cleanup code a bit

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Kate 2025-07-21 17:17:42 +02:00
parent ba80e16339
commit 1f55a0a358
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@ -40,16 +40,18 @@ struct DirectWriteComponent {
in_memory_loader: IDWriteInMemoryFontFileLoader,
builder: IDWriteFontSetBuilder1,
text_renderer: Arc<TextRendererWrapper>,
render_context: GlyphRenderContext,
}
struct GlyphRenderContext {
params: IDWriteRenderingParams3,
render_params: IDWriteRenderingParams3,
gpu_state: GPUState,
}
struct GPUState {
device: ID3D11Device,
device_context: ID3D11DeviceContext,
sampler: [Option<ID3D11SamplerState>; 1],
blend_state: ID3D11BlendState,
vertex_shader: ID3D11VertexShader,
pixel_shader: ID3D11PixelShader,
}
struct Syncer<T>(T);
@ -57,7 +59,6 @@ unsafe impl<T> Send for Syncer<T> {}
unsafe impl<T> Sync for Syncer<T> {}
struct DirectWriteState {
gpu_state: GPUState,
#[cfg(feature = "enable-renderdoc")]
renderdoc: Syncer<Arc<RwLock<renderdoc::RenderDoc<renderdoc::V141>>>>,
components: DirectWriteComponent,
@ -77,7 +78,8 @@ struct FontIdentifier {
}
impl DirectWriteComponent {
pub fn new(bitmap_factory: &IWICImagingFactory) -> Result<Self> {
pub fn new(bitmap_factory: &IWICImagingFactory, gpu_context: &DirectXDevices) -> Result<Self> {
// todo: ideally this would not be a large unsafe block but smaller isolated ones for easier auditing
unsafe {
let factory: IDWriteFactory5 = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED)?;
let bitmap_factory = AgileReference::new(bitmap_factory)?;
@ -91,7 +93,28 @@ impl DirectWriteComponent {
GetUserDefaultLocaleName(&mut locale_vec);
let locale = String::from_utf16_lossy(&locale_vec);
let text_renderer = Arc::new(TextRendererWrapper::new(&locale));
let render_context = GlyphRenderContext::new(&factory)?;
let render_params = {
let default_params: IDWriteRenderingParams3 =
factory.CreateRenderingParams()?.cast()?;
let gamma = default_params.GetGamma();
let enhanced_contrast = default_params.GetEnhancedContrast();
let gray_contrast = default_params.GetGrayscaleEnhancedContrast();
let cleartype_level = default_params.GetClearTypeLevel();
let grid_fit_mode = default_params.GetGridFitMode();
factory.CreateCustomRenderingParams(
gamma,
enhanced_contrast,
gray_contrast,
cleartype_level,
DWRITE_PIXEL_GEOMETRY_RGB,
DWRITE_RENDERING_MODE1_NATURAL_SYMMETRIC,
grid_fit_mode,
)?
};
let gpu_state = GPUState::new(gpu_context)?;
Ok(DirectWriteComponent {
locale,
@ -100,35 +123,102 @@ impl DirectWriteComponent {
in_memory_loader,
builder,
text_renderer,
render_context,
render_params,
gpu_state,
})
}
}
}
impl GlyphRenderContext {
pub fn new(factory: &IDWriteFactory5) -> Result<Self> {
unsafe {
let default_params: IDWriteRenderingParams3 =
factory.CreateRenderingParams()?.cast()?;
let gamma = default_params.GetGamma();
let enhanced_contrast = default_params.GetEnhancedContrast();
let gray_contrast = default_params.GetGrayscaleEnhancedContrast();
let cleartype_level = default_params.GetClearTypeLevel();
let grid_fit_mode = default_params.GetGridFitMode();
impl GPUState {
fn new(gpu_context: &DirectXDevices) -> Result<Self> {
// todo: safety comments
let device = gpu_context.device.clone();
let device_context = gpu_context.device_context.clone();
let params = factory.CreateCustomRenderingParams(
gamma,
enhanced_contrast,
gray_contrast,
cleartype_level,
DWRITE_PIXEL_GEOMETRY_RGB,
DWRITE_RENDERING_MODE1_NATURAL_SYMMETRIC,
grid_fit_mode,
)?;
let blend_state = {
let mut blend_state = None;
let desc = D3D11_BLEND_DESC {
AlphaToCoverageEnable: false.into(),
IndependentBlendEnable: false.into(),
RenderTarget: [
D3D11_RENDER_TARGET_BLEND_DESC {
BlendEnable: true.into(),
SrcBlend: D3D11_BLEND_SRC_ALPHA,
DestBlend: D3D11_BLEND_INV_SRC_ALPHA,
BlendOp: D3D11_BLEND_OP_ADD,
SrcBlendAlpha: D3D11_BLEND_SRC_ALPHA,
DestBlendAlpha: D3D11_BLEND_INV_SRC_ALPHA,
BlendOpAlpha: D3D11_BLEND_OP_ADD,
RenderTargetWriteMask: D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8,
},
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default(),
],
};
unsafe { device.CreateBlendState(&desc, Some(&mut blend_state)) }?;
blend_state.unwrap()
};
Ok(Self { params })
}
let sampler = {
let mut sampler = None;
let desc = D3D11_SAMPLER_DESC {
Filter: D3D11_FILTER_MIN_MAG_MIP_POINT,
AddressU: D3D11_TEXTURE_ADDRESS_BORDER,
AddressV: D3D11_TEXTURE_ADDRESS_BORDER,
AddressW: D3D11_TEXTURE_ADDRESS_BORDER,
MipLODBias: 0.0,
MaxAnisotropy: 1,
ComparisonFunc: D3D11_COMPARISON_ALWAYS,
BorderColor: [0.0, 0.0, 0.0, 0.0],
MinLOD: 0.0,
MaxLOD: 0.0,
};
unsafe { device.CreateSamplerState(&desc, Some(&mut sampler)) }?;
[sampler]
};
let vertex_shader = {
let source =
shader_resources::build_shader_blob("color_text_raster", "vertex", "vs_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
source.GetBufferPointer() as *mut u8,
source.GetBufferSize(),
)
};
let mut shader = None;
unsafe { device.CreateVertexShader(bytes, None, Some(&mut shader)) }?;
shader.unwrap()
};
let pixel_shader = {
let source =
shader_resources::build_shader_blob("color_text_raster", "pixel", "ps_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
source.GetBufferPointer() as *mut u8,
source.GetBufferSize(),
)
};
let mut shader = None;
unsafe { device.CreatePixelShader(bytes, None, Some(&mut shader)) }?;
shader.unwrap()
};
Ok(Self {
device,
device_context,
sampler,
blend_state,
vertex_shader,
pixel_shader,
})
}
}
@ -137,7 +227,7 @@ impl DirectWriteTextSystem {
gpu_context: &DirectXDevices,
bitmap_factory: &IWICImagingFactory,
) -> Result<Self> {
let components = DirectWriteComponent::new(bitmap_factory)?;
let components = DirectWriteComponent::new(bitmap_factory, gpu_context)?;
let system_font_collection = unsafe {
let mut result = std::mem::zeroed();
components
@ -153,13 +243,7 @@ impl DirectWriteTextSystem {
};
let system_ui_font_name = get_system_ui_font_name();
let gpu_state = GPUState {
device: gpu_context.device.clone(),
device_context: gpu_context.device_context.clone(),
};
Ok(Self(RwLock::new(DirectWriteState {
gpu_state,
#[cfg(feature = "enable-renderdoc")]
renderdoc: Syncer(Arc::new(RwLock::new(renderdoc::RenderDoc::new().unwrap()))),
components,
@ -831,10 +915,7 @@ impl DirectWriteState {
let mut bitmap_data: Vec<u8>;
if params.is_emoji {
// bitmap_data = vec![0u8; texture_width as usize * texture_height as usize * 4];
println!("trying to rasterize");
let res = self.rasterize_color(
if let Ok(color) = self.rasterize_color(
&glyph_run,
rendering_mode,
measuring_mode,
@ -842,186 +923,20 @@ impl DirectWriteState {
point(baseline_origin_x, baseline_origin_y),
bitmap_size,
size(texture_width, texture_height),
);
// // todo: support more glyph image formats for more exotic fonts, for now it should fallback to monochrome rendering
// let color_enumerator = unsafe {
// self.components.factory.TranslateColorGlyphRun(
// Vector2::new(baseline_origin_x, baseline_origin_y),
// &glyph_run,
// None,
// DWRITE_GLYPH_IMAGE_FORMATS_COLR
// | DWRITE_GLYPH_IMAGE_FORMATS_PREMULTIPLIED_B8G8R8A8,
// measuring_mode,
// Some(&transform),
// 0,
// )
// };
// if let Ok(color_enumerator) = color_enumerator {
// loop {
// let color_run = unsafe { color_enumerator.GetCurrentRun() };
// if let Ok(color_run) = color_run {
// let color_glyph_run = unsafe { &*color_run };
// let color_value = color_glyph_run.Base.runColor;
// // Create analysis for this color layer
// let color_analysis = unsafe {
// self.components.factory.CreateGlyphRunAnalysis(
// &color_glyph_run.Base.glyphRun as *const _,
// Some(&transform),
// rendering_mode,
// measuring_mode,
// DWRITE_GRID_FIT_MODE_DEFAULT,
// DWRITE_TEXT_ANTIALIAS_MODE_CLEARTYPE,
// baseline_origin_x,
// baseline_origin_y,
// )
// };
// // todo: move this block completely to the gpu
// // this is important because fonts can bundle quite large icons
// // and compositing them on the cpu is quite expensive
// // also the code is ugly
// if let Ok(color_analysis) = color_analysis {
// let color_bounds =
// unsafe { color_analysis.GetAlphaTextureBounds(texture_type) };
// if let Ok(color_bounds) = color_bounds {
// let color_width = (color_bounds.right - color_bounds.left) as u32;
// let color_height = (color_bounds.bottom - color_bounds.top) as u32;
// if color_width > 0 && color_height > 0 {
// let mut alpha_data =
// vec![0u8; (color_width * color_height * 3) as usize];
// if unsafe {
// color_analysis.CreateAlphaTexture(
// texture_type,
// &color_bounds,
// &mut alpha_data,
// )
// }
// .is_ok()
// {
// let r = (color_value.r * 255.0) as u8;
// let g = (color_value.g * 255.0) as u8;
// let b = (color_value.b * 255.0) as u8;
// let a = (color_value.a * 255.0) as u8;
// let offset_x = color_bounds.left.max(0) as usize;
// let offset_y = color_bounds.top.max(0) as usize;
// for y in 0..color_height as usize {
// for x in 0..color_width as usize {
// let bitmap_x = offset_x + x;
// let bitmap_y = offset_y + y;
// if bitmap_x < bitmap_size.width.0 as usize
// && bitmap_y < bitmap_size.height.0 as usize
// {
// let alpha_idx =
// (y * color_width as usize + x) * 3;
// let bitmap_idx = (bitmap_y
// * bitmap_size.width.0 as usize
// + bitmap_x)
// * 4;
// if alpha_idx + 2 < alpha_data.len()
// && bitmap_idx + 3 < bitmap_data.len()
// {
// let alpha_value = (alpha_data[alpha_idx]
// as u32
// + alpha_data[alpha_idx + 1] as u32
// + alpha_data[alpha_idx + 2] as u32)
// / 3;
// let final_alpha =
// ((alpha_value * a as u32) / 255) as u8;
// if final_alpha > 0 {
// let existing_r =
// bitmap_data[bitmap_idx];
// let existing_g =
// bitmap_data[bitmap_idx + 1];
// let existing_b =
// bitmap_data[bitmap_idx + 2];
// let existing_a =
// bitmap_data[bitmap_idx + 3];
// let src_alpha =
// final_alpha as f32 / 255.0;
// let dst_alpha =
// existing_a as f32 / 255.0;
// let out_alpha = src_alpha
// + dst_alpha * (1.0 - src_alpha);
// if out_alpha > 0.0 {
// bitmap_data[bitmap_idx] =
// ((r as f32 * src_alpha
// + existing_r as f32
// * dst_alpha
// * (1.0 - src_alpha))
// / out_alpha)
// as u8;
// bitmap_data[bitmap_idx + 1] =
// ((g as f32 * src_alpha
// + existing_g as f32
// * dst_alpha
// * (1.0 - src_alpha))
// / out_alpha)
// as u8;
// bitmap_data[bitmap_idx + 2] =
// ((b as f32 * src_alpha
// + existing_b as f32
// * dst_alpha
// * (1.0 - src_alpha))
// / out_alpha)
// as u8;
// bitmap_data[bitmap_idx + 3] =
// (out_alpha * 255.0) as u8;
// }
// }
// }
// }
// }
// }
// }
// }
// }
// }
// }
// if !unsafe { color_enumerator.MoveNext() }?.as_bool() {
// break;
// }
// }
// // bitmap_data.chunks_mut(4).for_each(|chunk| {
// // let tmp = chunk[2];
// // chunk[2] = chunk[0];
// // chunk[0] = tmp;
// // });
// std::fs::write(
// &format!(
// "{}x{}_{}_color.raw",
// texture_width, texture_height, params.glyph_id.0
// ),
// &bitmap_data,
// )
// .unwrap();
// } else {
// let monochrome_data = Self::rasterize_monochrome(
// &glyph_analysis,
// bitmap_size,
// size(texture_width, texture_height),
// &texture_bounds,
// )?;
// // todo: monochrome emojis should be handled gracefully by the renderer
// // currently they just get drawn as their reported color because it assumes they are always colored
// // but in reality monochrome emojis should be colored the same as text is
// bitmap_data = monochrome_data
// .into_iter()
// .flat_map(|e| [0, 0, 0, e])
// .collect::<Vec<u8>>();
// }
) {
bitmap_data = color;
} else {
let monochrome = Self::rasterize_monochrome(
&glyph_analysis,
bitmap_size,
size(texture_width, texture_height),
&texture_bounds,
)?;
bitmap_data = monochrome
.into_iter()
.flat_map(|pixel| [0, 0, 0, pixel])
.collect::<Vec<_>>();
}
} else {
bitmap_data = Self::rasterize_monochrome(
&glyph_analysis,
@ -1044,6 +959,8 @@ impl DirectWriteState {
vec![0u8; bitmap_size.width.0 as usize * bitmap_size.height.0 as usize];
let mut alpha_data = vec![0u8; (texture_size.width * texture_size.height * 3) as usize];
// todo: this should just use the 1x1 format without manual converison as it's kinda useless here
unsafe {
glyph_analysis.CreateAlphaTexture(
DWRITE_TEXTURE_CLEARTYPE_3x1,
@ -1156,7 +1073,7 @@ impl DirectWriteState {
.flat_map(|chunk| [chunk[0], chunk[1], chunk[2], 255])
.collect::<Vec<_>>();
glyph_layers.push(GlyphLayerTexture::new(
&self.gpu_state,
&self.components.gpu_state,
run_color,
bounds,
&alpha_data,
@ -1172,6 +1089,7 @@ impl DirectWriteState {
}
}
let gpu_state = &self.components.gpu_state;
let params_buffer = {
let desc = D3D11_BUFFER_DESC {
ByteWidth: std::mem::size_of::<GlyphLayerTextureParams>() as u32,
@ -1184,31 +1102,13 @@ impl DirectWriteState {
let mut buffer = None;
unsafe {
self.gpu_state
gpu_state
.device
.CreateBuffer(&desc, None, Some(&mut buffer))
}?;
[buffer]
};
let vertex_shader = {
let source =
shader_resources::build_shader_blob("color_text_raster", "vertex", "vs_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
source.GetBufferPointer() as *mut u8,
source.GetBufferSize(),
)
};
let mut shader = None;
unsafe {
self.gpu_state
.device
.CreateVertexShader(bytes, None, Some(&mut shader))
}?;
shader.unwrap()
};
let render_target_texture = {
let mut texture = None;
let desc = D3D11_TEXTURE2D_DESC {
@ -1227,7 +1127,7 @@ impl DirectWriteState {
MiscFlags: 0,
};
unsafe {
self.gpu_state
gpu_state
.device
.CreateTexture2D(&desc, None, Some(&mut texture))
}?;
@ -1244,7 +1144,7 @@ impl DirectWriteState {
};
let mut rtv = None;
unsafe {
self.gpu_state.device.CreateRenderTargetView(
gpu_state.device.CreateRenderTargetView(
&render_target_texture,
Some(&desc),
Some(&mut rtv),
@ -1271,101 +1171,28 @@ impl DirectWriteState {
MiscFlags: 0,
};
unsafe {
self.gpu_state
gpu_state
.device
.CreateTexture2D(&desc, None, Some(&mut texture))
}?;
texture.unwrap()
};
let blend_state = {
let mut blend_state = None;
let desc = D3D11_BLEND_DESC {
AlphaToCoverageEnable: false.into(),
IndependentBlendEnable: false.into(),
RenderTarget: [
D3D11_RENDER_TARGET_BLEND_DESC {
BlendEnable: true.into(),
SrcBlend: D3D11_BLEND_SRC_ALPHA,
DestBlend: D3D11_BLEND_INV_SRC_ALPHA,
BlendOp: D3D11_BLEND_OP_ADD,
SrcBlendAlpha: D3D11_BLEND_ONE,
DestBlendAlpha: D3D11_BLEND_INV_SRC_ALPHA,
BlendOpAlpha: D3D11_BLEND_OP_ADD,
RenderTargetWriteMask: D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8,
},
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default(),
Default::default(),
],
};
unsafe {
self.gpu_state
.device
.CreateBlendState(&desc, Some(&mut blend_state))
}?;
blend_state.unwrap()
};
let sampler = {
let mut sampler = None;
let desc = D3D11_SAMPLER_DESC {
Filter: D3D11_FILTER_MIN_MAG_MIP_POINT,
AddressU: D3D11_TEXTURE_ADDRESS_BORDER,
AddressV: D3D11_TEXTURE_ADDRESS_BORDER,
AddressW: D3D11_TEXTURE_ADDRESS_BORDER,
MipLODBias: 0.0,
MaxAnisotropy: 1,
ComparisonFunc: D3D11_COMPARISON_ALWAYS,
BorderColor: [0.0, 0.0, 0.0, 0.0],
MinLOD: 0.0,
MaxLOD: 0.0,
};
unsafe {
self.gpu_state
.device
.CreateSamplerState(&desc, Some(&mut sampler))
}?;
[sampler]
};
let pixel_shader = {
let source =
shader_resources::build_shader_blob("color_text_raster", "pixel", "ps_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
source.GetBufferPointer() as *mut u8,
source.GetBufferSize(),
)
};
let mut shader = None;
unsafe {
self.gpu_state
.device
.CreatePixelShader(bytes, None, Some(&mut shader))
}?;
shader.unwrap()
};
#[cfg(feature = "enable-renderdoc")]
self.renderdoc
.0
.write()
.start_frame_capture(std::ptr::null(), std::ptr::null());
let device_context = &self.gpu_state.device_context;
let device_context = &gpu_state.device_context;
unsafe { device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP) };
unsafe { device_context.VSSetShader(&vertex_shader, None) };
unsafe { device_context.PSSetShader(&pixel_shader, None) };
unsafe { device_context.VSSetShader(&gpu_state.vertex_shader, None) };
unsafe { device_context.PSSetShader(&gpu_state.pixel_shader, None) };
unsafe { device_context.VSSetConstantBuffers(0, Some(&params_buffer)) };
unsafe { device_context.PSSetConstantBuffers(0, Some(&params_buffer)) };
unsafe { device_context.OMSetRenderTargets(Some(&render_target_view), None) };
unsafe { device_context.PSSetSamplers(0, Some(&sampler)) };
unsafe { device_context.OMSetBlendState(&blend_state, None, 0xffffffff) };
unsafe { device_context.PSSetSamplers(0, Some(&gpu_state.sampler)) };
unsafe { device_context.OMSetBlendState(&gpu_state.blend_state, None, 0xffffffff) };
for layer in glyph_layers {
let params = GlyphLayerTextureParams {
@ -1374,7 +1201,7 @@ impl DirectWriteState {
};
unsafe {
let mut dest = std::mem::zeroed();
self.gpu_state.device_context.Map(
gpu_state.device_context.Map(
params_buffer[0].as_ref().unwrap(),
0,
D3D11_MAP_WRITE_DISCARD,
@ -1382,7 +1209,7 @@ impl DirectWriteState {
Some(&mut dest),
)?;
std::ptr::copy_nonoverlapping(&params as *const _, dest.pData as *mut _, 1);
self.gpu_state
gpu_state
.device_context
.Unmap(params_buffer[0].as_ref().unwrap(), 0);
};
@ -1530,6 +1357,7 @@ impl GlyphLayerTexture {
bounds: Bounds<i32>,
alpha_data: &[u8],
) -> Result<Self> {
// todo: ideally we would have a nice texture wrapper
let texture_size = bounds.size;
let desc = D3D11_TEXTURE2D_DESC {