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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-20 04:31:09 +02:00
graphics and stutters part 1
This commit is contained in:
+72
-5
@@ -2,6 +2,13 @@
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-- data, cached by map id. The cache is keyed so a mod that patches one
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-- map record after boot (or the dev-mode hot reload) can drop just that
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-- entry instead of every map's SpriteBatches.
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--
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-- The resident set is trimmed LRU (trim) so exploring a large world never
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-- holds every visited map's GPU objects at once. Maps are built on demand
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-- and cheaply: a map's tile layer draws windowed to the camera (see
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-- TileRenderer), so there is no per-map batch to construct up front and thus
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-- nothing to stream -- OverworldState:rebuildNeighbors just loads each
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-- neighbor directly.
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local Assets = require("src.render.Assets")
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local Map = require("src.world.Map")
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@@ -10,9 +17,20 @@ local TileRenderer = require("src.render.TileRenderer")
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local MapLoader = {}
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local cache = {}
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-- mapId -> monotonic access stamp, for LRU eviction
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local lru = {}
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local accessSeq = 0
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-- max map renderers kept resident. Comfortably above the largest
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-- current+neighbor set (~15 in dense overworld), so protected maps are
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-- never the ones evicted; this only caps the lingering trail behind you.
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local RESIDENT_CAP = 32
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function MapLoader.load(data, mapId)
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if cache[mapId] then return cache[mapId] end
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local function touch(mapId)
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accessSeq = accessSeq + 1
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lru[mapId] = accessSeq
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end
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local function build(data, mapId)
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local def = data.maps[mapId]
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assert(def, "unknown map: " .. tostring(mapId) ..
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" (not in the maps registry)")
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@@ -25,26 +43,75 @@ function MapLoader.load(data, mapId)
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local map = Map.new(def, tilesetDef)
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map.renderer = TileRenderer.new(map, data)
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cache[mapId] = map
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touch(mapId)
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return map
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end
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function MapLoader.load(data, mapId)
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local m = cache[mapId]
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if m then touch(mapId); return m end
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return build(data, mapId)
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end
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-- the live instance for a map id, or nil when it has not been loaded;
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-- callers that must not build a map (invalidation, tests) use this
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function MapLoader.cached(mapId)
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return cache[mapId]
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local m = cache[mapId]
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if m then touch(mapId) end
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return m
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end
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-- evict one resident map, releasing its renderer's GPU objects. Callers
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-- must ensure the map is not the current map and not drawn as a connected
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-- strip (nothing live may hold its renderer) -- MapLoader.trim guarantees
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-- this via its `protected` set.
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function MapLoader.evict(mapId)
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local m = cache[mapId]
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if not m then return false end
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cache[mapId] = nil
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lru[mapId] = nil
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local r = m.renderer
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if r and r.release then pcall(r.release, r) end
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return true
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end
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-- keep the resident renderer set bounded. `protected` (mapId -> true) is
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-- never evicted (the current map and everything drawn as a connected
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-- strip); the rest is trimmed least-recently-used down to RESIDENT_CAP.
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function MapLoader.trim(protected)
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local n = 0
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for _ in pairs(cache) do n = n + 1 end
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if n <= RESIDENT_CAP then return end
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local ids = {}
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for id in pairs(cache) do
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if not (protected and protected[id]) then ids[#ids + 1] = id end
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end
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table.sort(ids, function(a, b) return (lru[a] or 0) < (lru[b] or 0) end)
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local over = n - RESIDENT_CAP
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for _, id in ipairs(ids) do
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if over <= 0 then break end
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MapLoader.evict(id)
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over = over - 1
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end
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end
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-- drop one map so the next load re-reads its record and rebuilds its
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-- renderer. Callers holding the old instance keep it -- OverworldState
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-- re-points self.map itself (WorldAPI:invalidateMap).
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-- renderer. Deliberately does NOT release the old renderer: callers
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-- holding the old instance keep drawing it until they re-point themselves
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-- (OverworldState re-points self.map / self.neighbors via setMap /
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-- rebuildNeighbors), so releasing here would free a batch still in use.
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-- The orphaned instance is reclaimed by GC; MapLoader.evict is the path
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-- that releases eagerly, and it only runs on maps nothing live holds.
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function MapLoader.invalidate(mapId)
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local had = cache[mapId] ~= nil
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cache[mapId] = nil
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lru[mapId] = nil
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return had
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end
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function MapLoader.invalidateAll()
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cache = {}
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lru = {}
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end
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-- kept as the pre-v2 name
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@@ -357,20 +357,32 @@ end
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-- widened to everything the current view size can show so a full
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-- zoom-out never runs past the rendered set. Re-run whenever the view
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-- grows (zoom/resize), not only on setMap.
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--
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-- Neighbors are built eagerly here. A TileRenderer is now a light object --
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-- the tile layer draws windowed to the camera, so nothing per-map is
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-- constructed up front (see TileRenderer) -- so there is no build cost to
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-- amortize and no prefetch race to lose at a seam. That is what the old
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-- one-per-frame streaming queue existed to hide, and it is gone.
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function OverworldState:rebuildNeighbors()
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local mapId = self.map.id
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self.neighbors = {}
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local hops = FieldDefaults.world(Game.data, "neighborHops") or NEIGHBOR_HOPS
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local vw, vh = Game.renderer:worldViewSize()
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self.neighborViewW, self.neighborViewH = vw, vh
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-- resident set the eviction pass must never touch: the current map plus
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-- every drawn neighbor
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local keep = { [mapId] = true }
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for _, n in ipairs(OverworldState.computeNeighbors(Game.data.maps, mapId,
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hops,
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math.floor(vw / 2) + 64,
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math.floor(vh / 2) + 64)) do
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table.insert(self.neighbors,
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{ map = MapLoader.load(Game.data, n.id),
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ox = n.ox, oy = n.oy })
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keep[n.id] = true
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local m = MapLoader.load(Game.data, n.id)
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table.insert(self.neighbors, { map = m, ox = n.ox, oy = n.oy })
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end
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-- bound resident memory: drop maps behind us that are neither current nor
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-- a drawn neighbor, releasing their window batch / border image / atlas
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MapLoader.trim(keep)
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-- visual-only NPCs on connected maps (survey zoom): same spawn filter
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-- as a real map entry, but they never join self.entities -- no sight
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@@ -434,7 +446,9 @@ function OverworldState:paletteNameFor(map)
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return Runtime.call("map.palette", samePalette, name, map)
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end
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-- UI-pass palette (text boxes and menus tint with the current map)
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-- UI-pass palette (text boxes and menus tint with the current map). OG RED
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-- resolves every name to the one global red BG palette inside PaletteFX.pal,
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-- so this needs no mode-specific branch.
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function OverworldState:sgbPalettes()
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local PaletteFX = require("src.render.PaletteFX")
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return PaletteFX.wholeNamed(Game.data, self:paletteNameFor(self.map))
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@@ -3346,9 +3360,9 @@ function OverworldState:drawWorld()
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-- reorder (no draws), so they run once for both paths.
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local tilt = Tilt.active()
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self.map.renderer:drawBorderFill(cam.x, bgY, vw, vh)
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self.map.renderer:draw(cam.x, bgY)
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self.map.renderer:draw(cam.x, bgY, vw, vh)
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for _, nb in ipairs(self.neighbors) do
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nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy)
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nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy, vw, vh)
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end
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-- per-billboard SGB palette source; only needed (and only paid for) when
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-- tilting. nil headless / on stale palettes -> billboards go uncolorized.
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@@ -3492,11 +3506,21 @@ function OverworldState:drawWorld()
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end)
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-- EXCLAMATION_BUBBLE is index 0 -> first crop; the emote command
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-- picks question/happy crops instead
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local rect = bubble.bubbles and bubble.bubbles[self.emote.bubble or 1]
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local bi = self.emote.bubble or 1
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local rect = bubble.bubbles and bubble.bubbles[bi]
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if ok and img and rect then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(img, love.graphics.newQuad(rect.x, rect.y,
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rect.w, rect.h, img:getDimensions()), ex, ey)
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-- one Quad per bubble crop, cached: this draws every frame the "!"
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-- (or the emote-command crops) is up, so a fresh Quad here churned
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-- the GC. The bubble set is small and fixed, so the cache is bounded.
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self.emoteQuads = self.emoteQuads or {}
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local q = self.emoteQuads[bi]
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if not q then
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q = love.graphics.newQuad(rect.x, rect.y, rect.w, rect.h,
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img:getDimensions())
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self.emoteQuads[bi] = q
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end
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love.graphics.draw(img, q, ex, ey)
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drawn = true
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end
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end
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