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internal/graphicsdriver/opengl: Optimization: Avoid the empty interface
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60f2c7ace6
commit
1f82bb297c
@ -197,16 +197,20 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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dw, dh := destination.framebufferSize()
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "viewport_size",
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valueSlice: []float32{float32(dw), float32(dh)},
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value: uniformVariableValue{
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f32s: []float32{float32(dw), float32(dh)},
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},
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typ: shaderir.Type{Main: shaderir.Vec2},
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}, uniformVariable{
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name: "source_region",
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valueSlice: []float32{
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value: uniformVariableValue{
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f32s: []float32{
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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},
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},
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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@ -217,11 +221,15 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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colorM.Elements(&esBody, &esTranslate)
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "color_matrix_body",
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valueSlice: esBody[:],
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value: uniformVariableValue{
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f32s: esBody[:],
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},
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typ: shaderir.Type{Main: shaderir.Mat4},
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}, uniformVariable{
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name: "color_matrix_translation",
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valueSlice: esTranslate[:],
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value: uniformVariableValue{
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f32s: esTranslate[:],
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},
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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}
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@ -230,7 +238,9 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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sw, sh := g.images[srcIDs[0]].framebufferSize()
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "source_size",
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valueSlice: []float32{float32(sw), float32(sh)},
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value: uniformVariableValue{
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f32s: []float32{float32(sw), float32(sh)},
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},
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typ: shaderir.Type{Main: shaderir.Vec2},
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})
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}
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@ -239,7 +249,9 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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scale := float32(destination.width) / float32(g.images[srcIDs[0]].width)
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "scale",
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value: scale,
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value: uniformVariableValue{
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f32: scale,
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},
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typ: shaderir.Type{Main: shaderir.Float},
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})
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}
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@ -258,7 +270,7 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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const idx = graphics.DestinationTextureSizeUniformVariableIndex
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w, h := destination.framebufferSize()
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].valueSlice = []float32{float32(w), float32(h)}
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g.uniformVars[idx].value.f32s = []float32{float32(w), float32(h)}
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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@ -273,7 +285,7 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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}
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const idx = graphics.TextureSizesUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].valueSlice = sizes
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g.uniformVars[idx].value.f32s = sizes
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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dw, dh := destination.framebufferSize()
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@ -281,14 +293,14 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].valueSlice = origin
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g.uniformVars[idx].value.f32s = origin
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].valueSlice = size
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g.uniformVars[idx].value.f32s = size
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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@ -299,21 +311,21 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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}
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const idx = graphics.TextureSourceOffsetsUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].valueSlice = voffsets
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g.uniformVars[idx].value.f32s = voffsets
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].valueSlice = origin
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g.uniformVars[idx].value.f32s = origin
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].valueSlice = size
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g.uniformVars[idx].value.f32s = size
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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@ -322,9 +334,9 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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g.uniformVars[i+offset].name = fmt.Sprintf("U%d", i+offset)
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switch v := v.(type) {
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case float32:
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g.uniformVars[i+offset].value = v
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g.uniformVars[i+offset].value.f32 = v
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case []float32:
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g.uniformVars[i+offset].valueSlice = v
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g.uniformVars[i+offset].value.f32s = v
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default:
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return fmt.Errorf("opengl: unexpected uniform value: %v (type: %T)", v, v)
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}
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@ -120,6 +120,11 @@ type programKey struct {
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address driver.Address
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}
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type uniformVariableValue struct {
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f32 float32
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f32s []float32
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}
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// openGLState is a state for
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type openGLState struct {
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// arrayBuffer is OpenGL's array buffer (vertices data).
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@ -132,7 +137,7 @@ type openGLState struct {
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programs map[programKey]program
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lastProgram program
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lastUniforms map[string]interface{}
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lastUniforms map[string]uniformVariableValue
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lastActiveTexture int
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}
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@ -149,7 +154,9 @@ func (s *openGLState) reset(context *context) error {
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s.lastProgram = zeroProgram
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context.useProgram(zeroProgram)
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s.lastUniforms = map[string]interface{}{}
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for key := range s.lastUniforms {
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delete(s.lastUniforms, key)
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}
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// When context lost happens, deleting programs or buffers is not necessary.
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// However, it is not assumed that reset is called only when context lost happens.
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@ -240,8 +247,7 @@ func areSameFloat32Array(a, b []float32) bool {
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type uniformVariable struct {
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name string
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value float32
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valueSlice []float32
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value uniformVariableValue
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typ shaderir.Type
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}
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@ -269,31 +275,41 @@ func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textu
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}
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for _, u := range uniforms {
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if len(u.valueSlice) == 0 {
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if len(u.value.f32s) == 0 {
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if u.typ.Main != shaderir.Float {
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expected := &shaderir.Type{Main: shaderir.Float}
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got := &u.typ
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return fmt.Errorf("opengl: uniform variable %s type doesn't match: expected %s but %s", u.name, expected.String(), got.String())
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}
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cached, ok := g.state.lastUniforms[u.name].(float32)
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if ok && cached == u.value {
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cached, ok := g.state.lastUniforms[u.name]
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if ok && cached.f32 == u.value.f32 {
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continue
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}
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// TODO: Remember whether the location is available or not.
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g.context.uniformFloat(program, u.name, u.value)
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g.state.lastUniforms[u.name] = u.value
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g.context.uniformFloat(program, u.name, u.value.f32)
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if g.state.lastUniforms == nil {
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g.state.lastUniforms = map[string]uniformVariableValue{}
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}
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g.state.lastUniforms[u.name] = uniformVariableValue{
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f32: u.value.f32,
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}
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} else {
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if got, expected := len(u.valueSlice), u.typ.FloatNum(); got != expected {
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if got, expected := len(u.value.f32s), u.typ.FloatNum(); got != expected {
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return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, u.typ.String(), expected, got)
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}
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cached, ok := g.state.lastUniforms[u.name].([]float32)
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if ok && areSameFloat32Array(cached, u.valueSlice) {
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cached, ok := g.state.lastUniforms[u.name]
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if ok && areSameFloat32Array(cached.f32s, u.value.f32s) {
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continue
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}
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g.context.uniformFloats(program, u.name, u.valueSlice, u.typ)
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g.state.lastUniforms[u.name] = u.valueSlice
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g.context.uniformFloats(program, u.name, u.value.f32s, u.typ)
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if g.state.lastUniforms == nil {
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g.state.lastUniforms = map[string]uniformVariableValue{}
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}
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g.state.lastUniforms[u.name] = uniformVariableValue{
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f32s: u.value.f32s,
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}
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}
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}
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