/* * Copyright (C) 2026 Behdad Esfahbod * * This is part of HarfBuzz, a text shaping library. * * Permission is hereby granted, without written agreement and without * license or royalty fees, to use, copy, modify, and distribute this * software and its documentation for any purpose, provided that the * above copyright notice and the following two paragraphs appear in * all copies of this software. * * IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES * ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN * IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH * DAMAGE. * * THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, * BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS * ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO * PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. * * Author(s): Behdad Esfahbod */ #include "hb.hh" #include "hb-gpu.h" /** * SECTION:hb-gpu * @title: hb-gpu * @short_description: GPU shape encoding * @include: hb-gpu.h * * This module implements the * [Slug](https://github.com/EricLengyel/Slug) GPU text * rasterization algorithm by Eric Lengyel. Glyph outlines are * encoded on the CPU into compact blobs that the GPU decodes * and rasterizes directly in the fragment shader, with no * intermediate bitmap atlas. * * See the [live web demo](https://harfbuzz.github.io/hb-gpu-demo/). * * # Encoding * * Each glyph is encoded independently into an opaque blob of * RGBA16I texels (8 bytes each). Typical encoding flow: * * |[ * hb_gpu_draw_t *draw = hb_gpu_draw_create_or_fail (); * * hb_gpu_draw_glyph (draw, font, gid); * hb_blob_t *blob = hb_gpu_draw_encode (draw); * * // Upload hb_blob_get_data(blob) to the atlas at some offset. * unsigned atlas_offset = upload_to_atlas (blob); * * hb_gpu_draw_recycle_blob (draw, blob); * hb_gpu_draw_reset (draw); * // repeat for more glyphs... * * hb_gpu_draw_destroy (draw); * ]| * * The encoder object and its internal buffers are reused across * glyphs. Call hb_gpu_draw_recycle_blob() after each encode to * allow buffer reuse; call hb_gpu_draw_reset() before each new * glyph. * * # Atlas setup * * All encoded blobs are uploaded into a single GL_TEXTURE_BUFFER * backed by a GL_RGBA16I format buffer. Each glyph occupies a * contiguous range of texels at a known offset: * * |[ * GLuint buf, tex; * glGenBuffers (1, &buf); * glGenTextures (1, &tex); * * glBindBuffer (GL_TEXTURE_BUFFER, buf); * glBufferData (GL_TEXTURE_BUFFER, capacity * 8, NULL, GL_STATIC_DRAW); * * glBindTexture (GL_TEXTURE_BUFFER, tex); * glTexBuffer (GL_TEXTURE_BUFFER, GL_RGBA16I, buf); * * // Upload a glyph blob at 'offset' texels: * glBufferSubData (GL_TEXTURE_BUFFER, * offset * 8, * hb_blob_get_length (blob), * hb_blob_get_data (blob, NULL)); * ]| * * # Shader compilation * * The library provides GLSL source strings for a vertex helper * function and a fragment rendering function. Prepend a #version * directive and append your own main(): * * |[ * unsigned vert_count, frag_count; * const char * const *vert_lib = hb_gpu_shader_vertex_sources ( * HB_GPU_SHADER_LANG_GLSL, &vert_count); * const char * const *frag_lib = hb_gpu_shader_fragment_sources ( * HB_GPU_SHADER_LANG_GLSL, &frag_count); * * const char *vert_sources[] = { * "#version 330\n", * hb_gpu_shader_vertex_source (HB_GPU_SHADER_LANG_GLSL), * your_vertex_main * }; * glShaderSource (vert_shader, 3, vert_sources, NULL); * // Same pattern for the fragment shader. * ]| * * # Vertex shader * * The vertex library provides one function: * * |[ * void hb_gpu_dilate (inout vec2 position, inout vec2 texcoord, * vec2 normal, vec4 jac, * mat4 m, vec2 viewport); * ]| * * This expands each glyph quad by approximately half a pixel on * screen to ensure proper antialiasing coverage at the edges. * It must be called in the vertex shader before computing * gl_Position. * * Per-vertex attributes for each glyph quad (2 triangles, 6 * vertices, 4 unique corners): * * - position (vec2): object-space vertex position, computed from * the glyph's bounding box. For corner (cx, cy) where cx,cy * are 0 or 1: * |[ * pos.x = pen_x + scale * lerp(extent_min_x, extent_max_x, cx) * pos.y = pen_y - scale * lerp(extent_min_y, extent_max_y, cy) * ]| * where scale = font_size / upem. * * - texcoord (vec2): em-space texture coordinates, equal to the * raw extent values: `(ex, ey)` where ex/ey are the glyph's * bounding box corners in font design units. The fragment shader * samples the encoded blob in this coordinate space. * * - normal (vec2): outward normal at each corner. * `(-1, +1)` for (0,0), `(+1, +1)` for (1,0), * `(-1, -1)` for (0,1), `(+1, -1)` for (1,1). * Note: y is negated relative to cx,cy because the common * em-to-object transform flips y. * * - jac (vec4): maps object-space displacements back to * em-space after dilation, stored row-major as * (j00, j01, j10, j11). For the common case of uniform * scaling with y-flip: * |[ * jac = vec4(emPerPos, 0.0, 0.0, -emPerPos) * ]| * where emPerPos = upem / font_size. For non-trivial * transforms, see the hb_gpu_dilate source. * * - m (mat4): the model-view-projection matrix (uniform). * * - viewport (vec2): the viewport size in pixels (uniform). * * A typical vertex main: * * |[ * uniform mat4 u_matViewProjection; * uniform vec2 u_viewport; * * in vec2 a_position; * in vec2 a_texcoord; * in vec2 a_normal; * in float a_emPerPos; * in uint a_glyphLoc; * * out vec2 v_texcoord; * flat out uint v_glyphLoc; * * void main () { * vec2 pos = a_position; * vec2 tex = a_texcoord; * vec4 jac = vec4 (a_emPerPos, 0.0, 0.0, -a_emPerPos); * hb_gpu_dilate (pos, tex, a_normal, jac, * u_matViewProjection, u_viewport); * gl_Position = u_matViewProjection * vec4 (pos, 0.0, 1.0); * v_texcoord = tex; * v_glyphLoc = a_glyphLoc; * } * ]| * * # Font scale * * The encoder works in font design units (upem). For best * results, do not set a scale on the #hb_font_t passed to * hb_gpu_draw_glyph() — leave it at the default (upem). * Scaling is applied later when computing vertex positions: * * |[ * float scale = font_size / upem; * pos.x = pen_x + scale * extent_x; * pos.y = pen_y - scale * extent_y; * ]| * * If you do set a font scale (e.g. for hinting), the encoded * blob and extents will be in the scaled coordinate space, * and you must adjust emPerPos accordingly. * * # Dilation * * Each glyph is rendered on a screen-aligned quad whose * corners match the glyph's bounding box. Without dilation, * the antialiased edges at the quad boundary get clipped — the * fragment shader needs at least half a pixel of padding * around the glyph to produce smooth coverage gradients. * * hb_gpu_dilate computes a perspective-correct half-pixel * expansion. It adjusts both the vertex position (expanding * the quad) and the texcoord (so the fragment shader samples * the right location in em-space after expansion). * * The `jac` parameter maps object-space displacements back to * em-space. For the common case of uniform scaling with * y-flip (`pos.y = pen_y - scale * ey`): * * |[ * float emPerPos = upem / font_size; * jac = vec4(emPerPos, 0.0, 0.0, -emPerPos); * ]| * * For non-uniform scaling or shearing transforms, jac is the * 2x2 inverse of the em-to-object linear transform, stored * row-major. * * ## Static dilation alternative * * Applications that do not need perspective correctness (e.g. * strictly 2D rendering at known sizes) can skip hb_gpu_dilate * and instead expand each quad vertex by a fixed amount along * its normal, based on the minimum expected font size: * * |[ * float min_ppem = 10.0; // smallest expected size in pixels * float pad = 0.5 * upem / min_ppem; // half-pixel in em units * pos += normal * pad * scale; * texcoord += normal * pad; * ]| * * This over-dilates at larger sizes (wasting fill rate on * transparent pixels) but is simpler to implement and avoids * the need for the MVP matrix and viewport size in the vertex * shader. * * # Fragment shader * * The fragment library provides two functions: * * |[ * float hb_gpu_render (vec2 renderCoord, uint glyphLoc); * ]| * * It requires the `hb_gpu_atlas` uniform to be bound to the * texture containing the encoded glyph data. By default this * is an `isamplerBuffer` (GL_TEXTURE_BUFFER). For platforms * without texture buffers (e.g. WebGL2), define * `HB_GPU_ATLAS_2D` before including the shader source; the * atlas then becomes an `isampler2D` and a * `uniform int hb_gpu_atlas_width` must also be set to the * texture width. * * Parameters: * * - renderCoord: the interpolated em-space coordinate from * the vertex shader (v_texcoord). * * - glyphLoc: the texel offset of this glyph's encoded blob * in the atlas buffer. Passed as a flat varying from the * vertex shader. * * Returns the coverage in [0, 1]: 1.0 inside the glyph, 0.0 * outside, with antialiased edges. * * A typical fragment main: * * |[ * in vec2 v_texcoord; * flat in uint v_glyphLoc; * out vec4 fragColor; * * void main () { * float coverage = hb_gpu_render (v_texcoord, v_glyphLoc); * fragColor = vec4 (0.0, 0.0, 0.0, coverage); * } * ]| * * The coverage value can be used with alpha blending * (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) to composite * over a background, or multiplied with any color. * * # Stem darkening * * |[ * float hb_gpu_darken (float coverage, float brightness, float ppem); * ]| * * Optional stem darkening adjusts coverage at small sizes so * thin stems are not washed out by gamma correction. * * Parameters: * * - coverage: the output of hb_gpu_render. * * - brightness: foreground brightness in [0, 1], computed as * `dot (foreground.rgb, vec3 (1.0 / 3.0))`. * * - ppem: pixels per em at this fragment, computed as * `1.0 / max (fwidth (v_texcoord).x, fwidth (v_texcoord).y)`. * * Example: * * |[ * float coverage = hb_gpu_render (v_texcoord, v_glyphLoc); * float brightness = dot (u_foreground.rgb, vec3 (1.0 / 3.0)); * float ppem = 1.0 / max (fwidth (v_texcoord).x, * fwidth (v_texcoord).y); * coverage = hb_gpu_darken (coverage, brightness, ppem); * ]| **/