| Top |
| enum | hb_gpu_shader_lang_t |
| enum | hb_gpu_shader_stage_t |
| typedef | hb_gpu_draw_t |
| typedef | hb_gpu_paint_t |
This module provides GPU-side text rendering. Glyph data is encoded on the CPU into compact blobs that the GPU decodes and rasterizes directly in the fragment shader, with no intermediate bitmap atlas.
Two renderers share the same atlas, vertex stage, and pipeline:
Draw, an antialiased monochrome coverage mask for outline glyphs.
Paint, a premultiplied-RGBA color accumulator for COLRv0 and COLRv1 glyphs. Paint also renders plain monochrome outlines (as a single foreground-colored layer), at some cost over the Draw path.
Applications typically pick one renderer per font, based on
whether the font has a color paint table (see
hb_ot_color_has_paint()). The Draw path is meaningfully faster
than Paint on monochrome fonts, so using Paint unconditionally
leaves performance on the table.
See the live web demo.
The draw renderer implements the Slug algorithm by Eric Lengyel. It produces an antialiased coverage mask in the fragment shader, suitable for compositing over any background or multiplying with any foreground color.
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); // repeat for more glyphs... hb_gpu_draw_destroy (draw);
Create the encoder once and reuse it across glyphs.
hb_gpu_draw_encode() auto-clears the accumulated outlines on
return, so the next call to hb_gpu_draw_glyph() starts fresh;
user configuration (font scale) is preserved. Pass the
encoded blob back via hb_gpu_draw_recycle_blob() after upload
to recycle the buffer across encodes.
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));
The library provides GLSL source strings for shared helpers
(atlas access, vertex dilation) and for the draw-renderer stage
code. Prepend a version directive, concatenate shared and
draw sources in order, and append your own main():
const char *vert_sources[] = {
"#version 330\n",
hb_gpu_shader_source (HB_GPU_SHADER_STAGE_VERTEX,
HB_GPU_SHADER_LANG_GLSL),
hb_gpu_draw_shader_source (HB_GPU_SHADER_STAGE_VERTEX,
HB_GPU_SHADER_LANG_GLSL),
your_vertex_main
};
glShaderSource (vert_shader, 4, vert_sources, NULL);
// Same pattern for the fragment shader.
hb_gpu_draw_shader_source() returns an empty string for the vertex stage, so the assembly order above is safe.
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;
}
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.
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.
The fragment library provides two functions:
float hb_gpu_draw (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_draw (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.
float hb_gpu_stem_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: a coverage / alpha value in [0, 1]. For
hb_gpu_draw() this is the returned coverage; for
hb_gpu_paint() use the edge coverage out parameter.
brightness: brightness of the color that will end up on
screen for this fragment, in [0, 1], computed as
dot (straight_color.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 — draw path:
float coverage = hb_gpu_draw (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_stem_darken (coverage, brightness, ppem);
Example — paint path: hb_gpu_paint() returns a separate
edge coverage value that tracks the maximum antialiasing
coverage across paint layers. Apply stem darkening and gamma to this
edge coverage, then scale the premultiplied color to match.
Interior fragments (coverage == 1) are left untouched.
float cov;
vec4 c = hb_gpu_paint (v_texcoord, v_glyphLoc, u_foreground, cov);
if (cov > 0.0 && cov < 1.0) {
float brightness = c.a > 0.0
? dot (c.rgb, vec3 (1.0 / 3.0)) / c.a : 0.0;
float ppem = 1.0 / max (fwidth (v_texcoord).x,
fwidth (v_texcoord).y);
float adj = hb_gpu_stem_darken (cov, brightness, ppem);
c *= adj / cov;
}
The paint renderer walks the font's paint tree (COLRv0 layers or COLRv1 paint subtree) and records one layer op per solid or gradient fill, each with its own clip outline encoded as a Slug (so the paint renderer reuses the draw renderer internally for clips). Palette colors and custom overrides are resolved and baked into the blob at encode time, so the shader does not need a separate palette uniform.
Monochrome (non-color) glyphs are handled transparently:
hb_gpu_paint_glyph() synthesizes a single foreground-colored
layer from the glyph's outline, so callers can use the paint
renderer uniformly for any font. This costs more per fragment
than the Draw path, but the rendered result is the same.
hb_gpu_paint_t *paint = hb_gpu_paint_create_or_fail ();
// Optional: select a palette and install any custom-palette
// overrides before hb_gpu_paint_glyph — their values are baked
// into the encoded blob. (The foreground color is NOT set here:
// it stays a shader uniform so dark-mode and color-change
// toggles take effect without re-encoding.)
hb_gpu_paint_set_palette (paint, 0);
hb_gpu_paint_set_custom_palette_color (paint, 2,
HB_COLOR (0xff, 0, 0, 0xff));
hb_gpu_paint_glyph (paint, font, gid);
hb_glyph_extents_t ext;
hb_blob_t *blob = hb_gpu_paint_encode (paint, &ext);
// Upload hb_blob_get_data(blob) to the same atlas used by draw.
unsigned atlas_offset = upload_to_atlas (blob);
hb_gpu_paint_recycle_blob (paint, blob);
// repeat for more glyphs...
hb_gpu_paint_destroy (paint);
As with the draw encoder, create the paint encoder once and
reuse it. hb_gpu_paint_encode() auto-clears on return; user
configuration (palette, custom-palette overrides) is preserved
across encodes. Because colors are baked, changing any of that
configuration afterwards requires re-encoding the affected
glyphs. The encoded blob's texel format is the same RGBA16I
as the draw renderer's, so both kinds of blobs can coexist in
one atlas at different offsets.
Same pattern as the draw renderer but using
hb_gpu_paint_shader_source() for the paint-specific helpers.
The vertex stage is identical — hb_gpu_paint_shader_source()
returns an empty string for HB_GPU_SHADER_STAGE_VERTEX, so the
fixed assembly order still works:
const char *frag_sources[] = {
"#version 330\n",
hb_gpu_shader_source (HB_GPU_SHADER_STAGE_FRAGMENT,
HB_GPU_SHADER_LANG_GLSL),
hb_gpu_paint_shader_source (HB_GPU_SHADER_STAGE_FRAGMENT,
HB_GPU_SHADER_LANG_GLSL),
your_fragment_main
};
glShaderSource (frag_shader, 4, frag_sources, NULL);
The atlas setup, vertex attributes, dilation, and font scaling guidance from the Draw section all apply unchanged.
The paint library provides one function:
vec4 hb_gpu_paint (vec2 renderCoord, uint glyphLoc, vec4 foreground,
out float coverage);
Parameters:
renderCoord: the interpolated em-space coordinate from the
vertex shader (v_texcoord), as for hb_gpu_draw().
glyphLoc: the texel offset of this glyph's encoded paint blob in the atlas, passed as a flat varying from the vertex shader.
foreground: the foreground color used to resolve palette entries that COLRv1 marks as "foreground color". The encoder only records the is-foreground flag per layer/stop; the actual color is substituted here at render time, so runtime foreground-color changes (e.g. a dark-mode toggle) take effect without re-encoding any glyphs.
coverage (out): the maximum antialiasing coverage across all paint layers. Fractional values (between 0 and 1) indicate antialiased edge pixels; 0 means fully outside, 1 means fully inside. Stem darkening and gamma correction should be applied to this value rather than to the returned color, so that interior paint colors are unaffected. See the stem darkening notes in the Draw section.
Returns premultiplied RGBA: fully transparent outside the glyph, composited layers inside. Use (GL_ONE, GL_ONE_MINUS_SRC_ALPHA) blending to composite over a background.
A typical fragment main:
uniform vec4 u_foreground;
uniform float u_gamma;
uniform float u_stem_darkening;
in vec2 v_texcoord;
flat in uint v_glyphLoc;
out vec4 fragColor;
void main () {
float cov;
vec4 c = hb_gpu_paint (v_texcoord, v_glyphLoc, u_foreground, cov);
if (cov > 0.0 && cov < 1.0) {
float adj = cov;
if (u_stem_darkening > 0.0) {
float brightness = c.a > 0.0
? dot (c.rgb, vec3 (1.0 / 3.0)) / c.a : 0.0;
adj = hb_gpu_stem_darken (adj, brightness,
1.0 / max (fwidth (v_texcoord).x, fwidth (v_texcoord).y));
}
if (u_gamma != 1.0)
adj = pow (adj, u_gamma);
c *= adj / cov;
}
fragColor = c;
}
const char * hb_gpu_shader_source (hb_gpu_shader_stage_t stage,hb_gpu_shader_lang_t lang);
Returns the shared helper shader source used by the hb-gpu renderers for the specified stage and language. The returned string is static and must not be freed.
The shared source defines utilities such as the atlas sampler
and the accessor for the fragment stage, and
the hb_gpu_fetch() helper for the vertex stage. Each
renderer-specific source (for example,
hb_gpu_dilate()hb_gpu_draw_shader_source()) assumes these helpers are already
in scope — callers should concatenate a #version directive,
then this shared source, then the renderer-specific source,
then their own .main()
Since: 14.2.0
const char * hb_gpu_draw_shader_source (hb_gpu_shader_stage_t stage,hb_gpu_shader_lang_t lang);
Returns the draw-renderer-specific shader source for the specified stage and language. The returned string is static and must not be freed.
This source assumes the shared helpers returned by
hb_gpu_shader_source() are concatenated ahead of it. The
caller should assemble the full shader as
#version-directive + hb_gpu_shader_source() +
hb_gpu_draw_shader_source() + caller's .main()
The vertex stage currently has no draw-specific helpers; this function returns an empty string for that stage so the caller can concatenate unconditionally.
Since: 14.2.0
hb_gpu_draw_t *
hb_gpu_draw_create_or_fail (void);
Creates a new GPU shape encoder.
Since: 14.0.0
hb_gpu_draw_t *
hb_gpu_draw_reference (hb_gpu_draw_t *draw);
Increases the reference count on draw
by one.
[skip]
Since: 14.0.0
void
hb_gpu_draw_destroy (hb_gpu_draw_t *draw);
Decreases the reference count on draw
by one. When the
reference count reaches zero, the encoder is freed.
[skip]
Since: 14.0.0
hb_bool_t hb_gpu_draw_set_user_data (hb_gpu_draw_t *draw,hb_user_data_key_t *key,void *data,hb_destroy_func_t destroy,hb_bool_t replace);
Attaches user data to draw
.
[skip]
draw |
a GPU shape encoder |
|
key |
the user-data key |
|
data |
a pointer to the user data |
|
destroy |
a callback to call when |
[nullable] |
replace |
whether to replace an existing data with the same key |
Since: 14.0.0
void * hb_gpu_draw_get_user_data (const hb_gpu_draw_t *draw,hb_user_data_key_t *key);
Fetches the user-data associated with the specified key.
[skip]
Since: 14.0.0
hb_draw_funcs_t *
hb_gpu_draw_get_funcs (const hb_gpu_draw_t *draw);
Fetches the hb_draw_funcs_t that feeds outline data into
draw
. Pass draw
as the draw_data
argument when calling
the draw functions.
Since: 14.2.0
void hb_gpu_draw_set_scale (hb_gpu_draw_t *draw,int x_scale,int y_scale);
Sets the font scale so the encoded blob can embed it for
shader use (e.g. computing pixels-per-em). Called
automatically by hb_gpu_draw_glyph().
draw |
a GPU shape encoder |
|
x_scale |
horizontal scale (typically from |
|
y_scale |
vertical scale |
Since: 14.1.0
void hb_gpu_draw_get_scale (const hb_gpu_draw_t *draw,int *x_scale,int *y_scale);
Gets the font scale previously set via hb_gpu_draw_set_scale() or
hb_gpu_draw_glyph().
Since: 14.2.0
void hb_gpu_draw_glyph (hb_gpu_draw_t *draw,hb_font_t *font,hb_codepoint_t glyph);
Draws a single glyph outline into the encoder. Equivalent to
hb_gpu_draw_glyph_or_fail() with the return value ignored.
Since: 14.0.0
hb_bool_t hb_gpu_draw_glyph_or_fail (hb_gpu_draw_t *draw,hb_font_t *font,hb_codepoint_t glyph);
Convenience to draw one glyph outline. Equivalent to:
hb_gpu_draw_set_scale (draw, x_scale, y_scale); hb_font_draw_glyph_or_fail (font, glyph, hb_gpu_draw_get_funcs (draw), draw);
Since: 14.2.0
hb_blob_t * hb_gpu_draw_encode (hb_gpu_draw_t *draw,hb_glyph_extents_t *extents);
Encodes the accumulated outlines into a compact blob suitable for GPU rendering. The blob data is an array of RGBA16I texels (8 bytes each) to be uploaded to a texture buffer object.
The returned blob owns its own copy of the data. On success
draw
is auto-cleared so it can be reused for the next glyph;
user configuration (font scale) is preserved.
draw |
a GPU shape encoder |
|
extents |
where to store the computed glyph
extents (in font units, Y-up). Pass |
[out][nullable] |
An hb_blob_t containing the encoded data, or NULL if encoding
failed (allocation failure or accumulation error). When the
encoder accumulated no outline (e.g. the glyph has no ink, like a
space), returns the empty-blob singleton instead of NULL, so
callers can distinguish "nothing to render" (length 0) from a
real failure (NULL).
[transfer full]
Since: 14.0.0
void
hb_gpu_draw_clear (hb_gpu_draw_t *draw);
Discards accumulated outlines so draw
can be reused for another
encode. User configuration (font scale) is preserved. Call
hb_gpu_draw_reset() to also reset user configuration to defaults.
Since: 14.2.0
void
hb_gpu_draw_reset (hb_gpu_draw_t *draw);
Resets the encoder, discarding all accumulated outlines and resetting user configuration to defaults.
Since: 14.0.0
void hb_gpu_draw_recycle_blob (hb_gpu_draw_t *draw,hb_blob_t *blob);
Returns a blob to the encoder for potential reuse.
The caller transfers ownership of blob
.
Currently this simply destroys the blob. A future version
may reclaim the underlying buffer to avoid allocation on the
next hb_gpu_draw_encode() call.
draw |
a GPU shape encoder |
|
blob |
a blob previously returned by |
[transfer full] |
Since: 14.0.0
hb_gpu_paint_t *
hb_gpu_paint_create_or_fail (void);
Creates a new GPU color-glyph paint encoder.
Since: 14.2.0
hb_gpu_paint_t *
hb_gpu_paint_reference (hb_gpu_paint_t *paint);
Increases the reference count on paint
by one.
[skip]
Since: 14.2.0
void
hb_gpu_paint_destroy (hb_gpu_paint_t *paint);
Decreases the reference count on paint
by one. When the
reference count reaches zero, the encoder is freed.
[skip]
Since: 14.2.0
hb_bool_t hb_gpu_paint_set_user_data (hb_gpu_paint_t *paint,hb_user_data_key_t *key,void *data,hb_destroy_func_t destroy,hb_bool_t replace);
Attaches user data to paint
.
[skip]
paint |
a GPU color-glyph paint encoder |
|
key |
the user-data key |
|
data |
a pointer to the user data |
|
destroy |
a callback to call when |
[nullable] |
replace |
whether to replace an existing data with the same key |
Since: 14.2.0
void * hb_gpu_paint_get_user_data (const hb_gpu_paint_t *paint,hb_user_data_key_t *key);
Fetches the user data associated with the specified key.
[skip]
Since: 14.2.0
hb_paint_funcs_t *
hb_gpu_paint_get_funcs (const hb_gpu_paint_t *paint);
Fetches the hb_paint_funcs_t that feeds paint data into
paint
. Pass paint
as the paint_data
argument when
calling the paint functions.
Since: 14.2.0
void hb_gpu_paint_set_palette (hb_gpu_paint_t *paint,unsigned palette);
Selects which font palette is used when paint callbacks look up indexed colors. Default is palette 0.
Since: 14.2.0
unsigned
hb_gpu_paint_get_palette (const hb_gpu_paint_t *paint);
Returns the palette index previously set on paint
, or 0 if none
was set.
Since: 14.2.0
void
hb_gpu_paint_clear_custom_palette_colors
(hb_gpu_paint_t *paint);
Clears all custom palette color overrides previously set on paint
.
Since: 14.2.0
hb_bool_t hb_gpu_paint_set_custom_palette_color (hb_gpu_paint_t *paint,unsigned int color_index,hb_color_t color);
Overrides one font palette color entry. Overrides are keyed by
color_index
and persist on paint
until cleared (or replaced for
the same index).
paint |
a GPU color-glyph paint encoder |
|
color_index |
palette index to override |
|
color |
replacement color |
Since: 14.2.0
void hb_gpu_paint_set_scale (hb_gpu_paint_t *paint,int x_scale,int y_scale);
Sets the font scale used to dimension clip-glyph slug outlines
inside the encoded blob. Called automatically by
hb_gpu_paint_glyph().
paint |
a GPU color-glyph paint encoder |
|
x_scale |
horizontal scale (typically from |
|
y_scale |
vertical scale |
Since: 14.2.0
void hb_gpu_paint_get_scale (const hb_gpu_paint_t *paint,int *x_scale,int *y_scale);
Fetches the font scale previously set on paint
.
paint |
a GPU color-glyph paint encoder |
|
x_scale |
horizontal scale. |
[out] |
y_scale |
vertical scale. |
[out] |
Since: 14.2.0
void hb_gpu_paint_glyph (hb_gpu_paint_t *paint,hb_font_t *font,hb_codepoint_t glyph);
Feeds glyph
into the encoder. Unlike
hb_gpu_paint_glyph_or_fail(), non-color glyphs are handled
transparently via a synthesized foreground-colored layer,
so any glyph with an outline produces output.
Since: 14.2.0
hb_bool_t hb_gpu_paint_glyph_or_fail (hb_gpu_paint_t *paint,hb_font_t *font,hb_codepoint_t glyph);
Convenience to feed glyph
's paint tree into the encoder.
Equivalent to:
hb_gpu_paint_set_scale (paint, x_scale, y_scale); hb_font_paint_glyph_or_fail (font, glyph, hb_gpu_paint_get_funcs (paint), paint, palette, HB_COLOR (0, 0, 0, 0xff));
Encoder-level limitations (unsupported paint ops, group-stack
overflow) do NOT fail here -- they surface later from
hb_gpu_paint_encode() which returns NULL.
Since: 14.2.0
hb_blob_t * hb_gpu_paint_encode (hb_gpu_paint_t *paint,hb_glyph_extents_t *extents);
Encodes the accumulated paint state into a GPU-renderable blob
and writes the glyph's ink extents to extents
.
On return paint
is auto-cleared so it can be reused for the
next glyph; user configuration (palette, foreground, custom
palette overrides) is preserved.
paint |
a GPU color-glyph paint encoder |
|
extents |
receives the glyph's ink extents in font units. |
[out] |
A newly allocated blob, or NULL if the paint walk hit an
unsupported feature (see hb_gpu_paint_glyph()'s return value) or
encoding failed (allocation failure). When the paint accumulated
no ink (e.g. a space glyph) returns the empty-blob singleton, so
callers can distinguish "nothing to render" (length 0) from a
real failure (NULL).
[transfer full]
Since: 14.2.0
void
hb_gpu_paint_clear (hb_gpu_paint_t *paint);
Discards accumulated paint state so paint
can be reused for
another encode. User configuration (font scale) is preserved.
Since: 14.2.0
void
hb_gpu_paint_reset (hb_gpu_paint_t *paint);
Resets paint
, discarding accumulated state and user
configuration.
Since: 14.2.0
void hb_gpu_paint_recycle_blob (hb_gpu_paint_t *paint,hb_blob_t *blob);
Returns a blob to the encoder for potential reuse. The caller
transfers ownership of blob
.
If blob
came from hb_gpu_paint_encode() its underlying buffer
will be reused by the next call to hb_gpu_paint_encode(),
avoiding a malloc / blob allocation per glyph.
paint |
a GPU color-glyph paint encoder |
|
blob |
a blob previously returned by |
[transfer full] |
Since: 14.2.0
const char * hb_gpu_paint_shader_source (hb_gpu_shader_stage_t stage,hb_gpu_shader_lang_t lang);
Returns the paint-renderer-specific shader source for the specified stage and language. The returned string is static and must not be freed.
This source assumes both the shared helpers
(hb_gpu_shader_source()) and the draw-renderer helpers
(hb_gpu_draw_shader_source()) are concatenated ahead of it --
the paint interpreter invokes hb_gpu_draw() to compute
clip-glyph coverage. Full assembly:
[version] + hb_gpu_shader_source()
hb_gpu_draw_shader_source ()
hb_gpu_paint_shader_source ()
caller's main()
Only GLSL fragment is implemented today; other languages and the vertex stage return the empty string so callers can concatenate unconditionally.
Since: 14.2.0
typedef struct hb_gpu_draw_t hb_gpu_draw_t;
An opaque GPU shape encoder. Accumulates outlines via draw callbacks, then encodes them into a compact blob for GPU rendering.
Since: 14.0.0
typedef struct hb_gpu_paint_t hb_gpu_paint_t;
An opaque GPU color-glyph encoder. Accumulates color-glyph paint state via paint callbacks, then encodes it into a compact blob for GPU rendering.
Since: 14.2.0