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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "GUIFontTTFDX.h"
#include "GUIFontManager.h"
#include "GUIShaderDX.h"
#include "TextureDX.h"
#include "rendering/dx/DeviceResources.h"
#include "rendering/dx/RenderContext.h"
#include "utils/log.h"
// stuff for freetype
#include <ft2build.h>
using namespace Microsoft::WRL;
#ifdef TARGET_WINDOWS_STORE
#define generic GenericFromFreeTypeLibrary
#endif
#include FT_FREETYPE_H
#include FT_GLYPH_H
namespace
{
constexpr size_t ELEMENT_ARRAY_MAX_CHAR_INDEX = 2000;
} /* namespace */
CGUIFontTTF* CGUIFontTTF::CreateGUIFontTTF(const std::string& fontIdent)
{
return new CGUIFontTTFDX(fontIdent);
}
CGUIFontTTFDX::CGUIFontTTFDX(const std::string& fontIdent) : CGUIFontTTF(fontIdent)
{
DX::Windowing()->Register(this);
}
CGUIFontTTFDX::~CGUIFontTTFDX(void)
{
DX::Windowing()->Unregister(this);
m_vertexBuffer = nullptr;
m_staticIndexBuffer = nullptr;
if (!m_buffers.empty())
{
std::for_each(m_buffers.begin(), m_buffers.end(), [](CD3DBuffer* buf) {
if (buf)
delete buf;
});
}
m_buffers.clear();
m_staticIndexBufferCreated = false;
m_vertexWidth = 0;
}
bool CGUIFontTTFDX::FirstBegin()
{
if (!DX::DeviceResources::Get()->GetD3DContext())
return false;
CGUIShaderDX* pGUIShader = DX::Windowing()->GetGUIShader();
pGUIShader->Begin(SHADER_METHOD_RENDER_FONT);
return true;
}
void CGUIFontTTFDX::LastEnd()
{
CWinSystemBase* const winSystem = CServiceBroker::GetWinSystem();
ComPtr<ID3D11DeviceContext> pContext = DX::DeviceResources::Get()->GetD3DContext();
if (!pContext || !winSystem)
return;
typedef CGUIFontTTF::CTranslatedVertices trans;
bool transIsEmpty = std::all_of(m_vertexTrans.begin(), m_vertexTrans.end(),
[](trans& _) { return _.m_vertexBuffer->size <= 0; });
// no chars to render
if (m_vertex.empty() && transIsEmpty)
return;
CreateStaticIndexBuffer();
unsigned int offset = 0;
unsigned int stride = sizeof(SVertex);
CGUIShaderDX* pGUIShader = DX::Windowing()->GetGUIShader();
// Set font texture as shader resource
pGUIShader->SetShaderViews(1, m_speedupTexture->GetAddressOfSRV());
// Enable alpha blend
DX::Windowing()->SetAlphaBlendEnable(true);
// Set our static index buffer
pContext->IASetIndexBuffer(m_staticIndexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
if (!m_vertex.empty())
{
// Deal with vertices that had to use software clipping
if (!UpdateDynamicVertexBuffer(&m_vertex[0], m_vertex.size()))
return;
// Set the dynamic vertex buffer to active in the input assembler
pContext->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &stride, &offset);
// Do the actual drawing operation, split into groups of characters no
// larger than the pre-determined size of the element array
size_t size = m_vertex.size() / 4;
for (size_t character = 0; size > character; character += ELEMENT_ARRAY_MAX_CHAR_INDEX)
{
size_t count = size - character;
count = std::min<size_t>(count, ELEMENT_ARRAY_MAX_CHAR_INDEX);
// 6 indices and 4 vertices per character
pGUIShader->DrawIndexed(count * 6, 0, character * 4);
}
}
if (!transIsEmpty)
{
// Deal with the vertices that can be hardware clipped and therefore translated
// Store current GPU transform
XMMATRIX view = pGUIShader->GetView();
// Store current scissor
CGraphicContext& context = winSystem->GetGfxContext();
CRect scissor = context.StereoCorrection(context.GetScissors());
for (size_t i = 0; i < m_vertexTrans.size(); i++)
{
// ignore empty buffers
if (m_vertexTrans[i].m_vertexBuffer->size == 0)
continue;
// Apply the clip rectangle
CRect clip = DX::Windowing()->ClipRectToScissorRect(m_vertexTrans[i].m_clip);
// Intersect with current scissors
clip.Intersect(scissor);
// skip empty clip, a little improvement to not render invisible text
if (clip.IsEmpty())
continue;
DX::Windowing()->SetScissors(clip);
// Apply the translation to the model view matrix
XMMATRIX translation =
XMMatrixTranslation(m_vertexTrans[i].m_translateX, m_vertexTrans[i].m_translateY,
m_vertexTrans[i].m_translateZ);
pGUIShader->SetView(XMMatrixMultiply(translation, view));
CD3DBuffer* vbuffer =
reinterpret_cast<CD3DBuffer*>(m_vertexTrans[i].m_vertexBuffer->bufferHandle);
// Set the static vertex buffer to active in the input assembler
ID3D11Buffer* buffers[1] = {vbuffer->Get()};
pContext->IASetVertexBuffers(0, 1, buffers, &stride, &offset);
// Do the actual drawing operation, split into groups of characters no
// larger than the pre-determined size of the element array
for (size_t character = 0; m_vertexTrans[i].m_vertexBuffer->size > character;
character += ELEMENT_ARRAY_MAX_CHAR_INDEX)
{
size_t count = m_vertexTrans[i].m_vertexBuffer->size - character;
count = std::min<size_t>(count, ELEMENT_ARRAY_MAX_CHAR_INDEX);
// 6 indices and 4 vertices per character
pGUIShader->DrawIndexed(count * 6, 0, character * 4);
}
}
// restore scissor
DX::Windowing()->SetScissors(scissor);
// Restore the original transform
pGUIShader->SetView(view);
}
pGUIShader->RestoreBuffers();
}
CVertexBuffer CGUIFontTTFDX::CreateVertexBuffer(const std::vector<SVertex>& vertices) const
{
CD3DBuffer* buffer = nullptr;
// do not create empty buffers, leave buffer as nullptr, it will be ignored on drawing stage
if (!vertices.empty())
{
buffer = new CD3DBuffer();
if (!buffer->Create(D3D11_BIND_VERTEX_BUFFER, vertices.size(), sizeof(SVertex),
DXGI_FORMAT_UNKNOWN, D3D11_USAGE_IMMUTABLE, &vertices[0]))
CLog::LogF(LOGERROR, "Failed to create vertex buffer.");
else
AddReference((CGUIFontTTFDX*)this, buffer);
}
return CVertexBuffer(reinterpret_cast<void*>(buffer), vertices.size() / 4, this);
}
void CGUIFontTTFDX::AddReference(CGUIFontTTFDX* font, CD3DBuffer* pBuffer)
{
font->m_buffers.emplace_back(pBuffer);
}
void CGUIFontTTFDX::DestroyVertexBuffer(CVertexBuffer& buffer) const
{
if (nullptr != buffer.bufferHandle)
{
CD3DBuffer* vbuffer = reinterpret_cast<CD3DBuffer*>(buffer.bufferHandle);
ClearReference((CGUIFontTTFDX*)this, vbuffer);
if (vbuffer)
delete vbuffer;
buffer.bufferHandle = 0;
}
}
void CGUIFontTTFDX::ClearReference(CGUIFontTTFDX* font, CD3DBuffer* pBuffer)
{
std::list<CD3DBuffer*>::iterator it =
std::find(font->m_buffers.begin(), font->m_buffers.end(), pBuffer);
if (it != font->m_buffers.end())
font->m_buffers.erase(it);
}
std::unique_ptr<CTexture> CGUIFontTTFDX::ReallocTexture(unsigned int& newHeight)
{
assert(newHeight != 0);
assert(m_textureWidth != 0);
if (m_textureHeight == 0)
{
m_texture.reset();
m_speedupTexture.reset();
}
m_staticCache.Flush();
m_dynamicCache.Flush();
std::unique_ptr<CDXTexture> pNewTexture =
std::make_unique<CDXTexture>(m_textureWidth, newHeight, XB_FMT_A8);
std::unique_ptr<CD3DTexture> newSpeedupTexture = std::make_unique<CD3DTexture>();
if (!newSpeedupTexture->Create(m_textureWidth, newHeight, 1, D3D11_USAGE_DEFAULT,
DXGI_FORMAT_R8_UNORM))
{
return nullptr;
}
// There might be data to copy from the previous texture
if (newSpeedupTexture && m_speedupTexture)
{
CD3D11_BOX rect(0, 0, 0, m_textureWidth, m_textureHeight, 1);
ComPtr<ID3D11DeviceContext> pContext = DX::DeviceResources::Get()->GetImmediateContext();
pContext->CopySubresourceRegion(newSpeedupTexture->Get(), 0, 0, 0, 0, m_speedupTexture->Get(),
0, &rect);
}
m_texture.reset();
m_textureHeight = newHeight;
m_textureScaleY = 1.0f / m_textureHeight;
m_speedupTexture = std::move(newSpeedupTexture);
return pNewTexture;
}
bool CGUIFontTTFDX::CopyCharToTexture(
FT_BitmapGlyph bitGlyph, unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2)
{
FT_Bitmap bitmap = bitGlyph->bitmap;
ComPtr<ID3D11DeviceContext> pContext = DX::DeviceResources::Get()->GetImmediateContext();
if (m_speedupTexture && m_speedupTexture->Get() && pContext && bitmap.buffer)
{
CD3D11_BOX dstBox(x1, y1, 0, x2, y2, 1);
pContext->UpdateSubresource(m_speedupTexture->Get(), 0, &dstBox, bitmap.buffer, bitmap.pitch,
0);
return true;
}
return false;
}
void CGUIFontTTFDX::DeleteHardwareTexture()
{
}
bool CGUIFontTTFDX::UpdateDynamicVertexBuffer(const SVertex* pSysMem, unsigned int vertex_count)
{
ComPtr<ID3D11Device> pDevice = DX::DeviceResources::Get()->GetD3DDevice();
ComPtr<ID3D11DeviceContext> pContext = DX::DeviceResources::Get()->GetD3DContext();
if (!pDevice || !pContext)
return false;
unsigned width = sizeof(SVertex) * vertex_count;
if (width > m_vertexWidth) // create or re-create
{
CD3D11_BUFFER_DESC bufferDesc(width, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = pSysMem;
if (FAILED(
pDevice->CreateBuffer(&bufferDesc, &initData, m_vertexBuffer.ReleaseAndGetAddressOf())))
{
CLog::LogF(LOGERROR, "Failed to create the vertex buffer.");
return false;
}
m_vertexWidth = width;
}
else
{
D3D11_MAPPED_SUBRESOURCE resource;
if (FAILED(pContext->Map(m_vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &resource)))
{
CLog::LogF(LOGERROR, "Failed to update the vertex buffer.");
return false;
}
memcpy(resource.pData, pSysMem, width);
pContext->Unmap(m_vertexBuffer.Get(), 0);
}
return true;
}
void CGUIFontTTFDX::CreateStaticIndexBuffer(void)
{
if (m_staticIndexBufferCreated)
return;
ComPtr<ID3D11Device> pDevice = DX::DeviceResources::Get()->GetD3DDevice();
if (!pDevice)
return;
uint16_t index[ELEMENT_ARRAY_MAX_CHAR_INDEX][6];
for (size_t i = 0; i < ELEMENT_ARRAY_MAX_CHAR_INDEX; i++)
{
index[i][0] = 4 * i;
index[i][1] = 4 * i + 1;
index[i][2] = 4 * i + 2;
index[i][3] = 4 * i + 2;
index[i][4] = 4 * i + 3;
index[i][5] = 4 * i + 0;
}
CD3D11_BUFFER_DESC desc(sizeof(index), D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_IMMUTABLE);
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = index;
if (SUCCEEDED(
pDevice->CreateBuffer(&desc, &initData, m_staticIndexBuffer.ReleaseAndGetAddressOf())))
m_staticIndexBufferCreated = true;
}
bool CGUIFontTTFDX::m_staticIndexBufferCreated = false;
ComPtr<ID3D11Buffer> CGUIFontTTFDX::m_staticIndexBuffer = nullptr;
void CGUIFontTTFDX::OnDestroyDevice(bool fatal)
{
m_staticIndexBufferCreated = false;
m_vertexWidth = 0;
m_staticIndexBuffer = nullptr;
m_vertexBuffer = nullptr;
}
void CGUIFontTTFDX::OnCreateDevice(void)
{
}
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