[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [40292] trunk/blender/source/blender/ blenfont/intern: Speedup for font drawing, every letter was character was calling:

Campbell Barton ideasman42 at gmail.com
Sat Sep 17 12:45:20 CEST 2011


Revision: 40292
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=40292
Author:   campbellbarton
Date:     2011-09-17 10:45:20 +0000 (Sat, 17 Sep 2011)
Log Message:
-----------
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.

Modified Paths:
--------------
    trunk/blender/source/blender/blenfont/intern/blf.c
    trunk/blender/source/blender/blenfont/intern/blf_glyph.c
    trunk/blender/source/blender/blenfont/intern/blf_internal_types.h

Modified: trunk/blender/source/blender/blenfont/intern/blf.c
===================================================================
--- trunk/blender/source/blender/blenfont/intern/blf.c	2011-09-17 10:44:16 UTC (rev 40291)
+++ trunk/blender/source/blender/blenfont/intern/blf.c	2011-09-17 10:45:20 UTC (rev 40292)
@@ -486,6 +486,13 @@
 
 	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)

Modified: trunk/blender/source/blender/blenfont/intern/blf_glyph.c
===================================================================
--- trunk/blender/source/blender/blenfont/intern/blf_glyph.c	2011-09-17 10:44:16 UTC (rev 40291)
+++ trunk/blender/source/blender/blenfont/intern/blf_glyph.c	2011-09-17 10:45:20 UTC (rev 40292)
@@ -185,7 +185,7 @@
 	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_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;
+
+	color[0]= shadow_col[0];
+	color[1]= shadow_col[1];
+	color[2]= shadow_col[2];
 	
-	glGetFloatv(GL_CURRENT_COLOR, color);
-	
 	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 @@
 	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 @@
 
 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 @@
 			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(color);
+		glColor4fv(font->orig_col);
+
 		x= xo;
 		y= yo;
 
@@ -478,12 +488,17 @@
 		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);
 }

Modified: trunk/blender/source/blender/blenfont/intern/blf_internal_types.h
===================================================================
--- trunk/blender/source/blender/blenfont/intern/blf_internal_types.h	2011-09-17 10:44:16 UTC (rev 40291)
+++ trunk/blender/source/blender/blenfont/intern/blf_internal_types.h	2011-09-17 10:45:20 UTC (rev 40292)
@@ -161,7 +161,10 @@
 
 	/* 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 @@
 	/* max texture size. */
 	int max_tex_size;
 
+	/* current opengl texture  bind, avoids calling glGet */
+	int tex_bind_state;
+
 	/* font options. */
 	int flags;
 




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