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

View File

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