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internal/graphicscommand: add BenchPrependPreservedUniforms
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Updates #3144
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hajimehoshi committed Oct 25, 2024
1 parent d334db8 commit 9f5f53c
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Showing 3 changed files with 47 additions and 0 deletions.
34 changes: 34 additions & 0 deletions internal/graphicscommand/bench_test.go
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// Copyright 2024 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

package graphicscommand_test

import (
"image"
"testing"

"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
)

func BenchmarkPrependPreservedUniforms(b *testing.B) {
var uniforms [graphics.PreservedUniformUint32Count]uint32
dst := graphicscommand.NewImage(16, 16, false, "")
src := graphicscommand.NewImage(16, 16, false, "")
dr := image.Rect(0, 0, 16, 16)
sr := image.Rect(0, 0, 16, 16)
for i := 0; i < b.N; i++ {
graphicscommand.PrependPreservedUniforms(uniforms[:], nearestFilterShader, dst, [graphics.ShaderSrcImageCount]*graphicscommand.Image{src}, dr, [graphics.ShaderSrcImageCount]image.Rectangle{sr})
}
}
3 changes: 3 additions & 0 deletions internal/graphicscommand/commandqueue.go
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Expand Up @@ -349,7 +349,10 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
return prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
}

func prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
// Set the destination texture size.
dw, dh := dst.InternalSize()
uniforms[0] = math.Float32bits(float32(dw))
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10 changes: 10 additions & 0 deletions internal/graphicscommand/export_test.go
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Expand Up @@ -14,8 +14,18 @@

package graphicscommand

import (
"image"

"github.com/hajimehoshi/ebiten/v2/internal/graphics"
)

type WritePixelsCommandArgs = writePixelsCommandArgs

func (i *Image) BufferedWritePixelsArgsForTesting() []WritePixelsCommandArgs {
return i.bufferedWritePixelsArgs
}

func PrependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
return prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
}

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