/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * ***** 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) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * * 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 "ContainerLayerD3D9.h" namespace mozilla { namespace layers { ContainerLayerD3D9::ContainerLayerD3D9(LayerManagerD3D9 *aManager) : ContainerLayer(aManager, NULL) , LayerD3D9(aManager) { mImplData = static_cast(this); } ContainerLayerD3D9::~ContainerLayerD3D9() { while (mFirstChild) { RemoveChild(mFirstChild); } } void ContainerLayerD3D9::InsertAfter(Layer* aChild, Layer* aAfter) { aChild->SetParent(this); if (!aAfter) { Layer *oldFirstChild = GetFirstChild(); mFirstChild = aChild; aChild->SetNextSibling(oldFirstChild); aChild->SetPrevSibling(nsnull); if (oldFirstChild) { oldFirstChild->SetPrevSibling(aChild); } NS_ADDREF(aChild); return; } for (Layer *child = GetFirstChild(); child; child = child->GetNextSibling()) { if (aAfter == child) { Layer *oldNextSibling = child->GetNextSibling(); child->SetNextSibling(aChild); aChild->SetNextSibling(oldNextSibling); if (oldNextSibling) { oldNextSibling->SetPrevSibling(aChild); } aChild->SetPrevSibling(child); NS_ADDREF(aChild); return; } } NS_WARNING("Failed to find aAfter layer!"); } void ContainerLayerD3D9::RemoveChild(Layer *aChild) { if (GetFirstChild() == aChild) { mFirstChild = GetFirstChild()->GetNextSibling(); if (mFirstChild) { mFirstChild->SetPrevSibling(nsnull); } aChild->SetNextSibling(nsnull); aChild->SetPrevSibling(nsnull); aChild->SetParent(nsnull); NS_RELEASE(aChild); return; } Layer *lastChild = nsnull; for (Layer *child = GetFirstChild(); child; child = child->GetNextSibling()) { if (child == aChild) { // We're sure this is not our first child. So lastChild != NULL. lastChild->SetNextSibling(child->GetNextSibling()); if (child->GetNextSibling()) { child->GetNextSibling()->SetPrevSibling(lastChild); } child->SetNextSibling(nsnull); child->SetPrevSibling(nsnull); child->SetParent(nsnull); NS_RELEASE(aChild); return; } lastChild = child; } } Layer* ContainerLayerD3D9::GetLayer() { return this; } LayerD3D9* ContainerLayerD3D9::GetFirstChildD3D9() { if (!mFirstChild) { return nsnull; } return static_cast(mFirstChild->ImplData()); } void ContainerLayerD3D9::RenderLayer() { float opacity = GetOpacity(); nsRefPtr previousRenderTarget; nsRefPtr renderTexture; float previousRenderTargetOffset[4]; RECT oldClipRect; float renderTargetOffset[] = { 0, 0, 0, 0 }; float oldViewMatrix[4][4]; nsIntRect visibleRect = mVisibleRegion.GetBounds(); PRBool useIntermediate = (opacity != 1.0 || !mTransform.IsIdentity()); if (useIntermediate) { device()->GetRenderTarget(0, getter_AddRefs(previousRenderTarget)); device()->GetScissorRect(&oldClipRect); device()->CreateTexture(visibleRect.width, visibleRect.height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, getter_AddRefs(renderTexture), NULL); nsRefPtr renderSurface; renderTexture->GetSurfaceLevel(0, getter_AddRefs(renderSurface)); device()->SetRenderTarget(0, renderSurface); device()->GetVertexShaderConstantF(12, previousRenderTargetOffset, 1); renderTargetOffset[0] = (float)visibleRect.x; renderTargetOffset[1] = (float)visibleRect.y; device()->SetVertexShaderConstantF(12, renderTargetOffset, 1); float viewMatrix[4][4]; /* * Matrix to transform to viewport space ( <-1.0, 1.0> topleft, * <1.0, -1.0> bottomright) */ memset(&viewMatrix, 0, sizeof(viewMatrix)); viewMatrix[0][0] = 2.0f / visibleRect.width; viewMatrix[1][1] = -2.0f / visibleRect.height; viewMatrix[2][2] = 1.0f; viewMatrix[3][0] = -1.0f; viewMatrix[3][1] = 1.0f; viewMatrix[3][3] = 1.0f; device()->GetVertexShaderConstantF(8, &oldViewMatrix[0][0], 4); device()->SetVertexShaderConstantF(8, &viewMatrix[0][0], 4); } /* * Render this container's contents. */ LayerD3D9 *layerToRender = GetFirstChildD3D9(); while (layerToRender) { const nsIntRect *clipRect = layerToRender->GetLayer()->GetClipRect(); RECT r; if (clipRect) { r.left = (LONG)(clipRect->x - renderTargetOffset[0]); r.top = (LONG)(clipRect->y - renderTargetOffset[1]); r.right = (LONG)(clipRect->x - renderTargetOffset[0] + clipRect->width); r.bottom = (LONG)(clipRect->y - renderTargetOffset[1] + clipRect->height); } else { if (useIntermediate) { r.left = 0; r.top = 0; } else { r.left = visibleRect.x; r.top = visibleRect.y; } r.right = r.left + visibleRect.width; r.bottom = r.top + visibleRect.height; } nsRefPtr renderSurface; device()->GetRenderTarget(0, getter_AddRefs(renderSurface)); D3DSURFACE_DESC desc; renderSurface->GetDesc(&desc); r.left = NS_MAX(0, r.left); r.top = NS_MAX(0, r.top); r.bottom = NS_MIN(r.bottom, desc.Height); r.right = NS_MIN(r.right, desc.Width); device()->SetScissorRect(&r); layerToRender->RenderLayer(); Layer *nextSibling = layerToRender->GetLayer()->GetNextSibling(); layerToRender = nextSibling ? static_cast(nextSibling-> ImplData()) : nsnull; } if (useIntermediate) { device()->SetRenderTarget(0, previousRenderTarget); device()->SetScissorRect(&oldClipRect); device()->SetVertexShaderConstantF(12, previousRenderTargetOffset, 1); device()->SetVertexShaderConstantF(8, &oldViewMatrix[0][0], 4); float quadTransform[4][4]; /* * Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position * and size. To get pixel perfect mapping we offset the quad half a pixel * to the top-left. * * See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx */ memset(&quadTransform, 0, sizeof(quadTransform)); quadTransform[0][0] = (float)visibleRect.width; quadTransform[1][1] = (float)visibleRect.height; quadTransform[2][2] = 1.0f; quadTransform[3][0] = (float)visibleRect.x; quadTransform[3][1] = (float)visibleRect.y; quadTransform[3][3] = 1.0f; device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4); device()->SetVertexShaderConstantF(4, &mTransform._11, 4); float opacityVector[4]; /* * We always upload a 4 component float, but the shader will use only the * first component since it's declared as a 'float'. */ opacityVector[0] = opacity; device()->SetPixelShaderConstantF(0, opacityVector, 1); mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER); device()->SetTexture(0, renderTexture); device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } } } /* layers */ } /* mozilla */