| Commit message (Collapse) | Author | Age | Files | Lines |
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69d22df0a6132dbf8b88fd04090c0bc81129237f IOUtil.copyStream2File() changes
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increase default initial 16->64 (unsued)
- Region.countOutlineShape(..) now returns unpatched 3*triangle value for indices, avoiding grow
- TextRegionUtil.addStringToRegion() uses countStringRegion(..) per default
- Added GLRegion.create(.., OutlineShape) for convenience, using Region.countOutlineShape(..)
- Refined API doc
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and the optional colors (GPU effeciency and performance; Increased CPU buffer growth performance)
Besides simplification, interleaved GPU memory boosts
- effeciency
- performance
Since only one underlying backing buffer on the CPU (host) has to be managed,
it also increases buffer growth performance.
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since (huge) text glyph gets always pre-calculated.
Region.countOutlineShape() indices ceiling raised from 60% to 90% of vertices, otherwise gets exceeded too often later on.
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all related methods. Add growCount stat.
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if disabled.
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TextRegionUtil.addStringToRegion() grow region buffer w/ counting (as well); GLRegion.create(..) count + reuse create(.., size) static-ctor
All supported string -> region method utilize pre-calc of size and growth!
Before, GraphUI's Label0 used TextRegionUtil.addStringToRegion() and hence missed this optimization path.
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matching getGlyphBounds()
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overlaps.contains(..) test
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instead of float[] and remove unused VectorUtil methods
After Matrix4f consolidation and proving same or better performance on non array types,
this enhances code readability, simplifies API, reduces bugs and may improve performance.
GraphUI:
- Have RoundButton as a functional class to make a round or rectangular backdrop,
i.e. impl. addShapeToRegion() via reused addRoundShapeToRegion()
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all Outlines
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(OTFont,Font).getGlyphCount()
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getRenderModeString(renderModes, graphSampleCount, fsaaSampleCount) for unified tech representation
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Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
Big Easter Cleanup
- Net -214 lines of code, despite new classes.
- GLUniformData buffer can be synced w/ underlying data via SyncAction/SyncBuffer, e.g. SyncMatrix4f + SyncMatrices4f
- PMVMatrix rewrite using Matrix4f and providing SyncMatrix4f/Matrices4f to sync w/ GLUniformData
- Additional SyncMatrix4f16 + SyncMatrices4f16 covering Matrix4f sync w/ GLUniformData w/o PMVMatrix
- Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
- Moved FloatUtil -> Matrix4f, kept a few basic matrix ops for ProjectFloat
- Most, if not all, float[] and int[] should have been moved to proper classes
- int[] -> Recti for viewport rectangle
- Matrix4f and PMVMatrix is covered by math unit tests (as was FloatUtil before) -> save
Passed all unit tests on AMD64 GNU/Linux
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Ray, AABBox, Frustum, Stereo*, ... adding hook to PMVMatrix
Motivation was to simplify matrix + vector math usage, ease review and avoid usage bugs.
Matrix4f implementation uses dedicated float fields instead of an array.
Performance didn't increase much,
as JVM >= 11(?) has some optimizations to drop the array bounds check.
AMD64 + OpenJDK17
- Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~3% slower than FloatUtil.multMatrix(a, b, dest)
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.invert(..) roughly ~3% slower than FloatUtil.invertMatrix(..)
RaspberryPi 4b aarch64 + OpenJDK17
- Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~20% slower than FloatUtil.multMatrix(a, b)
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.invert(..) roughly ~4% slower than FloatUtil.invertMatrix(..)
Conclusion
- Matrix4f.mul(b) needs to be revised (esp for aarch64)
- Matrix4f.invert(..) should also not be slower ..
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GLRendererQuirks.GLSLBuggyDiscard to avoid overdraw of such regions.
Historically we disabled `discard` due to an old NV tegra2 compiler bug,
which caused the compiler to freeze.
Today we no more seem to have this GLSL compiler issue, i.e. GLRendererQuirks.GLSLBuggyDiscard never gets set.
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text-processing information
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(We may ressurect them if needed for a future use case)
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OutlineShape.Visitor, allowing to use the Glyph (information).
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its default. GraphUI: Always use default.
Graph RegionRenderer, its RenderState as well as GraphUI's Scene don't need to have knowledge of Vertex.Factory,
which is only used within OutlineShape and its 'inner geom workings'.
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GLCallback
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-1 = glSelect } (Experimental not working fully)
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switch by sampleCount; Don't use any resource not requested by curRenderModes
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left over from f8584748e33aab56780eca5cf7009a5a0d11991d
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and destroys it. Dropping this also from user (complexity).
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67a723477ecd818fbc5859fe20ee536a3b4efae5 (reverting and clarifying)
All Graph ShaderPrograms used are owned by RegionRenderer, not RenderState nor [GL]Region*,
hence [GL]Region* shall only nullify the resources but not destroy the shader currently in use.
One RegionRenderer maybe used for multuple Regions.
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GraphUI.Scene using RegionRenderer's viewport (no duplicate)
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setTextureLookupFunctionName(..) before using hash and/or code.
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and is references.
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TextRegionUtil: Use pre-calc'ing buffer sizes for GLRegion;
TextRendererGLELBase: Fix temp AffineTransform usage
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RegionRenderer.init(..) renderModes argument
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modify values if text and/or font differs, skipping markShapeDirty() saves performance.
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selected commits)
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TextRegionUtil.countStringRegion() allowing to use Region.setBufferCapacity()
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than enough
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early if not needed (track capacity); Align all VBORegion* buffer init/set/grow impl.
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addOutlineShape1() (slow perf+debug), rename growBufferSize() -> growBuffer()
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