Optimize TileRenderer tile image sorting #30
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This contains three main changes:
TileImages directly, we'll leave them unmodified and sort pointers to them instead. This makes the actual sorting much faster, since it only has to swap a pair of pointers after each comparison instead of a 56-byte class with a non-trivial move assignment operator.std::sort()is now invoked separately for each of the sort modes, allowing the comparator to be inlined into the sorting codetile_imagesvector when filling it. This mitigates that by reserving a generous amount of space ahead of time, and also keeps track of the global maximum number of images per tile encountered so far.These three optimizations reduce the total render time of a simple map by ~15% on my machine.
I've also replaced
boost::container::vectorwithstd::vectorjust to shave off an#include.