Files
ppsspp/UI/UIAtlas.cpp

516 lines
16 KiB
C++

#include <string>
#include "Common/File/Path.h"
#include "Common/File/FileUtil.h"
#include "Common/File/VFS/VFS.h"
#include "Common/TimeUtil.h"
#include "Common/GPU/thin3d.h"
#include "Common/StringUtils.h"
#include "Common/UI/Context.h"
#include "Common/Data/Format/PNGLoad.h"
#include "Common/Render/AtlasGen.h"
#include "Common/Render/ManagedTexture.h"
#include "Common/Common.h"
#include "Common/Thread/ParallelLoop.h"
#include "Common/Log.h"
#include "Common/Data/Convert/ColorConv.h"
#include "UI/UIAtlas.h"
#define NANOSVG_IMPLEMENTATION
#define NANOSVGRAST_IMPLEMENTATION
#include "ext/nanosvg/src/nanosvg.h"
#include "ext/nanosvg/src/nanosvgrast.h"
constexpr bool SAVE_DEBUG_IMAGES = false;
constexpr bool SAVE_DEBUG_ATLAS = false;
static Atlas ui_atlas;
static Atlas font_atlas;
const Atlas *GetFontAtlas() {
return &font_atlas;
}
Atlas *GetUIAtlas() {
return &ui_atlas;
}
struct ImageMeta {
std::string_view id;
bool addShadow = false;
};
// We add shadows to all line-art images that are used for buttons, to improve visibility.
// However, some images are dual-used as general UI elemnts and also as custom button images. This is a problem. (I_ROTATE_LEFT, I_ROTATE_RIGHT, I_THREE_DOTS).
// I've added shadows to most of those for now. See customKeyImages in GamepadEmu.h.
static const ImageMeta imageIDs[] = {
{"I_SOLIDWHITE", false},
{"I_CROSS", true},
{"I_CIRCLE", true},
{"I_SQUARE", true},
{"I_TRIANGLE", true},
{"I_SELECT", true},
{"I_START", true},
{"I_ARROW", false},
{"I_ROUND", false},
{"I_ROUND_LINE", true},
{"I_RECT", false},
{"I_RECT_LINE", true},
{"I_STICK", false},
{"I_STICK_BG", false},
{"I_STICK_LINE", true},
{"I_STICK_BG_LINE", true},
{"I_SHOULDER", false},
{"I_SHOULDER_LINE", true},
{"I_DIR", false},
{"I_DIR_LINE", true},
{"I_SQUARE_SHAPE", false},
{"I_SQUARE_SHAPE_LINE", true},
{"I_CHECKEDBOX", false},
{"I_UNCHECKEDBOX", false},
{"I_BG", false},
{"I_L", true},
{"I_R", true},
{"I_DROP_SHADOW", false},
{"I_LINES", false},
{"I_GRID", false},
{"I_LOGO", false},
{"I_ICON", false},
{"I_ICON_GOLD", false},
{"I_FOLDER", false},
{"I_UP_DIRECTORY", false},
{"I_GEAR", false},
{"I_GEAR_SMALL", true},
{"I_GEAR_STAR", false},
{"I_1", true},
{"I_2", true},
{"I_3", true},
{"I_4", true},
{"I_5", true},
{"I_6", true},
{"I_PSP_DISPLAY", false},
{"I_FLAG_JP", false},
{"I_FLAG_US", false},
{"I_FLAG_EU", false},
{"I_FLAG_HK", false},
{"I_FLAG_AS", false},
{"I_FLAG_KO", false},
{"I_FULLSCREEN", false},
{"I_RESTORE", false},
{"I_SDCARD", false},
{"I_HOME", false},
{"I_A", true},
{"I_B", true},
{"I_C", true},
{"I_D", true},
{"I_E", true},
{"I_F", true},
{"I_FOLDER_OPEN", false},
{"I_WARNING", false},
{"I_TRASHCAN", false},
{"I_PLUS", false},
{"I_ROTATE_LEFT", true},
{"I_ROTATE_RIGHT", true},
{"I_ARROW_LEFT", true},
{"I_ARROW_RIGHT", true},
{"I_ARROW_UP", true},
{"I_ARROW_DOWN", true},
{"I_SLIDERS", false},
{"I_THREE_DOTS", true},
{"I_INFO", false},
{"I_RETROACHIEVEMENTS_LOGO", false},
{"I_ACHIEVEMENT", false},
{"I_CHECKMARK", false},
{"I_PLAY", false},
{"I_STOP", false},
{"I_PAUSE", false},
{"I_FAST_FORWARD", false},
{"I_FAST_FORWARD_LINE", false},
{"I_RECORD", false},
{"I_SPEAKER", false},
{"I_SPEAKER_MAX", false},
{"I_SPEAKER_OFF", false},
{"I_WINNER_CUP", false},
{"I_EMPTY", false},
{"I_PIN", false},
{"I_UNPIN", false},
{"I_FOLDER_PINNED", false},
{"I_FILLED_CIRCLE_1", false},
{"I_FILLED_CIRCLE_2", false},
{"I_FILLED_CIRCLE_3", false},
{"I_FILLED_CIRCLE_4", false},
{"I_FILLED_CIRCLE_5", false},
{"I_DISPLAY", false},
{"I_NAVIGATE_BACK", false},
{"I_NAVIGATE_FORWARD", false},
{"I_FOLDER_UPLOAD", false},
{"I_FILE", false},
{"I_FILE_COPY", false},
{"I_WEB_BROWSER", false},
{"I_WIFI", false},
{"I_LOGO_X", false},
{"I_LOGO_DISCORD", false},
{"I_LINK_OUT", false},
{"I_SHARE", false},
{"I_LOGO_PLAY_STORE", false},
{"I_LOGO_APP_STORE", false},
{"I_SEARCH", false},
{"I_DEVMENU", false},
{"I_CONTROLLER", false},
{"I_DEBUGGER", false},
{"I_TOOLS", false},
{"I_PSP", false},
{"I_HOMEBREW_STORE", false},
{"I_CHAT", false},
{"I_UMD", false},
{"I_EXIT", false},
{"I_CHEAT", false},
{"I_HAMBURGER", false},
{"I_DEVICE_ROTATION_LANDSCAPE_REV", false},
{"I_DEVICE_ROTATION_AUTO", false},
{"I_DEVICE_ROTATION_LANDSCAPE", false},
{"I_DEVICE_ROTATION_PORTRAIT", false},
};
static std::string PNGNameFromID(std::string_view id) {
std::string output;
output.reserve(id.size() + 3);
for (int i = 2; i < id.size(); i++) {
output.push_back((char)tolower(id[i]));
}
output.append(".png");
return output;
}
static int GetImageIndex(std::string_view id) {
for (int i = 0; i < ARRAY_SIZE(imageIDs); i++) {
if (equals(id, imageIDs[i].id)) {
return i;
}
}
return -1;
}
static bool IsImageID(std::string_view id) {
return GetImageIndex(id) != -1;
}
static bool GenerateUIAtlasImage(Atlas *atlas, float dpiScale, Image *dest, int maxTextureSize) {
Bucket bucket;
#ifdef _DEBUG
for (int i = 0; i < ARRAY_SIZE(imageIDs); i++) {
_dbg_assert_(imageIDs[i].id.size() < 32);
}
#endif
// Script fully read, now read images and rasterize the fonts.
std::vector<Image> images(ARRAY_SIZE(imageIDs));
int resultIds[ARRAY_SIZE(imageIDs)]{};
Instant svgStart = Instant::Now();
// Load SVGs here, trying to fill in the images. The remaining images we fill from PNGs.
// For now we only load one hardcoded SVG.
int shapeCount = 0;
{
size_t sz;
const uint8_t *file_data = g_VFS.ReadFile("ui_images/images.svg", &sz); // ReadFile null-terminates
if (file_data) {
NSVGimage *image = nsvgParse((char *)file_data, "px", 96.0f);
delete[] file_data;
// There's a couple of approaches here, either we can pick apart the SVG and render each piece separately,
// or we just rasterize the whole thing in one go and use the bounding boxes to pick out the sub-images.
// We'll start with the latter, although the momentary memory requirements are higher.
struct UsedShape {
float minX = 1000000.0f;
float maxX = -1000000.0f;
float minY = 1000000.0f;
float maxY = -1000000.0f;
void Merge(NSVGshape *shape) {
if (shape->bounds[0] < minX) minX = shape->bounds[0];
if (shape->bounds[1] < minY) minY = shape->bounds[1];
if (shape->bounds[2] > maxX) maxX = shape->bounds[2];
if (shape->bounds[3] > maxY) maxY = shape->bounds[3];
}
};
std::map<std::string, UsedShape> usedShapes;
if (image) {
// Loop through the shapes to list them, and to hide them if irrelevant.
NSVGshape *shape = image->shapes;
while (shape) {
if (!IsImageID(shape->id)) {
// Not an image we care about, hide it.
DEBUG_LOG(Log::G3D, "Ignoring shape %s", shape->id);
shape->flags &= ~NSVG_FLAGS_VISIBLE;
} else {
if (usedShapes.find(shape->id) != usedShapes.end()) {
DEBUG_LOG(Log::G3D, "Duplicate shape ID in SVG, merging bboxes: %s", shape->id);
} else {
DEBUG_LOG(Log::G3D, "Found shape: %s (%0.2f %0.2f %0.2f %0.2f)", shape->id, shape->bounds[0], shape->bounds[1], shape->bounds[2], shape->bounds[3]);
}
usedShapes[shape->id].Merge(shape);
}
shape = shape->next;
}
}
NSVGrasterizer *rast = NULL;
// Rasterize here, and add into image list.
rast = nsvgCreateRasterizer();
// If we can tell that the scale won't fit in a supported texture size, reduce it.
// This is a conservative check because the SVG has some empty space around the sub-images.
float scale = dpiScale;
int maxSide = (int)(std::max(image->width, image->height) * scale);
if (maxTextureSize > 0 && maxSide > maxTextureSize) {
float newScale = (float)maxTextureSize / (float)maxSide;
INFO_LOG(Log::G3D, "Reducing SVG scale from %0.2f to %0.2f to fit in max texture size", scale, newScale);
scale = newScale;
}
int svgWidth = image->width * scale;
int svgHeight = image->height * scale;
INFO_LOG(Log::G3D, "Rasterizing SVG: %d x %d at scale %0.2f", svgWidth, svgHeight, scale);
char *svgImg = new char[svgWidth * svgHeight * 4];
memset(svgImg, 0, svgWidth * svgHeight * 4);
nsvgRasterize(rast, image, 0, 0, scale, (unsigned char *)svgImg, svgWidth, svgHeight, svgWidth * 4);
// Now, loop through the shapes again and copy out the ones we care about.
for (const auto &[shapeId, bounds] : usedShapes) {
int index = GetImageIndex(shapeId);
_dbg_assert_(index != -1);
if (index == -1) {
continue;
}
Image &img = images[index];
int minX = std::max(0, (int)floorf(bounds.minX * scale));
int minY = std::max(0, (int)floorf(bounds.minY * scale));
int maxX = std::min(svgWidth, (int)ceilf(bounds.maxX * scale));
int maxY = std::min(svgHeight, (int)ceilf(bounds.maxY * scale));
int w = maxX - minX;
int h = maxY - minY;
if (w <= 0 || h <= 0) {
ERROR_LOG(Log::G3D, "Invalid size for %s: %dx%d", shapeId.c_str(), w, h);
continue;
}
img.resize(w, h);
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
int sx = minX + x;
int sy = minY + y;
const u32 *src = (u32 *)svgImg + (sy * svgWidth + sx);
u32 col = *src;
img.set1(x, y, col);
}
}
img.scale = scale;
if (SAVE_DEBUG_IMAGES) {
std::string name = std::string("../buttons_") + PNGNameFromID(shapeId);
WARN_LOG(Log::G3D, "Writing debug image %s", name.c_str());
pngSave(Path(name), img.data(), img.width(), img.height(), 4);
}
img.ConvertToPremultipliedAlpha();
}
shapeCount = (int)usedShapes.size();
if (SAVE_DEBUG_ATLAS) {
WARN_LOG(Log::G3D, "Writing debug image buttons_rasterized.png");
pngSave(Path("../buttons_rasterized.png"), svgImg, svgWidth, svgHeight, 4);
}
delete[] svgImg;
nsvgDeleteRasterizer(rast);
nsvgDelete(image);
}
}
INFO_LOG(Log::G3D, " - Rasterized %d images in the svg image in %0.2f ms", shapeCount, svgStart.ElapsedMs());
Instant shadowStart = Instant::Now();
// We can trivially parallelize shadowing/extension of the images.
ParallelRangeLoop(&g_threadManager, [&](int start, int end) {
for (int i = start; i < end; i++) {
// Here we could exclude some images from the drop shadow, if desired.
if (!images[i].IsEmpty()) {
if (imageIDs[i].addShadow) {
// DEBUG_LOG(Log::G3D, "Adding drop shadow to %.*s", STR_VIEW(imageIDs[i].id));
AddDropShadow(images[i], 3, 0.66f);
} else {
// Make sure there are transparent pixels to filter from.
Add1PxTransparentBorder(images[i]);
}
}
}
}, 0, (int)images.size(), 2, TaskPriority::HIGH);
INFO_LOG(Log::G3D, " - Drop-shadowed images in %0.2f ms", shadowStart.ElapsedMs());
Instant pngStart = Instant::Now();
// TODO: This can be parallelized if needed.
int pngsLoaded = 0;
for (int i = 0; i < (int)images.size(); i++) {
resultIds[i] = i;
Image &img = images[i];
if (!img.IsEmpty()) {
// Was already loaded from SVG.
DEBUG_LOG(Log::G3D, "Skipping image %.*s, already loaded from SVG", STR_VIEW(imageIDs[i].id));
continue;
}
bool success = true;
if (equals(imageIDs[i].id, "I_SOLIDWHITE")) {
img.resize(16, 16);
img.fill(0xFFFFFFFF);
} else if (equals(imageIDs[i].id, "I_EMPTY")) {
img.resize(16, 16);
img.fill(0);
} else {
std::string name = "ui_images/";
std::string pngName = PNGNameFromID(imageIDs[i].id);
name.append(pngName);
bool success = img.LoadPNG(name.c_str());
if (!success) {
ERROR_LOG(Log::G3D, "Failed to load %s", name.c_str());
} else {
pngsLoaded++;
img.ConvertToPremultipliedAlpha();
}
}
}
INFO_LOG(Log::G3D, " - Loaded %d png images in %.2f ms", pngsLoaded, pngStart.ElapsedMs());
Instant addStart = Instant::Now();
int area = 0;
for (int i = 0; i < images.size(); i++) {
bucket.AddImage(std::move(images[i]), i);
area += images[i].width() * images[i].height();
}
INFO_LOG(Log::G3D, " - Added %zu images to bucket in %.2f ms", bucket.data.size(), addStart.ElapsedMs());
int imageWidth = RoundToNextPowerOf2((int)sqrtf(area));
Instant bucketStart = Instant::Now();
bucket.Pack(imageWidth);
INFO_LOG(Log::G3D, " - Packed in %.2f ms (image size: %dx%d)", bucketStart.ElapsedMs(), bucket.w, bucket.h);
Instant resolveStart = Instant::Now();
std::vector<Data> results = bucket.Resolve(dest);
INFO_LOG(Log::G3D, " - Resolved %zu images in %.2f ms (final image size: %dx%d)", results.size(), resolveStart.ElapsedMs(), dest->width(), dest->height());
_dbg_assert_(!results.empty());
// Fill out the atlas structure.
std::vector<AtlasImage> genAtlasImages;
genAtlasImages.reserve(ARRAY_SIZE(imageIDs));
for (int i = 0; i < ARRAY_SIZE(imageIDs); i++) {
genAtlasImages.push_back(ToAtlasImage(resultIds[i], imageIDs[i].id, (float)dest->width(), (float)dest->height(), results));
}
atlas->Clear();
atlas->images = new AtlasImage[genAtlasImages.size()];
std::copy(genAtlasImages.begin(), genAtlasImages.end(), atlas->images);
atlas->num_images = (int)genAtlasImages.size();
// For debug, write out the atlas.
if (SAVE_DEBUG_ATLAS) {
WARN_LOG(Log::G3D, "Writing debug image ui_atlas_gen.png");
dest->SavePNG("../ui_atlas_gen.png");
}
INFO_LOG(Log::G3D, "UI atlas generated in %.2f ms, size %dx%d with %zu images", svgStart.ElapsedMs(), dest->width(), dest->height(), genAtlasImages.size());
return true;
}
static Image g_cachedUIAtlasImage;
static float g_cachedDpiScale = 0.0f;
// The caller must cache the Atlas.
Draw::Texture *GenerateUIAtlas(Draw::DrawContext *draw, Atlas *atlas, float dpiScale, bool invalidate) {
if (g_cachedUIAtlasImage.IsEmpty() || dpiScale != g_cachedDpiScale || invalidate) {
INFO_LOG(Log::G3D, "Regenerating atlas (empty: %s). Dpi scale (changed: %s): %0.2f (invalidate=%d)",
g_cachedUIAtlasImage.IsEmpty() ? "true" : "false", dpiScale != g_cachedDpiScale ? "true" : "false", dpiScale, invalidate);
g_cachedUIAtlasImage.clear();
if (!GenerateUIAtlasImage(atlas, dpiScale, &g_cachedUIAtlasImage, draw->GetDeviceCaps().maxTextureSize)) {
ERROR_LOG(Log::G3D, "Failed to generate UI atlas!");
return nullptr;
}
}
g_cachedDpiScale = dpiScale;
// Create the texture.
Draw::TextureDesc desc{};
desc.width = g_cachedUIAtlasImage.width();
desc.height = g_cachedUIAtlasImage.height();
desc.depth = 1;
desc.mipLevels = 1;
desc.format = Draw::DataFormat::R8G8B8A8_UNORM;
desc.type = Draw::TextureType::LINEAR2D;
desc.initData.push_back((const u8 *)g_cachedUIAtlasImage.data());
desc.tag = "UIAtlas";
return draw->CreateTexture(desc);
}
static void LoadAtlasMetadata(Atlas &metadata, const char *filename) {
size_t atlas_data_size = 0;
const uint8_t *atlas_data = g_VFS.ReadFile(filename, &atlas_data_size);
bool load_success = atlas_data != nullptr && metadata.LoadMeta(atlas_data, atlas_data_size);
if (!load_success) {
ERROR_LOG(Log::G3D, "Failed to load %s - graphics may be broken", filename);
// Stumble along with broken visuals instead of dying...
}
delete[] atlas_data;
}
AtlasData AtlasProvider(Draw::DrawContext *draw, AtlasChoice atlas, float dpiScale, bool invalidate) {
// Clamp the dpiScale to sane values. Might increase the range later.
dpiScale = std::clamp(dpiScale, 0.5f, 4.0f);
switch (atlas) {
case AtlasChoice::General:
{
// Generate the atlas from scratch.
Draw::Texture *tex = GenerateUIAtlas(draw, &ui_atlas, dpiScale, invalidate);
return {&ui_atlas, tex};
}
case AtlasChoice::Font:
{
Draw::Texture *fontTexture = nullptr;
#if PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
// Load the smaller ascii font only, like on Android. For debug ui etc.
// NOTE: We better be sure here that the correct metadata is loaded..
LoadAtlasMetadata(font_atlas, "asciifont_atlas.meta");
fontTexture = CreateTextureFromFile(draw, "asciifont_atlas.zim", ImageFileType::ZIM, false);
if (!fontTexture) {
WARN_LOG(Log::System, "Failed to load font_atlas.zim or asciifont_atlas.zim");
}
#else
// Load the full font texture.
LoadAtlasMetadata(font_atlas, "font_atlas.meta");
fontTexture = CreateTextureFromFile(draw, "font_atlas.zim", ImageFileType::ZIM, false);
#endif
return {
&font_atlas,
fontTexture,
};
}
default:
return {};
};
}