gecko/gfx/layers/d3d9/ThebesLayerD3D9.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 "ThebesLayerD3D9.h"
#include "gfxPlatform.h"
#include "gfxWindowsPlatform.h"
namespace mozilla {
namespace layers {
// Returns true if it's OK to save the contents of aLayer in an
// opaque surface (a surface without an alpha channel).
// If we can use a surface without an alpha channel, we should, because
// it will often make painting of antialiased text faster and higher
// quality.
static PRBool
UseOpaqueSurface(Layer* aLayer)
{
// If the visible content in the layer is opaque, there is no need
// for an alpha channel.
if (aLayer->IsOpaqueContent())
return PR_TRUE;
// Also, if this layer is the bottommost layer in a container which
// doesn't need an alpha channel, we can use an opaque surface for this
// layer too. Any transparent areas must be covered by something else
// in the container.
ContainerLayer* parent = aLayer->GetParent();
return parent && parent->GetFirstChild() == aLayer &&
UseOpaqueSurface(parent);
}
ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager)
: ThebesLayer(aManager, NULL)
, LayerD3D9(aManager)
{
mImplData = static_cast<LayerD3D9*>(this);
aManager->deviceManager()->mThebesLayers.AppendElement(this);
}
ThebesLayerD3D9::~ThebesLayerD3D9()
{
mD3DManager->deviceManager()->mThebesLayers.RemoveElement(this);
}
/**
* 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
ThebesLayerD3D9::SetVisibleRegion(const nsIntRegion &aRegion)
{
if (aRegion.IsEqual(mVisibleRegion)) {
return;
}
nsIntRegion oldVisibleRegion = mVisibleRegion;
ThebesLayer::SetVisibleRegion(aRegion);
if (!mTexture) {
// If we don't need to retain content initialize lazily. This is good also
// because we might get mIsOpaqueSurface set later than the first call to
// SetVisibleRegion.
return;
}
D3DFORMAT fmt = UseOpaqueSurface(this) ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
D3DSURFACE_DESC desc;
mTexture->GetLevelDesc(0, &desc);
if (fmt != desc.Format) {
// The new format isn't compatible with the old texture, toss out the old
// texture.
mTexture = nsnull;
}
nsRefPtr<IDirect3DTexture9> oldTexture = mTexture;
nsIntRect oldBounds = oldVisibleRegion.GetBounds();
nsIntRect newBounds = mVisibleRegion.GetBounds();
device()->CreateTexture(newBounds.width, newBounds.height, 1,
D3DUSAGE_RENDERTARGET, fmt,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
// Old visible region will become the region that is covered by both the
// old and the new visible region.
oldVisibleRegion.And(oldVisibleRegion, mVisibleRegion);
// No point in retaining parts which were not valid.
oldVisibleRegion.And(oldVisibleRegion, mValidRegion);
nsIntRect largeRect = oldVisibleRegion.GetLargestRectangle();
// If we had no hardware texture before or have no retained area larger than
// the retention threshold, 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) {
mValidRegion.SetEmpty();
return;
}
nsRefPtr<IDirect3DSurface9> srcSurface, dstSurface;
oldTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
nsIntRegion retainedRegion;
nsIntRegionRectIterator iter(oldVisibleRegion);
const nsIntRect *r;
while ((r = iter.Next())) {
if (r->width * r->height > RETENTION_THRESHOLD) {
RECT oldRect, newRect;
// Calculate the retained rectangle's position on the old and the new
// surface.
oldRect.left = r->x - oldBounds.x;
oldRect.top = r->y - oldBounds.y;
oldRect.right = oldRect.left + r->width;
oldRect.bottom = oldRect.top + r->height;
newRect.left = r->x - newBounds.x;
newRect.top = r->y - newBounds.y;
newRect.right = newRect.left + r->width;
newRect.bottom = newRect.top + r->height;
// Copy data from our old texture to the new one
HRESULT hr = device()->
StretchRect(srcSurface, &oldRect, dstSurface, &newRect, D3DTEXF_NONE);
if (SUCCEEDED(hr)) {
retainedRegion.Or(retainedRegion, *r);
}
}
}
// Areas which were valid and were retained are still valid
mValidRegion.And(mValidRegion, retainedRegion);
}
void
ThebesLayerD3D9::InvalidateRegion(const nsIntRegion &aRegion)
{
mValidRegion.Sub(mValidRegion, aRegion);
}
void
ThebesLayerD3D9::RenderLayer()
{
if (mVisibleRegion.IsEmpty()) {
return;
}
HRESULT hr;
nsIntRect visibleRect = mVisibleRegion.GetBounds();
// We differentiate between these formats since D3D9 will only allow us to
// call GetDC on an opaque surface.
D3DFORMAT fmt = UseOpaqueSurface(this) ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
if (mTexture) {
D3DSURFACE_DESC desc;
mTexture->GetLevelDesc(0, &desc);
if (fmt != desc.Format) {
// The new format isn't compatible with the old texture, toss out the old
// texture.
mTexture = nsnull;
mValidRegion.SetEmpty();
}
}
if (!mTexture) {
device()->CreateTexture(visibleRect.width, visibleRect.height, 1,
D3DUSAGE_RENDERTARGET, fmt,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
mValidRegion.SetEmpty();
}
if (!mValidRegion.IsEqual(mVisibleRegion)) {
nsIntRegion region;
region.Sub(mVisibleRegion, mValidRegion);
nsIntRect bounds = region.GetBounds();
gfxASurface::gfxImageFormat imageFormat = gfxASurface::ImageFormatARGB32;
nsRefPtr<gfxASurface> destinationSurface;
nsRefPtr<gfxContext> context;
nsRefPtr<IDirect3DTexture9> tmpTexture;
device()->CreateTexture(bounds.width, bounds.height, 1,
0, fmt,
D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
nsRefPtr<IDirect3DSurface9> surf;
HDC dc;
if (UseOpaqueSurface(this)) {
hr = tmpTexture->GetSurfaceLevel(0, getter_AddRefs(surf));
if (FAILED(hr)) {
// Uh-oh, bail.
NS_WARNING("Failed to get texture surface level.");
return;
}
hr = surf->GetDC(&dc);
if (FAILED(hr)) {
NS_WARNING("Failed to get device context for texture surface.");
return;
}
destinationSurface = new gfxWindowsSurface(dc);
} else {
// XXX - We may consider retaining a SYSTEMMEM texture texture the size
// of our DEFAULT texture and then use UpdateTexture and add dirty rects
// to update in a single call.
destinationSurface =
gfxPlatform::GetPlatform()->
CreateOffscreenSurface(gfxIntSize(bounds.width,
bounds.height),
imageFormat);
}
context = new gfxContext(destinationSurface);
context->Translate(gfxPoint(-bounds.x, -bounds.y));
LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, region, nsIntRegion(), cbInfo.CallbackData);
if (UseOpaqueSurface(this)) {
surf->ReleaseDC(dc);
} else {
D3DLOCKED_RECT r;
tmpTexture->LockRect(0, &r, NULL, 0);
nsRefPtr<gfxImageSurface> imgSurface =
new gfxImageSurface((unsigned char *)r.pBits,
gfxIntSize(bounds.width,
bounds.height),
r.Pitch,
imageFormat);
context = new gfxContext(imgSurface);
context->SetSource(destinationSurface);
context->SetOperator(gfxContext::OPERATOR_SOURCE);
context->Paint();
imgSurface = NULL;
tmpTexture->UnlockRect(0);
}
nsRefPtr<IDirect3DSurface9> srcSurface;
nsRefPtr<IDirect3DSurface9> dstSurface;
mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
tmpTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
nsIntRegionRectIterator iter(region);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
RECT rect;
rect.left = iterRect->x - bounds.x;
rect.top = iterRect->y - bounds.y;
rect.right = rect.left + iterRect->width;
rect.bottom = rect.top + iterRect->height;
POINT point;
point.x = iterRect->x - visibleRect.x;
point.y = iterRect->y - visibleRect.y;
device()->UpdateSurface(srcSurface, &rect, dstSurface, &point);
}
mValidRegion = mVisibleRegion;
}
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 - 0.5f;
quadTransform[3][1] = (float)visibleRect.y - 0.5f;
quadTransform[3][3] = 1.0f;
device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
float opacity[4];
/*
* We always upload a 4 component float, but the shader will use only the
* first component since it's declared as a 'float'.
*/
opacity[0] = GetOpacity();
device()->SetPixelShaderConstantF(0, opacity, 1);
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER);
device()->SetTexture(0, mTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
void
ThebesLayerD3D9::CleanResources()
{
mTexture = nsnull;
}
Layer*
ThebesLayerD3D9::GetLayer()
{
return this;
}
PRBool
ThebesLayerD3D9::IsEmpty()
{
return !mTexture;
}
} /* namespace layers */
} /* namespace mozilla */