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jsutil: Avoid creating Float32Array at TemporaryFloat32Array
Updates #1435
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@ -386,24 +386,52 @@ func (c *context) uniformFloats(p program, location string, v []float32, typ sha
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base = typ.Sub[0].Main
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}
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arr := jsutil.TemporaryFloat32Array(len(v) * 4)
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arr := jsutil.TemporaryFloat32Array(len(v))
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jsutil.CopySliceToJS(arr, v)
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switch base {
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case shaderir.Float:
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gl.Call("uniform1fv", js.Value(l), arr)
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if isWebGL2Available {
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gl.Call("uniform1fv", js.Value(l), arr, 0, len(v))
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} else {
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gl.Call("uniform1fv", js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec2:
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gl.Call("uniform2fv", js.Value(l), arr)
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if isWebGL2Available {
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gl.Call("uniform2fv", js.Value(l), arr, 0, len(v))
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} else {
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gl.Call("uniform2fv", js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec3:
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gl.Call("uniform3fv", js.Value(l), arr)
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if isWebGL2Available {
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gl.Call("uniform3fv", js.Value(l), arr, 0, len(v))
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} else {
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gl.Call("uniform3fv", js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec4:
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gl.Call("uniform4fv", js.Value(l), arr)
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if isWebGL2Available {
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gl.Call("uniform4fv", js.Value(l), arr, 0, len(v))
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} else {
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gl.Call("uniform4fv", js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat2:
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gl.Call("uniformMatrix2fv", js.Value(l), false, arr)
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if isWebGL2Available {
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gl.Call("uniformMatrix2fv", js.Value(l), false, arr, 0, len(v))
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} else {
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gl.Call("uniformMatrix2fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat3:
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gl.Call("uniformMatrix3fv", js.Value(l), false, arr)
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if isWebGL2Available {
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gl.Call("uniformMatrix3fv", js.Value(l), false, arr, 0, len(v))
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} else {
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gl.Call("uniformMatrix3fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat4:
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gl.Call("uniformMatrix4fv", js.Value(l), false, arr)
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if isWebGL2Available {
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gl.Call("uniformMatrix4fv", js.Value(l), false, arr, 0, len(v))
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} else {
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gl.Call("uniformMatrix4fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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default:
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panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
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}
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@ -23,23 +23,32 @@ import (
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// This enables to avoid unnecessary allocations of js.Value.
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var isTypedArrayWritable = js.Global().Get("go2cpp").Truthy()
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// temporaryBuffer is a temporary buffer used at gl.readPixels or gl.texSubImage2D.
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// temporaryArrayBuffer is a temporary buffer used at gl.readPixels or gl.texSubImage2D.
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// The read data is converted to Go's byte slice as soon as possible.
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// To avoid often allocating ArrayBuffer, reuse the buffer whenever possible.
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var temporaryBuffer = js.Global().Get("ArrayBuffer").New(16)
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var temporaryArrayBuffer = js.Global().Get("ArrayBuffer").New(16)
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func ensureTemporaryBufferSize(byteLength int) {
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if bufl := temporaryBuffer.Get("byteLength").Int(); bufl < byteLength {
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var temporaryFloat32Array = js.Global().Get("Float32Array").New(temporaryArrayBuffer)
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func ensureTemporaryArrayBufferSize(byteLength int) {
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if bufl := temporaryArrayBuffer.Get("byteLength").Int(); bufl < byteLength {
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for bufl < byteLength {
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bufl *= 2
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}
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temporaryBuffer = js.Global().Get("ArrayBuffer").New(bufl)
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temporaryArrayBuffer = js.Global().Get("ArrayBuffer").New(bufl)
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}
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}
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func ensureTemporaryFloat32ArraySize(length int) {
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ensureTemporaryArrayBufferSize(length * 4)
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if temporaryFloat32Array.Get("byteLength").Int() < temporaryArrayBuffer.Get("byteLength").Int() {
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temporaryFloat32Array = js.Global().Get("Float32Array").New(temporaryArrayBuffer)
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}
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}
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func TemporaryUint8Array(byteLength int) js.Value {
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ensureTemporaryBufferSize(byteLength)
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return uint8Array(temporaryBuffer, 0, byteLength)
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ensureTemporaryArrayBufferSize(byteLength)
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return uint8Array(temporaryArrayBuffer, 0, byteLength)
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}
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var uint8ArrayObj js.Value
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@ -57,22 +66,9 @@ func uint8Array(buffer js.Value, byteOffset, byteLength int) js.Value {
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return js.Global().Get("Uint8Array").New(buffer, byteOffset, byteLength)
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}
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func TemporaryFloat32Array(byteLength int) js.Value {
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ensureTemporaryBufferSize(byteLength)
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return float32Array(temporaryBuffer, 0, byteLength)
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}
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var float32ArrayObj js.Value
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func float32Array(buffer js.Value, byteOffset, byteLength int) js.Value {
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if isTypedArrayWritable {
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if Equal(float32ArrayObj, js.Undefined()) {
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float32ArrayObj = js.Global().Get("Float32Array").New()
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}
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float32ArrayObj.Set("buffer", buffer)
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float32ArrayObj.Set("byteOffset", byteOffset)
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float32ArrayObj.Set("byteLength", byteLength)
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return float32ArrayObj
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}
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return js.Global().Get("Float32Array").New(buffer, byteOffset/4, byteLength/4)
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// TemporaryFloat32Array returns a Float32Array whose length is at least minLength.
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// Be careful that the length can exceed the given minLength.
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func TemporaryFloat32Array(minLength int) js.Value {
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ensureTemporaryFloat32ArraySize(minLength * 4)
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return temporaryFloat32Array
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}
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