Make the hints a uniform instead of a buffer texture.
Saves a good bit of memory traffic during vertex shading.
This commit is contained in:
parent
28837f72a6
commit
6a7c013e61
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@ -25,6 +25,7 @@ import {BUILTIN_FONT_URI, ExpandedMeshData} from "./text";
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import {GlyphStore, Hint, PathfinderFont, TextFrame, TextRun} from "./text";
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import {assert, panic, PathfinderError, unwrapNull} from "./utils";
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import {DemoView, Timings} from "./view";
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import { UniformMap } from './gl-utils';
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const TEXT_AVAILABLE_WIDTH: number = 150000;
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const TEXT_PADDING: number = 2000;
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@ -304,6 +305,10 @@ class ThreeDView extends DemoView {
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this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, CUBE_INDICES, this.gl.STATIC_DRAW);
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}
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setHintsUniform(uniforms: UniformMap): void {
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this.gl.uniform4f(uniforms.uHints, 0, 0, 0, 0);
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}
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protected pathColorsForObject(objectIndex: number): Uint8Array {
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return TEXT_COLOR;
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}
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@ -25,6 +25,7 @@ import {BUILTIN_FONT_URI, ExpandedMeshData, GlyphStore, PathfinderFont, TextFram
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import {TextRun} from "./text";
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import {assert, PathfinderError, unwrapNull, unwrapUndef} from "./utils";
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import {DemoView, MonochromeDemoView, Timings } from "./view";
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import { UniformMap } from './gl-utils';
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const STRING: string = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
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@ -125,7 +126,6 @@ class BenchmarkAppController extends DemoAppController<BenchmarkTestView> {
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this.view.then(view => {
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view.uploadPathColors(1);
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view.uploadPathTransforms(1);
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view.uploadHints();
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view.attachMeshes([expandedMeshes.meshes]);
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});
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});
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@ -246,13 +246,8 @@ class BenchmarkTestView extends MonochromeDemoView {
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this.camera.onZoom = () => this.setDirty();
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}
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uploadHints(): void {
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const glyphCount = unwrapNull(this.appController.textRun).glyphIDs.length;
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const pathHints = new Float32Array((glyphCount + 1) * 4);
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const pathHintsBufferTexture = new PathfinderBufferTexture(this.gl, 'uPathHints');
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pathHintsBufferTexture.upload(this.gl, pathHints);
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this.pathHintsBufferTexture = pathHintsBufferTexture;
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setHintsUniform(uniforms: UniformMap): void {
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this.gl.uniform4f(uniforms.uHints, 0, 0, 0, 0);
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}
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protected createAAStrategy(aaType: AntialiasingStrategyName,
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@ -379,8 +379,7 @@ export abstract class ECAAStrategy extends AntialiasingStrategy {
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this.bVertexPositionBufferTexture.bind(view.gl, uniforms, 0);
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this.bVertexPathIDBufferTexture.bind(view.gl, uniforms, 1);
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view.pathTransformBufferTextures[0].bind(view.gl, uniforms, 2);
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if (view.pathHintsBufferTexture !== null)
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view.pathHintsBufferTexture.bind(view.gl, uniforms, 3);
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view.setHintsUniform(uniforms);
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}
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private antialiasLines(view: MonochromeDemoView) {
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@ -23,6 +23,7 @@ import SSAAStrategy from "./ssaa-strategy";
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import {BUILTIN_SVG_URI, SVGLoader} from './svg-loader';
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import {panic, unwrapNull} from './utils';
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import {DemoView, Timings} from './view';
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import { UniformMap } from './gl-utils';
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const parseColor = require('parse-color');
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@ -120,6 +121,10 @@ class SVGDemoView extends DemoView {
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return this.destAllocatedSize;
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}
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setHintsUniform(uniforms: UniformMap): void {
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this.gl.uniform4f(uniforms.uHints, 0, 0, 0, 0);
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}
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protected pathColorsForObject(objectIndex: number): Uint8Array {
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const instances = this.appController.loader.pathInstances;
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const pathColors = new Uint8Array(4 * (instances.length + 1));
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@ -342,6 +342,15 @@ class TextDemoView extends MonochromeDemoView {
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this.setDirty();
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}
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setHintsUniform(uniforms: UniformMap): void {
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const hint = this.createHint();
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this.gl.uniform4f(uniforms.uHints,
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hint.xHeight,
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hint.hintedXHeight,
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hint.stemHeight,
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hint.hintedStemHeight);
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}
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protected initContext() {
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super.initContext();
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}
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@ -568,19 +577,6 @@ class TextDemoView extends MonochromeDemoView {
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this.uploadPathTransforms(1);
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// TODO(pcwalton): Regenerate the IBOs to include only the glyphs we care about.
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const pathCount = this.appController.pathCount;
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const pathHints = new Float32Array((pathCount + 1) * 4);
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for (let pathID = 0; pathID < pathCount; pathID++) {
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pathHints[pathID * 4 + 0] = hint.xHeight;
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pathHints[pathID * 4 + 1] = hint.hintedXHeight;
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pathHints[pathID * 4 + 2] = hint.stemHeight;
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pathHints[pathID * 4 + 3] = hint.hintedStemHeight;
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}
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const pathHintsBufferTexture = new PathfinderBufferTexture(this.gl, 'uPathHints');
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pathHintsBufferTexture.upload(this.gl, pathHints);
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this.pathHintsBufferTexture = pathHintsBufferTexture;
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this.setGlyphTexCoords();
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}
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@ -139,7 +139,6 @@ export abstract class DemoView extends PathfinderView {
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meshData: PathfinderMeshData[];
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pathTransformBufferTextures: PathfinderBufferTexture[];
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pathHintsBufferTexture: PathfinderBufferTexture | null;
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protected timerQueryExt: any;
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@ -280,6 +279,8 @@ export abstract class DemoView extends PathfinderView {
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}
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}
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abstract setHintsUniform(uniforms: UniformMap): void;
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protected resized(): void {
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super.resized();
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@ -500,14 +501,13 @@ export abstract class DemoView extends PathfinderView {
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// Draw direct interior parts.
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this.setTransformUniform(directInteriorProgram.uniforms, objectIndex);
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this.setFramebufferSizeUniform(directInteriorProgram.uniforms);
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this.setHintsUniform(directInteriorProgram.uniforms);
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this.pathColorsBufferTextures[objectIndex].bind(this.gl,
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directInteriorProgram.uniforms,
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0);
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this.pathTransformBufferTextures[objectIndex].bind(this.gl,
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directInteriorProgram.uniforms,
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1);
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if (this.pathHintsBufferTexture != null)
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this.pathHintsBufferTexture.bind(this.gl, directInteriorProgram.uniforms, 2);
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let indexCount = this.gl.getBufferParameter(this.gl.ELEMENT_ARRAY_BUFFER,
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this.gl.BUFFER_SIZE) / UINT32_SIZE;
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if (instanceCount == null) {
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@ -538,14 +538,13 @@ export abstract class DemoView extends PathfinderView {
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// Draw direct curve parts.
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this.setTransformUniform(directCurveProgram.uniforms, objectIndex);
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this.setFramebufferSizeUniform(directCurveProgram.uniforms);
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this.setHintsUniform(directInteriorProgram.uniforms);
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this.pathColorsBufferTextures[objectIndex].bind(this.gl,
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directCurveProgram.uniforms,
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0);
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this.pathTransformBufferTextures[objectIndex].bind(this.gl,
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directCurveProgram.uniforms,
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1);
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if (this.pathHintsBufferTexture != null)
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this.pathHintsBufferTexture.bind(this.gl, directCurveProgram.uniforms, 2);
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indexCount = this.gl.getBufferParameter(this.gl.ELEMENT_ARRAY_BUFFER,
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this.gl.BUFFER_SIZE) / UINT32_SIZE;
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if (instanceCount == null) {
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@ -11,12 +11,11 @@
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precision highp float;
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uniform mat4 uTransform;
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uniform vec4 uHints;
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uniform ivec2 uPathColorsDimensions;
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uniform ivec2 uPathTransformDimensions;
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uniform ivec2 uPathHintsDimensions;
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uniform sampler2D uPathColors;
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uniform sampler2D uPathTransform;
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uniform sampler2D uPathHints;
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attribute vec2 aPosition;
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attribute vec2 aTexCoord;
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@ -31,10 +30,9 @@ varying float vSign;
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void main() {
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int pathID = int(aPathID);
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vec4 pathHints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions);
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vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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vec2 position = hintPosition(aPosition, pathHints);
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vec2 position = hintPosition(aPosition, uHints);
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position = transformVertexPositionST(position, pathTransform);
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position = transformVertexPosition(position, uTransform);
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@ -11,12 +11,11 @@
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precision highp float;
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uniform mat4 uTransform;
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uniform vec4 uHints;
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uniform ivec2 uPathColorsDimensions;
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uniform ivec2 uPathTransformDimensions;
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uniform ivec2 uPathHintsDimensions;
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uniform sampler2D uPathColors;
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uniform sampler2D uPathTransform;
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uniform sampler2D uPathHints;
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attribute vec2 aPosition;
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attribute float aPathID;
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@ -27,10 +26,9 @@ varying vec2 vPathID;
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void main() {
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int pathID = int(aPathID);
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vec4 pathHints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions);
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vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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vec2 position = hintPosition(aPosition, pathHints);
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vec2 position = hintPosition(aPosition, uHints);
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position = transformVertexPositionST(position, pathTransform);
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position = transformVertexPosition(position, uTransform);
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@ -11,15 +11,14 @@
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precision highp float;
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uniform vec4 uTransformST;
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uniform vec4 uHints;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uBVertexPositionDimensions;
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uniform ivec2 uBVertexPathIDDimensions;
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uniform ivec2 uPathTransformDimensions;
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uniform ivec2 uPathHintsDimensions;
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uniform sampler2D uBVertexPosition;
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uniform sampler2D uBVertexPathID;
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uniform sampler2D uPathTransform;
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uniform sampler2D uPathHints;
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attribute vec2 aQuadPosition;
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attribute vec4 aUpperPointIndices;
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@ -51,11 +50,10 @@ void main() {
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int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions);
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vec4 hints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions);
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vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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upperLeftPosition = hintPosition(upperLeftPosition, hints);
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lowerRightPosition = hintPosition(lowerRightPosition, hints);
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upperLeftPosition = hintPosition(upperLeftPosition, uHints);
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lowerRightPosition = hintPosition(lowerRightPosition, uHints);
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upperLeftPosition = transformVertexPositionST(upperLeftPosition, transform);
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lowerRightPosition = transformVertexPositionST(lowerRightPosition, transform);
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@ -11,15 +11,14 @@
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precision highp float;
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uniform vec4 uTransformST;
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uniform vec4 uHints;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uBVertexPositionDimensions;
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uniform ivec2 uBVertexPathIDDimensions;
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uniform ivec2 uPathTransformDimensions;
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uniform ivec2 uPathHintsDimensions;
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uniform sampler2D uBVertexPosition;
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uniform sampler2D uBVertexPathID;
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uniform sampler2D uPathTransform;
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uniform sampler2D uPathHints;
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uniform bool uLowerPart;
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attribute vec2 aQuadPosition;
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@ -46,7 +45,6 @@ void main() {
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int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions);
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vec4 hints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions);
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vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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// Transform the points, and compute the position of this vertex.
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@ -58,8 +56,8 @@ void main() {
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uFramebufferSize,
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transform,
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uTransformST,
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hints)) {
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controlPointPosition = hintPosition(controlPointPosition, hints);
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uHints)) {
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controlPointPosition = hintPosition(controlPointPosition, uHints);
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controlPointPosition = transformVertexPositionST(controlPointPosition, transform);
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controlPointPosition = transformVertexPositionST(controlPointPosition, uTransformST);
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controlPointPosition = convertClipToScreenSpace(controlPointPosition, uFramebufferSize);
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@ -11,15 +11,14 @@
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precision highp float;
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uniform vec4 uTransformST;
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uniform vec4 uHints;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uBVertexPositionDimensions;
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uniform ivec2 uBVertexPathIDDimensions;
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uniform ivec2 uPathTransformDimensions;
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uniform ivec2 uPathHintsDimensions;
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uniform sampler2D uBVertexPosition;
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uniform sampler2D uBVertexPathID;
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uniform sampler2D uPathTransform;
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uniform sampler2D uPathHints;
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uniform bool uLowerPart;
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attribute vec2 aQuadPosition;
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int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions);
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vec4 hints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions);
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vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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// Transform the points, and compute the position of this vertex.
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@ -52,7 +50,7 @@ void main() {
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uFramebufferSize,
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transform,
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uTransformST,
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hints);
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uHints);
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float depth = convertPathIndexToViewportDepthValue(pathID);
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