[cocos2dx] First try at optimizing renderer by removing allocation. Meshes temporarily broken

This commit is contained in:
badlogic 2017-02-20 10:00:57 +01:00
parent b0294beb22
commit aa33f980d2
4 changed files with 158 additions and 125 deletions

View File

@ -65,13 +65,13 @@ bool BatchingExample::init () {
int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f; int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
int yMin = 0, yMax = _contentSize.height * 0.7f; int yMin = 0, yMax = _contentSize.height * 0.7f;
for (int i = 0; i < 50; i++) { for (int i = 0; i < 5000; i++) {
// Each skeleton node shares the same atlas, skeleton data, and mix times. // Each skeleton node shares the same atlas, skeleton data, and mix times.
SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false); SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
skeletonNode->setAnimationStateData(_stateData); skeletonNode->setAnimationStateData(_stateData);
skeletonNode->setAnimation(0, "walk", true); skeletonNode->setAnimation(0, "walk", true);
skeletonNode->addAnimation(0, "jump", false, 3); skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f);
skeletonNode->addAnimation(0, "run", true); skeletonNode->addAnimation(0, "run", true);
skeletonNode->setPosition(Vec2( skeletonNode->setPosition(Vec2(

View File

@ -35,83 +35,109 @@
USING_NS_CC; USING_NS_CC;
#define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw" #define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw"
using std::max; using std::max;
#define INITIAL_SIZE (10000)
namespace spine { namespace spine {
static SkeletonBatch* instance = nullptr; static SkeletonBatch* instance = nullptr;
SkeletonBatch* SkeletonBatch::getInstance () {
if (!instance) instance = new SkeletonBatch();
return instance;
}
void SkeletonBatch::destroyInstance () {
if (instance) {
delete instance;
instance = nullptr;
}
}
SkeletonBatch::SkeletonBatch ()
{
_firstCommand = new Command();
_command = _firstCommand;
Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
this->update(0);
});;
}
SkeletonBatch::~SkeletonBatch () {
Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
Command* command = _firstCommand;
while (command) {
Command* next = command->next;
delete command;
command = next;
}
}
void SkeletonBatch::update (float delta) {
_command = _firstCommand;
}
void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState,
BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags
) {
if (_command->triangles->verts) {
free(_command->triangles->verts);
_command->triangles->verts = NULL;
}
_command->triangles->verts = (V3F_C4B_T2F *)malloc(sizeof(V3F_C4B_T2F) * triangles.vertCount);
memcpy(_command->triangles->verts, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount);
_command->triangles->vertCount = triangles.vertCount;
_command->triangles->indexCount = triangles.indexCount;
_command->triangles->indices = triangles.indices;
_command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform);
renderer->addCommand(_command->trianglesCommand);
if (!_command->next) _command->next = new Command();
_command = _command->next;
}
SkeletonBatch::Command::Command () :
next(nullptr)
{
trianglesCommand = new TrianglesCommand();
triangles = new TrianglesCommand::Triangles();
}
SkeletonBatch::Command::~Command () {
if (triangles->verts) {
free(triangles->verts);
}
delete triangles;
delete trianglesCommand;
}
SkeletonBatch* SkeletonBatch::getInstance () {
if (!instance) instance = new SkeletonBatch();
return instance;
}
void SkeletonBatch::destroyInstance () {
if (instance) {
delete instance;
instance = nullptr;
}
}
SkeletonBatch::SkeletonBatch () {
for (unsigned int i = 0; i < INITIAL_SIZE; i++) {
_commandsPool.push_back(new TrianglesCommand());
}
reset ();
// callback after drawing is finished so we can clear out the batch state
// for the next frame
Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
this->update(0);
});;
}
SkeletonBatch::~SkeletonBatch () {
Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
for (unsigned int i = 0; i < _commandsPool.size(); i++) {
delete _commandsPool[i];
_commandsPool[i] = nullptr;
}
}
void SkeletonBatch::update (float delta) {
reset();
}
cocos2d::V3F_C4B_T2F* SkeletonBatch::allocateVertices(uint32_t numVertices) {
if (_vertices.size() - _numVertices < numVertices) {
cocos2d::V3F_C4B_T2F* oldData = _vertices.data();
_vertices.resize((_vertices.size() + numVertices) * 2 + 1);
cocos2d::V3F_C4B_T2F* newData = _vertices.data();
for (uint32_t i = 0; i < this->_nextFreeCommand; i++) {
TrianglesCommand* command = _commandsPool[i];
cocos2d::TrianglesCommand::Triangles& triangles = (cocos2d::TrianglesCommand::Triangles&)command->getTriangles();
triangles.verts = newData + (triangles.verts - oldData);
}
}
cocos2d::V3F_C4B_T2F* vertices = _vertices.data() + _numVertices;
_numVertices += numVertices;
return vertices;
}
const cocos2d::TrianglesCommand::Triangles& SkeletonBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags) {
TrianglesCommand* command = nextFreeCommand();
command->init(globalOrder, textureID, glProgramState, blendType, triangles, mv, flags);
renderer->addCommand(command);
return command->getTriangles();
}
void SkeletonBatch::reset() {
_nextFreeCommand = 0;
_numVertices = 0;
}
cocos2d::TrianglesCommand* SkeletonBatch::nextFreeCommand() {
if (_commandsPool.size() <= _nextFreeCommand) {
unsigned int newSize = _commandsPool.size() * 2 + 1;
for (int i = _commandsPool.size(); i < newSize; i++) {
_commandsPool.push_back(new TrianglesCommand());
}
}
return _commandsPool[_nextFreeCommand++];
}
//void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState,
// BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags
// ) {
// if (_command->triangles->verts) {
// free(_command->triangles->verts);
// _command->triangles->verts = NULL;
// }
//
// _command->triangles->verts = (V3F_C4B_T2F *)malloc(sizeof(V3F_C4B_T2F) * triangles.vertCount);
// memcpy(_command->triangles->verts, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount);
//
// _command->triangles->vertCount = triangles.vertCount;
// _command->triangles->indexCount = triangles.indexCount;
// _command->triangles->indices = triangles.indices;
//
// _command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform);
// renderer->addCommand(_command->trianglesCommand);
//
// if (!_command->next) _command->next = new Command();
// _command = _command->next;
//}
} }

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@ -33,6 +33,7 @@
#include <spine/spine.h> #include <spine/spine.h>
#include "cocos2d.h" #include "cocos2d.h"
#include <vector>
namespace spine { namespace spine {
@ -43,28 +44,27 @@ namespace spine {
static void destroyInstance (); static void destroyInstance ();
void update (float delta); void update (float delta);
void addCommand (cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState, cocos2d::V3F_C4B_T2F* allocateVertices(uint32_t numVertices);
cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand:: Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags); const cocos2d::TrianglesCommand::Triangles& addCommand(cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags);
protected: protected:
SkeletonBatch (); SkeletonBatch ();
virtual ~SkeletonBatch (); virtual ~SkeletonBatch ();
class Command { void reset ();
public:
Command (); cocos2d::TrianglesCommand* nextFreeCommand ();
virtual ~Command ();
// pool of commands
cocos2d::TrianglesCommand* trianglesCommand; std::vector<cocos2d::TrianglesCommand*> _commandsPool;
cocos2d::TrianglesCommand::Triangles* triangles; uint32_t _nextFreeCommand;
Command* next;
}; // pool of vertices
std::vector<cocos2d::V3F_C4B_T2F> _vertices;
Command* _firstCommand; uint32_t _numVertices;
Command* _command;
}; };
} }
#endif // SPINE_SKELETONBATCH_H_ #endif // SPINE_SKELETONBATCH_H_

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@ -189,12 +189,19 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) { for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
spSlot* slot = _skeleton->drawOrder[i]; spSlot* slot = _skeleton->drawOrder[i];
if (!slot->attachment) continue; if (!slot->attachment) continue;
cocos2d::TrianglesCommand::Triangles triangles;
switch (slot->attachment->type) { switch (slot->attachment->type) {
case SP_ATTACHMENT_REGION: { case SP_ATTACHMENT_REGION: {
spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
attachmentVertices = getAttachmentVertices(attachment); attachmentVertices = getAttachmentVertices(attachment);
triangles.indices = attachmentVertices->_triangles->indices;
triangles.indexCount = attachmentVertices->_triangles->indexCount;
triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
triangles.vertCount = attachmentVertices->_triangles->vertCount;
memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)triangles.verts, 0, 6);
color.r = attachment->color.r; color.r = attachment->color.r;
color.g = attachment->color.g; color.g = attachment->color.g;
color.b = attachment->color.b; color.b = attachment->color.b;
@ -203,8 +210,13 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
} }
case SP_ATTACHMENT_MESH: { case SP_ATTACHMENT_MESH: {
spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment; spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, _worldVertices, 0, 2);
attachmentVertices = getAttachmentVertices(attachment); attachmentVertices = getAttachmentVertices(attachment);
triangles.indices = attachmentVertices->_triangles->indices;
triangles.indexCount = attachmentVertices->_triangles->indexCount;
triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
triangles.vertCount = attachmentVertices->_triangles->vertCount;
memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount, (float*)triangles.verts, 0, 6);
color.r = attachment->color.r; color.r = attachment->color.r;
color.g = attachment->color.g; color.g = attachment->color.g;
color.b = attachment->color.b; color.b = attachment->color.b;
@ -220,40 +232,35 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
color.r *= _skeleton->color.r * slot->color.r * multiplier; color.r *= _skeleton->color.r * slot->color.r * multiplier;
color.g *= _skeleton->color.g * slot->color.g * multiplier; color.g *= _skeleton->color.g * slot->color.g * multiplier;
color.b *= _skeleton->color.b * slot->color.b * multiplier; color.b *= _skeleton->color.b * slot->color.b * multiplier;
BlendFunc blendFunc;
switch (slot->data->blendMode) {
case SP_BLEND_MODE_ADDITIVE:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE;
break;
case SP_BLEND_MODE_MULTIPLY:
blendFunc.src = GL_DST_COLOR;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case SP_BLEND_MODE_SCREEN:
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
break;
default:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
}
const cocos2d::TrianglesCommand::Triangles& batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, triangles, transform, transformFlags);
for (int v = 0, vn = batchedTriangles.vertCount; v < vn; ++v) {
V3F_C4B_T2F* vertex = batchedTriangles.verts + v;
for (int v = 0, w = 0, vn = attachmentVertices->_triangles->vertCount; v < vn; ++v, w += 2) {
V3F_C4B_T2F* vertex = attachmentVertices->_triangles->verts + v;
vertex->vertices.x = _worldVertices[w];
vertex->vertices.y = _worldVertices[w + 1];
vertex->colors.r = (GLubyte)color.r; vertex->colors.r = (GLubyte)color.r;
vertex->colors.g = (GLubyte)color.g; vertex->colors.g = (GLubyte)color.g;
vertex->colors.b = (GLubyte)color.b; vertex->colors.b = (GLubyte)color.b;
vertex->colors.a = (GLubyte)color.a; vertex->colors.a = (GLubyte)color.a;
} }
BlendFunc blendFunc;
switch (slot->data->blendMode) {
case SP_BLEND_MODE_ADDITIVE:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE;
break;
case SP_BLEND_MODE_MULTIPLY:
blendFunc.src = GL_DST_COLOR;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case SP_BLEND_MODE_SCREEN:
blendFunc.src = GL_ONE;
blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
break;
default:
blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
}
batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc,
*attachmentVertices->_triangles, transform, transformFlags);
} }
if (_debugSlots || _debugBones) { if (_debugSlots || _debugBones) {