/* -*- 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/. */ #ifndef MOZILLA_GFX_HELPERSD2D_H_ #define MOZILLA_GFX_HELPERSD2D_H_ #include #include #include #include "2D.h" #include "Logging.h" #include "Tools.h" #include "ImageScaling.h" #include "ScaledFontDWrite.h" #undef min #undef max namespace mozilla { namespace gfx { ID2D1Factory* D2DFactory(); ID2D1Factory1* D2DFactory1(); static inline D2D1_POINT_2F D2DPoint(const Point &aPoint) { return D2D1::Point2F(aPoint.x, aPoint.y); } static inline D2D1_SIZE_U D2DIntSize(const IntSize &aSize) { return D2D1::SizeU(aSize.width, aSize.height); } template static inline D2D1_RECT_F D2DRect(const T &aRect) { return D2D1::RectF(aRect.x, aRect.y, aRect.XMost(), aRect.YMost()); } static inline D2D1_EXTEND_MODE D2DExtend(ExtendMode aExtendMode) { D2D1_EXTEND_MODE extend; switch (aExtendMode) { case ExtendMode::REPEAT: extend = D2D1_EXTEND_MODE_WRAP; break; case ExtendMode::REFLECT: extend = D2D1_EXTEND_MODE_MIRROR; break; default: extend = D2D1_EXTEND_MODE_CLAMP; } return extend; } static inline D2D1_BITMAP_INTERPOLATION_MODE D2DFilter(const Filter &aFilter) { switch (aFilter) { case Filter::POINT: return D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR; default: return D2D1_BITMAP_INTERPOLATION_MODE_LINEAR; } } static inline D2D1_INTERPOLATION_MODE D2DInterpolationMode(const Filter &aFilter) { switch (aFilter) { case Filter::POINT: return D2D1_INTERPOLATION_MODE_NEAREST_NEIGHBOR; default: return D2D1_INTERPOLATION_MODE_LINEAR; } } static inline D2D1_MATRIX_5X4_F D2DMatrix5x4(const Matrix5x4 &aMatrix) { return D2D1::Matrix5x4F(aMatrix._11, aMatrix._12, aMatrix._13, aMatrix._14, aMatrix._21, aMatrix._22, aMatrix._23, aMatrix._24, aMatrix._31, aMatrix._32, aMatrix._33, aMatrix._34, aMatrix._41, aMatrix._42, aMatrix._43, aMatrix._44, aMatrix._51, aMatrix._52, aMatrix._53, aMatrix._54); } static inline D2D1_VECTOR_3F D2DVector3D(const Point3D &aPoint) { return D2D1::Vector3F(aPoint.x, aPoint.y, aPoint.z); } static inline D2D1_ANTIALIAS_MODE D2DAAMode(AntialiasMode aMode) { switch (aMode) { case AntialiasMode::NONE: return D2D1_ANTIALIAS_MODE_ALIASED; default: return D2D1_ANTIALIAS_MODE_PER_PRIMITIVE; } } static inline D2D1_MATRIX_3X2_F D2DMatrix(const Matrix &aTransform) { return D2D1::Matrix3x2F(aTransform._11, aTransform._12, aTransform._21, aTransform._22, aTransform._31, aTransform._32); } static inline D2D1_COLOR_F D2DColor(const Color &aColor) { return D2D1::ColorF(aColor.r, aColor.g, aColor.b, aColor.a); } static inline IntSize ToIntSize(const D2D1_SIZE_U &aSize) { return IntSize(aSize.width, aSize.height); } static inline SurfaceFormat ToPixelFormat(const D2D1_PIXEL_FORMAT &aFormat) { switch(aFormat.format) { case DXGI_FORMAT_A8_UNORM: return SurfaceFormat::A8; case DXGI_FORMAT_B8G8R8A8_UNORM: if (aFormat.alphaMode == D2D1_ALPHA_MODE_IGNORE) { return SurfaceFormat::B8G8R8X8; } else { return SurfaceFormat::B8G8R8A8; } default: return SurfaceFormat::B8G8R8A8; } } static inline Rect ToRect(const D2D1_RECT_F &aRect) { return Rect(aRect.left, aRect.top, aRect.right - aRect.left, aRect.bottom - aRect.top); } static inline Matrix ToMatrix(const D2D1_MATRIX_3X2_F &aTransform) { return Matrix(aTransform._11, aTransform._12, aTransform._21, aTransform._22, aTransform._31, aTransform._32); } static inline Point ToPoint(const D2D1_POINT_2F &aPoint) { return Point(aPoint.x, aPoint.y); } static inline DXGI_FORMAT DXGIFormat(SurfaceFormat aFormat) { switch (aFormat) { case SurfaceFormat::B8G8R8A8: return DXGI_FORMAT_B8G8R8A8_UNORM; case SurfaceFormat::B8G8R8X8: return DXGI_FORMAT_B8G8R8A8_UNORM; case SurfaceFormat::A8: return DXGI_FORMAT_A8_UNORM; default: return DXGI_FORMAT_UNKNOWN; } } static inline D2D1_ALPHA_MODE D2DAlphaModeForFormat(SurfaceFormat aFormat) { switch (aFormat) { case SurfaceFormat::B8G8R8X8: return D2D1_ALPHA_MODE_IGNORE; default: return D2D1_ALPHA_MODE_PREMULTIPLIED; } } static inline D2D1_PIXEL_FORMAT D2DPixelFormat(SurfaceFormat aFormat) { return D2D1::PixelFormat(DXGIFormat(aFormat), D2DAlphaModeForFormat(aFormat)); } static inline bool D2DSupportsCompositeMode(CompositionOp aOp) { switch(aOp) { case CompositionOp::OP_OVER: case CompositionOp::OP_ADD: case CompositionOp::OP_ATOP: case CompositionOp::OP_OUT: case CompositionOp::OP_IN: case CompositionOp::OP_SOURCE: case CompositionOp::OP_DEST_IN: case CompositionOp::OP_DEST_OUT: case CompositionOp::OP_DEST_OVER: case CompositionOp::OP_DEST_ATOP: case CompositionOp::OP_XOR: return true; default: return false; } } static inline D2D1_COMPOSITE_MODE D2DCompositionMode(CompositionOp aOp) { switch(aOp) { case CompositionOp::OP_OVER: return D2D1_COMPOSITE_MODE_SOURCE_OVER; case CompositionOp::OP_ADD: return D2D1_COMPOSITE_MODE_PLUS; case CompositionOp::OP_ATOP: return D2D1_COMPOSITE_MODE_SOURCE_ATOP; case CompositionOp::OP_OUT: return D2D1_COMPOSITE_MODE_SOURCE_OUT; case CompositionOp::OP_IN: return D2D1_COMPOSITE_MODE_SOURCE_IN; case CompositionOp::OP_SOURCE: return D2D1_COMPOSITE_MODE_SOURCE_COPY; case CompositionOp::OP_DEST_IN: return D2D1_COMPOSITE_MODE_DESTINATION_IN; case CompositionOp::OP_DEST_OUT: return D2D1_COMPOSITE_MODE_DESTINATION_OUT; case CompositionOp::OP_DEST_OVER: return D2D1_COMPOSITE_MODE_DESTINATION_OVER; case CompositionOp::OP_DEST_ATOP: return D2D1_COMPOSITE_MODE_DESTINATION_ATOP; case CompositionOp::OP_XOR: return D2D1_COMPOSITE_MODE_XOR; default: return D2D1_COMPOSITE_MODE_SOURCE_OVER; } } static inline D2D1_BLEND_MODE D2DBlendMode(CompositionOp aOp) { switch (aOp) { case CompositionOp::OP_MULTIPLY: return D2D1_BLEND_MODE_MULTIPLY; case CompositionOp::OP_SCREEN: return D2D1_BLEND_MODE_SCREEN; case CompositionOp::OP_OVERLAY: return D2D1_BLEND_MODE_OVERLAY; case CompositionOp::OP_DARKEN: return D2D1_BLEND_MODE_DARKEN; case CompositionOp::OP_LIGHTEN: return D2D1_BLEND_MODE_LIGHTEN; case CompositionOp::OP_COLOR_DODGE: return D2D1_BLEND_MODE_COLOR_DODGE; case CompositionOp::OP_COLOR_BURN: return D2D1_BLEND_MODE_COLOR_BURN; case CompositionOp::OP_HARD_LIGHT: return D2D1_BLEND_MODE_HARD_LIGHT; case CompositionOp::OP_SOFT_LIGHT: return D2D1_BLEND_MODE_SOFT_LIGHT; case CompositionOp::OP_DIFFERENCE: return D2D1_BLEND_MODE_DIFFERENCE; case CompositionOp::OP_EXCLUSION: return D2D1_BLEND_MODE_EXCLUSION; case CompositionOp::OP_HUE: return D2D1_BLEND_MODE_HUE; case CompositionOp::OP_SATURATION: return D2D1_BLEND_MODE_SATURATION; case CompositionOp::OP_COLOR: return D2D1_BLEND_MODE_COLOR; case CompositionOp::OP_LUMINOSITY: return D2D1_BLEND_MODE_LUMINOSITY; default: return D2D1_BLEND_MODE_MULTIPLY; } } static inline bool IsPatternSupportedByD2D(const Pattern &aPattern) { if (aPattern.GetType() != PatternType::RADIAL_GRADIENT) { return true; } const RadialGradientPattern *pat = static_cast(&aPattern); if (pat->mRadius1 != 0) { return false; } Point diff = pat->mCenter2 - pat->mCenter1; if (sqrt(diff.x * diff.x + diff.y * diff.y) >= pat->mRadius2) { // Inner point lies outside the circle. return false; } return true; } /** * This structure is used to pass rectangles to our shader constant. We can use * this for passing rectangular areas to SetVertexShaderConstant. In the format * of a 4 component float(x,y,width,height). Our vertex shader can then use * this to construct rectangular positions from the 0,0-1,1 quad that we source * it with. */ struct ShaderConstantRectD3D10 { float mX, mY, mWidth, mHeight; ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight) : mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight) { } // For easy passing to SetVertexShaderConstantF. operator float* () { return &mX; } }; static inline DWRITE_MATRIX DWriteMatrixFromMatrix(Matrix &aMatrix) { DWRITE_MATRIX mat; mat.m11 = aMatrix._11; mat.m12 = aMatrix._12; mat.m21 = aMatrix._21; mat.m22 = aMatrix._22; mat.dx = aMatrix._31; mat.dy = aMatrix._32; return mat; } class AutoDWriteGlyphRun : public DWRITE_GLYPH_RUN { static const unsigned kNumAutoGlyphs = 256; public: AutoDWriteGlyphRun() { glyphCount = 0; } ~AutoDWriteGlyphRun() { if (glyphCount > kNumAutoGlyphs) { delete[] glyphIndices; delete[] glyphAdvances; delete[] glyphOffsets; } } void allocate(unsigned aNumGlyphs) { glyphCount = aNumGlyphs; if (aNumGlyphs <= kNumAutoGlyphs) { glyphIndices = &mAutoIndices[0]; glyphAdvances = &mAutoAdvances[0]; glyphOffsets = &mAutoOffsets[0]; } else { glyphIndices = new UINT16[aNumGlyphs]; glyphAdvances = new FLOAT[aNumGlyphs]; glyphOffsets = new DWRITE_GLYPH_OFFSET[aNumGlyphs]; } } private: DWRITE_GLYPH_OFFSET mAutoOffsets[kNumAutoGlyphs]; FLOAT mAutoAdvances[kNumAutoGlyphs]; UINT16 mAutoIndices[kNumAutoGlyphs]; }; static inline void DWriteGlyphRunFromGlyphs(const GlyphBuffer &aGlyphs, ScaledFontDWrite *aFont, AutoDWriteGlyphRun *run) { run->allocate(aGlyphs.mNumGlyphs); FLOAT *advances = const_cast(run->glyphAdvances); UINT16 *indices = const_cast(run->glyphIndices); DWRITE_GLYPH_OFFSET *offsets = const_cast(run->glyphOffsets); memset(advances, 0, sizeof(FLOAT) * aGlyphs.mNumGlyphs); for (unsigned int i = 0; i < aGlyphs.mNumGlyphs; i++) { indices[i] = aGlyphs.mGlyphs[i].mIndex; offsets[i].advanceOffset = aGlyphs.mGlyphs[i].mPosition.x; offsets[i].ascenderOffset = -aGlyphs.mGlyphs[i].mPosition.y; } run->bidiLevel = 0; run->fontFace = aFont->mFontFace; run->fontEmSize = aFont->GetSize(); run->glyphCount = aGlyphs.mNumGlyphs; run->isSideways = FALSE; } static inline TemporaryRef ConvertRectToGeometry(const D2D1_RECT_F& aRect) { RefPtr rectGeom; D2DFactory()->CreateRectangleGeometry(&aRect, byRef(rectGeom)); return rectGeom.forget(); } static inline TemporaryRef GetTransformedGeometry(ID2D1Geometry *aGeometry, const D2D1_MATRIX_3X2_F &aTransform) { RefPtr tmpGeometry; D2DFactory()->CreatePathGeometry(byRef(tmpGeometry)); RefPtr currentSink; tmpGeometry->Open(byRef(currentSink)); aGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES, aTransform, currentSink); currentSink->Close(); return tmpGeometry.forget(); } static inline TemporaryRef IntersectGeometry(ID2D1Geometry *aGeometryA, ID2D1Geometry *aGeometryB) { RefPtr pathGeom; D2DFactory()->CreatePathGeometry(byRef(pathGeom)); RefPtr sink; pathGeom->Open(byRef(sink)); aGeometryA->CombineWithGeometry(aGeometryB, D2D1_COMBINE_MODE_INTERSECT, nullptr, sink); sink->Close(); return pathGeom.forget(); } static inline TemporaryRef CreateStrokeStyleForOptions(const StrokeOptions &aStrokeOptions) { RefPtr style; D2D1_CAP_STYLE capStyle; D2D1_LINE_JOIN joinStyle; switch (aStrokeOptions.mLineCap) { case CapStyle::BUTT: capStyle = D2D1_CAP_STYLE_FLAT; break; case CapStyle::ROUND: capStyle = D2D1_CAP_STYLE_ROUND; break; case CapStyle::SQUARE: capStyle = D2D1_CAP_STYLE_SQUARE; break; } switch (aStrokeOptions.mLineJoin) { case JoinStyle::MITER: joinStyle = D2D1_LINE_JOIN_MITER; break; case JoinStyle::MITER_OR_BEVEL: joinStyle = D2D1_LINE_JOIN_MITER_OR_BEVEL; break; case JoinStyle::ROUND: joinStyle = D2D1_LINE_JOIN_ROUND; break; case JoinStyle::BEVEL: joinStyle = D2D1_LINE_JOIN_BEVEL; break; } HRESULT hr; // We need to check mDashLength in addition to mDashPattern here since if // mDashPattern is set but mDashLength is zero then the stroke will fail to // paint. if (aStrokeOptions.mDashLength > 0 && aStrokeOptions.mDashPattern) { typedef std::vector FloatVector; // D2D "helpfully" multiplies the dash pattern by the line width. // That's not what cairo does, or is what 's dash wants. // So fix the multiplication in advance. Float lineWidth = aStrokeOptions.mLineWidth; FloatVector dash(aStrokeOptions.mDashPattern, aStrokeOptions.mDashPattern + aStrokeOptions.mDashLength); for (FloatVector::iterator it = dash.begin(); it != dash.end(); ++it) { *it /= lineWidth; } hr = D2DFactory()->CreateStrokeStyle( D2D1::StrokeStyleProperties(capStyle, capStyle, capStyle, joinStyle, aStrokeOptions.mMiterLimit, D2D1_DASH_STYLE_CUSTOM, aStrokeOptions.mDashOffset / lineWidth), &dash[0], // data() is not C++98, although it's in recent gcc // and VC10's STL dash.size(), byRef(style)); } else { hr = D2DFactory()->CreateStrokeStyle( D2D1::StrokeStyleProperties(capStyle, capStyle, capStyle, joinStyle, aStrokeOptions.mMiterLimit), nullptr, 0, byRef(style)); } if (FAILED(hr)) { gfxWarning() << "Failed to create Direct2D stroke style."; } return style.forget(); } // This creates a (partially) uploaded bitmap for a DataSourceSurface. It // uploads the minimum requirement and possibly downscales. It adjusts the // input Matrix to compensate. static inline TemporaryRef CreatePartialBitmapForSurface(DataSourceSurface *aSurface, const Matrix &aDestinationTransform, const IntSize &aDestinationSize, ExtendMode aExtendMode, Matrix &aSourceTransform, ID2D1RenderTarget *aRT, const IntRect* aSourceRect = nullptr) { RefPtr bitmap; // This is where things get complicated. The source surface was // created for a surface that was too large to fit in a texture. // We'll need to figure out if we can work with a partial upload // or downsample in software. Matrix transform = aDestinationTransform; Matrix invTransform = transform = aSourceTransform * transform; if (!invTransform.Invert()) { // Singular transform, nothing to be drawn. return nullptr; } Rect rect(0, 0, Float(aDestinationSize.width), Float(aDestinationSize.height)); // Calculate the rectangle of the source mapped to our surface. rect = invTransform.TransformBounds(rect); rect.RoundOut(); IntSize size = aSurface->GetSize(); Rect uploadRect(0, 0, Float(size.width), Float(size.height)); if (aSourceRect) { uploadRect = Rect(aSourceRect->x, aSourceRect->y, aSourceRect->width, aSourceRect->height); } // Limit the uploadRect as much as possible without supporting discontiguous uploads // // region we will paint from // uploadRect // .---------------. .---------------. resulting uploadRect // | |rect | | // | .---------. .----. .----. .---------------. // | | | ----> | | | | ----> | | // | '---------' '----' '----' '---------------' // '---------------' '---------------' // // if (uploadRect.Contains(rect)) { // Extend mode is irrelevant, the displayed rect is completely contained // by the source bitmap. uploadRect = rect; } else if (aExtendMode == ExtendMode::CLAMP && uploadRect.Intersects(rect)) { // Calculate the rectangle on the source bitmap that touches our // surface, and upload that, for ExtendMode::CLAMP we can actually guarantee // correct behaviour in this case. uploadRect = uploadRect.Intersect(rect); // We now proceed to check if we can limit at least one dimension of the // upload rect safely without looking at extend mode. } else if (rect.x >= 0 && rect.XMost() < size.width) { uploadRect.x = rect.x; uploadRect.width = rect.width; } else if (rect.y >= 0 && rect.YMost() < size.height) { uploadRect.y = rect.y; uploadRect.height = rect.height; } int stride = aSurface->Stride(); if (uploadRect.width <= aRT->GetMaximumBitmapSize() && uploadRect.height <= aRT->GetMaximumBitmapSize()) { // A partial upload will suffice. aRT->CreateBitmap(D2D1::SizeU(uint32_t(uploadRect.width), uint32_t(uploadRect.height)), aSurface->GetData() + int(uploadRect.x) * 4 + int(uploadRect.y) * stride, stride, D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())), byRef(bitmap)); aSourceTransform.PreTranslate(uploadRect.x, uploadRect.y); return bitmap.forget(); } else { int Bpp = BytesPerPixel(aSurface->GetFormat()); if (Bpp != 4) { // This shouldn't actually happen in practice! MOZ_ASSERT(false); return nullptr; } ImageHalfScaler scaler(aSurface->GetData(), stride, size); // Calculate the maximum width/height of the image post transform. Point topRight = transform * Point(Float(size.width), 0); Point topLeft = transform * Point(0, 0); Point bottomRight = transform * Point(Float(size.width), Float(size.height)); Point bottomLeft = transform * Point(0, Float(size.height)); IntSize scaleSize; scaleSize.width = int32_t(std::max(Distance(topRight, topLeft), Distance(bottomRight, bottomLeft))); scaleSize.height = int32_t(std::max(Distance(topRight, bottomRight), Distance(topLeft, bottomLeft))); if (unsigned(scaleSize.width) > aRT->GetMaximumBitmapSize()) { // Ok, in this case we'd really want a downscale of a part of the bitmap, // perhaps we can do this later but for simplicity let's do something // different here and assume it's good enough, this should be rare! scaleSize.width = 4095; } if (unsigned(scaleSize.height) > aRT->GetMaximumBitmapSize()) { scaleSize.height = 4095; } scaler.ScaleForSize(scaleSize); IntSize newSize = scaler.GetSize(); if (newSize.IsEmpty()) { return nullptr; } aRT->CreateBitmap(D2D1::SizeU(newSize.width, newSize.height), scaler.GetScaledData(), scaler.GetStride(), D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())), byRef(bitmap)); aSourceTransform.PreScale(Float(size.width) / newSize.width, Float(size.height) / newSize.height); return bitmap.forget(); } } } } #endif /* MOZILLA_GFX_HELPERSD2D_H_ */