/* 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 . */ #include #include "../font_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 { uint16_t tu1, tv1, tu2, tv2; /* Texture coordinates for the image. */ int16_t wOffset; /* Pixel offset for glyph start. */ int16_t wWidth; /* Pixel width of the glyph. */ int16_t wAdvance; /* Pixels to advance after the glyph. */ uint16_t wMask; } GLYPH_ATTR; typedef struct { D3DVertexDeclaration *m_pFontVertexDecl; D3DVertexShader *m_pFontVertexShader; D3DPixelShader *m_pFontPixelShader; } Font_Locals_t; typedef struct { Font_Locals_t s_FontLocals; d3d_video_t *d3d; uint32_t m_dwSavedState; uint32_t m_cMaxGlyph; /* Number of entries in the translator table. */ uint32_t 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; #define CALCFONTFILEHEADERSIZE(x) ( sizeof(uint32_t) + (sizeof(float)* 4) + sizeof(uint16_t) + (sizeof(wchar_t)*(x)) ) #define FONTFILEVERSION 5 typedef struct { uint32_t 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. */ uint16_t 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 { uint32_t 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"; static PackedResource m_xprResource; static HRESULT xdk360_video_font_create_shaders(xdk360_video_font_t * font) { HRESULT hr; LPDIRECT3DDEVICE d3dr = font->d3d->dev; if (font->s_FontLocals.m_pFontVertexDecl) { font->s_FontLocals.m_pFontVertexDecl->AddRef(); font->s_FontLocals.m_pFontVertexShader->AddRef(); font->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, &font->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((const DWORD*)pShaderCode->GetBufferPointer(), &font->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(), &font->s_FontLocals.m_pFontPixelShader ); pShaderCode->Release(); if (hr >= 0) { hr = 0; break; } } font->s_FontLocals.m_pFontVertexShader->Release(); } font->s_FontLocals.m_pFontVertexShader = NULL; } font->s_FontLocals.m_pFontVertexDecl->Release(); } font->s_FontLocals.m_pFontVertexDecl = NULL; }while(0); return hr; } static void *xdk360_init_font(void *video_data, const char *font_path, float font_size) { uint32_t dwFileVersion; const void *pFontData = NULL; D3DTexture *pFontTexture = NULL; const uint8_t * pData = NULL; xdk360_video_font_t *font = (xdk360_video_font_t*)calloc(1, sizeof(*font)); if (!font) return NULL; (void)font_size; font->d3d = (d3d_video_t*)video_data; 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 uint8_t*)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((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(font))) { RARCH_ERR( "Could not create font shaders.\n" ); goto error; } RARCH_LOG("Successfully initialized D3D9 HLSL fonts.\n"); return font; error: RARCH_ERR("Could not initialize D3D9 HLSL fonts.\n"); if (font) free(font); return NULL; } static void xdk360_free_font(void *data) { xdk360_video_font_t *font = (xdk360_video_font_t*)data; if (!font) return; /* Destroy the font */ font->m_pFontTexture = NULL; font->m_dwNumGlyphs = 0L; font->m_Glyphs = NULL; font->m_cMaxGlyph = 0; font->m_TranslatorTable = NULL; if (font->s_FontLocals.m_pFontPixelShader) font->s_FontLocals.m_pFontPixelShader->Release(); if (font->s_FontLocals.m_pFontVertexShader) font->s_FontLocals.m_pFontVertexShader->Release(); if (font->s_FontLocals.m_pFontVertexDecl) font->s_FontLocals.m_pFontVertexDecl->Release(); font->s_FontLocals.m_pFontPixelShader = NULL; font->s_FontLocals.m_pFontVertexShader = NULL; font->s_FontLocals.m_pFontVertexDecl = NULL; if (m_xprResource.Initialized()) m_xprResource.Destroy(); free(font); font = NULL; } static void xdk360_render_msg_post(xdk360_video_font_t * font) { /* Cache the global pointer into a register */ LPDIRECT3DDEVICE d3dr = font->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) { float vTexScale[4]; D3DSURFACE_DESC TextureDesc; LPDIRECT3DDEVICE d3dr = font->d3d->dev; /* Save state. */ d3dr->GetRenderState( D3DRS_VIEWPORTENABLE, (DWORD*)&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(font->s_FontLocals.m_pFontVertexDecl); d3d_set_vertex_shader(d3dr, 0, font->s_FontLocals.m_pFontVertexShader); d3dr->SetPixelShader(font->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, float x, float y, const wchar_t * strText) { uint32_t dwNumChars; volatile float *pVertex; float vColor[4], m_fCursorX, m_fCursorY; LPDIRECT3DDEVICE d3dr = font->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; uint32_t 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(font->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(font->d3d) * (float)pGlyph->wOffset; fAdvance = FONT_SCALE(font->d3d) * (float)pGlyph->wAdvance; fWidth = FONT_SCALE(font->d3d) * (float)pGlyph->wWidth; fHeight = FONT_SCALE(font->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; #ifdef MSB_FIRST ((volatile uint32_t *)pVertex)[2] = (tu1 << 16) | tv1; // Merged using big endian rules ((volatile uint32_t *)pVertex)[6] = (tu2 << 16) | tv1; // Merged using big endian rules ((volatile uint32_t*)pVertex)[10] = (tu2 << 16) | tv2; // Merged using big endian rules ((volatile uint32_t*)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 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, "xdk360_fonts", NULL, /* get_glyph */ NULL, /* bind_block */ NULL, /* flush */ };