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authorCampbell Barton <ideasman42@gmail.com>2011-09-17 14:45:20 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-17 14:45:20 +0400
commit100313db6ecec36ad0c8e5b8a8d11bd170ff9349 (patch)
treece9daa0d986c6a5353f770787bd0efffa6cb88b9 /source/blender/blenfont/intern/blf_glyph.c
parenta99f2cd01533b79e6e378839d4ee04176f8d47b6 (diff)
Speedup for font drawing, every letter was character was calling:
glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex); ... with shadow enabled glGetFloatv(GL_CURRENT_COLOR, color) was called twice per character as well. Now only call glGetFloatv(GL_CURRENT_COLOR, ...) once per string and only when drawing with shadow or blur, texture bind is stored in the font. Gives 8% overall FPS speedup when displaying heavy UI in my test.
Diffstat (limited to 'source/blender/blenfont/intern/blf_glyph.c')
-rw-r--r--source/blender/blenfont/intern/blf_glyph.c95
1 files changed, 55 insertions, 40 deletions
diff --git a/source/blender/blenfont/intern/blf_glyph.c b/source/blender/blenfont/intern/blf_glyph.c
index 9b39cb65cba..7a1fa8c80b0 100644
--- a/source/blender/blenfont/intern/blf_glyph.c
+++ b/source/blender/blenfont/intern/blf_glyph.c
@@ -185,7 +185,7 @@ static void blf_glyph_cache_texture(FontBLF *font, GlyphCacheBLF *gc)
memset((void *)buf, 0, tot_mem);
glGenTextures(1, &gc->textures[gc->cur_tex]);
- glBindTexture(GL_TEXTURE_2D, gc->textures[gc->cur_tex]);
+ glBindTexture(GL_TEXTURE_2D, (font->tex_bind_state= gc->textures[gc->cur_tex]));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -326,23 +326,25 @@ static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, floa
}
-static void blf_texture5_draw(float uv[2][2], float x1, float y1, float x2, float y2)
+static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
{
- float soft[25]= {
- 1/60.0f, 1/60.0f, 2/60.0f, 1/60.0f, 1/60.0f,
- 1/60.0f, 3/60.0f, 5/60.0f, 3/60.0f, 1/60.0f,
- 2/60.0f, 5/60.0f, 8/60.0f, 5/60.0f, 2/60.0f,
- 1/60.0f, 3/60.0f, 5/60.0f, 3/60.0f, 1/60.0f,
- 1/60.0f, 1/60.0f, 2/60.0f, 1/60.0f, 1/60.0f};
+ float soft[25]= {1/60.0f, 1/60.0f, 2/60.0f, 1/60.0f, 1/60.0f,
+ 1/60.0f, 3/60.0f, 5/60.0f, 3/60.0f, 1/60.0f,
+ 2/60.0f, 5/60.0f, 8/60.0f, 5/60.0f, 2/60.0f,
+ 1/60.0f, 3/60.0f, 5/60.0f, 3/60.0f, 1/60.0f,
+ 1/60.0f, 1/60.0f, 2/60.0f, 1/60.0f, 1/60.0f};
float color[4], *fp= soft;
int dx, dy;
-
- glGetFloatv(GL_CURRENT_COLOR, color);
+
+ color[0]= shadow_col[0];
+ color[1]= shadow_col[1];
+ color[2]= shadow_col[2];
for(dx=-2; dx<3; dx++) {
for(dy=-2; dy<3; dy++, fp++) {
- glColor4f(color[0], color[1], color[2], fp[0]*color[3]);
+ color[3]= *(fp) * shadow_col[3];
+ glColor4fv(color);
blf_texture_draw(uv, x1+dx, y1+dy, x2+dx, y2+dy);
}
}
@@ -350,17 +352,23 @@ static void blf_texture5_draw(float uv[2][2], float x1, float y1, float x2, floa
glColor4fv(color);
}
-static void blf_texture3_draw(float uv[2][2], float x1, float y1, float x2, float y2)
+static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
{
- float soft[9]= {1/16.0f, 2/16.0f, 1/16.0f, 2/16.0f, 4/16.0f, 2/16.0f, 1/16.0f, 2/16.0f, 1/16.0f};
+ float soft[9]= {1/16.0f, 2/16.0f, 1/16.0f,
+ 2/16.0f,4/16.0f, 2/16.0f,
+ 1/16.0f, 2/16.0f, 1/16.0f};
+
float color[4], *fp= soft;
int dx, dy;
-
- glGetFloatv(GL_CURRENT_COLOR, color);
-
+
+ color[0]= shadow_col[0];
+ color[1]= shadow_col[1];
+ color[2]= shadow_col[2];
+
for(dx=-1; dx<2; dx++) {
for(dy=-1; dy<2; dy++, fp++) {
- glColor4f(color[0], color[1], color[2], fp[0]*color[3]);
+ color[3]= *(fp) * shadow_col[3];
+ glColor4fv(color);
blf_texture_draw(uv, x1+dx, y1+dy, x2+dx, y2+dy);
}
}
@@ -370,18 +378,15 @@ static void blf_texture3_draw(float uv[2][2], float x1, float y1, float x2, floa
int blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
{
- GlyphCacheBLF *gc;
- GLint cur_tex;
float dx, dx1;
float y1, y2;
float xo, yo;
- float color[4];
if ((!g->width) || (!g->height))
return(1);
if (g->build_tex == 0) {
- gc= font->glyph_cache;
+ GlyphCacheBLF *gc= font->glyph_cache;
if (font->max_tex_size == -1)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&font->max_tex_size);
@@ -453,22 +458,27 @@ int blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
return(0);
}
- glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex);
- if (cur_tex != g->tex)
- glBindTexture(GL_TEXTURE_2D, g->tex);
+ if (font->tex_bind_state != g->tex) {
+ glBindTexture(GL_TEXTURE_2D, (font->tex_bind_state= g->tex));
+ }
if (font->flags & BLF_SHADOW) {
- glGetFloatv(GL_CURRENT_COLOR, color);
- glColor4fv(font->shadow_col);
-
- if (font->shadow == 3)
- blf_texture3_draw(g->uv, dx, y1, dx1, y2);
- else if (font->shadow == 5)
- blf_texture5_draw(g->uv, dx, y1, dx1, y2);
- else
- blf_texture_draw(g->uv, dx, y1, dx1, y2);
- glColor4fv(color);
+ switch(font->shadow) {
+ case 3:
+ blf_texture3_draw(font->shadow_col, g->uv, dx, y1, dx1, y2);
+ break;
+ case 5:
+ blf_texture5_draw(font->shadow_col, g->uv, dx, y1, dx1, y2);
+ break;
+ default:
+ glColor4fv(font->shadow_col);
+ blf_texture_draw(g->uv, dx, y1, dx1, y2);
+ break;
+ }
+
+ glColor4fv(font->orig_col);
+
x= xo;
y= yo;
@@ -478,12 +488,17 @@ int blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
y2= y + g->pos_y - g->height;
}
- if (font->blur==3)
- blf_texture3_draw(g->uv, dx, y1, dx1, y2);
- else if (font->blur==5)
- blf_texture5_draw(g->uv, dx, y1, dx1, y2);
- else
- blf_texture_draw(g->uv, dx, y1, dx1, y2);
+ switch(font->blur) {
+ case 3:
+ blf_texture3_draw(font->orig_col, g->uv, dx, y1, dx1, y2);
+ break;
+ case 5:
+ blf_texture5_draw(font->orig_col, g->uv, dx, y1, dx1, y2);
+ break;
+ default:
+ blf_texture_draw(g->uv, dx, y1, dx1, y2);
+ break;
+ }
return(1);
}