Added display list cache to GL1TextOutputProvider. This change improves peak TextPrinter speed by more than 10x (1.6M glyphs per second as measured on a 1.8GHz Core 2 with a 8400M card). We still need a cache eviction strategy.

Modified ITextOutputProvider interface to pass TextBlocks by reference.
This commit is contained in:
the_fiddler 2009-05-31 10:12:41 +00:00
parent 805b722b8c
commit 1daef17177
3 changed files with 98 additions and 73 deletions

View file

@ -54,6 +54,11 @@ namespace OpenTK.Graphics.Text
Viewport viewport = new Viewport();
Matrix4 matrix = new Matrix4();
// TextBlock - display list cache.
// Todo: we need a cache eviction strategy.
const int block_cache_capacity = 32;
readonly Dictionary<int, int> block_cache = new Dictionary<int, int>(block_cache_capacity);
bool disposed;
#endregion
@ -71,7 +76,7 @@ namespace OpenTK.Graphics.Text
#region Print
public void Print(TextBlock block, Color color, IGlyphRasterizer rasterizer)
public void Print(ref TextBlock block, Color color, IGlyphRasterizer rasterizer)
{
GL.PushAttrib(AttribMask.CurrentBit | AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit | AttribMask.DepthBufferBit);
@ -83,90 +88,109 @@ namespace OpenTK.Graphics.Text
RectangleF position;
using (TextExtents extents = rasterizer.MeasureText(ref block))
int block_hash = block.GetHashCode();
if (block_cache.ContainsKey(block_hash))
{
// Build layout
int current = 0;
foreach (Glyph glyph in block)
GL.CallList(block_cache[block_hash]);
}
else
{
using (TextExtents extents = rasterizer.MeasureText(ref block))
{
// Do not render whitespace characters or characters outside the clip rectangle.
if (glyph.IsWhiteSpace || extents[current].Width == 0 || extents[current].Height == 0)
// Build layout
int current = 0;
foreach (Glyph glyph in block)
{
current++;
continue;
}
else if (!Cache.Contains(glyph))
Cache.Add(glyph, rasterizer, TextQuality);
CachedGlyphInfo info = Cache[glyph];
position = extents[current++];
// Use the real glyph width instead of the measured one (we want to achieve pixel perfect output).
position.Size = info.Rectangle.Size;
if (!active_lists.ContainsKey(info.Texture))
{
if (inactive_lists.Count > 0)
// Do not render whitespace characters or characters outside the clip rectangle.
if (glyph.IsWhiteSpace || extents[current].Width == 0 || extents[current].Height == 0)
{
List<Vector2> list = inactive_lists.Dequeue();
list.Clear();
active_lists.Add(info.Texture, list);
current++;
continue;
}
else
else if (!Cache.Contains(glyph))
Cache.Add(glyph, rasterizer, TextQuality);
CachedGlyphInfo info = Cache[glyph];
position = extents[current++];
// Use the real glyph width instead of the measured one (we want to achieve pixel perfect output).
position.Size = info.Rectangle.Size;
if (!active_lists.ContainsKey(info.Texture))
{
active_lists.Add(info.Texture, new List<Vector2>());
if (inactive_lists.Count > 0)
{
List<Vector2> list = inactive_lists.Dequeue();
list.Clear();
active_lists.Add(info.Texture, list);
}
else
{
active_lists.Add(info.Texture, new List<Vector2>());
}
}
{
// Interleaved array: Vertex, TexCoord, Vertex, ...
List<Vector2> current_list = active_lists[info.Texture];
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Left, position.Top));
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Left, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Right, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Right, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Right, position.Top));
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Left, position.Top));
}
}
{
// Interleaved array: Vertex, TexCoord, Vertex, ...
List<Vector2> current_list = active_lists[info.Texture];
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Left, position.Top));
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Left, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Right, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Bottom));
current_list.Add(new Vector2(position.Right, position.Bottom));
current_list.Add(new Vector2(info.RectangleNormalized.Right, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Right, position.Top));
current_list.Add(new Vector2(info.RectangleNormalized.Left, info.RectangleNormalized.Top));
current_list.Add(new Vector2(position.Left, position.Top));
}
}
}
// Render
foreach (Texture2D key in active_lists.Keys)
{
List<Vector2> list = active_lists[key];
key.Bind();
SetColor(color);
GL.Begin(BeginMode.Triangles);
for (int i = 0; i < list.Count; i += 2)
// Render
int display_list = 0;
if ((block.Options & TextPrinterOptions.NoCache) == 0)
{
GL.TexCoord2(list[i]);
GL.Vertex2(list[i + 1]);
display_list = GL.GenLists(1);
GL.NewList(display_list, ListMode.CompileAndExecute);
}
foreach (Texture2D key in active_lists.Keys)
{
List<Vector2> list = active_lists[key];
key.Bind();
SetColor(color);
GL.Begin(BeginMode.Triangles);
for (int i = 0; i < list.Count; i += 2)
{
GL.TexCoord2(list[i]);
GL.Vertex2(list[i + 1]);
}
GL.End();
}
if ((block.Options & TextPrinterOptions.NoCache) == 0)
{
GL.EndList();
block_cache.Add(block_hash, display_list);
}
GL.End();
// Clean layout
foreach (List<Vector2> list in active_lists.Values)
{
//list.Clear();
inactive_lists.Enqueue(list);
}
active_lists.Clear();
}
// Clean layout
foreach (List<Vector2> list in active_lists.Values)
{
//list.Clear();
inactive_lists.Enqueue(list);
}
active_lists.Clear();
GL.PopAttrib();
}

View file

@ -34,7 +34,7 @@ namespace OpenTK.Graphics.Text
{
interface ITextOutputProvider : IDisposable
{
void Print(TextBlock block, Color color, IGlyphRasterizer rasterizer);
void Print(ref TextBlock block, Color color, IGlyphRasterizer rasterizer);
void Clear();
void Begin();
void End();

View file

@ -134,7 +134,8 @@ namespace OpenTK.Graphics
if (!ValidateParameters(text, font, rect))
return;
TextOutput.Print(new TextBlock(text, font, rect, options, alignment, direction), color, Rasterizer);
TextBlock block = new TextBlock(text, font, rect, options, alignment, direction);
TextOutput.Print(ref block, color, Rasterizer);
}
#endregion