Reduce GPU memory for infinite length ligatures

An infinite length ligature (longer than 9 glyphs) that has long
sequences of a repeated glyph now does not store a separate sprite
for every repeat.

For example in the ligature ---------- even though there are 10 hyphen
glyphs only four will be stored on the GPU.
This commit is contained in:
Kovid Goyal 2021-05-06 21:24:19 +05:30
parent e11af496da
commit 2adb6240e4
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GPG Key ID: 06BC317B515ACE7C

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@ -643,13 +643,19 @@ render_group(FontGroup *fg, unsigned int num_cells, unsigned int num_glyphs, CPU
#define sprite_positions global_glyph_render_scratch.sprite_positions
int error = 0;
bool all_rendered = true;
for (unsigned int i = 0; i < num_cells; i++) {
sprite_positions[i] = sprite_position_for(fg, font, glyphs, glyph_count, i, &error);
bool is_infinite_ligature = num_cells > 9 && num_glyphs == num_cells;
for (unsigned i = 0, ligature_index = 0; i < num_cells; i++) {
bool is_repeat_glyph = is_infinite_ligature && i > 1 && i + 1 < num_cells && glyphs[i] == glyphs[i-1] && glyphs[i] == glyphs[i-2] && glyphs[i] == glyphs[i+1];
if (is_repeat_glyph) {
sprite_positions[i] = sprite_positions[i-1];
} else {
sprite_positions[i] = sprite_position_for(fg, font, glyphs, glyph_count, ligature_index++, &error);
}
if (error != 0) { sprite_map_set_error(error); PyErr_Print(); return; }
if (!sprite_positions[i]->rendered) all_rendered = false;
}
if (all_rendered) {
for (unsigned int i = 0; i < num_cells; i++) { set_cell_sprite(gpu_cells + i, sprite_positions[i]); }
for (unsigned i = 0; i < num_cells; i++) { set_cell_sprite(gpu_cells + i, sprite_positions[i]); }
return;
}
@ -658,7 +664,7 @@ render_group(FontGroup *fg, unsigned int num_cells, unsigned int num_glyphs, CPU
render_glyphs_in_cells(font->face, font->bold, font->italic, info, positions, num_glyphs, fg->canvas.buf, fg->cell_width, fg->cell_height, num_cells, fg->baseline, &was_colored, (FONTS_DATA_HANDLE)fg, center_glyph);
if (PyErr_Occurred()) PyErr_Print();
for (unsigned int i = 0; i < num_cells; i++) {
for (unsigned i = 0; i < num_cells; i++) {
set_cell_sprite(gpu_cells + i, sprite_positions[i]);
if (!sprite_positions[i]->rendered) {
sprite_positions[i]->rendered = true;