Avoid copying for performance; Use location caches

This commit is contained in:
Hajime Hoshi 2015-01-03 15:21:47 +09:00
parent 1117862d19
commit 71d463c102
5 changed files with 62 additions and 15 deletions

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@ -18,8 +18,8 @@ import (
"github.com/hajimehoshi/ebiten/internal/opengl" "github.com/hajimehoshi/ebiten/internal/opengl"
) )
func glMatrix(m *[4][4]float64) [16]float32 { func glMatrix(m *[4][4]float64) []float32 {
result := [16]float32{} result := make([]float32, 16)
for j := 0; j < 4; j++ { for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ { for i := 0; i < 4; i++ {
result[i+j*4] = float32(m[i][j]) result[i+j*4] = float32(m[i][j])

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@ -65,7 +65,7 @@ func initialize(c *opengl.Context) error {
var lastProgram opengl.Program var lastProgram opengl.Program
func useProgramColorMatrix(c *opengl.Context, projectionMatrix [16]float32, geo Matrix, color Matrix) opengl.Program { func useProgramColorMatrix(c *opengl.Context, projectionMatrix []float32, geo Matrix, color Matrix) opengl.Program {
if lastProgram != programColorMatrix { if lastProgram != programColorMatrix {
c.UseProgram(programColorMatrix) c.UseProgram(programColorMatrix)
lastProgram = programColorMatrix lastProgram = programColorMatrix
@ -81,7 +81,7 @@ func useProgramColorMatrix(c *opengl.Context, projectionMatrix [16]float32, geo
md := float32(geo.Element(1, 1)) md := float32(geo.Element(1, 1))
tx := float32(geo.Element(0, 2)) tx := float32(geo.Element(0, 2))
ty := float32(geo.Element(1, 2)) ty := float32(geo.Element(1, 2))
glModelviewMatrix := [...]float32{ glModelviewMatrix := []float32{
ma, mc, 0, 0, ma, mc, 0, 0,
mb, md, 0, 0, mb, md, 0, 0,
0, 0, 1, 0, 0, 0, 1, 0,
@ -97,14 +97,14 @@ func useProgramColorMatrix(c *opengl.Context, projectionMatrix [16]float32, geo
} }
} }
glColorMatrix := [...]float32{ glColorMatrix := []float32{
e[0][0], e[1][0], e[2][0], e[3][0], e[0][0], e[1][0], e[2][0], e[3][0],
e[0][1], e[1][1], e[2][1], e[3][1], e[0][1], e[1][1], e[2][1], e[3][1],
e[0][2], e[1][2], e[2][2], e[3][2], e[0][2], e[1][2], e[2][2], e[3][2],
e[0][3], e[1][3], e[2][3], e[3][3], e[0][3], e[1][3], e[2][3], e[3][3],
} }
c.Uniform(program, "color_matrix", glColorMatrix) c.Uniform(program, "color_matrix", glColorMatrix)
glColorMatrixTranslation := [...]float32{ glColorMatrixTranslation := []float32{
e[0][4], e[1][4], e[2][4], e[3][4], e[0][4], e[1][4], e[2][4], e[3][4],
} }
c.Uniform(program, "color_matrix_translation", glColorMatrixTranslation) c.Uniform(program, "color_matrix_translation", glColorMatrixTranslation)

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@ -26,6 +26,8 @@ type Texture int
type Framebuffer int type Framebuffer int
type Shader int type Shader int
type Program int type Program int
type UniformLocation int
type AttribLocation int
type context struct{} type context struct{}
@ -177,10 +179,19 @@ func (c *Context) Uniform(p Program, location string, v interface{}) {
switch v := v.(type) { switch v := v.(type) {
case int: case int:
l.Uniform1i(v) l.Uniform1i(v)
case [4]float32: case []float32:
l.Uniform4fv(1, v[:]) switch len(v) {
case [16]float32: case 4:
l.UniformMatrix4fv(false, v) l.Uniform4fv(1, v)
case 16:
v2 := [16]float32{}
copy(v2[:], v)
l.UniformMatrix4fv(false, v2)
default:
panic("not reach")
}
default:
panic("not reach")
} }
} }

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@ -27,6 +27,8 @@ type Texture js.Object
type Framebuffer js.Object type Framebuffer js.Object
type Shader js.Object type Shader js.Object
type Program js.Object type Program js.Object
type UniformLocation js.Object
type AttribLocation js.Object
type context struct { type context struct {
gl *webgl.Context gl *webgl.Context
@ -196,14 +198,26 @@ func (c *Context) UseProgram(p Program) {
func (c *Context) Uniform(p Program, location string, v interface{}) { func (c *Context) Uniform(p Program, location string, v interface{}) {
gl := c.gl gl := c.gl
l := gl.GetUniformLocation(p, location) key := locationCacheKey{p, location}
l, ok := uniformLocationCache[key]
if !ok {
l = gl.GetUniformLocation(p, location)
uniformLocationCache[key] = l
}
switch v := v.(type) { switch v := v.(type) {
case int: case int:
gl.Uniform1i(l, v) gl.Uniform1i(l, v)
case [4]float32: case []float32:
gl.Call("uniform4fv", l, v[:]) switch len(v) {
case [16]float32: case 4:
gl.UniformMatrix4fv(l, false, v[:]) gl.Call("uniform4fv", l, v)
case 16:
gl.UniformMatrix4fv(l, false, v)
default:
panic("not reach")
}
default:
panic("not reach")
} }
} }

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@ -0,0 +1,22 @@
// Copyright 2014 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package opengl
type locationCacheKey struct {
program Program
name string
}
var uniformLocationCache = map[locationCacheKey]UniformLocation{}