Implement custom poking for vertices--speed regression?
This commit is contained in:
+140
-67
@@ -1,40 +1,26 @@
|
||||
--{-# LANGUAGE TupleSections #-}
|
||||
{-# LANGUAGE TupleSections #-}
|
||||
module Shader.Poke
|
||||
( pokeArrayOff
|
||||
, pokeShader
|
||||
, pokeShaderLayer
|
||||
, pokeVX
|
||||
, pokeVX'
|
||||
, pokePoint3s
|
||||
, pokePoint33s
|
||||
, pokeVerxs
|
||||
, pokeLayVerxs
|
||||
) where
|
||||
import Shader.Data
|
||||
import Shader.Parameters
|
||||
import Picture.Data
|
||||
import Geometry.Data
|
||||
|
||||
--import Data.Maybe
|
||||
--import Data.List
|
||||
import Foreign
|
||||
import Control.Monad
|
||||
import qualified Control.Foldl as F
|
||||
--import Control.Monad
|
||||
--import qualified Control.Foldl as F
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import Control.Lens
|
||||
|
||||
pokeShader :: FullShader -> F.FoldM IO RenderType Int
|
||||
pokeShader fs = F.FoldM (pokeVertices fls ptr stride) (return 0) return
|
||||
where
|
||||
theVBO = _vaoVBO $ _shaderVAO fs
|
||||
ptr = _vboPointer theVBO
|
||||
stride = _vboStride theVBO
|
||||
fls = _shaderPokeStrategy fs
|
||||
|
||||
pokeVertices
|
||||
:: (RenderType -> [[Float]])
|
||||
-> Ptr Float
|
||||
-> Int -- ^ stride
|
||||
-> Int -- ^ number of vertices already poked
|
||||
-> RenderType
|
||||
-> IO Int
|
||||
pokeVertices toFs ptr stride n rt = foldM (pokeVertex ptr stride) n (toFs rt)
|
||||
|
||||
getterPicShad :: VertexType -> PicShads a -> a
|
||||
--{-# INLINE getterPicShad #-}
|
||||
getterPicShad PolyV = _psPoly
|
||||
@@ -59,11 +45,72 @@ pokeVX' shads count vx = do
|
||||
vshad = g shads
|
||||
n = g count
|
||||
theVBO = _vaoVBO $ _vshaderVAO vshad
|
||||
ptr = _vboPointer theVBO
|
||||
ptr = _vboPtr theVBO
|
||||
stride = _vboStride theVBO
|
||||
pokeArrayOff ptr (stride * n) (toFls' vx)
|
||||
return $ count & f +~ 1
|
||||
|
||||
pokeVerxs :: PicShads VBO -> [Verx] -> IO (PicShads Int)
|
||||
pokeVerxs vbos vxs0 = go vxs0 (pure 0)
|
||||
where
|
||||
go [] count = return count
|
||||
go (vx:vxs) count = pokeVerx vbos count vx >> go vxs (addCountVerx count vx)
|
||||
|
||||
-- this is very brittle, but want to optimise speed if possible here
|
||||
pokeVerx :: PicShads VBO -> PicShads Int -> Verx -> IO ()
|
||||
pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType} = case theType of
|
||||
PolyV -> poke34 (plusPtr (_vboPtr $ _psPoly vbos) (_psPoly offsets * 7 * floatSize)) thePos theCol
|
||||
PolyzV x -> poke34 thePtr thePos theCol
|
||||
>> pokeElemOff thePtr 7 x
|
||||
where
|
||||
thePtr = plusPtr (_vboPtr $ _psPolyz vbos) (_psPolyz offsets * 8 * floatSize)
|
||||
BezV (x,y,z,w) -> poke34 thePtr thePos theCol
|
||||
>> pokeElemOff thePtr 7 x
|
||||
>> pokeElemOff thePtr 8 y
|
||||
>> pokeElemOff thePtr 9 z
|
||||
>> pokeElemOff thePtr 10 w
|
||||
where
|
||||
thePtr = plusPtr (_vboPtr $ _psBez vbos) (_psBez offsets * 11 * floatSize)
|
||||
TextV (x,y) -> poke34 thePtr thePos theCol
|
||||
>> pokeElemOff thePtr 7 x
|
||||
>> pokeElemOff thePtr 8 y
|
||||
where
|
||||
thePtr = plusPtr (_vboPtr $ _psText vbos) (_psText offsets * 9 * floatSize)
|
||||
ArcV (x,y,z) -> poke34 thePtr thePos theCol
|
||||
>> pokeElemOff thePtr 7 x
|
||||
>> pokeElemOff thePtr 8 y
|
||||
>> pokeElemOff thePtr 9 z
|
||||
where
|
||||
thePtr = plusPtr (_vboPtr $ _psArc vbos) (_psArc offsets * 10 * floatSize)
|
||||
EllV -> poke34 (plusPtr (_vboPtr $ _psEll vbos) (_psEll offsets * 7 * floatSize)) thePos theCol
|
||||
|
||||
poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
|
||||
poke34 ptr (a,b,c) (d,e,f,g) = do
|
||||
pokeElemOff ptr 0 a
|
||||
pokeElemOff ptr 1 b
|
||||
pokeElemOff ptr 2 c
|
||||
pokeElemOff ptr 3 d
|
||||
pokeElemOff ptr 4 e
|
||||
pokeElemOff ptr 5 f
|
||||
pokeElemOff ptr 6 g
|
||||
|
||||
addCountVerx :: PicShads Int -> Verx -> PicShads Int
|
||||
addCountVerx ps@PicShads
|
||||
{ _psPoly = sPoly
|
||||
, _psPolyz = sPolyz
|
||||
, _psBez = sBez
|
||||
, _psText = sText
|
||||
, _psArc = sArc
|
||||
, _psEll = sEll
|
||||
} Verx{_vxType=theType} = case theType of
|
||||
PolyV -> ps {_psPoly = sPoly + 1}
|
||||
PolyzV _ -> ps {_psPolyz = sPolyz + 1}
|
||||
BezV _ -> ps {_psBez = sBez + 1}
|
||||
TextV _ -> ps {_psText = sText + 1}
|
||||
ArcV _ -> ps {_psArc = sArc + 1}
|
||||
EllV -> ps {_psEll = sEll + 1}
|
||||
|
||||
|
||||
pokeVX :: PicShads VShader -> IM.IntMap (PicShads Int) -> Verx -> IO (IM.IntMap (PicShads Int))
|
||||
pokeVX shads laycounts vx = do
|
||||
let theType = _vxType vx
|
||||
@@ -73,35 +120,12 @@ pokeVX shads laycounts vx = do
|
||||
vshad = getF shads
|
||||
n = getF counts
|
||||
theVBO = _vaoVBO $ _vshaderVAO vshad
|
||||
ptr = _vboPointer theVBO
|
||||
ptr = _vboPtr theVBO
|
||||
stride = _vboStride theVBO
|
||||
pokeArrayOff ptr (stride * (n+offset * numSubElements)) (toFls' vx)
|
||||
return $ laycounts & ix offset . setterPicShad theType +~ 1
|
||||
|
||||
|
||||
pokeShaderLayer :: (Int,VShader) -> F.FoldM IO Verx Int
|
||||
pokeShaderLayer (l,fs) = F.FoldM (pokeVerticesOff ptr (_vshaderPokeTest fs) stride l) (return 0) return
|
||||
where
|
||||
theVBO = _vaoVBO $ _vshaderVAO fs
|
||||
ptr = _vboPointer theVBO
|
||||
stride = _vboStride theVBO
|
||||
|
||||
pokeVerticesOff
|
||||
:: Ptr Float
|
||||
-> (VertexType -> Bool)
|
||||
-> Int -- ^ stride
|
||||
-> Int -- ^ offset
|
||||
-> Int -- ^ number of vertices already poked
|
||||
-> Verx
|
||||
-> IO Int
|
||||
pokeVerticesOff ptr vtest stride offset n vx
|
||||
| offset == i && typetest = do
|
||||
foldM (pokeVertexOff ptr stride offset) n (toFls vx)
|
||||
| otherwise = return n
|
||||
where
|
||||
i = _vxLayer vx
|
||||
typetest = vtest (_vxType vx)
|
||||
|
||||
toFls' :: Verx -> [Float]
|
||||
toFls' vx = flat3 (_vxPos vx) ++ flat4 (_vxCol vx) ++ f (_vxType vx)
|
||||
where
|
||||
@@ -111,27 +135,76 @@ toFls' vx = flat3 (_vxPos vx) ++ flat4 (_vxCol vx) ++ f (_vxType vx)
|
||||
f (ArcV x) = flat3 x
|
||||
f _ = []
|
||||
|
||||
toFls :: Verx -> [[Float]]
|
||||
toFls vx = [flat3 (_vxPos vx) ++ flat4 (_vxCol vx) ++ f (_vxType vx)]
|
||||
where
|
||||
f (PolyzV x) = [x]
|
||||
f (BezV x) = flat4 x
|
||||
f (TextV x) = flat2 x
|
||||
f (ArcV x) = flat3 x
|
||||
f _ = []
|
||||
|
||||
pokeVertexOff :: Ptr Float -> Int -> Int -> Int -> [Float] -> IO Int
|
||||
pokeVertexOff ptr stride offset n fs = do
|
||||
pokeArrayOff ptr (stride * (n + offset * numSubElements)) fs
|
||||
return $ n + 1
|
||||
|
||||
|
||||
pokeVertex :: Ptr Float -> Int -> Int -> [Float] -> IO Int
|
||||
pokeVertex ptr stride n fs = do
|
||||
pokeArrayOff ptr (stride * n) fs
|
||||
return $ n + 1
|
||||
|
||||
pokeArrayOff :: Storable a => Ptr a -> Int -> [a] -> IO ()
|
||||
--{-# INLINE pokeArrayOff #-}
|
||||
--pokeArrayOff ptr i = zipWithM_ (pokeElemOff ptr) [i..]
|
||||
pokeArrayOff ptr i = pokeArray (plusPtr ptr (floatSize * i))
|
||||
|
||||
pokePoint33s :: Ptr Float -> [(Point3,Point3)] -> IO Int
|
||||
pokePoint33s ptr vals0 = go vals0 0
|
||||
where
|
||||
go [] n = return n
|
||||
go ( ((a,b,c),(d,e,f)):vals) n = do
|
||||
pokeElemOff ptr (off 0) a
|
||||
pokeElemOff ptr (off 1) b
|
||||
pokeElemOff ptr (off 2) c
|
||||
pokeElemOff ptr (off 3) d
|
||||
pokeElemOff ptr (off 4) e
|
||||
pokeElemOff ptr (off 5) f
|
||||
go vals (n+1)
|
||||
where
|
||||
off i = n*6 + i
|
||||
|
||||
pokePoint3s :: Ptr Float -> [Point3] -> IO Int
|
||||
pokePoint3s ptr vals0 = go vals0 0
|
||||
where
|
||||
go [] n = return n
|
||||
go ( (a,b,c):vals) n = do
|
||||
pokeElemOff ptr (off 0) a
|
||||
pokeElemOff ptr (off 1) b
|
||||
pokeElemOff ptr (off 2) c
|
||||
go vals (n+1)
|
||||
where
|
||||
off i = n*3 + i
|
||||
|
||||
pokeLayVerxs :: PicShads VBO -> [Verx] -> IO (IM.IntMap (PicShads Int))
|
||||
pokeLayVerxs vbos vxs0 = go vxs0 (IM.fromList $ (, pure 0) <$> [0..5])
|
||||
where
|
||||
go [] count = return count
|
||||
go (vx:vxs) count = pokeLayVerx vbos count vx >> go vxs (addLayCountVerx count vx)
|
||||
|
||||
-- this is very brittle, but want to optimise speed if possible here
|
||||
pokeLayVerx :: PicShads VBO -> IM.IntMap (PicShads Int) -> Verx -> IO ()
|
||||
pokeLayVerx vbos imoffsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType, _vxLayer = theLay} = case theType of
|
||||
PolyV -> poke34 (plusPtr (_vboPtr $ _psPoly vbos) ((_psPoly offsets + layOff) * 7 * floatSize)) thePos theCol
|
||||
PolyzV x -> poke34 thePtr thePos theCol
|
||||
>> pokeElemOff thePtr 7 x
|
||||
where
|
||||
thePtr = plusPtr (_vboPtr $ _psPolyz vbos) ((_psPolyz offsets + layOff) * 8 * floatSize)
|
||||
BezV (x,y,z,w) -> poke34 thePtr thePos theCol
|
||||
>> pokeElemOff thePtr 7 x
|
||||
>> pokeElemOff thePtr 8 y
|
||||
>> pokeElemOff thePtr 9 z
|
||||
>> pokeElemOff thePtr 10 w
|
||||
where
|
||||
thePtr = plusPtr (_vboPtr $ _psBez vbos) ((_psBez offsets + layOff) * 11 * floatSize)
|
||||
TextV (x,y) -> poke34 thePtr thePos theCol
|
||||
>> pokeElemOff thePtr 7 x
|
||||
>> pokeElemOff thePtr 8 y
|
||||
where
|
||||
thePtr = plusPtr (_vboPtr $ _psText vbos) ((_psText offsets + layOff) * 9 * floatSize)
|
||||
ArcV (x,y,z) -> poke34 thePtr thePos theCol
|
||||
>> pokeElemOff thePtr 7 x
|
||||
>> pokeElemOff thePtr 8 y
|
||||
>> pokeElemOff thePtr 9 z
|
||||
where
|
||||
thePtr = plusPtr (_vboPtr $ _psArc vbos) ((_psArc offsets + layOff) * 10 * floatSize)
|
||||
EllV -> poke34 (plusPtr (_vboPtr $ _psEll vbos) ((_psEll offsets + layOff) * 7 * floatSize)) thePos theCol
|
||||
where
|
||||
layOff = theLay * numSubElements
|
||||
offsets = imoffsets IM.! theLay
|
||||
|
||||
addLayCountVerx :: IM.IntMap (PicShads Int) -> Verx -> IM.IntMap (PicShads Int)
|
||||
addLayCountVerx m vx = IM.adjust f (_vxLayer vx) m
|
||||
where
|
||||
f = flip addCountVerx vx
|
||||
|
||||
Reference in New Issue
Block a user