diff options
4 files changed, 33 insertions, 16 deletions
diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs index ea04f57a..5016bcd4 100644 --- a/src/SMAPI/Framework/Content/AssetDataForImage.cs +++ b/src/SMAPI/Framework/Content/AssetDataForImage.cs @@ -40,7 +40,7 @@ namespace StardewModdingAPI.Framework.Content this.GetPatchBounds(ref sourceArea, ref targetArea, source.Width, source.Height); // get the pixels for the source area - Color[] sourceData; + Color[] trimmedSourceData; { int areaX = sourceArea.Value.X; int areaY = sourceArea.Value.Y; @@ -49,26 +49,42 @@ namespace StardewModdingAPI.Framework.Content if (areaX == 0 && areaY == 0 && areaWidth == source.Width && areaHeight == source.Height) { - sourceData = source.Data; - this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); + trimmedSourceData = source.Data; + this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); } else { int pixelCount = areaWidth * areaHeight; - sourceData = ArrayPool<Color>.Shared.Rent(pixelCount); + trimmedSourceData = ArrayPool<Color>.Shared.Rent(pixelCount); - for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++) + // shortcut! If I want a horizontal slice of the texture + // I can copy the whole array in one pass + // Likely ~uncommon but Array.Copy significantly benefits + // from being able to do this. + if (areaWidth == source.Width && areaX == 0) { - int sourceIndex = (y * source.Width) + areaX; - int targetIndex = (y - areaY) * areaWidth; - Array.Copy(source.Data, sourceIndex, sourceData, targetIndex, areaWidth); + int sourceIndex = areaY * source.Width; + int targetIndex = 0; + + Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, pixelCount); + } + else + { + // copying line-by-line + // Array.Copy isn't great at small scale + for (int y = areaY, maxY = areaY + areaHeight; y < maxY; y++) + { + int sourceIndex = (y * source.Width) + areaX; + int targetIndex = (y - areaY) * areaWidth; + Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, areaWidth); + } } // apply - this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); + this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode); // return - ArrayPool<Color>.Shared.Return(sourceData); + ArrayPool<Color>.Shared.Return(trimmedSourceData); } } } @@ -160,8 +176,9 @@ namespace StardewModdingAPI.Framework.Content // merge pixels for (int i = 0; i < pixelCount; i++) { - Color above = sourceData[i]; - Color below = mergedData[i]; + // should probably benchmark this... + ref Color above = ref sourceData[i]; + ref Color below = ref mergedData[i]; // shortcut transparency if (above.A < MinOpacity) diff --git a/src/SMAPI/Framework/Content/AssetEditOperation.cs b/src/SMAPI/Framework/Content/AssetEditOperation.cs index 11b8811b..893f59bd 100644 --- a/src/SMAPI/Framework/Content/AssetEditOperation.cs +++ b/src/SMAPI/Framework/Content/AssetEditOperation.cs @@ -8,5 +8,5 @@ namespace StardewModdingAPI.Framework.Content /// <param name="Priority">If there are multiple edits that apply to the same asset, the priority with which this one should be applied.</param> /// <param name="OnBehalfOf">The content pack on whose behalf the edit is being applied, if any.</param> /// <param name="ApplyEdit">Apply the edit to an asset.</param> - internal record AssetEditOperation(IModMetadata Mod, AssetEditPriority Priority, IModMetadata? OnBehalfOf, Action<IAssetData> ApplyEdit); + internal readonly record struct AssetEditOperation(IModMetadata Mod, AssetEditPriority Priority, IModMetadata? OnBehalfOf, Action<IAssetData> ApplyEdit); } diff --git a/src/SMAPI/Framework/Content/AssetLoadOperation.cs b/src/SMAPI/Framework/Content/AssetLoadOperation.cs index 7af07dfd..58886849 100644 --- a/src/SMAPI/Framework/Content/AssetLoadOperation.cs +++ b/src/SMAPI/Framework/Content/AssetLoadOperation.cs @@ -8,5 +8,5 @@ namespace StardewModdingAPI.Framework.Content /// <param name="Priority">If there are multiple loads that apply to the same asset, the priority with which this one should be applied.</param> /// <param name="OnBehalfOf">The content pack on whose behalf the asset is being loaded, if any.</param> /// <param name="GetData">Load the initial value for an asset.</param> - internal record AssetLoadOperation(IModMetadata Mod, IModMetadata? OnBehalfOf, AssetLoadPriority Priority, Func<IAssetInfo, object> GetData); + internal readonly record struct AssetLoadOperation(IModMetadata Mod, IModMetadata? OnBehalfOf, AssetLoadPriority Priority, Func<IAssetInfo, object> GetData); } diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index df7bdc59..a8c70356 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -172,7 +172,7 @@ namespace StardewModdingAPI.Framework.ContentManagers where T : notnull { // find matching loader - AssetLoadOperation? loader = null; + AssetLoadOperation loader = default; if (loadOperations?.Count > 0) { if (!this.AssertMaxOneRequiredLoader(info, loadOperations, out string? error)) @@ -183,7 +183,7 @@ namespace StardewModdingAPI.Framework.ContentManagers loader = loadOperations.OrderByDescending(p => p.Priority).FirstOrDefault(); } - if (loader == null) + if (loader.Mod == null) // aka, this is default. return null; // fetch asset from loader |