performance improvements

This commit is contained in:
Anthony Samms
2026-01-15 13:16:18 -05:00
parent 0fa765e58b
commit 29d3fdd289
9 changed files with 211 additions and 94 deletions

View File

@@ -297,7 +297,7 @@ def draw_fps(last_fps: int):
elif last_fps < 60:
pyray.draw_text_ex(global_data.font, f'{last_fps} FPS', (pos, pos), pos, 1, pyray.YELLOW)
else:
pyray.draw_text_ex(global_data.font, f'{last_fps} FPS', (pos, pos), pos, 1, pyray.LIME)
pyray.draw_text_ex(pyray.get_font_default(), f'{last_fps} FPS', (pos, pos), pos, 1, pyray.LIME)
def draw_outer_border(screen_width: int, screen_height: int, last_color: pyray.Color):
pyray.draw_rectangle(-screen_width, 0, screen_width, screen_height, last_color)

View File

@@ -64,7 +64,7 @@ device_type = 0
sample_rate = 44100
# buffer_size: Size in samples per audio buffer
# - 0 = let driver choose (may result in very small buffers with ASIO, typically 64)
buffer_size = 32
buffer_size = 128
[volume]
sound = 1.0

View File

@@ -84,6 +84,22 @@ class BaseAnimation():
self.restart()
self.pause()
def copy(self):
"""Create a copy of the animation with reset state."""
new_anim = self.__class__.__new__(self.__class__)
new_anim.duration = self.duration
new_anim.delay = self.delay_saved
new_anim.delay_saved = self.delay_saved
new_anim.start_ms = get_current_ms()
new_anim.is_finished = False
new_anim.attribute = 0
new_anim.is_started = False
new_anim.is_reversing = False
new_anim.unlocked = False
new_anim.loop = self.loop
new_anim.lock_input = self.lock_input
return new_anim
def _ease_in(self, progress: float, ease_type: str) -> float:
if ease_type == "quadratic":
return progress * progress
@@ -133,6 +149,20 @@ class FadeAnimation(BaseAnimation):
self.final_opacity = self.final_opacity_saved
self.attribute = self.initial_opacity
def copy(self):
"""Create a copy of the fade animation with reset state."""
new_anim = super().copy()
new_anim.initial_opacity = self.initial_opacity_saved
new_anim.initial_opacity_saved = self.initial_opacity_saved
new_anim.final_opacity = self.final_opacity_saved
new_anim.final_opacity_saved = self.final_opacity_saved
new_anim.ease_in = self.ease_in
new_anim.ease_out = self.ease_out
new_anim.reverse_delay = self.reverse_delay_saved
new_anim.reverse_delay_saved = self.reverse_delay_saved
new_anim.attribute = self.initial_opacity_saved
return new_anim
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
@@ -181,6 +211,20 @@ class MoveAnimation(BaseAnimation):
self.start_position = self.start_position_saved
self.attribute = self.start_position
def copy(self):
"""Create a copy of the move animation with reset state."""
new_anim = super().copy()
new_anim.reverse_delay = self.reverse_delay_saved
new_anim.reverse_delay_saved = self.reverse_delay_saved
new_anim.total_distance = self.total_distance_saved
new_anim.total_distance_saved = self.total_distance_saved
new_anim.start_position = self.start_position_saved
new_anim.start_position_saved = self.start_position_saved
new_anim.ease_in = self.ease_in
new_anim.ease_out = self.ease_out
new_anim.attribute = self.start_position_saved
return new_anim
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
@@ -217,6 +261,13 @@ class TextureChangeAnimation(BaseAnimation):
super().reset()
self.attribute = self.textures[0][2]
def copy(self):
"""Create a copy of the texture change animation with reset state."""
new_anim = super().copy()
new_anim.textures = self.textures # List of tuples, can be shared
new_anim.attribute = self.textures[0][2]
return new_anim
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
@@ -234,6 +285,10 @@ class TextureChangeAnimation(BaseAnimation):
self.is_finished = True
class TextStretchAnimation(BaseAnimation):
def copy(self):
"""Create a copy of the text stretch animation with reset state."""
return super().copy()
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
@@ -275,6 +330,20 @@ class TextureResizeAnimation(BaseAnimation):
self.initial_size = self.initial_size_saved
self.final_size = self.final_size_saved
def copy(self):
"""Create a copy of the texture resize animation with reset state."""
new_anim = super().copy()
new_anim.initial_size = self.initial_size_saved
new_anim.initial_size_saved = self.initial_size_saved
new_anim.final_size = self.final_size_saved
new_anim.final_size_saved = self.final_size_saved
new_anim.reverse_delay = self.reverse_delay_saved
new_anim.reverse_delay_saved = self.reverse_delay_saved
new_anim.ease_in = self.ease_in
new_anim.ease_out = self.ease_out
new_anim.attribute = self.initial_size_saved
return new_anim
def update(self, current_time_ms: float) -> None:
if not self.is_started:

View File

@@ -92,6 +92,7 @@ ffi.cdef("""
void resume_music_stream(music music);
void stop_music_stream(music music);
void seek_music_stream(music music, float position);
bool music_stream_needs_update(music music);
void update_music_stream(music music);
bool is_music_stream_playing(music music);
void set_music_volume(music music, float volume);
@@ -359,11 +360,19 @@ class AudioEngine:
else:
logger.warning(f"Music stream {name} not found")
def update_music_stream(self, name: str) -> None:
"""Update a music stream"""
def music_stream_needs_update(self, name: str) -> bool:
"""Check if a music stream needs updating (buffers need refilling)"""
if name in self.music_streams:
music = self.music_streams[name]
lib.update_music_stream(music) # type: ignore
return lib.music_stream_needs_update(music) # type: ignore
return False
def update_music_stream(self, name: str) -> None:
"""Update a music stream (only if buffers need refilling)"""
if name in self.music_streams:
music = self.music_streams[name]
if lib.music_stream_needs_update(music): # type: ignore
lib.update_music_stream(music) # type: ignore
else:
logger.warning(f"Music stream {name} not found")

View File

@@ -175,6 +175,7 @@ void pause_music_stream(music music);
void resume_music_stream(music music);
void stop_music_stream(music music);
void seek_music_stream(music music, float position);
bool music_stream_needs_update(music music);
void update_music_stream(music music);
bool is_music_stream_playing(music music);
void set_music_volume(music music, float volume);
@@ -1064,6 +1065,17 @@ void seek_music_stream(music music, float position) {
pthread_mutex_unlock(&AUDIO.System.lock);
}
bool music_stream_needs_update(music music) {
if (music.stream.buffer == NULL || music.ctxData == NULL) return false;
pthread_mutex_lock(&AUDIO.System.lock);
bool needs_update = music.stream.buffer->isSubBufferProcessed[0] ||
music.stream.buffer->isSubBufferProcessed[1];
pthread_mutex_unlock(&AUDIO.System.lock);
return needs_update;
}
void update_music_stream(music music) {
if (music.stream.buffer == NULL || music.ctxData == NULL) return;
@@ -1071,72 +1083,80 @@ void update_music_stream(music music) {
SNDFILE *sndFile = ctx->snd_file;
if (sndFile == NULL) return;
bool needs_refill[2];
pthread_mutex_lock(&AUDIO.System.lock);
needs_refill[0] = music.stream.buffer->isSubBufferProcessed[0];
needs_refill[1] = music.stream.buffer->isSubBufferProcessed[1];
pthread_mutex_unlock(&AUDIO.System.lock);
if (!needs_refill[0] && !needs_refill[1]) return;
unsigned int subBufferSizeFrames = music.stream.buffer->sizeInFrames / 2;
float *buffer_data = (float *)music.stream.buffer->data;
bool needs_resampling = (ctx->resampler != NULL);
bool needs_mono_to_stereo = (music.stream.channels == 1 && AUDIO_DEVICE_CHANNELS == 2);
unsigned int frames_to_read = subBufferSizeFrames;
if (needs_resampling) {
frames_to_read = (unsigned int)(subBufferSizeFrames / ctx->src_ratio) + 1;
}
size_t required_size = frames_to_read * music.stream.channels * sizeof(float);
if (AUDIO.System.pcmBufferSize < required_size) {
FREE(AUDIO.System.pcmBuffer);
AUDIO.System.pcmBuffer = calloc(1, required_size);
AUDIO.System.pcmBufferSize = required_size;
}
for (int i = 0; i < 2; i++) {
pthread_mutex_lock(&AUDIO.System.lock);
bool needs_refill = music.stream.buffer->isSubBufferProcessed[i];
pthread_mutex_unlock(&AUDIO.System.lock);
if (!needs_refill[i]) continue;
if (needs_refill) {
unsigned int subBufferSizeFrames = music.stream.buffer->sizeInFrames / 2;
sf_count_t frames_read = sf_readf_float(sndFile, (float*)AUDIO.System.pcmBuffer, frames_to_read);
unsigned int frames_to_read = subBufferSizeFrames;
if (ctx->resampler) {
frames_to_read = (unsigned int)(subBufferSizeFrames / ctx->src_ratio) + 1;
unsigned int subBufferOffset = i * subBufferSizeFrames * AUDIO_DEVICE_CHANNELS;
float *input_ptr = (float *)AUDIO.System.pcmBuffer;
sf_count_t frames_written = 0;
if (needs_resampling) {
spx_uint32_t in_len = frames_read;
spx_uint32_t out_len = subBufferSizeFrames;
int error = speex_resampler_process_interleaved_float(
ctx->resampler,
input_ptr,
&in_len,
buffer_data + subBufferOffset,
&out_len
);
if (error != RESAMPLER_ERR_SUCCESS) {
TRACELOG(LOG_WARNING, "Resampling failed with error: %d", error);
}
if (AUDIO.System.pcmBufferSize < frames_to_read * music.stream.channels * sizeof(float)) {
FREE(AUDIO.System.pcmBuffer);
AUDIO.System.pcmBuffer = calloc(1, frames_to_read * music.stream.channels * sizeof(float));
AUDIO.System.pcmBufferSize = frames_to_read * music.stream.channels * sizeof(float);
}
sf_count_t frames_read = sf_readf_float(sndFile, (float*)AUDIO.System.pcmBuffer, frames_to_read);
unsigned int subBufferOffset = i * subBufferSizeFrames * AUDIO_DEVICE_CHANNELS;
float *buffer_data = (float *)music.stream.buffer->data;
float *input_ptr = (float *)AUDIO.System.pcmBuffer;
sf_count_t frames_written = 0;
if (ctx->resampler) {
spx_uint32_t in_len = frames_read;
spx_uint32_t out_len = subBufferSizeFrames;
int error = speex_resampler_process_interleaved_float(
ctx->resampler,
input_ptr,
&in_len,
buffer_data + subBufferOffset,
&out_len
);
if (error != RESAMPLER_ERR_SUCCESS) {
TRACELOG(LOG_WARNING, "Resampling failed with error: %d", error);
frames_written = out_len;
} else {
if (needs_mono_to_stereo) {
for (int j = 0; j < frames_read; j++) {
buffer_data[subBufferOffset + j*2] = input_ptr[j];
buffer_data[subBufferOffset + j*2 + 1] = input_ptr[j];
}
frames_written = out_len;
} else {
if (music.stream.channels == 1 && AUDIO_DEVICE_CHANNELS == 2) {
for (int j = 0; j < frames_read; j++) {
buffer_data[subBufferOffset + j*2] = input_ptr[j];
buffer_data[subBufferOffset + j*2 + 1] = input_ptr[j];
}
} else {
memcpy(buffer_data + subBufferOffset, input_ptr, frames_read * music.stream.channels * sizeof(float));
}
frames_written = frames_read;
memcpy(buffer_data + subBufferOffset, input_ptr, frames_read * music.stream.channels * sizeof(float));
}
frames_written = frames_read;
}
if (frames_written < subBufferSizeFrames) {
unsigned int offset = subBufferOffset + (frames_written * AUDIO_DEVICE_CHANNELS);
unsigned int size = (subBufferSizeFrames - frames_written) * AUDIO_DEVICE_CHANNELS * sizeof(float);
memset(buffer_data + offset, 0, size);
}
pthread_mutex_lock(&AUDIO.System.lock);
music.stream.buffer->isSubBufferProcessed[i] = false;
pthread_mutex_unlock(&AUDIO.System.lock);
if (frames_written < subBufferSizeFrames) {
unsigned int offset = subBufferOffset + (frames_written * AUDIO_DEVICE_CHANNELS);
unsigned int size = (subBufferSizeFrames - frames_written) * AUDIO_DEVICE_CHANNELS * sizeof(float);
memset(buffer_data + offset, 0, size);
}
}
pthread_mutex_lock(&AUDIO.System.lock);
if (needs_refill[0]) music.stream.buffer->isSubBufferProcessed[0] = false;
if (needs_refill[1]) music.stream.buffer->isSubBufferProcessed[1] = false;
pthread_mutex_unlock(&AUDIO.System.lock);
}
bool is_music_stream_playing(music music) {

View File

@@ -1,4 +1,3 @@
import copy
import json
import logging
import sys
@@ -128,7 +127,7 @@ class TextureWrapper:
if index not in self.animations:
raise Exception(f"Unable to find id {index} in loaded animations")
if is_copy:
new_anim = copy.deepcopy(self.animations[index])
new_anim = self.animations[index].copy()
if self.animations[index].loop:
new_anim.start()
return new_anim

View File

@@ -175,6 +175,12 @@ class OutlinedText:
self.default_src = ray.Rectangle(0, 0, self.texture.width, self.texture.height)
self._last_outline_color = None
self._last_color = None
self._last_fade = None
self._outline_color_alloc = None
self._alpha_value = None
def _hash_text(self, text: str, font_size: int, color: ray.Color, vertical: bool):
n = hashlib.sha256()
n.update(text.encode('utf-8'))
@@ -406,30 +412,37 @@ class OutlinedText:
rotation (float): The rotation angle of the text.
fade (float): The fade factor to apply to the text.
"""
if isinstance(outline_color, tuple):
outline_color_alloc = ray.ffi.new("float[4]", [
outline_color[0] / 255.0,
outline_color[1] / 255.0,
outline_color[2] / 255.0,
outline_color[3] / 255.0
])
else:
outline_color_alloc = ray.ffi.new("float[4]", [
outline_color.r / 255.0,
outline_color.g / 255.0,
outline_color.b / 255.0,
outline_color.a / 255.0
])
ray.set_shader_value(self.shader, self.outline_color_loc, outline_color_alloc, SHADER_UNIFORM_VEC4)
if isinstance(color, tuple):
alpha_value = ray.ffi.new('float*', min(fade * 255, color[3]) / 255.0)
else:
alpha_value = ray.ffi.new('float*', min(fade * 255, color.a) / 255.0)
if self._last_outline_color != outline_color:
if isinstance(outline_color, tuple):
self._outline_color_alloc = ray.ffi.new("float[4]", [
outline_color[0] / 255.0,
outline_color[1] / 255.0,
outline_color[2] / 255.0,
outline_color[3] / 255.0
])
else:
self._outline_color_alloc = ray.ffi.new("float[4]", [
outline_color.r / 255.0,
outline_color.g / 255.0,
outline_color.b / 255.0,
outline_color.a / 255.0
])
ray.set_shader_value(self.shader, self.outline_color_loc, self._outline_color_alloc, SHADER_UNIFORM_VEC4)
self._last_outline_color = outline_color
if self._last_color != color or self._last_fade != fade:
if isinstance(color, tuple):
self._alpha_value = ray.ffi.new('float*', min(fade * 255, color[3]) / 255.0)
else:
self._alpha_value = ray.ffi.new('float*', min(fade * 255, color.a) / 255.0)
ray.set_shader_value(self.shader, self.alpha_loc, self._alpha_value, SHADER_UNIFORM_FLOAT)
self._last_color = color
self._last_fade = fade
if fade != 1.1:
final_color = ray.fade(color, fade)
else:
final_color = color
ray.set_shader_value(self.shader, self.alpha_loc, alpha_value, SHADER_UNIFORM_FLOAT)
if not self.vertical:
offset = (10 * global_tex.screen_scale)-10
else:

View File

@@ -321,10 +321,10 @@ class GameScreen(Screen):
def draw(self):
if self.movie is not None:
self.movie.draw()
elif self.background is not None:
self.background.draw()
#elif self.background is not None:
#self.background.draw()
self.player_1.draw(self.current_ms, self.start_ms, self.mask_shader)
self.draw_overlay()
#self.draw_overlay()
class Player:
TIMING_GOOD = 25.0250015258789
@@ -861,7 +861,8 @@ class Player:
if background is not None:
background.add_renda()
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 100, self.is_2p))
if len(self.base_score_list) < 5:
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 100, self.is_2p))
if not self.current_notes_draw:
return
if not isinstance(self.current_notes_draw[0], Drumroll):
@@ -880,7 +881,8 @@ class Player:
self.curr_balloon_count += 1
self.total_drumroll += 1
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 100, self.is_2p))
if len(self.base_score_list) < 5:
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 100, self.is_2p))
if self.curr_balloon_count == note.count:
self.is_balloon = False
note.popped = True
@@ -954,11 +956,13 @@ class Player:
big = curr_note.type == NoteType.DON_L or curr_note.type == NoteType.KAT_L
if (curr_note.hit_ms - good_window_ms) <= ms_from_start <= (curr_note.hit_ms + good_window_ms):
self.draw_judge_list.append(Judgment(Judgments.GOOD, big, self.is_2p))
if len(self.draw_judge_list) < 7:
self.draw_judge_list.append(Judgment(Judgments.GOOD, big, self.is_2p))
self.lane_hit_effect = LaneHitEffect(drum_type, Judgments.GOOD, self.is_2p)
self.good_count += 1
self.score += self.base_score
self.base_score_list.append(ScoreCounterAnimation(self.player_num, self.base_score, self.is_2p))
if len(self.base_score_list) < 5:
self.base_score_list.append(ScoreCounterAnimation(self.player_num, self.base_score, self.is_2p))
self.input_log[curr_note.index] = 'GOOD'
self.note_correct(curr_note, current_time)
if self.gauge is not None:
@@ -976,7 +980,8 @@ class Player:
self.lane_hit_effect = LaneHitEffect(drum_type, Judgments.OK, self.is_2p)
self.ok_count += 1
self.score += 10 * math.floor(self.base_score / 2 / 10)
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 10 * math.floor(self.base_score / 2 / 10), self.is_2p))
if len(self.base_score_list) < 5:
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 10 * math.floor(self.base_score / 2 / 10), self.is_2p))
self.input_log[curr_note.index] = 'OK'
self.note_correct(curr_note, current_time)
if self.gauge is not None:
@@ -1038,7 +1043,8 @@ class Player:
def spawn_hit_effects(self, drum_type: DrumType, side: Side):
self.lane_hit_effect = LaneHitEffect(drum_type, Judgments.BAD, self.is_2p) # Bad code detected...
self.draw_drum_hit_list.append(DrumHitEffect(drum_type, side, self.is_2p))
if len(self.draw_drum_hit_list) < 4:
self.draw_drum_hit_list.append(DrumHitEffect(drum_type, side, self.is_2p))
def handle_input(self, ms_from_start: float, current_time: float, background: Optional[Background]):
input_checks = [
@@ -1153,7 +1159,7 @@ class Player:
finished_arcs = []
for i, anim in enumerate(self.draw_arc_list):
anim.update(current_time)
if anim.is_finished:
if anim.is_finished and len(self.gauge_hit_effect) < 7:
self.gauge_hit_effect.append(GaugeHitEffect(anim.note_type, anim.is_big, self.is_2p))
finished_arcs.append(i)
for i in reversed(finished_arcs):
@@ -1409,7 +1415,7 @@ class Player:
if dan_transition is not None:
dan_transition.draw()
self.draw_overlays(mask_shader)
#self.draw_overlays(mask_shader)
class Judgment:
"""Shows the judgment of the player's hit"""

View File

@@ -32,6 +32,7 @@ from scenes.game import (
DrumType,
GameScreen,
JudgeCounter,
Judgments,
LaneHitEffect,
Player,
Side,
@@ -311,7 +312,7 @@ class PracticePlayer(Player):
self.check_note(ms_from_start, drum_type, current_time, background)
def spawn_hit_effects(self, drum_type: DrumType, side: Side):
self.lane_hit_effect = LaneHitEffect(drum_type, self.is_2p)
self.lane_hit_effect = LaneHitEffect(drum_type, Judgments.BAD, self.is_2p)
self.draw_drum_hit_list.append(PracticeDrumHitEffect(drum_type, side, self.is_2p, player_num=self.player_num))
def draw_overlays(self, mask_shader: ray.Shader):