gecko-dev/gfx/layers/d3d9/CanvasLayerD3D9.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "mozilla/layers/PLayers.h"
#include "mozilla/layers/ShadowLayers.h"
#include "ShadowBufferD3D9.h"
#include "gfxImageSurface.h"
#include "gfxWindowsSurface.h"
#include "gfxWindowsPlatform.h"
#include "CanvasLayerD3D9.h"
namespace mozilla {
namespace layers {
CanvasLayerD3D9::~CanvasLayerD3D9()
{
if (mD3DManager) {
mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
}
}
void
CanvasLayerD3D9::Initialize(const Data& aData)
{
NS_ASSERTION(mSurface == nsnull, "BasicCanvasLayer::Initialize called twice!");
if (aData.mDrawTarget) {
mDrawTarget = aData.mDrawTarget;
mNeedsYFlip = false;
mDataIsPremultiplied = true;
} else if (aData.mSurface) {
mSurface = aData.mSurface;
NS_ASSERTION(aData.mGLContext == nsnull,
"CanvasLayer can't have both surface and GLContext");
mNeedsYFlip = false;
mDataIsPremultiplied = true;
} else if (aData.mGLContext) {
NS_ASSERTION(aData.mGLContext->IsOffscreen(), "canvas gl context isn't offscreen");
mGLContext = aData.mGLContext;
mCanvasFramebuffer = mGLContext->GetOffscreenFBO();
mDataIsPremultiplied = aData.mGLBufferIsPremultiplied;
mNeedsYFlip = true;
} else {
NS_ERROR("CanvasLayer created without mSurface, mGLContext or mDrawTarget?");
}
mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height);
CreateTexture();
}
void
CanvasLayerD3D9::UpdateSurface()
{
if (!mDirty)
return;
mDirty = false;
if (!mTexture) {
CreateTexture();
NS_WARNING("CanvasLayerD3D9::Updated called but no texture present!");
return;
}
if (mGLContext) {
// WebGL reads entire surface.
LockTextureRectD3D9 textureLock(mTexture);
if (!textureLock.HasLock()) {
NS_WARNING("Failed to lock CanvasLayer texture.");
return;
}
D3DLOCKED_RECT r = textureLock.GetLockRect();
PRUint8 *destination;
if (r.Pitch != mBounds.width * 4) {
destination = new PRUint8[mBounds.width * mBounds.height * 4];
} else {
destination = (PRUint8*)r.pBits;
}
mGLContext->MakeCurrent();
// We have to flush to ensure that any buffered GL operations are
// in the framebuffer before we read.
mGLContext->fFlush();
PRUint32 currentFramebuffer = 0;
mGLContext->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, (GLint*)&currentFramebuffer);
// Make sure that we read pixels from the correct framebuffer, regardless
// of what's currently bound.
if (currentFramebuffer != mCanvasFramebuffer)
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCanvasFramebuffer);
nsRefPtr<gfxImageSurface> tmpSurface =
new gfxImageSurface(destination,
gfxIntSize(mBounds.width, mBounds.height),
mBounds.width * 4,
gfxASurface::ImageFormatARGB32);
mGLContext->ReadPixelsIntoImageSurface(0, 0,
mBounds.width, mBounds.height,
tmpSurface);
tmpSurface = nsnull;
// Put back the previous framebuffer binding.
if (currentFramebuffer != mCanvasFramebuffer)
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, currentFramebuffer);
if (r.Pitch != mBounds.width * 4) {
for (int y = 0; y < mBounds.height; y++) {
memcpy((PRUint8*)r.pBits + r.Pitch * y,
destination + mBounds.width * 4 * y,
mBounds.width * 4);
}
delete [] destination;
}
} else {
RECT r;
r.left = mBounds.x;
r.top = mBounds.y;
r.right = mBounds.XMost();
r.bottom = mBounds.YMost();
LockTextureRectD3D9 textureLock(mTexture);
if (!textureLock.HasLock()) {
NS_WARNING("Failed to lock CanvasLayer texture.");
return;
}
D3DLOCKED_RECT lockedRect = textureLock.GetLockRect();
nsRefPtr<gfxImageSurface> sourceSurface;
nsRefPtr<gfxASurface> tempSurface;
if (mDrawTarget) {
tempSurface = gfxPlatform::GetPlatform()->GetThebesSurfaceForDrawTarget(mDrawTarget);
}
else {
tempSurface = mSurface;
}
if (tempSurface->GetType() == gfxASurface::SurfaceTypeWin32) {
sourceSurface = tempSurface->GetAsImageSurface();
} else if (tempSurface->GetType() == gfxASurface::SurfaceTypeImage) {
sourceSurface = static_cast<gfxImageSurface*>(tempSurface.get());
if (sourceSurface->Format() != gfxASurface::ImageFormatARGB32 &&
sourceSurface->Format() != gfxASurface::ImageFormatRGB24)
{
return;
}
} else {
sourceSurface = new gfxImageSurface(gfxIntSize(mBounds.width, mBounds.height),
gfxASurface::ImageFormatARGB32);
nsRefPtr<gfxContext> ctx = new gfxContext(sourceSurface);
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->SetSource(mSurface);
ctx->Paint();
}
PRUint8 *startBits = sourceSurface->Data();
PRUint32 sourceStride = sourceSurface->Stride();
if (sourceSurface->Format() != gfxASurface::ImageFormatARGB32) {
mHasAlpha = false;
} else {
mHasAlpha = true;
}
for (int y = 0; y < mBounds.height; y++) {
memcpy((PRUint8*)lockedRect.pBits + lockedRect.Pitch * y,
startBits + sourceStride * y,
mBounds.width * 4);
}
}
}
Layer*
CanvasLayerD3D9::GetLayer()
{
return this;
}
void
CanvasLayerD3D9::RenderLayer()
{
UpdateSurface();
FireDidTransactionCallback();
if (!mTexture)
return;
/*
* We flip the Y axis here, note we can only do this because we are in
* CULL_NONE mode!
*/
ShaderConstantRect quad(0, 0, mBounds.width, mBounds.height);
if (mNeedsYFlip) {
quad.mHeight = (float)-mBounds.height;
quad.mY = (float)mBounds.height;
}
device()->SetVertexShaderConstantF(CBvLayerQuad, quad, 1);
SetShaderTransformAndOpacity();
if (mHasAlpha) {
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
} else {
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER);
}
if (mFilter == gfxPattern::FILTER_NEAREST) {
device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
}
if (!mDataIsPremultiplied) {
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
device()->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
}
device()->SetTexture(0, mTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
if (!mDataIsPremultiplied) {
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
device()->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
}
if (mFilter == gfxPattern::FILTER_NEAREST) {
device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
}
}
void
CanvasLayerD3D9::CleanResources()
{
if (mD3DManager->deviceManager()->HasDynamicTextures()) {
// In this case we have a texture in POOL_DEFAULT
mTexture = nsnull;
}
}
void
CanvasLayerD3D9::LayerManagerDestroyed()
{
mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
mD3DManager = nsnull;
}
void
CanvasLayerD3D9::CreateTexture()
{
HRESULT hr;
if (mD3DManager->deviceManager()->HasDynamicTextures()) {
hr = device()->CreateTexture(mBounds.width, mBounds.height, 1, D3DUSAGE_DYNAMIC,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT,
getter_AddRefs(mTexture), NULL);
} else {
// D3DPOOL_MANAGED is fine here since we require Dynamic Textures for D3D9Ex
// devices.
hr = device()->CreateTexture(mBounds.width, mBounds.height, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
getter_AddRefs(mTexture), NULL);
}
if (FAILED(hr)) {
mD3DManager->ReportFailure(NS_LITERAL_CSTRING("CanvasLayerD3D9::CreateTexture() failed"),
hr);
return;
}
}
ShadowCanvasLayerD3D9::ShadowCanvasLayerD3D9(LayerManagerD3D9* aManager)
: ShadowCanvasLayer(aManager, nsnull)
, LayerD3D9(aManager)
, mNeedsYFlip(false)
{
mImplData = static_cast<LayerD3D9*>(this);
}
ShadowCanvasLayerD3D9::~ShadowCanvasLayerD3D9()
{}
void
ShadowCanvasLayerD3D9::Initialize(const Data& aData)
{
NS_RUNTIMEABORT("Non-shadow layer API unexpectedly used for shadow layer");
}
void
ShadowCanvasLayerD3D9::Init(bool needYFlip)
{
if (!mBuffer) {
mBuffer = new ShadowBufferD3D9(this);
}
mNeedsYFlip = needYFlip;
}
void
ShadowCanvasLayerD3D9::Swap(const CanvasSurface& aNewFront,
bool needYFlip,
CanvasSurface* aNewBack)
{
NS_ASSERTION(aNewFront.type() == CanvasSurface::TSurfaceDescriptor,
"ShadowCanvasLayerD3D9::Swap expected CanvasSurface surface");
nsRefPtr<gfxASurface> surf =
ShadowLayerForwarder::OpenDescriptor(aNewFront);
if (!mBuffer) {
Init(needYFlip);
}
mBuffer->Upload(surf, GetVisibleRegion().GetBounds());
*aNewBack = aNewFront;
}
void
ShadowCanvasLayerD3D9::DestroyFrontBuffer()
{
Destroy();
}
void
ShadowCanvasLayerD3D9::Disconnect()
{
Destroy();
}
void
ShadowCanvasLayerD3D9::Destroy()
{
mBuffer = nsnull;
}
void
ShadowCanvasLayerD3D9::CleanResources()
{
Destroy();
}
void
ShadowCanvasLayerD3D9::LayerManagerDestroyed()
{
mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
mD3DManager = nsnull;
}
Layer*
ShadowCanvasLayerD3D9::GetLayer()
{
return this;
}
void
ShadowCanvasLayerD3D9::RenderLayer()
{
if (!mBuffer) {
return;
}
mBuffer->RenderTo(mD3DManager, GetEffectiveVisibleRegion());
}
} /* namespace layers */
} /* namespace mozilla */