text.c: Improve the performance of text rendering#101
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TheGag96 wants to merge 1 commit intodevkitPro:masterfrom
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text.c: Improve the performance of text rendering#101TheGag96 wants to merge 1 commit intodevkitPro:masterfrom
TheGag96 wants to merge 1 commit intodevkitPro:masterfrom
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...by doing the following: - Create caches around `fontGetCharWidthInfo` and `fontCalcGlyphPos` for ASCII characters, because those are pretty slow. (Non-English languages do not get this benefit - perhaps an LRU cache for non-ASCII glyphs could be made to help here.) - Instead of doing one draw call per glyph, try to batch them as much as possible. - Because the system font is so fragmented (5 glyphs per texture), this requires collecting glyphs and sorting them before drawing batches to avoid costly texture swaps. (citro2d has the function `C2D_TextOptimize` for this exact reason.) This lets me maintain 60 FPS on my o3DS with the 3D turned on in most but not all circumstances. Enough glyphs on screen can still cause dropped frames.
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...by doing the following:
fontGetCharWidthInfoandfontCalcGlyphPosfor ASCII characters, because those are pretty slow. (Non-English languages do not get this benefit - perhaps an LRU cache for non-ASCII glyphs could be made to help here.)C2D_TextOptimizefor this exact reason.)This lets me maintain 60 FPS on my o3DS with the 3D turned on in most but not all circumstances. Enough glyphs on screen can still cause dropped frames.