On Mon, Jan 6, 2020 at 3:35 PM Sven Baars sbaars@codeweavers.com wrote:
Based on a patch by Tony Wasserka.
Signed-off-by: Sven Baars sbaars@codeweavers.com
dlls/d3dx9_36/d3dx9_private.h | 2 + dlls/d3dx9_36/font.c | 239 +++++++++++++++++++++++++++++++--- dlls/d3dx9_36/tests/core.c | 4 +- dlls/d3dx9_36/texture.c | 2 +- 4 files changed, 228 insertions(+), 19 deletions(-)
diff --git a/dlls/d3dx9_36/d3dx9_private.h b/dlls/d3dx9_36/d3dx9_private.h index 61ec320ba5..4f92b914ef 100644 --- a/dlls/d3dx9_36/d3dx9_private.h +++ b/dlls/d3dx9_36/d3dx9_private.h @@ -225,6 +225,8 @@ static inline BOOL is_param_type_sampler(D3DXPARAMETER_TYPE type) || type == D3DXPT_SAMPLER3D || type == D3DXPT_SAMPLERCUBE; }
+UINT make_pow2(UINT num) DECLSPEC_HIDDEN;
struct d3dx_parameter;
enum pres_reg_tables diff --git a/dlls/d3dx9_36/font.c b/dlls/d3dx9_36/font.c index cb09af22f5..fe645a51c0 100644 --- a/dlls/d3dx9_36/font.c +++ b/dlls/d3dx9_36/font.c @@ -22,6 +22,14 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
+typedef struct _GLYPH +{
- UINT id;
- RECT blackbox;
- POINT cellinc;
- IDirect3DTexture9 *texture;
+} GLYPH;
Please don't add typedefs or type names in caps.
struct d3dx_font { ID3DXFont ID3DXFont_iface; @@ -32,6 +40,14 @@ struct d3dx_font
HDC hdc; HFONT hfont;
- GLYPH *glyphs;
- UINT allocated_glyphs, glyph_count;
- IDirect3DTexture9 **textures;
- UINT texture_count, texture_pos;
- UINT texture_size, glyph_size, glyphs_per_texture;
};
static inline struct d3dx_font *impl_from_ID3DXFont(ID3DXFont *iface) @@ -72,11 +88,21 @@ static ULONG WINAPI ID3DXFontImpl_Release(ID3DXFont *iface)
TRACE("%p decreasing refcount to %u\n", iface, ref);
- if(ref==0) {
- if (!ref)
- {
UINT i;
for(i = 0; i < This->texture_count; i++)
IDirect3DTexture9_Release(This->textures[i]);
if (This->textures)
heap_free(This->textures);
heap_free(This->glyphs);
DeleteObject(This->hfont); DeleteDC(This->hdc); IDirect3DDevice9_Release(This->device);
HeapFree(GetProcessHeap(), 0, This);
} return ref;heap_free(This);
}
Pure nitpick, while at it you could rename This to font or something like that.
@@ -154,10 +180,164 @@ static HRESULT WINAPI ID3DXFontImpl_PreloadCharacters(ID3DXFont *iface, UINT fir return S_OK; }
+/************************************************************
- ID3DXFont_PreloadGlyphs
- Preloads the specified glyph series into the internal texture
- PARAMS
- first [I] first glyph to be preloaded
- last [I] last glyph to be preloaded
- RETURNS
- Success: D3D_OK
- NOTES
- The glyphs are stored in a grid.
- Cell sizes vary between different font sizes.
- The grid is filled in this order:
- 1 2 5 6 17 18 21 22
- 3 4 7 8 19 20 23 24
- 9 10 13 14 25 26 29 30
- 11 12 15 16 27 28 31 32
- 33 34 ...
- ...
- i.e. we try to fill one small square, then three equal-sized squares so that we get one big square, etc...
- The glyphs are positioned around their baseline, which is located at y position glyph_size * i + tmAscent.
- Concerning the x position, the glyphs are centered around glyph_size * (i + 0.5).
- */
I hate the boilerplate documentation of Win32 methods, I think it serves no purpose. I'd keep only the (very useful) notes part.
static HRESULT WINAPI ID3DXFontImpl_PreloadGlyphs(ID3DXFont *iface, UINT first, UINT last) {
- FIXME("iface %p, first %u, last %u stub!\n", iface, first, last);
- return E_NOTIMPL;
- struct d3dx_font *This = impl_from_ID3DXFont(iface);
- UINT glyph, i, x, y;
- TEXTMETRICW tm;
- HRESULT hr;
- TRACE("iface %p, first %u, last %u\n", iface, first, last);
- if (last < first)
return D3D_OK;
- ID3DXFont_GetTextMetricsW(iface, &tm);
- for (glyph = first; glyph <= last; glyph++)
- {
DWORD ret;
BYTE *buffer;
GLYPHMETRICS metrics;
D3DLOCKED_RECT lockrect;
MAT2 mat = { {0,1}, {0,0}, {0,0}, {0,1} };
UINT stride, offx = 0, offy = 0;
GLYPH *current_glyph;
IDirect3DTexture9 *current_texture;
/* Check whether the glyph is already preloaded */
for (i = 0; i < This->glyph_count; i++)
if (This->glyphs[i].id == glyph)
break;
if (i < This->glyph_count)
continue;
/* Calculate glyph position */
for (i = 0; i < 16; i++)
{
if (This->texture_pos & (1 << (2*i)))
offx += This->glyph_size * (1 << i);
if (i < 15 && This->texture_pos & (1 << (2*i + 1)))
offy += This->glyph_size * (1 << i);
}
Probably not a big deal but I think that you can compute the x,y offsets more efficiently. See e.g. DecodeMorton2X() and DecodeMorton2Y() at https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ (the usual version would have bitwise or instead of xor at each step but it's probably not going to make any difference either way).
/* Make sure we have enough memory */
if (This->glyph_count + 1 > This->allocated_glyphs)
{
This->allocated_glyphs <<= 1;
This->glyphs = heap_realloc(This->glyphs, This->allocated_glyphs * sizeof(GLYPH));
if (!This->glyphs)
return E_OUTOFMEMORY;
}
This drops the old memory allocation on the floor if the reallocation fails. There are many other places with a similar pattern in Wine (or even in d3dx9, e.g. search for realloc) which you can use as inspiration.
Actually, when looking for those examples I spotted one that does it wrong in d3dx_pool_sync_shared_parameter(), I'm going to write a patch for that one...
current_glyph = This->glyphs + This->glyph_count++;
current_glyph->id = glyph;
current_glyph->texture = NULL;
/* Spaces are handled separately */
if (glyph > 0 && glyph < 4)
continue;
I have no clue if those two values are correct for every font but it smells somewhat fishy...
/* Get the glyph data */
ret = GetGlyphOutlineW(This->hdc, glyph, GGO_GLYPH_INDEX | GGO_GRAY8_BITMAP, &metrics, 0, NULL, &mat);
if (ret == GDI_ERROR)
continue;
We might want to print a WARN when that fails.
buffer = heap_alloc(ret);
if (!buffer)
return E_OUTOFMEMORY;
GetGlyphOutlineW(This->hdc, glyph, GGO_GLYPH_INDEX | GGO_GRAY8_BITMAP, &metrics, ret, buffer, &mat);
/* Create a new texture if necessary */
if (This->texture_pos % This->glyphs_per_texture == 0)
It's probably better to maintain a counter for the "slots" used in the current texture while in this function and avoid a modulo operation for each loop iteration.
{
This->textures = heap_realloc(This->textures, (This->texture_count + 1) * sizeof(IDirect3DTexture9 *));
if (!This->textures)
{
heap_free(buffer);
return E_OUTOFMEMORY;
}
Same issue as above.
if (FAILED(hr = IDirect3DDevice9_CreateTexture(This->device, This->texture_size,
This->texture_size, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
&This->textures[This->texture_count], NULL)))
{
heap_free(buffer);
return hr;
}
This->texture_count++;
This->texture_pos = 0;
offx = 0;
offy = 0;
}
current_texture = This->textures[This->texture_count - 1];
/* Fill in glyph data */
current_glyph->blackbox.left = offx - metrics.gmptGlyphOrigin.x + This->glyph_size / 2 - metrics.gmBlackBoxX / 2;
current_glyph->blackbox.top = offy - metrics.gmptGlyphOrigin.y + tm.tmAscent;
current_glyph->blackbox.right = current_glyph->blackbox.left + metrics.gmBlackBoxX;
current_glyph->blackbox.bottom = current_glyph->blackbox.top + metrics.gmBlackBoxY;
current_glyph->cellinc.x = metrics.gmptGlyphOrigin.x - 1;
current_glyph->cellinc.y = tm.tmAscent - metrics.gmptGlyphOrigin.y - 1;
current_glyph->texture = current_texture;
/* Copy glyph data to the texture */
if (FAILED(hr = IDirect3DTexture9_LockRect(current_texture, 0, &lockrect, ¤t_glyph->blackbox, 0)))
{
heap_free(buffer);
return hr;
}
stride = (metrics.gmBlackBoxX + 3) & ~3;
for (y = 0; y < metrics.gmBlackBoxY; y++)
for (x = 0; x < metrics.gmBlackBoxX; x++)
{
((BYTE*)lockrect.pBits)[4 * x + y * lockrect.Pitch ] = 255;
((BYTE*)lockrect.pBits)[4 * x + y * lockrect.Pitch + 1] = 255;
((BYTE*)lockrect.pBits)[4 * x + y * lockrect.Pitch + 2] = 255;
((BYTE*)lockrect.pBits)[4 * x + y * lockrect.Pitch + 3] = buffer[x + y * stride] * 255 / 64;
}
Introducing a DWORD * variable and filling the whole pixel in one go should make this quite a bit nicer. You can assume little-endian. Another stylistic nit: please add brackets to the outer for when the inner for has them.
IDirect3DTexture9_UnlockRect(current_texture, 0);
heap_free(buffer);
This->texture_pos++;
- }
- return D3D_OK;
}
static HRESULT WINAPI ID3DXFontImpl_PreloadTextA(ID3DXFont *iface, const char *string, INT count) @@ -294,6 +474,7 @@ HRESULT WINAPI D3DXCreateFontIndirectW(IDirect3DDevice9 *device, const D3DXFONT_ D3DDISPLAYMODE mode; struct d3dx_font *object; IDirect3D9 *d3d;
TEXTMETRICW metrics; HRESULT hr;
TRACE("(%p, %p, %p)\n", device, desc, font);
@@ -305,39 +486,65 @@ HRESULT WINAPI D3DXCreateFontIndirectW(IDirect3DDevice9 *device, const D3DXFONT_ IDirect3DDevice9_GetCreationParameters(device, &cpars); IDirect3DDevice9_GetDisplayMode(device, 0, &mode); hr = IDirect3D9_CheckDeviceFormat(d3d, cpars.AdapterOrdinal, cpars.DeviceType, mode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8);
- if(FAILED(hr)) {
- if (FAILED(hr))
- { IDirect3D9_Release(d3d); return D3DXERR_INVALIDDATA; } IDirect3D9_Release(d3d);
- object = HeapAlloc(GetProcessHeap(), 0, sizeof(struct d3dx_font));
- if(object==NULL) {
*font=NULL;
- object = heap_alloc_zero(sizeof(struct d3dx_font));
- if (!object)
- {
} object->ID3DXFont_iface.lpVtbl = &D3DXFont_Vtbl;*font = NULL; return E_OUTOFMEMORY;
- object->ref=1;
- object->device=device;
- object->desc=*desc;
object->ref = 1;
object->device = device;
object->desc = *desc;
object->hdc = CreateCompatibleDC(NULL);
- if( !object->hdc ) {
HeapFree(GetProcessHeap(), 0, object);
if (!object->hdc)
{
heap_free(object); return D3DXERR_INVALIDDATA;
}
object->hfont = CreateFontW(desc->Height, desc->Width, 0, 0, desc->Weight, desc->Italic, FALSE, FALSE, desc->CharSet, desc->OutputPrecision, CLIP_DEFAULT_PRECIS, desc->Quality, desc->PitchAndFamily, desc->FaceName);
- if( !object->hfont ) {
- if (!object->hfont)
- { DeleteDC(object->hdc);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object); return D3DXERR_INVALIDDATA;
} SelectObject(object->hdc, object->hfont);
/* allocate common memory usage */
object->allocated_glyphs = 32;
object->glyphs = heap_alloc(object->allocated_glyphs * sizeof(GLYPH));
if (!object->glyphs)
{
DeleteObject(object->hfont);
DeleteDC(object->hdc);
heap_free(object);
*font = NULL;
return E_OUTOFMEMORY;
}
GetTextMetricsW(object->hdc, &metrics);
object->glyph_size = make_pow2(metrics.tmHeight);
object->texture_size = make_pow2(object->glyph_size);
if (object->glyph_size < 256)
object->texture_size = min(256, object->texture_size << 4);
object->glyphs_per_texture = object->texture_size * object->texture_size / object->glyph_size / object->glyph_size;
IDirect3DDevice9_AddRef(device);
- *font=&object->ID3DXFont_iface;
*font = &object->ID3DXFont_iface;
return D3D_OK;
} diff --git a/dlls/d3dx9_36/tests/core.c b/dlls/d3dx9_36/tests/core.c index b2a44ded70..4b731288c7 100644 --- a/dlls/d3dx9_36/tests/core.c +++ b/dlls/d3dx9_36/tests/core.c @@ -538,7 +538,7 @@ static void test_ID3DXFont(IDirect3DDevice9 *device) hr = ID3DXFont_PreloadCharacters(font, 'b', 'a'); ok(hr == D3D_OK, "ID3DXFont_PreloadCharacters returned %#x, expected %#x\n", hr, D3D_OK); hr = ID3DXFont_PreloadGlyphs(font, 1, 0);
todo_wine ok(hr == D3D_OK, "ID3DXFont_PreloadGlyphs returned %#x, expected %#x\n", hr, D3D_OK);
ok(hr == D3D_OK, "ID3DXFont_PreloadGlyphs returned %#x, expected %#x\n", hr, D3D_OK); hr = ID3DXFont_PreloadCharacters(font, 'a', 'a'); ok(hr == D3D_OK, "ID3DXFont_PreloadCharacters returned %#x, expected %#x\n", hr, D3D_OK);
@@ -590,7 +590,7 @@ static void test_ID3DXFont(IDirect3DDevice9 *device)
/* Test multiple textures */ hr = ID3DXFont_PreloadGlyphs(font, 0, 1000);
todo_wine ok(hr == D3D_OK, "ID3DXFont_PreloadGlyphs returned %#x, expected %#x\n", hr, D3D_OK);
ok(hr == D3D_OK, "ID3DXFont_PreloadGlyphs returned %#x, expected %#x\n", hr, D3D_OK); /* Test glyphs that are not rendered */ for (glyph = 1; glyph < 4; glyph++)
diff --git a/dlls/d3dx9_36/texture.c b/dlls/d3dx9_36/texture.c index d96ade9aed..47acf42aa1 100644 --- a/dlls/d3dx9_36/texture.c +++ b/dlls/d3dx9_36/texture.c @@ -31,7 +31,7 @@ static BOOL is_pow2(UINT num) }
/* Returns the smallest power of 2 which is greater than or equal to num */ -static UINT make_pow2(UINT num) +UINT make_pow2(UINT num) { UINT result = 1;
This is okay but I'd prefer to move the helper to d3dx9_private.h and make it static inline instead. BTW, the function can be improved like in https://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2. That would be a separate patch though.