text/v2: add CacheGlyphs

Updates #2454
Updates #2528
This commit is contained in:
Hajime Hoshi 2023-11-12 17:26:19 +09:00
parent b8b8b16098
commit b05c272499

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@ -78,8 +78,10 @@ func float64ToFixed26_6(x float64) fixed.Int26_6 {
return fixed.Int26_6(i)<<6 + fixed.Int26_6(frac*(1<<6))
}
const glyphVariationCount = 4
func adjustOffsetGranularity(x fixed.Int26_6) fixed.Int26_6 {
return x / (1 << 4) * (1 << 4)
return x / (1 << glyphVariationCount) * (1 << glyphVariationCount)
}
// Glyph represents one glyph to render.
@ -197,3 +199,38 @@ func Measure(text string, face Face, lineHeightInPixels float64) (width, height
secondary := float64(lineCount-1)*lineHeightInPixels + m.VAscent + m.VDescent
return secondary, primary
}
// CacheGlyphs pre-caches the glyphs for the given text and the given font face into the cache.
//
// CacheGlyphs doesn't treat multiple lines.
//
// Glyphs used for rendering are cached in the least-recently-used way.
// Then old glyphs might be evicted from the cache.
// As the cache capacity has limitations, it is not guaranteed that all the glyphs for runes given at CacheGlyphs are cached.
// The cache is shared with Draw and AppendGlyphs.
//
// One rune can have multiple variations of glyphs due to sub-pixels in X or Y direction.
// CacheGlyphs creates all such variations for one rune, while Draw and AppendGlyphs create only necessary glyphs.
//
// Draw and AppendGlyphs automatically create and cache necessary glyphs, so usually you don't have to call CacheGlyphs explicitly.
// However, for example, when you call Draw for each rune of one big text, Draw tries to create the glyph cache and render it for each rune.
// This is very inefficient because creating a glyph image and rendering it are different operations
// (`(*ebiten.Image).WritePixels` and `(*ebiten.Image).DrawImage`) and can never be merged as one draw call.
// CacheGlyphs creates necessary glyphs without rendering them so that these operations are likely merged into one draw call regardless of the size of the text.
//
// CacheGlyphs is concurrent-safe.
func CacheGlyphs(text string, face Face) {
var x, y float64
var buf []Glyph
// Create all the possible variations (#2528).
for i := 0; i < 4; i++ {
if face.direction().isHorizontal() {
x += 1.0 / glyphVariationCount
} else {
y += 1.0 / glyphVariationCount
}
buf = AppendGlyphs(buf, text, face, x, y)
buf = buf[:0]
}
}