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:
2026-08-14 22:32:28 -07:00
parent 0d4cdbd8ca
commit 41fb0a3d5a
2 changed files with 56 additions and 30 deletions
+14 -11
View File
@@ -8,6 +8,8 @@ Sprite :: struct {
data: ^Character_Data, data: ^Character_Data,
position: Vec2, position: Vec2,
clip: string, clip: string,
clip_def: Clip_Def, // shallow cache; frames alias Character_Data (do not mutate clips map after spawn)
has_clip: bool,
frame: int, frame: int,
time: f32, time: f32,
flip_x: bool, flip_x: bool,
@@ -24,9 +26,8 @@ spawn_sprite :: proc(
position = position, position = position,
} }
set_sprite_clip(&sprite, clip) set_sprite_clip(&sprite, clip)
if frame != 0 { if frame != 0 && sprite.has_clip {
c, ok := character_clip(sprite.data, sprite.clip) c := sprite.clip_def
if ok {
if frame < 0 { if frame < 0 {
sprite.frame = 0 sprite.frame = 0
} else if frame >= len(c.frames) { } else if frame >= len(c.frames) {
@@ -35,16 +36,15 @@ spawn_sprite :: proc(
sprite.frame = frame sprite.frame = frame
} }
} }
}
return sprite return sprite
} }
update_sprite :: proc(sprite: ^Sprite, dt: f32) { update_sprite :: proc(sprite: ^Sprite, dt: f32) {
if sprite == nil || sprite.data == nil do return if sprite == nil || sprite.data == nil do return
if dt <= 0 do return if dt <= 0 do return
if !sprite.has_clip do return
clip, ok := character_clip(sprite.data, sprite.clip) clip := sprite.clip_def
if !ok do return
frame_count := len(clip.frames) frame_count := len(clip.frames)
if frame_count <= 0 do return if frame_count <= 0 do return
@@ -92,12 +92,13 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
if len(app.draw_list) >= MAX_SPRITES { if len(app.draw_list) >= MAX_SPRITES {
return return
} }
if !sprite.has_clip do return
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame) if sprite.frame < 0 || sprite.frame >= len(sprite.clip_def.frames) {
if !ok {
return return
} }
frame := sprite.clip_def.frames[sprite.frame]
src_w := f32(frame.source_size[0]) src_w := f32(frame.source_size[0])
src_h := f32(frame.source_size[1]) src_h := f32(frame.source_size[1])
if src_w <= 0 do src_w = f32(frame.rect[2]) if src_w <= 0 do src_w = f32(frame.rect[2])
@@ -148,12 +149,14 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
set_sprite_clip :: proc(sprite: ^Sprite, clip: string) { set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
if sprite == nil || sprite.data == nil do return if sprite == nil || sprite.data == nil do return
if sprite.clip == clip do return if sprite.clip == clip && sprite.has_clip do return
_, ok := character_clip(sprite.data, clip) def, ok := character_clip(sprite.data, clip)
if !ok do return if !ok do return
sprite.clip = clip sprite.clip = clip
sprite.clip_def = def
sprite.has_clip = true
sprite.frame = 0 sprite.frame = 0
sprite.time = 0 sprite.time = 0
} }
+30 -7
View File
@@ -1,9 +1,12 @@
package main package main
import "core:fmt"
import eng "pkg:engine" import eng "pkg:engine"
// Many sprites sharing one Character_Data (Flyweight) — good batching demo. // Stress the draw budget: one Character_Data, MAX_SPRITES instances.
COUNT :: 24 COUNT :: eng.MAX_SPRITES
COLS :: 16
FRAME_LOG_EVERY :: 60
main :: proc() { main :: proc() {
app: eng.App app: eng.App
@@ -16,25 +19,45 @@ main :: proc() {
sprites: [COUNT]eng.Sprite sprites: [COUNT]eng.Sprite
for i in 0 ..< COUNT { for i in 0 ..< COUNT {
col := i % 8 col := i % COLS
row := i / 8 row := i / COLS
pos := eng.Vec2 { pos := eng.Vec2 {
f32(120 + col * 80), f32(40 + col * 48),
f32(280 + row * 120), f32(80 + row * 60),
} }
clip := "idle" if (i % 2) == 0 else "walk" clip := "idle" if (i % 2) == 0 else "walk"
sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5) sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
} }
// Look at the middle of the grid
app.camera.position = {400, 400} app.camera.position = {400, 400}
last := eng.now_seconds() last := eng.now_seconds()
frame_i := 0
sum_ms: f64
peak_ms: f64
for eng.events() { for eng.events() {
now := eng.now_seconds() now := eng.now_seconds()
dt := f32(now - last) dt := f32(now - last)
last = now last = now
frame_ms := f64(dt) * 1000.0
sum_ms += frame_ms
if frame_ms > peak_ms do peak_ms = frame_ms
frame_i += 1
if frame_i % FRAME_LOG_EVERY == 0 {
avg := sum_ms / f64(FRAME_LOG_EVERY)
fps := 1000.0 / avg if avg > 0 else 0
fmt.printfln(
"crowd frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
avg,
fps,
peak_ms,
FRAME_LOG_EVERY,
)
sum_ms = 0
peak_ms = 0
}
for &s in sprites { for &s in sprites {
eng.update_sprite(&s, dt) eng.update_sprite(&s, dt)