Compared to Corrade, the improvement in compile time is about a minute
cumulative across all cores, or about 8 seconds on an 8-core system (~2
minutes before, ~1:52 after). Not bad at all. And this is with a
deprecated build, the non-deprecated build is 1:48 -> 1:41.
The refactor in 6707534ce6 somehow didn't
account for the need to have a different pixel format for the input and
the processed texture, which is needed on ES2 / WebGL 1 because there's
no renderable single-channel format. Which means distance field text
rendering was broken since then.
This commit is the first part of fixing that regression. It makes the
AbstractGlyphCache aware of the processing being done, decoupling the
input and processed format and size. Which also allows the base
implementation to provide interfaces that so far were only limited to
DistanceFieldGlyphCache, thus eventually making it possible for font
plugins to supply a pregenerated distance field image through
fillGlyphCache() and not just through createGlyphCache().
The two DistanceFieldGlyphCache APIs that are now directly on the
AbstractGlyphCache are now deprecated aliases to the new functionality.
The actual fix for the ES2 / WebGL 1 regression will come in the next
commit, as it's pretty much a separate step that involves updating the
GlyphCache as well.
Took me quite a while to realize what was going on, but in retrospect
it's obvious -- the rasterizer just *rounds* the sub-pixel-positioned
glyph quads to nearest pixels. Which then can cause the neighboring
glyph data to leak to it (because the texture is then sampled not
directly on the edge pixel, but slightly outside of it), or it can also
cut away the edge, when it gets rounded in the other direction.
This was a problem with the original -- laughably inefficient -- atlas
packer as well, but because that packer had excessive padding around
everything, only the second edge-cutting artifact manifested, and that
one is rather subtle unless you know what to look for.
This means the packing is now slightly worse than before and sizes that
previously worked may no longer fit anymore. But since the new atlas
packer is relatively new (well, from September, time sure flies
different here), and the improvement compared to the original packer is
still quite massive, I don't think this is a problem.
Want to construct them without a GL context present, and Optional is too
wasteful. Also adding it to the AbstractGlyphCache base, where it skips
also allocating the internal PIMPL state, because it's not going to get
used for anything in a NoCreate'd instance anyway.
Especially given that nullptr causes an assert. All call sites basically
ended up passing a &font and all that extra annoyance just doesn't make
sense.
Given this API is still relatively recent, I'm not bothering with
backwards compatibility.
The class now supports incremental filling, multiple fonts, texture
arrays, removes all reliance on STL containers and is finally properly
documented.
To avoid complete breakage of every use, as much as possible was kept as
deprecated APIs -- in particular the reserve() with the nasty
std::vectors, the insert() that assumes a 2D cache and a single font
and textureSize() that returns a 2D vector. Those behave the same as
before, but will assert if the cache is an array or contains more than
one font.
On the other hand, begin() / end() access with std::unordered_map iterators
(ew!) was removed as the internals simply aren't a hashmap anymore. The
image() that returned an Image2D is now used to fill the glyph cache
instead of querying its potentially processed contents, and returns a
MutableImageView3D. I considered keeping it and adding sourceImage()
instead, but such naming turned out to be too inconsistent. For querying
processed image data (such as with the distance field cache) there's a
new processedImage() query, guarded by new GlyphCacheFeature bits -- if
both ImageProcessing and ProcessedImageDownload is set, it can be used
to retrieve the processed image (so, similar as ImageDownload was
before), and if neither is set, the cache contents are queryable
directly through image(), without needing any special support from
the GPU API.
Existing code is updated only in the minimal way possible to ensure that
no serious breakage was introduced by reimplementing the deprecated APIs
on top of the new backend. Porting away from deprecated APIs will be
done in next commits. The GlyphCache and DistanceFieldGlyphCache have
their public API kept intact for now, as a similar rework will be needed
for them as well.
Additionally, the MagnumFont and MagnumFontConverter plugins aren't
compiling yet as they require substantial changes to deal with the new
glyph cache features. That is not the case with other plugins in the
magnum-plugins repository tho, for those the backwards compatibility
"just works". On the other hand, since layout of the AbstractGlyphChange
changed, I'm bumping the AbstractFont plugin interface version to
force-trigger a rebuild of dependent projects. Because I ran a stale
magnum-player binary, it worked without crashing or GL errors but just
didn't show ANY text whatsoever due to ABI differences, and I wasted
some precious minutes before realizing that a simple rebuild would fix
it.
Not yet the full extent of it including rotations and incremental
packing, as the existing interface is too awful, also patching over
zero-sized glyphs that the new packer doesn't like. Another round of
deprecations needs to happen first.
Not that C++ STL and exceptions would be anything to take inspiration
from, but there's std::out_of_range. Python IndexError is also specified
as "index out of range", not "bounds".
About time this got done. This also has an XFAIL for the case where a
distance field image is processed with an offset, have to fix the
underlying issue in TextureTools first.
Also added a range assertion for the distance field image setter to
match what the abstract base does, together with a corresponding getter.
Allows the Font and FontConverter plugins be built without TARGET_GL
enabled. That was the last piece missing for making the magnum-plugins
repo completely GL-free.