ebiten: don't create a vertex copy in DrawTriangles() / DrawTrianglesShader() (#3104)

Closes #3103
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SolarLune 2024-09-15 22:45:16 -07:00 committed by GitHub
parent 5fe818e17d
commit a113687d56
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@ -554,30 +554,32 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
vs := i.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount) vs := i.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount)
dst := i dst := i
if options.ColorScaleMode == ColorScaleModeStraightAlpha { if options.ColorScaleMode == ColorScaleModeStraightAlpha {
for i, v := range vertices { // Avoid using `for i, v := range vertices` as adding `v` creates a copy from `vertices` unnecessarily on each loop (#3103).
dx, dy := dst.adjustPositionF32(v.DstX, v.DstY) for i := range vertices {
dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
vs[i*graphics.VertexFloatCount] = dx vs[i*graphics.VertexFloatCount] = dx
vs[i*graphics.VertexFloatCount+1] = dy vs[i*graphics.VertexFloatCount+1] = dy
sx, sy := img.adjustPositionF32(v.SrcX, v.SrcY) sx, sy := img.adjustPositionF32(vertices[i].SrcX, vertices[i].SrcY)
vs[i*graphics.VertexFloatCount+2] = sx vs[i*graphics.VertexFloatCount+2] = sx
vs[i*graphics.VertexFloatCount+3] = sy vs[i*graphics.VertexFloatCount+3] = sy
vs[i*graphics.VertexFloatCount+4] = v.ColorR * v.ColorA * cr vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR * vertices[i].ColorA * cr
vs[i*graphics.VertexFloatCount+5] = v.ColorG * v.ColorA * cg vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG * vertices[i].ColorA * cg
vs[i*graphics.VertexFloatCount+6] = v.ColorB * v.ColorA * cb vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB * vertices[i].ColorA * cb
vs[i*graphics.VertexFloatCount+7] = v.ColorA * ca vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA * ca
} }
} else { } else {
for i, v := range vertices { // See comment above (#3103).
dx, dy := dst.adjustPositionF32(v.DstX, v.DstY) for i := range vertices {
dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
vs[i*graphics.VertexFloatCount] = dx vs[i*graphics.VertexFloatCount] = dx
vs[i*graphics.VertexFloatCount+1] = dy vs[i*graphics.VertexFloatCount+1] = dy
sx, sy := img.adjustPositionF32(v.SrcX, v.SrcY) sx, sy := img.adjustPositionF32(vertices[i].SrcX, vertices[i].SrcY)
vs[i*graphics.VertexFloatCount+2] = sx vs[i*graphics.VertexFloatCount+2] = sx
vs[i*graphics.VertexFloatCount+3] = sy vs[i*graphics.VertexFloatCount+3] = sy
vs[i*graphics.VertexFloatCount+4] = v.ColorR * cr vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR * cr
vs[i*graphics.VertexFloatCount+5] = v.ColorG * cg vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG * cg
vs[i*graphics.VertexFloatCount+6] = v.ColorB * cb vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB * cb
vs[i*graphics.VertexFloatCount+7] = v.ColorA * ca vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA * ca
} }
} }
is := i.ensureTmpIndices(len(indices)) is := i.ensureTmpIndices(len(indices))
@ -718,24 +720,25 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
vs := i.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount) vs := i.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount)
dst := i dst := i
src := options.Images[0] src := options.Images[0]
for i, v := range vertices { // Avoid using `for i, v := range vertices` as adding `v` creates a copy from `vertices` unnecessarily on each loop (#3103).
dx, dy := dst.adjustPositionF32(v.DstX, v.DstY) for i := range vertices {
dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
vs[i*graphics.VertexFloatCount] = dx vs[i*graphics.VertexFloatCount] = dx
vs[i*graphics.VertexFloatCount+1] = dy vs[i*graphics.VertexFloatCount+1] = dy
sx, sy := v.SrcX, v.SrcY sx, sy := vertices[i].SrcX, vertices[i].SrcY
if src != nil { if src != nil {
sx, sy = src.adjustPositionF32(sx, sy) sx, sy = src.adjustPositionF32(sx, sy)
} }
vs[i*graphics.VertexFloatCount+2] = sx vs[i*graphics.VertexFloatCount+2] = sx
vs[i*graphics.VertexFloatCount+3] = sy vs[i*graphics.VertexFloatCount+3] = sy
vs[i*graphics.VertexFloatCount+4] = v.ColorR vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR
vs[i*graphics.VertexFloatCount+5] = v.ColorG vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG
vs[i*graphics.VertexFloatCount+6] = v.ColorB vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB
vs[i*graphics.VertexFloatCount+7] = v.ColorA vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA
vs[i*graphics.VertexFloatCount+8] = v.Custom0 vs[i*graphics.VertexFloatCount+8] = vertices[i].Custom0
vs[i*graphics.VertexFloatCount+9] = v.Custom1 vs[i*graphics.VertexFloatCount+9] = vertices[i].Custom1
vs[i*graphics.VertexFloatCount+10] = v.Custom2 vs[i*graphics.VertexFloatCount+10] = vertices[i].Custom2
vs[i*graphics.VertexFloatCount+11] = v.Custom3 vs[i*graphics.VertexFloatCount+11] = vertices[i].Custom3
} }
is := i.ensureTmpIndices(len(indices)) is := i.ensureTmpIndices(len(indices))