Only store rendered sprite data on the GPU

This commit is contained in:
Kovid Goyal
2016-10-27 17:09:56 +05:30
parent e649cbbd59
commit cc157f1b3e

View File

@@ -7,7 +7,7 @@ from functools import lru_cache
from OpenGL.arrays import ArrayDatatype
import OpenGL.GL as gl
from .fonts import render_cell, cell_size, display_bitmap
from .fonts import render_cell, cell_size
GL_VERSION = (4, 1)
VERSION = GL_VERSION[0] * 100 + GL_VERSION[1] * 10
@@ -22,33 +22,54 @@ class Sprites:
array with each texture being a sprite sheet. '''
def __init__(self, texture_unit=0):
self.texture_unit = getattr(gl, 'GL_TEXTURE%d' % texture_unit)
self.sampler_num = texture_unit
self.first_cell_cache = {}
self.second_cell_cache = {}
self.x = self.y = self.z = 0
self.texture_id = None
self.last_num_of_layers = 1
def do_layout(self):
self.texture_unit = getattr(gl, 'GL_TEXTURE%d' % self.sampler_num)
self.max_array_len = gl.glGetIntegerv(gl.GL_MAX_ARRAY_TEXTURE_LAYERS)
self.max_texture_size = gl.glGetIntegerv(gl.GL_MAX_TEXTURE_SIZE)
self.cell_width, self.cell_height = cell_size()
self.xnum = self.max_texture_size // self.cell_width
self.ynum = self.max_texture_size // self.cell_height
# self.xnum = self.ynum = 2
self.width = self.xnum * self.cell_width
self.height = self.ynum * self.cell_height
self.previous_layers = []
self.current_layer_dirty = False
self.current_layer_buffer = (gl.GLubyte * (self.width * self.height))()
self.x = self.y = 0
self.dx, self.dy = self.cell_width / self.width, self.cell_height / self.height
self.texture_id = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
self.commit_all_layers()
self.max_y = self.max_texture_size // self.cell_height
# self.xnum, self.max_y = 2, 2
self.ynum = 1
def realloc_texture(self):
if self.texture_id is None:
self.do_layout()
tgt = gl.GL_TEXTURE_2D_ARRAY
tex = gl.glGenTextures(1)
gl.glBindTexture(tgt, tex)
gl.glTexParameteri(tgt, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(tgt, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(tgt, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(tgt, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(tgt, gl.GL_TEXTURE_BASE_LEVEL, 0)
gl.glTexParameteri(tgt, gl.GL_TEXTURE_MAX_LEVEL, 0)
znum = self.z + 1
width, height = self.xnum * self.cell_width, self.ynum * self.cell_height
gl.glTexImage3D(tgt, 0, gl.GL_R8,
width, height, znum,
0, gl.GL_RED, gl.GL_UNSIGNED_BYTE, None)
if self.texture_id is not None:
ynum = self.ynum
if self.z == 0:
ynum -= 1 # Only copy the previous rows
gl.glCopyImageSubData(self.texture_id, tgt, 0, 0, 0, 0, tex, tgt, 0, 0, 0, 0,
width, ynum * self.cell_height, self.last_num_of_layers)
gl.glDeleteTextures([self.texture_id])
self.last_num_of_layers = znum
self.texture_id = tex
gl.glBindTexture(tgt, 0)
def positions_for(self, items):
''' Yield 5-tuples (left, top, right, bottom, z) pointing to the desired sprite '''
''' Yield 2, 5-tuples (left, top, right, bottom, z) pointing to the
desired sprite and its second sprite if it is a wide character. '''
for key in items:
first = self.first_cell_cache.get(key)
if first is None:
@@ -57,58 +78,30 @@ class Sprites:
if second is not None:
self.second_cell_cache[key] = self.add_sprite(second)
yield first, self.second_cell_cache.get(key)
if self.current_layer_dirty:
self.commit_layer()
def commit_all_layers(self):
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_BASE_LEVEL, 0)
gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAX_LEVEL, 0)
gl.glTexImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_R8, self.width, self.height, len(self.previous_layers) + 1, 0, gl.GL_RED, gl.GL_UNSIGNED_BYTE, None)
for i, buf in enumerate(self.previous_layers):
self.commit_layer(i, buf, bind=False)
self.commit_layer(bind=False)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, 0)
def commit_layer(self, num=None, buf=None, bind=True):
if bind:
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
if num is None:
num, buf = len(self.previous_layers), self.current_layer_buffer
self.current_layer_dirty = False
gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, num, self.width, self.height, 1,
gl.GL_RED, gl.GL_UNSIGNED_BYTE, buf)
if bind:
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, 0)
def add_sprite(self, buf):
self.current_layer_dirty = True
pixels_per_line = self.cell_width * self.xnum
pixels_per_row = pixels_per_line * self.cell_height
offset_to_start_of_row = self.y * pixels_per_row
for y in range(self.cell_height):
doff = offset_to_start_of_row + self.x * self.cell_width
soff = y * self.cell_width
for x in range(self.cell_width):
self.current_layer_buffer[doff + x] = buf[soff + x]
offset_to_start_of_row += pixels_per_line
if self.texture_id is None:
self.realloc_texture()
tgt = gl.GL_TEXTURE_2D_ARRAY
gl.glBindTexture(tgt, self.texture_id)
gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
x, y = self.x * self.cell_width, self.y * self.cell_height
gl.glTexSubImage3D(tgt, 0, x, y, self.z, self.cell_width, self.cell_height, 1, gl.GL_RED, gl.GL_UNSIGNED_BYTE, buf)
gl.glBindTexture(tgt, 0)
# UV space co-ordinates
left, top, z = self.x, self.y, len(self.previous_layers)
left, top, z = self.x, self.y, self.z
# Now increment the current cell position
self.x += 1
if self.x >= self.xnum:
self.x = 0
self.y += 1
if self.y >= self.ynum:
self.ynum = min(max(self.ynum, self.y + 1), self.max_y)
if self.y >= self.max_y:
self.y = 0
self.previous_layers.append(self.current_layer_buffer)
gl.glDeleteTextures([self.texture_id])
self.texture_id = gl.glGenTextures(1)
self.current_layer_buffer = (gl.GLubyte * (self.width * self.height))()
self.commit_all_layers()
self.z += 1
self.realloc_texture() # we allocate a row at a time
return left, top, left + 1, top + 1, z
def __enter__(self):
@@ -118,13 +111,6 @@ class Sprites:
def __exit__(self, *a):
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, 0)
def display_layer(self, num=None):
if num is None:
buf = self.current_layer_buffer
else:
buf = self.previous_layers[num]
display_bitmap(buf, self.width, self.height)
class ShaderProgram:
""" Helper class for using GLSL shader programs """