Optimise decal allocs (#7550)
I saw it at the time but didn't think it'd be as big of a deal as it is.
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@@ -19,6 +19,8 @@ namespace Content.Client.Decals
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowEntities;
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private readonly Dictionary<string, Texture> _cachedTextures = new(64);
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public DecalOverlay(
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DecalSystem decals,
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SharedTransformSystem transforms,
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@@ -37,10 +39,8 @@ namespace Content.Client.Decals
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protected override void Draw(in OverlayDrawArgs args)
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{
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// Shouldn't need to clear cached textures unless the prototypes get reloaded.
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var handle = args.WorldHandle;
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Dictionary<string, Texture> cachedTextures = new();
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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foreach (var (gridId, zIndexDictionary) in _decals.DecalRenderIndex)
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@@ -54,11 +54,11 @@ namespace Content.Client.Decals
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{
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foreach (var (_, decal) in decals)
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{
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if (!cachedTextures.TryGetValue(decal.Id, out var texture))
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if (!_cachedTextures.TryGetValue(decal.Id, out var texture))
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{
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var sprite = GetDecalSprite(decal.Id);
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texture = _sprites.Frame0(sprite);
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cachedTextures[decal.Id] = texture;
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_cachedTextures[decal.Id] = texture;
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}
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if (decal.Angle.Equals(Angle.Zero))
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