Five optimizations measured on the 100k-entity stress scene (Release, vsync off): 103 FPS baseline -> 297 FPS. - Sprite submission and vertex building run on all cores above Renderer2DOptions.ParallelThreshold (default 8192). Work is sliced into 4096-entity segments: a Friflo chunk holds a whole archetype, so per-chunk parallelism degenerates to one thread. Segments merge in deterministic order, preserving radix sort stability. - Vertex buffer is ring-written with SetDataOptions.NoOverwrite (GPU buffer 2x frame size); Discard only on wrap-around. - Texture2DRegion precomputes UVs - four float divisions per sprite per frame removed. - Renderer2D exposes per-phase timings (submit/sort/build/upload/draw), shown in the sample HUD - all further optimization is data-driven. - Sample BounceSystem parallelized the same segmented way. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
472 lines
16 KiB
C#
472 lines
16 KiB
C#
using System.Diagnostics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace MrGameEng.Graphics;
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/// <summary>
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/// The engine's 2D renderer: a sprite batcher over dynamic vertex buffers.
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/// Per frame: <see cref="BeginFrame"/> (camera) → <see cref="Submit"/> per sprite (with culling)
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/// → <see cref="EndFrame"/> (stable sort layer → depth → texture, build vertices, issue draw calls).
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/// Above <see cref="Renderer2DOptions.ParallelThreshold"/> sprites, submission and vertex
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/// building run on all cores; the vertex buffer is ring-written (NoOverwrite) to avoid GPU stalls.
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/// Registered as a service; scenes attach it via <c>scene.UseRenderer2D()</c>.
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/// </summary>
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public sealed class Renderer2D : IDisposable
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{
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private const int MaxQuadsPerDraw = 8192;
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private const int ParallelBlock = 4096;
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private static readonly int VertexStride = VertexPositionColorTexture.VertexDeclaration.VertexStride;
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/// <summary>Render layer registry. Register layers before the first frame.</summary>
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public LayerRegistry Layers { get; } = new();
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/// <summary>Camera state of the current frame. Valid between BeginFrame and the next BeginFrame.</summary>
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public CameraState Camera { get; private set; }
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/// <summary>Draw calls issued by the last <see cref="EndFrame"/>.</summary>
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public int DrawCalls { get; private set; }
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/// <summary>Sprites accepted by <see cref="Submit"/> this frame.</summary>
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public int SubmittedSprites { get; private set; }
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/// <summary>Sprites rejected by culling this frame.</summary>
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public int CulledSprites { get; private set; }
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/// <summary>Milliseconds spent submitting sprites (BeginFrame → EndFrame) last frame.</summary>
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public float SubmitMs { get; private set; }
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/// <summary>Milliseconds spent sorting last frame.</summary>
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public float SortMs { get; private set; }
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/// <summary>Milliseconds spent building vertices last frame.</summary>
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public float BuildMs { get; private set; }
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/// <summary>Milliseconds spent uploading vertices to the GPU last frame.</summary>
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public float UploadMs { get; private set; }
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/// <summary>Milliseconds spent issuing draw calls last frame.</summary>
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public float DrawMs { get; private set; }
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private readonly GraphicsDevice _device;
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private readonly Renderer2DOptions _options;
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private readonly SpriteBatcher _batcher;
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private readonly BasicEffect _effect;
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private readonly IndexBuffer _indexBuffer;
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private DynamicVertexBuffer _vertexBuffer;
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private VertexPositionColorTexture[] _vertices;
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private CameraState _screenCamera;
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private bool _begun;
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private long _submitStartTimestamp;
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private int _ringCursor;
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private int _ringBaseVertex;
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/// <summary>Creates the renderer. One instance per game is enough.</summary>
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public Renderer2D(GraphicsDevice device, Renderer2DOptions? options = null)
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{
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_device = device;
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_options = options ?? new Renderer2DOptions();
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_batcher = new SpriteBatcher(_options.InitialCapacity);
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_vertices = new VertexPositionColorTexture[_options.InitialCapacity * 4];
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_vertexBuffer = new DynamicVertexBuffer(
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device, VertexPositionColorTexture.VertexDeclaration, _vertices.Length * 2, BufferUsage.WriteOnly);
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_effect = new BasicEffect(device)
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{
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TextureEnabled = true,
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VertexColorEnabled = true,
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World = Matrix.Identity,
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};
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_indexBuffer = CreateQuadIndexBuffer(device);
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}
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internal int ParallelThreshold => _options.ParallelThreshold;
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/// <summary>Begins a frame with the given camera. Called by <see cref="CameraSystem"/>.</summary>
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public void BeginFrame(in Camera camera)
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{
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var (virtualW, virtualH, mapping) = ResolveVirtualResolution();
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Camera = CameraMath.Compute(camera, virtualW, virtualH, mapping);
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_screenCamera = CameraMath.Compute(
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new Camera(new Vector2(virtualW / 2f, virtualH / 2f)), virtualW, virtualH, mapping);
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_batcher.Clear();
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SubmittedSprites = 0;
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CulledSprites = 0;
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_begun = true;
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_submitStartTimestamp = Stopwatch.GetTimestamp();
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}
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/// <summary>
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/// Begins a frame with a default camera that shows the world origin at the top-left
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/// corner of the screen. Used when the scene has no camera entity.
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/// </summary>
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public void BeginFrameWithDefaultCamera()
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{
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var (virtualW, virtualH, _) = ResolveVirtualResolution();
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var camera = new Camera(new Vector2(virtualW / 2f, virtualH / 2f));
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BeginFrame(in camera);
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}
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/// <summary>Submits one sprite. Invisible sprites (outside the camera) are culled here.</summary>
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public void Submit(in Transform2D transform, in Sprite sprite)
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{
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EnsureBegun();
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switch (TryBuildInstance(in transform, in sprite, out var instance, out var key))
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{
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case SubmitResult.Visible:
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_batcher.Submit(in instance, key);
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SubmittedSprites++;
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break;
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case SubmitResult.Culled:
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CulledSprites++;
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break;
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}
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}
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/// <summary>Sorts, builds vertices and issues draw calls. Called by <see cref="RenderFlushSystem"/>.</summary>
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public void EndFrame()
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{
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EnsureBegun();
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_begun = false;
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DrawCalls = 0;
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var submitEnd = Stopwatch.GetTimestamp();
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SubmitMs = ToMs(submitEnd - _submitStartTimestamp);
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SortMs = 0f;
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BuildMs = 0f;
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UploadMs = 0f;
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DrawMs = 0f;
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_batcher.Sort();
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var count = _batcher.Count;
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var sortEnd = Stopwatch.GetTimestamp();
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SortMs = ToMs(sortEnd - submitEnd);
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if (count == 0)
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{
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return;
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}
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var order = _batcher.SortedOrder;
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EnsureVertexCapacity(count * 4);
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if (count >= _options.ParallelThreshold)
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{
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var blocks = (count + ParallelBlock - 1) / ParallelBlock;
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Parallel.For(0, blocks, block =>
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{
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var end = Math.Min((block + 1) * ParallelBlock, count);
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for (var i = block * ParallelBlock; i < end; i++)
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{
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BuildVertex(order, i);
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}
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});
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}
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else
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{
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for (var i = 0; i < count; i++)
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{
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BuildVertex(order, i);
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}
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}
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var buildEnd = Stopwatch.GetTimestamp();
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BuildMs = ToMs(buildEnd - sortEnd);
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// Кольцевая запись: NoOverwrite не заставляет GPU ждать предыдущий кадр;
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// Discard только на перемотке кольца.
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var vertexCount = count * 4;
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SetDataOptions hint;
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if (_ringCursor + vertexCount <= _vertexBuffer.VertexCount)
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{
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_ringBaseVertex = _ringCursor;
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hint = SetDataOptions.NoOverwrite;
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}
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else
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{
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_ringBaseVertex = 0;
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hint = SetDataOptions.Discard;
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}
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_vertexBuffer.SetData(_ringBaseVertex * VertexStride, _vertices, 0, vertexCount, VertexStride, hint);
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_ringCursor = _ringBaseVertex + vertexCount;
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var uploadEnd = Stopwatch.GetTimestamp();
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UploadMs = ToMs(uploadEnd - buildEnd);
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_device.BlendState = BlendState.AlphaBlend;
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_device.SamplerStates[0] = _options.Sampler;
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_device.DepthStencilState = DepthStencilState.None;
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_device.RasterizerState = RasterizerState.CullNone;
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_device.SetVertexBuffer(_vertexBuffer);
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_device.Indices = _indexBuffer;
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DrawBatches(order, count);
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DrawMs = ToMs(Stopwatch.GetTimestamp() - uploadEnd);
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}
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/// <summary>Converts a physical screen point to world coordinates using the current camera.</summary>
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public Vector2 ScreenToWorld(Vector2 screen) => Camera.ScreenToWorld(screen);
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/// <summary>Converts a world point to physical screen coordinates using the current camera.</summary>
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public Vector2 WorldToScreen(Vector2 world) => Camera.WorldToScreen(world);
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/// <inheritdoc />
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public void Dispose()
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{
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_effect.Dispose();
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_vertexBuffer.Dispose();
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_indexBuffer.Dispose();
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}
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// --- Параллельная по-чанковая подача (используется SpriteRenderSystem выше порога) ----
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internal void BeginChunkedSubmit(ReadOnlySpan<int> chunkLengths)
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{
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EnsureBegun();
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_batcher.BeginChunks(chunkLengths);
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}
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internal SpriteChunkWriter GetChunkWriter(int chunkIndex) => _batcher.GetChunkWriter(chunkIndex);
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internal void SubmitInto(ref SpriteChunkWriter writer, in Transform2D transform, in Sprite sprite)
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{
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switch (TryBuildInstance(in transform, in sprite, out var instance, out var key))
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{
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case SubmitResult.Visible:
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writer.Add(in instance, key);
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break;
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case SubmitResult.Culled:
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writer.AddCulled();
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break;
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}
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}
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internal void EndChunk(int chunkIndex, in SpriteChunkWriter writer) => _batcher.EndChunk(chunkIndex, in writer);
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internal void CommitChunkedSubmit()
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{
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SubmittedSprites += _batcher.CommitChunks();
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CulledSprites += _batcher.LastChunkCulled;
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}
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private enum SubmitResult
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{
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Skipped,
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Culled,
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Visible,
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}
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private SubmitResult TryBuildInstance(
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in Transform2D transform, in Sprite sprite, out SpriteInstance instance, out ulong key)
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{
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instance = default;
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key = 0;
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if (sprite.Region is not { } region)
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{
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return SubmitResult.Skipped;
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}
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var layer = Layers[sprite.Layer];
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var (center, radius) = CullingMath.SpriteBoundingCircle(in transform, region, sprite.Origin);
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if (layer.Space == LayerSpace.World &&
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!CullingMath.CircleIntersectsRect(center, radius, Camera.CullRect))
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{
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return SubmitResult.Culled;
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}
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var depth = layer.SortMode == LayerSortMode.YSort ? center.Y : sprite.Depth;
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instance = new SpriteInstance
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{
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Region = region,
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Center = center,
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HalfSize = new Vector2(region.Width * transform.Scale.X, region.Height * transform.Scale.Y) / 2f,
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Rotation = transform.Rotation,
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Color = sprite.Color,
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Flip = sprite.Flip,
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Layer = sprite.Layer.Value,
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};
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key = SpriteSortKey.Make(sprite.Layer.Value, depth, region.TextureSortKey);
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return SubmitResult.Visible;
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}
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private void EnsureBegun()
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{
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if (!_begun)
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{
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throw new InvalidOperationException(
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"Renderer used outside BeginFrame/EndFrame (is CameraSystem registered first?).");
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}
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}
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private (int Width, int Height, ViewportMapping Mapping) ResolveVirtualResolution()
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{
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var viewport = _device.Viewport;
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if (_options.VirtualResolution is not { } virtualSize)
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{
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return (viewport.Width, viewport.Height, ViewportMapping.Identity);
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}
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return (virtualSize.X, virtualSize.Y,
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CameraMath.ComputeMapping(viewport.Width, viewport.Height, virtualSize.X, virtualSize.Y));
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}
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private void BuildVertex(int[] order, int i)
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{
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ref readonly var instance = ref _batcher[order[i]];
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var region = instance.Region;
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var u0 = region.U0;
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var v0 = region.V0;
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var u1 = region.U1;
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var v1 = region.V1;
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if ((instance.Flip & SpriteFlip.X) != 0)
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{
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(u0, u1) = (u1, u0);
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}
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if ((instance.Flip & SpriteFlip.Y) != 0)
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{
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(v0, v1) = (v1, v0);
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}
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Vector2 rx, ry;
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if (instance.Rotation == 0f)
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{
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rx = new Vector2(instance.HalfSize.X, 0f);
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ry = new Vector2(0f, instance.HalfSize.Y);
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}
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else
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{
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var (sin, cos) = MathF.SinCos(instance.Rotation);
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rx = new Vector2(instance.HalfSize.X * cos, instance.HalfSize.X * sin);
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ry = new Vector2(-instance.HalfSize.Y * sin, instance.HalfSize.Y * cos);
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}
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var center = instance.Center;
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var vertex = i * 4;
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_vertices[vertex + 0] = Vertex(center - rx - ry, instance.Color, u0, v0);
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_vertices[vertex + 1] = Vertex(center + rx - ry, instance.Color, u1, v0);
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_vertices[vertex + 2] = Vertex(center - rx + ry, instance.Color, u0, v1);
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_vertices[vertex + 3] = Vertex(center + rx + ry, instance.Color, u1, v1);
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}
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private void DrawBatches(int[] order, int count)
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{
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var batchStart = 0;
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ref readonly var first = ref _batcher[order[0]];
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var currentTexture = first.Region.Texture;
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var currentLayer = first.Layer;
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ApplyLayerMatrices(currentLayer);
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for (var i = 1; i <= count; i++)
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{
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Texture2D? texture = null;
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byte layer = 0;
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if (i < count)
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{
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ref readonly var instance = ref _batcher[order[i]];
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texture = instance.Region.Texture;
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layer = instance.Layer;
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if (ReferenceEquals(texture, currentTexture) && layer == currentLayer)
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{
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continue;
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}
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}
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DrawRange(currentTexture, batchStart, i - batchStart);
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batchStart = i;
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if (i < count)
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{
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currentTexture = texture!;
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if (layer != currentLayer)
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{
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currentLayer = layer;
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ApplyLayerMatrices(currentLayer);
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}
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}
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}
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}
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private void ApplyLayerMatrices(byte layer)
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{
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var state = Layers[new LayerId(layer)].Space == LayerSpace.Screen ? _screenCamera : Camera;
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_effect.View = state.View;
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_effect.Projection = state.Projection;
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}
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private void DrawRange(Texture2D texture, int firstQuad, int quadCount)
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{
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_effect.Texture = texture;
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while (quadCount > 0)
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{
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var quads = Math.Min(quadCount, MaxQuadsPerDraw);
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foreach (var pass in _effect.CurrentTechnique.Passes)
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{
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pass.Apply();
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_device.DrawIndexedPrimitives(
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PrimitiveType.TriangleList, _ringBaseVertex + firstQuad * 4, 0, quads * 2);
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DrawCalls++;
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}
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firstQuad += quads;
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quadCount -= quads;
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}
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}
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private void EnsureVertexCapacity(int vertexCount)
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{
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if (_vertices.Length < vertexCount)
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{
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var capacity = _vertices.Length;
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while (capacity < vertexCount)
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{
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capacity *= 2;
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}
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_vertices = new VertexPositionColorTexture[capacity];
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}
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// GPU-буфер держим вдвое больше CPU-массива — кольцу нужен запас,
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// чтобы NoOverwrite срабатывал чаще, чем Discard.
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var wantedBuffer = _vertices.Length * 2;
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if (_vertexBuffer.VertexCount < wantedBuffer)
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{
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_vertexBuffer.Dispose();
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_vertexBuffer = new DynamicVertexBuffer(
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_device, VertexPositionColorTexture.VertexDeclaration, wantedBuffer, BufferUsage.WriteOnly);
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_ringCursor = 0;
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}
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}
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private static float ToMs(long timestampDelta) => (float)timestampDelta * 1000f / Stopwatch.Frequency;
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private static VertexPositionColorTexture Vertex(Vector2 position, Color color, float u, float v) =>
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new(new Vector3(position, 0f), color, new Vector2(u, v));
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private static IndexBuffer CreateQuadIndexBuffer(GraphicsDevice device)
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{
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var indices = new ushort[MaxQuadsPerDraw * 6];
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for (var quad = 0; quad < MaxQuadsPerDraw; quad++)
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{
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var vertex = quad * 4;
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var index = quad * 6;
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indices[index + 0] = (ushort)(vertex + 0);
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indices[index + 1] = (ushort)(vertex + 1);
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indices[index + 2] = (ushort)(vertex + 2);
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indices[index + 3] = (ushort)(vertex + 2);
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indices[index + 4] = (ushort)(vertex + 1);
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indices[index + 5] = (ushort)(vertex + 3);
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}
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var buffer = new IndexBuffer(device, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
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buffer.SetData(indices);
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return buffer;
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}
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}
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