GRRLIB 4.3.0 slow with FreeType

On this moment GRRLIB 4.3.0 is working slow in combination with FreeType font access. Check out below mail content. The good news is that “Crayon” is working on a solution. I will keep you informed!

Hi Crayon, Today i have upgrade the GRRLIB from 4.2.1 to 4.3.0 in TowerDefense. The upgrade went good but the result was not really good. For some reason the freetype library is very slow. Resulting in poor (Frame-Per-Seconds) during the game play. Early this year you have tuned this library in the GRRlib 4.2.1 build and it was lighting fast. Why is it now so slow again. Do you have a idea? Looking forward to your response. wplaat

Hi wplaat, the code in GRRLIB has not changed that much, maybe the problem could be related to FreeType. If you have time, could you try to test older version of FreeType. Try different combination FreeType / GRRLIB. Let me know if you find something, I’ll try to test stuff on my side. Thanks for the feed back, Crayon

Hi crayon, Good news. I found the performance problem. I was testing wrong. I did not known, that when I compiled the new GRRLIB 4.3.0 library the *.a and *.h files were copied to the devkitpro directory. Therefor I was using everytime with the same “new” libraries. If I now replace the new freetype library of GRRLIB 4.3.0 build with my own old Freetype library (Downloaded from the wiibrew.org site). Everything is working lighting fast again. So the problem is related to the new freetype library. Can the performance issue be related to some wrong build flags in the freetype makefile? wplaat

hi wplaat, Good news, I was actually looking at your code ๐Ÿ™‚ I’m going to test different way of building FreeType. It might be related to TrueType hinting, a new feature in FreeType 2.4.0. I’m going to try to build Freetype without this feature, normally TrueType hinting is suppose to make your text look better, but it might be slower too. I’ll keep you inform if I find something. Crayon

GRRLIB 4.2.X Freetype support

In this post i have add information how to add freetype library support to the GRRLIB 4.2.X library

GRRLIB_free_print.h

void GRRLIB_InitFreetype();

void GRRLIB_initTexture(void);

void GRRLIB_Printf2(	int x, 
							int y, 
							const char *string, 
							unsigned int fontSize, 
							int color); 

GRRLIB_texImg* GRRLIB_GetTexture(void);

GRRLIB_free_print.c

#include <malloc.h>
#include <stdarg.h>
#include <stdio.h>

#include <grrlib.h>

#include <ft2build.h> /* I presume you have freetype for the Wii installed */
#include FT_FREETYPE_H

#include "font_ttf.h"

static FT_Library ftLibrary;
static FT_Face ftFace;

void *fontTempLayer=NULL;
void *fontTexture=NULL;
GRRLIB_texImg image;

extern  Mtx                  GXmodelView2D;

/* Static function prototypes */
static void BitmapTo4x4RGBA(const unsigned char *src, void *dst, const unsigned int width, const unsigned int height);
static bool BlitGlyph(FT_Bitmap *bitmap, int offset, int top, int color) ;

void GRRLIB_InitFreetype(void) 
{
	unsigned int error = FT_Init_FreeType(&ftLibrary);
	if (error) 
	{
		exit(0);
	}

	error = FT_New_Memory_Face(ftLibrary, font_ttf, font_ttf_size, 0, &ftFace);
	if (error == FT_Err_Unknown_File_Format) 
	{
		exit(0);
	} 
	else if (error) 
	{
		/* Some other error */
		exit(0);
	}
}

void GRRLIB_initTexture(void)
{
   // Clear previous video frame buffer
   if (fontTexture!=NULL) free(fontTexture);

   fontTempLayer = (void*) calloc(1, 640 * 528 * 4);

   if (fontTempLayer == NULL) 
   {
	  /* Oops! Something went wrong! */
	  exit(0);
   }
}

void GRRLIB_Printf2(int x, int y, const char *string, unsigned int fontSize, int color) 
{
	unsigned int error = 0;
	int penX = 0;
	int penY = fontSize;
	FT_GlyphSlot slot = ftFace->glyph;
	FT_UInt glyphIndex = 0;
	FT_UInt previousGlyph = 0;
	FT_Bool hasKerning = FT_HAS_KERNING(ftFace);

    error = FT_Set_Pixel_Sizes(ftFace, 0, fontSize);
	if (error) 
	{
		/* Failed to set the font size to the requested size. 
		 * You probably should set a default size or something. 
		 * I'll leave that up to the reader. */
		 FT_Set_Pixel_Sizes(ftFace, 0, 12);
	}
	
	/* Convert the string to UTF32 */
	size_t length = strlen(string);
	wchar_t *utf32 = (wchar_t*)malloc(length * sizeof(wchar_t)); 
	length = mbstowcs(utf32, string, length);
	
	/* Loop over each character, drawing it on to the 4, until the 
	 * end of the string is reached, or until the pixel width is too wide */
	unsigned int loop = 0;
	for (loop = 0; loop < length; ++loop)
    {
		glyphIndex = FT_Get_Char_Index(ftFace, utf32[ loop ]);
		
		/* To the best of my knowledge, none of the other freetype 
		 * implementations use kerning, so my method ends up looking
		 * slightly better ๐Ÿ™‚ */
		if (hasKerning && previousGlyph && glyphIndex) 
		{
			FT_Vector delta;
			FT_Get_Kerning(ftFace, previousGlyph, glyphIndex, FT_KERNING_DEFAULT, &delta);
			penX += delta.x >> 6;
		}
	
		error = FT_Load_Glyph(ftFace, glyphIndex, FT_LOAD_RENDER);
		if (error)
        {
			/* Whoops, something went wrong trying to load the glyph 
			 * for this character... you should handle this better */
			continue;
		}
	
		if (BlitGlyph(&slot->bitmap, penX + slot->bitmap_left+x, penY - slot->bitmap_top+y, color) == true) 
		{
			/* The glyph was successfully blitted to the buffer, move the pen forwards */
			penX += slot->advance.x >> 6;
			previousGlyph = glyphIndex;
		} 
		else 
		{
			/* BlitGlyph returned false, the line must be full */
			free(utf32);
			return;
		}
	}

	free(utf32);
}

/* Returns true if the character was draw on to the buffer, false if otherwise */
bool BlitGlyph(FT_Bitmap *bitmap, int offset, int top, int color) 
{
	int bitmapWidth = bitmap->width;
	int bitmapHeight = bitmap->rows;

	if (offset + bitmapWidth > 640) 
	{
		/* Drawing this character would over run the buffer, so don't draw it */
		return false;
	}

	/* Draw the glyph onto the buffer, blitting from the bottom up */
	/* CREDIT: Derived from a function by DragonMinded */
	unsigned char *p = fontTempLayer;
	unsigned int y = 0;
	for (y = 0; y < bitmapHeight; ++y) 
	{
		int sywidth = y * bitmapWidth;
		int dywidth = (y + top) * 640;

		unsigned int column = 0;
		for (column = 0; column < bitmapWidth; ++column)
        {
			unsigned int srcloc = column + sywidth;
			unsigned int dstloc = ((column + offset) + dywidth) << 2;
			
			/* Copy the alpha value for this pixel into the texture buffer */
			p[ dstloc + 0 ] = (color & 0xff);
			p[ dstloc + 1 ] = ((color >> 8) & 0xff);
			p[ dstloc + 2 ] = ((color >> 16) & 0xff);
			p[ dstloc + 3 ] = (bitmap->buffer[ srcloc ]);
		}
	}
	
	return true;
}

/* Render the text string to a 4x4RGBA texture, return a pointer to this texture */
GRRLIB_texImg* GRRLIB_GetTexture(void) 
{
	/* Create a new buffer, this time to hold the final texture 
	 * in a format suitable for the Wii */
	fontTexture = memalign(32, 640 * 528 * 4);

	/* Convert the RGBA temp buffer to a format usuable by GX */
	BitmapTo4x4RGBA(fontTempLayer, fontTexture, 640, 528);
	DCFlushRange(fontTexture, 640 * 528 * 4);

	/* The temp buffer is no longer required */
	free(fontTempLayer);
	image.data=fontTexture;
	image.w=640;
	image.h=528;
	
	return &image;
}

void BitmapTo4x4RGBA(const unsigned char *src, void *dst, const unsigned int width, const unsigned int height)
{
	unsigned int block = 0;
	unsigned int i = 0;
	unsigned int c = 0;
	unsigned int ar = 0;
	unsigned int gb = 0;
	unsigned char *p = (unsigned char*)dst;

	for (block = 0; block < height; block += 4) {
		for (i = 0; i < width; i += 4) {
			/* Alpha and Red */
			for (c = 0; c < 4; ++c) {
				for (ar = 0; ar < 4; ++ar) {
					/* Alpha pixels */
					*p++ = src[(((i + ar) + ((block + c) * width)) * 4) + 3];
					/* Red pixels */	
					*p++ = src[((i + ar) + ((block + c) * width)) * 4];
				}
			}
			
			/* Green and Blue */
			for (c = 0; c < 4; ++c) {
				for (gb = 0; gb < 4; ++gb) {
					/* Green pixels */
					*p++ = src[(((i + gb) + ((block + c) * width)) * 4) + 1];
					/* Blue pixels */
					*p++ = src[(((i + gb) + ((block + c) * width)) * 4) + 2];
				}
			}
		} /* i */
	} /* block */
}

GRRLIB 4.0 freetype support

In this post i have add information how to add freetype library support to GRRLIB 4.0 library

Add the following source code section in the upper part of the GRRLIB 4.0 C file.

#include &quot;font_ttf.h&quot;

#define DEFAULT_FIFO_SIZE (256 * 1024)

u32 fb = 0;
static void *xfb[2] = { NULL, NULL};
GXRModeObj *rmode;
void *gp_fifo = NULL;

/******************************************************************************/
/**** FREETYPE START ****/
/* This is a very rough implementation if freetype using GRRLIB */

#include  /* I presume you have freetype for the Wii installed */
#include FT_FREETYPE_H

static FT_Library ftLibrary;
static FT_Face ftFace;

void *fontTempLayer=NULL;
void *fontTexture=NULL;

/* Static function prototypes */
static void BitmapTo4x4RGBA(const unsigned char *src, void *dst, const unsigned int width, const unsigned int height);
static bool BlitGlyph(FT_Bitmap *bitmap, int offset, int top, int color) ;

extern void GRRLIB_InitFreetype(void)
{
	unsigned int error = FT_Init_FreeType(&amp;amp;ftLibrary);
	if (error)
	{
		exit(0);
	}

	error = FT_New_Memory_Face(ftLibrary, font_ttf, font_ttf_size, 0, &amp;amp;ftFace);
	if (error == FT_Err_Unknown_File_Format)
	{
		exit(0);
	}
	else if (error)
	{
		/* Some other error */
		exit(0);
	}
}

extern void GRRLIB_initTexture(void)
{
   // Clear previous video frame buffer
   if (fontTexture!=NULL) free(fontTexture);

   fontTempLayer = (void*) calloc(1, 640 * 480 * 4);

   if (fontTempLayer == NULL)
   {
	  /* Oops! Something went wrong! */
	  exit(0);
   }
}

extern void GRRLIB_Printf2(int x, int y, const char *string, unsigned int fontSize, int color)
{
	unsigned int error = 0;
	int penX = 0;
	int penY = fontSize;
	FT_GlyphSlot slot = ftFace-&amp;gt;glyph;
	FT_UInt glyphIndex = 0;
	FT_UInt previousGlyph = 0;
	FT_Bool hasKerning = FT_HAS_KERNING(ftFace);

    error = FT_Set_Pixel_Sizes(ftFace, 0, fontSize);
	if (error)
	{
		/* Failed to set the font size to the requested size.
		 * You probably should set a default size or something.
		 * I'll leave that up to the reader. */
		 FT_Set_Pixel_Sizes(ftFace, 0, 12);
	}

	/* Convert the string to UTF32 */
	size_t length = strlen(string);
	wchar_t *utf32 = (wchar_t*)malloc(length * sizeof(wchar_t));
	length = mbstowcs(utf32, string, length);

	/* Loop over each character, drawing it on to the 4, until the
	 * end of the string is reached, or until the pixel width is too wide */
	unsigned int loop = 0;
	for (loop = 0; loop &amp;lt; length; ++loop)
    {
		glyphIndex = FT_Get_Char_Index(ftFace, utf32[ loop ]);

		/* To the best of my knowledge, none of the other freetype
		 * implementations use kerning, so my method ends up looking
		 * slightly better ๐Ÿ™‚ */
		if (hasKerning &amp;amp;&amp;amp; previousGlyph &amp;amp;&amp;amp; glyphIndex)
		{
			FT_Vector delta;
			FT_Get_Kerning(ftFace, previousGlyph, glyphIndex, FT_KERNING_DEFAULT, รŽยด);
			penX += delta.x &amp;gt;&amp;gt; 6;
		}

		error = FT_Load_Glyph(ftFace, glyphIndex, FT_LOAD_RENDER);
		if (error)
        {
			/* Whoops, something went wrong trying to load the glyph
			 * for this character... you should handle this better */
			continue;
		}

		if (BlitGlyph(&amp;amp;slot-&amp;gt;bitmap, penX + slot-&amp;gt;bitmap_left+x, penY - slot-&amp;gt;bitmap_top+y, color) == true)
		{
			/* The glyph was successfully blitted to the buffer, move the pen forwards */
			penX += slot-&amp;gt;advance.x &amp;gt;&amp;gt; 6;
			previousGlyph = glyphIndex;
		}
		else
		{
			/* BlitGlyph returned false, the line must be full */
			free(utf32);
			return;
		}
	}

	free(utf32);
}

/* Returns true if the character was draw on to the buffer, false if otherwise */
static bool BlitGlyph(FT_Bitmap *bitmap, int offset, int top, int color)
{
	int bitmapWidth = bitmap-&amp;gt;width;
	int bitmapHeight = bitmap-&amp;gt;rows;

	if (offset + bitmapWidth &amp;gt; 640)
	{
		/* Drawing this character would over run the buffer, so don't draw it */
		return false;
	}

	/* Draw the glyph onto the buffer, blitting from the bottom up */
	/* CREDIT: Derived from a function by DragonMinded */
	unsigned char *p = fontTempLayer;
	unsigned int y = 0;
	for (y = 0; y &amp;lt; bitmapHeight; ++y)
	{
		int sywidth = y * bitmapWidth;
		int dywidth = (y + top) * 640;

		unsigned int column = 0;
		for (column = 0; column &amp;lt; bitmapWidth; ++column)
        {
			unsigned int srcloc = column + sywidth;
			unsigned int dstloc = ((column + offset) + dywidth) &amp;lt;&amp;lt; 2;

			/* Copy the alpha value for this pixel into the texture buffer */
			p[ dstloc + 0 ] = (color &amp;amp; 0xff);
			p[ dstloc + 1 ] = ((color &amp;gt;&amp;gt; 8) &amp;amp; 0xff);
			p[ dstloc + 2 ] = ((color &amp;gt;&amp;gt; 16) &amp;amp; 0xff);
			p[ dstloc + 3 ] = (bitmap-&amp;gt;buffer[ srcloc ]);
		}
	}

	return true;
}

/* Render the text string to a 4x4RGBA texture, return a pointer to this texture */
extern void* GRRLIB_GetTexture(void)
{
	/* Create a new buffer, this time to hold the final texture
	 * in a format suitable for the Wii */
	fontTexture = memalign(32, 640 * 480 * 4);

	/* Convert the RGBA temp buffer to a format usuable by GX */
	BitmapTo4x4RGBA(fontTempLayer, fontTexture, 640, 480);
	DCFlushRange(fontTexture, 640 * 480 * 4);

	/* The temp buffer is no longer required */
	free(fontTempLayer);

	return fontTexture;
}

static void BitmapTo4x4RGBA(const unsigned char *src, void *dst, const unsigned int width, const unsigned int height)
{
	unsigned int block = 0;
	unsigned int i = 0;
	unsigned int c = 0;
	unsigned int ar = 0;
	unsigned int gb = 0;
	unsigned char *p = (unsigned char*)dst;

	for (block = 0; block &amp;lt; height; block += 4) {
		for (i = 0; i &amp;lt; width; i += 4) {
			/* Alpha and Red */
			for (c = 0; c &amp;lt; 4; ++c) {
				for (ar = 0; ar &amp;lt; 4; ++ar) {
					/* Alpha pixels */
					*p++ = src[(((i + ar) + ((block + c) * width)) * 4) + 3];
					/* Red pixels */
					*p++ = src[((i + ar) + ((block + c) * width)) * 4];
				}
			}

			/* Green and Blue */
			for (c = 0; c &amp;lt; 4; ++c) {
				for (gb = 0; gb &amp;lt; 4; ++gb) {
					/* Green pixels */
					*p++ = src[(((i + gb) + ((block + c) * width)) * 4) + 1];
					/* Blue pixels */
					*p++ = src[(((i + gb) + ((block + c) * width)) * 4) + 2];
				}
			}
		} /* i */
	} /* block */
}

inline void GRRLIB_DrawImg2(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[], float degrees, float scaleX, f32 scaleY, u8 alpha )
{
   GXTexObj texObj;

	GX_InitTexObj(&amp;amp;texObj, data, width,height, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
	//GX_InitTexObjLOD(&amp;amp;texObj, GX_NEAR, GX_NEAR, 0.0f, 0.0f, 0.0f, 0, 0, GX_ANISO_1);
	GX_LoadTexObj(&amp;amp;texObj, GX_TEXMAP0);

	GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE);
  	GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);

	Mtx m,m1,m2, mv;
	width *=.5;
	height*=.5;
	guMtxIdentity (m1);
	guMtxScaleApply(m1,m1,scaleX,scaleY,1.0);
	Vector axis =(Vector) {0 , 0, 1 };
	guMtxRotAxisDeg (m2, &amp;amp;axis, degrees);
	guMtxConcat(m2,m1,m);

	guMtxTransApply(m,m, xpos+width,ypos+height,0);
	guMtxConcat (GXmodelView2D, m, mv);
	GX_LoadPosMtxImm (mv, GX_PNMTX0);

	GX_Begin(GX_QUADS, GX_VTXFMT0,4);
  	GX_Position3f32(-width, -height,  0);
  	GX_Color4u8(0xFF,0xFF,0xFF,alpha);
  	GX_TexCoord2f32(0, 0);

  	GX_Position3f32(width, -height,  0);
 	GX_Color4u8(0xFF,0xFF,0xFF,alpha);
  	GX_TexCoord2f32(1, 0);

  	GX_Position3f32(width, height,  0);
	GX_Color4u8(0xFF,0xFF,0xFF,alpha);
  	GX_TexCoord2f32(1, 1);

  	GX_Position3f32(-width, height,  0);
	GX_Color4u8(0xFF,0xFF,0xFF,alpha);
  	GX_TexCoord2f32(0, 1);
	GX_End();
	GX_LoadPosMtxImm (GXmodelView2D, GX_PNMTX0);

	GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
  	GX_SetVtxDesc (GX_VA_TEX0, GX_NONE);

}

/**** WVDP: FREETYPE END ****/
/******************************************************************************

Add the following part in the GRRLIB.h file

/**** WVDP: FREETYPE START ****/
extern void GRRLIB_InitFreetype();
extern void GRRLIB_initTexture(void);
extern void GRRLIB_Printf2(int x, int y, const char *string, unsigned int fontSize, int color);
extern void* GRRLIB_GetTexture(void);
inline void GRRLIB_DrawImg2(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[], float degrees, float scaleX, f32 scaleY, u8 alpha );
/**** WVDP: FREETYPE END ****/

For example how to use this extension, please download the RedSquare source code.
Good Luck with it โ— If you have any questions, please post a comment.