Most client code no longer needs to care about paddings at all, aside
from some very special cases involving dynamic creation of padded
sprites. So far we only have one known example of this in portrait_render().
This should let us optimize most of our sprites with autotrimming in the
future.
Additionally, support for deprecated offset_{x,y} keys in sprite files
has been removed.
- RESF_UNSAFE is removed.
- Resources that don't have to be finalized on the main thread can load
completely asynchronously.
- A thread waiting for a concurrent task to complete can start executing
that task itself if it hasn't started yet.
- Refactor the resource loading interface, add support for load-time
dependencies.
- Main-thread finalization of asynchronously loaded resources is now
spread out across multiple frames to mitigate frametime spikes.
- Remove some archaisms from the resource management code.
- Fix potential hashtable synchronization issue.
- Fix some deadlock edge cases.
- Don't spawn more worker threads than there are CPU cores (degrades
performance).
- Add TAISEI_AGGRESSIVE_PRELOAD env variable to attempt to aggressively
discover and preload every possible resource.
- Make r_texture_fill{,_region} expect optimal pixmaps, so that it's
never forced to convert them on the main thread. The optimal format may
be queried with the new r_texture_optimal_pixmap_format_for_type API.
These functions will also no longer needlessly copy the entire image
into a staging buffer - previously they did this even if no conversion
was needed.
- Other random changes to facilitate the stuff above.
The overall effect is somewhat faster load times.
Of course it's still all terrible and full of lock contention because I
suck at concurrent programming, but it's not worse than it was.
Probably.
* Implement Robin Hood hashing
This replaces the previous separate chaining implementation. This
approach is more memory-efficient, cache-friendly, and puts much less
stress on the memory allocator.
* Replace crc32 with fnva1
Also attempt to make the compiler pre-hash as much stuff as possible at
build time.
This replaces the r_mat_foo functions with specialized r_mat_{mv,tex,proj}_foo counterparts that operate explicitly on the modelview, texture, and projection matrix stacks respectively.
This adds a lower-level sprite batching API intended to reduce overhead
of bulk sprite submissions when it is known that no pipeline state needs
to be changed in-between individual sprites.
* WIP portrait faces
* character expressions for dialogue in first 3 stages (wip)
* dialog: simplified face system, new faces, script revisions (wip)
* fix wrong face name in reimu script
* cirno angry face; elly beaten variant
* render_character_portrait(): fix garbage bg and filter-bleeding
* workaround for incorrect face blending on dialog fade
* render_character_portrait(): fix bogus debug labels
* Replace sprite offsets with the more powerful paddings
* new faces for youmu, wriggle, kurumi; dialogue updates
* fix release build
* Update portraits; add Iku faces and Elly shouting face
* Add Reimu sigh face and Marisa sweat_smile face
* Add Kurumi dissatisfied face
* update Hina