Bug 909113 - Make FPS counter code a bit more readable. r=jgilbert

This commit is contained in:
Andreas Gal 2013-08-27 09:01:45 -04:00
parent a890015632
commit 2006d0a939

View File

@ -120,24 +120,22 @@ FPSState::DrawFPS(TimeStamp aNow,
context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MIN_FILTER,LOCAL_GL_NEAREST);
context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MAG_FILTER,LOCAL_GL_NEAREST);
uint32_t text[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 255, 255, 255, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0,
0, 255, 0, 255, 0, 0, 255, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0,
0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0,
0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
const char *text =
" "
" XXX XX XXX XXX X X XXX XXX XXX XXX XXX "
" X X X X X X X X X X X X X X "
" X X X XXX XXX XXX XXX XXX X XXX XXX "
" X X X X X X X X X X X X X "
" XXX XXX XXX XXX X XXX XXX X XXX X "
" ";
// convert from 8 bit to 32 bit so that don't have to write the text above out in 32 bit format
// we rely on int being 32 bits
unsigned int* buf = (unsigned int*)malloc(64 * 8 * 4);
// Convert the text encoding above to RGBA.
uint32_t* buf = (uint32_t *) malloc(64 * 8 * sizeof(uint32_t));
for (int i = 0; i < 7; i++) {
for (int j = 0; j < 41; j++) {
unsigned int purple = 0xfff000ff;
unsigned int white = 0xffffffff;
buf[i * 64 + j] = (text[i * 41 + j] == 0) ? purple : white;
uint32_t purple = 0xfff000ff;
uint32_t white = 0xffffffff;
buf[i * 64 + j] = (text[i * 41 + j] == ' ') ? purple : white;
}
}
context->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 64, 8, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf);