- Added preloading of fonts to reduce the chance that characters from a single

font will require more than one hardware texture to display.


SVN r717 (trunk)
This commit is contained in:
Randy Heit 2008-01-27 05:23:10 +00:00
parent 4c9d633a94
commit 499fefec07
4 changed files with 52 additions and 0 deletions

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@ -1,4 +1,6 @@
January 26, 2008 January 26, 2008
- Added preloading of fonts to reduce the chance that characters from a single
font will require more than one hardware texture to display.
- Fixed: P_RailAttack() crashed if you didn't specify a puff for a rail. - Fixed: P_RailAttack() crashed if you didn't specify a puff for a rail.
- Decided that allowing arbitrary alpha values for color remaps isn't so hot. - Decided that allowing arbitrary alpha values for color remaps isn't so hot.
Changed it back the way it was. Changed it back the way it was.

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@ -741,6 +741,50 @@ int FFont::GetCharWidth (int code) const
return Chars[code - FirstChar].Pic->GetScaledWidth(); return Chars[code - FirstChar].Pic->GetScaledWidth();
} }
//==========================================================================
//
// FFont :: Preload
//
// Loads most of the 7-bit ASCII characters. In the case of D3DFB, this
// means all the characters of a font have a better chance of being packed
// into the same hardware texture.
//
//==========================================================================
void FFont::Preload() const
{
// First and last char are the same? Wait until it's actually needed
// since nothing is gained by preloading now.
if (FirstChar == LastChar)
{
return;
}
for (int i = MAX(FirstChar, 0x21); i < MIN(LastChar, 0x7e); ++i)
{
int foo;
FTexture *pic = GetChar(i, &foo);
if (pic != NULL)
{
pic->GetNative(false);
}
}
}
//==========================================================================
//
// FFont :: StaticPreloadFonts
//
// Preloads all the defined fonts.
//
//==========================================================================
void FFont::StaticPreloadFonts()
{
for (FFont *font = FirstFont; font != NULL; font = font->Next)
{
font->Preload();
}
}
//========================================================================== //==========================================================================
// //

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@ -91,8 +91,10 @@ public:
int GetSpaceWidth () const { return SpaceWidth; } int GetSpaceWidth () const { return SpaceWidth; }
int GetHeight () const { return FontHeight; } int GetHeight () const { return FontHeight; }
int GetDefaultKerning () const { return GlobalKerning; } int GetDefaultKerning () const { return GlobalKerning; }
void Preload() const;
static FFont *FindFont (const char *fontname); static FFont *FindFont (const char *fontname);
static void StaticPreloadFonts();
// Return width of string in pixels (unscaled) // Return width of string in pixels (unscaled)
int StringWidth (const BYTE *str) const; int StringWidth (const BYTE *str) const;

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@ -1386,6 +1386,10 @@ bool V_DoModeSetup (int width, int height, int bits)
screen->SetFont (SmallFont); screen->SetFont (SmallFont);
screen->SetGamma (Gamma); screen->SetGamma (Gamma);
// Load fonts now so they can be packed into textures straight away,
// if D3DFB is being used for the display.
FFont::StaticPreloadFonts();
{ {
int ratio; int ratio;
int cwidth; int cwidth;