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internal/ui: optimize GPU usages when the screen doesn't have to be updated
This change skips rendering when 1) the screen is not cleared every frame (`SetScreenClearedEveryFrame(false)`) and 2) Draw doesn't draw anything onto the screen. The GPU usages decreased on some machines (e.g. GPU usage was 10% with an empty Ebitengine project and became 2-3 % on a Windows machine). Updates #2341
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107
examples/skipdraw/main.go
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107
examples/skipdraw/main.go
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@ -0,0 +1,107 @@
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// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build example
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// +build example
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package main
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import (
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"bytes"
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"image"
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_ "image/jpeg"
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/examples/resources/images"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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)
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var (
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gophersImage *ebiten.Image
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)
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type Game struct {
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count int
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input bool
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introShown bool
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}
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func (g *Game) Update() error {
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g.count++
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g.input = len(inpututil.AppendPressedKeys(nil)) > 0
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if inpututil.IsKeyJustPressed(ebiten.KeyF) {
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ebiten.SetFullscreen(!ebiten.IsFullscreen())
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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// If there is no inpnut, skip draw. Ebitengine skips GPU usages in this case.
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if !g.input && g.introShown {
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return
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}
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screen.Clear()
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w, h := gophersImage.Size()
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op := &ebiten.DrawImageOptions{}
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// Move the image's center to the screen's upper-left corner.
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// This is a preparation for rotating. When geometry matrices are applied,
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// the origin point is the upper-left corner.
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op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
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// Rotate the image. As a result, the anchor point of this rotate is
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// the center of the image.
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op.GeoM.Rotate(float64(g.count%360) * 2 * math.Pi / 360)
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// Move the image to the screen's center.
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op.GeoM.Translate(screenWidth/2, screenHeight/2)
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screen.DrawImage(gophersImage, op)
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ebitenutil.DebugPrint(screen, "Press any keys to keep animations.\nPress F to switch fullscreen.")
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g.introShown = true
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
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ebiten.SetScreenClearedEveryFrame(false)
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// Decode an image from the image file's byte slice.
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img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
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if err != nil {
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log.Fatal(err)
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}
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gophersImage = ebiten.NewImageFromImage(img)
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Skip Draw (Ebitengine Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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@ -147,7 +147,7 @@ func (g *gameForUI) DrawOffscreen() error {
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return nil
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}
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func (g *gameForUI) DrawScreen() {
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func (g *gameForUI) DrawFinalScreen() {
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scale, offsetX, offsetY := g.ScreenScaleAndOffsets()
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var geoM GeoM
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geoM.Scale(scale, scale)
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@ -168,7 +168,8 @@ func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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// flush must be called the main thread.
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func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) (err error) {
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if len(q.commands) == 0 {
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// If endFrame is true, Begin/End should be called to ensure the framebuffer is swapped.
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if len(q.commands) == 0 && !endFrame {
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return nil
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}
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@ -199,11 +199,15 @@ func (g *Graphics) SetVertices(vertices []float32, indices []uint16) error {
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}
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func (g *Graphics) flushIfNeeded(present bool) {
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if g.cb == (mtl.CommandBuffer{}) {
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if g.cb == (mtl.CommandBuffer{}) && !present {
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return
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}
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g.flushRenderCommandEncoderIfNeeded()
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if present && g.screenDrawable == (ca.MetalDrawable{}) {
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g.screenDrawable = g.view.nextDrawable()
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}
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if !g.view.presentsWithTransaction() && present && g.screenDrawable != (ca.MetalDrawable{}) {
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g.cb.PresentDrawable(g.screenDrawable)
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}
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@ -38,7 +38,7 @@ type Game interface {
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Layout(outsideWidth, outsideHeight int) (int, int)
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Update() error
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DrawOffscreen() error
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DrawScreen()
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DrawFinalScreen()
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ScreenScaleAndOffsets() (scale, offsetX, offsetY float64)
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}
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@ -53,6 +53,8 @@ type context struct {
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// The following members must be protected by the mutex m.
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outsideWidth float64
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outsideHeight float64
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skipCount int
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}
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func newContext(game Game) *context {
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@ -63,7 +65,7 @@ func newContext(game Game) *context {
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func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl) error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui)
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return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
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}
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func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl) error {
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@ -74,14 +76,14 @@ func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsi
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n = 2
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}
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for i := 0; i < n; i++ {
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if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui); err != nil {
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if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true); err != nil {
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return err
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}
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}
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return nil
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}
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl) (err error) {
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl, forceDraw bool) (err error) {
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if err := theGlobalState.error(); err != nil {
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return err
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}
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@ -142,14 +144,14 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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}
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// Draw the game.
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if err := c.drawGame(graphicsDriver); err != nil {
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if err := c.drawGame(graphicsDriver, forceDraw); err != nil {
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return err
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}
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return nil
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}
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) error {
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw bool) error {
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if (c.offscreen.imageType == atlas.ImageTypeVolatile) != theGlobalState.isScreenClearedEveryFrame() {
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w, h := c.offscreen.width, c.offscreen.height
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c.offscreen.MarkDisposed()
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@ -162,20 +164,35 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) error {
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if theGlobalState.isScreenClearedEveryFrame() {
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c.offscreen.clear()
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}
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c.offscreen.dirty = false
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if err := c.game.DrawOffscreen(); err != nil {
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return err
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}
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if graphicsDriver.NeedsClearingScreen() {
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.clear()
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const maxSkipCount = 3
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if !forceDraw && !theGlobalState.isScreenClearedEveryFrame() && !c.offscreen.dirty {
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if c.skipCount < maxSkipCount {
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c.skipCount++
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}
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} else {
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c.skipCount = 0
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}
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c.game.DrawScreen()
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// If the offscreen is not updated and the framebuffers don't have to be updated, skip rendering to save GPU power.
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if c.skipCount < maxSkipCount {
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if graphicsDriver.NeedsClearingScreen() {
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.clear()
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}
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// The final screen is never used as the rendering source.
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// Flush its buffer here just in case.
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c.screen.flushBufferIfNeeded()
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c.game.DrawFinalScreen()
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// The final screen is never used as the rendering source.
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// Flush its buffer here just in case.
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c.screen.flushBufferIfNeeded()
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}
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return nil
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}
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@ -45,6 +45,8 @@ type Image struct {
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bigOffscreenBuffer *Image
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bigOffscreenBufferBlend graphicsdriver.Blend
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bigOffscreenBufferDirty bool
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dirty bool
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}
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func NewImage(width, height int, imageType atlas.ImageType) *Image {
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@ -68,9 +70,12 @@ func (i *Image) MarkDisposed() {
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i.mipmap.MarkDisposed()
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i.mipmap = nil
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i.dotsBuffer = nil
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i.dirty = false
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}
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool, antialias bool) {
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i.dirty = true
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if antialias {
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// Flush the other buffer to make the buffers exclusive.
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i.flushDotsBufferIfNeeded()
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@ -141,6 +146,8 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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}
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func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
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i.dirty = true
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if width == 1 && height == 1 {
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// Flush the other buffer to make the buffers exclusive.
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i.flushBigOffscreenBufferIfNeeded()
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