More-efficient OpenGL ES 2.0 font textures

This commit is contained in:
Clownacy 2020-01-20 13:23:51 +00:00
parent ede541db0a
commit 0423614dca

View file

@ -839,42 +839,19 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
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);
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 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
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 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
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);