RetroArch/gfx/drivers_font/xdk360_fonts.cpp
2015-01-18 23:59:57 +01:00

488 lines
16 KiB
C++

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2015 - 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 <http://www.gnu.org/licenses/>.
*/
#include <xtl.h>
#include "../font_d3d_driver.h"
#include "../d3d/d3d.h"
#include "../../general.h"
#include "../../xdk/xdk_resources.h"
#define FONT_SCALE(d3d) ((d3d->resolution_hd_enable) ? 2 : 1)
typedef struct GLYPH_ATTR
{
unsigned short tu1, tv1, tu2, tv2; /* Texture coordinates for the image. */
short wOffset; /* Pixel offset for glyph start. */
short wWidth; /* Pixel width of the glyph. */
short wAdvance; /* Pixels to advance after the glyph. */
unsigned short wMask;
} GLYPH_ATTR;
typedef struct
{
unsigned long m_dwSavedState;
unsigned long m_cMaxGlyph; /* Number of entries in the translator table. */
unsigned long m_dwNumGlyphs; /* Number of valid glyphs. */
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. */
wchar_t * m_TranslatorTable; /* ASCII to glyph lookup table. */
D3DTexture* m_pFontTexture;
const GLYPH_ATTR* m_Glyphs; /* Array of glyphs. */
} xdk360_video_font_t;
static xdk360_video_font_t m_Font;
static PackedResource m_xprResource;
#define CALCFONTFILEHEADERSIZE(x) ( sizeof(unsigned long) + (sizeof(float)* 4) + sizeof(unsigned short) + (sizeof(wchar_t)*(x)) )
#define FONTFILEVERSION 5
typedef struct {
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;
typedef struct {
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 const char g_strFontShader[] =
"struct VS_IN\n"
"{\n"
"float2 Pos : POSITION;\n"
"float2 Tex : TEXCOORD0;\n"
"};\n"
"struct VS_OUT\n"
"{\n"
"float4 Position : POSITION;\n"
"float2 TexCoord0 : TEXCOORD0;\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.TexCoord0.x = In.Tex.x * TexScale.x;\n"
"Out.TexCoord0.y = In.Tex.y * TexScale.y;\n"
"return Out;\n"
"}\n"
"float4 main_fragment( VS_OUT In ) : COLOR0\n"
"{\n"
"float4 FontTexel = tex2D( FontTexture, In.TexCoord0 );\n"
"return FontTexel;\n"
"}\n";
typedef struct {
D3DVertexDeclaration* m_pFontVertexDecl;
D3DVertexShader* m_pFontVertexShader;
D3DPixelShader* m_pFontPixelShader;
} Font_Locals_t;
static Font_Locals_t s_FontLocals;
static HRESULT xdk360_video_font_create_shaders(
void *data, xdk360_video_font_t * font)
{
HRESULT hr;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = d3d->dev;
if (s_FontLocals.m_pFontVertexDecl)
{
s_FontLocals.m_pFontVertexDecl->AddRef();
s_FontLocals.m_pFontVertexShader->AddRef();
s_FontLocals.m_pFontPixelShader->AddRef();
return 0;
}
do
{
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()
};
hr = d3dr->CreateVertexDeclaration( decl, &s_FontLocals.m_pFontVertexDecl );
if (hr >= 0)
{
ID3DXBuffer* pShaderCode;
hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
NULL, NULL, "main_vertex", "vs.2.0", 0,&pShaderCode, NULL, NULL );
if (hr >= 0)
{
hr = d3dr->CreateVertexShader( ( unsigned long * )pShaderCode->GetBufferPointer(),
&s_FontLocals.m_pFontVertexShader );
pShaderCode->Release();
if (hr >= 0)
{
hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
NULL, NULL, "main_fragment", "ps.2.0", 0,&pShaderCode, NULL, NULL );
if (hr >= 0)
{
hr = d3dr->CreatePixelShader((DWORD*)pShaderCode->GetBufferPointer(),
&s_FontLocals.m_pFontPixelShader );
pShaderCode->Release();
if (hr >= 0)
{
hr = 0;
break;
}
}
s_FontLocals.m_pFontVertexShader->Release();
}
s_FontLocals.m_pFontVertexShader = NULL;
}
s_FontLocals.m_pFontVertexDecl->Release();
}
s_FontLocals.m_pFontVertexDecl = NULL;
}while(0);
return hr;
}
static bool xdk360_init_font(void *data,
const char *font_path, unsigned font_size)
{
unsigned long dwFileVersion;
const void *pFontData = NULL;
D3DTexture *pFontTexture = NULL;
const unsigned char * pData = NULL;
xdk360_video_font_t *font = &m_Font;
d3d_video_t *d3d = (d3d_video_t*)data;
(void)font_size;
font->m_pFontTexture = NULL;
font->m_dwNumGlyphs = 0L;
font->m_Glyphs = NULL;
font->m_cMaxGlyph = 0;
font->m_TranslatorTable = NULL;
/* Create the font. */
if (FAILED( m_xprResource.Create(font_path)))
goto error;
pFontTexture = m_xprResource.GetTexture( "FontTexture" );
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). */
pData = (const unsigned char*)pFontData;
dwFileVersion = ((const FontFileHeaderImage_t *)pData)->m_dwFileVersion;
if (dwFileVersion != FONTFILEVERSION)
{
RARCH_ERR("Incorrect version number on font file.\n");
goto error;
}
font->m_fFontHeight = ((const FontFileHeaderImage_t *)pData)->m_fFontHeight;
font->m_fFontTopPadding = ((const FontFileHeaderImage_t *)pData)->m_fFontTopPadding;
font->m_fFontBottomPadding = ((const FontFileHeaderImage_t *)pData)->m_fFontBottomPadding;
font->m_fFontYAdvance = ((const FontFileHeaderImage_t *)pData)->m_fFontYAdvance;
/* Point to the translator string which immediately follows the 4 floats. */
font->m_cMaxGlyph = ((const FontFileHeaderImage_t *)pData)->m_cMaxGlyph;
font->m_TranslatorTable = const_cast<FontFileHeaderImage_t*>((const FontFileHeaderImage_t *)pData)->m_TranslatorTable;
pData += CALCFONTFILEHEADERSIZE( font->m_cMaxGlyph + 1 );
/* Read the glyph attributes from the file. */
font->m_dwNumGlyphs = ((const FontFileStrikesImage_t *)pData)->m_dwNumGlyphs;
font->m_Glyphs = ((const FontFileStrikesImage_t *)pData)->m_Glyphs;
/* Create the vertex and pixel shaders for rendering the font */
if (FAILED(xdk360_video_font_create_shaders(d3d, font)))
{
RARCH_ERR( "Could not create font shaders.\n" );
goto error;
}
RARCH_LOG("Successfully initialized D3D9 HLSL fonts.\n");
return true;
error:
RARCH_ERR("Could not initialize D3D9 HLSL fonts.\n");
return false;
}
static void xdk360_deinit_font(void *data)
{
xdk360_video_font_t *font = &m_Font;
/* Destroy the font */
font->m_pFontTexture = NULL;
font->m_dwNumGlyphs = 0L;
font->m_Glyphs = NULL;
font->m_cMaxGlyph = 0;
font->m_TranslatorTable = NULL;
if (s_FontLocals.m_pFontPixelShader)
s_FontLocals.m_pFontPixelShader->Release();
if (s_FontLocals.m_pFontVertexShader)
s_FontLocals.m_pFontVertexShader->Release();
if (s_FontLocals.m_pFontVertexDecl)
s_FontLocals.m_pFontVertexDecl->Release();
s_FontLocals.m_pFontPixelShader = NULL;
s_FontLocals.m_pFontVertexShader = NULL;
s_FontLocals.m_pFontVertexDecl = NULL;
if (m_xprResource.Initialized())
m_xprResource.Destroy();
}
static void xdk360_render_msg_post(xdk360_video_font_t * font, void *video_data)
{
// Cache the global pointer into a register
d3d_video_t *d3d = (d3d_video_t*)video_data;
LPDIRECT3DDEVICE d3dr = d3d->dev;
d3d_set_texture(d3dr, 0, NULL);
d3dr->SetVertexDeclaration(NULL);
d3d_set_vertex_shader(d3dr, 0, NULL);
D3DDevice_SetPixelShader(d3dr, NULL);
d3dr->SetRenderState( D3DRS_VIEWPORTENABLE, font->m_dwSavedState );
}
static void xdk360_render_msg_pre(xdk360_video_font_t * font, void *video_data)
{
float vTexScale[4];
D3DSURFACE_DESC TextureDesc;
d3d_video_t *d3d = (d3d_video_t*)video_data;
LPDIRECT3DDEVICE d3dr = d3d->dev;
/* Save state. */
d3dr->GetRenderState( D3DRS_VIEWPORTENABLE, &font->m_dwSavedState );
/* Set the texture scaling factor as a vertex shader constant. */
D3DTexture_GetLevelDesc(font->m_pFontTexture, 0, &TextureDesc); // Get the description
/* Set render state. */
d3d_set_texture(d3dr, 0, font->m_pFontTexture);
/* Read the TextureDesc here to ensure no load/hit/store from GetLevelDesc(). */
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;
d3dr->SetRenderState( D3DRS_VIEWPORTENABLE, FALSE );
d3dr->SetVertexDeclaration(s_FontLocals.m_pFontVertexDecl);
d3d_set_vertex_shader(d3dr, 0, s_FontLocals.m_pFontVertexShader);
d3dr->SetPixelShader(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
*/
d3dr->SetVertexShaderConstantF( 2, vTexScale, 1 );
}
static void xdk360_draw_text(xdk360_video_font_t *font, void *video_data,
float x, float y, const wchar_t * strText)
{
unsigned long dwNumChars;
volatile float *pVertex;
float vColor[4], m_fCursorX, m_fCursorY;
d3d_video_t *d3d = (d3d_video_t*)video_data;
LPDIRECT3DDEVICE d3dr = d3d->dev;
/* Set the color as a vertex shader constant. */
vColor[0] = ( ( 0xffffffff & 0x00ff0000 ) >> 16L ) / 255.0f;
vColor[1] = ( ( 0xffffffff & 0x0000ff00 ) >> 8L ) / 255.0f;
vColor[2] = ( ( 0xffffffff & 0x000000ff ) >> 0L ) / 255.0f;
vColor[3] = ( ( 0xffffffff & 0xff000000 ) >> 24L ) / 255.0f;
/* 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. */
d3dr->SetVertexShaderConstantF( 1, vColor, 1 );
m_fCursorX = floorf(x);
m_fCursorY = floorf(y);
/* Adjust for padding. */
y -= font->m_fFontTopPadding;
/* Begin drawing the vertices
* Declared as volatile to force writing in ascending
* address order.
*
* It prevents out of sequence writing in write combined
* memory.
*/
dwNumChars = wcslen(strText);
d3dr->BeginVertices(D3DPT_QUADLIST, 4 * dwNumChars,
sizeof(XMFLOAT4), (void**)&pVertex);
/* Draw four vertices for each glyph. */
while (*strText)
{
float fOffset, fAdvance, fWidth, fHeight;
unsigned long tu1, tu2, tv1, tv2;
const GLYPH_ATTR *pGlyph;
wchar_t letter = *strText++; /* Get the current letter in the string */
/* Handle the newline character. */
if (letter == L'\n')
{
m_fCursorX = x;
m_fCursorY += font->m_fFontYAdvance * FONT_SCALE(d3d);
continue;
}
/* Translate unprintable characters. */
if (letter <= font->m_cMaxGlyph)
pGlyph = &font->m_Glyphs[font->m_TranslatorTable[letter]];
else
pGlyph = &font->m_Glyphs[0];
fOffset = FONT_SCALE(d3d) * (float)pGlyph->wOffset;
fAdvance = FONT_SCALE(d3d) * (float)pGlyph->wAdvance;
fWidth = FONT_SCALE(d3d) * (float)pGlyph->wWidth;
fHeight = FONT_SCALE(d3d) * font->m_fFontHeight;
m_fCursorX += fOffset;
/* Add the vertices to draw this glyph. */
/* Convert shorts to 32 bit longs for in register merging */
tu1 = pGlyph->tu1;
tv1 = pGlyph->tv1;
tu2 = pGlyph->tu2;
tv2 = pGlyph->tv2;
/* NOTE: The vertexes 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 U/V coordinates 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 16bit
* instructions. You've been warned.
*/
/* Setup the vertex/screen coordinates */
pVertex[0] = m_fCursorX;
pVertex[1] = m_fCursorY;
pVertex[3] = 0;
pVertex[4] = m_fCursorX + fWidth;
pVertex[5] = m_fCursorY;
pVertex[7] = 0;
pVertex[8] = m_fCursorX + fWidth;
pVertex[9] = m_fCursorY + fHeight;
pVertex[11] = 0;
pVertex[12] = m_fCursorX;
pVertex[13] = m_fCursorY + fHeight;
#ifndef LSB_FIRST
((volatile unsigned long *)pVertex)[2] = (tu1 << 16) | tv1; // Merged using big endian rules
((volatile unsigned long *)pVertex)[6] = (tu2 << 16) | tv1; // Merged using big endian rules
((volatile unsigned long *)pVertex)[10] = (tu2 << 16) | tv2; // Merged using big endian rules
((volatile unsigned long *)pVertex)[14] = (tu1 << 16) | tv2; // Merged using big endian rules
#endif
pVertex[15] = 0;
pVertex += 16;
m_fCursorX += fAdvance;
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)
{
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 struct font_params *params)
{
float x, y;
wchar_t msg[PATH_MAX_LENGTH];
d3d_video_t *d3d = (d3d_video_t*)data;
xdk360_video_font_t *font = &m_Font;
if (params)
{
x = params->x;
y = params->y;
}
else
{
x = 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, d3d);
xdk360_draw_text(font, d3d, x, y, msg);
xdk360_render_msg_post(font, d3d);
}
}
d3d_font_renderer_t d3d_xbox360_font = {
xdk360_init_font,
xdk360_deinit_font,
xdk360_render_msg,
"Xbox 360 fonts",
};