/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * 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 "RadialGradientEffectD2D1.h" #include "Logging.h" #include "ShadersD2D1.h" #include "HelpersD2D.h" #include #define TEXTW(x) L##x #define XML(X) TEXTW(#X) // This macro creates a single string from multiple lines of text. static const PCWSTR kXmlDescription = XML( ); // {FB947CDA-718E-40CC-AE7B-D255830D7D14} static const GUID GUID_SampleRadialGradientPS = {0xfb947cda, 0x718e, 0x40cc, {0xae, 0x7b, 0xd2, 0x55, 0x83, 0xd, 0x7d, 0x14}}; // {2C468128-6546-453C-8E25-F2DF0DE10A0F} static const GUID GUID_SampleRadialGradientA0PS = {0x2c468128, 0x6546, 0x453c, {0x8e, 0x25, 0xf2, 0xdf, 0xd, 0xe1, 0xa, 0xf}}; namespace mozilla { namespace gfx { RadialGradientEffectD2D1::RadialGradientEffectD2D1() : mRefCount(0) , mCenter1(D2D1::Vector2F(0, 0)) , mCenter2(D2D1::Vector2F(0, 0)) , mRadius1(0) , mRadius2(0) , mTransform(D2D1::IdentityMatrix()) { } IFACEMETHODIMP RadialGradientEffectD2D1::Initialize(ID2D1EffectContext* pContextInternal, ID2D1TransformGraph* pTransformGraph) { HRESULT hr; hr = pContextInternal->LoadPixelShader(GUID_SampleRadialGradientPS, SampleRadialGradientPS, sizeof(SampleRadialGradientPS)); if (FAILED(hr)) { return hr; } hr = pContextInternal->LoadPixelShader(GUID_SampleRadialGradientA0PS, SampleRadialGradientA0PS, sizeof(SampleRadialGradientA0PS)); if (FAILED(hr)) { return hr; } hr = pTransformGraph->SetSingleTransformNode(this); if (FAILED(hr)) { return hr; } mEffectContext = pContextInternal; return S_OK; } IFACEMETHODIMP RadialGradientEffectD2D1::PrepareForRender(D2D1_CHANGE_TYPE changeType) { if (changeType == D2D1_CHANGE_TYPE_NONE) { return S_OK; } // We'll need to inverse transform our pixel, precompute inverse here. Matrix mat = ToMatrix(mTransform); if (!mat.Invert()) { // Singular return S_OK; } if (!mStopCollection) { return S_OK; } D2D1_POINT_2F dc = D2D1::Point2F(mCenter2.x - mCenter1.x, mCenter2.y - mCenter1.y); float dr = mRadius2 - mRadius1; float A = dc.x * dc.x + dc.y * dc.y - dr * dr; HRESULT hr; if (A == 0) { hr = mDrawInfo->SetPixelShader(GUID_SampleRadialGradientA0PS); } else { hr = mDrawInfo->SetPixelShader(GUID_SampleRadialGradientPS); } if (FAILED(hr)) { return hr; } RefPtr tex = CreateGradientTexture(); hr = mDrawInfo->SetResourceTexture(1, tex); if (FAILED(hr)) { return hr; } struct PSConstantBuffer { float diff[3]; float padding; float center1[2]; float A; float radius1; float sq_radius1; float repeat_correct; float allow_odd; float padding2[1]; float transform[8]; }; PSConstantBuffer buffer = { { dc.x, dc.y, dr }, 0, { mCenter1.x, mCenter1.y }, A, mRadius1, mRadius1 * mRadius1, mStopCollection->GetExtendMode() != D2D1_EXTEND_MODE_CLAMP ? 1 : 0, mStopCollection->GetExtendMode() == D2D1_EXTEND_MODE_MIRROR ? 1 : 0, { 0 }, { mat._11, mat._21, mat._31, 0, mat._12, mat._22, mat._32, 0 } }; hr = mDrawInfo->SetPixelShaderConstantBuffer((BYTE*)&buffer, sizeof(buffer)); if (FAILED(hr)) { return hr; } return S_OK; } IFACEMETHODIMP RadialGradientEffectD2D1::SetGraph(ID2D1TransformGraph* pGraph) { return pGraph->SetSingleTransformNode(this); } IFACEMETHODIMP_(ULONG) RadialGradientEffectD2D1::AddRef() { return ++mRefCount; } IFACEMETHODIMP_(ULONG) RadialGradientEffectD2D1::Release() { if (!--mRefCount) { delete this; return 0; } return mRefCount; } IFACEMETHODIMP RadialGradientEffectD2D1::QueryInterface(const IID &aIID, void **aPtr) { if (!aPtr) { return E_POINTER; } if (aIID == IID_IUnknown) { *aPtr = static_cast(static_cast(this)); } else if (aIID == IID_ID2D1EffectImpl) { *aPtr = static_cast(this); } else if (aIID == IID_ID2D1DrawTransform) { *aPtr = static_cast(this); } else if (aIID == IID_ID2D1Transform) { *aPtr = static_cast(this); } else if (aIID == IID_ID2D1TransformNode) { *aPtr = static_cast(this); } else { return E_NOINTERFACE; } static_cast(*aPtr)->AddRef(); return S_OK; } IFACEMETHODIMP RadialGradientEffectD2D1::MapInputRectsToOutputRect(const D2D1_RECT_L* pInputRects, const D2D1_RECT_L* pInputOpaqueSubRects, UINT32 inputRectCount, D2D1_RECT_L* pOutputRect, D2D1_RECT_L* pOutputOpaqueSubRect) { if (inputRectCount != 1) { return E_INVALIDARG; } *pOutputRect = *pInputRects; *pOutputOpaqueSubRect = *pInputOpaqueSubRects; return S_OK; } IFACEMETHODIMP RadialGradientEffectD2D1::MapOutputRectToInputRects(const D2D1_RECT_L* pOutputRect, D2D1_RECT_L* pInputRects, UINT32 inputRectCount) const { if (inputRectCount != 1) { return E_INVALIDARG; } *pInputRects = *pOutputRect; return S_OK; } IFACEMETHODIMP RadialGradientEffectD2D1::MapInvalidRect(UINT32 inputIndex, D2D1_RECT_L invalidInputRect, D2D1_RECT_L* pInvalidOutputRect) const { MOZ_ASSERT(inputIndex == 0); *pInvalidOutputRect = invalidInputRect; return S_OK; } IFACEMETHODIMP RadialGradientEffectD2D1::SetDrawInfo(ID2D1DrawInfo *pDrawInfo) { mDrawInfo = pDrawInfo; return S_OK; } HRESULT RadialGradientEffectD2D1::Register(ID2D1Factory1 *aFactory) { D2D1_PROPERTY_BINDING bindings[] = { D2D1_VALUE_TYPE_BINDING(L"StopCollection", &RadialGradientEffectD2D1::SetStopCollection, &RadialGradientEffectD2D1::GetStopCollection), D2D1_VALUE_TYPE_BINDING(L"Center1", &RadialGradientEffectD2D1::SetCenter1, &RadialGradientEffectD2D1::GetCenter1), D2D1_VALUE_TYPE_BINDING(L"Center2", &RadialGradientEffectD2D1::SetCenter2, &RadialGradientEffectD2D1::GetCenter2), D2D1_VALUE_TYPE_BINDING(L"Radius1", &RadialGradientEffectD2D1::SetRadius1, &RadialGradientEffectD2D1::GetRadius1), D2D1_VALUE_TYPE_BINDING(L"Radius2", &RadialGradientEffectD2D1::SetRadius2, &RadialGradientEffectD2D1::GetRadius2), D2D1_VALUE_TYPE_BINDING(L"Transform", &RadialGradientEffectD2D1::SetTransform, &RadialGradientEffectD2D1::GetTransform) }; HRESULT hr = aFactory->RegisterEffectFromString(CLSID_RadialGradientEffect, kXmlDescription, bindings, ARRAYSIZE(bindings), CreateEffect); if (FAILED(hr)) { gfxWarning() << "Failed to register radial gradient effect."; } return hr; } void RadialGradientEffectD2D1::Unregister(ID2D1Factory1 *aFactory) { aFactory->UnregisterEffect(CLSID_RadialGradientEffect); } HRESULT __stdcall RadialGradientEffectD2D1::CreateEffect(IUnknown **aEffectImpl) { *aEffectImpl = static_cast(new RadialGradientEffectD2D1()); (*aEffectImpl)->AddRef(); return S_OK; } HRESULT RadialGradientEffectD2D1::SetStopCollection(IUnknown *aStopCollection) { if (SUCCEEDED(aStopCollection->QueryInterface((ID2D1GradientStopCollection**)byRef(mStopCollection)))) { return S_OK; } return E_INVALIDARG; } already_AddRefed RadialGradientEffectD2D1::CreateGradientTexture() { std::vector rawStops; rawStops.resize(mStopCollection->GetGradientStopCount()); mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size()); std::vector textureData; textureData.resize(4096 * 4); unsigned char *texData = &textureData.front(); float prevColorPos = 0; float nextColorPos = 1.0f; D2D1_COLOR_F prevColor = rawStops[0].color; D2D1_COLOR_F nextColor = prevColor; if (rawStops.size() >= 2) { nextColor = rawStops[1].color; nextColorPos = rawStops[1].position; } uint32_t stopPosition = 2; // Not the most optimized way but this will do for now. for (int i = 0; i < 4096; i++) { // The 4095 seems a little counter intuitive, but we want the gradient // color at offset 0 at the first pixel, and at offset 1.0f at the last // pixel. float pos = float(i) / 4095; while (pos > nextColorPos) { prevColor = nextColor; prevColorPos = nextColorPos; if (rawStops.size() > stopPosition) { nextColor = rawStops[stopPosition].color; nextColorPos = rawStops[stopPosition++].position; } else { nextColorPos = 1.0f; } } float interp; if (nextColorPos != prevColorPos) { interp = (pos - prevColorPos) / (nextColorPos - prevColorPos); } else { interp = 0; } Color newColor(prevColor.r + (nextColor.r - prevColor.r) * interp, prevColor.g + (nextColor.g - prevColor.g) * interp, prevColor.b + (nextColor.b - prevColor.b) * interp, prevColor.a + (nextColor.a - prevColor.a) * interp); // Note D2D expects RGBA here!! texData[i * 4] = (char)(255.0f * newColor.r); texData[i * 4 + 1] = (char)(255.0f * newColor.g); texData[i * 4 + 2] = (char)(255.0f * newColor.b); texData[i * 4 + 3] = (char)(255.0f * newColor.a); } RefPtr tex; UINT32 width = 4096; UINT32 stride = 4096 * 4; D2D1_RESOURCE_TEXTURE_PROPERTIES props; // Older shader models do not support 1D textures. So just use a width x 1 texture. props.dimensions = 2; UINT32 dims[] = { width, 1 }; props.extents = dims; props.channelDepth = D2D1_CHANNEL_DEPTH_4; props.bufferPrecision = D2D1_BUFFER_PRECISION_8BPC_UNORM; props.filter = D2D1_FILTER_MIN_MAG_MIP_LINEAR; D2D1_EXTEND_MODE extendMode[] = { mStopCollection->GetExtendMode(), mStopCollection->GetExtendMode() }; props.extendModes = extendMode; HRESULT hr = mEffectContext->CreateResourceTexture(nullptr, &props, &textureData.front(), &stride, 4096 * 4, byRef(tex)); if (FAILED(hr)) { gfxWarning() << "Failed to create resource texture: " << hexa(hr); } return tex.forget(); } } }