jsutil: Avoid creating Float32Array at TemporaryFloat32Array

Updates #1435
This commit is contained in:
Hajime Hoshi 2020-12-14 03:02:58 +09:00
parent f440e368b3
commit e5c1151cc5
2 changed files with 57 additions and 33 deletions

View File

@ -386,24 +386,52 @@ func (c *context) uniformFloats(p program, location string, v []float32, typ sha
base = typ.Sub[0].Main base = typ.Sub[0].Main
} }
arr := jsutil.TemporaryFloat32Array(len(v) * 4) arr := jsutil.TemporaryFloat32Array(len(v))
jsutil.CopySliceToJS(arr, v) jsutil.CopySliceToJS(arr, v)
switch base { switch base {
case shaderir.Float: case shaderir.Float:
gl.Call("uniform1fv", js.Value(l), arr) if isWebGL2Available {
gl.Call("uniform1fv", js.Value(l), arr, 0, len(v))
} else {
gl.Call("uniform1fv", js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Vec2: case shaderir.Vec2:
gl.Call("uniform2fv", js.Value(l), arr) if isWebGL2Available {
gl.Call("uniform2fv", js.Value(l), arr, 0, len(v))
} else {
gl.Call("uniform2fv", js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Vec3: case shaderir.Vec3:
gl.Call("uniform3fv", js.Value(l), arr) if isWebGL2Available {
gl.Call("uniform3fv", js.Value(l), arr, 0, len(v))
} else {
gl.Call("uniform3fv", js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Vec4: case shaderir.Vec4:
gl.Call("uniform4fv", js.Value(l), arr) if isWebGL2Available {
gl.Call("uniform4fv", js.Value(l), arr, 0, len(v))
} else {
gl.Call("uniform4fv", js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Mat2: case shaderir.Mat2:
gl.Call("uniformMatrix2fv", js.Value(l), false, arr) if isWebGL2Available {
gl.Call("uniformMatrix2fv", js.Value(l), false, arr, 0, len(v))
} else {
gl.Call("uniformMatrix2fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
}
case shaderir.Mat3: case shaderir.Mat3:
gl.Call("uniformMatrix3fv", js.Value(l), false, arr) if isWebGL2Available {
gl.Call("uniformMatrix3fv", js.Value(l), false, arr, 0, len(v))
} else {
gl.Call("uniformMatrix3fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
}
case shaderir.Mat4: case shaderir.Mat4:
gl.Call("uniformMatrix4fv", js.Value(l), false, arr) if isWebGL2Available {
gl.Call("uniformMatrix4fv", js.Value(l), false, arr, 0, len(v))
} else {
gl.Call("uniformMatrix4fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
}
default: default:
panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String())) panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
} }

View File

@ -23,23 +23,32 @@ import (
// This enables to avoid unnecessary allocations of js.Value. // This enables to avoid unnecessary allocations of js.Value.
var isTypedArrayWritable = js.Global().Get("go2cpp").Truthy() var isTypedArrayWritable = js.Global().Get("go2cpp").Truthy()
// temporaryBuffer is a temporary buffer used at gl.readPixels or gl.texSubImage2D. // temporaryArrayBuffer is a temporary buffer used at gl.readPixels or gl.texSubImage2D.
// The read data is converted to Go's byte slice as soon as possible. // The read data is converted to Go's byte slice as soon as possible.
// To avoid often allocating ArrayBuffer, reuse the buffer whenever possible. // To avoid often allocating ArrayBuffer, reuse the buffer whenever possible.
var temporaryBuffer = js.Global().Get("ArrayBuffer").New(16) var temporaryArrayBuffer = js.Global().Get("ArrayBuffer").New(16)
func ensureTemporaryBufferSize(byteLength int) { var temporaryFloat32Array = js.Global().Get("Float32Array").New(temporaryArrayBuffer)
if bufl := temporaryBuffer.Get("byteLength").Int(); bufl < byteLength {
func ensureTemporaryArrayBufferSize(byteLength int) {
if bufl := temporaryArrayBuffer.Get("byteLength").Int(); bufl < byteLength {
for bufl < byteLength { for bufl < byteLength {
bufl *= 2 bufl *= 2
} }
temporaryBuffer = js.Global().Get("ArrayBuffer").New(bufl) temporaryArrayBuffer = js.Global().Get("ArrayBuffer").New(bufl)
}
}
func ensureTemporaryFloat32ArraySize(length int) {
ensureTemporaryArrayBufferSize(length * 4)
if temporaryFloat32Array.Get("byteLength").Int() < temporaryArrayBuffer.Get("byteLength").Int() {
temporaryFloat32Array = js.Global().Get("Float32Array").New(temporaryArrayBuffer)
} }
} }
func TemporaryUint8Array(byteLength int) js.Value { func TemporaryUint8Array(byteLength int) js.Value {
ensureTemporaryBufferSize(byteLength) ensureTemporaryArrayBufferSize(byteLength)
return uint8Array(temporaryBuffer, 0, byteLength) return uint8Array(temporaryArrayBuffer, 0, byteLength)
} }
var uint8ArrayObj js.Value var uint8ArrayObj js.Value
@ -57,22 +66,9 @@ func uint8Array(buffer js.Value, byteOffset, byteLength int) js.Value {
return js.Global().Get("Uint8Array").New(buffer, byteOffset, byteLength) return js.Global().Get("Uint8Array").New(buffer, byteOffset, byteLength)
} }
func TemporaryFloat32Array(byteLength int) js.Value { // TemporaryFloat32Array returns a Float32Array whose length is at least minLength.
ensureTemporaryBufferSize(byteLength) // Be careful that the length can exceed the given minLength.
return float32Array(temporaryBuffer, 0, byteLength) func TemporaryFloat32Array(minLength int) js.Value {
} ensureTemporaryFloat32ArraySize(minLength * 4)
return temporaryFloat32Array
var float32ArrayObj js.Value
func float32Array(buffer js.Value, byteOffset, byteLength int) js.Value {
if isTypedArrayWritable {
if Equal(float32ArrayObj, js.Undefined()) {
float32ArrayObj = js.Global().Get("Float32Array").New()
}
float32ArrayObj.Set("buffer", buffer)
float32ArrayObj.Set("byteOffset", byteOffset)
float32ArrayObj.Set("byteLength", byteLength)
return float32ArrayObj
}
return js.Global().Get("Float32Array").New(buffer, byteOffset/4, byteLength/4)
} }