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https://github.com/hajimehoshi/ebiten.git
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graphics: Reuse vertices backend and reduce allocating
This commit is contained in:
parent
791f96f980
commit
74f1e5519f
23
mipmap.go
23
mipmap.go
@ -121,9 +121,14 @@ func (m *mipmap) drawImage(src *mipmap, bounds image.Rectangle, geom *GeoM, colo
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colorm = nil
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}
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screen := filter == driver.FilterScreen
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if screen && level != 0 {
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panic("ebiten: Mipmap must not be used when the filter is FilterScreen")
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}
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a, b, c, d, tx, ty := geom.elements()
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if level == 0 {
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vs := quadVertices(bounds.Min.X, bounds.Min.Y, bounds.Max.X, bounds.Max.Y, a, b, c, d, tx, ty, cr, cg, cb, ca)
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vs := quadVertices(bounds.Min.X, bounds.Min.Y, bounds.Max.X, bounds.Max.Y, a, b, c, d, tx, ty, cr, cg, cb, ca, screen)
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is := graphics.QuadIndices()
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m.orig.DrawTriangles(src.orig, vs, is, colorm, mode, filter, driver.AddressClampToZero)
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} else if buf := src.level(bounds, level); buf != nil {
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@ -133,7 +138,7 @@ func (m *mipmap) drawImage(src *mipmap, bounds image.Rectangle, geom *GeoM, colo
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b *= s
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c *= s
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d *= s
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vs := quadVertices(0, 0, w, h, a, b, c, d, tx, ty, cr, cg, cb, ca)
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vs := quadVertices(0, 0, w, h, a, b, c, d, tx, ty, cr, cg, cb, ca, false)
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is := graphics.QuadIndices()
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m.orig.DrawTriangles(buf, vs, is, colorm, mode, filter, driver.AddressClampToZero)
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}
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@ -149,7 +154,7 @@ func (m *mipmap) drawTriangles(src *mipmap, bounds image.Rectangle, vertices []V
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// TODO: Needs boundary check optimization?
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// See https://go101.org/article/bounds-check-elimination.html
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vs := vertexSlice(len(vertices))
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vs := vertexSlice(len(vertices), false)
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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vs[i*graphics.VertexFloatNum+1] = v.DstY
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@ -194,7 +199,7 @@ func (m *mipmap) level(r image.Rectangle, level int) *buffered.Image {
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switch {
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case level == 1:
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src = m.orig
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vs = quadVertices(r.Min.X, r.Min.Y, r.Max.X, r.Max.Y, 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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vs = quadVertices(r.Min.X, r.Min.Y, r.Max.X, r.Max.Y, 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1, false)
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filter = driver.FilterLinear
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case level > 1:
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src = m.level(r, level-1)
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@ -203,11 +208,11 @@ func (m *mipmap) level(r image.Rectangle, level int) *buffered.Image {
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return nil
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}
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w, h := sizeForLevel(r.Dx(), r.Dy(), level-1)
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vs = quadVertices(0, 0, w, h, 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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vs = quadVertices(0, 0, w, h, 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1, false)
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filter = driver.FilterLinear
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case level == -1:
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src = m.orig
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vs = quadVertices(r.Min.X, r.Min.Y, r.Max.X, r.Max.Y, 2, 0, 0, 2, 0, 0, 1, 1, 1, 1)
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vs = quadVertices(r.Min.X, r.Min.Y, r.Max.X, r.Max.Y, 2, 0, 0, 2, 0, 0, 1, 1, 1, 1, false)
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filter = driver.FilterNearest
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case level < -1:
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src = m.level(r, level+1)
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@ -216,7 +221,7 @@ func (m *mipmap) level(r image.Rectangle, level int) *buffered.Image {
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return nil
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}
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w, h := sizeForLevel(r.Dx(), r.Dy(), level+1)
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vs = quadVertices(0, 0, w, h, 2, 0, 0, 2, 0, 0, 1, 1, 1, 1)
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vs = quadVertices(0, 0, w, h, 2, 0, 0, 2, 0, 0, 1, 1, 1, 1, false)
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filter = driver.FilterNearest
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default:
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panic(fmt.Sprintf("ebiten: invalid level: %d", level))
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@ -292,6 +297,10 @@ func (m *mipmap) mipmapLevel(geom *GeoM, width, height int, filter driver.Filter
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panic("ebiten: dst must be non zero at mipmapLevel")
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}
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if filter == driver.FilterScreen {
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return 0
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}
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// Use 'negative' mipmap to render edges correctly (#611, #907).
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// It looks like 128 is the enlargement factor that causes edge missings to pass the test TestImageStretch.
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const tooBigScale = 128
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35
vertex.go
35
vertex.go
@ -21,7 +21,9 @@ import (
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)
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var (
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theVerticesBackend = &verticesBackend{}
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theVerticesBackend = &verticesBackend{
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backend: make([]float32, graphics.VertexFloatNum*1024),
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}
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)
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type verticesBackend struct {
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@ -30,42 +32,43 @@ type verticesBackend struct {
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m sync.Mutex
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}
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func (v *verticesBackend) slice(n int) []float32 {
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func (v *verticesBackend) slice(n int, last bool) []float32 {
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v.m.Lock()
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need := n * graphics.VertexFloatNum
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if v.head+need > len(v.backend) {
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v.backend = nil
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if l := len(v.backend); v.head+need > l {
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for v.head+need > l {
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l *= 2
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}
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v.backend = make([]float32, l)
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println(l)
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v.head = 0
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}
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if v.backend == nil {
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l := 1024
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if n > l {
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l = n
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}
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v.backend = make([]float32, graphics.VertexFloatNum*l)
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}
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s := v.backend[v.head : v.head+need]
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if last {
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// If last is true, the vertices backend is sent to GPU and it is fine to reuse the slice.
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v.head = 0
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} else {
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v.head += need
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}
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v.m.Unlock()
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return s
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}
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func vertexSlice(n int) []float32 {
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return theVerticesBackend.slice(n)
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func vertexSlice(n int, last bool) []float32 {
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return theVerticesBackend.slice(n, last)
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}
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func quadVertices(sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 {
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func quadVertices(sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32, last bool) []float32 {
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x := float32(sx1 - sx0)
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y := float32(sy1 - sy0)
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ax, by, cx, dy := a*x, b*y, c*x, d*y
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u0, v0, u1, v1 := float32(sx0), float32(sy0), float32(sx1), float32(sy1)
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// This function is very performance-sensitive and implement in a very dumb way.
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vs := vertexSlice(4)
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vs := vertexSlice(4, last)
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_ = vs[:48]
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// For each values, see the comment at shareable.(*Image).DrawTriangles.
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