internal/graphicsdriver/opengl: Optimization: Avoid the empty interface

This commit is contained in:
Hajime Hoshi 2021-10-30 02:25:37 +09:00
parent 60f2c7ace6
commit 1f82bb297c
2 changed files with 73 additions and 45 deletions

View File

@ -197,16 +197,20 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
dw, dh := destination.framebufferSize()
g.uniformVars = append(g.uniformVars, uniformVariable{
name: "viewport_size",
valueSlice: []float32{float32(dw), float32(dh)},
value: uniformVariableValue{
f32s: []float32{float32(dw), float32(dh)},
},
typ: shaderir.Type{Main: shaderir.Vec2},
}, uniformVariable{
name: "source_region",
valueSlice: []float32{
value: uniformVariableValue{
f32s: []float32{
srcRegion.X,
srcRegion.Y,
srcRegion.X + srcRegion.Width,
srcRegion.Y + srcRegion.Height,
},
},
typ: shaderir.Type{Main: shaderir.Vec4},
})
@ -217,11 +221,15 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
colorM.Elements(&esBody, &esTranslate)
g.uniformVars = append(g.uniformVars, uniformVariable{
name: "color_matrix_body",
valueSlice: esBody[:],
value: uniformVariableValue{
f32s: esBody[:],
},
typ: shaderir.Type{Main: shaderir.Mat4},
}, uniformVariable{
name: "color_matrix_translation",
valueSlice: esTranslate[:],
value: uniformVariableValue{
f32s: esTranslate[:],
},
typ: shaderir.Type{Main: shaderir.Vec4},
})
}
@ -230,7 +238,9 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
sw, sh := g.images[srcIDs[0]].framebufferSize()
g.uniformVars = append(g.uniformVars, uniformVariable{
name: "source_size",
valueSlice: []float32{float32(sw), float32(sh)},
value: uniformVariableValue{
f32s: []float32{float32(sw), float32(sh)},
},
typ: shaderir.Type{Main: shaderir.Vec2},
})
}
@ -239,7 +249,9 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
scale := float32(destination.width) / float32(g.images[srcIDs[0]].width)
g.uniformVars = append(g.uniformVars, uniformVariable{
name: "scale",
value: scale,
value: uniformVariableValue{
f32: scale,
},
typ: shaderir.Type{Main: shaderir.Float},
})
}
@ -258,7 +270,7 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
const idx = graphics.DestinationTextureSizeUniformVariableIndex
w, h := destination.framebufferSize()
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].valueSlice = []float32{float32(w), float32(h)}
g.uniformVars[idx].value.f32s = []float32{float32(w), float32(h)}
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
@ -273,7 +285,7 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
}
const idx = graphics.TextureSizesUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].valueSlice = sizes
g.uniformVars[idx].value.f32s = sizes
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
dw, dh := destination.framebufferSize()
@ -281,14 +293,14 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].valueSlice = origin
g.uniformVars[idx].value.f32s = origin
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].valueSlice = size
g.uniformVars[idx].value.f32s = size
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
@ -299,21 +311,21 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
}
const idx = graphics.TextureSourceOffsetsUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].valueSlice = voffsets
g.uniformVars[idx].value.f32s = voffsets
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].valueSlice = origin
g.uniformVars[idx].value.f32s = origin
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].valueSlice = size
g.uniformVars[idx].value.f32s = size
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
@ -322,9 +334,9 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
g.uniformVars[i+offset].name = fmt.Sprintf("U%d", i+offset)
switch v := v.(type) {
case float32:
g.uniformVars[i+offset].value = v
g.uniformVars[i+offset].value.f32 = v
case []float32:
g.uniformVars[i+offset].valueSlice = v
g.uniformVars[i+offset].value.f32s = v
default:
return fmt.Errorf("opengl: unexpected uniform value: %v (type: %T)", v, v)
}

View File

@ -120,6 +120,11 @@ type programKey struct {
address driver.Address
}
type uniformVariableValue struct {
f32 float32
f32s []float32
}
// openGLState is a state for
type openGLState struct {
// arrayBuffer is OpenGL's array buffer (vertices data).
@ -132,7 +137,7 @@ type openGLState struct {
programs map[programKey]program
lastProgram program
lastUniforms map[string]interface{}
lastUniforms map[string]uniformVariableValue
lastActiveTexture int
}
@ -149,7 +154,9 @@ func (s *openGLState) reset(context *context) error {
s.lastProgram = zeroProgram
context.useProgram(zeroProgram)
s.lastUniforms = map[string]interface{}{}
for key := range s.lastUniforms {
delete(s.lastUniforms, key)
}
// When context lost happens, deleting programs or buffers is not necessary.
// However, it is not assumed that reset is called only when context lost happens.
@ -240,8 +247,7 @@ func areSameFloat32Array(a, b []float32) bool {
type uniformVariable struct {
name string
value float32
valueSlice []float32
value uniformVariableValue
typ shaderir.Type
}
@ -269,31 +275,41 @@ func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textu
}
for _, u := range uniforms {
if len(u.valueSlice) == 0 {
if len(u.value.f32s) == 0 {
if u.typ.Main != shaderir.Float {
expected := &shaderir.Type{Main: shaderir.Float}
got := &u.typ
return fmt.Errorf("opengl: uniform variable %s type doesn't match: expected %s but %s", u.name, expected.String(), got.String())
}
cached, ok := g.state.lastUniforms[u.name].(float32)
if ok && cached == u.value {
cached, ok := g.state.lastUniforms[u.name]
if ok && cached.f32 == u.value.f32 {
continue
}
// TODO: Remember whether the location is available or not.
g.context.uniformFloat(program, u.name, u.value)
g.state.lastUniforms[u.name] = u.value
g.context.uniformFloat(program, u.name, u.value.f32)
if g.state.lastUniforms == nil {
g.state.lastUniforms = map[string]uniformVariableValue{}
}
g.state.lastUniforms[u.name] = uniformVariableValue{
f32: u.value.f32,
}
} else {
if got, expected := len(u.valueSlice), u.typ.FloatNum(); got != expected {
if got, expected := len(u.value.f32s), u.typ.FloatNum(); got != expected {
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)
}
cached, ok := g.state.lastUniforms[u.name].([]float32)
if ok && areSameFloat32Array(cached, u.valueSlice) {
cached, ok := g.state.lastUniforms[u.name]
if ok && areSameFloat32Array(cached.f32s, u.value.f32s) {
continue
}
g.context.uniformFloats(program, u.name, u.valueSlice, u.typ)
g.state.lastUniforms[u.name] = u.valueSlice
g.context.uniformFloats(program, u.name, u.value.f32s, u.typ)
if g.state.lastUniforms == nil {
g.state.lastUniforms = map[string]uniformVariableValue{}
}
g.state.lastUniforms[u.name] = uniformVariableValue{
f32s: u.value.f32s,
}
}
}