glamor_font_t * glamor_font_get(ScreenPtr screen, FontPtr font) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glamor_font_t *privates; glamor_font_t *glamor_font; int overall_width, overall_height; int num_rows; int num_cols; int glyph_width_pixels; int glyph_width_bytes; int glyph_height; int row, col; unsigned char c[2]; CharInfoPtr glyph; unsigned long count; privates = FontGetPrivate(font, glamor_font_private_index); if (!privates) { privates = calloc(glamor_font_screen_count, sizeof (glamor_font_t)); if (!privates) return NULL; FontSetPrivate(font, glamor_font_private_index, privates); } glamor_font = &privates[screen->myNum]; if (glamor_font->realized) return glamor_font; glamor_font->realized = TRUE; /* Figure out how many glyphs are in the font */ num_cols = font->info.lastCol - font->info.firstCol + 1; num_rows = font->info.lastRow - font->info.firstRow + 1; /* Figure out the size of each glyph */ glyph_width_pixels = font->info.maxbounds.rightSideBearing - font->info.minbounds.leftSideBearing; glyph_height = font->info.maxbounds.ascent + font->info.maxbounds.descent; glyph_width_bytes = (glyph_width_pixels + 7) >> 3; glamor_font->glyph_width_pixels = glyph_width_pixels; glamor_font->glyph_width_bytes = glyph_width_bytes; glamor_font->glyph_height = glyph_height; overall_width = glyph_width_bytes * num_cols; overall_height = glyph_height * num_rows; /* Check whether the font has a default character */ c[0] = font->info.lastRow + 1; c[1] = font->info.lastCol + 1; (*font->get_glyphs)(font, 1, c, TwoD16Bit, &count, &glyph); glamor_font->default_char = count ? glyph : NULL; glamor_font->default_row = font->info.defaultCh >> 8; glamor_font->default_col = font->info.defaultCh; glamor_priv = glamor_get_screen_private(screen); glamor_make_current(glamor_priv); glGenTextures(1, &glamor_font->texture_id); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, glamor_font->texture_id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Allocate storage */ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, overall_width, overall_height, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); /* Paint all of the glyphs */ for (row = 0; row < num_rows; row++) { for (col = 0; col < num_cols; col++) { c[0] = row + font->info.firstRow; c[1] = col + font->info.firstCol; (*font->get_glyphs)(font, 1, c, TwoD16Bit, &count, &glyph); if (count) glTexSubImage2D(GL_TEXTURE_2D, 0, col * glyph_width_bytes, row * glyph_height, GLYPHWIDTHBYTES(glyph), GLYPHHEIGHTPIXELS(glyph), GL_RED_INTEGER, GL_UNSIGNED_BYTE, glyph->bits); } } return glamor_font; }
glamor_font_t * glamor_font_get(ScreenPtr screen, FontPtr font) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glamor_font_t *privates; glamor_font_t *glamor_font; int overall_width, overall_height; int num_rows; int num_cols; int glyph_width_pixels; int glyph_width_bytes; int glyph_height; int row, col; unsigned char c[2]; CharInfoPtr glyph; unsigned long count; char *bits; if (glamor_priv->glsl_version < 130) return NULL; privates = FontGetPrivate(font, glamor_font_private_index); if (!privates) { privates = calloc(glamor_font_screen_count, sizeof (glamor_font_t)); if (!privates) return NULL; FontSetPrivate(font, glamor_font_private_index, privates); } glamor_font = &privates[screen->myNum]; if (glamor_font->realized) return glamor_font; /* Figure out how many glyphs are in the font */ num_cols = font->info.lastCol - font->info.firstCol + 1; num_rows = font->info.lastRow - font->info.firstRow + 1; /* Figure out the size of each glyph */ glyph_width_pixels = font->info.maxbounds.rightSideBearing - font->info.minbounds.leftSideBearing; glyph_height = font->info.maxbounds.ascent + font->info.maxbounds.descent; glyph_width_bytes = (glyph_width_pixels + 7) >> 3; glamor_font->glyph_width_pixels = glyph_width_pixels; glamor_font->glyph_width_bytes = glyph_width_bytes; glamor_font->glyph_height = glyph_height; /* * Layout the font two blocks of columns wide. * This avoids a problem with some fonts that are too high to fit. */ glamor_font->row_width = glyph_width_bytes * num_cols; if (num_rows > 1) { overall_width = glamor_font->row_width * 2; overall_height = glyph_height * ((num_rows + 1) / 2); } else { overall_width = glamor_font->row_width; overall_height = glyph_height; } if (overall_width > glamor_priv->max_fbo_size || overall_height > glamor_priv->max_fbo_size) { /* fallback if we don't fit inside a texture */ return NULL; } bits = malloc(overall_width * overall_height); if (!bits) return NULL; /* Check whether the font has a default character */ c[0] = font->info.lastRow + 1; c[1] = font->info.lastCol + 1; (*font->get_glyphs)(font, 1, c, TwoD16Bit, &count, &glyph); glamor_font->default_char = count ? glyph : NULL; glamor_font->default_row = font->info.defaultCh >> 8; glamor_font->default_col = font->info.defaultCh; glamor_priv = glamor_get_screen_private(screen); glamor_make_current(glamor_priv); glGenTextures(1, &glamor_font->texture_id); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, glamor_font->texture_id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Paint all of the glyphs */ for (row = 0; row < num_rows; row++) { for (col = 0; col < num_cols; col++) { c[0] = row + font->info.firstRow; c[1] = col + font->info.firstCol; (*font->get_glyphs)(font, 1, c, TwoD16Bit, &count, &glyph); if (count) { char *dst; char *src = glyph->bits; unsigned y; dst = bits; /* get offset of start of first row */ dst += (row / 2) * glyph_height * overall_width; /* add offset into second row */ dst += (row & 1) ? glamor_font->row_width : 0; dst += col * glyph_width_bytes; for (y = 0; y < GLYPHHEIGHTPIXELS(glyph); y++) { memcpy(dst, src, GLYPHWIDTHBYTES(glyph)); dst += overall_width; src += GLYPHWIDTHBYTESPADDED(glyph); } } } } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glamor_priv->suppress_gl_out_of_memory_logging = true; glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, overall_width, overall_height, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, bits); glamor_priv->suppress_gl_out_of_memory_logging = false; if (glGetError() == GL_OUT_OF_MEMORY) return NULL; free(bits); glamor_font->realized = TRUE; return glamor_font; }