Rendering optimisations (mainly inlining)

This commit is contained in:
jgk
2021-07-31 23:38:37 +02:00
parent d7649b951b
commit 54c912224b
7 changed files with 92 additions and 34 deletions
+10
View File
@@ -37,6 +37,8 @@ module Shader.Data
-- TODO make lenses for VBO object
-- , textureObject
) where
--import Geometry.Data
import Graphics.Rendering.OpenGL
import Foreign
import Control.Lens
@@ -139,6 +141,14 @@ data FullShader = FullShader
{- | Datatype containing the reference to a texture object. -}
newtype ShaderTexture = ShaderTexture
{ _textureObject :: TextureObject }
--data PicVerxs = PicVerxs
-- { _pvPoly :: (Point3,Point4)
-- , _pvPolyz :: (Point3,Point4,Float)
-- , _pvBez :: (Point3,Point4,Point4)
-- , _pvText :: (Point3,Point4,Point2)
-- , _pvArc :: (Point3,Point3,Point3)
-- , _pvEll :: (Point3,Point4)
-- }
data EPrimitiveMode
= EPoints
+31 -10
View File
@@ -7,6 +7,8 @@ module Shader.Poke
, pokePoint33s
, pokeVerxs
, pokeLayVerxs
, pokeLayVerxsPart
, pokeLayVerxsPartM
, pokeLayVerxsM
, poke224s
) where
@@ -22,7 +24,7 @@ import Foreign
import Control.Monad
--import qualified Control.Foldl as F
--import qualified Data.IntMap.Strict as IM
import Control.Lens
--import Control.Lens
pokeVerxs :: PicShads VBO -> [Verx] -> IO (PicShads Int)
pokeVerxs vbos vxs0 = go vxs0 (pure 0)
@@ -32,7 +34,7 @@ pokeVerxs vbos vxs0 = go vxs0 (pure 0)
-- this is very brittle, but want to optimise speed if possible here
pokeVerx :: PicShads VBO -> PicShads Int -> Verx -> IO ()
--{-# INLINE pokeVerx #-}
{-# INLINE pokeVerx #-}
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
@@ -124,6 +126,17 @@ pokeLayVerxsM !vbos = foldM f (pure $ pure 0)
where
f counts vx = pokeLayVerx vbos counts vx >> return (addLayCountVerx counts vx)
pokeLayVerxsPartM :: PicShads VBO -> [Verx] -> Layers (PicShads Int) -> IO (Layers (PicShads Int))
pokeLayVerxsPartM !vbos vxs0 count0 = foldM f count0 vxs0
where
f counts vx = pokeLayVerx vbos counts vx >> return (addLayCountVerx counts vx)
pokeLayVerxsPart :: PicShads VBO -> [Verx] -> Layers (PicShads Int) -> IO (Layers (PicShads Int))
pokeLayVerxsPart !vbos vxs0 count0 = go vxs0 count0
where
go [] count = return count
go (!vx:vxs) !count = pokeLayVerx vbos count vx >> (go vxs $! addLayCountVerx count vx)
pokeLayVerxs :: PicShads VBO -> [Verx] -> IO (Layers (PicShads Int))
pokeLayVerxs !vbos vxs0 = go vxs0 (pure (pure 0))
where
@@ -132,7 +145,7 @@ pokeLayVerxs !vbos vxs0 = go vxs0 (pure (pure 0))
-- this is very brittle, but want to optimise speed if possible here
pokeLayVerx :: PicShads VBO -> Layers (PicShads Int) -> Verx -> IO ()
--{-# INLINE pokeLayVerx #-}
{-# INLINE pokeLayVerx #-}
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
@@ -164,13 +177,21 @@ pokeLayVerx vbos imoffsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType, _vx
addLayCountVerx :: Layers (PicShads Int) -> Verx -> Layers (PicShads Int)
--{-# INLINE addLayCountVerx #-}
addLayCountVerx !m !vx = case _vxLayer vx of
0 -> m & lay0 %~ f
1 -> m & lay1 %~ f
2 -> m & lay2 %~ f
3 -> m & lay3 %~ f
4 -> m & lay4 %~ f
5 -> m & lay5 %~ f
addLayCountVerx !m@Layers
{ _lay0 = a0
, _lay1 = a1
, _lay2 = a2
, _lay3 = a3
, _lay4 = a4
, _lay5 = a5
}
!vx = case _vxLayer vx of
0 -> m { _lay0 = f a0 }
1 -> m { _lay1 = f a1 }
2 -> m { _lay2 = f a2 }
3 -> m { _lay3 = f a3 }
4 -> m { _lay4 = f a4 }
5 -> m { _lay5 = f a5 }
_ -> undefined
where
f = flip addCountVerx vx