// Dibujar bordes horizontales con memset (líneas contiguas en memoria)
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Uint8* data_ptr = surface_data_->data.get();
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const int surf_width = static_cast<int>(surface_data_->width);
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const int row_width = static_cast<int>(x_end) - static_cast<int>(x_start);
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std::memset(data_ptr + (static_cast<int>(y_start) * surf_width) + static_cast<int>(x_start), color, row_width);
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std::memset(data_ptr + ((static_cast<int>(y_end) - 1) * surf_width) + static_cast<int>(x_start), color, row_width);
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// Dibujar bordes verticales
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for (int y = y_start; y < y_end; ++y) {
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@@ -261,6 +257,8 @@ void Surface::render(float dx, float dy, float sx, float sy, float w, float h) {
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w = std::min(w, surface_data->width - dx);
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h = std::min(h, surface_data->height - dy);
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const Uint8* src_ptr = surface_data_->data.get();
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Uint8* dst_ptr = surface_data->data.get();
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for (int iy = 0; iy < h; ++iy) {
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for (int ix = 0; ix < w; ++ix) {
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// Verificar que las coordenadas de destino están dentro de los límites
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@@ -269,9 +267,9 @@ void Surface::render(float dx, float dy, float sx, float sy, float w, float h) {
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int src_x = sx + ix;
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int src_y = sy + iy;
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Uint8 color = surface_data_->data.get()[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
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Uint8 color = src_ptr[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
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if (color != static_cast<Uint8>(transparent_color_)) {
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surface_data->data.get()[static_cast<size_t>(dest_x + (dest_y * surface_data->width))] = sub_palette_[color];
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dst_ptr[static_cast<size_t>(dest_x + (dest_y * surface_data->width))] = sub_palette_[color];
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}
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}
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}
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@@ -299,6 +297,8 @@ void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) { //
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h = std::min(h, surface_data_dest->height - y);
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// Renderiza píxel por píxel aplicando el flip si es necesario
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const Uint8* src_ptr = surface_data_->data.get();
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Uint8* dst_ptr = surface_data_dest->data.get();
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for (int iy = 0; iy < h; ++iy) {
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for (int ix = 0; ix < w; ++ix) {
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// Coordenadas de origen
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@@ -312,9 +312,9 @@ void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) { //
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// Verificar que las coordenadas de destino están dentro de los límites
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if (dest_x >= 0 && dest_x < surface_data_dest->width && dest_y >= 0 && dest_y < surface_data_dest->height) {
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// Copia el píxel si no es transparente
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Uint8 color = surface_data_->data.get()[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
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Uint8 color = src_ptr[static_cast<size_t>(src_x + (src_y * surface_data_->width))];
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if (color != static_cast<Uint8>(transparent_color_)) {
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surface_data_dest->data[dest_x + (dest_y * surface_data_dest->width)] = sub_palette_[color];
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dst_ptr[static_cast<size_t>(dest_x + (dest_y * surface_data_dest->width))] = sub_palette_[color];
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}
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}
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}
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@@ -567,13 +567,16 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) { //
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// Convertir `pitch` de bytes a Uint32 (asegurando alineación correcta en hardware)
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int row_stride = pitch / sizeof(Uint32);
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for (int y = 0; y < surface_data_->height; ++y) {
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for (int x = 0; x < surface_data_->width; ++x) {
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// Calcular la posición correcta en la textura teniendo en cuenta el stride
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int texture_index = (y * row_stride) + x;
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int surface_index = (y * surface_data_->width) + x;
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pixels[texture_index] = palette_[surface_data_->data.get()[surface_index]];
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// Cachear punteros fuera del bucle para permitir autovectorización SIMD
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const Uint8* src = surface_data_->data.get();
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const Uint32* pal = palette_.data();
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const int width = surface_data_->width;
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const int height = surface_data_->height;
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for (int y = 0; y < height; ++y) {
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const Uint8* src_row = src + (y * width);
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Uint32* dst_row = pixels + (y * row_stride);
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for (int x = 0; x < width; ++x) {
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dst_row[x] = pal[src_row[x]];
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}
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}
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@@ -613,12 +616,16 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FR
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int row_stride = pitch / sizeof(Uint32);
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for (int y = 0; y < surface_data_->height; ++y) {
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for (int x = 0; x < surface_data_->width; ++x) {
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int texture_index = (y * row_stride) + x;
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int surface_index = (y * surface_data_->width) + x;
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pixels[texture_index] = palette_[surface_data_->data.get()[surface_index]];
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// Cachear punteros fuera del bucle para permitir autovectorización SIMD
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const Uint8* src = surface_data_->data.get();
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const Uint32* pal = palette_.data();
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const int width = surface_data_->width;
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const int height = surface_data_->height;
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for (int y = 0; y < height; ++y) {
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const Uint8* src_row = src + (y * width);
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Uint32* dst_row = pixels + (y * row_stride);
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for (int x = 0; x < width; ++x) {
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dst_row[x] = pal[src_row[x]];
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}
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}
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