many graphics performance tweaks

* use hardware vertex buffers (video memory)
* cache text drawing with vertex buffers instead of framebuffers
* avoid recalculating texture transformation matrix
This commit is contained in:
Eduardo Bart
2012-03-20 16:10:04 -03:00
parent b4261a8c7b
commit 5c35938a92
20 changed files with 180 additions and 155 deletions

View File

@@ -47,7 +47,8 @@ void UIFrameCounter::draw()
}
m_frameCount++;
m_font->renderText(m_fpsText, m_rect, m_align, Color::white);
g_painter.setColor(Color::white);
m_font->drawText(m_fpsText, m_rect, m_align);
}
void UIFrameCounter::onStyleApply(const std::string& styleName, const OTMLNodePtr& styleNode)

View File

@@ -362,7 +362,7 @@ public:
// image
private:
void initImage() { }
void initImage();
void parseImageStyle(const OTMLNodePtr& styleNode);
void updateImageCache() { m_imageMustRecache = true; }
@@ -427,8 +427,8 @@ private:
void parseTextStyle(const OTMLNodePtr& styleNode);
Boolean<true> m_textMustRecache;
FrameBufferPtr m_textFramebuffer;
Size m_textCachedBoxSize;
CoordsBuffer m_textCoordsBuffer;
Rect m_textCachedScreenCoords;
protected:
void drawText(const Rect& screenCoords);

View File

@@ -25,6 +25,11 @@
#include <framework/graphics/texture.h>
#include <framework/graphics/texturemanager.h>
void UIWidget::initImage()
{
m_imageCoordsBuffer.enableHardwareCaching();
}
void UIWidget::parseImageStyle(const OTMLNodePtr& styleNode)
{
for(const OTMLNodePtr& node : styleNode->children()) {

View File

@@ -30,6 +30,7 @@ void UIWidget::initText()
{
m_font = g_fonts.getDefaultFont();
m_textAlign = Fw::AlignCenter;
m_textCoordsBuffer.enableHardwareCaching();
}
void UIWidget::parseTextStyle(const OTMLNodePtr& styleNode)
@@ -51,36 +52,16 @@ void UIWidget::drawText(const Rect& screenCoords)
if(m_text.length() == 0 || m_color.aF() == 0.0f)
return;
#if 0
//TODO: creating framebuffers on the fly was slowing down the render
// we should use vertex arrys instead of this method
Size boxSize = screenCoords.size();
if(boxSize != m_textCachedBoxSize || m_textMustRecache) {
if(!m_textFramebuffer)
m_textFramebuffer = FrameBufferPtr(new FrameBuffer(boxSize));
else
m_textFramebuffer->resize(boxSize);
m_textFramebuffer->bind();
Rect virtualTextRect(0, 0, boxSize);
virtualTextRect.translate(m_textOffset);
g_painter.saveAndResetState();
g_painter.setCompositionMode(Painter::CompositionMode_DestBlending);
m_font->renderText(m_text, virtualTextRect, m_textAlign, Color::white);
g_painter.restoreSavedState();
m_textFramebuffer->release();
if(screenCoords != m_textCachedScreenCoords || m_textMustRecache) {
m_textMustRecache = false;
m_textCachedBoxSize = boxSize;
m_textCachedScreenCoords = screenCoords;
m_textCoordsBuffer.clear();
m_font->calculateDrawTextCoords(m_textCoordsBuffer, m_text, screenCoords, m_textAlign);
}
g_painter.setColor(m_color);
m_textFramebuffer->draw(screenCoords);
#else
Rect textRect = screenCoords;
textRect.translate(m_textOffset);
m_font->renderText(m_text, textRect, m_textAlign, m_color);
#endif
g_painter.drawTextureCoords(m_textCoordsBuffer, m_font->getTexture());
}
void UIWidget::onTextChange(const std::string& text, const std::string& oldText)