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TileLayer: use shared_ptr for FrameSpec vector (#6171)

* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)

Callgrind difference

Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png

* Fix one push_back to use vector::emplace_back & optimize inclusions
This commit is contained in:
Loïc Blot 2017-07-26 20:12:48 +02:00 committed by GitHub
parent 9a17b65f26
commit 3e50850260
5 changed files with 14 additions and 14 deletions

View file

@ -631,7 +631,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
// Only use first frame of animated texture
if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
texture = tile.frames[0].texture;
texture = (*tile.frames)[0].texture;
else
texture = tile.texture;