Draw actors at their sprite's height, and update each one once a frame
Closes Defects item 26 and Performance item 32. akgl_actor_render set dest.h from curSprite->width, so every actor was drawn square and a non-square sprite was stretched or squashed. Invisible in the fixtures because they are all square, so tests/actor.c gets a 48x24 sprite and a render backend whose draw_texture records the rectangle it is handed instead of drawing it. That recording backend is the first coverage akgl_actor_render has had at all -- every other test in the file stubs renderfunc out. akgl_game_update looped over AKGL_TILEMAP_MAX_LAYERS with the actor sweep nested inside it and never compared an actor's layer to the layer it was on, so every live actor's updatefunc ran sixteen times a frame. The sweep is hoisted out: updating an actor is not a per-layer operation, and akgl_render_2d_draw_world already walks the layers for the half that is. AKGL_ITERATOR_OP_LAYERMASK is honoured rather than ignored now, so a caller who wants one layer can still ask, and gets each of those actors once. Counting is the assertion, deliberately. The defect was invisible in the frame total because the tilemap blits are three orders of magnitude larger, so a timing test would have measured the rasterizer. tests/game.c counts calls into a stub updatefunc and reports 16 against the old code. PERFORMANCE.md records the timing side as what it honestly is: the gap between the akgl_game_update and draw_world rows of the same run, 92 us before and noise in both directions after. The absolute table is not re-taken -- a later run on this machine read every row about 15% high, including rows nothing has touched. 25/25 pass, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -273,7 +273,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
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dest.y = (obj->y - akgl_camera->y);
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}
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dest.w = curSprite->width * obj->scale;
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dest.h = curSprite->width * obj->scale;
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dest.h = curSprite->height * obj->scale;
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PASS(errctx, akgl_renderer->draw_texture(akgl_renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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SUCCEED_RETURN(errctx);
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44
src/game.c
44
src/game.c
@@ -643,12 +643,11 @@ akerr_ErrorContext *akgl_game_load(char *fpath)
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akerr_ErrorContext *akgl_game_update(akgl_Iterator *opflags)
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{
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PREPARE_ERROR(errctx);
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// No AKGL_ITERATOR_OP_LAYERMASK by default: updating every actor once is
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// the whole job, and restricting the sweep to one layer is the caller
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// deliberately asking for less.
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akgl_Iterator defflags = {
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// Was (LAYERMASK | LAYERMASK). Nothing in the loop below reads either
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// bit today, so this is a statement of intent rather than a behaviour
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// change -- and the reason the loop ignores LAYERMASK is TODO.md
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// Performance item 32, which is still open.
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.flags = (AKGL_ITERATOR_OP_UPDATE | AKGL_ITERATOR_OP_LAYERMASK),
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.flags = AKGL_ITERATOR_OP_UPDATE,
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.layerid = 0
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};
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akgl_Actor *actor = NULL;
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@@ -661,22 +660,29 @@ akerr_ErrorContext *akgl_game_update(akgl_Iterator *opflags)
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akgl_game_update_fps();
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for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
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if ( opflags == &defflags ) {
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opflags->layerid = i;
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// One sweep, not one per layer. This loop used to sit inside a walk over
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// AKGL_TILEMAP_MAX_LAYERS that never compared actor->layer to the layer it
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// was on, so every live actor's updatefunc ran sixteen times a frame --
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// measured at 68.4 ns per update and 64 actors, 70 us of work to do 4.4 us
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// of it. Updating an actor is not a per-layer operation. Drawing is, and
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// akgl_render_2d_draw_world walks the layers itself.
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for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR; j++ ) {
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actor = &akgl_heap_actors[j];
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if ( actor->refcount == 0 ) {
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continue;
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}
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for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR; j++ ) {
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actor = &akgl_heap_actors[j];
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if ( actor->refcount == 0 ) {
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continue;
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}
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
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PASS(errctx, akgl_tilemap_scale_actor(akgl_gamemap, actor));
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} else {
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actor->scale = 1.0;
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}
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PASS(errctx, actor->updatefunc(actor));
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// The flag is honoured now rather than ignored. A caller that sets it
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// gets exactly the actors on opflags->layerid, once each.
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) &&
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(actor->layer != opflags->layerid) ) {
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continue;
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}
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
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PASS(errctx, akgl_tilemap_scale_actor(akgl_gamemap, actor));
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} else {
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actor->scale = 1.0;
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}
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PASS(errctx, actor->updatefunc(actor));
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}
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PASS(errctx, akgl_physics->simulate(akgl_physics, NULL));
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PASS(errctx, akgl_renderer->draw_world(akgl_renderer, NULL));
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