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graphics: Merge commands when appending
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parent
50b2d8ee94
commit
b2780fb585
@ -43,45 +43,24 @@ var theCommandQueue = &commandQueue{
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func (q *commandQueue) Enqueue(command command) {
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func (q *commandQueue) Enqueue(command command) {
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q.m.Lock()
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q.m.Lock()
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defer q.m.Unlock()
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defer q.m.Unlock()
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if 0 < len(q.commands) {
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if c1, ok := q.commands[len(q.commands)-1].(*drawImageCommand); ok {
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if c2, ok := command.(*drawImageCommand); ok {
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if c1.isMergeable(c2) {
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c1.vertices = append(c1.vertices, c2.vertices...)
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return
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}
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}
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}
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}
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q.commands = append(q.commands, command)
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q.commands = append(q.commands, command)
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}
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}
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func mergeCommands(commands []command) []command {
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// TODO: This logic is relatively complicated. Add tests.
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cs := make([]command, 0, len(commands))
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var prev *drawImageCommand
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for _, c := range commands {
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switch c := c.(type) {
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case *drawImageCommand:
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if prev == nil {
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prev = c
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continue
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}
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if prev.isMergeable(c) {
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prev = prev.merge(c)
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continue
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}
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cs = append(cs, prev)
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prev = c
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continue
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}
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if prev != nil {
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cs = append(cs, prev)
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prev = nil
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}
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cs = append(cs, c)
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}
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if prev != nil {
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cs = append(cs, prev)
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}
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return cs
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}
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// commandGroups separates q.commands into some groups.
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// commandGroups separates q.commands into some groups.
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// The number of quads of drawImageCommand in one groups must be equal to or less than
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// The number of quads of drawImageCommand in one groups must be equal to or less than
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// its limit (maxQuads).
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// its limit (maxQuads).
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func (q *commandQueue) commandGroups() [][]command {
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func (q *commandQueue) commandGroups() [][]command {
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cs := mergeCommands(q.commands)
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cs := q.commands
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gs := [][]command{}
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gs := [][]command{}
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quads := 0
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quads := 0
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for 0 < len(cs) {
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for 0 < len(cs) {
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@ -245,14 +224,6 @@ func (c *drawImageCommand) isMergeable(other *drawImageCommand) bool {
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return true
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return true
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}
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}
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func (c *drawImageCommand) merge(other *drawImageCommand) *drawImageCommand {
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newC := *c
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newC.vertices = make([]float32, 0, len(c.vertices)+len(other.vertices))
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newC.vertices = append(newC.vertices, c.vertices...)
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newC.vertices = append(newC.vertices, other.vertices...)
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return &newC
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}
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func (c *drawImageCommand) quadsNum() int {
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func (c *drawImageCommand) quadsNum() int {
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return len(c.vertices) * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes()
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return len(c.vertices) * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes()
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}
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}
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