graphics: Optimize vertices for speed

This commit is contained in:
Hajime Hoshi 2016-11-03 19:39:51 +09:00
parent 6f97374326
commit a07457902a
2 changed files with 149 additions and 40 deletions

95
vertices_js.go Normal file
View File

@ -0,0 +1,95 @@
// Copyright 2016 The Ebiten 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.
// +build js
package ebiten
import (
"github.com/gopherjs/gopherjs/js"
"github.com/hajimehoshi/ebiten/internal/graphics"
)
func vertices(parts ImageParts, width, height int, geo *GeoM) []float32 {
// TODO: This function should be in graphics package?
totalSize := graphics.QuadVertexSizeInBytes() / 4
l := parts.Len()
vs := js.Global.Get("Float32Array").New(l * totalSize)
g0 := geo.Element(0, 0)
g1 := geo.Element(0, 1)
g2 := geo.Element(1, 0)
g3 := geo.Element(1, 1)
g4 := geo.Element(0, 2)
g5 := geo.Element(1, 2)
w := 1.0
h := 1.0
for w < float64(width) {
w *= 2
}
for h < float64(height) {
h *= 2
}
n := 0
for i := 0; i < l; i++ {
dx0, dy0, dx1, dy1 := parts.Dst(i)
sx0, sy0, sx1, sy1 := parts.Src(i)
u0, v0, u1, v1 := float64(sx0)/w, float64(sy0)/h, float64(sx1)/w, float64(sy1)/h
vs.SetIndex(n, dx0)
vs.SetIndex(n+1, dy0)
vs.SetIndex(n+2, u0)
vs.SetIndex(n+3, v0)
vs.SetIndex(n+4, g0)
vs.SetIndex(n+5, g1)
vs.SetIndex(n+6, g2)
vs.SetIndex(n+7, g3)
vs.SetIndex(n+8, g4)
vs.SetIndex(n+9, g5)
vs.SetIndex(n+10, dx1)
vs.SetIndex(n+11, dy0)
vs.SetIndex(n+12, u1)
vs.SetIndex(n+13, v0)
vs.SetIndex(n+14, g0)
vs.SetIndex(n+15, g1)
vs.SetIndex(n+16, g2)
vs.SetIndex(n+17, g3)
vs.SetIndex(n+18, g4)
vs.SetIndex(n+19, g5)
vs.SetIndex(n+20, dx0)
vs.SetIndex(n+21, dy1)
vs.SetIndex(n+22, u0)
vs.SetIndex(n+23, v1)
vs.SetIndex(n+24, g0)
vs.SetIndex(n+25, g1)
vs.SetIndex(n+26, g2)
vs.SetIndex(n+27, g3)
vs.SetIndex(n+28, g4)
vs.SetIndex(n+29, g5)
vs.SetIndex(n+30, dx1)
vs.SetIndex(n+31, dy1)
vs.SetIndex(n+32, u1)
vs.SetIndex(n+33, v1)
vs.SetIndex(n+34, g0)
vs.SetIndex(n+35, g1)
vs.SetIndex(n+36, g2)
vs.SetIndex(n+37, g3)
vs.SetIndex(n+38, g4)
vs.SetIndex(n+39, g5)
n += totalSize
}
return vs.Interface().([]float32)
}

View File

@ -12,6 +12,8 @@
// See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
// limitations under the License. // limitations under the License.
// +build !js
package ebiten package ebiten
import ( import (
@ -21,16 +23,14 @@ import (
func vertices(parts ImageParts, width, height int, geo *GeoM) []float32 { func vertices(parts ImageParts, width, height int, geo *GeoM) []float32 {
// TODO: This function should be in graphics package? // TODO: This function should be in graphics package?
totalSize := graphics.QuadVertexSizeInBytes() / 4 totalSize := graphics.QuadVertexSizeInBytes() / 4
oneSize := totalSize / 4
l := parts.Len() l := parts.Len()
vs := make([]float32, l*totalSize) vs := make([]float32, l*totalSize)
geos := []float32{ g0 := float32(geo.Element(0, 0))
float32(geo.Element(0, 0)), g1 := float32(geo.Element(0, 1))
float32(geo.Element(0, 1)), g2 := float32(geo.Element(1, 0))
float32(geo.Element(1, 0)), g3 := float32(geo.Element(1, 1))
float32(geo.Element(1, 1)), g4 := float32(geo.Element(0, 2))
float32(geo.Element(0, 2)), g5 := float32(geo.Element(1, 2))
float32(geo.Element(1, 2))}
w := float32(1) w := float32(1)
h := float32(1) h := float32(1)
for w < float32(width) { for w < float32(width) {
@ -39,43 +39,57 @@ func vertices(parts ImageParts, width, height int, geo *GeoM) []float32 {
for h < float32(height) { for h < float32(height) {
h *= 2 h *= 2
} }
n := 0
for i := 0; i < l; i++ { for i := 0; i < l; i++ {
dx0, dy0, dx1, dy1 := parts.Dst(i) dx0, dy0, dx1, dy1 := parts.Dst(i)
x0, y0, x1, y1 := float32(dx0), float32(dy0), float32(dx1), float32(dy1) x0, y0, x1, y1 := float32(dx0), float32(dy0), float32(dx1), float32(dy1)
sx0, sy0, sx1, sy1 := parts.Src(i) sx0, sy0, sx1, sy1 := parts.Src(i)
u0, v0, u1, v1 := float32(sx0)/w, float32(sy0)/h, float32(sx1)/w, float32(sy1)/h u0, v0, u1, v1 := float32(sx0)/w, float32(sy0)/h, float32(sx1)/w, float32(sy1)/h
offset := i * totalSize vs[n] = x0
vs[offset] = x0 vs[n+1] = y0
vs[offset+1] = y0 vs[n+2] = u0
vs[offset+2] = u0 vs[n+3] = v0
vs[offset+3] = v0 vs[n+4] = g0
for j, g := range geos { vs[n+5] = g1
vs[offset+4+j] = g vs[n+6] = g2
} vs[n+7] = g3
offset += oneSize vs[n+8] = g4
vs[offset] = x1 vs[n+9] = g5
vs[offset+1] = y0
vs[offset+2] = u1 vs[n+10] = x1
vs[offset+3] = v0 vs[n+11] = y0
for j, g := range geos { vs[n+12] = u1
vs[offset+4+j] = g vs[n+13] = v0
} vs[n+14] = g0
offset += oneSize vs[n+15] = g1
vs[offset] = x0 vs[n+16] = g2
vs[offset+1] = y1 vs[n+17] = g3
vs[offset+2] = u0 vs[n+18] = g4
vs[offset+3] = v1 vs[n+19] = g5
for j, g := range geos {
vs[offset+4+j] = g vs[n+20] = x0
} vs[n+21] = y1
offset += oneSize vs[n+22] = u0
vs[offset] = x1 vs[n+23] = v1
vs[offset+1] = y1 vs[n+24] = g0
vs[offset+2] = u1 vs[n+25] = g1
vs[offset+3] = v1 vs[n+26] = g2
for j, g := range geos { vs[n+27] = g3
vs[offset+4+j] = g vs[n+28] = g4
} vs[n+29] = g5
vs[n+30] = x1
vs[n+31] = y1
vs[n+32] = u1
vs[n+33] = v1
vs[n+34] = g0
vs[n+35] = g1
vs[n+36] = g2
vs[n+37] = g3
vs[n+38] = g4
vs[n+39] = g5
n += totalSize
} }
return vs return vs
} }