Adds a sub-grid system where grids larger than 64x64 cells are automatically divided into 64x64 chunks, each with its own RenderTexture for incremental rendering. This significantly improves performance for large grids by: - Only re-rendering dirty chunks when cells are modified - Caching rendered chunk textures between frames - Viewport culling at the chunk level (skip invisible chunks entirely) Implementation details: - GridChunk class manages individual 64x64 cell regions with dirty tracking - ChunkManager organizes chunks and routes cell access appropriately - UIGrid::at() method transparently routes through chunks for large grids - UIGrid::render() uses chunk-based blitting for large grids - Compile-time CHUNK_SIZE (64) and CHUNK_THRESHOLD (64) constants - Small grids (<= 64x64) continue to use flat storage (no regression) Benchmark results show ~2x improvement in base layer render time for 100x100 grids (0.45ms -> 0.22ms) due to chunk caching. Note: Dynamic layers (#147) still use full-grid textures; extending chunk system to layers is tracked separately as #150. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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| benchmarks | ||
| demo | ||
| geometry_demo | ||
| integration | ||
| notes | ||
| regression | ||
| unit | ||
| run_tests.py | ||