internal/graphicscommand: add BenchPrependPreservedUniforms

Updates #3144
This commit is contained in:
Hajime Hoshi 2024-10-26 01:14:56 +09:00
parent d334db8291
commit 9f5f53c041
3 changed files with 47 additions and 0 deletions

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@ -0,0 +1,34 @@
// Copyright 2024 The Ebitengine Authors
//
// 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 graphicscommand_test
import (
"image"
"testing"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
)
func BenchmarkPrependPreservedUniforms(b *testing.B) {
var uniforms [graphics.PreservedUniformUint32Count]uint32
dst := graphicscommand.NewImage(16, 16, false, "")
src := graphicscommand.NewImage(16, 16, false, "")
dr := image.Rect(0, 0, 16, 16)
sr := image.Rect(0, 0, 16, 16)
for i := 0; i < b.N; i++ {
graphicscommand.PrependPreservedUniforms(uniforms[:], nearestFilterShader, dst, [graphics.ShaderSrcImageCount]*graphicscommand.Image{src}, dr, [graphics.ShaderSrcImageCount]image.Rectangle{sr})
}
}

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@ -349,7 +349,10 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
origUniforms := uniforms origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count) uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms) copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
return prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
}
func prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
// Set the destination texture size. // Set the destination texture size.
dw, dh := dst.InternalSize() dw, dh := dst.InternalSize()
uniforms[0] = math.Float32bits(float32(dw)) uniforms[0] = math.Float32bits(float32(dw))

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@ -14,8 +14,18 @@
package graphicscommand package graphicscommand
import (
"image"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
)
type WritePixelsCommandArgs = writePixelsCommandArgs type WritePixelsCommandArgs = writePixelsCommandArgs
func (i *Image) BufferedWritePixelsArgsForTesting() []WritePixelsCommandArgs { func (i *Image) BufferedWritePixelsArgsForTesting() []WritePixelsCommandArgs {
return i.bufferedWritePixelsArgs return i.bufferedWritePixelsArgs
} }
func PrependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
return prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
}