gecko/gfx/2d/DrawTargetD2D.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** 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) 2011
* 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 ***** */
#ifndef MOZILLA_GFX_DRAWTARGETD2D_H_
#define MOZILLA_GFX_DRAWTARGETD2D_H_
#include "2D.h"
#include "PathD2D.h"
#include <d3d10_1.h>
#include "HelpersD2D.h"
#include <vector>
#include <sstream>
namespace mozilla {
namespace gfx {
class SourceSurfaceD2DTarget;
struct PrivateD3D10DataD2D
{
RefPtr<ID3D10Effect> mEffect;
RefPtr<ID3D10InputLayout> mInputLayout;
RefPtr<ID3D10Buffer> mVB;
RefPtr<ID3D10BlendState> mBlendStates[OP_COUNT];
};
class DrawTargetD2D : public DrawTarget
{
public:
DrawTargetD2D();
virtual ~DrawTargetD2D();
virtual BackendType GetType() const { return BACKEND_DIRECT2D; }
virtual TemporaryRef<SourceSurface> Snapshot();
virtual IntSize GetSize() { return mSize; }
virtual void Flush();
virtual void DrawSurface(SourceSurface *aSurface,
const Rect &aDest,
const Rect &aSource,
const DrawSurfaceOptions &aSurfOptions = DrawSurfaceOptions(),
const DrawOptions &aOptions = DrawOptions());
virtual void DrawSurfaceWithShadow(SourceSurface *aSurface,
const Point &aDest,
const Color &aColor,
const Point &aOffset,
Float aSigma);
virtual void ClearRect(const Rect &aRect);
virtual void CopySurface(SourceSurface *aSurface,
const IntRect &aSourceRect,
const IntPoint &aDestination);
virtual void FillRect(const Rect &aRect,
const Pattern &aPattern,
const DrawOptions &aOptions = DrawOptions());
virtual void StrokeRect(const Rect &aRect,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions = StrokeOptions(),
const DrawOptions &aOptions = DrawOptions());
virtual void StrokeLine(const Point &aStart,
const Point &aEnd,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions = StrokeOptions(),
const DrawOptions &aOptions = DrawOptions());
virtual void Stroke(const Path *aPath,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions = StrokeOptions(),
const DrawOptions &aOptions = DrawOptions());
virtual void Fill(const Path *aPath,
const Pattern &aPattern,
const DrawOptions &aOptions = DrawOptions());
virtual void FillGlyphs(ScaledFont *aFont,
const GlyphBuffer &aBuffer,
const Pattern &aPattern,
const DrawOptions &aOptions = DrawOptions());
virtual void PushClip(const Path *aPath);
virtual void PopClip();
virtual TemporaryRef<SourceSurface> CreateSourceSurfaceFromData(unsigned char *aData,
const IntSize &aSize,
int32_t aStride,
SurfaceFormat aFormat) const;
virtual TemporaryRef<SourceSurface> OptimizeSourceSurface(SourceSurface *aSurface) const;
virtual TemporaryRef<SourceSurface>
CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const;
virtual TemporaryRef<DrawTarget>
CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const;
virtual TemporaryRef<PathBuilder> CreatePathBuilder(FillRule aFillRule = FILL_WINDING) const;
virtual TemporaryRef<GradientStops> CreateGradientStops(GradientStop *aStops, uint32_t aNumStops) const;
virtual void *GetNativeSurface(NativeSurfaceType aType);
bool Init(const IntSize &aSize, SurfaceFormat aFormat);
bool Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
bool InitD3D10Data();
static ID2D1Factory *factory();
operator std::string() const {
std::stringstream stream;
stream << "DrawTargetD2D(" << this << ")";
return stream.str();
}
private:
friend class AutoSaveRestoreClippedOut;
friend class SourceSurfaceD2DTarget;
bool InitD2DRenderTarget();
void PrepareForDrawing(ID2D1RenderTarget *aRT);
// This function will mark the surface as changing, and make sure any
// copy-on-write snapshots are notified.
void MarkChanged();
ID3D10BlendState *GetBlendStateForOperator(CompositionOp aOperator);
ID2D1RenderTarget *GetRTForOperator(CompositionOp aOperator);
void FinalizeRTForOperator(CompositionOp aOperator, const Rect &aBounds);
void EnsureViews();
void PopAllClips();
TemporaryRef<ID2D1RenderTarget> CreateRTForTexture(ID3D10Texture2D *aTexture);
TemporaryRef<ID2D1Brush> CreateBrushForPattern(const Pattern &aPattern, Float aAlpha = 1.0f);
TemporaryRef<ID2D1StrokeStyle> CreateStrokeStyleForOptions(const StrokeOptions &aStrokeOptions);
IntSize mSize;
RefPtr<ID3D10Device1> mDevice;
RefPtr<ID3D10Texture2D> mTexture;
mutable RefPtr<ID2D1RenderTarget> mRT;
// Temporary texture and render target used for supporting alternative operators.
RefPtr<ID3D10Texture2D> mTempTexture;
RefPtr<ID3D10RenderTargetView> mRTView;
RefPtr<ID3D10ShaderResourceView> mSRView;
RefPtr<ID2D1RenderTarget> mTempRT;
RefPtr<ID3D10RenderTargetView> mTempRTView;
// List of pushed clips.
struct PushedClip
{
RefPtr<ID2D1Layer> mLayer;
D2D1_RECT_F mBounds;
D2D1_MATRIX_3X2_F mTransform;
RefPtr<PathD2D> mPath;
};
std::vector<PushedClip> mPushedClips;
// List of Snapshots of this surface, these need to be told when this
// surface is modified. Possibly vector is not the best choice here.
std::vector<SourceSurfaceD2DTarget*> mSnapshots;
// A list of targets we need to flush when we're modified.
std::vector<RefPtr<DrawTargetD2D>> mDependentTargets;
// True of the current clip stack is pushed to the main RT.
bool mClipsArePushed;
PrivateD3D10DataD2D *mPrivateData;
static ID2D1Factory *mFactory;
};
}
}
#endif /* MOZILLA_GFX_DRAWTARGETD2D_H_ */