зеркало из https://github.com/mozilla/pjs.git
476 строки
15 KiB
C++
476 строки
15 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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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) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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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 "ThebesLayerD3D10.h"
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#include "gfxPlatform.h"
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#include "gfxWindowsPlatform.h"
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#ifdef CAIRO_HAS_D2D_SURFACE
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#include "gfxD2DSurface.h"
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#endif
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#include "gfxTeeSurface.h"
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#include "gfxUtils.h"
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namespace mozilla {
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namespace layers {
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ThebesLayerD3D10::ThebesLayerD3D10(LayerManagerD3D10 *aManager)
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: ThebesLayer(aManager, NULL)
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, LayerD3D10(aManager)
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{
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mImplData = static_cast<LayerD3D10*>(this);
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}
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ThebesLayerD3D10::~ThebesLayerD3D10()
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{
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}
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/**
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* Retention threshold - amount of pixels intersection required to enable
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* layer content retention. This is a guesstimate. Profiling could be done to
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* figure out the optimal threshold.
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*/
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#define RETENTION_THRESHOLD 16384
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void
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ThebesLayerD3D10::InvalidateRegion(const nsIntRegion &aRegion)
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{
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mValidRegion.Sub(mValidRegion, aRegion);
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}
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void ThebesLayerD3D10::CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
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ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
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const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion,
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float aXRes, float aYRes)
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{
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nsIntRegion retainedRegion;
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nsIntRegionRectIterator iter(aCopyRegion);
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const nsIntRect *r;
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while ((r = iter.Next())) {
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if (r->width * r->height > RETENTION_THRESHOLD) {
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// Calculate the retained rectangle's position on the old and the new
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// surface. We need to scale these rectangles since the visible
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// region is in unscaled units, and the texture size has been scaled.
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D3D10_BOX box;
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box.left = UINT(floor((r->x - aSrcOffset.x) * aXRes));
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box.top = UINT(floor((r->y - aSrcOffset.y) * aYRes));
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box.right = box.left + UINT(ceil(r->width * aXRes));
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box.bottom = box.top + UINT(ceil(r->height * aYRes));
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box.back = 1;
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box.front = 0;
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device()->CopySubresourceRegion(aDest, 0,
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UINT(floor((r->x - aDestOffset.x) * aXRes)),
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UINT(floor((r->y - aDestOffset.y) * aYRes)),
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0,
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aSrc, 0,
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&box);
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retainedRegion.Or(retainedRegion, *r);
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}
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}
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// Areas which were valid and were retained are still valid
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aValidRegion->And(*aValidRegion, retainedRegion);
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}
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void
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ThebesLayerD3D10::RenderLayer()
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{
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if (!mTexture) {
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return;
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}
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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SetEffectTransformAndOpacity();
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ID3D10EffectTechnique *technique;
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if (mTextureOnWhite) {
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technique = effect()->GetTechniqueByName("RenderComponentAlphaLayer");
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} else if (CanUseOpaqueSurface()) {
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technique = effect()->GetTechniqueByName("RenderRGBLayerPremul");
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} else {
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technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
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}
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nsIntRegionRectIterator iter(mVisibleRegion);
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const nsIntRect *iterRect;
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if (mSRView) {
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effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView);
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}
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if (mSRViewOnWhite) {
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effect()->GetVariableByName("tRGBWhite")->AsShaderResource()->SetResource(mSRViewOnWhite);
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}
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while ((iterRect = iter.Next())) {
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effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)iterRect->x,
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(float)iterRect->y,
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(float)iterRect->width,
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(float)iterRect->height)
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);
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effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)(iterRect->x - visibleRect.x) / (float)visibleRect.width,
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(float)(iterRect->y - visibleRect.y) / (float)visibleRect.height,
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(float)iterRect->width / (float)visibleRect.width,
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(float)iterRect->height / (float)visibleRect.height)
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);
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technique->GetPassByIndex(0)->Apply(0);
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device()->Draw(4, 0);
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}
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// Set back to default.
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effect()->GetVariableByName("vTextureCoords")->AsVector()->
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SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
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}
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void
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ThebesLayerD3D10::Validate()
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{
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if (mVisibleRegion.IsEmpty()) {
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return;
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}
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SurfaceMode mode = GetSurfaceMode();
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if (mode == SURFACE_COMPONENT_ALPHA &&
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(!mParent || !mParent->SupportsComponentAlphaChildren())) {
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mode = SURFACE_SINGLE_CHANNEL_ALPHA;
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}
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VerifyContentType(mode);
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float xres, yres;
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GetDesiredResolutions(xres, yres);
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// If our resolution changed, we need new sized textures, delete the old ones.
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if (ResolutionChanged(xres, yres)) {
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mTexture = nsnull;
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mTextureOnWhite = nsnull;
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}
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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if (mTexture) {
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if (!mTextureRegion.IsEqual(mVisibleRegion)) {
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nsRefPtr<ID3D10Texture2D> oldTexture = mTexture;
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mTexture = nsnull;
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nsRefPtr<ID3D10Texture2D> oldTextureOnWhite = mTextureOnWhite;
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mTextureOnWhite = nsnull;
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nsIntRegion retainRegion = mTextureRegion;
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nsIntRect oldBounds = mTextureRegion.GetBounds();
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nsIntRect newBounds = mVisibleRegion.GetBounds();
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CreateNewTextures(gfxIntSize(newBounds.width, newBounds.height), mode);
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// Old visible region will become the region that is covered by both the
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// old and the new visible region.
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retainRegion.And(retainRegion, mVisibleRegion);
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// No point in retaining parts which were not valid.
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retainRegion.And(retainRegion, mValidRegion);
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nsIntRect largeRect = retainRegion.GetLargestRectangle();
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// If we had no hardware texture before, have no retained area larger than
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// the retention threshold or the requested resolution has changed,
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// we're not retaining and are done here. If our texture creation failed
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// this can mean a device reset is pending and we should silently ignore the
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// failure. In the future when device failures are properly handled we
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// should test for the type of failure and gracefully handle different
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// failures. See bug 569081.
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if (!oldTexture || !mTexture ||
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largeRect.width * largeRect.height < RETENTION_THRESHOLD ||
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ResolutionChanged(xres, yres)) {
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mValidRegion.SetEmpty();
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} else {
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CopyRegion(oldTexture, oldBounds.TopLeft(),
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mTexture, newBounds.TopLeft(),
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retainRegion, &mValidRegion,
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xres, yres);
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if (oldTextureOnWhite) {
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CopyRegion(oldTextureOnWhite, oldBounds.TopLeft(),
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mTextureOnWhite, newBounds.TopLeft(),
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retainRegion, &mValidRegion,
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xres, yres);
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}
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}
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}
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}
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mTextureRegion = mVisibleRegion;
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if (!mTexture || (mode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite)) {
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CreateNewTextures(gfxIntSize(visibleRect.width, visibleRect.height), mode);
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mValidRegion.SetEmpty();
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}
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if (!mValidRegion.IsEqual(mVisibleRegion)) {
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LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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if (!cbInfo.Callback) {
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NS_ERROR("D3D10 should never need to update ThebesLayers in an empty transaction");
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return;
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}
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/* We use the bounds of the visible region because we draw the bounds of
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* this region when we draw this entire texture. We have to make sure that
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* the areas that aren't filled with content get their background drawn.
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* This is an issue for opaque surfaces, which otherwise won't get their
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* background painted.
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*/
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nsIntRegion region;
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region.Sub(mVisibleRegion, mValidRegion);
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DrawRegion(region, mode);
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mValidRegion = mVisibleRegion;
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}
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}
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void
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ThebesLayerD3D10::LayerManagerDestroyed()
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{
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mD3DManager = nsnull;
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}
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Layer*
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ThebesLayerD3D10::GetLayer()
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{
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return this;
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}
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void
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ThebesLayerD3D10::VerifyContentType(SurfaceMode aMode)
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{
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if (mD2DSurface) {
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gfxASurface::gfxContentType type = aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
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gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA;
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if (type != mD2DSurface->GetContentType()) {
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mD2DSurface = new gfxD2DSurface(mTexture, type);
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if (!mD2DSurface || mD2DSurface->CairoStatus()) {
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NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
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mD2DSurface = nsnull;
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return;
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}
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mValidRegion.SetEmpty();
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}
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if (aMode != SURFACE_COMPONENT_ALPHA && mTextureOnWhite) {
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// If we've transitioned away from component alpha, we can delete those resources.
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mD2DSurfaceOnWhite = nsnull;
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mSRViewOnWhite = nsnull;
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mTextureOnWhite = nsnull;
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mValidRegion.SetEmpty();
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}
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}
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}
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static void
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FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
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const nsIntPoint& aOffset, const gfxRGBA& aColor,
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float aXRes, float aYRes)
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{
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nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
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ctx->Scale(aXRes, aYRes);
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ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
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gfxUtils::PathFromRegion(ctx, aRegion);
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ctx->SetColor(aColor);
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ctx->Fill();
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}
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void
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ThebesLayerD3D10::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode)
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{
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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if (!mD2DSurface) {
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return;
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}
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float xres, yres;
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GetDesiredResolutions(xres, yres);
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aRegion.ExtendForScaling(xres, yres);
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nsRefPtr<gfxASurface> destinationSurface;
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if (aMode == SURFACE_COMPONENT_ALPHA) {
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FillSurface(mD2DSurface, aRegion, visibleRect.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0), xres, yres);
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FillSurface(mD2DSurfaceOnWhite, aRegion, visibleRect.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0), xres, yres);
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gfxASurface* surfaces[2] = { mD2DSurface.get(), mD2DSurfaceOnWhite.get() };
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destinationSurface = new gfxTeeSurface(surfaces, NS_ARRAY_LENGTH(surfaces));
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// Using this surface as a source will likely go horribly wrong, since
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// only the onBlack surface will really be used, so alpha information will
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// be incorrect.
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destinationSurface->SetAllowUseAsSource(PR_FALSE);
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} else {
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destinationSurface = mD2DSurface;
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}
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nsRefPtr<gfxContext> context = new gfxContext(destinationSurface);
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// Draw content scaled at our current resolution.
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context->Scale(xres, yres);
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nsIntRegionRectIterator iter(aRegion);
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context->Translate(gfxPoint(-visibleRect.x, -visibleRect.y));
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context->NewPath();
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const nsIntRect *iterRect;
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while ((iterRect = iter.Next())) {
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context->Rectangle(gfxRect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
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}
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context->Clip();
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if (aMode == SURFACE_SINGLE_CHANNEL_ALPHA) {
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context->SetOperator(gfxContext::OPERATOR_CLEAR);
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context->Paint();
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context->SetOperator(gfxContext::OPERATOR_OVER);
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}
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mD2DSurface->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA));
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LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
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}
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void
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ThebesLayerD3D10::CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode)
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{
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if (aSize.width == 0 || aSize.height == 0) {
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// Nothing to do.
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return;
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}
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// Scale the requested size (in unscaled units) to the actual
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// texture size we require.
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gfxIntSize scaledSize;
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float xres, yres;
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GetDesiredResolutions(xres, yres);
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scaledSize.width = PRInt32(ceil(aSize.width * xres));
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scaledSize.height = PRInt32(ceil(aSize.height * yres));
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CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, scaledSize.width, scaledSize.height, 1, 1);
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desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
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desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE;
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HRESULT hr;
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if (!mTexture) {
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hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTexture));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create new texture for ThebesLayerD3D10!");
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return;
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}
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hr = device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
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}
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mD2DSurface = new gfxD2DSurface(mTexture, aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
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gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA);
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if (!mD2DSurface || mD2DSurface->CairoStatus()) {
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NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
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mD2DSurface = nsnull;
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return;
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}
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}
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if (aMode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite) {
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hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTextureOnWhite));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create new texture for ThebesLayerD3D10!");
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return;
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}
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hr = device()->CreateShaderResourceView(mTextureOnWhite, NULL, getter_AddRefs(mSRViewOnWhite));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
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}
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mD2DSurfaceOnWhite = new gfxD2DSurface(mTextureOnWhite, gfxASurface::CONTENT_COLOR);
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if (!mD2DSurfaceOnWhite || mD2DSurfaceOnWhite->CairoStatus()) {
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NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
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mD2DSurfaceOnWhite = nsnull;
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return;
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}
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}
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mXResolution = xres;
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mYResolution = yres;
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}
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void
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ThebesLayerD3D10::GetDesiredResolutions(float& aXRes, float& aYRes)
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{
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const gfx3DMatrix& transform = GetLayer()->GetEffectiveTransform();
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gfxMatrix transform2d;
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if (transform.Is2D(&transform2d)) {
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gfxSize scale = transform2d.ScaleFactors(PR_TRUE);
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//Scale factors are normalized to a power of 2 to reduce the number of resolution changes
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aXRes = gfxUtils::ClampToScaleFactor(scale.width);
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aYRes = gfxUtils::ClampToScaleFactor(scale.height);
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} else {
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aXRes = 1.0;
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aYRes = 1.0;
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}
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}
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bool
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ThebesLayerD3D10::ResolutionChanged(float aXRes, float aYRes)
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{
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return aXRes != mXResolution ||
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aYRes != mYResolution;
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}
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} /* namespace layers */
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} /* namespace mozilla */
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