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https://github.com/hajimehoshi/ebiten.git
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ebiten: performance improvement by reducing allocations of []float32
This commit is contained in:
parent
6a72b1e10d
commit
89c64f83e3
29
image.go
29
image.go
@ -43,6 +43,9 @@ type Image struct {
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// tmpVertices must not be reused until the vertices are sent to the graphics command queue.
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tmpVertices []float32
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// tmpUniforms must not be reused until the vertices are sent to the graphics command queue.
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tmpUniforms []uint32
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}
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func (i *Image) copyCheck() {
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@ -252,12 +255,12 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, builtinshader.AddressUnsafe, useColorM)
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var uniforms []uint32
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uniforms := i.ensureTmpUniforms(shader)
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if useColorM {
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var body [16]float32
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var translation [4]float32
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colorm.Elements(body[:], translation[:])
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uniforms = shader.convertUniforms(map[string]any{
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shader.convertUniforms(uniforms, map[string]any{
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builtinshader.UniformColorMBody: body[:],
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builtinshader.UniformColorMTranslation: translation[:],
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})
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@ -481,12 +484,12 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, address, useColorM)
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var uniforms []uint32
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uniforms := i.ensureTmpUniforms(shader)
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if useColorM {
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var body [16]float32
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var translation [4]float32
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colorm.Elements(body[:], translation[:])
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uniforms = shader.convertUniforms(map[string]any{
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shader.convertUniforms(uniforms, map[string]any{
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builtinshader.UniformColorMBody: body[:],
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builtinshader.UniformColorMTranslation: translation[:],
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})
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@ -643,7 +646,10 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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offsets[i][1] = float32(y - sy)
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}
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), options.FillRule == EvenOdd, true, options.AntiAlias)
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uniforms := i.ensureTmpUniforms(shader)
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shader.convertUniforms(uniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, uniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
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}
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// DrawRectShaderOptions represents options for DrawRectShader.
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@ -753,7 +759,10 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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offsets[i][1] = float32(y - sy)
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}
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), false, true, false)
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uniforms := i.ensureTmpUniforms(shader)
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shader.convertUniforms(uniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, uniforms, false, true, false)
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}
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// SubImage returns an image representing the portion of the image p visible through r.
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@ -1155,6 +1164,14 @@ func (i *Image) ensureTmpVertices(n int) []float32 {
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return i.tmpVertices[:n]
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}
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func (i *Image) ensureTmpUniforms(shader *Shader) []uint32 {
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n := shader.uniformUint32Count()
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if cap(i.tmpUniforms) < n {
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i.tmpUniforms = make([]uint32, n)
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}
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return i.tmpUniforms[:n]
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}
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// private implements FinalScreen.
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func (*Image) private() {
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}
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@ -152,9 +152,10 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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copy(vs, vertices)
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is := make([]uint16, len(indices))
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copy(is, indices)
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// TODO: Copy uniform variables. Now this is created for each call, so copying is not necessary, but this is fragile.
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us := make([]uint32, len(uniforms))
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copy(us, uniforms)
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if tryAddDelayedCommand(func() {
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i.DrawTriangles(srcs, vs, is, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd)
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i.DrawTriangles(srcs, vs, is, blend, dstRegion, srcRegion, subimageOffsets, shader, us, evenOdd)
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}) {
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return
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}
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@ -423,6 +423,9 @@ func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Imag
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is := make([]uint16, len(indices))
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copy(is, indices)
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us := make([]uint32, len(uniforms))
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copy(us, uniforms)
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item := &drawTrianglesHistoryItem{
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images: srcs,
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offsets: offsets,
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@ -432,7 +435,7 @@ func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Imag
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dstRegion: dstRegion,
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srcRegion: srcRegion,
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shader: shader,
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uniforms: uniforms,
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uniforms: us,
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evenOdd: evenOdd,
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}
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i.drawTrianglesHistory = append(i.drawTrianglesHistory, item)
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@ -44,13 +44,15 @@ func (s *Shader) MarkDisposed() {
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s.shader = nil
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}
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func (s *Shader) ConvertUniforms(uniforms map[string]any) []uint32 {
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func (s *Shader) UniformUint32Count() int {
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var n int
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for _, typ := range s.uniformTypes {
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n += typ.Uint32Count()
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}
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return n
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}
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us := make([]uint32, n)
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func (s *Shader) ConvertUniforms(dst []uint32, uniforms map[string]any) {
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var idx int
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for i, name := range s.uniformNames {
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typ := s.uniformTypes[i]
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@ -61,36 +63,34 @@ func (s *Shader) ConvertUniforms(uniforms map[string]any) []uint32 {
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t := v.Type()
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switch t.Kind() {
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case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
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us[idx] = uint32(v.Int())
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dst[idx] = uint32(v.Int())
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case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr:
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us[idx] = uint32(v.Uint())
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dst[idx] = uint32(v.Uint())
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case reflect.Float32, reflect.Float64:
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us[idx] = math.Float32bits(float32(v.Float()))
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dst[idx] = math.Float32bits(float32(v.Float()))
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case reflect.Slice, reflect.Array:
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l := v.Len()
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switch t.Elem().Kind() {
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case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
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for i := 0; i < l; i++ {
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us[idx+i] = uint32(v.Index(i).Int())
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dst[idx+i] = uint32(v.Index(i).Int())
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}
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case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr:
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for i := 0; i < l; i++ {
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us[idx+i] = uint32(v.Index(i).Uint())
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dst[idx+i] = uint32(v.Index(i).Uint())
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}
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case reflect.Float32, reflect.Float64:
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for i := 0; i < l; i++ {
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us[idx+i] = math.Float32bits(float32(v.Index(i).Float()))
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dst[idx+i] = math.Float32bits(float32(v.Index(i).Float()))
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}
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default:
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panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
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panic(fmt.Sprintf("ui: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
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}
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default:
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panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
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panic(fmt.Sprintf("ui: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
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}
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}
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idx += typ.Uint32Count()
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}
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return us
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}
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@ -52,8 +52,12 @@ func (s *Shader) Dispose() {
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s.shader = nil
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}
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func (s *Shader) convertUniforms(uniforms map[string]any) []uint32 {
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return s.shader.ConvertUniforms(uniforms)
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func (s *Shader) uniformUint32Count() int {
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return s.shader.UniformUint32Count()
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}
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func (s *Shader) convertUniforms(dst []uint32, uniforms map[string]any) {
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s.shader.ConvertUniforms(dst, uniforms)
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}
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type builtinShaderKey struct {
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