Add parallelization to transform calculation

This commit is contained in:
Yousef Khadadeh 2026-01-31 14:03:00 +03:00
parent 726368fd6f
commit e750d857da
3 changed files with 43 additions and 21 deletions

View file

@ -2,6 +2,7 @@
#include "DrawingProgram.hpp"
#include "../World.hpp"
#include "../MainProgram.hpp"
#include "Helpers/Parallel.hpp"
#include "Layers/DrawingProgramLayerManager.hpp"
#ifdef USE_SKIA_BACKEND_GRAPHITE
@ -424,8 +425,10 @@ void DrawingProgramCache::draw_components_to_canvas(SkCanvas* canvas, const Draw
}
}
}
if(node) // Not the "unsorted components" node (which is nullptr)
if(node && node->coords.inverseScale > (drawData.cam.c.inverseScale >> CanvasComponentContainer::COMP_MIN_SHIFT_BEFORE_DISAPPEAR)) // Not the "unsorted components" node (which is nullptr)
uncachedNodes.emplace_back(node);
else
return false;
return true;
});
@ -448,21 +451,35 @@ void DrawingProgramCache::recursive_draw_layer_item_to_canvas(const DrawingProgr
}
else {
std::vector<CanvasComponentContainer::ObjInfo*> compsToDraw;
for(auto& c : unsortedComponents) {
if(c->obj->parentLayer == &layerListItem && (!drawBounds.has_value() || SCollision::collide(drawBounds.value(), c->obj->get_world_bounds())))
compsToDraw.emplace_back(c);
}
parallel_loop_container(nodesToDraw, [&](auto& node) {
std::for_each(node->components.begin(), node->components.end(), [&](auto& c) {
if(c->obj->parentLayer == &layerListItem && (!drawBounds.has_value() || SCollision::collide(drawBounds.value(), c->obj->get_world_bounds())) && c->obj->should_draw(drawData))
c->obj->transformHolder = c->obj->calculate_draw_transform(drawData);
else
c->obj->transformHolder = std::nullopt;
});
});
parallel_loop_container(unsortedComponents, [&](auto& c) {
if(c->obj->parentLayer == &layerListItem && (!drawBounds.has_value() || SCollision::collide(drawBounds.value(), c->obj->get_world_bounds())) && c->obj->should_draw(drawData))
c->obj->transformHolder = c->obj->calculate_draw_transform(drawData);
else
c->obj->transformHolder = std::nullopt;
});
for(auto& node : nodesToDraw) {
for(auto& c : node->components) {
if(c->obj->parentLayer == &layerListItem && (!drawBounds.has_value() || SCollision::collide(drawBounds.value(), c->obj->get_world_bounds())))
if(c->obj->transformHolder.has_value())
compsToDraw.emplace_back(c);
}
}
for(auto& c : unsortedComponents) {
if(c->obj->transformHolder.has_value())
compsToDraw.emplace_back(c);
}
std::sort(compsToDraw.begin(), compsToDraw.end(), [](auto& a, auto& b) {
return a->pos < b->pos;
});
for(auto& c : compsToDraw)
c->obj->draw(canvas, drawData);
c->obj->draw_with_transform(canvas, drawData, c->obj->transformHolder.value());
}
canvas->restore();
}