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Reorder TileSpec. (#5591)
Put accessed members that are needed by updateFastFaceRow() all in the same cacheline.
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@ -197,22 +197,22 @@ struct FrameSpec
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struct TileSpec
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{
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TileSpec():
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texture_id(0),
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texture(NULL),
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normal_texture(NULL),
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flags_texture(NULL),
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texture_id(0),
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color(),
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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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MATERIAL_FLAG_BACKFACE_CULLING
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),
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shader_id(0),
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animation_frame_count(1),
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animation_frame_length_ms(0),
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rotation(0),
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has_color(false),
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color(),
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emissive_light(0)
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emissive_light(0),
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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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{
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}
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@ -285,29 +285,32 @@ struct TileSpec
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}
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}
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u32 texture_id;
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// ordered for performance! please do not reorder unless you pahole it first.
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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 texture_id;
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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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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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// Animation parameters
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u8 animation_frame_count;
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u16 animation_frame_length_ms;
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std::vector<FrameSpec> frames;
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u8 rotation;
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//! If true, the tile has its own color.
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bool has_color;
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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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//! This much light does the tile emit.
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u8 emissive_light;
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u32 shader_id;
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video::ITexture *normal_texture;
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// cacheline (64)
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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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#endif
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