Kill off useless font rendering code.

This commit is contained in:
Themaister 2011-12-02 19:19:48 +01:00
parent c8d3278dbc
commit 67b89d6f42

View File

@ -47,11 +47,6 @@
#include "shader_glsl.h"
#endif
#ifdef HAVE_FREETYPE
#include "fonts.h"
#endif
// Used for the last pass when rendering to the back buffer.
static const GLfloat vertexes_flipped[] = {
0, 0,
@ -155,17 +150,6 @@ typedef struct gl
GLenum texture_type; // XBGR1555 or ARGB
GLenum texture_fmt;
unsigned base_size; // 2 or 4
#ifdef HAVE_FREETYPE
font_renderer_t *font;
GLuint font_tex;
int font_tex_w, font_tex_h;
void *font_tex_empty_buf;
char font_last_msg[256];
int font_last_width, font_last_height;
GLfloat font_color[16];
#endif
} gl_t;
////////////////// Shaders
@ -320,51 +304,6 @@ static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
#endif
///////////////////
//////////////// Message rendering
static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_size)
{
#ifdef HAVE_FREETYPE
if (!g_settings.video.font_enable)
return;
const char *path = font_path;
if (!*path)
path = font_renderer_get_default_font();
if (path)
{
gl->font = font_renderer_new(path, font_size);
if (gl->font)
{
glGenTextures(1, &gl->font_tex);
glBindTexture(GL_TEXTURE_2D, gl->font_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
else
SSNES_WARN("Couldn't init font renderer with font \"%s\"...\n", font_path);
}
else
SSNES_LOG("Did not find default font.\n");
for (unsigned i = 0; i < 4; i++)
{
gl->font_color[4 * i + 0] = g_settings.video.msg_color_r;
gl->font_color[4 * i + 1] = g_settings.video.msg_color_g;
gl->font_color[4 * i + 2] = g_settings.video.msg_color_b;
gl->font_color[4 * i + 3] = 1.0;
}
#else
(void)gl;
(void)font_path;
(void)font_size;
#endif
}
// Horribly long and complex FBO init :D
static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
{
@ -545,23 +484,6 @@ error:
#endif
}
static inline void gl_deinit_font(gl_t *gl)
{
#ifdef HAVE_FREETYPE
if (gl->font)
{
font_renderer_free(gl->font);
glDeleteTextures(1, &gl->font_tex);
if (gl->font_tex_empty_buf)
free(gl->font_tex_empty_buf);
}
#else
(void)gl;
#endif
}
////////////
static inline unsigned get_alignment(unsigned pitch)
{
if (pitch & 1)
@ -624,192 +546,6 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_f
//SSNES_LOG("Setting viewport @ %ux%u\n", width, height);
}
#ifdef HAVE_FREETYPE
// Somewhat overwhelming code just to render some damn fonts.
// We aim to use NPOT textures for compatibility with old and shitty cards.
// Also, we want to avoid reallocating a texture for each glyph (performance dips), so we
// contruct the whole texture using one call, and copy straight to it with
// glTexSubImage.
struct font_rect
{
int x, y;
int width, height;
int pot_width, pot_height;
};
static void calculate_msg_geometry(const struct font_output *head, struct font_rect *rect)
{
int x_min = head->off_x;
int x_max = head->off_x + head->width;
int y_min = head->off_y;
int y_max = head->off_y + head->height;
while ((head = head->next))
{
int left = head->off_x;
int right = head->off_x + head->width;
int bottom = head->off_y;
int top = head->off_y + head->height;
if (left < x_min)
x_min = left;
if (right > x_max)
x_max = right;
if (bottom < y_min)
y_min = bottom;
if (top > y_max)
y_max = top;
}
rect->x = x_min;
rect->y = y_min;
rect->width = x_max - x_min;
rect->height = y_max - y_min;
}
static void adjust_power_of_two(gl_t *gl, struct font_rect *geom)
{
// Some systems really hate NPOT textures.
geom->pot_width = next_pow2(geom->width);
geom->pot_height = next_pow2(geom->height);
if ((geom->pot_width > gl->font_tex_w) || (geom->pot_height > gl->font_tex_h))
{
gl->font_tex_empty_buf = realloc(gl->font_tex_empty_buf, geom->pot_width * geom->pot_height);
memset(gl->font_tex_empty_buf, 0, geom->pot_width * geom->pot_height);
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glPixelStorei(GL_UNPACK_ROW_LENGTH, geom->pot_width);
glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY8, geom->pot_width, geom->pot_height,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, gl->font_tex_empty_buf);
gl->font_tex_w = geom->pot_width;
gl->font_tex_h = geom->pot_height;
}
}
// Old style "blitting", so we can render all the fonts in one go.
// TODO: Is it possible that fonts could overlap if we blit without alpha blending?
static void blit_fonts(gl_t *gl, const struct font_output *head, const struct font_rect *geom)
{
// Clear out earlier fonts.
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->font_tex_w);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->font_tex_w, gl->font_tex_h,
GL_LUMINANCE, GL_UNSIGNED_BYTE, gl->font_tex_empty_buf);
while (head)
{
// head has top-left oriented coords.
int x = head->off_x - geom->x;
int y = head->off_y - geom->y;
y = gl->font_tex_h - head->height - y - 1;
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(head->pitch));
glPixelStorei(GL_UNPACK_ROW_LENGTH, head->pitch);
glTexSubImage2D(GL_TEXTURE_2D,
0, x, y, head->width, head->height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, head->output);
head = head->next;
}
}
static void calculate_font_coords(gl_t *gl,
GLfloat font_vertex[8], GLfloat font_tex_coords[8])
{
GLfloat lx = g_settings.video.msg_pos_x;
GLfloat hx = (GLfloat)gl->font_last_width / gl->vp_width + lx;
GLfloat ly = g_settings.video.msg_pos_y;
GLfloat hy = (GLfloat)gl->font_last_height / gl->vp_height + ly;
font_vertex[0] = lx;
font_vertex[1] = ly;
font_vertex[2] = lx;
font_vertex[3] = hy;
font_vertex[4] = hx;
font_vertex[5] = hy;
font_vertex[6] = hx;
font_vertex[7] = ly;
lx = 0.0f;
hx = (GLfloat)gl->font_last_width / gl->font_tex_w;
ly = 1.0f - (GLfloat)gl->font_last_height / gl->font_tex_h;
hy = 1.0f;
font_tex_coords[0] = lx;
font_tex_coords[1] = hy;
font_tex_coords[2] = lx;
font_tex_coords[3] = ly;
font_tex_coords[4] = hx;
font_tex_coords[5] = ly;
font_tex_coords[6] = hx;
font_tex_coords[7] = hy;
}
static void gl_render_msg(gl_t *gl, const char *msg)
{
if (!gl->font)
return;
GLfloat font_vertex[8];
GLfloat font_tex_coords[8];
// Deactivate custom shaders. Enable the font texture.
gl_shader_use(0);
set_viewport(gl, gl->win_width, gl->win_height, false);
glBindTexture(GL_TEXTURE_2D, gl->font_tex);
glVertexPointer(2, GL_FLOAT, 0, font_vertex);
glTexCoordPointer(2, GL_FLOAT, 0, font_tex_coords);
glColorPointer(4, GL_FLOAT, 0, gl->font_color);
// Need blending.
// Using fixed function pipeline here since we cannot guarantee presence of shaders (would be kinda overkill anyways).
glEnable(GL_BLEND);
struct font_output_list out;
// If we get the same message, there's obviously no need to render fonts again ...
if (strcmp(gl->font_last_msg, msg) != 0)
{
font_renderer_msg(gl->font, msg, &out);
struct font_output *head = out.head;
struct font_rect geom;
calculate_msg_geometry(head, &geom);
adjust_power_of_two(gl, &geom);
blit_fonts(gl, head, &geom);
font_renderer_free_output(&out);
strlcpy(gl->font_last_msg, msg, sizeof(gl->font_last_msg));
gl->font_last_width = geom.width;
gl->font_last_height = geom.height;
}
calculate_font_coords(gl, font_vertex, font_tex_coords);
glDrawArrays(GL_QUADS, 0, 4);
// Go back to old rendering path.
glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped);
glColorPointer(4, GL_FLOAT, 0, white_color);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glDisable(GL_BLEND);
}
#else
static void gl_render_msg(gl_t *gl, const char *msg)
{
(void)gl;
(void)msg;
}
#endif
static inline void set_lut_texture_coords(const GLfloat *coords)
{
#if defined(HAVE_XML) || defined(HAVE_CG)
@ -1100,9 +836,6 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
#endif
if (msg)
gl_render_msg(gl, msg);
psglSwap();
return true;
@ -1131,7 +864,6 @@ static void gl_free(void *data)
{
gl_t *gl = data;
gl_deinit_font(gl);
gl_shader_deinit();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@ -1353,8 +1085,6 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords));
}
gl_init_font(gl, g_settings.video.font_path, g_settings.video.font_size);
if (!gl_check_error())
{
psgl_deinit(gl);