4c6a4e1e00
tested by naddy@
204 lines
6.6 KiB
C
204 lines
6.6 KiB
C
/*
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* Copyright © 2014 Keith Packard
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#include "glamor_priv.h"
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#include "glamor_font.h"
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#include <dixfontstr.h>
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static int glamor_font_generation;
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static int glamor_font_private_index;
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static int glamor_font_screen_count;
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glamor_font_t *
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glamor_font_get(ScreenPtr screen, FontPtr font)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_font_t *privates;
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glamor_font_t *glamor_font;
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int overall_width, overall_height;
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int num_rows;
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int num_cols;
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int glyph_width_pixels;
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int glyph_width_bytes;
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int glyph_height;
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int row, col;
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unsigned char c[2];
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CharInfoPtr glyph;
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unsigned long count;
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char *bits;
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if (glamor_priv->glsl_version < 130)
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return NULL;
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privates = FontGetPrivate(font, glamor_font_private_index);
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if (!privates) {
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privates = calloc(glamor_font_screen_count, sizeof (glamor_font_t));
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if (!privates)
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return NULL;
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FontSetPrivate(font, glamor_font_private_index, privates);
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}
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glamor_font = &privates[screen->myNum];
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if (glamor_font->realized)
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return glamor_font;
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/* Figure out how many glyphs are in the font */
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num_cols = font->info.lastCol - font->info.firstCol + 1;
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num_rows = font->info.lastRow - font->info.firstRow + 1;
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/* Figure out the size of each glyph */
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glyph_width_pixels = font->info.maxbounds.rightSideBearing - font->info.minbounds.leftSideBearing;
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glyph_height = font->info.maxbounds.ascent + font->info.maxbounds.descent;
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glyph_width_bytes = (glyph_width_pixels + 7) >> 3;
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glamor_font->glyph_width_pixels = glyph_width_pixels;
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glamor_font->glyph_width_bytes = glyph_width_bytes;
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glamor_font->glyph_height = glyph_height;
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overall_width = glyph_width_bytes * num_cols;
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overall_height = glyph_height * num_rows;
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bits = malloc(overall_width * overall_height);
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if (!bits)
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return NULL;
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/* Check whether the font has a default character */
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c[0] = font->info.lastRow + 1;
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c[1] = font->info.lastCol + 1;
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(*font->get_glyphs)(font, 1, c, TwoD16Bit, &count, &glyph);
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glamor_font->default_char = count ? glyph : NULL;
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glamor_font->default_row = font->info.defaultCh >> 8;
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glamor_font->default_col = font->info.defaultCh;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glGenTextures(1, &glamor_font->texture_id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, glamor_font->texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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/* Paint all of the glyphs */
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for (row = 0; row < num_rows; row++) {
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for (col = 0; col < num_cols; col++) {
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c[0] = row + font->info.firstRow;
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c[1] = col + font->info.firstCol;
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(*font->get_glyphs)(font, 1, c, TwoD16Bit, &count, &glyph);
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if (count) {
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char *dst = bits + row * glyph_height * overall_width +
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col * glyph_width_bytes;
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char *src = glyph->bits;
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unsigned y;
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for (y = 0; y < GLYPHHEIGHTPIXELS(glyph); y++) {
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memcpy(dst, src, GLYPHWIDTHBYTES(glyph));
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dst += overall_width;
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src += GLYPHWIDTHBYTESPADDED(glyph);
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}
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}
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, overall_width, overall_height,
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0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, bits);
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free(bits);
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glamor_font->realized = TRUE;
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return glamor_font;
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}
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static Bool
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glamor_realize_font(ScreenPtr screen, FontPtr font)
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{
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return TRUE;
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}
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static Bool
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glamor_unrealize_font(ScreenPtr screen, FontPtr font)
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{
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glamor_screen_private *glamor_priv;
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glamor_font_t *privates = FontGetPrivate(font, glamor_font_private_index);
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glamor_font_t *glamor_font;
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int s;
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if (!privates)
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return TRUE;
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glamor_font = &privates[screen->myNum];
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if (!glamor_font->realized)
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return TRUE;
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/* Unrealize the font, freeing the allocated texture */
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glamor_font->realized = FALSE;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glDeleteTextures(1, &glamor_font->texture_id);
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/* Check to see if all of the screens are done with this font
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* and free the private when that happens
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*/
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for (s = 0; s < glamor_font_screen_count; s++)
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if (privates[s].realized)
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return TRUE;
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free(privates);
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FontSetPrivate(font, glamor_font_private_index, NULL);
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return TRUE;
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}
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Bool
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glamor_font_init(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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if (glamor_priv->glsl_version < 130)
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return TRUE;
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if (glamor_font_generation != serverGeneration) {
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glamor_font_private_index = AllocateFontPrivateIndex();
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if (glamor_font_private_index == -1)
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return FALSE;
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glamor_font_screen_count = 0;
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glamor_font_generation = serverGeneration;
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}
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if (screen->myNum >= glamor_font_screen_count)
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glamor_font_screen_count = screen->myNum + 1;
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screen->RealizeFont = glamor_realize_font;
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screen->UnrealizeFont = glamor_unrealize_font;
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return TRUE;
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}
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