/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2012 - Hans-Kristian Arntzen * Copyright (C) 2011-2012 - Daniel De Matteis * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #define NONET #include #include #include "xdk360_video.h" #include "fonts.h" #include "../general.h" static video_console_t video_console; static xdk360_video_font_t m_Font; void xdk360_console_draw(void) { xdk360_video_t *vid = (xdk360_video_t*)g_d3d; D3DDevice *m_pd3dDevice = vid->d3d_render_device; // The top line unsigned int nTextLine = ( video_console.m_nCurLine - video_console.m_cScreenHeight + video_console.m_cScreenHeightVirtual - video_console.m_nScrollOffset + 1 ) % video_console.m_cScreenHeightVirtual; xdk360_video_font_begin(&m_Font); for( unsigned int nScreenLine = 0; nScreenLine < video_console.m_cScreenHeight; nScreenLine++ ) { xdk360_video_font_draw_text(&m_Font, (float)( video_console.m_cxSafeAreaOffset ), (float)( video_console.m_cySafeAreaOffset + video_console.m_fLineHeight * nScreenLine ), video_console.m_colTextColor, video_console.m_Lines[nTextLine], 0.0f ); nTextLine = ( nTextLine + 1 ) % video_console.m_cScreenHeightVirtual; } xdk360_video_font_end(&m_Font); } HRESULT xdk360_console_init( LPCSTR strFontFileName, unsigned long colBackColor, unsigned long colTextColor) { xdk360_video_t *vid = (xdk360_video_t*)g_d3d; D3DDevice *m_pd3dDevice = vid->d3d_render_device; video_console.first_message = true; video_console.m_Buffer = NULL; video_console.m_Lines = NULL; video_console.m_nScrollOffset = 0; // Calculate the safe area unsigned int uiSafeAreaPct = vid->video_mode.fIsHiDef ? SAFE_AREA_PCT_HDTV : SAFE_AREA_PCT_4x3; video_console.m_cxSafeArea = ( vid->d3dpp.BackBufferWidth * uiSafeAreaPct ) / 100; video_console.m_cySafeArea = ( vid->d3dpp.BackBufferHeight * uiSafeAreaPct ) / 100; video_console.m_cxSafeAreaOffset = ( vid->d3dpp.BackBufferWidth - video_console.m_cxSafeArea ) / 2; video_console.m_cySafeAreaOffset = ( vid->d3dpp.BackBufferHeight - video_console.m_cySafeArea ) / 2; // Create the font HRESULT hr = xdk360_video_font_init(&m_Font, strFontFileName ); if( FAILED( hr ) ) { RARCH_ERR( "Could not create font.\n" ); return -1; } // Save the colors video_console.m_colBackColor = colBackColor; video_console.m_colTextColor = colTextColor; // Calculate the number of lines on the screen float fCharWidth, fCharHeight; xdk360_video_font_get_text_width(&m_Font, L"i", &fCharWidth, &fCharHeight, FALSE); video_console.m_cScreenHeight = (unsigned int)( video_console.m_cySafeArea / fCharHeight ); video_console.m_cScreenWidth = (unsigned int)( video_console.m_cxSafeArea / fCharWidth ); video_console.m_cScreenHeightVirtual = video_console.m_cScreenHeight; video_console.m_fLineHeight = fCharHeight; // Allocate memory to hold the lines video_console.m_Buffer = new wchar_t[ video_console.m_cScreenHeightVirtual * ( video_console.m_cScreenWidth + 1 ) ]; video_console.m_Lines = new wchar_t *[ video_console.m_cScreenHeightVirtual ]; // Set the line pointers as indexes into the buffer for( unsigned int i = 0; i < video_console.m_cScreenHeightVirtual; i++ ) video_console.m_Lines[ i ] = video_console.m_Buffer + ( video_console.m_cScreenWidth + 1 ) * i; video_console.m_nCurLine = 0; video_console.m_cCurLineLength = 0; memset( video_console.m_Buffer, 0, video_console.m_cScreenHeightVirtual * ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) ); xdk360_console_draw(); return hr; } void xdk360_console_deinit() { // Delete the memory we've allocated if(video_console.m_Lines) { delete[] video_console.m_Lines; video_console.m_Lines = NULL; } if(video_console.m_Buffer) { delete[] video_console.m_Buffer; video_console.m_Buffer = NULL; } // Destroy the font xdk360_video_font_deinit(&m_Font); } void xdk360_console_add( wchar_t wch ) { // If this is a newline, just increment lines and move on if( wch == L'\n' ) { video_console.m_nCurLine = ( video_console.m_nCurLine + 1 ) % video_console.m_cScreenHeightVirtual; video_console.m_cCurLineLength = 0; memset(video_console.m_Lines[video_console.m_nCurLine], 0, ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) ); return; } int bIncrementLine = FALSE; // Whether to wrap to the next line if( video_console.m_cCurLineLength == video_console.m_cScreenWidth ) bIncrementLine = TRUE; else { // Try to append the character to the line video_console.m_Lines[ video_console.m_nCurLine ][ video_console.m_cCurLineLength ] = wch; float fTextWidth, fTextHeight; xdk360_video_font_get_text_width(&m_Font, video_console.m_Lines[ video_console.m_nCurLine ], &fTextWidth, &fTextHeight, 0); if( fTextHeight > video_console.m_cxSafeArea ) { // The line is too long, we need to wrap the character to the next line video_console.m_Lines[video_console.m_nCurLine][ video_console.m_cCurLineLength ] = L'\0'; bIncrementLine = TRUE; } } // If we need to skip to the next line, do so if( bIncrementLine ) { video_console.m_nCurLine = ( video_console.m_nCurLine + 1 ) % video_console.m_cScreenHeightVirtual; video_console.m_cCurLineLength = 0; memset( video_console.m_Lines[video_console.m_nCurLine], 0, ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) ); video_console.m_Lines[video_console.m_nCurLine ][0] = wch; } video_console.m_cCurLineLength++; } void xdk360_console_format(_In_z_ _Printf_format_string_ LPCSTR strFormat, ... ) { video_console.m_nCurLine = 0; video_console.m_cCurLineLength = 0; memset( video_console.m_Buffer, 0, video_console.m_cScreenHeightVirtual * ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) ); va_list pArgList; va_start( pArgList, strFormat ); // Count the required length of the string unsigned long dwStrLen = _vscprintf( strFormat, pArgList ) + 1; // +1 = null terminator char * strMessage = ( char * )_malloca( dwStrLen ); vsprintf_s( strMessage, dwStrLen, strFormat, pArgList ); // Output the string to the console unsigned long uStringLength = strlen( strMessage ); for( unsigned long i = 0; i < uStringLength; i++ ) { wchar_t wch; int ret = MultiByteToWideChar( CP_ACP, // ANSI code page 0, // No flags &strMessage[i], // Character to convert 1, // Convert one byte &wch, // Target wide character buffer 1 ); // One wide character xdk360_console_add( wch ); } _freea( strMessage ); va_end( pArgList ); } void xdk360_console_format_w(_In_z_ _Printf_format_string_ LPCWSTR wstrFormat, ... ) { video_console.m_nCurLine = 0; video_console.m_cCurLineLength = 0; memset( video_console.m_Buffer, 0, video_console.m_cScreenHeightVirtual * ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) ); va_list pArgList; va_start( pArgList, wstrFormat ); // Count the required length of the string unsigned long dwStrLen = _vscwprintf( wstrFormat, pArgList ) + 1; // +1 = null terminator wchar_t * strMessage = ( wchar_t * )_malloca( dwStrLen * sizeof( wchar_t ) ); vswprintf_s( strMessage, dwStrLen, wstrFormat, pArgList ); // Output the string to the console unsigned long uStringLength = wcslen( strMessage ); for( unsigned long i = 0; i < uStringLength; i++ ) xdk360_console_add( strMessage[i] ); _freea( strMessage ); va_end( pArgList ); } #define CALCFONTFILEHEADERSIZE(x) ( sizeof(unsigned long) + (sizeof(float)* 4) + sizeof(unsigned short) + (sizeof(wchar_t)*(x)) ) #define FONTFILEVERSION 5 typedef struct FontFileHeaderImage_t { unsigned long m_dwFileVersion; // Version of the font file (Must match FONTFILEVERSION) float m_fFontHeight; // Height of the font strike in pixels float m_fFontTopPadding; // Padding above the strike zone float m_fFontBottomPadding; // Padding below the strike zone float m_fFontYAdvance; // Number of pixels to move the cursor for a line feed unsigned short m_cMaxGlyph; // Number of font characters (Should be an odd number to maintain DWORD Alignment) wchar_t m_TranslatorTable[1]; // ASCII to Glyph lookup table, NOTE: It's m_cMaxGlyph+1 in size. } FontFileHeaderImage_t; // Font strike array. Immediately follows the FontFileHeaderImage_t // structure image typedef struct FontFileStrikesImage_t { unsigned long m_dwNumGlyphs; // Size of font strike array (First entry is the unknown glyph) GLYPH_ATTR m_Glyphs[1]; // Array of font strike uv's etc... NOTE: It's m_dwNumGlyphs in size } FontFileStrikesImage_t; static PackedResource m_xprResource; static const char g_strFontShader[] = "struct VS_IN\n" "{\n" "float2 Pos : POSITION;\n" "float2 Tex : TEXCOORD0;\n" "float4 ChannelSelector : TEXCOORD1;\n" "};\n" "struct VS_OUT\n" "{\n" "float4 Position : POSITION;\n" "float4 Diffuse : COLOR0_center;\n" "float2 TexCoord0 : TEXCOORD0;\n" "float4 ChannelSelector : TEXCOORD1;\n" "};\n" "uniform float4 Color : register(c1);\n" "uniform float2 TexScale : register(c2);\n" "sampler FontTexture : register(s0);\n" "VS_OUT main_vertex( VS_IN In )\n" "{\n" "VS_OUT Out;\n" "Out.Position.x = (In.Pos.x-0.5);\n" "Out.Position.y = (In.Pos.y-0.5);\n" "Out.Position.z = ( 0.0 );\n" "Out.Position.w = ( 1.0 );\n" "Out.Diffuse = Color;\n" "Out.TexCoord0.x = In.Tex.x * TexScale.x;\n" "Out.TexCoord0.y = In.Tex.y * TexScale.y;\n" "Out.ChannelSelector = In.ChannelSelector;\n" "return Out;\n" "}\n" "float4 main_fragment( VS_OUT In ) : COLOR0\n" "{\n" "float4 FontTexel = tex2D( FontTexture, In.TexCoord0 );\n" "if( dot( In.ChannelSelector, float4(1,1,1,1) ) )\n" "{\n" "float value = dot( FontTexel, In.ChannelSelector );\n" "float4 Color;\n" "Color.rgb = ( value > 0.5f ? 2*value-1 : 0.0f );\n" "Color.a = 2 * ( value > 0.5f ? 1.0f : value );\n" "return Color * In.Diffuse;\n" "}\n" "else\n" "{\n" "return FontTexel * In.Diffuse;\n" "}\n" "}\n"; typedef struct Font_Locals_t { D3DVertexDeclaration* m_pFontVertexDecl; // Shared vertex buffer D3DVertexShader* m_pFontVertexShader; // Created vertex shader D3DPixelShader* m_pFontPixelShader; // Created pixel shader } Font_Locals_t; // All elements are defaulted to NULL static Font_Locals_t s_FontLocals; // Global static instance static HRESULT xdk360_video_font_create_shaders (xdk360_video_font_t * font) { // // There are only two states the globals could be in, // Initialized, in which the ref count is increased, // Uninialized, in which the vertex/pixel shaders need to be // started up and a vertex array created. /// HRESULT hr; if (!s_FontLocals.m_pFontVertexDecl) { // Use the do {} while(0); trick for a fake goto // It simplies tear down on error conditions. do { // Step #1, create my vertex array with 16 bytes per entry // Floats for the position, // shorts for the uvs // 32 bit packed ARGB 8:8:8:8 for color static const D3DVERTEXELEMENT9 decl[] = { { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 8, D3DDECLTYPE_USHORT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, D3DDECL_END() }; // Cache this global into a register xdk360_video_t *vid = (xdk360_video_t*)g_d3d; D3DDevice *pd3dDevice = vid->d3d_render_device; hr = pd3dDevice->CreateVertexDeclaration( decl, &s_FontLocals.m_pFontVertexDecl ); if (SUCCEEDED(hr)) { // Step #2, create my vertex shader ID3DXBuffer* pShaderCode; hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 , NULL, NULL, "main_vertex", "vs.2.0", 0,&pShaderCode, NULL, NULL ); if (SUCCEEDED(hr)) { hr = pd3dDevice->CreateVertexShader( ( unsigned long * )pShaderCode->GetBufferPointer(), &s_FontLocals.m_pFontVertexShader ); // Release the compiled shader pShaderCode->Release(); if(SUCCEEDED(hr)) { // Step #3, create my pixel shader hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 , NULL, NULL, "main_fragment", "ps.2.0", 0,&pShaderCode, NULL, NULL ); if ( SUCCEEDED(hr)) { hr = pd3dDevice->CreatePixelShader( ( DWORD* )pShaderCode->GetBufferPointer(), &s_FontLocals.m_pFontPixelShader ); // Release the compiled shader pShaderCode->Release(); if (SUCCEEDED(hr)) { hr = S_OK; break; // Skip the teardown code } } // If the code got to here, a fatal error has occured // and a clean shutdown needs to be performed. D3DResource_Release((D3DResource *)s_FontLocals.m_pFontVertexShader); } // Ensure the pointer is NULL s_FontLocals.m_pFontVertexShader = NULL; } D3DResource_Release((D3DResource *)s_FontLocals.m_pFontVertexDecl); } // Ensure this pointer is NULL s_FontLocals.m_pFontVertexDecl = NULL; }while(0); // Exit point for the break command. return hr; } else { D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontVertexDecl); D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontVertexShader); D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontPixelShader); hr = S_OK; } return hr; // Return the error code if any } void xdk360_video_font_set_size(xdk360_video_font_t * font, float x, float y) { font->m_fXScaleFactor = x; font->m_fYScaleFactor = y; } HRESULT xdk360_video_font_init(xdk360_video_font_t * font, const char * strFontFileName) { font->m_pFontTexture = NULL; font->m_dwNumGlyphs = 0L; font->m_Glyphs = NULL; font->m_fCursorX = 0.0f; font->m_fCursorY = 0.0f; font->m_fXScaleFactor = 2.0f; font->m_fYScaleFactor = 2.0f; font->m_cMaxGlyph = 0; font->m_TranslatorTable = NULL; font->m_dwNestedBeginCount = 0L; // Create the font if( FAILED( m_xprResource.Create( strFontFileName ) ) ) return E_FAIL; D3DTexture * pFontTexture = m_xprResource.GetTexture( "FontTexture" ); const void * pFontData = m_xprResource.GetData( "FontData"); // Save a copy of the texture font->m_pFontTexture = pFontTexture; // Check version of file (to make sure it matches up with the FontMaker tool) const unsigned char * pData = static_cast(pFontData); unsigned long dwFileVersion = reinterpret_cast(pData)->m_dwFileVersion; if( dwFileVersion == FONTFILEVERSION ) { font->m_fFontHeight = reinterpret_cast(pData)->m_fFontHeight; font->m_fFontTopPadding = reinterpret_cast(pData)->m_fFontTopPadding; font->m_fFontBottomPadding = reinterpret_cast(pData)->m_fFontBottomPadding; font->m_fFontYAdvance = reinterpret_cast(pData)->m_fFontYAdvance; // Point to the translator string which immediately follows the 4 floats font->m_cMaxGlyph = reinterpret_cast(pData)->m_cMaxGlyph; font->m_TranslatorTable = const_cast(reinterpret_cast(pData))->m_TranslatorTable; pData += CALCFONTFILEHEADERSIZE( font->m_cMaxGlyph + 1 ); // Read the glyph attributes from the file font->m_dwNumGlyphs = reinterpret_cast(pData)->m_dwNumGlyphs; font->m_Glyphs = reinterpret_cast(pData)->m_Glyphs; // Pointer } else { RARCH_ERR( "Incorrect version number on font file.\n" ); return E_FAIL; } // Create the vertex and pixel shaders for rendering the font if( FAILED( xdk360_video_font_create_shaders(font) ) ) { RARCH_ERR( "Could not create font shaders.\n" ); return E_FAIL; } xdk360_video_t *vid = (xdk360_video_t*)g_d3d; D3DDevice *pd3dDevice = vid->d3d_render_device; // Initialize the window D3DDISPLAYMODE DisplayMode; pd3dDevice->GetDisplayMode( 0, &DisplayMode ); font->m_rcWindow.x1 = 0; font->m_rcWindow.y1 = 0; font->m_rcWindow.x2 = DisplayMode.Width; font->m_rcWindow.y2 = DisplayMode.Height; // Determine whether we should save/restore state font->m_bSaveState = TRUE; return S_OK; } void xdk360_video_font_deinit(xdk360_video_font_t * font) { font->m_pFontTexture = NULL; font->m_dwNumGlyphs = 0L; font->m_Glyphs = NULL; font->m_cMaxGlyph = 0; font->m_TranslatorTable = NULL; font->m_dwNestedBeginCount = 0L; // Safely release shaders // NOTE: They are released in reverse order of creation // to make sure any interdependencies are dealt with if( ( s_FontLocals.m_pFontPixelShader != NULL ) && ( s_FontLocals.m_pFontPixelShader->Release() == 0 ) ) s_FontLocals.m_pFontPixelShader = NULL; if( ( s_FontLocals.m_pFontVertexShader != NULL ) && ( s_FontLocals.m_pFontVertexShader->Release() == 0 ) ) s_FontLocals.m_pFontVertexShader = NULL; if( ( s_FontLocals.m_pFontVertexDecl != NULL ) && ( s_FontLocals.m_pFontVertexDecl->Release() == 0 ) ) s_FontLocals.m_pFontVertexDecl = NULL; if( m_xprResource.m_bInitialized) m_xprResource.Destroy(); } void xdk360_video_font_set_cursor_position(xdk360_video_font_t *font, float fCursorX, float fCursorY ) { font->m_fCursorX = floorf( fCursorX ); font->m_fCursorY = floorf( fCursorY ); } void xdk360_video_font_get_text_width(xdk360_video_font_t * font, const wchar_t * strText, float * pWidth, float * pHeight, int bFirstLineOnly) { // Set default text extent in output parameters int iWidth = 0; float fHeight = 0.0f; if( strText ) { // Initialize counters that keep track of text extent int ix = 0; float fy = font->m_fFontHeight; // One character high to start if( fy > fHeight ) fHeight = fy; // Loop through each character and update text extent unsigned long letter; while( (letter = *strText) != 0 ) { ++strText; // Handle newline character if( letter == L'\n' ) { if( bFirstLineOnly ) break; ix = 0; fy += font->m_fFontYAdvance; // since the height has changed, test against the height extent if( fy > fHeight ) fHeight = fy; } // Handle carriage return characters by ignoring them. This helps when // displaying text from a file. if( letter == L'\r' ) continue; // Translate unprintable characters const GLYPH_ATTR* pGlyph; if( letter > font->m_cMaxGlyph ) letter = 0; // Out of bounds? else letter = font->m_TranslatorTable[letter]; // Remap ASCII to glyph pGlyph = &font->m_Glyphs[letter]; // Get the requested glyph // Get text extent for this character's glyph ix += pGlyph->wOffset; ix += pGlyph->wAdvance; // Since the x widened, test against the x extent if( ix > iWidth ) iWidth = ix; } } // Convert the width to a float here, load/hit/store. :( float fWidth = static_cast(iWidth); // Delay the use if fWidth to reduce LHS pain // Apply the scale factor to the result fHeight *= font->m_fYScaleFactor; // Store the final results *pHeight = fHeight; fWidth *= font->m_fXScaleFactor; *pWidth = fWidth; } void xdk360_video_font_begin (xdk360_video_font_t * font) { // Set state on the first call if( font->m_dwNestedBeginCount == 0 ) { // Cache the global pointer into a register xdk360_video_t *vid = (xdk360_video_t*)g_d3d; D3DDevice *pD3dDevice = vid->d3d_render_device; // Save state if( font->m_bSaveState ) { // Note, we are not saving the texture, vertex, or pixel shader, // since it's not worth the performance. We're more interested // in saving state that would cause hard to find problems. pD3dDevice->GetRenderState( D3DRS_ALPHABLENDENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHABLENDENABLE ] ); pD3dDevice->GetRenderState( D3DRS_SRCBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_SRCBLEND ] ); pD3dDevice->GetRenderState( D3DRS_DESTBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_DESTBLEND ] ); pD3dDevice->GetRenderState( D3DRS_BLENDOP, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_BLENDOP ] ); pD3dDevice->GetRenderState( D3DRS_ALPHATESTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHATESTENABLE ] ); pD3dDevice->GetRenderState( D3DRS_ALPHAREF, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAREF ] ); pD3dDevice->GetRenderState( D3DRS_ALPHAFUNC, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAFUNC ] ); pD3dDevice->GetRenderState( D3DRS_FILLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_FILLMODE ] ); pD3dDevice->GetRenderState( D3DRS_CULLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_CULLMODE ] ); pD3dDevice->GetRenderState( D3DRS_VIEWPORTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_VIEWPORTENABLE ] ); font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MINFILTER ] = D3DDevice_GetSamplerState_MinFilter( pD3dDevice, 0 ); font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MAGFILTER ] = D3DDevice_GetSamplerState_MagFilter( pD3dDevice, 0 ); font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSU ] = D3DDevice_GetSamplerState_AddressU( pD3dDevice, 0); font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSV ] = D3DDevice_GetSamplerState_AddressV( pD3dDevice, 0); } // Set the texture scaling factor as a vertex shader constant D3DSURFACE_DESC TextureDesc; D3DTexture_GetLevelDesc(font->m_pFontTexture, 0, &TextureDesc); // Get the description // Set render state D3DDevice_SetTexture_Inline(pD3dDevice, 0, font->m_pFontTexture); // Read the TextureDesc here to ensure no load/hit/store from GetLevelDesc() float vTexScale[4]; vTexScale[0] = 1.0f / TextureDesc.Width; // LHS due to int->float conversion vTexScale[1] = 1.0f / TextureDesc.Height; vTexScale[2] = 0.0f; vTexScale[3] = 0.0f; D3DDevice_SetRenderState_AlphaBlendEnable( pD3dDevice, TRUE ); D3DDevice_SetRenderState_SrcBlend(pD3dDevice, D3DBLEND_SRCALPHA ); D3DDevice_SetRenderState_DestBlend( pD3dDevice, D3DBLEND_INVSRCALPHA ); D3DDevice_SetRenderState_BlendOp( pD3dDevice, D3DBLENDOP_ADD ); pD3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE ); pD3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 ); pD3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL ); pD3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID ); pD3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ); pD3dDevice->SetRenderState( D3DRS_VIEWPORTENABLE, FALSE ); D3DDevice_SetSamplerState_MinFilter(pD3dDevice, 0, D3DTEXF_LINEAR ); D3DDevice_SetSamplerState_MagFilter(pD3dDevice, 0, D3DTEXF_LINEAR ); D3DDevice_SetSamplerState_AddressU_Inline(pD3dDevice, 0, D3DTADDRESS_CLAMP ); D3DDevice_SetSamplerState_AddressV_Inline(pD3dDevice, 0, D3DTADDRESS_CLAMP ); D3DDevice_SetVertexDeclaration(pD3dDevice, s_FontLocals.m_pFontVertexDecl ); D3DDevice_SetVertexShader(pD3dDevice, s_FontLocals.m_pFontVertexShader ); D3DDevice_SetPixelShader(pD3dDevice, s_FontLocals.m_pFontPixelShader ); // Set the texture scaling factor as a vertex shader constant // Call here to avoid load hit store from writing to vTexScale above pD3dDevice->SetVertexShaderConstantF( 2, vTexScale, 1 ); } // Keep track of the nested begin/end calls. font->m_dwNestedBeginCount++; } void xdk360_video_font_end(xdk360_video_font_t * font) { if( --font->m_dwNestedBeginCount > 0 ) return; // Restore state if( font->m_bSaveState ) { // Cache the global pointer into a register xdk360_video_t *vid = (xdk360_video_t*)g_d3d; D3DDevice *pD3dDevice = vid->d3d_render_device; D3DDevice_SetTexture_Inline(pD3dDevice, 0, NULL); D3DDevice_SetVertexDeclaration(pD3dDevice, NULL); D3DDevice_SetVertexShader(pD3dDevice, NULL ); D3DDevice_SetPixelShader(pD3dDevice, NULL ); D3DDevice_SetRenderState_AlphaBlendEnable(pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHABLENDENABLE ]); D3DDevice_SetRenderState_SrcBlend(pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_SRCBLEND ] ); D3DDevice_SetRenderState_DestBlend( pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_DESTBLEND ] ); D3DDevice_SetRenderState_BlendOp( pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_BLENDOP ] ); pD3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHATESTENABLE ] ); pD3dDevice->SetRenderState( D3DRS_ALPHAREF, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAREF ] ); pD3dDevice->SetRenderState( D3DRS_ALPHAFUNC, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAFUNC ] ); pD3dDevice->SetRenderState( D3DRS_FILLMODE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_FILLMODE ] ); pD3dDevice->SetRenderState( D3DRS_CULLMODE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_CULLMODE ] ); pD3dDevice->SetRenderState( D3DRS_VIEWPORTENABLE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_VIEWPORTENABLE ] ); D3DDevice_SetSamplerState_MinFilter(pD3dDevice, 0, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MINFILTER ] ); D3DDevice_SetSamplerState_MagFilter(pD3dDevice, 0, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MAGFILTER ] ); D3DDevice_SetSamplerState_AddressU_Inline(pD3dDevice, 0, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSU ] ); D3DDevice_SetSamplerState_AddressV_Inline(pD3dDevice, 0, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSV ] ); } } void xdk360_video_font_draw_text(xdk360_video_font_t * font, float fOriginX, float fOriginY, unsigned long dwColor, const wchar_t * strText, float fMaxPixelWidth ) { if( strText == NULL || strText[0] == L'\0') return; xdk360_video_t *vid = (xdk360_video_t*)g_d3d; D3DDevice *pd3dDevice = vid->d3d_render_device; // Set the color as a vertex shader constant float vColor[4]; vColor[0] = ( ( dwColor & 0x00ff0000 ) >> 16L ) / 255.0F; vColor[1] = ( ( dwColor & 0x0000ff00 ) >> 8L ) / 255.0F; vColor[2] = ( ( dwColor & 0x000000ff ) >> 0L ) / 255.0F; vColor[3] = ( ( dwColor & 0xff000000 ) >> 24L ) / 255.0F; // Set up stuff to prepare for drawing text xdk360_video_font_begin(font); // Perform the actual storing of the color constant here to prevent // a load-hit-store by inserting work between the store and the use of // the vColor array. pd3dDevice->SetVertexShaderConstantF( 1, vColor, 1 ); // Set the starting screen position if((fOriginX < 0.0f)) fOriginX += font->m_rcWindow.x2; if( fOriginY < 0.0f ) fOriginY += font->m_rcWindow.y2; font->m_fCursorX = floorf( fOriginX ); font->m_fCursorY = floorf( fOriginY ); // Adjust for padding fOriginY -= font->m_fFontTopPadding; // Add window offsets float Winx = 0.0f; float Winy = 0.0f; fOriginX += Winx; fOriginY += Winy; font->m_fCursorX += Winx; font->m_fCursorY += Winy; // Begin drawing the vertices // Declared as volatile to force writing in ascending // address order. It prevents out of sequence writing in write combined // memory. volatile float * pVertex; unsigned long dwNumChars = wcslen(strText); HRESULT hr = pd3dDevice->BeginVertices( D3DPT_QUADLIST, 4 * dwNumChars, sizeof( XMFLOAT4 ) , ( VOID** )&pVertex ); // The ring buffer may run out of space when tiling, doing z-prepasses, // or using BeginCommandBuffer. If so, make the buffer larger. if( FAILED( hr ) ) RARCH_ERR( "Ring buffer out of memory.\n" ); // Draw four vertices for each glyph while( *strText ) { wchar_t letter; // Get the current letter in the string letter = *strText++; // Handle the newline character if( letter == L'\n' ) { font->m_fCursorX = fOriginX; font->m_fCursorY += font->m_fFontYAdvance * font->m_fYScaleFactor; continue; } // Translate unprintable characters const GLYPH_ATTR * pGlyph = &font->m_Glyphs[ ( letter <= font->m_cMaxGlyph ) ? font->m_TranslatorTable[letter] : 0 ]; float fOffset = font->m_fXScaleFactor * (float)pGlyph->wOffset; float fAdvance = font->m_fXScaleFactor * (float)pGlyph->wAdvance; float fWidth = font->m_fXScaleFactor * (float)pGlyph->wWidth; float fHeight = font->m_fYScaleFactor * font->m_fFontHeight; // Setup the screen coordinates font->m_fCursorX += fOffset; float X4 = font->m_fCursorX; float X1 = X4; float X3 = X4 + fWidth; float X2 = X1 + fWidth; float Y1 = font->m_fCursorY; float Y3 = Y1 + fHeight; float Y2 = Y1; float Y4 = Y3; font->m_fCursorX += fAdvance; // Select the RGBA channel that the compressed glyph is stored in // Takes a 4 bit per pixel ARGB value and expand it to an 8 bit per pixel ARGB value unsigned long dwChannelSelector = pGlyph->wMask; // Convert to 32 bit // Perform the conversion without branching // Splat the 4 bit per pixels from 0x1234 to 0x01020304 dwChannelSelector = ((dwChannelSelector&0xF000)<<(24-12))|((dwChannelSelector&0xF00)<<(16-8))| ((dwChannelSelector&0xF0)<<(8-4))|(dwChannelSelector&0xF); // Perform a vectorized multiply to make 0x01020304 into 0x11223344 dwChannelSelector *= 0x11; // Add the vertices to draw this glyph unsigned long tu1 = pGlyph->tu1; // Convert shorts to 32 bit longs for in register merging unsigned long tv1 = pGlyph->tv1; unsigned long tu2 = pGlyph->tu2; unsigned long tv2 = pGlyph->tv2; // NOTE: The vertexs are 2 floats for the screen coordinates, // followed by two USHORTS for the u/vs of the character, // terminated with the ARGB 32 bit color. // This makes for 16 bytes per vertex data (Easier to read) // Second NOTE: The uvs are merged and written using a DWORD due // to the write combining hardware being only able to handle 32, // 64 and 128 writes. Never store to write combined memory with // 8 or 16 bit instructions. You've been warned. pVertex[0] = X1; pVertex[1] = Y1; reinterpret_cast(pVertex)[2] = (tu1<<16)|tv1; // Merged using big endian rules reinterpret_cast(pVertex)[3] = dwChannelSelector; pVertex[4] = X2; pVertex[5] = Y2; reinterpret_cast(pVertex)[6] = (tu2<<16)|tv1; // Merged using big endian rules reinterpret_cast(pVertex)[7] = dwChannelSelector; pVertex[8] = X3; pVertex[9] = Y3; reinterpret_cast(pVertex)[10] = (tu2<<16)|tv2; // Merged using big endian rules reinterpret_cast(pVertex)[11] = dwChannelSelector; pVertex[12] = X4; pVertex[13] = Y4; reinterpret_cast(pVertex)[14] = (tu1<<16)|tv2; // Merged using big endian rules reinterpret_cast(pVertex)[15] = dwChannelSelector; pVertex+=16; dwNumChars--; } // Since we allocated vertex data space based on the string length, we now need to // add some dummy verts for any skipped characters (like newlines, etc.) while( dwNumChars ) { pVertex[0] = 0; pVertex[1] = 0; pVertex[2] = 0; pVertex[3] = 0; pVertex[4] = 0; pVertex[5] = 0; pVertex[6] = 0; pVertex[7] = 0; pVertex[8] = 0; pVertex[9] = 0; pVertex[10] = 0; pVertex[11] = 0; pVertex[12] = 0; pVertex[13] = 0; pVertex[14] = 0; pVertex[15] = 0; pVertex+=16; dwNumChars--; } // Stop drawing vertices D3DDevice_EndVertices(pd3dDevice); // Undo window offsets font->m_fCursorX -= Winx; font->m_fCursorY -= Winy; // Call End() to complete the begin/end pair for drawing text xdk360_video_font_end(font); }