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graphics: Optimize commands: call glBufferSubData as less times as possible
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parent
208b27d5de
commit
3e912ce7f8
@ -15,6 +15,8 @@
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package graphics
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import (
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"errors"
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"fmt"
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"image/color"
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"math"
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@ -27,6 +29,7 @@ type command interface {
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type commandQueue struct {
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commands []command
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indexOffsetInBytes int
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}
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var theCommandQueue = &commandQueue{
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@ -38,7 +41,18 @@ func (q *commandQueue) Enqueue(command command) {
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}
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func (q *commandQueue) Flush(context *opengl.Context) error {
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// TODO: Do optimizing before executing
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q.indexOffsetInBytes = 0
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vertices := []int16{}
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for _, c := range q.commands {
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switch c := c.(type) {
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case *drawImageCommand:
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vertices = append(vertices, c.vertices...)
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}
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}
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// TODO: Check if len(vertices) is too big
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if 0 < len(vertices) {
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context.BufferSubData(context.ArrayBuffer, vertices)
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}
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for _, c := range q.commands {
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if err := c.Exec(context); err != nil {
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return err
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@ -79,8 +93,34 @@ func (c *drawImageCommand) Exec(context *opengl.Context) error {
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if err := c.dst.setAsViewport(context); err != nil {
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return err
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}
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p := c.dst.projectionMatrix()
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return drawTexture(context, c.src.native, p, c.vertices, c.geo, c.color, c.mode)
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context.BlendFunc(c.mode)
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// NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
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// Let's use them to compare to len(quads) in the future.
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n := len(c.vertices) / 16
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if n == 0 {
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return nil
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}
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if MaxQuads < n/16 {
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return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", MaxQuads))
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}
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p := programContext{
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state: &theOpenGLState,
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program: theOpenGLState.programTexture,
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context: context,
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projectionMatrix: glMatrix(c.dst.projectionMatrix()),
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texture: c.src.native,
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geoM: c.geo,
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colorM: c.color,
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}
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p.begin()
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defer p.end()
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// TODO: We should call glBindBuffer here?
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// The buffer is already bound at begin() but it is counterintuitive.
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context.DrawElements(context.Triangles, 6*n, theCommandQueue.indexOffsetInBytes)
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theCommandQueue.indexOffsetInBytes += 6 * n * 2
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return nil
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}
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type replacePixelsCommand struct {
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@ -14,13 +14,6 @@
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package graphics
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import (
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"errors"
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"fmt"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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)
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func glMatrix(m *[4][4]float64) []float32 {
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return []float32{
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float32(m[0][0]), float32(m[1][0]), float32(m[2][0]), float32(m[3][0]),
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@ -33,35 +26,3 @@ func glMatrix(m *[4][4]float64) []float32 {
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type Matrix interface {
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Element(i, j int) float64
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}
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func drawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4][4]float64, vertices []int16, geo Matrix, color Matrix, mode opengl.CompositeMode) error {
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c.BlendFunc(mode)
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// NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
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// Let's use them to compare to len(quads) in the future.
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n := len(vertices) / 16
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if n == 0 {
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return nil
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}
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if MaxQuads < n/16 {
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return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", MaxQuads))
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}
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p := programContext{
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state: &theOpenGLState,
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program: theOpenGLState.programTexture,
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context: c,
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projectionMatrix: glMatrix(projectionMatrix),
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texture: texture,
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geoM: geo,
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colorM: color,
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}
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p.begin()
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defer p.end()
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// TODO: We should call glBindBuffer here?
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// The buffer is already bound at begin() but it is counterintuitive.
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c.BufferSubData(c.ArrayBuffer, vertices)
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c.DrawElements(c.Triangles, 6*n)
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return nil
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}
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@ -438,9 +438,9 @@ func (c *Context) DeleteBuffer(b Buffer) {
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})
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}
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func (c *Context) DrawElements(mode Mode, len int) {
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func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
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c.RunOnContextThread(func() error {
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gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(0))
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gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(offsetInBytes))
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return nil
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})
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}
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@ -356,7 +356,7 @@ func (c *Context) DeleteBuffer(b Buffer) {
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gl.DeleteBuffer(b.Object)
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}
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func (c *Context) DrawElements(mode Mode, len int) {
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func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
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gl := c.gl
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gl.DrawElements(int(mode), len, gl.UNSIGNED_SHORT, 0)
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gl.DrawElements(int(mode), len, gl.UNSIGNED_SHORT, offsetInBytes)
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}
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@ -359,7 +359,7 @@ func (c *Context) DeleteBuffer(b Buffer) {
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gl.DeleteBuffer(mgl.Buffer(b))
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}
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func (c *Context) DrawElements(mode Mode, len int) {
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func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
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gl := c.gl
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gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, 0)
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gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, offsetInBytes)
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}
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