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authorClément Foucault <foucault.clem@gmail.com>2018-03-29 21:22:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-29 22:32:26 +0300
commit7144fdf28568e195dc639bea8828e614d7eb6f79 (patch)
tree837bb3094fea9bca5f6d3c0eacd8e51fa57e784d /source/blender/blenfont
parentc48b6fae9ae6d06bc99fc4eea6a4c54d978d3a16 (diff)
BLF: Perf: Divide by 6 the amount of verts sent to the GPU.
This means smaller imm buffer usage. This does not reduce the number of drawcalls. This uses geometry shader which is slow for the GPU but given we are really CPU bound on this case, it should not matter. A perfect implementation would: - Set the glyph coord in a bufferTexture and just send the glyph ID to the GPU to read the bufferTexture. - Use GWN_draw_primitive and draw 2*strllen triangle and just retrieve the glyph ID and color based on gl_VertexID / 6. - Stream fixed size buffer that the Driver can discard quickly but this is the same as improving IMM directly.
Diffstat (limited to 'source/blender/blenfont')
-rw-r--r--source/blender/blenfont/intern/blf.c6
-rw-r--r--source/blender/blenfont/intern/blf_font.c8
-rw-r--r--source/blender/blenfont/intern/blf_glyph.c30
3 files changed, 12 insertions, 32 deletions
diff --git a/source/blender/blenfont/intern/blf.c b/source/blender/blenfont/intern/blf.c
index 8e705616c41..30919f1acda 100644
--- a/source/blender/blenfont/intern/blf.c
+++ b/source/blender/blenfont/intern/blf.c
@@ -579,9 +579,9 @@ static void blf_draw_gl__start(FontBLF *font)
#ifndef BLF_STANDALONE
Gwn_VertFormat *format = immVertexFormat();
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- unsigned int texCoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ unsigned int texCoord = GWN_vertformat_attr_add(format, "tex", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "col", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
BLI_assert(pos == BLF_POS_ID);
BLI_assert(texCoord == BLF_COORD_ID);
diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c
index 5846f7a29e4..fe94270f530 100644
--- a/source/blender/blenfont/intern/blf_font.c
+++ b/source/blender/blenfont/intern/blf_font.c
@@ -188,7 +188,7 @@ static unsigned int verts_needed(const FontBLF *font, const char *str, size_t le
quad_ct += 25; /* 5x5 kernel */
}
- return length * quad_ct * 6;
+ return length * quad_ct; /* Only one vert per quad */
}
static void blf_font_draw_ex(
@@ -211,7 +211,7 @@ static void blf_font_draw_ex(
blf_font_ensure_ascii_table(font);
- immBeginAtMost(GWN_PRIM_TRIS, verts_needed(font, str, len));
+ immBeginAtMost(GWN_PRIM_POINTS, verts_needed(font, str, len));
/* at most because some glyphs might be clipped & not drawn */
while ((i < len) && str[i]) {
@@ -258,7 +258,7 @@ static void blf_font_draw_ascii_ex(
blf_font_ensure_ascii_table(font);
- immBeginAtMost(GWN_PRIM_TRIS, verts_needed(font, str, len));
+ immBeginAtMost(GWN_PRIM_POINTS, verts_needed(font, str, len));
while ((c = *(str++)) && len--) {
BLI_assert(c < 128);
@@ -298,7 +298,7 @@ int blf_font_draw_mono(FontBLF *font, const char *str, size_t len, int cwidth)
blf_font_ensure_ascii_table(font);
- immBeginAtMost(GWN_PRIM_TRIS, verts_needed(font, str, len));
+ immBeginAtMost(GWN_PRIM_POINTS, verts_needed(font, str, len));
while ((i < len) && str[i]) {
BLF_UTF8_NEXT_FAST(font, g, str, i, c, glyph_ascii_table);
diff --git a/source/blender/blenfont/intern/blf_glyph.c b/source/blender/blenfont/intern/blf_glyph.c
index 1f31a2dbd0a..5e1debf1501 100644
--- a/source/blender/blenfont/intern/blf_glyph.c
+++ b/source/blender/blenfont/intern/blf_glyph.c
@@ -318,31 +318,11 @@ void blf_glyph_free(GlyphBLF *g)
static void blf_texture_draw(const unsigned char color[4], float uv[2][2], float dx, float y1, float dx1, float y2)
{
- /* First triangle. */
- immAttrib2f(BLF_COORD_ID, uv[0][0], uv[0][1]);
- immSkipAttrib(BLF_COLOR_ID); /* skip color of most vertices */
- immVertex2f(BLF_POS_ID, dx, y1);
-
- immAttrib2f(BLF_COORD_ID, uv[0][0], uv[1][1]);
- immSkipAttrib(BLF_COLOR_ID);
- immVertex2f(BLF_POS_ID, dx, y2);
-
- immAttrib2f(BLF_COORD_ID, uv[1][0], uv[1][1]);
- immAttrib4ubv(BLF_COLOR_ID, color); /* set color of provoking vertex */
- immVertex2f(BLF_POS_ID, dx1, y2);
-
- /* Second triangle. */
- immAttrib2f(BLF_COORD_ID, uv[0][0], uv[0][1]);
- immSkipAttrib(BLF_COLOR_ID); /* skip color of most vertices */
- immVertex2f(BLF_POS_ID, dx, y1);
-
- immAttrib2f(BLF_COORD_ID, uv[1][0], uv[1][1]);
- immSkipAttrib(BLF_COLOR_ID);
- immVertex2f(BLF_POS_ID, dx1, y2);
-
- immAttrib2f(BLF_COORD_ID, uv[1][0], uv[0][1]);
- immAttrib4ubv(BLF_COLOR_ID, color); /* set color of provoking vertex */
- immVertex2f(BLF_POS_ID, dx1, y1);
+ /* Only one vertex per glyph, geometry shader expand it into a quad. */
+ /* TODO Get rid of Geom Shader because it's not optimal AT ALL for the GPU */
+ immAttrib4ubv(BLF_COLOR_ID, color);
+ immAttrib4fv(BLF_COORD_ID, (float *)uv);
+ immVertex4f(BLF_POS_ID, dx, y1, dx1, y2);
}
static void blf_texture5_draw(const unsigned char color_in[4], float uv[2][2], float x1, float y1, float x2, float y2)