ref: 0423614dcac843da6a9b5bbfb12de1ad53474e2b
parent: ede541db0a71d4a58b95c0af514304e36bd7e4c3
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Jan 20 08:23:51 EST 2020
More-efficient OpenGL ES 2.0 font textures
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -839,11 +839,7 @@
if (glyph == NULL)
return NULL;
-#ifdef USE_OPENGLES2
- const unsigned int destination_pitch = ((width * 3) + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
-#else
const unsigned int destination_pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
-#endif
unsigned char *buffer = (unsigned char*)malloc(destination_pitch * height);
@@ -850,31 +846,12 @@
switch (pixel_mode)
{
case FONT_PIXEL_MODE_LCD:
- for (unsigned int y = 0; y < height; ++y)
- {
- const unsigned char *source_pointer = pixels + y * pitch;
- unsigned char *destination_pointer = buffer + y * destination_pitch;
- memcpy(destination_pointer, source_pointer, width);
- }
-
- break;
-
case FONT_PIXEL_MODE_GRAY:
for (unsigned int y = 0; y < height; ++y)
{
const unsigned char *source_pointer = pixels + y * pitch;
unsigned char *destination_pointer = buffer + y * destination_pitch;
-
- #ifdef USE_OPENGLES2
- for (unsigned int x = 0; x < width; ++x)
- {
- *destination_pointer++ = *source_pointer++;
- *destination_pointer++ = 0;
- *destination_pointer++ = 0;
- }
- #else
memcpy(destination_pointer, source_pointer, width);
- #endif
}
break;
@@ -886,13 +863,7 @@
unsigned char *destination_pointer = buffer + y * destination_pitch;
for (unsigned int x = 0; x < width; ++x)
- {
*destination_pointer++ = (*source_pointer++ ? 0xFF : 0);
- #ifdef USE_OPENGLES2
- *destination_pointer++ = 0;
- *destination_pointer++ = 0;
- #endif
- }
}
break;
@@ -907,8 +878,7 @@
if (pixel_mode == FONT_PIXEL_MODE_LCD)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width / 3, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer); // OpenGL ES 2.0 doesn't support GL_RED
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, buffer);
#else
if (pixel_mode == FONT_PIXEL_MODE_LCD)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width / 3, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
--
⑨