зеркало из https://github.com/mozilla/gecko-dev.git
582 строки
17 KiB
C++
582 строки
17 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_GFX_HELPERSD2D_H_
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#define MOZILLA_GFX_HELPERSD2D_H_
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#ifndef USE_D2D1_1
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#include "moz-d2d1-1.h"
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#else
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#include <d2d1_1.h>
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#endif
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#include <vector>
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#include <dwrite.h>
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#include "2D.h"
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#include "Logging.h"
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#include "Tools.h"
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#include "ImageScaling.h"
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#include "ScaledFontDWrite.h"
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#undef min
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#undef max
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namespace mozilla {
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namespace gfx {
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ID2D1Factory* D2DFactory();
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#ifdef USE_D2D1_1
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ID2D1Factory1* D2DFactory1();
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#endif
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static inline D2D1_POINT_2F D2DPoint(const Point &aPoint)
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{
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return D2D1::Point2F(aPoint.x, aPoint.y);
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}
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static inline D2D1_SIZE_U D2DIntSize(const IntSize &aSize)
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{
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return D2D1::SizeU(aSize.width, aSize.height);
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}
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static inline D2D1_RECT_F D2DRect(const Rect &aRect)
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{
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return D2D1::RectF(aRect.x, aRect.y, aRect.XMost(), aRect.YMost());
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}
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static inline D2D1_EXTEND_MODE D2DExtend(ExtendMode aExtendMode)
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{
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D2D1_EXTEND_MODE extend;
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switch (aExtendMode) {
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case ExtendMode::REPEAT:
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extend = D2D1_EXTEND_MODE_WRAP;
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break;
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case ExtendMode::REFLECT:
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extend = D2D1_EXTEND_MODE_MIRROR;
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break;
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default:
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extend = D2D1_EXTEND_MODE_CLAMP;
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}
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return extend;
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}
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static inline D2D1_BITMAP_INTERPOLATION_MODE D2DFilter(const Filter &aFilter)
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{
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switch (aFilter) {
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case Filter::POINT:
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return D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR;
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default:
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return D2D1_BITMAP_INTERPOLATION_MODE_LINEAR;
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}
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}
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#ifdef USE_D2D1_1
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static inline D2D1_INTERPOLATION_MODE D2DInterpolationMode(const Filter &aFilter)
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{
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switch (aFilter) {
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case Filter::POINT:
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return D2D1_INTERPOLATION_MODE_NEAREST_NEIGHBOR;
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default:
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return D2D1_INTERPOLATION_MODE_LINEAR;
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}
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}
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static inline D2D1_MATRIX_5X4_F D2DMatrix5x4(const Matrix5x4 &aMatrix)
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{
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return D2D1::Matrix5x4F(aMatrix._11, aMatrix._12, aMatrix._13, aMatrix._14,
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aMatrix._21, aMatrix._22, aMatrix._23, aMatrix._24,
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aMatrix._31, aMatrix._32, aMatrix._33, aMatrix._34,
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aMatrix._41, aMatrix._42, aMatrix._43, aMatrix._44,
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aMatrix._51, aMatrix._52, aMatrix._53, aMatrix._54);
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}
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static inline D2D1_VECTOR_3F D2DVector3D(const Point3D &aPoint)
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{
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return D2D1::Vector3F(aPoint.x, aPoint.y, aPoint.z);
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}
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#endif
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static inline D2D1_ANTIALIAS_MODE D2DAAMode(AntialiasMode aMode)
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{
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switch (aMode) {
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case AntialiasMode::NONE:
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return D2D1_ANTIALIAS_MODE_ALIASED;
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default:
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return D2D1_ANTIALIAS_MODE_PER_PRIMITIVE;
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}
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}
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static inline D2D1_MATRIX_3X2_F D2DMatrix(const Matrix &aTransform)
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{
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return D2D1::Matrix3x2F(aTransform._11, aTransform._12,
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aTransform._21, aTransform._22,
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aTransform._31, aTransform._32);
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}
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static inline D2D1_COLOR_F D2DColor(const Color &aColor)
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{
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return D2D1::ColorF(aColor.r, aColor.g, aColor.b, aColor.a);
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}
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static inline IntSize ToIntSize(const D2D1_SIZE_U &aSize)
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{
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return IntSize(aSize.width, aSize.height);
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}
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static inline SurfaceFormat ToPixelFormat(const D2D1_PIXEL_FORMAT &aFormat)
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{
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switch(aFormat.format) {
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case DXGI_FORMAT_A8_UNORM:
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return SurfaceFormat::A8;
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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if (aFormat.alphaMode == D2D1_ALPHA_MODE_IGNORE) {
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return SurfaceFormat::B8G8R8X8;
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} else {
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return SurfaceFormat::B8G8R8A8;
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}
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default:
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return SurfaceFormat::B8G8R8A8;
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}
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}
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static inline Rect ToRect(const D2D1_RECT_F &aRect)
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{
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return Rect(aRect.left, aRect.top, aRect.right - aRect.left, aRect.bottom - aRect.top);
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}
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static inline Matrix ToMatrix(const D2D1_MATRIX_3X2_F &aTransform)
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{
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return Matrix(aTransform._11, aTransform._12,
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aTransform._21, aTransform._22,
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aTransform._31, aTransform._32);
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}
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static inline Point ToPoint(const D2D1_POINT_2F &aPoint)
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{
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return Point(aPoint.x, aPoint.y);
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}
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static inline DXGI_FORMAT DXGIFormat(SurfaceFormat aFormat)
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{
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switch (aFormat) {
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case SurfaceFormat::B8G8R8A8:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SurfaceFormat::B8G8R8X8:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SurfaceFormat::A8:
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return DXGI_FORMAT_A8_UNORM;
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default:
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return DXGI_FORMAT_UNKNOWN;
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}
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}
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static inline D2D1_ALPHA_MODE D2DAlphaModeForFormat(SurfaceFormat aFormat)
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{
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switch (aFormat) {
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case SurfaceFormat::B8G8R8X8:
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return D2D1_ALPHA_MODE_IGNORE;
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default:
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return D2D1_ALPHA_MODE_PREMULTIPLIED;
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}
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}
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static inline D2D1_PIXEL_FORMAT D2DPixelFormat(SurfaceFormat aFormat)
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{
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return D2D1::PixelFormat(DXGIFormat(aFormat), D2DAlphaModeForFormat(aFormat));
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}
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#ifdef USE_D2D1_1
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static inline D2D1_COMPOSITE_MODE D2DCompositionMode(CompositionOp aOp)
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{
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switch(aOp) {
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case CompositionOp::OP_OVER:
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return D2D1_COMPOSITE_MODE_SOURCE_OVER;
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case CompositionOp::OP_ADD:
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return D2D1_COMPOSITE_MODE_PLUS;
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case CompositionOp::OP_ATOP:
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return D2D1_COMPOSITE_MODE_SOURCE_ATOP;
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case CompositionOp::OP_OUT:
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return D2D1_COMPOSITE_MODE_SOURCE_OUT;
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case CompositionOp::OP_IN:
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return D2D1_COMPOSITE_MODE_SOURCE_IN;
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case CompositionOp::OP_SOURCE:
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return D2D1_COMPOSITE_MODE_SOURCE_COPY;
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case CompositionOp::OP_DEST_IN:
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return D2D1_COMPOSITE_MODE_DESTINATION_IN;
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case CompositionOp::OP_DEST_OUT:
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return D2D1_COMPOSITE_MODE_DESTINATION_OUT;
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case CompositionOp::OP_DEST_OVER:
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return D2D1_COMPOSITE_MODE_DESTINATION_OVER;
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case CompositionOp::OP_DEST_ATOP:
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return D2D1_COMPOSITE_MODE_DESTINATION_ATOP;
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case CompositionOp::OP_XOR:
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return D2D1_COMPOSITE_MODE_XOR;
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default:
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return D2D1_COMPOSITE_MODE_SOURCE_OVER;
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}
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}
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#endif
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static inline bool IsPatternSupportedByD2D(const Pattern &aPattern)
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{
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if (aPattern.GetType() != PatternType::RADIAL_GRADIENT) {
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return true;
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}
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const RadialGradientPattern *pat =
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static_cast<const RadialGradientPattern*>(&aPattern);
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if (pat->mRadius1 != 0) {
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return false;
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}
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Point diff = pat->mCenter2 - pat->mCenter1;
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if (sqrt(diff.x * diff.x + diff.y * diff.y) >= pat->mRadius2) {
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// Inner point lies outside the circle.
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return false;
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}
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return true;
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}
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/**
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* This structure is used to pass rectangles to our shader constant. We can use
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* this for passing rectangular areas to SetVertexShaderConstant. In the format
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* of a 4 component float(x,y,width,height). Our vertex shader can then use
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* this to construct rectangular positions from the 0,0-1,1 quad that we source
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* it with.
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*/
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struct ShaderConstantRectD3D10
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{
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float mX, mY, mWidth, mHeight;
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ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
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: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
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{ }
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// For easy passing to SetVertexShaderConstantF.
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operator float* () { return &mX; }
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};
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static inline DWRITE_MATRIX
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DWriteMatrixFromMatrix(Matrix &aMatrix)
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{
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DWRITE_MATRIX mat;
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mat.m11 = aMatrix._11;
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mat.m12 = aMatrix._12;
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mat.m21 = aMatrix._21;
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mat.m22 = aMatrix._22;
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mat.dx = aMatrix._31;
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mat.dy = aMatrix._32;
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return mat;
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}
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class AutoDWriteGlyphRun : public DWRITE_GLYPH_RUN
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{
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static const unsigned kNumAutoGlyphs = 256;
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public:
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AutoDWriteGlyphRun() {
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glyphCount = 0;
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}
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~AutoDWriteGlyphRun() {
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if (glyphCount > kNumAutoGlyphs) {
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delete[] glyphIndices;
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delete[] glyphAdvances;
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delete[] glyphOffsets;
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}
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}
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void allocate(unsigned aNumGlyphs) {
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glyphCount = aNumGlyphs;
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if (aNumGlyphs <= kNumAutoGlyphs) {
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glyphIndices = &mAutoIndices[0];
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glyphAdvances = &mAutoAdvances[0];
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glyphOffsets = &mAutoOffsets[0];
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} else {
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glyphIndices = new UINT16[aNumGlyphs];
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glyphAdvances = new FLOAT[aNumGlyphs];
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glyphOffsets = new DWRITE_GLYPH_OFFSET[aNumGlyphs];
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}
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}
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private:
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DWRITE_GLYPH_OFFSET mAutoOffsets[kNumAutoGlyphs];
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FLOAT mAutoAdvances[kNumAutoGlyphs];
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UINT16 mAutoIndices[kNumAutoGlyphs];
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};
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static inline void
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DWriteGlyphRunFromGlyphs(const GlyphBuffer &aGlyphs, ScaledFontDWrite *aFont, AutoDWriteGlyphRun *run)
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{
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run->allocate(aGlyphs.mNumGlyphs);
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FLOAT *advances = const_cast<FLOAT*>(run->glyphAdvances);
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UINT16 *indices = const_cast<UINT16*>(run->glyphIndices);
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DWRITE_GLYPH_OFFSET *offsets = const_cast<DWRITE_GLYPH_OFFSET*>(run->glyphOffsets);
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memset(advances, 0, sizeof(FLOAT) * aGlyphs.mNumGlyphs);
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for (unsigned int i = 0; i < aGlyphs.mNumGlyphs; i++) {
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indices[i] = aGlyphs.mGlyphs[i].mIndex;
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offsets[i].advanceOffset = aGlyphs.mGlyphs[i].mPosition.x;
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offsets[i].ascenderOffset = -aGlyphs.mGlyphs[i].mPosition.y;
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}
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run->bidiLevel = 0;
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run->fontFace = aFont->mFontFace;
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run->fontEmSize = aFont->GetSize();
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run->glyphCount = aGlyphs.mNumGlyphs;
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run->isSideways = FALSE;
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}
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static TemporaryRef<ID2D1Geometry>
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ConvertRectToGeometry(const D2D1_RECT_F& aRect)
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{
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RefPtr<ID2D1RectangleGeometry> rectGeom;
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D2DFactory()->CreateRectangleGeometry(&aRect, byRef(rectGeom));
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return rectGeom.forget();
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}
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static TemporaryRef<ID2D1Geometry>
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GetTransformedGeometry(ID2D1Geometry *aGeometry, const D2D1_MATRIX_3X2_F &aTransform)
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{
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RefPtr<ID2D1PathGeometry> tmpGeometry;
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D2DFactory()->CreatePathGeometry(byRef(tmpGeometry));
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RefPtr<ID2D1GeometrySink> currentSink;
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tmpGeometry->Open(byRef(currentSink));
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aGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
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aTransform, currentSink);
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currentSink->Close();
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return tmpGeometry.forget();
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}
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static TemporaryRef<ID2D1Geometry>
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IntersectGeometry(ID2D1Geometry *aGeometryA, ID2D1Geometry *aGeometryB)
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{
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RefPtr<ID2D1PathGeometry> pathGeom;
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D2DFactory()->CreatePathGeometry(byRef(pathGeom));
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RefPtr<ID2D1GeometrySink> sink;
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pathGeom->Open(byRef(sink));
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aGeometryA->CombineWithGeometry(aGeometryB, D2D1_COMBINE_MODE_INTERSECT, nullptr, sink);
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sink->Close();
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return pathGeom.forget();
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}
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static TemporaryRef<ID2D1StrokeStyle>
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CreateStrokeStyleForOptions(const StrokeOptions &aStrokeOptions)
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{
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RefPtr<ID2D1StrokeStyle> style;
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D2D1_CAP_STYLE capStyle;
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D2D1_LINE_JOIN joinStyle;
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switch (aStrokeOptions.mLineCap) {
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case CapStyle::BUTT:
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capStyle = D2D1_CAP_STYLE_FLAT;
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break;
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case CapStyle::ROUND:
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capStyle = D2D1_CAP_STYLE_ROUND;
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break;
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case CapStyle::SQUARE:
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capStyle = D2D1_CAP_STYLE_SQUARE;
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break;
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}
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switch (aStrokeOptions.mLineJoin) {
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case JoinStyle::MITER:
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joinStyle = D2D1_LINE_JOIN_MITER;
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break;
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case JoinStyle::MITER_OR_BEVEL:
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joinStyle = D2D1_LINE_JOIN_MITER_OR_BEVEL;
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break;
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case JoinStyle::ROUND:
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joinStyle = D2D1_LINE_JOIN_ROUND;
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break;
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case JoinStyle::BEVEL:
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joinStyle = D2D1_LINE_JOIN_BEVEL;
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break;
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}
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HRESULT hr;
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if (aStrokeOptions.mDashPattern) {
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typedef std::vector<Float> FloatVector;
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// D2D "helpfully" multiplies the dash pattern by the line width.
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// That's not what cairo does, or is what <canvas>'s dash wants.
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// So fix the multiplication in advance.
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Float lineWidth = aStrokeOptions.mLineWidth;
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FloatVector dash(aStrokeOptions.mDashPattern,
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aStrokeOptions.mDashPattern + aStrokeOptions.mDashLength);
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for (FloatVector::iterator it = dash.begin(); it != dash.end(); ++it) {
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*it /= lineWidth;
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}
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hr = D2DFactory()->CreateStrokeStyle(
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D2D1::StrokeStyleProperties(capStyle, capStyle,
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capStyle, joinStyle,
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aStrokeOptions.mMiterLimit,
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D2D1_DASH_STYLE_CUSTOM,
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aStrokeOptions.mDashOffset / lineWidth),
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&dash[0], // data() is not C++98, although it's in recent gcc
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// and VC10's STL
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dash.size(),
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byRef(style));
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} else {
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hr = D2DFactory()->CreateStrokeStyle(
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D2D1::StrokeStyleProperties(capStyle, capStyle,
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capStyle, joinStyle,
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aStrokeOptions.mMiterLimit),
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nullptr, 0, byRef(style));
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}
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if (FAILED(hr)) {
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gfxWarning() << "Failed to create Direct2D stroke style.";
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}
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return style.forget();
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}
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// This creates a (partially) uploaded bitmap for a DataSourceSurface. It
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// uploads the minimum requirement and possibly downscales. It adjusts the
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// input Matrix to compensate.
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static TemporaryRef<ID2D1Bitmap>
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CreatePartialBitmapForSurface(DataSourceSurface *aSurface, const Matrix &aDestinationTransform,
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const IntSize &aDestinationSize, ExtendMode aExtendMode,
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Matrix &aSourceTransform, ID2D1RenderTarget *aRT)
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{
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RefPtr<ID2D1Bitmap> bitmap;
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// This is where things get complicated. The source surface was
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// created for a surface that was too large to fit in a texture.
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// We'll need to figure out if we can work with a partial upload
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// or downsample in software.
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Matrix transform = aDestinationTransform;
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Matrix invTransform = transform = aSourceTransform * transform;
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if (!invTransform.Invert()) {
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// Singular transform, nothing to be drawn.
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return nullptr;
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}
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Rect rect(0, 0, Float(aDestinationSize.width), Float(aDestinationSize.height));
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// Calculate the rectangle of the source mapped to our surface.
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rect = invTransform.TransformBounds(rect);
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rect.RoundOut();
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IntSize size = aSurface->GetSize();
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Rect uploadRect(0, 0, Float(size.width), Float(size.height));
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// Limit the uploadRect as much as possible without supporting discontiguous uploads
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//
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// region we will paint from
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// uploadRect
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// .---------------. .---------------. resulting uploadRect
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// | |rect | |
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// | .---------. .----. .----. .---------------.
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// | | | ----> | | | | ----> | |
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// | '---------' '----' '----' '---------------'
|
|
// '---------------' '---------------'
|
|
//
|
|
//
|
|
|
|
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.Translate(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();
|
|
|
|
aRT->CreateBitmap(D2D1::SizeU(newSize.width, newSize.height),
|
|
scaler.GetScaledData(), scaler.GetStride(),
|
|
D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
|
|
byRef(bitmap));
|
|
|
|
aSourceTransform.Scale(Float(size.width / newSize.width),
|
|
Float(size.height / newSize.height));
|
|
return bitmap.forget();
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
#endif /* MOZILLA_GFX_HELPERSD2D_H_ */
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