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graphicsdriver/opengl: Reduce allocations of Float32Array on go2cpp
Updates #1426
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@ -386,8 +386,9 @@ func (c *context) uniformFloats(p program, location string, v []float32, typ sha
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base = typ.Sub[0].Main
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}
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arr8 := jsutil.TemporaryUint8Array(len(v) * 4)
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arr := js.Global().Get("Float32Array").New(arr8.Get("buffer"), arr8.Get("byteOffset"), len(v))
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//arr8 := jsutil.TemporaryUint8Array(len(v) * 4)
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//arr := js.Global().Get("Float32Array").New(arr8.Get("buffer"), arr8.Get("byteOffset"), len(v))
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arr := jsutil.TemporaryFloat32Array(len(v) * 4)
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jsutil.CopySliceToJS(arr, v)
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switch base {
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@ -28,13 +28,17 @@ var isTypedArrayWritable = js.Global().Get("go2cpp").Truthy()
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// To avoid often allocating ArrayBuffer, reuse the buffer whenever possible.
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var temporaryBuffer = js.Global().Get("ArrayBuffer").New(16)
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func TemporaryUint8Array(byteLength int) js.Value {
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func ensureTemporaryBufferSize(byteLength int) {
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if bufl := temporaryBuffer.Get("byteLength").Int(); bufl < byteLength {
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for bufl < byteLength {
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bufl *= 2
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}
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temporaryBuffer = js.Global().Get("ArrayBuffer").New(bufl)
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}
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}
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func TemporaryUint8Array(byteLength int) js.Value {
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ensureTemporaryBufferSize(byteLength)
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return uint8Array(temporaryBuffer, 0, byteLength)
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}
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@ -52,3 +56,23 @@ func uint8Array(buffer js.Value, byteOffset, byteLength int) js.Value {
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}
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return js.Global().Get("Uint8Array").New(buffer, byteOffset, byteLength)
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}
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func TemporaryFloat32Array(byteLength int) js.Value {
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ensureTemporaryBufferSize(byteLength)
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return float32Array(temporaryBuffer, 0, byteLength)
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}
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var float32ArrayObj js.Value
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func float32Array(buffer js.Value, byteOffset, byteLength int) js.Value {
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if isTypedArrayWritable {
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if Equal(float32ArrayObj, js.Undefined()) {
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float32ArrayObj = js.Global().Get("Float32Array").New()
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}
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float32ArrayObj.Set("buffer", buffer)
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float32ArrayObj.Set("byteOffset", byteOffset)
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float32ArrayObj.Set("byteLength", byteLength)
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return float32ArrayObj
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}
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return js.Global().Get("Float32Array").New(buffer, byteOffset/4, byteLength/4)
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}
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