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-rw-r--r--src/SMAPI/Framework/Content/AssetDataForImage.cs36
-rw-r--r--src/SMAPI/Framework/Content/AssetEditOperation.cs2
-rw-r--r--src/SMAPI/Framework/Content/AssetLoadOperation.cs2
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs4
4 files changed, 21 insertions, 23 deletions
diff --git a/src/SMAPI/Framework/Content/AssetDataForImage.cs b/src/SMAPI/Framework/Content/AssetDataForImage.cs
index 5016bcd4..5f175217 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[] trimmedSourceData;
+ Color[] sourceData;
{
int areaX = sourceArea.Value.X;
int areaY = sourceArea.Value.Y;
@@ -49,42 +49,40 @@ namespace StardewModdingAPI.Framework.Content
if (areaX == 0 && areaY == 0 && areaWidth == source.Width && areaHeight == source.Height)
{
- trimmedSourceData = source.Data;
- this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
+ sourceData = source.Data;
+ this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
}
else
{
int pixelCount = areaWidth * areaHeight;
- trimmedSourceData = ArrayPool<Color>.Shared.Rent(pixelCount);
+ sourceData = ArrayPool<Color>.Shared.Rent(pixelCount);
- // 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)
+ if (areaX == 0 && areaWidth == source.Width)
{
- int sourceIndex = areaY * source.Width;
+ // shortcut copying because the area to copy is contiguous. This is
+ // probably uncommon, but Array.Copy benefits a lot.
+
+ int sourceIndex = areaY * areaWidth;
int targetIndex = 0;
+ Array.Copy(source.Data, sourceIndex, sourceData, targetIndex, areaWidth);
- Array.Copy(source.Data, sourceIndex, trimmedSourceData, targetIndex, pixelCount);
}
else
{
- // copying line-by-line
- // Array.Copy isn't great at small scale
+ // slower copying, line by line
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);
+ Array.Copy(source.Data, sourceIndex, sourceData, targetIndex, areaWidth);
}
}
// apply
- this.PatchImageImpl(trimmedSourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
+ this.PatchImageImpl(sourceData, source.Width, source.Height, sourceArea.Value, targetArea.Value, patchMode);
// return
- ArrayPool<Color>.Shared.Return(trimmedSourceData);
+ ArrayPool<Color>.Shared.Return(sourceData);
}
}
}
@@ -176,9 +174,9 @@ namespace StardewModdingAPI.Framework.Content
// merge pixels
for (int i = 0; i < pixelCount; i++)
{
- // should probably benchmark this...
- ref Color above = ref sourceData[i];
- ref Color below = ref mergedData[i];
+ // ref locals here? Not sure.
+ Color above = sourceData[i];
+ Color below = 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 893f59bd..11b8811b 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 readonly record struct AssetEditOperation(IModMetadata Mod, AssetEditPriority Priority, IModMetadata? OnBehalfOf, Action<IAssetData> ApplyEdit);
+ internal record 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 58886849..7af07dfd 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 readonly record struct AssetLoadOperation(IModMetadata Mod, IModMetadata? OnBehalfOf, AssetLoadPriority Priority, Func<IAssetInfo, object> GetData);
+ internal record 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 a8c70356..df7bdc59 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 = default;
+ AssetLoadOperation? loader = null;
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.Mod == null) // aka, this is default.
+ if (loader == null)
return null;
// fetch asset from loader