prepare for gpu rasterization
This commit is contained in:
parent
c1eaf3317d
commit
6907064be6
6 changed files with 415 additions and 37 deletions
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@ -130,6 +130,8 @@ lyon = "1.0"
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workspace-hack.workspace = true
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libc.workspace = true
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renderdoc = "0.12.1"
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[target.'cfg(target_os = "macos")'.dependencies]
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block = "0.1"
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cocoa.workspace = true
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@ -40,6 +40,7 @@ pub(crate) fn swap_rgba_pa_to_bgra(color: &mut [u8]) {
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/// An RGBA color
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#[derive(PartialEq, Clone, Copy, Default)]
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#[repr(C)]
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pub struct Rgba {
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/// The red component of the color, in the range 0.0 to 1.0
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pub r: f32,
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22
crates/gpui/src/platform/windows/color_text_raster.hlsl
Normal file
22
crates/gpui/src/platform/windows/color_text_raster.hlsl
Normal file
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@ -0,0 +1,22 @@
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struct RasterVertexInput {
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float2 position : POSITION;
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};
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struct RasterVertexOutput {
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float4 position : SV_Position;
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};
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RasterVertexOutput vertex(RasterVertexInput input) {
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RasterVertexOutput output;
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output.position = float4(input.position, 0.0, 1.0);
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return output;
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}
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struct PixelInput {
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float4 position: SV_Position;
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};
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float4 pixel(PixelInput input): SV_Target {
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return float4(input.position.xy, 0.0, 1.0);
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}
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@ -9,7 +9,18 @@ use windows::{
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Win32::{
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Foundation::*,
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Globalization::GetUserDefaultLocaleName,
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Graphics::{DirectWrite::*, Dxgi::Common::*, Gdi::LOGFONTW, Imaging::*},
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Graphics::{
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Direct3D11::{
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D3D11_BIND_SHADER_RESOURCE, D3D11_BUFFER_DESC, D3D11_CPU_ACCESS_WRITE,
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D3D11_MAP_WRITE_DISCARD, D3D11_RESOURCE_MISC_BUFFER_STRUCTURED,
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D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT, D3D11_USAGE_DYNAMIC, ID3D11Device,
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ID3D11DeviceContext, ID3D11ShaderResourceView, ID3D11Texture2D,
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},
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DirectWrite::*,
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Dxgi::Common::*,
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Gdi::LOGFONTW,
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Imaging::*,
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},
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System::SystemServices::LOCALE_NAME_MAX_LENGTH,
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UI::WindowsAndMessaging::*,
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},
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@ -44,7 +55,19 @@ struct GlyphRenderContext {
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params: IDWriteRenderingParams3,
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}
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struct GPUState {
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device: ID3D11Device,
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device_context: ID3D11DeviceContext,
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}
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struct Syncer<T>(T);
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unsafe impl<T> Send for Syncer<T> {}
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unsafe impl<T> Sync for Syncer<T> {}
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struct DirectWriteState {
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gpu_state: GPUState,
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#[cfg(feature = "enable-renderdoc")]
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renderdoc: Syncer<Arc<RwLock<renderdoc::RenderDoc<renderdoc::V141>>>>,
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components: DirectWriteComponent,
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system_ui_font_name: SharedString,
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system_font_collection: IDWriteFontCollection1,
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@ -118,7 +141,10 @@ impl GlyphRenderContext {
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}
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impl DirectWriteTextSystem {
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pub(crate) fn new(bitmap_factory: &IWICImagingFactory) -> Result<Self> {
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pub(crate) fn new(
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gpu_context: &DirectXDevices,
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bitmap_factory: &IWICImagingFactory,
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) -> Result<Self> {
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let components = DirectWriteComponent::new(bitmap_factory)?;
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let system_font_collection = unsafe {
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let mut result = std::mem::zeroed();
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@ -135,7 +161,15 @@ impl DirectWriteTextSystem {
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};
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let system_ui_font_name = get_system_ui_font_name();
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let gpu_state = GPUState {
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device: gpu_context.device.clone(),
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device_context: gpu_context.device_context.clone(),
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};
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Ok(Self(RwLock::new(DirectWriteState {
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gpu_state,
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#[cfg(feature = "enable-renderdoc")]
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renderdoc: Syncer(Arc::new(RwLock::new(renderdoc::RenderDoc::new().unwrap()))),
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components,
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system_ui_font_name,
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system_font_collection,
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@ -803,21 +837,32 @@ impl DirectWriteState {
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));
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}
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let mut bitmap_data;
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let mut bitmap_data: Vec<u8>;
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if params.is_emoji {
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// todo: support more glyph image formats for more exotic fonts, for now it should fallback to monochrome rendering
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let color_enumerator = unsafe {
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self.components.factory.TranslateColorGlyphRun(
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Vector2::new(baseline_origin_x, baseline_origin_y),
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&glyph_run,
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None,
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DWRITE_GLYPH_IMAGE_FORMATS_COLR
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| DWRITE_GLYPH_IMAGE_FORMATS_PREMULTIPLIED_B8G8R8A8,
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measuring_mode,
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Some(&transform),
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0,
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)
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};
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bitmap_data = vec![0u8; texture_width as usize * texture_height as usize * 4];
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self.rasterize_color(
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&glyph_run,
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rendering_mode,
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measuring_mode,
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&transform,
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point(baseline_origin_x, baseline_origin_y),
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size(DevicePixels(0), DevicePixels(0)),
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size(0, 0),
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);
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// // todo: support more glyph image formats for more exotic fonts, for now it should fallback to monochrome rendering
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// let color_enumerator = unsafe {
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// self.components.factory.TranslateColorGlyphRun(
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// Vector2::new(baseline_origin_x, baseline_origin_y),
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// &glyph_run,
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// None,
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// DWRITE_GLYPH_IMAGE_FORMATS_COLR
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// | DWRITE_GLYPH_IMAGE_FORMATS_PREMULTIPLIED_B8G8R8A8,
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// measuring_mode,
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// Some(&transform),
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// 0,
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// )
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// };
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// if let Ok(color_enumerator) = color_enumerator {
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// loop {
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@ -954,18 +999,36 @@ impl DirectWriteState {
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// break;
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// }
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// }
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// // bitmap_data.chunks_mut(4).for_each(|chunk| {
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// // let tmp = chunk[2];
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// // chunk[2] = chunk[0];
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// // chunk[0] = tmp;
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// // });
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// std::fs::write(
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// &format!(
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// "{}x{}_{}_color.raw",
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// texture_width, texture_height, params.glyph_id.0
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// ),
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// &bitmap_data,
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// )
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// .unwrap();
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// } else {
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// let monochrome_data = Self::rasterize_monochrome(
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// &glyph_analysis,
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// bitmap_size,
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// size(texture_width, texture_height),
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// &texture_bounds,
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// )?;
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// // todo: monochrome emojis should be handled gracefully by the renderer
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// // currently they just get drawn as their reported color because it assumes they are always colored
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// // but in reality monochrome emojis should be colored the same as text is
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// bitmap_data = monochrome_data
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// .into_iter()
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// .flat_map(|e| [0, 0, 0, e])
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// .collect::<Vec<u8>>();
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// }
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let monochrome_data = Self::rasterize_monochrome(
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&glyph_analysis,
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bitmap_size,
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size(texture_width, texture_height),
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&texture_bounds,
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)?;
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bitmap_data = monochrome_data
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.into_iter()
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.flat_map(|e| [e, e, e, 255])
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.collect::<Vec<u8>>();
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} else {
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bitmap_data = Self::rasterize_monochrome(
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&glyph_analysis,
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@ -1025,6 +1088,214 @@ impl DirectWriteState {
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Ok(bitmap_data)
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}
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fn rasterize_color(
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&self,
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glyph_run: &DWRITE_GLYPH_RUN,
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rendering_mode: DWRITE_RENDERING_MODE1,
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measuring_mode: DWRITE_MEASURING_MODE,
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transform: &DWRITE_MATRIX,
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baseline_origin: Point<f32>,
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bitmap_size: Size<DevicePixels>,
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texture_size: Size<u32>,
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) -> Result<Vec<u8>> {
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let color_enumerator = unsafe {
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self.components.factory.TranslateColorGlyphRun(
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Vector2::new(baseline_origin.x, baseline_origin.y),
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glyph_run,
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None,
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DWRITE_GLYPH_IMAGE_FORMATS_COLR | DWRITE_GLYPH_IMAGE_FORMATS_PREMULTIPLIED_B8G8R8A8,
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measuring_mode,
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Some(transform),
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0,
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)
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}?;
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let mut glyph_layers = Vec::new();
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loop {
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let color_run = unsafe { color_enumerator.GetCurrentRun() }?;
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let color_run = unsafe { &*color_run };
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let color_analysis = unsafe {
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self.components.factory.CreateGlyphRunAnalysis(
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&color_run.Base.glyphRun as *const _,
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Some(transform),
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rendering_mode,
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measuring_mode,
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DWRITE_GRID_FIT_MODE_DEFAULT,
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DWRITE_TEXT_ANTIALIAS_MODE_CLEARTYPE,
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baseline_origin.x,
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baseline_origin.y,
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)
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}?;
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let color_bounds =
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unsafe { color_analysis.GetAlphaTextureBounds(DWRITE_TEXTURE_CLEARTYPE_3x1) }?;
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let color_size = size(
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color_bounds.right - color_bounds.left,
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color_bounds.bottom - color_bounds.top,
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);
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if color_size.width > 0 && color_size.height > 0 {
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let mut alpha_data = vec![0u8; (color_size.width * color_size.height * 3) as usize];
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unsafe {
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color_analysis.CreateAlphaTexture(
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DWRITE_TEXTURE_CLEARTYPE_3x1,
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&color_bounds,
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&mut alpha_data,
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)
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}?;
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let run_color = {
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let run_color = color_run.Base.runColor;
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Rgba {
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r: run_color.r,
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g: run_color.g,
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b: run_color.b,
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a: run_color.a,
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}
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};
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let bounds = bounds(point(color_bounds.left, color_bounds.top), color_size);
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let alpha_data = alpha_data
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.chunks_exact(3)
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.flat_map(|chunk| [chunk[0], chunk[1], chunk[2], 255])
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.collect::<Vec<_>>();
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glyph_layers.push(GlyphLayerTexture::new(
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&self.gpu_state,
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run_color,
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bounds,
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&alpha_data,
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)?);
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}
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let has_next = unsafe { color_enumerator.MoveNext() }
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.map(|e| e.as_bool())
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.unwrap_or(false);
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if !has_next {
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break;
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}
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}
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let params = glyph_layers
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.iter()
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.enumerate()
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.map(|(index, e)| GlyphLayerTextureParams {
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run_color: e.run_color,
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bounds: e.bounds,
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alpha_texture_index: index as u32,
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})
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.collect::<Vec<_>>();
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let params_buffer = {
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let desc = D3D11_BUFFER_DESC {
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ByteWidth: (std::mem::size_of::<GlyphLayerTextureParams>() * params.len()) as u32,
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Usage: D3D11_USAGE_DYNAMIC,
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BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
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MiscFlags: D3D11_RESOURCE_MISC_BUFFER_STRUCTURED.0 as u32,
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StructureByteStride: std::mem::size_of::<GlyphLayerTextureParams>() as u32,
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};
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let mut buffer = None;
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unsafe {
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self.gpu_state
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.device
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.CreateBuffer(&desc, None, Some(&mut buffer))
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}?;
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buffer.unwrap()
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};
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let params_buffer_view = {
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let mut view = None;
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unsafe {
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self.gpu_state.device.CreateShaderResourceView(
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¶ms_buffer,
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None,
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Some(&mut view),
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)
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}?;
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[view]
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};
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unsafe {
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let mut dest = std::mem::zeroed();
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self.gpu_state.device_context.Map(
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¶ms_buffer,
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0,
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D3D11_MAP_WRITE_DISCARD,
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0,
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Some(&mut dest),
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)?;
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std::ptr::copy_nonoverlapping(params.as_ptr(), dest.pData as *mut _, params.len());
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self.gpu_state.device_context.Unmap(¶ms_buffer, 0);
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};
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let textures = glyph_layers
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.iter()
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.map(|layer| Some(layer.texture_view.clone()))
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.collect::<Vec<_>>();
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let vertex_shader = {
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let source =
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shader_resources::build_shader_blob("color_text_raster", "vertex", "vs_5_0")?;
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let bytes = unsafe {
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std::slice::from_raw_parts(
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source.GetBufferPointer() as *mut u8,
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source.GetBufferSize(),
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)
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};
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let mut shader = None;
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unsafe {
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self.gpu_state
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.device
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.CreateVertexShader(bytes, None, Some(&mut shader))
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}?;
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shader.unwrap()
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};
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let pixel_shader = {
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let source =
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shader_resources::build_shader_blob("color_text_raster", "pixel", "ps_5_0")?;
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let bytes = unsafe {
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std::slice::from_raw_parts(
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source.GetBufferPointer() as *mut u8,
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source.GetBufferSize(),
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)
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};
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let mut shader = None;
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unsafe {
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self.gpu_state
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.device
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.CreatePixelShader(bytes, None, Some(&mut shader))
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}?;
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shader.unwrap()
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};
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#[cfg(feature = "enable-renderdoc")]
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self.renderdoc
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.0
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.write()
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.start_frame_capture(std::ptr::null(), std::ptr::null());
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let device_context = &self.gpu_state.device_context;
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unsafe { device_context.VSSetShaderResources(0, Some(textures.as_slice())) };
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unsafe { device_context.PSSetShaderResources(0, Some(textures.as_slice())) };
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unsafe { device_context.VSSetShaderResources(1, Some(¶ms_buffer_view)) };
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unsafe { device_context.PSSetShaderResources(1, Some(¶ms_buffer_view)) };
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unsafe { device_context.VSSetShader(&vertex_shader, None) };
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unsafe { device_context.PSSetShader(&pixel_shader, None) };
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unsafe { device_context.DrawInstanced(4, params.len() as u32, 0, 0) };
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#[cfg(feature = "enable-renderdoc")]
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self.renderdoc
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.0
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.write()
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.end_frame_capture(std::ptr::null(), std::ptr::null());
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println!("render finished");
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Ok(Vec::new())
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}
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fn get_typographic_bounds(&self, font_id: FontId, glyph_id: GlyphId) -> Result<Bounds<f32>> {
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unsafe {
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let font = &self.fonts[font_id.0].font_face;
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|
@ -1096,6 +1367,84 @@ impl Drop for DirectWriteState {
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}
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}
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|
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struct GlyphLayerTexture {
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run_color: Rgba,
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bounds: Bounds<i32>,
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texture: ID3D11Texture2D,
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texture_view: ID3D11ShaderResourceView,
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}
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impl GlyphLayerTexture {
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pub fn new(
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gpu_state: &GPUState,
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run_color: Rgba,
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bounds: Bounds<i32>,
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alpha_data: &[u8],
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) -> Result<Self> {
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let texture_size = bounds.size;
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let desc = D3D11_TEXTURE2D_DESC {
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Width: texture_size.width as u32,
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Height: texture_size.height as u32,
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MipLevels: 1,
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ArraySize: 1,
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Format: DXGI_FORMAT_R8G8B8A8_UNORM,
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SampleDesc: DXGI_SAMPLE_DESC {
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Count: 1,
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Quality: 0,
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},
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Usage: D3D11_USAGE_DEFAULT,
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BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
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MiscFlags: 0,
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};
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let texture = {
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let mut texture: Option<ID3D11Texture2D> = None;
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unsafe {
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gpu_state
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.device
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.CreateTexture2D(&desc, None, Some(&mut texture))?
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};
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texture.unwrap()
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};
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let texture_view = {
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let mut view: Option<ID3D11ShaderResourceView> = None;
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unsafe {
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gpu_state
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.device
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.CreateShaderResourceView(&texture, None, Some(&mut view))?
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};
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view.unwrap()
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};
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unsafe {
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||||
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 {
|
||||
|
|
|
@ -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");
|
||||
|
|
|
@ -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 {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue