jsutil: Avoid creating Uint8Array at TemporaryUint8Array

Updates #1435
This commit is contained in:
Hajime Hoshi 2020-12-16 01:14:19 +09:00
parent ac548d2480
commit 49b86843c3
2 changed files with 61 additions and 28 deletions

View File

@ -483,16 +483,26 @@ func (c *context) bindElementArrayBuffer(b buffer) {
func (c *context) arrayBufferSubData(data []float32) {
gl := c.gl
arr := jsutil.TemporaryUint8Array(len(data) * 4)
l := len(data) * 4
arr := jsutil.TemporaryUint8Array(l)
jsutil.CopySliceToJS(arr, data)
gl.Call("bufferSubData", gles.ARRAY_BUFFER, 0, arr)
if isWebGL2Available {
gl.Call("bufferSubData", gles.ARRAY_BUFFER, 0, arr, 0, l)
} else {
gl.Call("bufferSubData", gles.ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
}
}
func (c *context) elementArrayBufferSubData(data []uint16) {
gl := c.gl
arr := jsutil.TemporaryUint8Array(len(data) * 2)
l := len(data) * 2
arr := jsutil.TemporaryUint8Array(l)
jsutil.CopySliceToJS(arr, data)
gl.Call("bufferSubData", gles.ELEMENT_ARRAY_BUFFER, 0, arr)
if isWebGL2Available {
gl.Call("bufferSubData", gles.ELEMENT_ARRAY_BUFFER, 0, arr, 0, l)
} else {
gl.Call("bufferSubData", gles.ELEMENT_ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
}
}
func (c *context) deleteBuffer(b buffer) {
@ -531,14 +541,21 @@ func (c *context) canUsePBO() bool {
func (c *context) texSubImage2D(t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
c.bindTexture(t)
gl := c.gl
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLsizei width, GLsizei height,
// GLenum format, GLenum type, ArrayBufferView? pixels);
for _, a := range args {
arr := jsutil.TemporaryUint8Array(len(a.Pixels))
jsutil.CopySliceToJS(arr, a.Pixels)
if isWebGL2Available {
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLsizei width, GLsizei height,
// GLenum format, GLenum type, ArrayBufferView pixels, srcOffset);
gl.Call("texSubImage2D", gles.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, gles.RGBA, gles.UNSIGNED_BYTE, arr, 0)
} else {
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLsizei width, GLsizei height,
// GLenum format, GLenum type, ArrayBufferView? pixels);
gl.Call("texSubImage2D", gles.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, gles.RGBA, gles.UNSIGNED_BYTE, arr)
}
}
}
func (c *context) newPixelBufferObject(width, height int) buffer {
@ -551,6 +568,10 @@ func (c *context) newPixelBufferObject(width, height int) buffer {
}
func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
if !isWebGL2Available {
panic("opengl: WebGL2 must be available when replacePixelsWithPBO is called")
}
c.bindTexture(t)
gl := c.gl
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, js.Value(buffer))
@ -577,7 +598,11 @@ func (c *context) getBufferSubData(buffer buffer, width, height int) []byte {
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, buffer)
l := 4 * width * height
arr := jsutil.TemporaryUint8Array(l)
gl.Call("getBufferSubData", gles.PIXEL_UNPACK_BUFFER, 0, arr)
if isWebGL2Available {
gl.Call("getBufferSubData", gles.PIXEL_UNPACK_BUFFER, 0, arr, 0, l)
} else {
gl.Call("getBufferSubData", gles.PIXEL_UNPACK_BUFFER, 0, arr.Call("subarray", 0, l))
}
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, 0)
return jsutil.Uint8ArrayToSlice(arr, l)
}

View File

@ -23,12 +23,18 @@ import (
// This enables to avoid unnecessary allocations of js.Value.
var isTypedArrayWritable = js.Global().Get("go2cpp").Truthy()
// temporaryArrayBuffer is a temporary buffer used at gl.readPixels or gl.texSubImage2D.
// The read data is converted to Go's byte slice as soon as possible.
// To avoid often allocating ArrayBuffer, reuse the buffer whenever possible.
var temporaryArrayBuffer = js.Global().Get("ArrayBuffer").New(16)
var (
// temporaryArrayBuffer is a temporary buffer used at gl.readPixels or gl.texSubImage2D.
// The read data is converted to Go's byte slice as soon as possible.
// To avoid often allocating ArrayBuffer, reuse the buffer whenever possible.
temporaryArrayBuffer = js.Global().Get("ArrayBuffer").New(16)
var temporaryFloat32Array = js.Global().Get("Float32Array").New(temporaryArrayBuffer)
// temporaryUint8Array is a Uint8ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
temporaryUint8Array = js.Global().Get("Uint8Array").New(temporaryArrayBuffer)
// temporaryFloat32Array is a Float32ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
temporaryFloat32Array = js.Global().Get("Float32Array").New(temporaryArrayBuffer)
)
func ensureTemporaryArrayBufferSize(byteLength int) {
if bufl := temporaryArrayBuffer.Get("byteLength").Int(); bufl < byteLength {
@ -39,20 +45,29 @@ func ensureTemporaryArrayBufferSize(byteLength int) {
}
}
func ensureTemporaryFloat32ArraySize(length int) {
ensureTemporaryArrayBufferSize(length * 4)
// TemporaryUint8Array returns a Uint8Array whose length is at least minLength.
// Be careful that the length can exceed the given minLength.
func TemporaryUint8Array(minLength int) js.Value {
ensureTemporaryArrayBufferSize(minLength)
if temporaryUint8Array.Get("byteLength").Int() < temporaryArrayBuffer.Get("byteLength").Int() {
temporaryUint8Array = js.Global().Get("Uint8Array").New(temporaryArrayBuffer)
}
return temporaryUint8Array
}
// TemporaryFloat32Array returns a Float32Array whose length is at least minLength.
// Be careful that the length can exceed the given minLength.
func TemporaryFloat32Array(minLength int) js.Value {
ensureTemporaryArrayBufferSize(minLength * 4)
if temporaryFloat32Array.Get("byteLength").Int() < temporaryArrayBuffer.Get("byteLength").Int() {
temporaryFloat32Array = js.Global().Get("Float32Array").New(temporaryArrayBuffer)
}
}
func TemporaryUint8Array(byteLength int) js.Value {
ensureTemporaryArrayBufferSize(byteLength)
return uint8Array(temporaryArrayBuffer, 0, byteLength)
return temporaryFloat32Array
}
var uint8ArrayObj js.Value
// TODO: Remove this
func uint8Array(buffer js.Value, byteOffset, byteLength int) js.Value {
if isTypedArrayWritable {
if Equal(uint8ArrayObj, js.Undefined()) {
@ -65,10 +80,3 @@ func uint8Array(buffer js.Value, byteOffset, byteLength int) js.Value {
}
return js.Global().Get("Uint8Array").New(buffer, byteOffset, byteLength)
}
// TemporaryFloat32Array returns a Float32Array whose length is at least minLength.
// Be careful that the length can exceed the given minLength.
func TemporaryFloat32Array(minLength int) js.Value {
ensureTemporaryFloat32ArraySize(minLength * 4)
return temporaryFloat32Array
}