vector: reduce memory allocations by reusing the same Path objects

This commit is contained in:
Hajime Hoshi 2024-08-10 14:02:22 +09:00
parent cdb430b2a5
commit 68380e506e

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@ -103,6 +103,11 @@ type Path struct {
subpaths []*subpath subpaths []*subpath
} }
func (p *Path) reset() {
p.ops = p.ops[:0]
p.subpaths = p.subpaths[:0]
}
func (p *Path) ensureSubpaths() []*subpath { func (p *Path) ensureSubpaths() []*subpath {
// TODO: Probably it is better to avoid returning a slice since allocation is heavy. // TODO: Probably it is better to avoid returning a slice since allocation is heavy.
// What about walkSubpaths(func(*subpath))? // What about walkSubpaths(func(*subpath))?
@ -558,6 +563,7 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
} }
var rects [][4]point var rects [][4]point
var tmpPath Path
for _, subpath := range p.ensureSubpaths() { for _, subpath := range p.ensureSubpaths() {
if subpath.pointCount() < 2 { if subpath.pointCount() < 2 {
continue continue
@ -643,46 +649,49 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
delta := math.Pi - da delta := math.Pi - da
exceed := float32(math.Abs(1/math.Sin(float64(delta/2)))) > op.MiterLimit exceed := float32(math.Abs(1/math.Sin(float64(delta/2)))) > op.MiterLimit
var quad Path // Quadrilateral
quad.MoveTo(c.x, c.y) tmpPath.reset()
tmpPath.MoveTo(c.x, c.y)
if da < math.Pi { if da < math.Pi {
quad.LineTo(rect[1].x, rect[1].y) tmpPath.LineTo(rect[1].x, rect[1].y)
if !exceed { if !exceed {
pt := crossingPointForTwoLines(rect[0], rect[1], nextRect[0], nextRect[1]) pt := crossingPointForTwoLines(rect[0], rect[1], nextRect[0], nextRect[1])
quad.LineTo(pt.x, pt.y) tmpPath.LineTo(pt.x, pt.y)
} }
quad.LineTo(nextRect[0].x, nextRect[0].y) tmpPath.LineTo(nextRect[0].x, nextRect[0].y)
} else { } else {
quad.LineTo(rect[3].x, rect[3].y) tmpPath.LineTo(rect[3].x, rect[3].y)
if !exceed { if !exceed {
pt := crossingPointForTwoLines(rect[2], rect[3], nextRect[2], nextRect[3]) pt := crossingPointForTwoLines(rect[2], rect[3], nextRect[2], nextRect[3])
quad.LineTo(pt.x, pt.y) tmpPath.LineTo(pt.x, pt.y)
} }
quad.LineTo(nextRect[2].x, nextRect[2].y) tmpPath.LineTo(nextRect[2].x, nextRect[2].y)
} }
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices) vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
case LineJoinBevel: case LineJoinBevel:
var tri Path // Triangle
tri.MoveTo(c.x, c.y) tmpPath.reset()
tmpPath.MoveTo(c.x, c.y)
if da < math.Pi { if da < math.Pi {
tri.LineTo(rect[1].x, rect[1].y) tmpPath.LineTo(rect[1].x, rect[1].y)
tri.LineTo(nextRect[0].x, nextRect[0].y) tmpPath.LineTo(nextRect[0].x, nextRect[0].y)
} else { } else {
tri.LineTo(rect[3].x, rect[3].y) tmpPath.LineTo(rect[3].x, rect[3].y)
tri.LineTo(nextRect[2].x, nextRect[2].y) tmpPath.LineTo(nextRect[2].x, nextRect[2].y)
} }
vertices, indices = tri.AppendVerticesAndIndicesForFilling(vertices, indices) vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
case LineJoinRound: case LineJoinRound:
var arc Path // Arc
arc.MoveTo(c.x, c.y) tmpPath.reset()
tmpPath.MoveTo(c.x, c.y)
if da < math.Pi { if da < math.Pi {
arc.Arc(c.x, c.y, op.Width/2, a0, a1, Clockwise) tmpPath.Arc(c.x, c.y, op.Width/2, a0, a1, Clockwise)
} else { } else {
arc.Arc(c.x, c.y, op.Width/2, a0+math.Pi, a1+math.Pi, CounterClockwise) tmpPath.Arc(c.x, c.y, op.Width/2, a0+math.Pi, a1+math.Pi, CounterClockwise)
} }
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices) vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
} }
} }
@ -707,10 +716,11 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
y: (startR[0].y + startR[2].y) / 2, y: (startR[0].y + startR[2].y) / 2,
} }
a := float32(math.Atan2(float64(startR[0].y-startR[2].y), float64(startR[0].x-startR[2].x))) a := float32(math.Atan2(float64(startR[0].y-startR[2].y), float64(startR[0].x-startR[2].x)))
var arc Path // Arc
arc.MoveTo(startR[0].x, startR[0].y) tmpPath.reset()
arc.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, CounterClockwise) tmpPath.MoveTo(startR[0].x, startR[0].y)
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices) tmpPath.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, CounterClockwise)
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
} }
{ {
c := point{ c := point{
@ -718,10 +728,11 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
y: (endR[1].y + endR[3].y) / 2, y: (endR[1].y + endR[3].y) / 2,
} }
a := float32(math.Atan2(float64(endR[1].y-endR[3].y), float64(endR[1].x-endR[3].x))) a := float32(math.Atan2(float64(endR[1].y-endR[3].y), float64(endR[1].x-endR[3].x)))
var arc Path // Arc
arc.MoveTo(endR[1].x, endR[1].y) tmpPath.reset()
arc.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, Clockwise) tmpPath.MoveTo(endR[1].x, endR[1].y)
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices) tmpPath.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, Clockwise)
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
} }
case LineCapSquare: case LineCapSquare:
@ -731,24 +742,26 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
s, c := math.Sincos(a) s, c := math.Sincos(a)
dx, dy := float32(c)*op.Width/2, float32(s)*op.Width/2 dx, dy := float32(c)*op.Width/2, float32(s)*op.Width/2
var quad Path // Quadrilateral
quad.MoveTo(startR[0].x, startR[0].y) tmpPath.reset()
quad.LineTo(startR[0].x+dx, startR[0].y+dy) tmpPath.MoveTo(startR[0].x, startR[0].y)
quad.LineTo(startR[2].x+dx, startR[2].y+dy) tmpPath.LineTo(startR[0].x+dx, startR[0].y+dy)
quad.LineTo(startR[2].x, startR[2].y) tmpPath.LineTo(startR[2].x+dx, startR[2].y+dy)
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices) tmpPath.LineTo(startR[2].x, startR[2].y)
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
} }
{ {
a := math.Atan2(float64(endR[1].y-endR[0].y), float64(endR[1].x-endR[0].x)) a := math.Atan2(float64(endR[1].y-endR[0].y), float64(endR[1].x-endR[0].x))
s, c := math.Sincos(a) s, c := math.Sincos(a)
dx, dy := float32(c)*op.Width/2, float32(s)*op.Width/2 dx, dy := float32(c)*op.Width/2, float32(s)*op.Width/2
var quad Path // Quadrilateral
quad.MoveTo(endR[1].x, endR[1].y) tmpPath.reset()
quad.LineTo(endR[1].x+dx, endR[1].y+dy) tmpPath.MoveTo(endR[1].x, endR[1].y)
quad.LineTo(endR[3].x+dx, endR[3].y+dy) tmpPath.LineTo(endR[1].x+dx, endR[1].y+dy)
quad.LineTo(endR[3].x, endR[3].y) tmpPath.LineTo(endR[3].x+dx, endR[3].y+dy)
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices) tmpPath.LineTo(endR[3].x, endR[3].y)
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
} }
} }
} }