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

badlogic 8 年 前
コミット
aa33f980d2

+ 2 - 2
spine-cocos2dx/example/Classes/BatchingExample.cpp

@@ -65,13 +65,13 @@ bool BatchingExample::init () {
 
 	int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
 	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.
 		SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
 		skeletonNode->setAnimationStateData(_stateData);
 
 		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->setPosition(Vec2(

+ 93 - 67
spine-cocos2dx/src/spine/SkeletonBatch.cpp

@@ -35,83 +35,109 @@
 USING_NS_CC;
 #define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw"
 using std::max;
+#define INITIAL_SIZE (10000)
 
 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;
+SkeletonBatch* SkeletonBatch::getInstance () {
+	if (!instance) instance = new SkeletonBatch();
+	return instance;
+}
 
-        Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
-            this->update(0);
-        });;
-    }
+void SkeletonBatch::destroyInstance () {
+	if (instance) {
+		delete instance;
+		instance = nullptr;
+	}
+}
 
-    SkeletonBatch::~SkeletonBatch () {
-        Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
+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);
+	});;
+}
 
-        Command* command = _firstCommand;
-        while (command) {
-            Command* next = command->next;
-            delete command;
-            command = next;
-        }
-    }
+SkeletonBatch::~SkeletonBatch () {
+	Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
 
-    void SkeletonBatch::update (float delta) {
-        _command = _firstCommand;
-    }
+	for (unsigned int i = 0; i < _commandsPool.size(); i++) {
+		delete _commandsPool[i];
+		_commandsPool[i] = nullptr;
+	}
+}
 
-    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;
-    }
+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();
+}
 
-    SkeletonBatch::Command::Command () :
-    next(nullptr)
-    {
-        trianglesCommand = new TrianglesCommand();
-        triangles = new TrianglesCommand::Triangles();
-    }
+void SkeletonBatch::reset() {
+	_nextFreeCommand = 0;
+	_numVertices = 0;
+}
 
-    SkeletonBatch::Command::~Command () {
-        if (triangles->verts) {
-            free(triangles->verts);
-        }
-        delete triangles;
-        delete trianglesCommand;
-    }
+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;
+//}
 }

+ 17 - 17
spine-cocos2dx/src/spine/SkeletonBatch.h

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

+ 38 - 31
spine-cocos2dx/src/spine/SkeletonRenderer.cpp

@@ -189,12 +189,19 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 	for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
 		spSlot* slot = _skeleton->drawOrder[i];
 		if (!slot->attachment) continue;
-
+		
+		cocos2d::TrianglesCommand::Triangles triangles;
+		
 		switch (slot->attachment->type) {
 		case SP_ATTACHMENT_REGION: {
 			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-			spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices, 0, 2);
 			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.g = attachment->color.g;
 			color.b = attachment->color.b;
@@ -203,8 +210,13 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
 		}
 		case SP_ATTACHMENT_MESH: {
 			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
-			spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, _worldVertices, 0, 2);
 			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.g = attachment->color.g;
             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.g *= _skeleton->color.g * slot->color.g * 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, 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];
+		for (int v = 0, vn = batchedTriangles.vertCount; v < vn; ++v) {
+			V3F_C4B_T2F* vertex = batchedTriangles.verts + v;
             vertex->colors.r = (GLubyte)color.r;
             vertex->colors.g = (GLubyte)color.g;
             vertex->colors.b = (GLubyte)color.b;
             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) {