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https://github.com/CTCaer/RetroArch.git
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501 lines
16 KiB
C
501 lines
16 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2015 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <xtl.h>
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#include "../font_driver.h"
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#include "../d3d/d3d.h"
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#include "../../general.h"
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#include "../../xdk/xdk_resources.h"
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#define FONT_SCALE(d3d) ((d3d->resolution_hd_enable) ? 2 : 1)
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typedef struct GLYPH_ATTR
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{
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uint16_t tu1, tv1, tu2, tv2; /* Texture coordinates for the image. */
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int16_t wOffset; /* Pixel offset for glyph start. */
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int16_t wWidth; /* Pixel width of the glyph. */
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int16_t wAdvance; /* Pixels to advance after the glyph. */
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uint16_t wMask;
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} GLYPH_ATTR;
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typedef struct
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{
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D3DVertexDeclaration *m_pFontVertexDecl;
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D3DVertexShader *m_pFontVertexShader;
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D3DPixelShader *m_pFontPixelShader;
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} Font_Locals_t;
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typedef struct
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{
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Font_Locals_t s_FontLocals;
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d3d_video_t *d3d;
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uint32_t m_dwSavedState;
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uint32_t m_cMaxGlyph; /* Number of entries in the translator table. */
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uint32_t m_dwNumGlyphs; /* Number of valid glyphs. */
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float m_fFontHeight; /* Height of the font strike in pixels. */
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float m_fFontTopPadding; /* Padding above the strike zone. */
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float m_fFontBottomPadding; /* Padding below the strike zone. */
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float m_fFontYAdvance; /* Number of pixels to move the cursor for a line feed. */
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wchar_t * m_TranslatorTable; /* ASCII to glyph lookup table. */
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D3DTexture* m_pFontTexture;
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const GLYPH_ATTR* m_Glyphs; /* Array of glyphs. */
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} xdk360_video_font_t;
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#define CALCFONTFILEHEADERSIZE(x) ( sizeof(uint32_t) + (sizeof(float)* 4) + sizeof(uint16_t) + (sizeof(wchar_t)*(x)) )
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#define FONTFILEVERSION 5
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typedef struct
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{
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uint32_t m_dwFileVersion; /* Version of the font file (Must match FONTFILEVERSION). */
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float m_fFontHeight; /* Height of the font strike in pixels. */
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float m_fFontTopPadding; /* Padding above the strike zone. */
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float m_fFontBottomPadding; /* Padding below the strike zone. */
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float m_fFontYAdvance; /* Number of pixels to move the cursor for a line feed. */
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uint16_t m_cMaxGlyph; /* Number of font characters (Should be an odd number to maintain DWORD Alignment). */
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wchar_t m_TranslatorTable[1]; /* ASCII to Glyph lookup table, NOTE: It's m_cMaxGlyph+1 in size. */
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} FontFileHeaderImage_t;
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typedef struct
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{
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uint32_t m_dwNumGlyphs; /* Size of font strike array (First entry is the unknown glyph). */
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GLYPH_ATTR m_Glyphs[1]; /* Array of font strike uv's etc... NOTE: It's m_dwNumGlyphs in size. */
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} FontFileStrikesImage_t;
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static const char g_strFontShader[] =
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"struct VS_IN\n"
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"{\n"
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"float2 Pos : POSITION;\n"
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"float2 Tex : TEXCOORD0;\n"
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"};\n"
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"struct VS_OUT\n"
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"{\n"
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"float4 Position : POSITION;\n"
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"float2 TexCoord0 : TEXCOORD0;\n"
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"};\n"
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"uniform float4 Color : register(c1);\n"
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"uniform float2 TexScale : register(c2);\n"
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"sampler FontTexture : register(s0);\n"
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"VS_OUT main_vertex( VS_IN In )\n"
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"{\n"
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"VS_OUT Out;\n"
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"Out.Position.x = (In.Pos.x-0.5);\n"
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"Out.Position.y = (In.Pos.y-0.5);\n"
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"Out.Position.z = ( 0.0 );\n"
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"Out.Position.w = ( 1.0 );\n"
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"Out.TexCoord0.x = In.Tex.x * TexScale.x;\n"
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"Out.TexCoord0.y = In.Tex.y * TexScale.y;\n"
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"return Out;\n"
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"}\n"
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"float4 main_fragment( VS_OUT In ) : COLOR0\n"
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"{\n"
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"float4 FontTexel = tex2D( FontTexture, In.TexCoord0 );\n"
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"return FontTexel;\n"
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"}\n";
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static PackedResource m_xprResource;
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static HRESULT xdk360_video_font_create_shaders(xdk360_video_font_t * font)
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{
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HRESULT hr;
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LPDIRECT3DDEVICE d3dr = font->d3d->dev;
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if (font->s_FontLocals.m_pFontVertexDecl)
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{
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font->s_FontLocals.m_pFontVertexDecl->AddRef();
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font->s_FontLocals.m_pFontVertexShader->AddRef();
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font->s_FontLocals.m_pFontPixelShader->AddRef();
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return 0;
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}
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do
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{
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static const D3DVERTEXELEMENT9 decl[] =
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{
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{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 8, D3DDECLTYPE_USHORT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
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D3DDECL_END()
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};
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hr = d3dr->CreateVertexDeclaration( decl, &font->s_FontLocals.m_pFontVertexDecl );
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if (hr >= 0)
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{
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ID3DXBuffer* pShaderCode;
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hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
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NULL, NULL, "main_vertex", "vs.2.0", 0,&pShaderCode, NULL, NULL );
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if (hr >= 0)
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{
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hr = d3dr->CreateVertexShader((const DWORD*)pShaderCode->GetBufferPointer(),
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&font->s_FontLocals.m_pFontVertexShader );
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pShaderCode->Release();
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if (hr >= 0)
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{
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hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
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NULL, NULL, "main_fragment", "ps.2.0", 0,&pShaderCode, NULL, NULL );
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if (hr >= 0)
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{
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hr = d3dr->CreatePixelShader((DWORD*)pShaderCode->GetBufferPointer(),
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&font->s_FontLocals.m_pFontPixelShader );
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pShaderCode->Release();
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if (hr >= 0)
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{
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hr = 0;
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break;
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}
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}
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font->s_FontLocals.m_pFontVertexShader->Release();
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}
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font->s_FontLocals.m_pFontVertexShader = NULL;
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}
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font->s_FontLocals.m_pFontVertexDecl->Release();
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}
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font->s_FontLocals.m_pFontVertexDecl = NULL;
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}while(0);
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return hr;
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}
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static void *xdk360_init_font(void *video_data,
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const char *font_path, float font_size)
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{
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uint32_t dwFileVersion;
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const void *pFontData = NULL;
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D3DTexture *pFontTexture = NULL;
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const uint8_t * pData = NULL;
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xdk360_video_font_t *font = (xdk360_video_font_t*)calloc(1, sizeof(*font));
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if (!font)
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return NULL;
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(void)font_size;
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font->d3d = (d3d_video_t*)video_data;
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font->m_pFontTexture = NULL;
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font->m_dwNumGlyphs = 0L;
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font->m_Glyphs = NULL;
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font->m_cMaxGlyph = 0;
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font->m_TranslatorTable = NULL;
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/* Create the font. */
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if (FAILED( m_xprResource.Create(font_path)))
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goto error;
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pFontTexture = m_xprResource.GetTexture( "FontTexture" );
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pFontData = m_xprResource.GetData( "FontData");
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/* Save a copy of the texture. */
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font->m_pFontTexture = pFontTexture;
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/* Check version of file (to make sure it matches up with the FontMaker tool). */
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pData = (const uint8_t*)pFontData;
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dwFileVersion = ((const FontFileHeaderImage_t *)pData)->m_dwFileVersion;
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if (dwFileVersion != FONTFILEVERSION)
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{
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RARCH_ERR("Incorrect version number on font file.\n");
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goto error;
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}
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font->m_fFontHeight = ((const FontFileHeaderImage_t *)pData)->m_fFontHeight;
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font->m_fFontTopPadding = ((const FontFileHeaderImage_t *)pData)->m_fFontTopPadding;
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font->m_fFontBottomPadding = ((const FontFileHeaderImage_t *)pData)->m_fFontBottomPadding;
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font->m_fFontYAdvance = ((const FontFileHeaderImage_t *)pData)->m_fFontYAdvance;
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/* Point to the translator string which immediately follows the 4 floats. */
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font->m_cMaxGlyph = ((const FontFileHeaderImage_t *)pData)->m_cMaxGlyph;
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font->m_TranslatorTable = const_cast<FontFileHeaderImage_t*>((const FontFileHeaderImage_t *)pData)->m_TranslatorTable;
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pData += CALCFONTFILEHEADERSIZE( font->m_cMaxGlyph + 1 );
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/* Read the glyph attributes from the file. */
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font->m_dwNumGlyphs = ((const FontFileStrikesImage_t *)pData)->m_dwNumGlyphs;
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font->m_Glyphs = ((const FontFileStrikesImage_t *)pData)->m_Glyphs;
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/* Create the vertex and pixel shaders for rendering the font */
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if (FAILED(xdk360_video_font_create_shaders(font)))
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{
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RARCH_ERR( "Could not create font shaders.\n" );
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goto error;
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}
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RARCH_LOG("Successfully initialized D3D9 HLSL fonts.\n");
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return font;
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error:
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RARCH_ERR("Could not initialize D3D9 HLSL fonts.\n");
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if (font)
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free(font);
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return NULL;
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}
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static void xdk360_free_font(void *data)
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{
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xdk360_video_font_t *font = (xdk360_video_font_t*)data;
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if (!font)
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return;
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/* Destroy the font */
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font->m_pFontTexture = NULL;
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font->m_dwNumGlyphs = 0L;
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font->m_Glyphs = NULL;
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font->m_cMaxGlyph = 0;
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font->m_TranslatorTable = NULL;
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if (font->s_FontLocals.m_pFontPixelShader)
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font->s_FontLocals.m_pFontPixelShader->Release();
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if (font->s_FontLocals.m_pFontVertexShader)
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font->s_FontLocals.m_pFontVertexShader->Release();
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if (font->s_FontLocals.m_pFontVertexDecl)
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font->s_FontLocals.m_pFontVertexDecl->Release();
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font->s_FontLocals.m_pFontPixelShader = NULL;
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font->s_FontLocals.m_pFontVertexShader = NULL;
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font->s_FontLocals.m_pFontVertexDecl = NULL;
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if (m_xprResource.Initialized())
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m_xprResource.Destroy();
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free(font);
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font = NULL;
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}
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static void xdk360_render_msg_post(xdk360_video_font_t * font)
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{
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/* Cache the global pointer into a register */
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LPDIRECT3DDEVICE d3dr = font->d3d->dev;
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d3d_set_texture(d3dr, 0, NULL);
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d3dr->SetVertexDeclaration(NULL);
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d3d_set_vertex_shader(d3dr, 0, NULL);
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D3DDevice_SetPixelShader(d3dr, NULL);
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d3dr->SetRenderState( D3DRS_VIEWPORTENABLE, font->m_dwSavedState );
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}
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static void xdk360_render_msg_pre(xdk360_video_font_t * font)
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{
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float vTexScale[4];
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D3DSURFACE_DESC TextureDesc;
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LPDIRECT3DDEVICE d3dr = font->d3d->dev;
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/* Save state. */
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d3dr->GetRenderState( D3DRS_VIEWPORTENABLE, (DWORD*)&font->m_dwSavedState );
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/* Set the texture scaling factor as a vertex shader constant. */
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D3DTexture_GetLevelDesc(font->m_pFontTexture, 0, &TextureDesc); // Get the description
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/* Set render state. */
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d3d_set_texture(d3dr, 0, font->m_pFontTexture);
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/* Read the TextureDesc here to ensure no load/hit/store from GetLevelDesc(). */
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vTexScale[0] = 1.0f / TextureDesc.Width; /* LHS due to int->float conversion. */
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vTexScale[1] = 1.0f / TextureDesc.Height;
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vTexScale[2] = 0.0f;
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vTexScale[3] = 0.0f;
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d3dr->SetRenderState( D3DRS_VIEWPORTENABLE, FALSE );
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d3dr->SetVertexDeclaration(font->s_FontLocals.m_pFontVertexDecl);
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d3d_set_vertex_shader(d3dr, 0, font->s_FontLocals.m_pFontVertexShader);
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d3dr->SetPixelShader(font->s_FontLocals.m_pFontPixelShader);
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/* Set the texture scaling factor as a vertex shader constant.
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* Call here to avoid load hit store from writing to vTexScale above
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*/
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d3dr->SetVertexShaderConstantF( 2, vTexScale, 1 );
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}
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static void xdk360_draw_text(xdk360_video_font_t *font,
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float x, float y, const wchar_t * strText)
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{
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uint32_t dwNumChars;
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volatile float *pVertex;
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float vColor[4], m_fCursorX, m_fCursorY;
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LPDIRECT3DDEVICE d3dr = font->d3d->dev;
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/* Set the color as a vertex shader constant. */
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vColor[0] = ((0xffffffff & 0x00ff0000) >> 16L) / 255.0f;
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vColor[1] = ((0xffffffff & 0x0000ff00) >> 8L) / 255.0f;
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vColor[2] = ((0xffffffff & 0x000000ff) >> 0L) / 255.0f;
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vColor[3] = ((0xffffffff & 0xff000000) >> 24L) / 255.0f;
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/* Perform the actual storing of the color constant here to prevent
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* a load-hit-store by inserting work between the store and the use of
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* the vColor array. */
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d3dr->SetVertexShaderConstantF(1, vColor, 1);
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m_fCursorX = floorf(x);
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m_fCursorY = floorf(y);
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/* Adjust for padding. */
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y -= font->m_fFontTopPadding;
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/* Begin drawing the vertices
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* Declared as volatile to force writing in ascending
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* address order.
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*
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* It prevents out of sequence writing in write combined
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* memory.
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*/
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dwNumChars = wcslen(strText);
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d3dr->BeginVertices(D3DPT_QUADLIST, 4 * dwNumChars,
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sizeof(XMFLOAT4), (void**)&pVertex);
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/* Draw four vertices for each glyph. */
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while (*strText)
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{
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float fOffset, fAdvance, fWidth, fHeight;
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uint32_t tu1, tu2, tv1, tv2;
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const GLYPH_ATTR *pGlyph;
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wchar_t letter = *strText++; /* Get the current letter in the string */
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/* Handle the newline character. */
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if (letter == L'\n')
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{
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m_fCursorX = x;
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m_fCursorY += font->m_fFontYAdvance * FONT_SCALE(font->d3d);
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continue;
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}
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/* Translate unprintable characters. */
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if (letter <= font->m_cMaxGlyph)
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pGlyph = &font->m_Glyphs[font->m_TranslatorTable[letter]];
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else
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pGlyph = &font->m_Glyphs[0];
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fOffset = FONT_SCALE(font->d3d) * (float)pGlyph->wOffset;
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fAdvance = FONT_SCALE(font->d3d) * (float)pGlyph->wAdvance;
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fWidth = FONT_SCALE(font->d3d) * (float)pGlyph->wWidth;
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fHeight = FONT_SCALE(font->d3d) * font->m_fFontHeight;
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m_fCursorX += fOffset;
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/* Add the vertices to draw this glyph. */
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/* Convert shorts to 32 bit longs for in register merging */
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tu1 = pGlyph->tu1;
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tv1 = pGlyph->tv1;
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tu2 = pGlyph->tu2;
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tv2 = pGlyph->tv2;
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/* NOTE: The vertexes are 2 floats for the screen coordinates,
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* followed by two USHORTS for the u/vs of the character,
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* terminated with the ARGB 32 bit color.
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*
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* This makes for 16 bytes per vertex data (Easier to read)
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*
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* Second NOTE: The U/V coordinates are merged and written
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* using a DWORD due to the write combining hardware
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* being only able to handle 32, 64 and 128 writes.
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*
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* Never store to write combined memory with 8 or 16bit
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* instructions. You've been warned.
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*/
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/* Setup the vertex/screen coordinates */
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pVertex[0] = m_fCursorX;
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pVertex[1] = m_fCursorY;
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pVertex[3] = 0;
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pVertex[4] = m_fCursorX + fWidth;
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pVertex[5] = m_fCursorY;
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pVertex[7] = 0;
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pVertex[8] = m_fCursorX + fWidth;
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pVertex[9] = m_fCursorY + fHeight;
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pVertex[11] = 0;
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pVertex[12] = m_fCursorX;
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pVertex[13] = m_fCursorY + fHeight;
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#ifndef LSB_FIRST
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((volatile uint32_t *)pVertex)[2] = (tu1 << 16) | tv1; // Merged using big endian rules
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((volatile uint32_t *)pVertex)[6] = (tu2 << 16) | tv1; // Merged using big endian rules
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((volatile uint32_t*)pVertex)[10] = (tu2 << 16) | tv2; // Merged using big endian rules
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((volatile uint32_t*)pVertex)[14] = (tu1 << 16) | tv2; // Merged using big endian rules
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#endif
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pVertex[15] = 0;
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pVertex += 16;
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m_fCursorX += fAdvance;
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dwNumChars--;
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}
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/* Since we allocated vertex data space
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* based on the string length, we now need to
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* add some dummy verts for any skipped
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* characters (like newlines, etc.)
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*/
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while (dwNumChars)
|
|
{
|
|
unsigned i;
|
|
for (i = 0; i < 16; i++)
|
|
pVertex[i] = 0;
|
|
|
|
pVertex += 16;
|
|
dwNumChars--;
|
|
}
|
|
|
|
d3dr->EndVertices();
|
|
}
|
|
|
|
static void xdk360_render_msg(void *data, const char *str_msg,
|
|
const void *userdata)
|
|
{
|
|
float x, y;
|
|
wchar_t msg[PATH_MAX_LENGTH];
|
|
xdk360_video_font_t *font = (xdk360_video_font_t*)data;
|
|
const struct font_params *params = (const struct font_params*)userdata;
|
|
|
|
if (params)
|
|
{
|
|
x = params->x;
|
|
y = params->y;
|
|
}
|
|
else
|
|
{
|
|
x = font->d3d->resolution_hd_enable ? 160 : 100;
|
|
y = 120;
|
|
}
|
|
|
|
mbstowcs(msg, str_msg, sizeof(msg) / sizeof(wchar_t));
|
|
|
|
if (msg || msg[0] != L'\0')
|
|
{
|
|
xdk360_render_msg_pre(font);
|
|
xdk360_draw_text(font, x, y, msg);
|
|
xdk360_render_msg_post(font);
|
|
}
|
|
}
|
|
|
|
font_renderer_t d3d_xbox360_font = {
|
|
xdk360_init_font,
|
|
xdk360_free_font,
|
|
xdk360_render_msg,
|
|
"Xbox 360 fonts",
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
};
|