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internal/graphicsdriver/opengl: Optimization: Avoid fmt.Sprintf
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3c1f8da7f8
commit
d3ac199aa9
@ -40,6 +40,8 @@ type Graphics struct {
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// drawCalled is true just after Draw is called. This holds true until ReplacePixels is called.
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drawCalled bool
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uniformVariableNameCache map[int]string
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}
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func (g *Graphics) Begin() {
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@ -145,6 +147,18 @@ func (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
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g.context.elementArrayBufferSubData(indices)
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}
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func (g *Graphics) uniformVariableName(idx int) string {
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if v, ok := g.uniformVariableNameCache[idx]; ok {
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return v
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}
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if g.uniformVariableNameCache == nil {
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g.uniformVariableNameCache = map[int]string{}
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}
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name := fmt.Sprintf("U%d", idx)
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g.uniformVariableNameCache[idx] = name
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return name
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}
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func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM driver.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}, evenOdd bool) error {
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destination := g.images[dstID]
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@ -227,7 +241,7 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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{
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const idx = graphics.DestinationTextureSizeUniformVariableIndex
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w, h := destination.framebufferSize()
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].name = g.uniformVariableName(idx)
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uniformVars[idx].valueSlice = []float32{float32(w), float32(h)}
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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@ -242,7 +256,7 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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}
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const idx = graphics.TextureSizesUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].name = g.uniformVariableName(idx)
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uniformVars[idx].valueSlice = sizes
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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@ -250,14 +264,14 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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{
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origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].name = g.uniformVariableName(idx)
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uniformVars[idx].valueSlice = origin
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].name = g.uniformVariableName(idx)
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uniformVars[idx].valueSlice = size
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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@ -268,21 +282,21 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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voffsets[2*i+1] = o[1]
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}
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const idx = graphics.TextureSourceOffsetsUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].name = g.uniformVariableName(idx)
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uniformVars[idx].valueSlice = voffsets
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].name = g.uniformVariableName(idx)
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uniformVars[idx].valueSlice = origin
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].name = g.uniformVariableName(idx)
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uniformVars[idx].valueSlice = size
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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