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