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internal/graphicsdriver/opengl: Optimization: Avoid interface conversion
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parent
71b2b439f4
commit
3c1f8da7f8
@ -173,11 +173,11 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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dw, dh := destination.framebufferSize()
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uniformVars = append(uniformVars, uniformVariable{
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name: "viewport_size",
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value: []float32{float32(dw), float32(dh)},
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valueSlice: []float32{float32(dw), float32(dh)},
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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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value: []float32{
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valueSlice: []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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@ -193,11 +193,11 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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colorM.Elements(&esBody, &esTranslate)
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uniformVars = append(uniformVars, uniformVariable{
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name: "color_matrix_body",
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value: esBody[:],
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valueSlice: esBody[:],
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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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value: esTranslate[:],
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valueSlice: esTranslate[:],
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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}
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@ -206,7 +206,7 @@ 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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uniformVars = append(uniformVars, uniformVariable{
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name: "source_size",
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value: []float32{float32(sw), float32(sh)},
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valueSlice: []float32{float32(sw), float32(sh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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})
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}
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@ -228,7 +228,7 @@ 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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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = []float32{float32(w), float32(h)}
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uniformVars[idx].valueSlice = []float32{float32(w), float32(h)}
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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@ -243,7 +243,7 @@ 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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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = sizes
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uniformVars[idx].valueSlice = sizes
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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dw, dh := destination.framebufferSize()
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@ -251,14 +251,14 @@ 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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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = origin
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uniformVars[idx].valueSlice = origin
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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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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = size
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uniformVars[idx].valueSlice = size
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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@ -269,28 +269,35 @@ 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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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = voffsets
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uniformVars[idx].valueSlice = voffsets
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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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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = origin
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uniformVars[idx].valueSlice = origin
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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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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = size
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uniformVars[idx].valueSlice = size
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesNum
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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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uniformVars[i+offset].value = v
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case []float32:
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uniformVars[i+offset].valueSlice = 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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uniformVars[i+offset].typ = shader.ir.Uniforms[i+offset]
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}
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}
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@ -240,7 +240,8 @@ func areSameFloat32Array(a, b []float32) bool {
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type uniformVariable struct {
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name string
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value interface{}
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value float32
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valueSlice []float32
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typ shaderir.Type
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}
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@ -268,32 +269,29 @@ 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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switch v := u.value.(type) {
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case float32:
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if len(u.valueSlice) == 0 {
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if got, expected := (&shaderir.Type{Main: shaderir.Float}), &u.typ; !got.Equal(expected) {
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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 == v {
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if ok && cached == u.value {
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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, v)
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g.state.lastUniforms[u.name] = v
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case []float32:
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if got, expected := len(v), u.typ.FloatNum(); got != expected {
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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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} else {
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if got, expected := len(u.valueSlice), 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, v) {
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if ok && areSameFloat32Array(cached, u.valueSlice) {
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continue
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}
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g.context.uniformFloats(program, u.name, v, u.typ)
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g.state.lastUniforms[u.name] = v
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default:
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return fmt.Errorf("opengl: unexpected uniform value: %v (type: %T)", u.value, u.value)
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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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}
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}
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