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.
This commit is contained in:
Campbell Barton 2011-09-17 10:45:20 +00:00
parent a99f2cd015
commit 100313db6e
3 changed files with 68 additions and 40 deletions

View File

@ -486,6 +486,13 @@ static void blf_draw__start(FontBLF *font)
if (font->flags & BLF_ROTATION)
glRotatef(font->angle, 0.0f, 0.0f, 1.0f);
if(font->shadow || font->blur)
glGetFloatv(GL_CURRENT_COLOR, font->orig_col);
/* always bind the texture for the first glyph */
font->tex_bind_state= -1;
}
static void blf_draw__end(void)

View File

@ -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);
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);
glColor4fv(color);
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);
}

View File

@ -161,7 +161,10 @@ typedef struct FontBLF {
/* shadow color. */
float shadow_col[4];
/* store color here when drawing shadow or blur. */
float orig_col[4];
/* Multiplied this matrix with the current one before
* draw the text! see blf_draw__start.
*/
@ -179,6 +182,9 @@ typedef struct FontBLF {
/* max texture size. */
int max_tex_size;
/* current opengl texture bind, avoids calling glGet */
int tex_bind_state;
/* font options. */
int flags;