Merge "Minimize the amount of data uploaded to draw text"

This commit is contained in:
Romain Guy
2011-12-12 19:04:40 -08:00
committed by Android (Google) Code Review
3 changed files with 31 additions and 23 deletions

View File

@@ -104,10 +104,10 @@ void Font::drawCachedGlyph(CachedGlyphInfo* glyph, int x, int y) {
int width = (int) glyph->mBitmapWidth;
int height = (int) glyph->mBitmapHeight;
mState->appendMeshQuad(nPenX, nPenY, 0, u1, v2,
nPenX + width, nPenY, 0, u2, v2,
nPenX + width, nPenY - height, 0, u2, v1,
nPenX, nPenY - height, 0, u1, v1);
mState->appendMeshQuad(nPenX, nPenY, u1, v2,
nPenX + width, nPenY, u2, v2,
nPenX + width, nPenY - height, u2, v1,
nPenX, nPenY - height, u1, v1);
}
void Font::drawCachedGlyph(CachedGlyphInfo* glyph, int x, int y,
@@ -519,8 +519,8 @@ void FontRenderer::initTextTexture(bool largeFonts) {
// Avoid having to reallocate memory and render quad by quad
void FontRenderer::initVertexArrayBuffers() {
uint32_t numIndicies = mMaxNumberOfQuads * 6;
uint32_t indexBufferSizeBytes = numIndicies * sizeof(uint16_t);
uint32_t numIndices = mMaxNumberOfQuads * 6;
uint32_t indexBufferSizeBytes = numIndices * sizeof(uint16_t);
uint16_t* indexBufferData = (uint16_t*) malloc(indexBufferSizeBytes);
// Four verts, two triangles , six indices per quad
@@ -544,7 +544,7 @@ void FontRenderer::initVertexArrayBuffers() {
free(indexBufferData);
uint32_t coordSize = 3;
uint32_t coordSize = 2;
uint32_t uvSize = 2;
uint32_t vertsPerQuad = 4;
uint32_t vertexBufferSize = mMaxNumberOfQuads * vertsPerQuad * coordSize * uvSize;
@@ -579,12 +579,12 @@ void FontRenderer::checkTextureUpdate() {
// Iterate over all the cache lines and see which ones need to be updated
for (uint32_t i = 0; i < mCacheLines.size(); i++) {
CacheTextureLine* cl = mCacheLines[i];
if(cl->mDirty) {
if (cl->mDirty) {
uint32_t xOffset = 0;
uint32_t yOffset = cl->mCurrentRow;
uint32_t width = mCacheWidth;
uint32_t height = cl->mMaxHeight;
void* textureData = mTextTexture + yOffset*width;
void* textureData = mTextTexture + yOffset * width;
glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height,
GL_ALPHA, GL_UNSIGNED_BYTE, textureData);
@@ -600,10 +600,10 @@ void FontRenderer::issueDrawCommand() {
checkTextureUpdate();
float* vtx = mTextMeshPtr;
float* tex = vtx + 3;
float* tex = vtx + 2;
glVertexAttribPointer(mPositionAttrSlot, 3, GL_FLOAT, false, 20, vtx);
glVertexAttribPointer(mTexcoordAttrSlot, 2, GL_FLOAT, false, 20, tex);
glVertexAttribPointer(mPositionAttrSlot, 2, GL_FLOAT, GL_FALSE, 16, vtx);
glVertexAttribPointer(mTexcoordAttrSlot, 2, GL_FLOAT, GL_FALSE, 16, tex);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBufferID);
glDrawElements(GL_TRIANGLES, mCurrentQuadIndex * 6, GL_UNSIGNED_SHORT, NULL);
@@ -611,39 +611,37 @@ void FontRenderer::issueDrawCommand() {
mDrawn = true;
}
void FontRenderer::appendMeshQuad(float x1, float y1, float z1, float u1, float v1, float x2,
float y2, float z2, float u2, float v2, float x3, float y3, float z3, float u3, float v3,
float x4, float y4, float z4, float u4, float v4) {
void FontRenderer::appendMeshQuad(float x1, float y1, float u1, float v1,
float x2, float y2, float u2, float v2,
float x3, float y3, float u3, float v3,
float x4, float y4, float u4, float v4) {
if (mClip &&
(x1 > mClip->right || y1 < mClip->top || x2 < mClip->left || y4 > mClip->bottom)) {
return;
}
const uint32_t vertsPerQuad = 4;
const uint32_t floatsPerVert = 5;
const uint32_t floatsPerVert = 4;
float* currentPos = mTextMeshPtr + mCurrentQuadIndex * vertsPerQuad * floatsPerVert;
(*currentPos++) = x1;
(*currentPos++) = y1;
(*currentPos++) = z1;
(*currentPos++) = u1;
(*currentPos++) = v1;
(*currentPos++) = x2;
(*currentPos++) = y2;
(*currentPos++) = z2;
(*currentPos++) = u2;
(*currentPos++) = v2;
(*currentPos++) = x3;
(*currentPos++) = y3;
(*currentPos++) = z3;
(*currentPos++) = u3;
(*currentPos++) = v3;
(*currentPos++) = x4;
(*currentPos++) = y4;
(*currentPos++) = z4;
(*currentPos++) = u4;
(*currentPos++) = v4;
@@ -914,9 +912,12 @@ void FontRenderer::verticalBlur(float* weights, int32_t radius,
void FontRenderer::blurImage(uint8_t *image, int32_t width, int32_t height, int32_t radius) {
float *gaussian = new float[2 * radius + 1];
computeGaussianWeights(gaussian, radius);
uint8_t* scratch = new uint8_t[width * height];
horizontalBlur(gaussian, radius, image, scratch, width, height);
verticalBlur(gaussian, radius, scratch, image, width, height);
delete[] gaussian;
delete[] scratch;
}

View File

@@ -279,9 +279,10 @@ protected:
void precacheLatin(SkPaint* paint);
void issueDrawCommand();
void appendMeshQuad(float x1, float y1, float z1, float u1, float v1, float x2, float y2,
float z2, float u2, float v2, float x3, float y3, float z3, float u3, float v3,
float x4, float y4, float z4, float u4, float v4);
void appendMeshQuad(float x1, float y1, float u1, float v1,
float x2, float y2, float u2, float v2,
float x3, float y3, float u3, float v3,
float x4, float y4, float u4, float v4);
uint32_t mCacheWidth;
uint32_t mCacheHeight;

View File

@@ -1237,6 +1237,7 @@ void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint v
} else {
mCaches.unbindMeshBuffer();
}
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, vertices);
if (mTexCoordsSlot >= 0) {
@@ -1264,16 +1265,21 @@ void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
GLvoid* lengthCoords, float boundaryWidthProportion) {
mCaches.unbindMeshBuffer();
glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
gAAVertexStride, vertices);
int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
glEnableVertexAttribArray(widthSlot);
glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
glEnableVertexAttribArray(lengthSlot);
glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
// Setting the inverse value saves computations per-fragment in the shader
int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));