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internal/graphicscommand: optimize prependPreservedUniforms
#3144
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hajimehoshi
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hajimehoshi
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…orms ``` % benchstat old.txt new.txt goos: darwin goarch: arm64 pkg: github.com/hajimehoshi/ebiten/v2/internal/graphicscommand cpu: Apple M3 Pro │ old.txt │ new.txt │ │ sec/op │ sec/op vs base │ PrependPreservedUniforms-12 23.07n ± 2% 19.96n ± 0% -13.48% (p=0.000 n=10) ``` Updates #3144
hajimehoshi
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old.txt: 1fe988e new.txt: this commit ``` benchstat old.txt new.txt goos: darwin goarch: arm64 pkg: github.com/hajimehoshi/ebiten/v2/internal/graphicscommand cpu: Apple M3 Pro │ old.txt │ new.txt │ │ sec/op │ sec/op vs base │ PrependPreservedUniforms-12 19.79n ± 4% 18.84n ± 2% -4.80% (p=0.001 n=10) ``` Updates #3144
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What feature would you like to be added?
prependPreservedUniforms
tends to be a hot spot for performance, especially when rendering a lot of sprites. Here is the profiling result ofexamples/sprites
with 10000 sprites:atlas.Image.drawTriangles
is the heaviest process, but this does a little complicated things. Let's focus onprependPreservedUniforms
.There are some ideas to optimize this.
prependPreservedUniforms
moves the data?Why is this needed?
No response
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