gecko-dev/gfx/layers/mlgpu/MaskOperation.cpp

201 строка
5.2 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 "MaskOperation.h"
#include "FrameBuilder.h"
#include "LayerMLGPU.h"
#include "mozilla/layers/LayersHelpers.h"
#include "MLGDevice.h"
#include "TexturedLayerMLGPU.h"
namespace mozilla {
namespace layers {
using namespace gfx;
MaskOperation::MaskOperation(FrameBuilder* aBuilder)
{
}
MaskOperation::MaskOperation(FrameBuilder* aBuilder, MLGTexture* aSource)
: mTexture(aSource)
{
}
MaskOperation::~MaskOperation()
{
}
static gfx::Rect
ComputeQuadForMaskLayer(Layer* aLayer, const IntSize& aSize)
{
const Matrix4x4& transform = aLayer->GetEffectiveTransform();
MOZ_ASSERT(transform.Is2D(), "Mask layers should not have 3d transforms");
Rect bounds(Point(0, 0), Size(aSize));
return transform.As2D().TransformBounds(bounds);
}
Rect
MaskOperation::ComputeMaskRect(Layer* aLayer) const
{
Layer* maskLayer = aLayer->GetMaskLayer()
? aLayer->GetMaskLayer()
: aLayer->GetAncestorMaskLayerAt(0);
MOZ_ASSERT((aLayer->GetAncestorMaskLayerCount() == 0 && aLayer->GetMaskLayer()) ||
(aLayer->GetAncestorMaskLayerCount() == 1 && !aLayer->GetMaskLayer()));
return ComputeQuadForMaskLayer(maskLayer, mTexture->GetSize());
}
// This is only needed for std::map.
bool
MaskTexture::operator <(const MaskTexture& aOther) const
{
if (mRect.X() != aOther.mRect.X()) {
return mRect.X() < aOther.mRect.X();
}
if (mRect.Y() != aOther.mRect.Y()) {
return mRect.Y() < aOther.mRect.Y();
}
if (mRect.Width() != aOther.mRect.Width()) {
return mRect.Width() < aOther.mRect.Width();
}
if (mRect.Height() != aOther.mRect.Height()) {
return mRect.Height() < aOther.mRect.Height();
}
return mSource < aOther.mSource;
}
RefPtr<TextureSource>
GetMaskLayerTexture(Layer* aLayer)
{
LayerMLGPU* layer = aLayer->AsHostLayer()->AsLayerMLGPU();
TexturedLayerMLGPU* texLayer = layer->AsTexturedLayerMLGPU();
if (!texLayer) {
MOZ_ASSERT_UNREACHABLE("Mask layers should be texture layers");
return nullptr;
}
RefPtr<TextureSource> source = texLayer->BindAndGetTexture();
if (!source) {
gfxWarning() << "Mask layer does not have a TextureSource";
return nullptr;
}
return source.forget();
}
MaskCombineOperation::MaskCombineOperation(FrameBuilder* aBuilder)
: MaskOperation(aBuilder),
mBuilder(aBuilder)
{
}
MaskCombineOperation::~MaskCombineOperation()
{
}
void
MaskCombineOperation::Init(const MaskTextureList& aTextures)
{
// All masks for a single layer exist in the same coordinate space. Find the
// area that covers all rects.
Rect area = aTextures[0].mRect;
for (size_t i = 1; i < aTextures.size(); i++) {
area = area.Intersect(aTextures[i].mRect);
}
// Go through and decide which areas of the textures are relevant.
for (size_t i = 0; i < aTextures.size(); i++) {
Rect rect = aTextures[i].mRect.Intersect(area);
if (rect.IsEmpty()) {
continue;
}
rect -= aTextures[i].mRect.TopLeft();
mTextures.push_back(MaskTexture(rect, aTextures[i].mSource));
}
IntRect size;
Rect bounds = area;
bounds.RoundOut();
bounds.ToIntRect(&size);
if (size.IsEmpty()) {
return;
}
mTarget = mBuilder->GetDevice()->CreateRenderTarget(size.Size());
if (mTarget) {
mTexture = mTarget->GetTexture();
}
mArea = area;
}
void
MaskCombineOperation::PrepareForRendering()
{
for (const auto& entry : mTextures) {
Rect texCoords = TextureRectToCoords(entry.mRect, entry.mSource->GetSize());
SharedVertexBuffer* shared = mBuilder->GetDevice()->GetSharedVertexBuffer();
VertexBufferSection section;
if (!shared->Allocate(&section, 1, sizeof(texCoords), &texCoords)) {
continue;
}
mInputBuffers.push_back(section);
}
}
void
MaskCombineOperation::Render()
{
if (!mTarget) {
return;
}
RefPtr<MLGDevice> device = mBuilder->GetDevice();
device->SetTopology(MLGPrimitiveTopology::UnitQuad);
device->SetVertexShader(VertexShaderID::MaskCombiner);
device->SetPixelShader(PixelShaderID::MaskCombiner);
device->SetSamplerMode(0, SamplerMode::LinearClamp);
device->SetBlendState(MLGBlendState::Min);
// Since the mask operation is effectively an AND operation, we initialize
// the entire r-channel to 1.
device->Clear(mTarget, Color(1, 0, 0, 1));
device->SetScissorRect(Nothing());
device->SetRenderTarget(mTarget);
device->SetViewport(IntRect(IntPoint(0, 0), mTarget->GetSize()));
for (size_t i = 0; i < mInputBuffers.size(); i++) {
if (!mInputBuffers[i].IsValid()) {
continue;
}
device->SetVertexBuffer(1, &mInputBuffers[i]);
device->SetPSTexture(0, mTextures[i].mSource);
device->DrawInstanced(4, mInputBuffers[i].NumVertices(), 0, 0);
}
}
void
AppendToMaskTextureList(MaskTextureList& aList, Layer* aLayer)
{
RefPtr<TextureSource> source = GetMaskLayerTexture(aLayer);
if (!source) {
return;
}
gfx::Rect rect = ComputeQuadForMaskLayer(aLayer, source->GetSize());
aList.push_back(MaskTexture(rect, source));
}
} // namespace layers
} // namespace mozilla