mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/ui: move dotsBuffer from internal/ui.Image to internal/buffered.Image
This is a refactoring as 'caching' things should be in internal/buffered, but also this is a performance optimization to make pixels and dotsBuffer work well together.
This commit is contained in:
parent
a0cb0d0568
commit
fb426cd0dd
@ -23,30 +23,52 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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var whiteImage *Image
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func init() {
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whiteImage = NewImage(3, 3, atlas.ImageTypeRegular)
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pix := make([]byte, 4*3*3)
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for i := range pix {
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pix[i] = 0xff
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}
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whiteImage.WritePixels(pix, image.Rect(0, 0, 3, 3))
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}
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type Image struct {
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img *atlas.Image
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width int
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height int
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// pixels is cached pixels for ReadPixels.
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pixels []byte
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dotsBuffer map[image.Point][4]byte
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}
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func NewImage(width, height int, imageType atlas.ImageType) *Image {
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return &Image{
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img: atlas.NewImage(width, height, imageType),
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width: width,
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height: height,
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img: atlas.NewImage(width, height, imageType),
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}
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}
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func (i *Image) invalidatePixels() {
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i.pixels = nil
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}
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func (i *Image) Deallocate() {
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i.img.Deallocate()
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i.dotsBuffer = nil
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}
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func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, region image.Rectangle) error {
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// Do not call flushDotsBufferIfNeeded here. This would slow (image/draw).Draw.
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// See ebiten.TestImageDrawOver.
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if region.Dx() == 1 && region.Dy() == 1 {
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if c, ok := i.dotsBuffer[region.Min]; ok {
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copy(pixels, c[:])
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return nil
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}
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}
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if i.pixels == nil {
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pix := make([]byte, 4*i.width*i.height)
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if err := i.img.ReadPixels(graphicsDriver, pix, image.Rect(0, 0, i.width, i.height)); err != nil {
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@ -61,10 +83,25 @@ func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte
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srcX := 4 * ((region.Min.Y+j)*i.width + region.Min.X)
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copy(pixels[dstX:dstX+lineWidth], i.pixels[srcX:srcX+lineWidth])
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}
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// ReadPixels doesn't modify the actual pixels.
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// Just 'apply' the dots buffer to the pixels for reading.
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for pos, clr := range i.dotsBuffer {
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if !pos.In(region) {
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continue
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}
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idx := 4 * ((pos.Y-region.Min.Y)*region.Dx() + (pos.X - region.Min.X))
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pixels[idx] = clr[0]
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pixels[idx+1] = clr[1]
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pixels[idx+2] = clr[2]
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pixels[idx+3] = clr[3]
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}
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return nil
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}
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func (i *Image) DumpScreenshot(graphicsDriver graphicsdriver.Graphics, name string, blackbg bool) (string, error) {
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i.flushDotsBufferIfNeeded()
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return i.img.DumpScreenshot(graphicsDriver, name, blackbg)
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}
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@ -73,7 +110,33 @@ func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
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if l := 4 * region.Dx() * region.Dy(); len(pix) != l {
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panic(fmt.Sprintf("buffered: len(pix) was %d but must be %d", len(pix), l))
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}
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i.invalidatePixels()
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// It is in theroy possible to copy the argument pixels, but this tends to consume a lot of memory.
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// Avoid this unless ReadPixels is called.
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i.pixels = nil
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if region.Dx() == 1 && region.Dy() == 1 {
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if i.dotsBuffer == nil {
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i.dotsBuffer = map[image.Point][4]byte{}
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}
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var clr [4]byte
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copy(clr[:], pix)
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i.dotsBuffer[region.Min] = clr
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if len(i.dotsBuffer) >= 10000 {
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i.flushDotsBufferIfNeeded()
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}
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return
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}
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// Remove entries in the dots buffer that are overwritten by this WritePixels call.
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for pos := range i.dotsBuffer {
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if !pos.In(region) {
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continue
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}
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delete(i.dotsBuffer, pos)
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}
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i.img.WritePixels(pix, region)
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}
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@ -86,8 +149,15 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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if i == src {
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panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
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}
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if src != nil {
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// src's dots buffer should be applied to sync data in CPU and GPU,
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// but src's pixels doesn't have to be cleared since src is not modified.
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src.flushDotsBufferIfNeeded()
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}
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i.invalidatePixels()
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}
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i.pixels = nil
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i.flushDotsBufferIfNeeded()
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var imgs [graphics.ShaderImageCount]*atlas.Image
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for i, img := range srcs {
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@ -99,3 +169,86 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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i.img.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
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}
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func (i *Image) flushDotsBufferIfNeeded() {
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if len(i.dotsBuffer) == 0 {
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return
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}
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l := len(i.dotsBuffer)
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vs := make([]float32, l*4*graphics.VertexFloatCount)
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is := make([]uint32, l*6)
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sx, sy := float32(1), float32(1)
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var idx int
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for p, c := range i.dotsBuffer {
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dx := float32(p.X)
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dy := float32(p.Y)
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crf := float32(c[0]) / 0xff
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cgf := float32(c[1]) / 0xff
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cbf := float32(c[2]) / 0xff
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caf := float32(c[3]) / 0xff
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vs[graphics.VertexFloatCount*4*idx] = dx
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vs[graphics.VertexFloatCount*4*idx+1] = dy
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vs[graphics.VertexFloatCount*4*idx+2] = sx
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vs[graphics.VertexFloatCount*4*idx+3] = sy
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vs[graphics.VertexFloatCount*4*idx+4] = crf
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vs[graphics.VertexFloatCount*4*idx+5] = cgf
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vs[graphics.VertexFloatCount*4*idx+6] = cbf
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vs[graphics.VertexFloatCount*4*idx+7] = caf
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vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+9] = dy
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vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+11] = sy
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vs[graphics.VertexFloatCount*4*idx+12] = crf
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vs[graphics.VertexFloatCount*4*idx+13] = cgf
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vs[graphics.VertexFloatCount*4*idx+14] = cbf
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vs[graphics.VertexFloatCount*4*idx+15] = caf
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vs[graphics.VertexFloatCount*4*idx+16] = dx
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vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+18] = sx
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vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+20] = crf
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vs[graphics.VertexFloatCount*4*idx+21] = cgf
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vs[graphics.VertexFloatCount*4*idx+22] = cbf
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vs[graphics.VertexFloatCount*4*idx+23] = caf
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vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+28] = crf
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vs[graphics.VertexFloatCount*4*idx+29] = cgf
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vs[graphics.VertexFloatCount*4*idx+30] = cbf
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vs[graphics.VertexFloatCount*4*idx+31] = caf
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is[6*idx] = uint32(4 * idx)
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is[6*idx+1] = uint32(4*idx + 1)
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is[6*idx+2] = uint32(4*idx + 2)
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is[6*idx+3] = uint32(4*idx + 1)
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is[6*idx+4] = uint32(4*idx + 2)
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is[6*idx+5] = uint32(4*idx + 3)
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idx++
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}
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if i.pixels != nil {
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for pos, clr := range i.dotsBuffer {
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idx := 4 * (pos.Y*i.width + pos.X)
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i.pixels[idx] = clr[0]
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i.pixels[idx+1] = clr[1]
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i.pixels[idx+2] = clr[2]
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i.pixels[idx+3] = clr[3]
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delete(i.dotsBuffer, pos)
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}
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} else {
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// TODO: Use clear if Go 1.21 is available.
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for pos := range i.dotsBuffer {
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delete(i.dotsBuffer, pos)
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}
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}
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srcs := [graphics.ShaderImageCount]*atlas.Image{whiteImage.img}
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dr := image.Rect(0, 0, i.width, i.height)
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blend := graphicsdriver.BlendCopy
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i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
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}
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@ -43,8 +43,6 @@ type Image struct {
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height int
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imageType atlas.ImageType
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dotsBuffer map[image.Point][4]byte
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// lastBlend is the lastly-used blend for mipmap.Image.
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lastBlend graphicsdriver.Blend
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@ -77,7 +75,6 @@ func (i *Image) Deallocate() {
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i.bigOffscreenBuffer.deallocate()
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}
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i.mipmap.Deallocate()
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i.dotsBuffer = nil
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}
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
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@ -88,9 +85,6 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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i.lastBlend = blend
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if antialias {
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// Flush the other buffer to make the buffers exclusive.
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i.flushDotsBufferIfNeeded()
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if i.bigOffscreenBuffer == nil {
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var imageType atlas.ImageType
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switch i.imageType {
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@ -126,25 +120,6 @@ func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
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if i.modifyCallback != nil {
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i.modifyCallback()
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}
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if region.Dx() == 1 && region.Dy() == 1 {
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// Flush the other buffer to make the buffers exclusive.
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i.flushBigOffscreenBufferIfNeeded()
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if i.dotsBuffer == nil {
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i.dotsBuffer = map[image.Point][4]byte{}
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}
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var clr [4]byte
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copy(clr[:], pix)
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i.dotsBuffer[region.Min] = clr
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if len(i.dotsBuffer) >= 10000 {
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i.flushDotsBufferIfNeeded()
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}
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return
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}
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i.flushBufferIfNeeded()
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i.mipmap.WritePixels(pix, region)
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}
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@ -157,17 +132,6 @@ func (i *Image) ReadPixels(pixels []byte, region image.Rectangle) {
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i.flushBigOffscreenBufferIfNeeded()
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if region.Dx() == 1 && region.Dy() == 1 {
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if c, ok := i.dotsBuffer[region.Min]; ok {
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copy(pixels, c[:])
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return
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}
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// Do not call flushDotsBufferIfNeeded here. This would slow (image/draw).Draw.
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// See ebiten.TestImageDrawOver.
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} else {
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i.flushDotsBufferIfNeeded()
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}
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if err := i.ui.readPixels(i.mipmap, pixels, region); err != nil {
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if panicOnErrorOnReadingPixels {
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panic(err)
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@ -182,80 +146,9 @@ func (i *Image) DumpScreenshot(name string, blackbg bool) (string, error) {
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}
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func (i *Image) flushBufferIfNeeded() {
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// The buffers are exclusive and the order should not matter.
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i.flushDotsBufferIfNeeded()
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i.flushBigOffscreenBufferIfNeeded()
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}
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func (i *Image) flushDotsBufferIfNeeded() {
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if len(i.dotsBuffer) == 0 {
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return
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}
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l := len(i.dotsBuffer)
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vs := make([]float32, l*4*graphics.VertexFloatCount)
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is := make([]uint32, l*6)
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sx, sy := float32(1), float32(1)
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var idx int
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for p, c := range i.dotsBuffer {
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dx := float32(p.X)
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dy := float32(p.Y)
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crf := float32(c[0]) / 0xff
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cgf := float32(c[1]) / 0xff
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cbf := float32(c[2]) / 0xff
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caf := float32(c[3]) / 0xff
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vs[graphics.VertexFloatCount*4*idx] = dx
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vs[graphics.VertexFloatCount*4*idx+1] = dy
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vs[graphics.VertexFloatCount*4*idx+2] = sx
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vs[graphics.VertexFloatCount*4*idx+3] = sy
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vs[graphics.VertexFloatCount*4*idx+4] = crf
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vs[graphics.VertexFloatCount*4*idx+5] = cgf
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vs[graphics.VertexFloatCount*4*idx+6] = cbf
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vs[graphics.VertexFloatCount*4*idx+7] = caf
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vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+9] = dy
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vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+11] = sy
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vs[graphics.VertexFloatCount*4*idx+12] = crf
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vs[graphics.VertexFloatCount*4*idx+13] = cgf
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vs[graphics.VertexFloatCount*4*idx+14] = cbf
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vs[graphics.VertexFloatCount*4*idx+15] = caf
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vs[graphics.VertexFloatCount*4*idx+16] = dx
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vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+18] = sx
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vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+20] = crf
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vs[graphics.VertexFloatCount*4*idx+21] = cgf
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vs[graphics.VertexFloatCount*4*idx+22] = cbf
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vs[graphics.VertexFloatCount*4*idx+23] = caf
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vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+28] = crf
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vs[graphics.VertexFloatCount*4*idx+29] = cgf
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vs[graphics.VertexFloatCount*4*idx+30] = cbf
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vs[graphics.VertexFloatCount*4*idx+31] = caf
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is[6*idx] = uint32(4 * idx)
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is[6*idx+1] = uint32(4*idx + 1)
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is[6*idx+2] = uint32(4*idx + 2)
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is[6*idx+3] = uint32(4*idx + 1)
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is[6*idx+4] = uint32(4*idx + 2)
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is[6*idx+5] = uint32(4*idx + 3)
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idx++
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}
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i.dotsBuffer = nil
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srcs := [graphics.ShaderImageCount]*mipmap.Mipmap{i.ui.whiteImage.mipmap}
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dr := image.Rect(0, 0, i.width, i.height)
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blend := graphicsdriver.BlendCopy
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i.lastBlend = blend
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i.mipmap.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.shader, nil, graphicsdriver.FillAll, true)
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}
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func (i *Image) flushBigOffscreenBufferIfNeeded() {
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if i.bigOffscreenBuffer != nil {
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i.bigOffscreenBuffer.flush()
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