obs-studio/plugins/text-freetype2/obs-convenience.c
Kurt Kartaltepe cfb10ece79 text-freetype2: Use a shader uniform instead of vertex attributes
We used to swap in a buffer with (0,0,0,1) for all vertex colors for
drop shadows and outlines. However, this vertex buffer couldn't be
uploaded separately from the vertex data in OBS, so we were reuploading
the text vertices every frame.

Instead, let's use a uniform for this uniform data and save 500us (or
more when handles are visible), a significant portion of my test scenes
render time.
2024-04-22 01:01:47 -07:00

101 lines
2.9 KiB
C

/******************************************************************************
Copyright (C) 2014 by Nibbles
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <obs-module.h>
#include <graphics/vec2.h>
#include <graphics/vec3.h>
#include <graphics/vec4.h>
#include "obs-convenience.h"
gs_vertbuffer_t *create_uv_vbuffer(uint32_t num_verts, bool add_color)
{
obs_enter_graphics();
gs_vertbuffer_t *tmp = NULL;
struct gs_vb_data *vrect = NULL;
vrect = gs_vbdata_create();
vrect->num = num_verts;
vrect->points = (struct vec3 *)bmalloc(sizeof(struct vec3) * num_verts);
vrect->num_tex = 1;
vrect->tvarray =
(struct gs_tvertarray *)bmalloc(sizeof(struct gs_tvertarray));
vrect->tvarray[0].width = 2;
vrect->tvarray[0].array = bmalloc(sizeof(struct vec2) * num_verts);
if (add_color)
vrect->colors =
(uint32_t *)bmalloc(sizeof(uint32_t) * num_verts);
memset(vrect->points, 0, sizeof(struct vec3) * num_verts);
memset(vrect->tvarray[0].array, 0, sizeof(struct vec2) * num_verts);
if (add_color)
memset(vrect->colors, 0, sizeof(uint32_t) * num_verts);
tmp = gs_vertexbuffer_create(vrect, GS_DYNAMIC);
if (tmp == NULL) {
blog(LOG_WARNING, "Couldn't create UV vertex buffer.");
}
obs_leave_graphics();
return tmp;
}
void draw_uv_vbuffer(gs_vertbuffer_t *vbuf, gs_texture_t *tex,
gs_effect_t *effect, uint32_t num_verts, bool use_color)
{
gs_texture_t *texture = tex;
gs_technique_t *tech = gs_effect_get_technique(effect, "Draw");
gs_eparam_t *image = gs_effect_get_param_by_name(effect, "image");
size_t passes;
if (vbuf == NULL || tex == NULL)
return;
const bool linear_srgb = gs_get_linear_srgb();
const bool previous = gs_framebuffer_srgb_enabled();
gs_enable_framebuffer_srgb(linear_srgb);
gs_load_vertexbuffer(vbuf);
gs_load_indexbuffer(NULL);
passes = gs_technique_begin(tech);
for (size_t i = 0; i < passes; i++) {
if (gs_technique_begin_pass(tech, i)) {
if (linear_srgb)
gs_effect_set_texture_srgb(image, texture);
else
gs_effect_set_texture(image, texture);
gs_effect_set_bool(gs_effect_get_param_by_name(
effect, "use_color"),
use_color);
gs_draw(GS_TRIS, 0, num_verts);
gs_technique_end_pass(tech);
}
}
gs_technique_end(tech);
gs_enable_framebuffer_srgb(previous);
}