internal/mipmap: refactoring: add a fast path

This commit is contained in:
Hajime Hoshi 2024-10-27 01:04:00 +09:00
parent 00fade9dcf
commit dc41960d3b

View File

@ -83,38 +83,49 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, verti
return
}
level := 0
if !canSkipMipmap && srcs[0] != nil && canUseMipmap(srcs[0].imageType) {
level = math.MaxInt32
for i := 0; i < len(indices); i += 3 {
idx0 := indices[i]
idx1 := indices[i+1]
idx2 := indices[i+2]
dx0 := vertices[graphics.VertexFloatCount*idx0]
dy0 := vertices[graphics.VertexFloatCount*idx0+1]
sx0 := vertices[graphics.VertexFloatCount*idx0+2]
sy0 := vertices[graphics.VertexFloatCount*idx0+3]
dx1 := vertices[graphics.VertexFloatCount*idx1]
dy1 := vertices[graphics.VertexFloatCount*idx1+1]
sx1 := vertices[graphics.VertexFloatCount*idx1+2]
sy1 := vertices[graphics.VertexFloatCount*idx1+3]
dx2 := vertices[graphics.VertexFloatCount*idx2]
dy2 := vertices[graphics.VertexFloatCount*idx2+1]
sx2 := vertices[graphics.VertexFloatCount*idx2+2]
sy2 := vertices[graphics.VertexFloatCount*idx2+3]
if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
level = l
}
if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2); level > l {
level = l
}
if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0); level > l {
level = l
// Use the fast path if mipmap is not used.
if canSkipMipmap || srcs[0] == nil || !canUseMipmap(srcs[0].imageType) {
var imgs [graphics.ShaderSrcImageCount]*buffered.Image
for i, src := range srcs {
if src == nil {
continue
}
imgs[i] = src.orig
}
if level == math.MaxInt32 {
panic("mipmap: level must be calculated at least once but not")
m.orig.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule, hint)
m.markDirty()
return
}
level := math.MaxInt32
for i := 0; i < len(indices); i += 3 {
idx0 := indices[i]
idx1 := indices[i+1]
idx2 := indices[i+2]
dx0 := vertices[graphics.VertexFloatCount*idx0]
dy0 := vertices[graphics.VertexFloatCount*idx0+1]
sx0 := vertices[graphics.VertexFloatCount*idx0+2]
sy0 := vertices[graphics.VertexFloatCount*idx0+3]
dx1 := vertices[graphics.VertexFloatCount*idx1]
dy1 := vertices[graphics.VertexFloatCount*idx1+1]
sx1 := vertices[graphics.VertexFloatCount*idx1+2]
sy1 := vertices[graphics.VertexFloatCount*idx1+3]
dx2 := vertices[graphics.VertexFloatCount*idx2]
dy2 := vertices[graphics.VertexFloatCount*idx2+1]
sx2 := vertices[graphics.VertexFloatCount*idx2+2]
sy2 := vertices[graphics.VertexFloatCount*idx2+3]
if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
level = l
}
if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2); level > l {
level = l
}
if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0); level > l {
level = l
}
}
if level == math.MaxInt32 {
panic("mipmap: level must be calculated at least once but not")
}
var imgs [graphics.ShaderSrcImageCount]*buffered.Image