pjs/gfx/layers/d3d10/ThebesLayerD3D10.cpp

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/* -*- 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 <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 "ThebesLayerD3D10.h"
#include "gfxPlatform.h"
#include "gfxWindowsPlatform.h"
#ifdef CAIRO_HAS_D2D_SURFACE
#include "gfxD2DSurface.h"
#endif
#include "gfxTeeSurface.h"
#include "gfxUtils.h"
namespace mozilla {
namespace layers {
ThebesLayerD3D10::ThebesLayerD3D10(LayerManagerD3D10 *aManager)
: ThebesLayer(aManager, NULL)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
ThebesLayerD3D10::~ThebesLayerD3D10()
{
}
/**
* Retention threshold - amount of pixels intersection required to enable
* layer content retention. This is a guesstimate. Profiling could be done to
* figure out the optimal threshold.
*/
#define RETENTION_THRESHOLD 16384
void
ThebesLayerD3D10::InvalidateRegion(const nsIntRegion &aRegion)
{
mValidRegion.Sub(mValidRegion, aRegion);
}
void ThebesLayerD3D10::CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion,
float aXRes, float aYRes)
{
nsIntRegion retainedRegion;
nsIntRegionRectIterator iter(aCopyRegion);
const nsIntRect *r;
while ((r = iter.Next())) {
if (r->width * r->height > RETENTION_THRESHOLD) {
// Calculate the retained rectangle's position on the old and the new
// surface. We need to scale these rectangles since the visible
// region is in unscaled units, and the texture size has been scaled.
D3D10_BOX box;
box.left = UINT(floor((r->x - aSrcOffset.x) * aXRes));
box.top = UINT(floor((r->y - aSrcOffset.y) * aYRes));
box.right = box.left + UINT(ceil(r->width * aXRes));
box.bottom = box.top + UINT(ceil(r->height * aYRes));
box.back = 1;
box.front = 0;
device()->CopySubresourceRegion(aDest, 0,
UINT(floor((r->x - aDestOffset.x) * aXRes)),
UINT(floor((r->y - aDestOffset.y) * aYRes)),
0,
aSrc, 0,
&box);
retainedRegion.Or(retainedRegion, *r);
}
}
// Areas which were valid and were retained are still valid
aValidRegion->And(*aValidRegion, retainedRegion);
}
void
ThebesLayerD3D10::RenderLayer()
{
if (!mTexture) {
return;
}
nsIntRect visibleRect = mVisibleRegion.GetBounds();
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
if (mTextureOnWhite) {
technique = effect()->GetTechniqueByName("RenderComponentAlphaLayer");
} else if (CanUseOpaqueSurface()) {
technique = effect()->GetTechniqueByName("RenderRGBLayerPremul");
} else {
technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
}
nsIntRegionRectIterator iter(mVisibleRegion);
const nsIntRect *iterRect;
if (mSRView) {
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView);
}
if (mSRViewOnWhite) {
effect()->GetVariableByName("tRGBWhite")->AsShaderResource()->SetResource(mSRViewOnWhite);
}
while ((iterRect = iter.Next())) {
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)iterRect->x,
(float)iterRect->y,
(float)iterRect->width,
(float)iterRect->height)
);
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)(iterRect->x - visibleRect.x) / (float)visibleRect.width,
(float)(iterRect->y - visibleRect.y) / (float)visibleRect.height,
(float)iterRect->width / (float)visibleRect.width,
(float)iterRect->height / (float)visibleRect.height)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
// Set back to default.
effect()->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
}
void
ThebesLayerD3D10::Validate()
{
if (mVisibleRegion.IsEmpty()) {
return;
}
SurfaceMode mode = GetSurfaceMode();
if (mode == SURFACE_COMPONENT_ALPHA &&
(!mParent || !mParent->SupportsComponentAlphaChildren())) {
mode = SURFACE_SINGLE_CHANNEL_ALPHA;
}
VerifyContentType(mode);
float xres, yres;
GetDesiredResolutions(xres, yres);
// If our resolution changed, we need new sized textures, delete the old ones.
if (ResolutionChanged(xres, yres)) {
mTexture = nsnull;
mTextureOnWhite = nsnull;
}
nsIntRect visibleRect = mVisibleRegion.GetBounds();
if (mTexture) {
if (!mTextureRegion.IsEqual(mVisibleRegion)) {
nsRefPtr<ID3D10Texture2D> oldTexture = mTexture;
mTexture = nsnull;
nsRefPtr<ID3D10Texture2D> oldTextureOnWhite = mTextureOnWhite;
mTextureOnWhite = nsnull;
nsIntRegion retainRegion = mTextureRegion;
nsIntRect oldBounds = mTextureRegion.GetBounds();
nsIntRect newBounds = mVisibleRegion.GetBounds();
CreateNewTextures(gfxIntSize(newBounds.width, newBounds.height), mode);
// Old visible region will become the region that is covered by both the
// old and the new visible region.
retainRegion.And(retainRegion, mVisibleRegion);
// No point in retaining parts which were not valid.
retainRegion.And(retainRegion, mValidRegion);
nsIntRect largeRect = retainRegion.GetLargestRectangle();
// If we had no hardware texture before, have no retained area larger than
// the retention threshold or the requested resolution has changed,
// we're not retaining and are done here. If our texture creation failed
// this can mean a device reset is pending and we should silently ignore the
// failure. In the future when device failures are properly handled we
// should test for the type of failure and gracefully handle different
// failures. See bug 569081.
if (!oldTexture || !mTexture ||
largeRect.width * largeRect.height < RETENTION_THRESHOLD ||
ResolutionChanged(xres, yres)) {
mValidRegion.SetEmpty();
} else {
CopyRegion(oldTexture, oldBounds.TopLeft(),
mTexture, newBounds.TopLeft(),
retainRegion, &mValidRegion,
xres, yres);
if (oldTextureOnWhite) {
CopyRegion(oldTextureOnWhite, oldBounds.TopLeft(),
mTextureOnWhite, newBounds.TopLeft(),
retainRegion, &mValidRegion,
xres, yres);
}
}
}
}
mTextureRegion = mVisibleRegion;
if (!mTexture || (mode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite)) {
CreateNewTextures(gfxIntSize(visibleRect.width, visibleRect.height), mode);
mValidRegion.SetEmpty();
}
if (!mValidRegion.IsEqual(mVisibleRegion)) {
LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
if (!cbInfo.Callback) {
NS_ERROR("D3D10 should never need to update ThebesLayers in an empty transaction");
return;
}
/* We use the bounds of the visible region because we draw the bounds of
* this region when we draw this entire texture. We have to make sure that
* the areas that aren't filled with content get their background drawn.
* This is an issue for opaque surfaces, which otherwise won't get their
* background painted.
*/
nsIntRegion region;
region.Sub(mVisibleRegion, mValidRegion);
DrawRegion(region, mode);
mValidRegion = mVisibleRegion;
}
}
void
ThebesLayerD3D10::LayerManagerDestroyed()
{
mD3DManager = nsnull;
}
Layer*
ThebesLayerD3D10::GetLayer()
{
return this;
}
void
ThebesLayerD3D10::VerifyContentType(SurfaceMode aMode)
{
if (mD2DSurface) {
gfxASurface::gfxContentType type = aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA;
if (type != mD2DSurface->GetContentType()) {
mD2DSurface = new gfxD2DSurface(mTexture, type);
if (!mD2DSurface || mD2DSurface->CairoStatus()) {
NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
mD2DSurface = nsnull;
return;
}
mValidRegion.SetEmpty();
}
if (aMode != SURFACE_COMPONENT_ALPHA && mTextureOnWhite) {
// If we've transitioned away from component alpha, we can delete those resources.
mD2DSurfaceOnWhite = nsnull;
mSRViewOnWhite = nsnull;
mTextureOnWhite = nsnull;
mValidRegion.SetEmpty();
}
}
}
static void
FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
const nsIntPoint& aOffset, const gfxRGBA& aColor,
float aXRes, float aYRes)
{
nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
ctx->Scale(aXRes, aYRes);
ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
gfxUtils::PathFromRegion(ctx, aRegion);
ctx->SetColor(aColor);
ctx->Fill();
}
void
ThebesLayerD3D10::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode)
{
nsIntRect visibleRect = mVisibleRegion.GetBounds();
if (!mD2DSurface) {
return;
}
float xres, yres;
GetDesiredResolutions(xres, yres);
aRegion.ExtendForScaling(xres, yres);
nsRefPtr<gfxASurface> destinationSurface;
if (aMode == SURFACE_COMPONENT_ALPHA) {
FillSurface(mD2DSurface, aRegion, visibleRect.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0), xres, yres);
FillSurface(mD2DSurfaceOnWhite, aRegion, visibleRect.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0), xres, yres);
gfxASurface* surfaces[2] = { mD2DSurface.get(), mD2DSurfaceOnWhite.get() };
destinationSurface = new gfxTeeSurface(surfaces, NS_ARRAY_LENGTH(surfaces));
// Using this surface as a source will likely go horribly wrong, since
// only the onBlack surface will really be used, so alpha information will
// be incorrect.
destinationSurface->SetAllowUseAsSource(PR_FALSE);
} else {
destinationSurface = mD2DSurface;
}
nsRefPtr<gfxContext> context = new gfxContext(destinationSurface);
// Draw content scaled at our current resolution.
context->Scale(xres, yres);
nsIntRegionRectIterator iter(aRegion);
context->Translate(gfxPoint(-visibleRect.x, -visibleRect.y));
context->NewPath();
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
context->Rectangle(gfxRect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
}
context->Clip();
if (aMode == SURFACE_SINGLE_CHANNEL_ALPHA) {
context->SetOperator(gfxContext::OPERATOR_CLEAR);
context->Paint();
context->SetOperator(gfxContext::OPERATOR_OVER);
}
mD2DSurface->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA));
LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
}
void
ThebesLayerD3D10::CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode)
{
if (aSize.width == 0 || aSize.height == 0) {
// Nothing to do.
return;
}
// Scale the requested size (in unscaled units) to the actual
// texture size we require.
gfxIntSize scaledSize;
float xres, yres;
GetDesiredResolutions(xres, yres);
scaledSize.width = PRInt32(ceil(aSize.width * xres));
scaledSize.height = PRInt32(ceil(aSize.height * yres));
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, scaledSize.width, scaledSize.height, 1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE;
HRESULT hr;
if (!mTexture) {
hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTexture));
if (FAILED(hr)) {
NS_WARNING("Failed to create new texture for ThebesLayerD3D10!");
return;
}
hr = device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
if (FAILED(hr)) {
NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
}
mD2DSurface = new gfxD2DSurface(mTexture, aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA);
if (!mD2DSurface || mD2DSurface->CairoStatus()) {
NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
mD2DSurface = nsnull;
return;
}
}
if (aMode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite) {
hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTextureOnWhite));
if (FAILED(hr)) {
NS_WARNING("Failed to create new texture for ThebesLayerD3D10!");
return;
}
hr = device()->CreateShaderResourceView(mTextureOnWhite, NULL, getter_AddRefs(mSRViewOnWhite));
if (FAILED(hr)) {
NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
}
mD2DSurfaceOnWhite = new gfxD2DSurface(mTextureOnWhite, gfxASurface::CONTENT_COLOR);
if (!mD2DSurfaceOnWhite || mD2DSurfaceOnWhite->CairoStatus()) {
NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
mD2DSurfaceOnWhite = nsnull;
return;
}
}
mXResolution = xres;
mYResolution = yres;
}
void
ThebesLayerD3D10::GetDesiredResolutions(float& aXRes, float& aYRes)
{
const gfx3DMatrix& transform = GetLayer()->GetEffectiveTransform();
gfxMatrix transform2d;
if (transform.Is2D(&transform2d)) {
gfxSize scale = transform2d.ScaleFactors(PR_TRUE);
//Scale factors are normalized to a power of 2 to reduce the number of resolution changes
aXRes = gfxUtils::ClampToScaleFactor(scale.width);
aYRes = gfxUtils::ClampToScaleFactor(scale.height);
} else {
aXRes = 1.0;
aYRes = 1.0;
}
}
bool
ThebesLayerD3D10::ResolutionChanged(float aXRes, float aYRes)
{
return aXRes != mXResolution ||
aYRes != mYResolution;
}
} /* namespace layers */
} /* namespace mozilla */