freetype/truetype: implement GC and MD instructions.
These instructions are found in Adobe Source Sans Pro fonts. R=golang-dev, nigeltao, bsiegert CC=golang-dev https://codereview.appspot.com/16440043 Committer: Nigel Tao <nigeltao@golang.org>
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@ -627,6 +627,33 @@ func (h *Hinter) run(program []byte, pCurrent, pUnhinted, pInFontUnits []Point,
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case opRCVT:
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h.stack[top-1] = int32(h.getScaledCVT(h.stack[top-1]))
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case opGC0, opGC1:
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i := h.stack[top-1]
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if opcode == opGC0 {
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p := h.point(2, current, i)
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h.stack[top-1] = int32(dotProduct(f26dot6(p.X), f26dot6(p.Y), h.gs.pv))
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} else {
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p := h.point(2, unhinted, i)
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// Using dv as per C Freetype.
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h.stack[top-1] = int32(dotProduct(f26dot6(p.X), f26dot6(p.Y), h.gs.dv))
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}
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case opMD0, opMD1:
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top--
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i, j := h.stack[top-1], h.stack[top]
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if opcode == opMD1 {
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p := h.point(0, current, i)
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q := h.point(1, current, j)
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h.stack[top-1] = int32(dotProduct(f26dot6(p.X-q.X), f26dot6(p.Y-q.Y), h.gs.pv))
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} else {
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// TODO: do we need to check (h.gs.zp[0] == 0 || h.gs.zp[1] == 0)
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// as C Freetype does, similar to the MDRP instructions?
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p := h.point(0, unhinted, i)
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q := h.point(1, unhinted, j)
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// Use dv for MD0 as in C Freetype.
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h.stack[top-1] = int32(dotProduct(f26dot6(p.X-q.X), f26dot6(p.Y-q.Y), h.gs.dv))
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}
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case opMPPEM, opMPS:
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if top >= len(h.stack) {
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return errors.New("truetype: hinting: stack overflow")
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@ -80,11 +80,11 @@ const (
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opRS = 0x43 // Read Store
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opWCVTP = 0x44 // Write Control Value Table in Pixel units
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opRCVT = 0x45 // Read Control Value Table entry
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opGC0 = 0x46
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opGC1 = 0x47
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opGC0 = 0x46 // Get Coordinate projected onto the projection vector
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opGC1 = 0x47 // .
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opSCFS = 0x48
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opMD0 = 0x49
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opMD1 = 0x4a
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opMD0 = 0x49 // Measure Distance
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opMD1 = 0x4a // .
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opMPPEM = 0x4b // Measure Pixels Per EM
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opMPS = 0x4c // Measure Point Size
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opFLIPON = 0x4d // set the auto FLIP Boolean to ON
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@ -275,7 +275,7 @@ var popCount = [256]uint8{
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1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, // 0x10 - 0x1f
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1, 1, 0, 2, 0, 1, 1, q, q, q, 2, 1, 1, 0, 1, 1, // 0x20 - 0x2f
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0, 0, q, q, q, q, 1, 1, 1, 0, q, q, 0, 0, 2, 2, // 0x30 - 0x3f
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0, 0, 2, 1, 2, 1, q, q, q, q, q, 0, 0, 0, 0, 0, // 0x40 - 0x4f
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0, 0, 2, 1, 2, 1, 1, 1, q, 2, 2, 0, 0, 0, 0, 0, // 0x40 - 0x4f
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2, 2, 2, 2, 2, 2, 1, 1, 1, 0, 2, 2, 1, q, 1, 1, // 0x50 - 0x5f
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2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x60 - 0x6f
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q, q, q, q, q, q, 1, 1, 2, 2, 0, q, 0, 0, 1, 1, // 0x70 - 0x7f
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