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.
Which also allows the internals to be a bit simpler / potentially more
efficient, as the implementation can now access the glyph cache contents
directly, without a getter.
The new API makes it possible to alias storage for the glyph offsets,
advances and IDs (20 bytes per glyph) directly with the output positions
+ texcoords (16 bytes per glyph, times four) by splitting the retrieval
in two steps.
I wonder how long will it take before this bites back, heh.
In basically all cases it's two independent operations so forcing them
to be done together doesn't really bring any potential efficiency
advantages. On the other hand, splitting them allows allows the caller
to better make use of available memory, as the new
renderGlyphQuadsInto() allows the input and output arrays to be aliased.
Bumping AbstractFont plugin interface versions as this is a breaking
change.
The awful original STL-heavy public API is kept the same for now, it's
just the internals being now implemented using brand new APIs that are
actually usable with multiple fonts, font sizes and runs with different
scripts/languages/directions. There's also preparation for configurable
vertical text layouting, although for now the functionality asserts that
horizontal text is used.
This also makes Renderer.h header available on non-GL builds, as the new
APIs don't rely on a class full of GL objects anymore. The class will
get eventually renamed and moved to a dedicated RendererGL.h header, but
for now this partial update has to suffice.
To be used as a placeholder argument in the reworked renderer APIs. No
intention to deal with the complexities of this right now, just taking
it to not have to deprecate & replace the API when this feature actually
gets implemented.
So it's possible to shape the text even before having all glyphs ready.
That's one reason, second reason is that this is a more common behavior
-- it usually doesn't make sense to make the text jump based on whether
it's "zaxaca", "KEKEKE" or "yqpyq".
The original alignment based on glyph bounds is now moved into dedicated
`*GlyphBounds` variants. Additionally the `*LeftGlyphBounds` were
changed to subtract the initial glyph offset as well, `*Integer` now
rounds only in the direction where it's needed because a division by 2
happened, and there's a set of `*Bottom*` values that somehow weren't
there before.
Still not good enough regression testing for the changes I need to make.
This was absolutely not verifying correct behavior of the other vertical
alignment values for multiline text.
Otherwise the assertion from TextureTools::DistanceField fires only
later during image upload, which can cause great confusion, not being
sure what's to blame, etc.
Such as is the case with fillGlyphCache(), which just maintains the
union of all glyph rectangles. Sorry for having that temporarily broken.
Also I don't really like the solution here, but was the best I could
come up with, after a bunch of failed attempts to try to do this
directly in the TextureTools::DistanceField.
The test passes now. This made the benchmark run significantly faster.
~200 µs instead of 670. Are clears really taking up more time than all
those texture fetches? Strange.
Just cannot use gl_FragCoord in here. That's it, that's the fix. What's
however COMPLETELY unexpected is that this simple change made the
process significantly faster on my Intel GPU, from ~815 µs to 670! I
can't even pretend I understand what's going on here, but maybe doing
less math in the fragment shader when calculating the texture
coordinates (and thus possibly the driver having a better idea how to
prefetch or schedule?) is what made this faster? Or maybe it's due to
one uniform input less, and two interpolated values instead of four on
the way from the vertex shader?
The output is now *much* closer to the Vector shader output (mean
difference went from ~6 to 1.79), and in the multi-draw case it's
clearly visible that it's no longer slightly weirdly uneven.
The test files are now also much smaller as the originals were created
before RLE was implemented in TgaImageConverter.
The original implementation wrongly assumed that the input and output
pixel centers align, which would only be a case if the ratio of the
input and output sizes would be odd. Which it in practice isn't, usually
it's a 1024x1024 texture scaled down to 128x128 or something like that.
The flipped test cases added in the previous commit now pass.
According to the benchmark, the new code is very slightly slower (~815
µs vs ~805 before). The new code isn't really more complex than the old
one, it just does slightly different work -- there are new corner case
in the initial logic for marking the pixel inside or outside, on the
other hand some corner cases that had to be handled in the previous case
are no longer a thing.
If it's not, it's a programmer error (i.e., don't use Luminance or
packed formats, won't work), and since there's no way for the API to
report a failure in a programmatic way, this was causing hard-to-track
errors.
And the thing that changed for SwiftShader 4.1 was added EXT_texture_rg
support, which made the test work. So no, this was not a SwiftShader bug
at all.
Use a different overload to not have to create a temp framebuffer every
time, move also the error checking outside the loop and increase the
iteration count to actually have a result that isn't wildly different
every time.
Empty input was asserting originally, but such strict behavior doesn't
seem to be useful in practice as all application code would need to
explicitly make sure that shape() isn't called if the input or the input
range is empty. In particular, I hit this assert as soon as I rebuilt
and ran magnum-player, and the assertion didn't really uncover any bug
or make anything better by firing.
Treating zero glyph output as a failure also isn't good -- rendering
for example a string of whitespace may also result in zero glyphs on the
output, which isn't a failure. Plus it's currently unclear what should
actually be a failure -- neither FreeType nor HarfBuzz really have a
concept of the shaping operation failing, hb_shape() returns void -- so
special-casing glyphCount() being zero as a failure just doesn't make
sense.
This thus means the doScript(), doLanguage() and doDirection()
implementations are now called always, regardless of whether shape() was
called at all, or whether it produced any glyphs. This allows the shaper
for example to give back a detected script etc even if the actual
input range to shape was empty.