/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "CanvasLayerD3D10.h" #include "../d3d9/Nv3DVUtils.h" #include "gfxImageSurface.h" #include "gfxWindowsSurface.h" #include "gfxWindowsPlatform.h" #include "SurfaceStream.h" #include "SharedSurfaceANGLE.h" #include "gfxContext.h" using namespace mozilla::gl; using namespace mozilla::gfx; namespace mozilla { namespace layers { CanvasLayerD3D10::~CanvasLayerD3D10() { } void CanvasLayerD3D10::Initialize(const Data& aData) { NS_ASSERTION(mSurface == nullptr, "BasicCanvasLayer::Initialize called twice!"); if (aData.mSurface) { mSurface = aData.mSurface; NS_ASSERTION(!aData.mGLContext && !aData.mDrawTarget, "CanvasLayer can't have both surface and WebGLContext/DrawTarget"); mNeedsYFlip = false; mDataIsPremultiplied = true; } else if (aData.mGLContext) { mGLContext = aData.mGLContext; NS_ASSERTION(mGLContext->IsOffscreen(), "Canvas GLContext must be offscreen."); mDataIsPremultiplied = aData.mIsGLAlphaPremult; mNeedsYFlip = true; GLScreenBuffer* screen = mGLContext->Screen(); SurfaceStreamType streamType = SurfaceStream::ChooseGLStreamType(SurfaceStream::MainThread, screen->PreserveBuffer()); SurfaceFactory_GL* factory = nullptr; if (!mForceReadback) { factory = SurfaceFactory_ANGLEShareHandle::Create(mGLContext, device(), screen->Caps()); } if (factory) { screen->Morph(factory, streamType); } } else if (aData.mDrawTarget) { mDrawTarget = aData.mDrawTarget; mNeedsYFlip = false; mDataIsPremultiplied = true; void *texture = mDrawTarget->GetNativeSurface(NATIVE_SURFACE_D3D10_TEXTURE); if (texture) { mTexture = static_cast(texture); NS_ASSERTION(!aData.mGLContext && !aData.mSurface, "CanvasLayer can't have both surface and WebGLContext/Surface"); mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height); device()->CreateShaderResourceView(mTexture, nullptr, getter_AddRefs(mSRView)); return; } // XXX we should store mDrawTarget and use it directly in UpdateSurface, // bypassing Thebes mSurface = gfxPlatform::GetPlatform()->GetThebesSurfaceForDrawTarget(mDrawTarget); } else { NS_ERROR("CanvasLayer created without mSurface, mDrawTarget or mGLContext?"); } mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height); if (mSurface && mSurface->GetType() == gfxASurface::SurfaceTypeD2D) { void *data = mSurface->GetData(&gKeyD3D10Texture); if (data) { mTexture = static_cast(data); mIsD2DTexture = true; device()->CreateShaderResourceView(mTexture, nullptr, getter_AddRefs(mSRView)); mHasAlpha = mSurface->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA; return; } } mIsD2DTexture = false; // Create a texture in case we need to readback. CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, mBounds.width, mBounds.height, 1, 1); desc.Usage = D3D10_USAGE_DYNAMIC; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; HRESULT hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(mTexture)); if (FAILED(hr)) { NS_WARNING("Failed to create texture for CanvasLayer!"); return; } device()->CreateShaderResourceView(mTexture, nullptr, getter_AddRefs(mUploadSRView)); } void CanvasLayerD3D10::UpdateSurface() { if (!IsDirty()) return; Painted(); if (mDrawTarget) { mDrawTarget->Flush(); } else if (mIsD2DTexture) { mSurface->Flush(); return; } if (mGLContext) { SharedSurface* surf = mGLContext->RequestFrame(); if (!surf) return; switch (surf->Type()) { case SharedSurfaceType::EGLSurfaceANGLE: { SharedSurface_ANGLEShareHandle* shareSurf = SharedSurface_ANGLEShareHandle::Cast(surf); mSRView = shareSurf->GetSRV(); return; } case SharedSurfaceType::Basic: { SharedSurface_Basic* shareSurf = SharedSurface_Basic::Cast(surf); // WebGL reads entire surface. D3D10_MAPPED_TEXTURE2D map; HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map); if (FAILED(hr)) { NS_WARNING("Failed to map CanvasLayer texture."); return; } gfxImageSurface* frameData = shareSurf->GetData(); // Scope for gfxContext, so it's destroyed before Unmap. { nsRefPtr mapSurf = new gfxImageSurface((uint8_t*)map.pData, shareSurf->Size(), map.RowPitch, gfxASurface::ImageFormatARGB32); nsRefPtr ctx = new gfxContext(mapSurf); ctx->SetOperator(gfxContext::OPERATOR_SOURCE); ctx->SetSource(frameData); ctx->Paint(); mapSurf->Flush(); } mTexture->Unmap(0); mSRView = mUploadSRView; break; } default: MOZ_CRASH("Unhandled SharedSurfaceType."); } } else if (mSurface) { RECT r; r.left = 0; r.top = 0; r.right = mBounds.width; r.bottom = mBounds.height; D3D10_MAPPED_TEXTURE2D map; HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map); if (FAILED(hr)) { NS_WARNING("Failed to lock CanvasLayer texture."); return; } nsRefPtr dstSurface; dstSurface = new gfxImageSurface((unsigned char*)map.pData, gfxIntSize(mBounds.width, mBounds.height), map.RowPitch, gfxASurface::ImageFormatARGB32); nsRefPtr ctx = new gfxContext(dstSurface); ctx->SetOperator(gfxContext::OPERATOR_SOURCE); ctx->SetSource(mSurface); ctx->Paint(); mTexture->Unmap(0); mSRView = mUploadSRView; } } Layer* CanvasLayerD3D10::GetLayer() { return this; } void CanvasLayerD3D10::RenderLayer() { FirePreTransactionCallback(); UpdateSurface(); FireDidTransactionCallback(); if (!mTexture) return; nsIntRect visibleRect = mVisibleRegion.GetBounds(); SetEffectTransformAndOpacity(); uint8_t shaderFlags = 0; shaderFlags |= LoadMaskTexture(); shaderFlags |= mDataIsPremultiplied ? SHADER_PREMUL : SHADER_NON_PREMUL | SHADER_RGBA; shaderFlags |= mHasAlpha ? SHADER_RGBA : SHADER_RGB; shaderFlags |= mFilter == gfxPattern::FILTER_NEAREST ? SHADER_POINT : SHADER_LINEAR; ID3D10EffectTechnique* technique = SelectShader(shaderFlags); if (mSRView) { effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView); } effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)mBounds.x, (float)mBounds.y, (float)mBounds.width, (float)mBounds.height) ); if (mNeedsYFlip) { effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( 0, 1.0f, 1.0f, -1.0f) ); } technique->GetPassByIndex(0)->Apply(0); device()->Draw(4, 0); if (mNeedsYFlip) { effect()->GetVariableByName("vTextureCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); } } } /* namespace layers */ } /* namespace mozilla */