Small performance optimization for mesh drawing.

This commit is contained in:
Sasha Szpakowski
2024-08-23 21:32:03 -03:00
parent 746aefef15
commit 2d606b1f0c
4 changed files with 24 additions and 11 deletions
+14 -6
View File
@@ -141,7 +141,12 @@ void Mesh::setupAttachedAttributes()
if (getAttachedAttributeIndex(name) != -1)
throw love::Exception("Duplicate vertex attribute name: %s", name.c_str());
attachedAttributes.push_back({name, vertexBuffer, nullptr, name, (int) i, 0, STEP_PER_VERTEX, true});
BuiltinVertexAttribute builtinattrib;
int builtinAttribIndex = -1;
if (getConstant(name.c_str(), builtinattrib))
builtinAttribIndex = (int)builtinattrib;
attachedAttributes.push_back({name, vertexBuffer, nullptr, name, (int) i, 0, STEP_PER_VERTEX, builtinAttribIndex, true});
}
}
@@ -168,6 +173,12 @@ void Mesh::finalizeAttribute(BufferAttribute &attrib) const
if (indexInBuffer < 0)
throw love::Exception("Buffer does not have a vertex attribute with name '%s'.", attrib.nameInBuffer.c_str());
BuiltinVertexAttribute builtinattrib;
if (getConstant(attrib.name.c_str(), builtinattrib))
attrib.builtinAttributeIndex = (int)builtinattrib;
else
attrib.builtinAttributeIndex = -1;
attrib.indexInBuffer = indexInBuffer;
}
@@ -593,14 +604,11 @@ void Mesh::drawInternal(Graphics *gfx, const Matrix4 &m, int instancecount, Buff
continue;
Buffer *buffer = attrib.buffer.get();
int attributeindex = -1;
int attributeindex = attrib.builtinAttributeIndex;
// If the attribute is one of the LOVE-defined ones, use the constant
// attribute index for it, otherwise query the index from the shader.
BuiltinVertexAttribute builtinattrib;
if (getConstant(attrib.name.c_str(), builtinattrib))
attributeindex = (int) builtinattrib;
else if (Shader::current)
if (attributeindex < 0 && Shader::current)
attributeindex = Shader::current->getVertexAttributeIndex(attrib.name);
if (attributeindex >= 0)
+1
View File
@@ -60,6 +60,7 @@ public:
int indexInBuffer;
int startArrayIndex;
AttributeStep step;
int builtinAttributeIndex;
bool enabled;
};
+8 -5
View File
@@ -285,6 +285,12 @@ void SpriteBatch::attachAttribute(const std::string &name, Buffer *buffer, Mesh
newattrib.buffer = buffer;
newattrib.mesh = mesh;
BuiltinVertexAttribute builtinattrib;
if (getConstant(name.c_str(), builtinattrib))
newattrib.builtinAttributeIndex = (int)builtinattrib;
else
newattrib.builtinAttributeIndex = -1;
attached_attributes[name] = newattrib;
}
@@ -355,14 +361,11 @@ void SpriteBatch::draw(Graphics *gfx, const Matrix4 &m)
if (buffer->getArrayLength() < (size_t) next * 4)
throw love::Exception("Buffer with attribute '%s' attached to this SpriteBatch has too few vertices", it.first.c_str());
int attributeindex = -1;
int attributeindex = it.second.builtinAttributeIndex;
// If the attribute is one of the LOVE-defined ones, use the constant
// attribute index for it, otherwise query the index from the shader.
BuiltinVertexAttribute builtinattrib;
if (getConstant(it.first.c_str(), builtinattrib))
attributeindex = (int) builtinattrib;
else if (Shader::current)
if (attributeindex < 0 && Shader::current)
attributeindex = Shader::current->getVertexAttributeIndex(it.first);
if (attributeindex >= 0)
+1
View File
@@ -113,6 +113,7 @@ private:
StrongRef<Buffer> buffer;
StrongRef<Mesh> mesh;
int index;
int builtinAttributeIndex;
};
/**