Add LuaJIT FFI optimizations for memory management
- New FFI module with object pooling for Vec2, Rect, Timer structs - Integrated FFI into LayoutEngine, Performance, and Color modules - Graceful fallback to standard Lua when LuaJIT unavailable - Added ffi_comparison_profile.lua for automated benchmarking - Comprehensive documentation of gains and real bottlenecks Reality: 5-10% performance improvement (marginal gains) FFI targets wrong bottleneck - real issue is O(n²) layout algorithm See PERFORMANCE_ANALYSIS.md for high-impact optimizations (2-3x gains)
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@@ -4,14 +4,18 @@
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---@field b number Blue component (0-1)
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---@field a number Alpha component (0-1)
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---@field _ErrorHandler table? ErrorHandler module dependency
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---@field _FFI table? FFI module dependency
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---@field _useFFI boolean Whether to use FFI optimizations
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local Color = {}
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Color.__index = Color
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--- Initialize module with shared dependencies
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---@param deps table Dependencies {ErrorHandler}
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---@param deps table Dependencies {ErrorHandler, FFI}
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function Color.init(deps)
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if type(deps) == "table" then
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Color._ErrorHandler = deps.ErrorHandler
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Color._FFI = deps.FFI
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Color._useFFI = deps.FFI and deps.FFI.enabled or false
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end
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end
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@@ -23,14 +27,16 @@ end
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---@param a number? Alpha component (0-1), defaults to 1
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---@return Color color The new color instance
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function Color.new(r, g, b, a)
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local self = setmetatable({}, Color)
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-- Sanitize and clamp color components
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local _, sanitizedR = Color.validateColorChannel(r or 0, 1)
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local _, sanitizedG = Color.validateColorChannel(g or 0, 1)
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local _, sanitizedB = Color.validateColorChannel(b or 0, 1)
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local _, sanitizedA = Color.validateColorChannel(a or 1, 1)
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-- Note: We don't use FFI for colors because they need methods (toRGBA, etc.)
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-- FFI structs don't support metatables/methods without wrapping
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-- The wrapping overhead negates the FFI benefits
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local self = setmetatable({}, Color)
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self.r = sanitizedR or 0
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self.g = sanitizedG or 0
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self.b = sanitizedB or 0
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@@ -337,13 +343,16 @@ function Color.lerp(colorA, colorB, t)
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-- Clamp t to 0-1 range
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t = math.max(0, math.min(1, t))
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-- Linear interpolation for each channel
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local r = colorA.r * (1 - t) + colorB.r * t
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local g = colorA.g * (1 - t) + colorB.g * t
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local b = colorA.b * (1 - t) + colorB.b * t
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local a = colorA.a * (1 - t) + colorB.a * t
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-- Linear interpolation for each channel (optimized for both FFI and Lua)
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local oneMinusT = 1 - t
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local r = colorA.r * oneMinusT + colorB.r * t
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local g = colorA.g * oneMinusT + colorB.g * t
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local b = colorA.b * oneMinusT + colorB.b * t
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local a = colorA.a * oneMinusT + colorB.a * t
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return Color.new(r, g, b, a)
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end
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return Color
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