/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "mozilla/layers/PLayerTransaction.h" // This must occur *after* layers/PLayerTransaction.h to avoid // typedefs conflicts. #include "mozilla/ArrayUtils.h" #include "ThebesLayerD3D9.h" #include "gfxPlatform.h" #include "gfxWindowsPlatform.h" #include "gfxTeeSurface.h" #include "gfxUtils.h" #include "ReadbackProcessor.h" #include "ReadbackLayer.h" #include "mozilla/gfx/2D.h" namespace mozilla { namespace layers { using namespace gfx; ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager) : ThebesLayer(aManager, nullptr) , LayerD3D9(aManager) { mImplData = static_cast(this); aManager->deviceManager()->mLayersWithResources.AppendElement(this); } ThebesLayerD3D9::~ThebesLayerD3D9() { if (mD3DManager) { mD3DManager->deviceManager()->mLayersWithResources.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::InvalidateRegion(const nsIntRegion &aRegion) { mInvalidRegion.Or(mInvalidRegion, aRegion); mInvalidRegion.SimplifyOutward(20); mValidRegion.Sub(mValidRegion, mInvalidRegion); } void ThebesLayerD3D9::CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset, IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset, const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion) { nsRefPtr srcSurface, dstSurface; aSrc->GetSurfaceLevel(0, getter_AddRefs(srcSurface)); aDest->GetSurfaceLevel(0, getter_AddRefs(dstSurface)); nsIntRegion retainedRegion; nsIntRegionRectIterator iter(aCopyRegion); 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 - aSrcOffset.x; oldRect.top = r->y - aSrcOffset.y; oldRect.right = oldRect.left + r->width; oldRect.bottom = oldRect.top + r->height; newRect.left = r->x - aDestOffset.x; newRect.top = r->y - aDestOffset.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 aValidRegion->And(*aValidRegion, retainedRegion); } void ThebesLayerD3D9::UpdateTextures(SurfaceMode aMode) { nsIntRect visibleRect = mVisibleRegion.GetBounds(); if (HaveTextures(aMode)) { if (!mTextureRect.IsEqualInterior(visibleRect)) { nsRefPtr oldTexture = mTexture; nsRefPtr oldTextureOnWhite = mTextureOnWhite; NS_ASSERTION(mTextureRect.Contains(mValidRegion.GetBounds()), "How can we have valid data outside the texture?"); nsIntRegion retainRegion; // The region we want to retain is the valid data that is inside // the new visible region retainRegion.And(mValidRegion, mVisibleRegion); CreateNewTextures(gfx::IntSize(visibleRect.width, visibleRect.height), aMode); // 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 (!HaveTextures(aMode)) { mValidRegion.SetEmpty(); } else { CopyRegion(oldTexture, mTextureRect.TopLeft(), mTexture, visibleRect.TopLeft(), retainRegion, &mValidRegion); if (aMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) { CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(), mTextureOnWhite, visibleRect.TopLeft(), retainRegion, &mValidRegion); } } mTextureRect = visibleRect; } } else { CreateNewTextures(gfx::IntSize(visibleRect.width, visibleRect.height), aMode); mTextureRect = visibleRect; NS_ASSERTION(mValidRegion.IsEmpty(), "Someone forgot to empty the region"); } } void ThebesLayerD3D9::RenderRegion(const nsIntRegion& aRegion) { nsIntRegionRectIterator iter(aRegion); const nsIntRect *iterRect; while ((iterRect = iter.Next())) { device()->SetVertexShaderConstantF(CBvLayerQuad, ShaderConstantRect(iterRect->x, iterRect->y, iterRect->width, iterRect->height), 1); device()->SetVertexShaderConstantF(CBvTextureCoords, ShaderConstantRect( (float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width, (float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height, (float)iterRect->width / (float)mTextureRect.width, (float)iterRect->height / (float)mTextureRect.height), 1); device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } } void ThebesLayerD3D9::RenderThebesLayer(ReadbackProcessor* aReadback) { if (mVisibleRegion.IsEmpty()) { return; } nsIntRect newTextureRect = mVisibleRegion.GetBounds(); SurfaceMode mode = GetSurfaceMode(); if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA && (!mParent || !mParent->SupportsComponentAlphaChildren())) { mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA; } // If we have a transform that requires resampling of our texture, then // we need to make sure we don't sample pixels that haven't been drawn. // We clamp sample coordinates to the texture rect, but when the visible region // doesn't fill the entire texture rect we need to make sure we draw all the // pixels in the texture rect anyway in case they get sampled. nsIntRegion neededRegion = mVisibleRegion; if (!neededRegion.GetBounds().IsEqualInterior(newTextureRect) || neededRegion.GetNumRects() > 1) { if (MayResample()) { neededRegion = newTextureRect; if (mode == SurfaceMode::SURFACE_OPAQUE) { // We're going to paint outside the visible region, but layout hasn't // promised that it will paint opaquely there, so we'll have to // treat this layer as transparent. mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA; } } } VerifyContentType(mode); UpdateTextures(mode); if (!HaveTextures(mode)) { NS_WARNING("Texture creation failed"); return; } nsTArray readbackUpdates; nsIntRegion readbackRegion; if (aReadback && UsedForReadback()) { aReadback->GetThebesLayerUpdates(this, &readbackUpdates, &readbackRegion); } // Because updates to D3D9 ThebesLayers are rendered with the CPU, we don't // have to do readback from D3D9 surfaces. Instead we make sure that any area // needed for readback is included in the drawRegion we ask layout to render. // Then the readback areas we need can be copied out of the temporary // destinationSurface in DrawRegion. nsIntRegion drawRegion; drawRegion.Sub(neededRegion, mValidRegion); drawRegion.Or(drawRegion, readbackRegion); // NS_ASSERTION(mVisibleRegion.Contains(region), "Bad readback region!"); if (!drawRegion.IsEmpty()) { LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo(); if (!cbInfo.Callback) { NS_ERROR("D3D9 should never need to update ThebesLayers in an empty transaction"); return; } DrawRegion(drawRegion, mode, readbackUpdates); mValidRegion = neededRegion; } if (mD3DManager->CompositingDisabled()) { return; } SetShaderTransformAndOpacity(); if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) { mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1, GetMaskLayer()); device()->SetTexture(0, mTexture); device()->SetTexture(1, mTextureOnWhite); device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO); device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR); RenderRegion(neededRegion); mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2, GetMaskLayer()); device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); RenderRegion(neededRegion); // Restore defaults device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); device()->SetTexture(1, nullptr); } else { mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER, GetMaskLayer()); device()->SetTexture(0, mTexture); RenderRegion(neededRegion); } // Set back to default. device()->SetVertexShaderConstantF(CBvTextureCoords, ShaderConstantRect(0, 0, 1.0f, 1.0f), 1); } void ThebesLayerD3D9::CleanResources() { mTexture = nullptr; mTextureOnWhite = nullptr; mValidRegion.SetEmpty(); } void ThebesLayerD3D9::LayerManagerDestroyed() { mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this); mD3DManager = nullptr; } Layer* ThebesLayerD3D9::GetLayer() { return this; } bool ThebesLayerD3D9::IsEmpty() { return !mTexture; } void ThebesLayerD3D9::VerifyContentType(SurfaceMode aMode) { if (!mTexture) return; D3DSURFACE_DESC desc; mTexture->GetLevelDesc(0, &desc); switch (aMode) { case SurfaceMode::SURFACE_OPAQUE: if (desc.Format == D3DFMT_X8R8G8B8 && !mTextureOnWhite) return; break; case SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA: if (desc.Format == D3DFMT_A8R8G8B8 && !mTextureOnWhite) return; break; case SurfaceMode::SURFACE_COMPONENT_ALPHA: if (mTextureOnWhite) { NS_ASSERTION(desc.Format == D3DFMT_X8R8G8B8, "Wrong format for component alpha texture"); return; } break; } // The new format isn't compatible with the old texture(s), toss out the old // texture(s). mTexture = nullptr; mTextureOnWhite = nullptr; mValidRegion.SetEmpty(); } class OpaqueRenderer { public: OpaqueRenderer(const nsIntRegion& aUpdateRegion) : mUpdateRegion(aUpdateRegion) {} ~OpaqueRenderer() { End(); } already_AddRefed Begin(LayerD3D9* aLayer); void End(); IDirect3DTexture9* GetTexture() { return mTmpTexture; } private: const nsIntRegion& mUpdateRegion; nsRefPtr mTmpTexture; nsRefPtr mSurface; nsRefPtr mD3D9ThebesSurface; }; already_AddRefed OpaqueRenderer::Begin(LayerD3D9* aLayer) { nsIntRect bounds = mUpdateRegion.GetBounds(); HRESULT hr = aLayer->device()-> CreateTexture(bounds.width, bounds.height, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, getter_AddRefs(mTmpTexture), nullptr); if (FAILED(hr)) { aLayer->ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr); return nullptr; } hr = mTmpTexture->GetSurfaceLevel(0, getter_AddRefs(mSurface)); if (FAILED(hr)) { // Uh-oh, bail. NS_WARNING("Failed to get texture surface level."); return nullptr; } nsRefPtr result = new gfxWindowsSurface(mSurface); if (!result || result->CairoStatus()) { NS_WARNING("Failed to d3d9 cairo surface."); return nullptr; } mD3D9ThebesSurface = result; return result.forget(); } void OpaqueRenderer::End() { mSurface = nullptr; // gfxWindowsSurface returned from ::Begin() should be released before the // texture is used. This will assert that this is the case #if 1 if (mD3D9ThebesSurface) { mD3D9ThebesSurface->AddRef(); nsrefcnt c = mD3D9ThebesSurface->Release(); if (c != 1) NS_RUNTIMEABORT("Reference mD3D9ThebesSurface must be released by caller of Begin() before calling End()"); } #endif mD3D9ThebesSurface = nullptr; } class TransparentRenderer { public: TransparentRenderer(const nsIntRegion& aUpdateRegion) : mUpdateRegion(aUpdateRegion) {} ~TransparentRenderer() { End(); } already_AddRefed Begin(LayerD3D9* aLayer); void End(); IDirect3DTexture9* GetTexture() { return mTmpTexture; } private: const nsIntRegion& mUpdateRegion; nsRefPtr mTmpTexture; nsRefPtr mD3D9ThebesSurface; }; already_AddRefed TransparentRenderer::Begin(LayerD3D9* aLayer) { nsIntRect bounds = mUpdateRegion.GetBounds(); HRESULT hr = aLayer->device()-> CreateTexture(bounds.width, bounds.height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, getter_AddRefs(mTmpTexture), nullptr); if (FAILED(hr)) { aLayer->ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr); return nullptr; } D3DLOCKED_RECT r; hr = mTmpTexture->LockRect(0, &r, nullptr, 0); if (FAILED(hr)) { // Uh-oh, bail. NS_WARNING("Failed to lock the texture"); return nullptr; } nsRefPtr result = new gfxImageSurface((unsigned char *)r.pBits, bounds.Size(), r.Pitch, gfxImageFormat::ARGB32); if (!result || result->CairoStatus()) { NS_WARNING("Failed to d3d9 cairo surface."); return nullptr; } mD3D9ThebesSurface = result; return result.forget(); } void TransparentRenderer::End() { // gfxImageSurface returned from ::Begin() should be released before the // texture is used. This will assert that this is the case #if 1 if (mD3D9ThebesSurface) { mD3D9ThebesSurface->AddRef(); nsrefcnt c = mD3D9ThebesSurface->Release(); if (c != 1) NS_RUNTIMEABORT("Reference mD3D9ThebesSurface must be released by caller of Begin() before calling End()"); } #endif mD3D9ThebesSurface = nullptr; if (mTmpTexture) mTmpTexture->UnlockRect(0); } static void FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion, const nsIntPoint& aOffset, const gfxRGBA& aColor) { nsIntRegionRectIterator iter(aRegion); const nsIntRect* r; while ((r = iter.Next()) != nullptr) { nsIntRect rect = *r + aOffset; gfxUtils::ClearThebesSurface(aSurface, &rect, aColor); } } void ThebesLayerD3D9::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode, const nsTArray& aReadbackUpdates) { nsIntRect visibleRect = mVisibleRegion.GetBounds(); nsRefPtr destinationSurface; nsIntRect bounds = aRegion.GetBounds(); nsRefPtr tmpTexture; OpaqueRenderer opaqueRenderer(aRegion); TransparentRenderer transparentRenderer(aRegion); OpaqueRenderer opaqueRendererOnWhite(aRegion); switch (aMode) { case SurfaceMode::SURFACE_OPAQUE: destinationSurface = opaqueRenderer.Begin(this); break; case SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA: { destinationSurface = transparentRenderer.Begin(this); // If the contents of this layer don't require component alpha in the // end of rendering, it's safe to enable Cleartype since all the Cleartype // glyphs must be over (or under) opaque pixels. destinationSurface->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA)); break; } case SurfaceMode::SURFACE_COMPONENT_ALPHA: { nsRefPtr onBlack = opaqueRenderer.Begin(this); nsRefPtr onWhite = opaqueRendererOnWhite.Begin(this); if (onBlack && onWhite) { FillSurface(onBlack, aRegion, bounds.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0)); FillSurface(onWhite, aRegion, bounds.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0)); gfxASurface* surfaces[2] = { onBlack.get(), onWhite.get() }; destinationSurface = new gfxTeeSurface(surfaces, ArrayLength(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(false); } break; } } if (!destinationSurface) return; MOZ_ASSERT(gfxPlatform::GetPlatform()->SupportsAzureContentForType(BackendType::CAIRO)); RefPtr dt = gfxPlatform::GetPlatform()->CreateDrawTargetForSurface(destinationSurface, IntSize(destinationSurface->GetSize().width, destinationSurface->GetSize().height)); nsRefPtr context = new gfxContext(dt); context->SetMatrix(context->CurrentMatrix().Translate(-bounds.x, -bounds.y)); LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo(); cbInfo.Callback(this, context, aRegion, DrawRegionClip::CLIP_NONE, nsIntRegion(), cbInfo.CallbackData); for (uint32_t i = 0; i < aReadbackUpdates.Length(); ++i) { NS_ASSERTION(aMode == SurfaceMode::SURFACE_OPAQUE, "Transparent surfaces should not be used for readback"); const ReadbackProcessor::Update& update = aReadbackUpdates[i]; nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset(); nsRefPtr ctx = update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset, update.mSequenceCounter); if (ctx) { ctx->SetMatrix(ctx->CurrentMatrix().Translate(offset.x, offset.y)); ctx->SetSource(destinationSurface, gfxPoint(bounds.x, bounds.y)); ctx->Paint(); update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset); } } // Release the cairo d3d9 surface before we try to composite it context = nullptr; nsAutoTArray srcTextures; nsAutoTArray destTextures; switch (aMode) { case SurfaceMode::SURFACE_OPAQUE: // Must release reference to dest surface before ending drawing destinationSurface = nullptr; opaqueRenderer.End(); srcTextures.AppendElement(opaqueRenderer.GetTexture()); destTextures.AppendElement(mTexture); break; case SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA: // Must release reference to dest surface before ending drawing destinationSurface = nullptr; transparentRenderer.End(); srcTextures.AppendElement(transparentRenderer.GetTexture()); destTextures.AppendElement(mTexture); break; case SurfaceMode::SURFACE_COMPONENT_ALPHA: { // Must release reference to dest surface before ending drawing destinationSurface = nullptr; opaqueRenderer.End(); opaqueRendererOnWhite.End(); srcTextures.AppendElement(opaqueRenderer.GetTexture()); destTextures.AppendElement(mTexture); srcTextures.AppendElement(opaqueRendererOnWhite.GetTexture()); destTextures.AppendElement(mTextureOnWhite); break; } } NS_ASSERTION(srcTextures.Length() == destTextures.Length(), "Mismatched lengths"); // Copy to the texture. for (uint32_t i = 0; i < srcTextures.Length(); ++i) { nsRefPtr srcSurface; nsRefPtr dstSurface; destTextures[i]->GetSurfaceLevel(0, getter_AddRefs(dstSurface)); srcTextures[i]->GetSurfaceLevel(0, getter_AddRefs(srcSurface)); nsIntRegionRectIterator iter(aRegion); const nsIntRect *iterRect; while ((iterRect = iter.Next())) { RECT rect; rect.left = iterRect->x - bounds.x; rect.top = iterRect->y - bounds.y; rect.right = iterRect->XMost() - bounds.x; rect.bottom = iterRect->YMost() - bounds.y; POINT point; point.x = iterRect->x - visibleRect.x; point.y = iterRect->y - visibleRect.y; device()->UpdateSurface(srcSurface, &rect, dstSurface, &point); } } } void ThebesLayerD3D9::CreateNewTextures(const gfx::IntSize &aSize, SurfaceMode aMode) { if (aSize.width == 0 || aSize.height == 0) { // Nothing to do. return; } mTexture = nullptr; mTextureOnWhite = nullptr; HRESULT hr = device()->CreateTexture(aSize.width, aSize.height, 1, D3DUSAGE_RENDERTARGET, aMode != SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, getter_AddRefs(mTexture), nullptr); if (FAILED(hr)) { ReportFailure(NS_LITERAL_CSTRING("ThebesLayerD3D9::CreateNewTextures(): Failed to create texture"), hr); return; } if (aMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) { hr = device()->CreateTexture(aSize.width, aSize.height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, getter_AddRefs(mTextureOnWhite), nullptr); if (FAILED(hr)) { ReportFailure(NS_LITERAL_CSTRING("ThebesLayerD3D9::CreateNewTextures(): Failed to create texture (2)"), hr); return; } } } } /* namespace layers */ } /* namespace mozilla */