Files
Bubberstation/code/controllers/subsystem/icon_smooth.dm
SkyratBot 8eeeeeb60d [MIRROR] Micro-optimize icon smoothing subsystem, cutting down more than 50% of its init time (about .8s drop on local, more on prod) [MDB IGNORE] (#17929)
* Micro-optimize icon smoothing subsystem, cutting down more than 50% of its init time (about .8s drop on local, more on prod) (#69741)

With atoms now being 50% of the init time instead of ~80%, I've decided to poke around other subsystems.

Unfortunately they're not straight forward at all and extremely boring. bitmask_smooth() in particular is just a big proc that is called ~60k times, so I made some adjustments to its macro to reduce ops.

I removed code that looped over two entire Z-levels to find things to smooth, added by e2dd404, at a time before the initialize system. This doesn't have huge gains since it just defers to the queue anyway, but it still shaved off 0.1-0.2s on local.

I removed update_appearance(~UPDATE_SMOOTHING) from something since the person who added it doesn't remember why and it doesn't appear to do anything. Lemon thinks it's something to do with emissives, but I tested with neon carpet and it seemed to work fine.

* Micro-optimize icon smoothing subsystem, cutting down more than 50% of its init time (about .8s drop on local, more on prod)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-06 20:38:17 +00:00

72 lines
2.0 KiB
Plaintext

SUBSYSTEM_DEF(icon_smooth)
name = "Icon Smoothing"
init_order = INIT_ORDER_ICON_SMOOTHING
wait = 1
priority = FIRE_PRIOTITY_SMOOTHING
flags = SS_TICKER
///Blueprints assemble an image of what pipes/manifolds/wires look like on initialization, and thus should be taken after everything's been smoothed
var/list/blueprint_queue = list()
var/list/smooth_queue = list()
var/list/deferred = list()
/datum/controller/subsystem/icon_smooth/fire()
var/list/smooth_queue_cache = smooth_queue
while(length(smooth_queue_cache))
var/atom/smoothing_atom = smooth_queue_cache[length(smooth_queue_cache)]
smooth_queue_cache.len--
if(QDELETED(smoothing_atom) || !(smoothing_atom.smoothing_flags & SMOOTH_QUEUED))
continue
if(smoothing_atom.flags_1 & INITIALIZED_1)
smoothing_atom.smooth_icon()
else
deferred += smoothing_atom
if (MC_TICK_CHECK)
return
if (!length(smooth_queue_cache))
if (deferred.len)
smooth_queue = deferred
deferred = smooth_queue_cache
else
can_fire = FALSE
/datum/controller/subsystem/icon_smooth/Initialize()
var/list/queue = smooth_queue
smooth_queue = list()
while(length(queue))
var/atom/smoothing_atom = queue[length(queue)]
queue.len--
if(QDELETED(smoothing_atom) || !(smoothing_atom.smoothing_flags & SMOOTH_QUEUED) || !smoothing_atom.z)
continue
smoothing_atom.smooth_icon()
CHECK_TICK
queue = blueprint_queue
blueprint_queue = null
for(var/atom/movable/movable_item as anything in queue)
if(!isturf(movable_item.loc))
continue
var/turf/item_loc = movable_item.loc
item_loc.add_blueprints(movable_item)
return SS_INIT_SUCCESS
/datum/controller/subsystem/icon_smooth/proc/add_to_queue(atom/thing)
if(thing.smoothing_flags & SMOOTH_QUEUED)
return
thing.smoothing_flags |= SMOOTH_QUEUED
smooth_queue += thing
if(!can_fire)
can_fire = TRUE
/datum/controller/subsystem/icon_smooth/proc/remove_from_queues(atom/thing)
thing.smoothing_flags &= ~SMOOTH_QUEUED
smooth_queue -= thing
if(blueprint_queue)
blueprint_queue -= thing
deferred -= thing