prepare for gpu rasterization

This commit is contained in:
Kate 2025-07-17 19:56:55 +02:00
parent c1eaf3317d
commit 6907064be6
No known key found for this signature in database
6 changed files with 415 additions and 37 deletions

View file

@ -130,6 +130,8 @@ lyon = "1.0"
workspace-hack.workspace = true
libc.workspace = true
renderdoc = "0.12.1"
[target.'cfg(target_os = "macos")'.dependencies]
block = "0.1"
cocoa.workspace = true

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@ -40,6 +40,7 @@ pub(crate) fn swap_rgba_pa_to_bgra(color: &mut [u8]) {
/// An RGBA color
#[derive(PartialEq, Clone, Copy, Default)]
#[repr(C)]
pub struct Rgba {
/// The red component of the color, in the range 0.0 to 1.0
pub r: f32,

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@ -0,0 +1,22 @@
struct RasterVertexInput {
float2 position : POSITION;
};
struct RasterVertexOutput {
float4 position : SV_Position;
};
RasterVertexOutput vertex(RasterVertexInput input) {
RasterVertexOutput output;
output.position = float4(input.position, 0.0, 1.0);
return output;
}
struct PixelInput {
float4 position: SV_Position;
};
float4 pixel(PixelInput input): SV_Target {
return float4(input.position.xy, 0.0, 1.0);
}

View file

@ -9,7 +9,18 @@ use windows::{
Win32::{
Foundation::*,
Globalization::GetUserDefaultLocaleName,
Graphics::{DirectWrite::*, Dxgi::Common::*, Gdi::LOGFONTW, Imaging::*},
Graphics::{
Direct3D11::{
D3D11_BIND_SHADER_RESOURCE, D3D11_BUFFER_DESC, D3D11_CPU_ACCESS_WRITE,
D3D11_MAP_WRITE_DISCARD, D3D11_RESOURCE_MISC_BUFFER_STRUCTURED,
D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT, D3D11_USAGE_DYNAMIC, ID3D11Device,
ID3D11DeviceContext, ID3D11ShaderResourceView, ID3D11Texture2D,
},
DirectWrite::*,
Dxgi::Common::*,
Gdi::LOGFONTW,
Imaging::*,
},
System::SystemServices::LOCALE_NAME_MAX_LENGTH,
UI::WindowsAndMessaging::*,
},
@ -44,7 +55,19 @@ struct GlyphRenderContext {
params: IDWriteRenderingParams3,
}
struct GPUState {
device: ID3D11Device,
device_context: ID3D11DeviceContext,
}
struct Syncer<T>(T);
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,
system_ui_font_name: SharedString,
system_font_collection: IDWriteFontCollection1,
@ -118,7 +141,10 @@ impl GlyphRenderContext {
}
impl DirectWriteTextSystem {
pub(crate) fn new(bitmap_factory: &IWICImagingFactory) -> Result<Self> {
pub(crate) fn new(
gpu_context: &DirectXDevices,
bitmap_factory: &IWICImagingFactory,
) -> Result<Self> {
let components = DirectWriteComponent::new(bitmap_factory)?;
let system_font_collection = unsafe {
let mut result = std::mem::zeroed();
@ -135,7 +161,15 @@ 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,
system_ui_font_name,
system_font_collection,
@ -803,21 +837,32 @@ impl DirectWriteState {
));
}
let mut bitmap_data;
let mut bitmap_data: Vec<u8>;
if params.is_emoji {
// 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,
)
};
bitmap_data = vec![0u8; texture_width as usize * texture_height as usize * 4];
self.rasterize_color(
&glyph_run,
rendering_mode,
measuring_mode,
&transform,
point(baseline_origin_x, baseline_origin_y),
size(DevicePixels(0), DevicePixels(0)),
size(0, 0),
);
// // 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 {
@ -954,18 +999,36 @@ impl DirectWriteState {
// 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>>();
// }
let monochrome_data = Self::rasterize_monochrome(
&glyph_analysis,
bitmap_size,
size(texture_width, texture_height),
&texture_bounds,
)?;
bitmap_data = monochrome_data
.into_iter()
.flat_map(|e| [e, e, e, 255])
.collect::<Vec<u8>>();
} else {
bitmap_data = Self::rasterize_monochrome(
&glyph_analysis,
@ -1025,6 +1088,214 @@ impl DirectWriteState {
Ok(bitmap_data)
}
fn rasterize_color(
&self,
glyph_run: &DWRITE_GLYPH_RUN,
rendering_mode: DWRITE_RENDERING_MODE1,
measuring_mode: DWRITE_MEASURING_MODE,
transform: &DWRITE_MATRIX,
baseline_origin: Point<f32>,
bitmap_size: Size<DevicePixels>,
texture_size: Size<u32>,
) -> Result<Vec<u8>> {
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,
)
}?;
let mut glyph_layers = Vec::new();
loop {
let color_run = unsafe { color_enumerator.GetCurrentRun() }?;
let color_run = unsafe { &*color_run };
let color_analysis = unsafe {
self.components.factory.CreateGlyphRunAnalysis(
&color_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,
)
}?;
let color_bounds =
unsafe { color_analysis.GetAlphaTextureBounds(DWRITE_TEXTURE_CLEARTYPE_3x1) }?;
let color_size = size(
color_bounds.right - color_bounds.left,
color_bounds.bottom - color_bounds.top,
);
if color_size.width > 0 && color_size.height > 0 {
let mut alpha_data = vec![0u8; (color_size.width * color_size.height * 3) as usize];
unsafe {
color_analysis.CreateAlphaTexture(
DWRITE_TEXTURE_CLEARTYPE_3x1,
&color_bounds,
&mut alpha_data,
)
}?;
let run_color = {
let run_color = color_run.Base.runColor;
Rgba {
r: run_color.r,
g: run_color.g,
b: run_color.b,
a: run_color.a,
}
};
let bounds = bounds(point(color_bounds.left, color_bounds.top), color_size);
let alpha_data = alpha_data
.chunks_exact(3)
.flat_map(|chunk| [chunk[0], chunk[1], chunk[2], 255])
.collect::<Vec<_>>();
glyph_layers.push(GlyphLayerTexture::new(
&self.gpu_state,
run_color,
bounds,
&alpha_data,
)?);
}
let has_next = unsafe { color_enumerator.MoveNext() }
.map(|e| e.as_bool())
.unwrap_or(false);
if !has_next {
break;
}
}
let params = glyph_layers
.iter()
.enumerate()
.map(|(index, e)| GlyphLayerTextureParams {
run_color: e.run_color,
bounds: e.bounds,
alpha_texture_index: index as u32,
})
.collect::<Vec<_>>();
let params_buffer = {
let desc = D3D11_BUFFER_DESC {
ByteWidth: (std::mem::size_of::<GlyphLayerTextureParams>() * params.len()) as u32,
Usage: D3D11_USAGE_DYNAMIC,
BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
MiscFlags: D3D11_RESOURCE_MISC_BUFFER_STRUCTURED.0 as u32,
StructureByteStride: std::mem::size_of::<GlyphLayerTextureParams>() as u32,
};
let mut buffer = None;
unsafe {
self.gpu_state
.device
.CreateBuffer(&desc, None, Some(&mut buffer))
}?;
buffer.unwrap()
};
let params_buffer_view = {
let mut view = None;
unsafe {
self.gpu_state.device.CreateShaderResourceView(
&params_buffer,
None,
Some(&mut view),
)
}?;
[view]
};
unsafe {
let mut dest = std::mem::zeroed();
self.gpu_state.device_context.Map(
&params_buffer,
0,
D3D11_MAP_WRITE_DISCARD,
0,
Some(&mut dest),
)?;
std::ptr::copy_nonoverlapping(params.as_ptr(), dest.pData as *mut _, params.len());
self.gpu_state.device_context.Unmap(&params_buffer, 0);
};
let textures = glyph_layers
.iter()
.map(|layer| Some(layer.texture_view.clone()))
.collect::<Vec<_>>();
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 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;
unsafe { device_context.VSSetShaderResources(0, Some(textures.as_slice())) };
unsafe { device_context.PSSetShaderResources(0, Some(textures.as_slice())) };
unsafe { device_context.VSSetShaderResources(1, Some(&params_buffer_view)) };
unsafe { device_context.PSSetShaderResources(1, Some(&params_buffer_view)) };
unsafe { device_context.VSSetShader(&vertex_shader, None) };
unsafe { device_context.PSSetShader(&pixel_shader, None) };
unsafe { device_context.DrawInstanced(4, params.len() as u32, 0, 0) };
#[cfg(feature = "enable-renderdoc")]
self.renderdoc
.0
.write()
.end_frame_capture(std::ptr::null(), std::ptr::null());
println!("render finished");
Ok(Vec::new())
}
fn get_typographic_bounds(&self, font_id: FontId, glyph_id: GlyphId) -> Result<Bounds<f32>> {
unsafe {
let font = &self.fonts[font_id.0].font_face;
@ -1096,6 +1367,84 @@ impl Drop for DirectWriteState {
}
}
struct GlyphLayerTexture {
run_color: Rgba,
bounds: Bounds<i32>,
texture: ID3D11Texture2D,
texture_view: ID3D11ShaderResourceView,
}
impl GlyphLayerTexture {
pub fn new(
gpu_state: &GPUState,
run_color: Rgba,
bounds: Bounds<i32>,
alpha_data: &[u8],
) -> Result<Self> {
let texture_size = bounds.size;
let desc = D3D11_TEXTURE2D_DESC {
Width: texture_size.width as u32,
Height: texture_size.height as u32,
MipLevels: 1,
ArraySize: 1,
Format: DXGI_FORMAT_R8G8B8A8_UNORM,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Usage: D3D11_USAGE_DEFAULT,
BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
MiscFlags: 0,
};
let texture = {
let mut texture: Option<ID3D11Texture2D> = None;
unsafe {
gpu_state
.device
.CreateTexture2D(&desc, None, Some(&mut texture))?
};
texture.unwrap()
};
let texture_view = {
let mut view: Option<ID3D11ShaderResourceView> = None;
unsafe {
gpu_state
.device
.CreateShaderResourceView(&texture, None, Some(&mut view))?
};
view.unwrap()
};
unsafe {
gpu_state.device_context.UpdateSubresource(
&texture,
0,
None,
alpha_data.as_ptr() as _,
(texture_size.width * 4) as u32,
0,
)
};
Ok(GlyphLayerTexture {
run_color,
bounds,
texture,
texture_view,
})
}
}
#[repr(C)]
struct GlyphLayerTextureParams {
run_color: Rgba,
bounds: Bounds<i32>,
alpha_texture_index: u32,
}
struct TextRendererWrapper(pub IDWriteTextRenderer);
impl TextRendererWrapper {

View file

@ -36,8 +36,8 @@ pub(crate) struct DirectXDevices {
dxgi_factory: IDXGIFactory6,
#[cfg(not(feature = "enable-renderdoc"))]
dxgi_device: IDXGIDevice,
device: ID3D11Device,
device_context: ID3D11DeviceContext,
pub(crate) device: ID3D11Device,
pub(crate) device_context: ID3D11DeviceContext,
}
struct DirectXResources {
@ -630,7 +630,8 @@ impl<T> PipelineState<T> {
buffer_size: usize,
) -> Result<Self> {
let vertex = {
let shader_blob = shader_resources::build_shader_blob(vertex_entry, "vs_5_0")?;
let shader_blob =
shader_resources::build_shader_blob("shaders", vertex_entry, "vs_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
shader_blob.GetBufferPointer() as *mut u8,
@ -640,7 +641,8 @@ impl<T> PipelineState<T> {
create_vertex_shader(device, bytes)?
};
let fragment = {
let shader_blob = shader_resources::build_shader_blob(fragment_entry, "ps_5_0")?;
let shader_blob =
shader_resources::build_shader_blob("shaders", fragment_entry, "ps_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
shader_blob.GetBufferPointer() as *mut u8,
@ -740,7 +742,8 @@ impl<T> PipelineState<T> {
impl PathsPipelineState {
fn new(device: &ID3D11Device) -> Result<Self> {
let (vertex, vertex_shader) = {
let shader_blob = shader_resources::build_shader_blob("paths_vertex", "vs_5_0")?;
let shader_blob =
shader_resources::build_shader_blob("shaders", "paths_vertex", "vs_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
shader_blob.GetBufferPointer() as *mut u8,
@ -750,7 +753,8 @@ impl PathsPipelineState {
(create_vertex_shader(device, bytes)?, shader_blob)
};
let fragment = {
let shader_blob = shader_resources::build_shader_blob("paths_fragment", "ps_5_0")?;
let shader_blob =
shader_resources::build_shader_blob("shaders", "paths_fragment", "ps_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
shader_blob.GetBufferPointer() as *mut u8,
@ -1314,7 +1318,7 @@ fn set_pipeline_state(
const BUFFER_COUNT: usize = 3;
mod shader_resources {
pub(crate) mod shader_resources {
use anyhow::Result;
use windows::Win32::Graphics::Direct3D::{
Fxc::{D3DCOMPILE_DEBUG, D3DCOMPILE_SKIP_OPTIMIZATION, D3DCompileFromFile},
@ -1322,14 +1326,14 @@ mod shader_resources {
};
use windows_core::{HSTRING, PCSTR};
pub(super) fn build_shader_blob(entry: &str, target: &str) -> Result<ID3DBlob> {
pub(crate) fn build_shader_blob(filename: &str, entry: &str, target: &str) -> Result<ID3DBlob> {
unsafe {
let mut entry = entry.to_owned();
let mut target = target.to_owned();
let mut compile_blob = None;
let mut error_blob = None;
let shader_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
.join("src/platform/windows/shaders.hlsl")
.join(&format!("src/platform/windows/{}.hlsl", filename))
.canonicalize()
.unwrap();
entry.push_str("\0");

View file

@ -96,12 +96,13 @@ impl WindowsPlatform {
));
let background_executor = BackgroundExecutor::new(dispatcher.clone());
let foreground_executor = ForegroundExecutor::new(dispatcher);
let directx_devices = DirectXDevices::new().context("Unable to init directx devices.")?;
let bitmap_factory = ManuallyDrop::new(unsafe {
CoCreateInstance(&CLSID_WICImagingFactory, None, CLSCTX_INPROC_SERVER)
.context("Error creating bitmap factory.")?
});
let text_system = Arc::new(
DirectWriteTextSystem::new(&bitmap_factory)
DirectWriteTextSystem::new(&directx_devices, &bitmap_factory)
.context("Error creating DirectWriteTextSystem")?,
);
let drop_target_helper: IDropTargetHelper = unsafe {
@ -111,7 +112,6 @@ impl WindowsPlatform {
let icon = load_icon().unwrap_or_default();
let state = RefCell::new(WindowsPlatformState::new());
let raw_window_handles = RwLock::new(SmallVec::new());
let directx_devices = DirectXDevices::new().context("Unable to init directx devices.")?;
let windows_version = WindowsVersion::new().context("Error retrieve windows version")?;
Ok(Self {