Migrate the glyph buffers to be OpenGL buffers
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0569831969
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1cd3a1e6bd
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@ -10,24 +10,40 @@
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#version 410
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// FIXME(pcwalton): This should be higher. Dynamically query its maximum possible size, perhaps?
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#define MAX_GLYPHS 256
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// Information about the metrics of each glyph.
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layout(std140) struct GlyphDescriptor {
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// The left/top/right/bottom offsets of the glyph from point (0, 0) in glyph space.
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ivec4 extents;
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// The number of units per em in this glyph.
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uint unitsPerEm;
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// The number of points in this glyph.
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uint pointCount;
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// The index of the first point.
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uint startPoint;
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};
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// Information about the position of each glyph in the atlas.
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layout(std140) struct ImageInfo {
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// The left/top/right/bottom positions of the glyph in the atlas.
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uvec4 atlasRect;
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// The left/top/right/bottom offsets of the glyph from point (0, 0) in glyph space.
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ivec4 extents;
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// The font size in pixels.
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float pointSize;
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// The index of the glyph.
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uint glyphIndex;
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};
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// The size of the atlas in pixels.
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uniform uvec2 uAtlasSize;
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// The number of ems per unit (reciprocal of units per em).
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uniform float uEmsPerUnit;
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layout(std140) uniform ubGlyphDescriptors {
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GlyphDescriptor uGlyphs[MAX_GLYPHS];
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};
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layout(std140) uniform ubImageInfo {
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ImageInfo uImageInfo[256];
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ImageInfo uImageInfo[MAX_GLYPHS];
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};
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// The position of each vertex in glyph space.
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@ -45,8 +61,13 @@ void main() {
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vVertexID = gl_VertexID;
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ImageInfo imageInfo = uImageInfo[aImageIndex];
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vec2 glyphPos = vec2(aPosition.x - imageInfo.extents.x, imageInfo.extents.w - aPosition.y);
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vec2 atlasPos = glyphPos * uEmsPerUnit * imageInfo.pointSize + vec2(imageInfo.atlasRect.xy);
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GlyphDescriptor glyph = uGlyphs[imageInfo.glyphIndex];
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float emsPerUnit = 1.0f / float(glyph.unitsPerEm);
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vec2 glyphPos = vec2(aPosition.x - glyphInfo.extents.x, glyphInfo.extents.w - aPosition.y);
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vec2 atlasPos = glyphPos * emsPerUnit * imageInfo.pointSize + vec2(imageInfo.atlasRect.xy);
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gl_Position = vec4(atlasPos, 0.0f, 1.0f);
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}
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@ -18,7 +18,7 @@ const POINTS_PER_SEGMENT: u32 = 32;
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pub struct BatchBuilder {
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pub atlas: Atlas,
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pub indices: Vec<u16>,
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pub indices: Vec<u32>,
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pub images: Vec<ImageDescriptor>,
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pub point_count: u32,
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}
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@ -47,10 +47,6 @@ impl BatchBuilder {
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let pixel_size = descriptor.pixel_rect(point_size).size.ceil().cast().unwrap();
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let atlas_origin = try!(self.atlas.place(&pixel_size));
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if self.point_count % POINTS_PER_SEGMENT == 0 {
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self.indices.push(self.images.len() as u16)
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}
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self.images.push(ImageDescriptor {
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atlas_x: atlas_origin.x,
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atlas_y: atlas_origin.y,
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@ -10,21 +10,68 @@
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use compute_shader::buffer::Protection;
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use compute_shader::device::Device;
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use compute_shader::texture::{Format, Texture};
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use compute_shader::texture::{ExternalTexture, Format, Texture};
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use euclid::size::Size2D;
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use gl::types::{GLint, GLuint};
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use gl;
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use std::mem;
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pub struct CoverageBuffer {
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pub texture: Texture,
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pub framebuffer: GLuint,
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}
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impl CoverageBuffer {
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pub fn new(device: &Device, size: &Size2D<u32>) -> Result<CoverageBuffer, ()> {
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let texture = try!(device.create_texture(Format::R32F, Protection::ReadWrite, size)
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.map_err(drop));
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let mut framebuffer = 0;
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unsafe {
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let mut gl_texture = 0;
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gl::GenTextures(1, &mut gl_texture);
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try!(texture.bind_to(&ExternalTexture::Gl(gl_texture)).map_err(drop));
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gl::BindTexture(gl::TEXTURE_RECTANGLE, gl_texture);
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gl::TexParameteri(gl::TEXTURE_RECTANGLE, gl::TEXTURE_MIN_FILTER, gl::LINEAR as GLint);
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gl::TexParameteri(gl::TEXTURE_RECTANGLE, gl::TEXTURE_MAG_FILTER, gl::LINEAR as GLint);
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gl::TexParameteri(gl::TEXTURE_RECTANGLE,
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gl::TEXTURE_WRAP_S,
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gl::CLAMP_TO_EDGE as GLint);
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gl::TexParameteri(gl::TEXTURE_RECTANGLE,
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gl::TEXTURE_WRAP_T,
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gl::CLAMP_TO_EDGE as GLint);
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gl::GenFramebuffers(1, &mut framebuffer);
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gl::BindFramebuffer(gl::FRAMEBUFFER, framebuffer);
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gl::FramebufferTexture2D(gl::FRAMEBUFFER,
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gl::COLOR_ATTACHMENT0,
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gl::TEXTURE_RECTANGLE,
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gl_texture,
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0);
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}
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Ok(CoverageBuffer {
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texture: texture,
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framebuffer: framebuffer,
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})
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}
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}
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impl Drop for CoverageBuffer {
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fn drop(&mut self) {
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unsafe {
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let mut gl_texture = 0;
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gl::BindFramebuffer(gl::FRAMEBUFFER, self.framebuffer);
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gl::GetFramebufferAttachmentParameteriv(gl::FRAMEBUFFER,
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gl::COLOR_ATTACHMENT0,
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gl::FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
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&mut gl_texture as *mut GLuint as *mut GLint);
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gl::DeleteTextures(1, &mut gl_texture);
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gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
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gl::DeleteFramebuffers(1, &mut self.framebuffer);
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}
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}
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}
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@ -11,12 +11,21 @@
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use compute_shader::buffer::{Buffer, BufferData, HostAllocatedData, Protection};
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use compute_shader::device::Device;
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use euclid::{Point2D, Rect, Size2D};
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use gl::types::{GLsizeiptr, GLuint};
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use gl;
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use otf::glyf::GlyfTable;
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use otf::head::HeadTable;
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use otf::loca::LocaTable;
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use std::mem;
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use std::os::raw::c_void;
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pub struct GlyphBufferBuilder {
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pub coordinates: Vec<(i16, i16)>,
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/// TODO(pcwalton): Try omitting this and binary search the glyph descriptors in the vertex
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/// shader. Might or might not help.
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pub glyph_indices: Vec<u16>,
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pub operations: Vec<u8>,
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pub descriptors: Vec<GlyphDescriptor>,
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}
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@ -26,6 +35,7 @@ impl GlyphBufferBuilder {
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pub fn new() -> GlyphBufferBuilder {
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GlyphBufferBuilder {
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coordinates: vec![],
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glyph_indices: vec![],
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operations: vec![],
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descriptors: vec![],
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}
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@ -37,6 +47,8 @@ impl GlyphBufferBuilder {
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loca_table: &LocaTable,
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glyf_table: &GlyfTable)
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-> Result<(), ()> {
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let glyph_index = self.descriptors.len() as u16;
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let mut point_index = self.coordinates.len() / 2;
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let start_point = point_index;
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let mut operations = if point_index % 4 == 0 {
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@ -47,6 +59,7 @@ impl GlyphBufferBuilder {
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try!(glyf_table.for_each_point(loca_table, glyph_id, |point| {
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self.coordinates.push((point.position.x, point.position.y));
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self.glyph_indices.push(glyph_index);
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let operation = if point.first_point_in_contour {
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0
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@ -68,50 +81,67 @@ impl GlyphBufferBuilder {
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self.operations.push(operations)
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}
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// TODO(pcwalton): Add a glyph descriptor.
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// Add a glyph descriptor.
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let bounding_rect = try!(glyf_table.bounding_rect(loca_table, glyph_id));
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self.descriptors.push(GlyphDescriptor {
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left: bounding_rect.origin.x,
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bottom: bounding_rect.origin.y,
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width: bounding_rect.size.width,
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height: bounding_rect.size.height,
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units_per_em: head_table.units_per_em,
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point_count: (point_index - start_point) as u16,
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left: bounding_rect.origin.x as i32,
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bottom: bounding_rect.origin.y as i32,
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right: bounding_rect.max_x() as i32,
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top: bounding_rect.max_y() as i32,
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units_per_em: head_table.units_per_em as u32,
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point_count: (point_index - start_point) as u32,
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start_point: start_point as u32,
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pad: 0,
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});
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Ok(())
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}
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pub fn finish(&self, device: &Device) -> Result<GlyphBuffers, ()> {
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let coordinates = BufferData::HostAllocated(HostAllocatedData::new(&self.coordinates));
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let operations = BufferData::HostAllocated(HostAllocatedData::new(&self.operations));
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let descriptors = BufferData::HostAllocated(HostAllocatedData::new(&self.descriptors));
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// TODO(pcwalton): Try using `glMapBuffer` here. Requires precomputing contours.
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unsafe {
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let (mut coordinates, mut descriptors) = (0, 0);
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gl::GenBuffers(1, &mut coordinates);
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gl::GenBuffers(1, &mut descriptors);
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let length = self.coordinates.len() * mem::size_of::<(i16, i16)>();
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gl::BindBuffer(gl::ARRAY_BUFFER, coordinates);
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gl::BufferData(gl::ARRAY_BUFFER,
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length as GLsizeiptr,
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self.coordinates.as_ptr() as *const (i16, i16) as *const c_void,
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gl::STATIC_DRAW);
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let length = self.descriptors.len() * mem::size_of::<GlyphDescriptor>();
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gl::BindBuffer(gl::UNIFORM_BUFFER, descriptors);
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gl::BufferData(gl::UNIFORM_BUFFER,
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length as GLsizeiptr,
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self.descriptors.as_ptr() as *const GlyphDescriptor as *const c_void,
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gl::STATIC_DRAW);
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Ok(GlyphBuffers {
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coordinates: try!(device.create_buffer(Protection::ReadOnly, coordinates)
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.map_err(drop)),
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operations: try!(device.create_buffer(Protection::ReadOnly, operations).map_err(drop)),
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descriptors: try!(device.create_buffer(Protection::ReadOnly, descriptors)
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.map_err(drop)),
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coordinates: coordinates,
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descriptors: descriptors,
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})
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}
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}
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}
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pub struct GlyphBuffers {
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pub coordinates: Buffer,
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pub operations: Buffer,
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pub descriptors: Buffer,
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pub coordinates: GLuint,
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pub descriptors: GLuint,
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}
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#[repr(C)]
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#[derive(Clone, Copy)]
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pub struct GlyphDescriptor {
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pub left: i16,
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pub bottom: i16,
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pub width: i16,
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pub height: i16,
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pub units_per_em: u16,
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pub point_count: u16,
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pub left: i32,
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pub bottom: i32,
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pub right: i32,
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pub top: i32,
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pub units_per_em: u32,
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pub point_count: u32,
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pub start_point: u32,
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pub pad: u32,
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}
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impl GlyphDescriptor {
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@ -119,7 +149,8 @@ impl GlyphDescriptor {
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pub fn pixel_rect(&self, point_size: f32) -> Rect<f32> {
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let pixels_per_unit = point_size / self.units_per_em as f32;
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Rect::new(Point2D::new(self.left as f32, self.bottom as f32),
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Size2D::new(self.width as f32, self.height as f32)) * pixels_per_unit
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Size2D::new((self.right - self.left) as f32,
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(self.bottom - self.top) as f32)) * pixels_per_unit
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}
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}
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