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//! Fast GPU cached text rendering using gfx-rs & rusttype.
//!
//! Makes use of three kinds of caching to optimise frame performance.
//!
//! * Caching of glyph positioning output to avoid repeated cost of identical text
//! rendering on sequential frames.
//! * Caches draw calculations to avoid repeated cost of identical text rendering on
//! sequential frames.
//! * GPU cache logic to dynamically maintain a GPU texture of rendered glyphs.
//!
//! # Example
//!
//! ```no_run
//! # extern crate gfx;
//! # extern crate gfx_window_glutin;
//! # extern crate glutin;
//! extern crate gfx_glyph;
//! use gfx_glyph::{GlyphBrushBuilder, Section};
//! # fn main() -> Result<(), String> {
//! # let events_loop = glutin::EventsLoop::new();
//! # let (_window, _device, mut gfx_factory, gfx_color, gfx_depth) =
//! # gfx_window_glutin::init::<gfx::format::Srgba8, gfx::format::Depth>(
//! # glutin::WindowBuilder::new(),
//! # glutin::ContextBuilder::new(),
//! # &events_loop).unwrap();
//! # let mut gfx_encoder: gfx::Encoder<_, _> = gfx_factory.create_command_buffer().into();
//!
//! let dejavu: &[u8] = include_bytes!("../../fonts/DejaVuSans.ttf");
//! let mut glyph_brush = GlyphBrushBuilder::using_font_bytes(dejavu).build(gfx_factory.clone());
//!
//! # let some_other_section = Section { text: "another", ..Section::default() };
//! let section = Section {
//! text: "Hello gfx_glyph",
//! ..Section::default()
//! };
//!
//! glyph_brush.queue(section);
//! glyph_brush.queue(some_other_section);
//!
//! glyph_brush.draw_queued(&mut gfx_encoder, &gfx_color, &gfx_depth)?;
//! # Ok(())
//! # }
//! ```
mod builder;
mod pipe;
#[macro_use]
mod trace;
pub use crate::builder::*;
pub use glyph_brush::{
rusttype::{self, Font, Point, PositionedGlyph, Rect, Scale, SharedBytes},
BuiltInLineBreaker, FontId, FontMap, GlyphCruncher, HorizontalAlign, Layout, LineBreak,
LineBreaker, OwnedSectionText, OwnedVariedSection, PositionedGlyphIter, Section, SectionText,
VariedSection, VerticalAlign,
};
use crate::pipe::{glyph_pipe, GlyphVertex, RawAndFormat};
use gfx::{
format,
handle::{self, RawDepthStencilView, RawRenderTargetView},
texture,
traits::FactoryExt,
};
use glyph_brush::{
rusttype::point, BrushAction, BrushError, DefaultSectionHasher, GlyphPositioner,
};
use log::{log_enabled, warn};
use std::{
borrow::Cow,
error::Error,
fmt,
hash::{BuildHasher, Hash},
i32,
};
// Type for the generated glyph cache texture
type TexForm = format::U8Norm;
type TexSurface = <TexForm as format::Formatted>::Surface;
type TexChannel = <TexForm as format::Formatted>::Channel;
type TexFormView = <TexForm as format::Formatted>::View;
type TexSurfaceHandle<R> = handle::Texture<R, TexSurface>;
type TexShaderView<R> = handle::ShaderResourceView<R, TexFormView>;
const IDENTITY_MATRIX4: [[f32; 4]; 4] = [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
];
/// Object allowing glyph drawing, containing cache state. Manages glyph positioning cacheing,
/// glyph draw caching & efficient GPU texture cache updating and re-sizing on demand.
///
/// Build using a [`GlyphBrushBuilder`](struct.GlyphBrushBuilder.html).
///
/// # Example
///
/// ```no_run
/// # extern crate gfx;
/// # extern crate gfx_window_glutin;
/// # extern crate glutin;
/// extern crate gfx_glyph;
/// # use gfx_glyph::{GlyphBrushBuilder};
/// use gfx_glyph::Section;
/// # fn main() -> Result<(), String> {
/// # let events_loop = glutin::EventsLoop::new();
/// # let (_window, _device, mut gfx_factory, gfx_color, gfx_depth) =
/// # gfx_window_glutin::init::<gfx::format::Srgba8, gfx::format::Depth>(
/// # glutin::WindowBuilder::new(),
/// # glutin::ContextBuilder::new(),
/// # &events_loop).unwrap();
/// # let mut gfx_encoder: gfx::Encoder<_, _> = gfx_factory.create_command_buffer().into();
/// # let dejavu: &[u8] = include_bytes!("../../fonts/DejaVuSans.ttf");
/// # let mut glyph_brush = GlyphBrushBuilder::using_font_bytes(dejavu)
/// # .build(gfx_factory.clone());
/// # let some_other_section = Section { text: "another", ..Section::default() };
///
/// let section = Section {
/// text: "Hello gfx_glyph",
/// ..Section::default()
/// };
///
/// glyph_brush.queue(section);
/// glyph_brush.queue(some_other_section);
///
/// glyph_brush.draw_queued(&mut gfx_encoder, &gfx_color, &gfx_depth)?;
/// # Ok(())
/// # }
/// ```
///
/// # Caching behaviour
///
/// Calls to [`GlyphBrush::queue`](#method.queue),
/// [`GlyphBrush::pixel_bounds`](#method.pixel_bounds), [`GlyphBrush::glyphs`](#method.glyphs)
/// calculate the positioned glyphs for a section.
/// This is cached so future calls to any of the methods for the same section are much
/// cheaper. In the case of [`GlyphBrush::queue`](#method.queue) the calculations will also be
/// used for actual drawing.
///
/// The cache for a section will be **cleared** after a
/// [`GlyphBrush::draw_queued`](#method.draw_queued) call when that section has not been used since
/// the previous draw call.
pub struct GlyphBrush<'font, R: gfx::Resources, F: gfx::Factory<R>, H = DefaultSectionHasher> {
font_cache_tex: (
gfx::handle::Texture<R, TexSurface>,
gfx_core::handle::ShaderResourceView<R, f32>,
),
texture_filter_method: texture::FilterMethod,
factory: F,
program: gfx::handle::Program<R>,
draw_cache: Option<DrawnGlyphBrush<R>>,
glyph_brush: glyph_brush::GlyphBrush<'font, H>,
// config
depth_test: gfx::state::Depth,
}
impl<R: gfx::Resources, F: gfx::Factory<R>, H> fmt::Debug for GlyphBrush<'_, R, F, H> {
#[inline]
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "GlyphBrush")
}
}
impl<'font, R: gfx::Resources, F: gfx::Factory<R>, H: BuildHasher> GlyphCruncher<'font>
for GlyphBrush<'font, R, F, H>
{
#[inline]
fn pixel_bounds_custom_layout<'a, S, L>(
&mut self,
section: S,
custom_layout: &L,
) -> Option<Rect<i32>>
where
L: GlyphPositioner + Hash,
S: Into<Cow<'a, VariedSection<'a>>>,
{
self.glyph_brush
.pixel_bounds_custom_layout(section, custom_layout)
}
#[inline]
fn glyphs_custom_layout<'a, 'b, S, L>(
&'b mut self,
section: S,
custom_layout: &L,
) -> PositionedGlyphIter<'b, 'font>
where
L: GlyphPositioner + Hash,
S: Into<Cow<'a, VariedSection<'a>>>,
{
self.glyph_brush
.glyphs_custom_layout(section, custom_layout)
}
}
impl<'font, R: gfx::Resources, F: gfx::Factory<R>, H: BuildHasher> GlyphBrush<'font, R, F, H> {
/// Queues a section/layout to be drawn by the next call of
/// [`draw_queued`](struct.GlyphBrush.html#method.draw_queued). Can be called multiple times
/// to queue multiple sections for drawing.
///
/// Used to provide custom `GlyphPositioner` logic, if using built-in
/// [`Layout`](enum.Layout.html) simply use [`queue`](struct.GlyphBrush.html#method.queue)
///
/// Benefits from caching, see [caching behaviour](#caching-behaviour).
#[inline]
pub fn queue_custom_layout<'a, S, G>(&mut self, section: S, custom_layout: &G)
where
G: GlyphPositioner,
S: Into<Cow<'a, VariedSection<'a>>>,
{
self.glyph_brush.queue_custom_layout(section, custom_layout)
}
/// Queues a section/layout to be drawn by the next call of
/// [`draw_queued`](struct.GlyphBrush.html#method.draw_queued). Can be called multiple times
/// to queue multiple sections for drawing.
///
/// Benefits from caching, see [caching behaviour](#caching-behaviour).
#[inline]
pub fn queue<'a, S>(&mut self, section: S)
where
S: Into<Cow<'a, VariedSection<'a>>>,
{
self.glyph_brush.queue(section)
}
/// Retains the section in the cache as if it had been used in the last draw-frame.
///
/// Should not be necessary unless using multiple draws per frame with distinct transforms,
/// see [caching behaviour](#caching-behaviour).
#[inline]
pub fn keep_cached_custom_layout<'a, S, G>(&mut self, section: S, custom_layout: &G)
where
S: Into<Cow<'a, VariedSection<'a>>>,
G: GlyphPositioner,
{
self.glyph_brush.keep_cached_custom_layout(section, custom_layout)
}
/// Retains the section in the cache as if it had been used in the last draw-frame.
///
/// Should not be necessary unless using multiple draws per frame with distinct transforms,
/// see [caching behaviour](#caching-behaviour).
#[inline]
pub fn keep_cached<'a, S>(&mut self, section: S)
where
S: Into<Cow<'a, VariedSection<'a>>>,
{
self.glyph_brush.keep_cached(section)
}
/// Draws all queued sections onto a render target, applying a position transform (e.g.
/// a projection).
/// See [`queue`](struct.GlyphBrush.html#method.queue).
///
/// Trims the cache, see [caching behaviour](#caching-behaviour).
///
/// # Raw usage
/// Can also be used with gfx raw render & depth views if necessary. The `Format` must also
/// be provided. [See example.](struct.GlyphBrush.html#raw-usage-1)
#[inline]
pub fn draw_queued<C, CV, DV>(
&mut self,
encoder: &mut gfx::Encoder<R, C>,
target: &CV,
depth_target: &DV,
) -> Result<(), String>
where
C: gfx::CommandBuffer<R>,
CV: RawAndFormat<Raw = RawRenderTargetView<R>>,
DV: RawAndFormat<Raw = RawDepthStencilView<R>>,
{
self.draw_queued_with_transform(IDENTITY_MATRIX4, encoder, target, depth_target)
}
/// Draws all queued sections onto a render target, applying a position transform (e.g.
/// a projection).
/// See [`queue`](struct.GlyphBrush.html#method.queue).
///
/// Trims the cache, see [caching behaviour](#caching-behaviour).
///
/// # Raw usage
/// Can also be used with gfx raw render & depth views if necessary. The `Format` must also
/// be provided.
///
/// ```no_run
/// # extern crate gfx;
/// # extern crate gfx_window_glutin;
/// # extern crate glutin;
/// # extern crate gfx_glyph;
/// # use gfx_glyph::{GlyphBrushBuilder};
/// # use gfx_glyph::Section;
/// # use gfx::format;
/// # use gfx::format::Formatted;
/// # use gfx::memory::Typed;
/// # fn main() -> Result<(), String> {
/// # let events_loop = glutin::EventsLoop::new();
/// # let (_window, _device, mut gfx_factory, gfx_color, gfx_depth) =
/// # gfx_window_glutin::init::<gfx::format::Srgba8, gfx::format::Depth>(
/// # glutin::WindowBuilder::new(),
/// # glutin::ContextBuilder::new(),
/// # &events_loop).unwrap();
/// # let mut gfx_encoder: gfx::Encoder<_, _> = gfx_factory.create_command_buffer().into();
/// # let dejavu: &[u8] = include_bytes!("../../fonts/DejaVuSans.ttf");
/// # let mut glyph_brush = GlyphBrushBuilder::using_font_bytes(dejavu)
/// # .build(gfx_factory.clone());
/// # let raw_render_view = gfx_color.raw();
/// # let raw_depth_view = gfx_depth.raw();
/// # let transform = [[0.0; 4]; 4];
/// glyph_brush.draw_queued_with_transform(
/// transform,
/// &mut gfx_encoder,
/// &(raw_render_view, format::Srgba8::get_format()),
/// &(raw_depth_view, format::Depth::get_format()),
/// )?
/// # ;
/// # Ok(())
/// # }
/// ```
pub fn draw_queued_with_transform<C, CV, DV>(
&mut self,
transform: [[f32; 4]; 4],
mut encoder: &mut gfx::Encoder<R, C>,
target: &CV,
depth_target: &DV,
) -> Result<(), String>
where
C: gfx::CommandBuffer<R>,
CV: RawAndFormat<Raw = RawRenderTargetView<R>>,
DV: RawAndFormat<Raw = RawDepthStencilView<R>>,
{
let (screen_width, screen_height, ..) = target.as_raw().get_dimensions();
let screen_dims = (u32::from(screen_width), u32::from(screen_height));
let mut brush_action;
loop {
let tex = self.font_cache_tex.0.clone();
brush_action = self.glyph_brush.process_queued(
screen_dims,
|rect, tex_data| {
let offset = [rect.min.x as u16, rect.min.y as u16];
let size = [rect.width() as u16, rect.height() as u16];
update_texture(&mut encoder, &tex, offset, size, tex_data);
},
to_vertex,
);
match brush_action {
Ok(_) => break,
Err(BrushError::TextureTooSmall { suggested }) => {
let (new_width, new_height) = suggested;
if log_enabled!(log::Level::Warn) {
warn!(
"Increasing glyph texture size {old:?} -> {new:?}. \
Consider building with `.initial_cache_size({new:?})` to avoid \
resizing. Called from:\n{trace}",
old = self.glyph_brush.texture_dimensions(),
new = (new_width, new_height),
trace = outer_backtrace!()
);
}
match create_texture(&mut self.factory, new_width, new_height) {
Ok((new_tex, tex_view)) => {
self.glyph_brush.resize_texture(new_width, new_height);
if let Some(ref mut cache) = self.draw_cache {
cache.pipe_data.font_tex.0 = tex_view.clone();
}
self.font_cache_tex.1 = tex_view;
self.font_cache_tex.0 = new_tex;
}
Err(_) => {
return Err(format!(
"Failed to create {}x{} glyph texture",
new_width, new_height
));
}
}
}
}
}
match brush_action.unwrap() {
BrushAction::Draw(verts) => {
let vbuf = self.factory.create_vertex_buffer(&verts);
let draw_cache = if let Some(mut cache) = self.draw_cache.take() {
cache.pipe_data.vbuf = vbuf;
if &cache.pipe_data.out != target.as_raw() {
cache.pipe_data.out.clone_from(target.as_raw());
}
if &cache.pipe_data.out_depth != depth_target.as_raw() {
cache.pipe_data.out_depth.clone_from(depth_target.as_raw());
}
if cache.pso.0 != target.format() {
cache.pso = (
target.format(),
self.pso_using(target.format(), depth_target.format()),
);
}
cache.slice.instances.as_mut().unwrap().0 = verts.len() as _;
cache
} else {
DrawnGlyphBrush {
pipe_data: {
let sampler = self.factory.create_sampler(texture::SamplerInfo::new(
self.texture_filter_method,
texture::WrapMode::Clamp,
));
glyph_pipe::Data {
vbuf,
font_tex: (self.font_cache_tex.1.clone(), sampler),
transform,
out: target.as_raw().clone(),
out_depth: depth_target.as_raw().clone(),
}
},
pso: (
target.format(),
self.pso_using(target.format(), depth_target.format()),
),
slice: gfx::Slice {
instances: Some((verts.len() as _, 0)),
..Self::empty_slice()
},
}
};
self.draw_cache = Some(draw_cache);
}
BrushAction::ReDraw => {}
};
if let Some(&mut DrawnGlyphBrush {
ref pso,
ref slice,
ref mut pipe_data,
..
}) = self.draw_cache.as_mut()
{
pipe_data.transform = transform;
encoder.draw(slice, &pso.1, pipe_data);
}
Ok(())
}
/// Returns the available fonts.
///
/// The `FontId` corresponds to the index of the font data.
#[inline]
pub fn fonts(&self) -> &[Font<'_>] {
self.glyph_brush.fonts()
}
fn pso_using(
&mut self,
color_format: gfx::format::Format,
depth_format: gfx::format::Format,
) -> gfx::PipelineState<R, glyph_pipe::Meta> {
self.factory
.create_pipeline_from_program(
&self.program,
gfx::Primitive::TriangleStrip,
gfx::state::Rasterizer::new_fill(),
glyph_pipe::Init::new(color_format, depth_format, self.depth_test),
)
.unwrap()
}
fn empty_slice() -> gfx::Slice<R> {
gfx::Slice {
start: 0,
end: 4,
buffer: gfx::IndexBuffer::Auto,
base_vertex: 0,
instances: None,
}
}
/// Adds an additional font to the one(s) initially added on build.
///
/// Returns a new [`FontId`](struct.FontId.html) to reference this font.
///
/// # Example
///
/// ```no_run
/// # extern crate gfx;
/// # extern crate gfx_window_glutin;
/// # extern crate glutin;
/// extern crate gfx_glyph;
/// use gfx_glyph::{GlyphBrushBuilder, Section};
/// # fn main() {
/// # let events_loop = glutin::EventsLoop::new();
/// # let (_window, _device, mut gfx_factory, gfx_color, gfx_depth) =
/// # gfx_window_glutin::init::<gfx::format::Srgba8, gfx::format::Depth>(
/// # glutin::WindowBuilder::new(),
/// # glutin::ContextBuilder::new(),
/// # &events_loop).unwrap();
/// # let mut gfx_encoder: gfx::Encoder<_, _> = gfx_factory.create_command_buffer().into();
///
/// // dejavu is built as default `FontId(0)`
/// let dejavu: &[u8] = include_bytes!("../../fonts/DejaVuSans.ttf");
/// let mut glyph_brush = GlyphBrushBuilder::using_font_bytes(dejavu).build(gfx_factory.clone());
///
/// // some time later, add another font referenced by a new `FontId`
/// let open_sans_italic: &[u8] = include_bytes!("../../fonts/OpenSans-Italic.ttf");
/// let open_sans_italic_id = glyph_brush.add_font_bytes(open_sans_italic);
/// # glyph_brush.draw_queued(&mut gfx_encoder, &gfx_color, &gfx_depth).unwrap();
/// # let _ = open_sans_italic_id;
/// # }
/// ```
pub fn add_font_bytes<'a: 'font, B: Into<SharedBytes<'a>>>(&mut self, font_data: B) -> FontId {
self.glyph_brush.add_font_bytes(font_data)
}
/// Adds an additional font to the one(s) initially added on build.
///
/// Returns a new [`FontId`](struct.FontId.html) to reference this font.
pub fn add_font<'a: 'font>(&mut self, font_data: Font<'a>) -> FontId {
self.glyph_brush.add_font(font_data)
}
}
struct DrawnGlyphBrush<R: gfx::Resources> {
pipe_data: glyph_pipe::Data<R>,
pso: (gfx::format::Format, gfx::PipelineState<R, glyph_pipe::Meta>),
slice: gfx::Slice<R>,
}
#[inline]
fn to_vertex(
glyph_brush::GlyphVertex {
mut tex_coords,
pixel_coords,
bounds,
screen_dimensions: (screen_w, screen_h),
color,
z,
}: glyph_brush::GlyphVertex,
) -> GlyphVertex {
let gl_bounds = Rect {
min: point(
2.0 * (bounds.min.x / screen_w - 0.5),
2.0 * (0.5 - bounds.min.y / screen_h),
),
max: point(
2.0 * (bounds.max.x / screen_w - 0.5),
2.0 * (0.5 - bounds.max.y / screen_h),
),
};
let mut gl_rect = Rect {
min: point(
2.0 * (pixel_coords.min.x as f32 / screen_w - 0.5),
2.0 * (0.5 - pixel_coords.min.y as f32 / screen_h),
),
max: point(
2.0 * (pixel_coords.max.x as f32 / screen_w - 0.5),
2.0 * (0.5 - pixel_coords.max.y as f32 / screen_h),
),
};
// handle overlapping bounds, modify uv_rect to preserve texture aspect
if gl_rect.max.x > gl_bounds.max.x {
let old_width = gl_rect.width();
gl_rect.max.x = gl_bounds.max.x;
tex_coords.max.x = tex_coords.min.x + tex_coords.width() * gl_rect.width() / old_width;
}
if gl_rect.min.x < gl_bounds.min.x {
let old_width = gl_rect.width();
gl_rect.min.x = gl_bounds.min.x;
tex_coords.min.x = tex_coords.max.x - tex_coords.width() * gl_rect.width() / old_width;
}
// note: y access is flipped gl compared with screen,
// texture is not flipped (ie is a headache)
if gl_rect.max.y < gl_bounds.max.y {
let old_height = gl_rect.height();
gl_rect.max.y = gl_bounds.max.y;
tex_coords.max.y = tex_coords.min.y + tex_coords.height() * gl_rect.height() / old_height;
}
if gl_rect.min.y > gl_bounds.min.y {
let old_height = gl_rect.height();
gl_rect.min.y = gl_bounds.min.y;
tex_coords.min.y = tex_coords.max.y - tex_coords.height() * gl_rect.height() / old_height;
}
GlyphVertex {
left_top: [gl_rect.min.x, gl_rect.max.y, z],
right_bottom: [gl_rect.max.x, gl_rect.min.y],
tex_left_top: [tex_coords.min.x, tex_coords.max.y],
tex_right_bottom: [tex_coords.max.x, tex_coords.min.y],
color,
}
}
// Creates a gfx texture with the given data
fn create_texture<F, R>(
factory: &mut F,
width: u32,
height: u32,
) -> Result<(TexSurfaceHandle<R>, TexShaderView<R>), Box<dyn Error>>
where
R: gfx::Resources,
F: gfx::Factory<R>,
{
let kind = texture::Kind::D2(
width as texture::Size,
height as texture::Size,
texture::AaMode::Single,
);
let tex = factory.create_texture(
kind,
1 as texture::Level,
gfx::memory::Bind::SHADER_RESOURCE,
gfx::memory::Usage::Dynamic,
Some(<TexChannel as format::ChannelTyped>::get_channel_type()),
)?;
let view =
factory.view_texture_as_shader_resource::<TexForm>(&tex, (0, 0), format::Swizzle::new())?;
Ok((tex, view))
}
// Updates a texture with the given data (used for updating the GlyphCache texture)
#[inline]
fn update_texture<R, C>(
encoder: &mut gfx::Encoder<R, C>,
texture: &handle::Texture<R, TexSurface>,
offset: [u16; 2],
size: [u16; 2],
data: &[u8],
) where
R: gfx::Resources,
C: gfx::CommandBuffer<R>,
{
let info = texture::ImageInfoCommon {
xoffset: offset[0],
yoffset: offset[1],
zoffset: 0,
width: size[0],
height: size[1],
depth: 0,
format: (),
mipmap: 0,
};
encoder
.update_texture::<TexSurface, TexForm>(texture, None, info, data)
.unwrap();
}