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Reorder TileLayer. (#5638)
Despite the split of TileSpec into TileDef and TileLayer, the TileLayer struct is still 66 bytes large, and doesn't fit in a single cacheline. I'm moving the color member to cacheline 2, in the hope that it is less used and the compiler loads all the hot members in a single cacheline instead. Only color sits now in cacheline 2, all the other members are in cacheline 1. Note: is_color is probably rarely set, most nodes will likely not use hardware coloring, but this may change in the future. Ideally, this class is shrunk to 64 bytes.
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@ -201,8 +201,12 @@ struct TileLayer
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{
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TileLayer():
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texture(NULL),
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normal_texture(NULL),
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flags_texture(NULL),
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shader_id(0),
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texture_id(0),
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color(),
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animation_frame_length_ms(0),
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animation_frame_count(1),
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material_type(TILE_MATERIAL_BASIC),
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material_flags(
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//0 // <- DEBUG, Use the one below
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@ -210,12 +214,8 @@ struct TileLayer
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MATERIAL_FLAG_TILEABLE_HORIZONTAL|
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MATERIAL_FLAG_TILEABLE_VERTICAL
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),
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shader_id(0),
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normal_texture(NULL),
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flags_texture(NULL),
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animation_frame_length_ms(0),
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animation_frame_count(1),
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has_color(false)
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has_color(false),
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color()
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{
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}
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@ -286,27 +286,32 @@ struct TileLayer
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&& (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
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}
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// Ordered for size, please do not reorder
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video::ITexture *texture;
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video::ITexture *normal_texture;
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video::ITexture *flags_texture;
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u32 shader_id;
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u32 texture_id;
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u16 animation_frame_length_ms;
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u8 animation_frame_count;
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u8 material_type;
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u8 material_flags;
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//! If true, the tile has its own color.
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bool has_color;
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std::vector<FrameSpec> frames;
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/*!
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* The color of the tile, or if the tile does not own
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* a color then the color of the node owning this tile.
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*/
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video::SColor color;
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// Material parameters
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u8 material_type;
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u8 material_flags;
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u32 shader_id;
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video::ITexture *normal_texture;
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video::ITexture *flags_texture;
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// Animation parameters
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u16 animation_frame_length_ms;
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u8 animation_frame_count;
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//! If true, the tile has its own color.
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bool has_color;
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std::vector<FrameSpec> frames;
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};
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/*!
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