- 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)
489 lines
11 KiB
Lua
489 lines
11 KiB
Lua
---@class FFI
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---@field enabled boolean Whether FFI is available and enabled
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---@field _ffi table? LuaJIT FFI library reference
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---@field _ColorStruct table? FFI color struct type
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---@field _Vec2Struct table? FFI vec2 struct type
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---@field _RectStruct table? FFI rect struct type
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---@field _TimerStruct table? FFI timer struct type
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---@field _colorPool table Pool of reusable color structs
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---@field _vec2Pool table Pool of reusable vec2 structs
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---@field _rectPool table Pool of reusable rect structs
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---@field _ErrorHandler ErrorHandler
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local FFI = {}
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FFI.__index = FFI
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---@type FFI|nil
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local instance = nil
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--- Initialize FFI module
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---@param deps {ErrorHandler: ErrorHandler}
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---@return FFI
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function FFI.init(deps)
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if instance then
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return instance
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end
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local self = setmetatable({}, FFI)
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self._ErrorHandler = deps.ErrorHandler
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self.enabled = false
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self._ffi = nil
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-- Try to load LuaJIT FFI
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local success, ffi = pcall(require, "ffi")
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if success and ffi then
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self._ffi = ffi
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self.enabled = true
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-- Define FFI structs
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self:_defineStructs()
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-- Initialize object pools
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self:_initializePools()
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-- FFI successfully enabled
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else
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-- FFI not available (not running on LuaJIT)
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end
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instance = self
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return self
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end
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--- Define FFI struct types
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function FFI:_defineStructs()
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local ffi = self._ffi
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if not ffi or not ffi.cdef then
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self.enabled = false
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return
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end
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-- Wrap in pcall to handle any FFI definition errors
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local success, err = pcall(function()
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-- Color struct (16 bytes - 4 floats)
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ffi.cdef([[
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typedef struct {
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float r;
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float g;
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float b;
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float a;
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} FlexLove_Color;
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]])
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-- Vec2 struct (8 bytes - 2 floats)
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ffi.cdef([[
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typedef struct {
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float x;
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float y;
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} FlexLove_Vec2;
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]])
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-- Rect struct (16 bytes - 4 floats)
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ffi.cdef([[
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typedef struct {
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float x;
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float y;
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float width;
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float height;
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} FlexLove_Rect;
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]])
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-- Timer struct (16 bytes - 2 doubles)
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ffi.cdef([[
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typedef struct {
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double startTime;
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double elapsed;
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} FlexLove_Timer;
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]])
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end)
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if not success then
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-- FFI definition failed, disable FFI
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self.enabled = false
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return
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end
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-- Cache struct types
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self._ColorStruct = ffi.typeof("FlexLove_Color")
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self._Vec2Struct = ffi.typeof("FlexLove_Vec2")
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self._RectStruct = ffi.typeof("FlexLove_Rect")
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self._TimerStruct = ffi.typeof("FlexLove_Timer")
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end
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--- Initialize object pools for reuse
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function FFI:_initializePools()
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self._colorPool = {
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available = {},
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inUse = {},
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maxSize = 1000,
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}
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self._vec2Pool = {
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available = {},
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inUse = {},
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maxSize = 2000,
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}
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self._rectPool = {
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available = {},
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inUse = {},
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maxSize = 500,
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}
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end
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--- Create a new color struct (pooled)
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--- Note: Not used by Color module due to method requirement
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--- Available for internal FFI operations that don't need methods
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---@param r number Red component (0-1)
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---@param g number Green component (0-1)
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---@param b number Blue component (0-1)
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---@param a number Alpha component (0-1)
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---@return table color FFI color struct
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function FFI:createColor(r, g, b, a)
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if not self.enabled then
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return { r = r, g = g, b = b, a = a }
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end
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local color
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local pool = self._colorPool
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-- Try to reuse from pool
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if #pool.available > 0 then
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color = table.remove(pool.available)
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else
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color = self._ColorStruct()
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end
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-- Set values
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color.r = r or 0
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color.g = g or 0
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color.b = b or 0
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color.a = a or 1
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-- Track in use
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pool.inUse[color] = true
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return color
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end
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--- Release a color struct back to the pool
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---@param color table FFI color struct
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function FFI:releaseColor(color)
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if not self.enabled or not color then
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return
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end
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local pool = self._colorPool
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-- Remove from in-use tracking
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if pool.inUse[color] then
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pool.inUse[color] = nil
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-- Return to pool if not at max size
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if #pool.available < pool.maxSize then
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table.insert(pool.available, color)
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end
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end
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end
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--- Create a new vec2 struct (pooled)
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---@param x number X component
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---@param y number Y component
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---@return table vec2 FFI vec2 struct
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function FFI:createVec2(x, y)
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if not self.enabled then
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return { x = x, y = y }
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end
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local vec2
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local pool = self._vec2Pool
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-- Try to reuse from pool
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if #pool.available > 0 then
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vec2 = table.remove(pool.available)
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else
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vec2 = self._Vec2Struct()
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end
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-- Set values
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vec2.x = x or 0
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vec2.y = y or 0
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-- Track in use
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pool.inUse[vec2] = true
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return vec2
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end
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--- Release a vec2 struct back to the pool
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---@param vec2 table FFI vec2 struct
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function FFI:releaseVec2(vec2)
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if not self.enabled or not vec2 then
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return
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end
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local pool = self._vec2Pool
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-- Remove from in-use tracking
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if pool.inUse[vec2] then
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pool.inUse[vec2] = nil
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-- Return to pool if not at max size
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if #pool.available < pool.maxSize then
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table.insert(pool.available, vec2)
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end
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end
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end
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--- Create a new rect struct (pooled)
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---@param x number X position
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---@param y number Y position
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---@param width number Width
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---@param height number Height
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---@return table rect FFI rect struct
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function FFI:createRect(x, y, width, height)
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if not self.enabled then
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return { x = x, y = y, width = width, height = height }
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end
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local rect
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local pool = self._rectPool
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-- Try to reuse from pool
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if #pool.available > 0 then
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rect = table.remove(pool.available)
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else
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rect = self._RectStruct()
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end
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-- Set values
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rect.x = x or 0
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rect.y = y or 0
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rect.width = width or 0
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rect.height = height or 0
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-- Track in use
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pool.inUse[rect] = true
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return rect
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end
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--- Release a rect struct back to the pool
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---@param rect table FFI rect struct
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function FFI:releaseRect(rect)
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if not self.enabled or not rect then
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return
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end
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local pool = self._rectPool
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-- Remove from in-use tracking
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if pool.inUse[rect] then
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pool.inUse[rect] = nil
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-- Return to pool if not at max size
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if #pool.available < pool.maxSize then
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table.insert(pool.available, rect)
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end
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end
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end
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--- Create a new timer struct
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---@return table timer FFI timer struct
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function FFI:createTimer()
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if not self.enabled then
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return { startTime = 0, elapsed = 0 }
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end
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local timer = self._TimerStruct()
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timer.startTime = 0
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timer.elapsed = 0
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return timer
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end
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--- Allocate a contiguous array of colors (for batch operations)
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---@param count number Number of colors to allocate
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---@return table colors FFI color array
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function FFI:allocateColorArray(count)
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if not self.enabled then
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local colors = {}
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for i = 1, count do
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colors[i] = { r = 0, g = 0, b = 0, a = 1 }
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end
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return colors
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end
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return self._ffi.new("FlexLove_Color[?]", count)
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end
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--- Allocate a contiguous array of vec2s (for batch operations)
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---@param count number Number of vec2s to allocate
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---@return table vec2s FFI vec2 array
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function FFI:allocateVec2Array(count)
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if not self.enabled then
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local vec2s = {}
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for i = 1, count do
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vec2s[i] = { x = 0, y = 0 }
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end
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return vec2s
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end
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return self._ffi.new("FlexLove_Vec2[?]", count)
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end
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--- Allocate a contiguous array of rects (for batch operations)
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---@param count number Number of rects to allocate
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---@return table rects FFI rect array
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function FFI:allocateRectArray(count)
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if not self.enabled then
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local rects = {}
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for i = 1, count do
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rects[i] = { x = 0, y = 0, width = 0, height = 0 }
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end
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return rects
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end
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return self._ffi.new("FlexLove_Rect[?]", count)
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end
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--- Clear all object pools (useful for cleanup)
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function FFI:clearPools()
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if not self.enabled then
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return
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end
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-- Clear color pool
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self._colorPool.available = {}
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self._colorPool.inUse = {}
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-- Clear vec2 pool
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self._vec2Pool.available = {}
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self._vec2Pool.inUse = {}
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-- Clear rect pool
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self._rectPool.available = {}
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self._rectPool.inUse = {}
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end
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--- Get pool statistics (for debugging)
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---@return table stats Pool statistics
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function FFI:getPoolStats()
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if not self.enabled then
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return {
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enabled = false,
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colors = { available = 0, inUse = 0 },
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vec2s = { available = 0, inUse = 0 },
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rects = { available = 0, inUse = 0 },
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}
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end
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local function countInUse(pool)
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local count = 0
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for _ in pairs(pool.inUse) do
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count = count + 1
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end
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return count
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end
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return {
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enabled = true,
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colors = {
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available = #self._colorPool.available,
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inUse = countInUse(self._colorPool),
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maxSize = self._colorPool.maxSize,
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},
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vec2s = {
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available = #self._vec2Pool.available,
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inUse = countInUse(self._vec2Pool),
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maxSize = self._vec2Pool.maxSize,
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},
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rects = {
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available = #self._rectPool.available,
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inUse = countInUse(self._rectPool),
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maxSize = self._rectPool.maxSize,
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},
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}
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end
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--- Copy color values from FFI struct to Lua table (for compatibility)
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---@param ffiColor table FFI color struct
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---@return table color Lua table with r, g, b, a fields
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function FFI:colorToTable(ffiColor)
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return {
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r = ffiColor.r,
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g = ffiColor.g,
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b = ffiColor.b,
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a = ffiColor.a,
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}
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end
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--- Copy vec2 values from FFI struct to Lua table (for compatibility)
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---@param ffiVec2 table FFI vec2 struct
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---@return table vec2 Lua table with x, y fields
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function FFI:vec2ToTable(ffiVec2)
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return {
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x = ffiVec2.x,
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y = ffiVec2.y,
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}
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end
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--- Copy rect values from FFI struct to Lua table (for compatibility)
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---@param ffiRect table FFI rect struct
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---@return table rect Lua table with x, y, width, height fields
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function FFI:rectToTable(ffiRect)
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return {
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x = ffiRect.x,
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y = ffiRect.y,
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width = ffiRect.width,
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height = ffiRect.height,
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}
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end
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--- Batch color multiplication (for opacity/tint operations)
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---@param colors table Array of FFI color structs
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---@param count number Number of colors
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---@param multiplier number Multiplier value (0-1)
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function FFI:batchMultiplyColors(colors, count, multiplier)
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if not self.enabled then
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for i = 1, count do
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local c = colors[i]
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c.r = c.r * multiplier
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c.g = c.g * multiplier
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c.b = c.b * multiplier
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c.a = c.a * multiplier
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end
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return
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end
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-- FFI arrays are 0-indexed
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for i = 0, count - 1 do
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colors[i].r = colors[i].r * multiplier
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colors[i].g = colors[i].g * multiplier
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colors[i].b = colors[i].b * multiplier
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colors[i].a = colors[i].a * multiplier
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end
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end
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--- Batch vec2 addition (for offset operations)
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---@param vec2s table Array of FFI vec2 structs
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---@param count number Number of vec2s
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---@param offsetX number X offset
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---@param offsetY number Y offset
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function FFI:batchAddVec2s(vec2s, count, offsetX, offsetY)
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if not self.enabled then
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for i = 1, count do
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local v = vec2s[i]
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v.x = v.x + offsetX
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v.y = v.y + offsetY
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end
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return
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end
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-- FFI arrays are 0-indexed
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for i = 0, count - 1 do
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vec2s[i].x = vec2s[i].x + offsetX
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vec2s[i].y = vec2s[i].y + offsetY
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end
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end
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return FFI
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