Implement optimizations for 2D text rendering (#23)
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The following patches are included:

## J2D: Rewrite text rendering

This patch rewrites text rendering for `J2D::DrawString` to now construct
a texture atlas for all ASCII-range glyphs in the FT font face, instead
of constructing a texture for every glyph.

This improves text rendering performance for several reasons:

1. Binding textures is relatively expensive as the GPU is required to do
   a context switch for internal data like texture parameters, and also
   cannot optimize for accesses to the same texture across draw calls.
   This patch removes the need to call `glBindTexture` more than once per
   call to `J2D::DrawString`.
2. As a consequence of the above, all glyphs for a given string can now
   be rendered in a single call to `glDrawArrays`. This is done by storing
   the cached texture coordinates on `CachedGlyph` and constructing a full
   array of vertices and texture coordinates for the entire string at
   once, resulting in only /one/ set of client-to-device attribute
   uploads and only one draw call, instead of being required to upload
   attribute data for each glyph separately.

## FontCache: Use map for efficient glyph lookup

This patch updates `CachedFont` to now use an `std::map` for cached glyphs,
instead of an `std::vector`. `std::map` allows O(log n) lookup, whereas
`std::vector` only allows O(n) lookup.

Note: `std::unordered_map` technically has better lookup complexity here,
with amortized O(1) lookup. However, hashmaps have a higher inherent
overhead than red-black trees so this would only be viable when going
above around 1000 entries, which should never happen here for ASCII
glyphs.

Co-authored-by: Ori Sky Farrell <ori.sky.farrell+git@gmail.com>
Reviewed-on: #23
Co-authored-by: ori_sky <redacted@ori.mx>
Co-committed-by: ori_sky <redacted@ori.mx>
This commit is contained in:
2024-07-15 11:38:20 -04:00
committed by Redacted
parent 74a4705e44
commit 8625c52ee9
3 changed files with 141 additions and 108 deletions

View File

@@ -7,12 +7,11 @@ char CachedGlyph::getCharacter() {
return character;
}
const GLuint* CachedGlyph::getTexture() {
return &texture;
const std::array<GLfloat, 12> CachedGlyph::getTexCoords() const {
return texcoords;
}
CachedGlyph::CachedGlyph(GLuint texture_id, char c, float x2offset, float y2offset, float w, float h, float advanceX, float advanceY) {
texture = texture_id;
CachedGlyph::CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2offset, float y2offset, float w, float h, float advanceX, float advanceY) {
character = c;
this->x2offset = x2offset;
this->y2offset = y2offset;
@@ -20,13 +19,14 @@ CachedGlyph::CachedGlyph(GLuint texture_id, char c, float x2offset, float y2offs
this->h = h;
this->advanceX = advanceX;
this->advanceY = advanceY;
this->texcoords = texcoords;
}
//TODO
//Because most things shown would be english characters. We can cut down on the iteration time significantly
//by putting each english character at the beginning of the list in order of how often they usually occur in text.
void JGL::CachedFont::appendGlyph(JGL::CachedGlyph* glyph) {
glyphs.push_back(glyph);
glyphs.emplace(glyph->getCharacter(), glyph);
}
unsigned int JGL::CachedFont::getFontSize() {
@@ -38,63 +38,48 @@ unsigned int JGL::CachedFont::getFontIndex() {
}
CachedGlyph* JGL::CachedFont::getGlyph(char c) {
for (const auto& g : glyphs)
if (c == g->getCharacter())
return g;
auto it = glyphs.find(c);
if (it != glyphs.end())
return it->second;
return nullptr;
}
CachedFont::CachedFont(unsigned int font_size, unsigned int font_index) {
CachedFont::CachedFont(GLuint texture_id, GLsizei texture_width, GLsizei texture_height, unsigned int font_size, unsigned int font_index) {
this->texture = texture_id;
this->texture_width = texture_width;
this->texture_height = texture_height;
this->font_size = font_size;
this->font_index = font_index;
}
void CachedFont::eraseGlyph(CachedGlyph* glyph) {
if (glyph == nullptr)
return;
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i] == glyph)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
void CachedFont::eraseGlyph(char c) {
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i]->getCharacter() == c)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
void CachedFont::eraseGlyph(GLuint texture_id) {
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i]->getTexture() == &texture_id)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
std::vector<CachedGlyph*> CachedFont::getGlyphs() {
std::map<char, CachedGlyph*> CachedFont::getGlyphs() {
return glyphs;
}
const GLuint* CachedFont::getTexture() {
return &texture;
}
const GLsizei CachedFont::getTextureWidth() const {
return texture_width;
}
const GLsizei CachedFont::getTextureHeight() const {
return texture_height;
}
void FontCache::appendFont(CachedFont* font) {
cachedFonts.push_back(font);
}
void FontCache::newFont(unsigned int font_size, unsigned int font_index) {
auto* font = new CachedFont(font_size, font_index);
void FontCache::newFont(GLuint texture_id, GLsizei texture_width, GLsizei texture_height, unsigned int font_size, unsigned int font_index) {
auto* font = new CachedFont(texture_id, texture_width, texture_height, font_size, font_index);
cachedFonts.push_back(font);
}
void FontCache::eraseFont(CachedFont* font) {
for (int i = 0; i < cachedFonts.size(); i++) {
if (cachedFonts[i] == font) {
for (auto& g: cachedFonts[i]->getGlyphs())
cachedFonts[i]->eraseGlyph(g);
delete cachedFonts[i];
cachedFonts.erase(cachedFonts.begin() + i);
}