зеркало из https://github.com/mozilla/pjs.git
213 строки
8.2 KiB
C++
213 строки
8.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2011
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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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#ifndef MOZILLA_GFX_DRAWTARGETD2D_H_
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#define MOZILLA_GFX_DRAWTARGETD2D_H_
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#include "2D.h"
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#include "PathD2D.h"
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#include <d3d10_1.h>
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#include "HelpersD2D.h"
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#include <vector>
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#include <sstream>
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namespace mozilla {
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namespace gfx {
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class SourceSurfaceD2DTarget;
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class GradientStopsD2D;
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struct PrivateD3D10DataD2D
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{
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RefPtr<ID3D10Effect> mEffect;
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RefPtr<ID3D10InputLayout> mInputLayout;
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RefPtr<ID3D10Buffer> mVB;
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RefPtr<ID3D10BlendState> mBlendStates[OP_COUNT];
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};
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class DrawTargetD2D : public DrawTarget
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{
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public:
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DrawTargetD2D();
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virtual ~DrawTargetD2D();
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virtual BackendType GetType() const { return BACKEND_DIRECT2D; }
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virtual TemporaryRef<SourceSurface> Snapshot();
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virtual IntSize GetSize() { return mSize; }
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virtual void Flush();
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virtual void DrawSurface(SourceSurface *aSurface,
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const Rect &aDest,
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const Rect &aSource,
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const DrawSurfaceOptions &aSurfOptions = DrawSurfaceOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void DrawSurfaceWithShadow(SourceSurface *aSurface,
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const Point &aDest,
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const Color &aColor,
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const Point &aOffset,
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Float aSigma,
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CompositionOp aOperator);
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virtual void ClearRect(const Rect &aRect);
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virtual void CopySurface(SourceSurface *aSurface,
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const IntRect &aSourceRect,
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const IntPoint &aDestination);
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virtual void FillRect(const Rect &aRect,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions());
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virtual void StrokeRect(const Rect &aRect,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void StrokeLine(const Point &aStart,
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const Point &aEnd,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void Stroke(const Path *aPath,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void Fill(const Path *aPath,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions());
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virtual void FillGlyphs(ScaledFont *aFont,
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const GlyphBuffer &aBuffer,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions());
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virtual void PushClip(const Path *aPath);
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virtual void PopClip();
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virtual TemporaryRef<SourceSurface> CreateSourceSurfaceFromData(unsigned char *aData,
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const IntSize &aSize,
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int32_t aStride,
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SurfaceFormat aFormat) const;
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virtual TemporaryRef<SourceSurface> OptimizeSourceSurface(SourceSurface *aSurface) const;
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virtual TemporaryRef<SourceSurface>
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CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const;
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virtual TemporaryRef<DrawTarget>
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CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const;
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virtual TemporaryRef<PathBuilder> CreatePathBuilder(FillRule aFillRule = FILL_WINDING) const;
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virtual TemporaryRef<GradientStops> CreateGradientStops(GradientStop *aStops, uint32_t aNumStops) const;
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virtual void *GetNativeSurface(NativeSurfaceType aType);
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bool Init(const IntSize &aSize, SurfaceFormat aFormat);
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bool Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
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bool InitD3D10Data();
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static ID2D1Factory *factory();
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static TemporaryRef<ID2D1StrokeStyle> CreateStrokeStyleForOptions(const StrokeOptions &aStrokeOptions);
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operator std::string() const {
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std::stringstream stream;
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stream << "DrawTargetD2D(" << this << ")";
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return stream.str();
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}
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private:
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friend class AutoSaveRestoreClippedOut;
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friend class SourceSurfaceD2DTarget;
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bool InitD2DRenderTarget();
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void PrepareForDrawing(ID2D1RenderTarget *aRT);
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// This function will mark the surface as changing, and make sure any
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// copy-on-write snapshots are notified.
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void MarkChanged();
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ID3D10BlendState *GetBlendStateForOperator(CompositionOp aOperator);
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ID2D1RenderTarget *GetRTForOperation(CompositionOp aOperator, const Pattern &aPattern);
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void FinalizeRTForOperation(CompositionOp aOperator, const Pattern &aPattern, const Rect &aBounds); void EnsureViews();
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void PopAllClips();
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TemporaryRef<ID2D1RenderTarget> CreateRTForTexture(ID3D10Texture2D *aTexture);
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TemporaryRef<ID2D1Geometry> GetClippedGeometry();
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TemporaryRef<ID2D1Brush> CreateBrushForPattern(const Pattern &aPattern, Float aAlpha = 1.0f);
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TemporaryRef<ID3D10Texture1D> CreateGradientTexture(const GradientStopsD2D *aStops);
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void SetupEffectForRadialGradient(const RadialGradientPattern *aPattern);
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static const uint32_t test = 4;
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IntSize mSize;
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RefPtr<ID3D10Device1> mDevice;
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RefPtr<ID3D10Texture2D> mTexture;
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mutable RefPtr<ID2D1RenderTarget> mRT;
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// Temporary texture and render target used for supporting alternative operators.
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RefPtr<ID3D10Texture2D> mTempTexture;
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RefPtr<ID3D10RenderTargetView> mRTView;
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RefPtr<ID3D10ShaderResourceView> mSRView;
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RefPtr<ID2D1RenderTarget> mTempRT;
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RefPtr<ID3D10RenderTargetView> mTempRTView;
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// List of pushed clips.
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struct PushedClip
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{
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RefPtr<ID2D1Layer> mLayer;
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D2D1_RECT_F mBounds;
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D2D1_MATRIX_3X2_F mTransform;
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RefPtr<PathD2D> mPath;
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};
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std::vector<PushedClip> mPushedClips;
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// List of Snapshots of this surface, these need to be told when this
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// surface is modified. Possibly vector is not the best choice here.
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std::vector<SourceSurfaceD2DTarget*> mSnapshots;
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// A list of targets we need to flush when we're modified.
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std::vector<RefPtr<DrawTargetD2D>> mDependentTargets;
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// True of the current clip stack is pushed to the main RT.
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bool mClipsArePushed;
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PrivateD3D10DataD2D *mPrivateData;
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static ID2D1Factory *mFactory;
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};
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}
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}
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#endif /* MOZILLA_GFX_DRAWTARGETD2D_H_ */
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