internal/jsutil: bug fix: unnecessary allocations of temporary ArrayBuffers

Closes #2156
This commit is contained in:
Hajime Hoshi 2022-06-21 21:53:12 +09:00
parent 7e92b79a00
commit 10af36ee9f

View File

@ -18,8 +18,6 @@ import (
"syscall/js"
)
var go2cpp = js.Global().Get("go2cpp").Truthy()
var (
object = js.Global().Get("Object")
arrayBuffer = js.Global().Get("ArrayBuffer")
@ -28,10 +26,12 @@ var (
)
var (
temporaryArrayBufferByteLength = 16
// temporaryArrayBuffer is a temporary buffer used at gl.readPixels or gl.texSubImage2D.
// The read data is converted to Go's byte slice as soon as possible.
// To avoid often allocating ArrayBuffer, reuse the buffer whenever possible.
temporaryArrayBuffer = arrayBuffer.New(16)
temporaryArrayBuffer = arrayBuffer.New(temporaryArrayBufferByteLength)
// temporaryUint8Array is a Uint8ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
temporaryUint8Array = uint8Array.New(temporaryArrayBuffer)
@ -40,54 +40,14 @@ var (
temporaryFloat32Array = float32Array.New(temporaryArrayBuffer)
)
var (
temporaryArrayBufferByteLengthFunc js.Value
temporaryUint8ArrayByteLengthFunc js.Value
temporaryFloat32ArrayByteLengthFunc js.Value
)
func init() {
if go2cpp {
return
}
temporaryArrayBufferByteLengthFunc = object.Call("getOwnPropertyDescriptor", arrayBuffer.Get("prototype"), "byteLength").Get("get").Call("bind", temporaryArrayBuffer)
temporaryUint8ArrayByteLengthFunc = object.Call("getOwnPropertyDescriptor", object.Call("getPrototypeOf", uint8Array).Get("prototype"), "byteLength").Get("get").Call("bind", temporaryUint8Array)
temporaryFloat32ArrayByteLengthFunc = object.Call("getOwnPropertyDescriptor", object.Call("getPrototypeOf", float32Array).Get("prototype"), "byteLength").Get("get").Call("bind", temporaryFloat32Array)
}
func temporaryArrayBufferByteLength() int {
if go2cpp {
return temporaryArrayBuffer.Get("byteLength").Int()
}
return temporaryArrayBufferByteLengthFunc.Invoke().Int()
}
func temporaryUint8ArrayByteLength() int {
if go2cpp {
return temporaryUint8Array.Get("byteLength").Int()
}
return temporaryUint8ArrayByteLengthFunc.Invoke().Int()
}
func temporaryFloat32ArrayByteLength() int {
if go2cpp {
return temporaryFloat32Array.Get("byteLength").Int()
}
return temporaryFloat32ArrayByteLengthFunc.Invoke().Int()
}
func ensureTemporaryArrayBufferSize(byteLength int) {
bufl := temporaryArrayBufferByteLength()
if bufl < byteLength {
if bufl := temporaryArrayBufferByteLength; bufl < byteLength {
for bufl < byteLength {
bufl *= 2
}
temporaryArrayBufferByteLength = bufl
temporaryArrayBuffer = arrayBuffer.New(bufl)
}
if temporaryUint8ArrayByteLength() < bufl {
temporaryUint8Array = uint8Array.New(temporaryArrayBuffer)
}
if temporaryFloat32ArrayByteLength() < bufl {
temporaryFloat32Array = float32Array.New(temporaryArrayBuffer)
}
}