Switch Text Shaping to rustybuzz#378
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Text shaping with harfbuzz is not really fast, and rustybuzz is apparently still a bit slower than harfbuzz. So compared to rusttype switching to rustybuzz may slow us down quite a bit. It would be good to know how much time the renderer, without measuring any actual rendering, is actually taking up on the CPU.
rustybuzz is a more or less complete port of harfbuzz (state of the art) text shaping engine to Rust. This means our font handling is now about as good as the one found in a browser, except all the manual things you may need to do on top such as using different fonts for different parts of the text, because some glyphs are not available in the chosen font and handling image based glyphs such as those that are being used for emojis in some fonts. Overall though switching to rustybuzz seems to already changed the appearance quite a bit. There is now proper kerning (though I thought rusttype already did that, but apparently not), proper ligature support and because this is state of the art, it also supports tabular numbers for example which is now activated for all the numbers that we are rendering. Unfortunately since rustybuzz does so much more work, it also heavily slowed down text shaping, which we do on every frame at the moment. So we really need to refactor the renderer to start caching a lot more stuff.
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This is a cool change. If the check fails, the error is marked where the caller called this function.
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The Dummy Rendering benchmarks are running into a lot of the following warnings in GitHub Actions: Not sure if this is a problem? |
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The benchmarks there barely matter, the idea was to upload them to some site, but the site turned out to not work well at all. Also I don't think this is that much of a problem, just means we really should focus on caching this stuff. |
Turns out the tabular numbers of the timer font had some outdated glyphs. This replaces those glyphs, but also turns off tabular number support inside the font entirely. I'm not entirely sure that's what we want to do, but it at least preserves the previous rendering.
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| // FIXME: There's kerning between e.g. ".1" now, which is maybe not quite |
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Do you have an example of what this looks like?
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If the font (which you can't change yet) doesn't have tnum support, then this will still happen.
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Kerning could be turned off, but we currently have tnum active for all the values of the key value components, even if they are "info text" components. So turning kerning off for components like Current Comparison would be suboptimal. Though we could introduce a flag in the key value component state that marks it as a "info time" as opposed to a "info text" component.
- Runs now support custom variables that are key value pairs that either the user can specify in the run editor or are provided by a script like an auto splitter. [#201](#201) - There is now an option in the run editor to generate a comparison based on a user specified goal time. This uses the same algorithm as the `Balanced PB` comparison but with the time specified instead of the personal best. [#209](#209) - Images internally are now stored as is without being reencoded as Base64 which was done before in order to make it easier for the web LiveSplit One to display them. [#227](#227) - The Splits.io API is now available under the optional `networking` feature. [#236](#236) - All key value based components share the same component state type now. [#257](#257) - The crate now properly supports `wasm-bindgen` and `WASI`. [#263](#263) - There is now a dedicated component for displaying the comparison's segment time. [#264](#264) - Compiling the crate without `std` is now supported. Most features are not supported at this time though. [#270](#270) - [`Splitterino`](https://github.com/prefixaut/splitterino) splits can now be parsed. [#276](#276) - The `Timer` component can now show a segment timer instead. [#288](#288) - Gamepads are now supported on the web. [#310](#310) - The underlying "skill curve" that the `Balanced PB` samples is now exposed in the API. [#330](#330) - The layout states can now be updated, which means almost all of the allocations can be reused from the previous frame. This is a lot faster. [#334](#334) - In order to calculate a layout state, the timer now provides a snapshot mechanism that ensures that the layout state gets calculated at a fixed point in time. [#339](#339) - Text shaping is now done via `rustybuzz` which is a port of `harfbuzz`. [#378](#378) - Custom fonts are now supported. [#385](#385) - The renderer is not based on meshes anymore that are suitable for rendering with a 3D graphics API. Instead the renderer is now based on paths, which are suitable for rendering with a 2D graphics API such as Direct2D, Skia, HTML Canvas, and many more. The software renderer is now based on `tiny-skia` which is so fast that it actually outperforms any other rendering and is the recommended way to render. [#408](#408) - Remove support for parsing `worstrun` splits. `worstrun` doesn't support splits anymore, so `livesplit-core` doesn't need to keep its parsing support. [#411](#411) - Remove support for parsing `Llanfair 2` splits. `Llanfair 2` was never publicly available and is now deleted entirely. [#420](#420) - Hotkeys are now supported on macOS. [#422](#422) - The renderer is now based on two layers. A bottom layer that rarely needs to be rerendered and the top layer that needs to be rerendered on every frame. Additionally the renderer is now a scene manager which manages a scene that an actual rendering backend can then render out. [#430](#430) - The hotkeys are now based on the [UI Events KeyboardEvent code Values](https://www.w3.org/TR/uievents-code/) web standard. [#440](#440) - Timing is now based on `CLOCK_BOOTTIME` on Linux and `CLOCK_MONOTONIC` on macOS and iOS. This ensures that all platforms keep tracking time while the operating system is in a suspended state. [#445](#445) - Segment time columns are now formatted as segment times. [#448](#448) - Hotkeys can now be resolved to the US keyboard layout. [#452](#452) - They hotkeys are now based on `keydown` instead of `keypress` in the web. `keydown` handles all keys whereas `keypress` only handles visual keys and is also deprecated. [#455](#455) - Hotkeys can now be resolved to the user's keyboard layout on both Windows and macOS. [#459](#459) and [#460](#460) - The `time` crate is now used instead of `chrono` for keeping track of time. [#462](#462) - The scene manager now caches a lot more information. This improves the performance a lot as it does not need to reshape the text on every frame anymore, which is a very expensive operation. [#466](#466) and [#467](#467) - The hotkeys on Linux are now based on `evdev`, which means Wayland is now supported. Additionally the hotkeys are not consuming the key press anymore. [#474](#474) - When holding down a key, the hotkey doesn't repeat anymore on Linux, macOS and WebAssembly. The problem still occurs on Windows at this time. [#475](#475) and [#476](#476)


rustybuzz is a more or less complete port of harfbuzz (state of the art) text shaping engine to Rust. This means our font handling is now about as good as the one found in a browser, except all the manual things you may need to do on top such as using different fonts for different parts of the text, because some glyphs are not available in the chosen font and handling image based glyphs such as those that are being used for emojis in some fonts. Overall though switching to rustybuzz seems to have already changed the appearance quite a bit. There is now proper kerning (though I thought rusttype already did that, but apparently not), proper ligature support and because this is state of the art, it also supports tabular numbers for example which is now activated for all the numbers that we are rendering. Unfortunately since rustybuzz does so much more work, it also heavily slowed down text shaping, which we do on every frame at the moment. So we really need to refactor the renderer to start caching a lot more stuff.