Cache clip defs on sprites to avoid per-frame map lookups.
Crowd stress (128 sprites) showed Clip_Def string map_get as the top engine cost; cache on set_sprite_clip and use it in update/draw.
This commit is contained in:
+26
-23
@@ -5,12 +5,14 @@ import sdl "vendor:sdl3"
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Vec2 :: [2]f32
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Sprite :: struct {
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data: ^Character_Data,
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position: Vec2,
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clip: string,
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frame: int,
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time: f32,
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flip_x: bool,
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data: ^Character_Data,
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position: Vec2,
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clip: string,
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clip_def: Clip_Def, // shallow cache; frames alias Character_Data (do not mutate clips map after spawn)
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has_clip: bool,
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frame: int,
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time: f32,
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flip_x: bool,
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}
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spawn_sprite :: proc(
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@@ -24,16 +26,14 @@ spawn_sprite :: proc(
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position = position,
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}
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set_sprite_clip(&sprite, clip)
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if frame != 0 {
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c, ok := character_clip(sprite.data, sprite.clip)
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if ok {
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if frame < 0 {
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sprite.frame = 0
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} else if frame >= len(c.frames) {
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sprite.frame = len(c.frames) - 1
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} else {
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sprite.frame = frame
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}
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if frame != 0 && sprite.has_clip {
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c := sprite.clip_def
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if frame < 0 {
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sprite.frame = 0
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} else if frame >= len(c.frames) {
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sprite.frame = len(c.frames) - 1
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} else {
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sprite.frame = frame
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}
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}
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return sprite
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@@ -42,9 +42,9 @@ spawn_sprite :: proc(
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update_sprite :: proc(sprite: ^Sprite, dt: f32) {
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if sprite == nil || sprite.data == nil do return
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if dt <= 0 do return
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if !sprite.has_clip do return
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clip, ok := character_clip(sprite.data, sprite.clip)
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if !ok do return
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clip := sprite.clip_def
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frame_count := len(clip.frames)
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if frame_count <= 0 do return
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@@ -92,12 +92,13 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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if len(app.draw_list) >= MAX_SPRITES {
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return
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}
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frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
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if !ok {
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if !sprite.has_clip do return
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if sprite.frame < 0 || sprite.frame >= len(sprite.clip_def.frames) {
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return
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}
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frame := sprite.clip_def.frames[sprite.frame]
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src_w := f32(frame.source_size[0])
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src_h := f32(frame.source_size[1])
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if src_w <= 0 do src_w = f32(frame.rect[2])
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@@ -148,12 +149,14 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
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if sprite == nil || sprite.data == nil do return
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if sprite.clip == clip do return
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if sprite.clip == clip && sprite.has_clip do return
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_, ok := character_clip(sprite.data, clip)
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def, ok := character_clip(sprite.data, clip)
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if !ok do return
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sprite.clip = clip
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sprite.clip_def = def
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sprite.has_clip = true
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sprite.frame = 0
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sprite.time = 0
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}
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