/* -*- 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/. */ #ifndef MOZILLA_GFX_DRAWTARGETD2D_H_ #define MOZILLA_GFX_DRAWTARGETD2D_H_ #include "2D.h" #include "PathD2D.h" #include #include "HelpersD2D.h" #include #include #ifdef _MSC_VER #include #else #include #endif struct IDWriteFactory; namespace mozilla { namespace gfx { class SourceSurfaceD2DTarget; class SourceSurfaceD2D; class GradientStopsD2D; class ScaledFontDWrite; const int32_t kLayerCacheSize = 5; struct PrivateD3D10DataD2D { RefPtr mEffect; RefPtr mInputLayout; RefPtr mVB; RefPtr mBlendStates[size_t(CompositionOp::OP_COUNT)]; }; class DrawTargetD2D : public DrawTarget { public: MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(DrawTargetD2D) DrawTargetD2D(); virtual ~DrawTargetD2D(); virtual DrawTargetType GetType() const MOZ_OVERRIDE { return DrawTargetType::HARDWARE_RASTER; } virtual BackendType GetBackendType() const { return BackendType::DIRECT2D; } virtual TemporaryRef 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 DrawFilter(FilterNode *aNode, const Rect &aSourceRect, const Point &aDestPoint, const DrawOptions &aOptions = DrawOptions()); virtual void DrawSurfaceWithShadow(SourceSurface *aSurface, const Point &aDest, const Color &aColor, const Point &aOffset, Float aSigma, CompositionOp aOperator); virtual void ClearRect(const Rect &aRect); virtual void MaskSurface(const Pattern &aSource, SourceSurface *aMask, Point aOffset, const DrawOptions &aOptions = DrawOptions()); 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(), const GlyphRenderingOptions *aRenderingOptions = nullptr); virtual void Mask(const Pattern &aSource, const Pattern &aMask, const DrawOptions &aOptions = DrawOptions()); virtual void PushClip(const Path *aPath); virtual void PushClipRect(const Rect &aRect); virtual void PopClip(); virtual TemporaryRef CreateSourceSurfaceFromData(unsigned char *aData, const IntSize &aSize, int32_t aStride, SurfaceFormat aFormat) const; virtual TemporaryRef OptimizeSourceSurface(SourceSurface *aSurface) const; virtual TemporaryRef CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const; virtual TemporaryRef CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const; virtual TemporaryRef CreatePathBuilder(FillRule aFillRule = FillRule::FILL_WINDING) const; virtual TemporaryRef CreateGradientStops(GradientStop *aStops, uint32_t aNumStops, ExtendMode aExtendMode = ExtendMode::CLAMP) const; virtual TemporaryRef CreateFilter(FilterType aType); virtual bool SupportsRegionClipping() const { return false; } virtual void *GetNativeSurface(NativeSurfaceType aType); bool Init(const IntSize &aSize, SurfaceFormat aFormat); bool Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat); bool InitD3D10Data(); uint32_t GetByteSize() const; TemporaryRef GetCachedLayer(); void PopCachedLayer(ID2D1RenderTarget *aRT); #ifdef USE_D2D1_1 TemporaryRef GetImageForSurface(SourceSurface *aSurface); #endif static ID2D1Factory *factory(); static void CleanupD2D(); static IDWriteFactory *GetDWriteFactory(); ID2D1RenderTarget *GetRT() { return mRT; } operator std::string() const { std::stringstream stream; stream << "DrawTargetD2D(" << this << ")"; return stream.str(); } static uint64_t mVRAMUsageDT; static uint64_t mVRAMUsageSS; private: TemporaryRef GetBitmapForSurface(SourceSurface *aSurface, Rect &aSource); friend class AutoSaveRestoreClippedOut; friend class SourceSurfaceD2DTarget; #ifdef _MSC_VER typedef stdext::hash_set TargetSet; #else typedef std::unordered_set TargetSet; #endif 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(); void FlushTransformToRT() { if (mTransformDirty) { mRT->SetTransform(D2DMatrix(mTransform)); mTransformDirty = false; } } void AddDependencyOnSource(SourceSurfaceD2DTarget* aSource); ID3D10BlendState *GetBlendStateForOperator(CompositionOp aOperator); ID2D1RenderTarget *GetRTForOperation(CompositionOp aOperator, const Pattern &aPattern); void FinalizeRTForOperation(CompositionOp aOperator, const Pattern &aPattern, const Rect &aBounds); void EnsureViews(); void PopAllClips(); void PushClipsToRT(ID2D1RenderTarget *aRT); void PopClipsFromRT(ID2D1RenderTarget *aRT); // This function ensures mCurrentClipMaskTexture contains a texture containing // a mask corresponding with the current DrawTarget clip. See // GetClippedGeometry for a description of aClipBounds. void EnsureClipMaskTexture(IntRect *aClipBounds); bool FillGlyphsManual(ScaledFontDWrite *aFont, const GlyphBuffer &aBuffer, const Color &aColor, IDWriteRenderingParams *aParams, const DrawOptions &aOptions = DrawOptions()); TemporaryRef CreateRTForTexture(ID3D10Texture2D *aTexture, SurfaceFormat aFormat); // This returns the clipped geometry, in addition it returns aClipBounds which // represents the intersection of all pixel-aligned rectangular clips that // are currently set. The returned clipped geometry must be clipped by these // bounds to correctly reflect the total clip. This is in device space. TemporaryRef GetClippedGeometry(IntRect *aClipBounds); bool GetDeviceSpaceClipRect(D2D1_RECT_F& aClipRect, bool& aIsPixelAligned); TemporaryRef CreateBrushForPattern(const Pattern &aPattern, Float aAlpha = 1.0f); TemporaryRef CreateGradientTexture(const GradientStopsD2D *aStops); TemporaryRef CreateTextureForAnalysis(IDWriteGlyphRunAnalysis *aAnalysis, const IntRect &aBounds); void SetupEffectForRadialGradient(const RadialGradientPattern *aPattern); void SetupStateForRendering(); // Set the scissor rect to a certain IntRects, resets the scissor rect to // surface bounds when nullptr is specified. void SetScissorToRect(IntRect *aRect); void PushD2DLayer(ID2D1RenderTarget *aRT, ID2D1Geometry *aGeometry, ID2D1Layer *aLayer, const D2D1_MATRIX_3X2_F &aTransform); static const uint32_t test = 4; IntSize mSize; RefPtr mDevice; RefPtr mTexture; RefPtr mCurrentClipMaskTexture; RefPtr mCurrentClippedGeometry; // This is only valid if mCurrentClippedGeometry is non-null. And will // only be the intersection of all pixel-aligned retangular clips. This is in // device space. IntRect mCurrentClipBounds; mutable RefPtr mRT; // We store this to prevent excessive SetTextRenderingParams calls. RefPtr mTextRenderingParams; // Temporary texture and render target used for supporting alternative operators. RefPtr mTempTexture; RefPtr mRTView; RefPtr mSRView; RefPtr mTempRT; RefPtr mTempRTView; // List of pushed clips. struct PushedClip { RefPtr mLayer; D2D1_RECT_F mBounds; union { // If mPath is non-nullptr, the mTransform member will be used, otherwise // the mIsPixelAligned member is valid. D2D1_MATRIX_3X2_F mTransform; bool mIsPixelAligned; }; RefPtr mPath; }; std::vector mPushedClips; // We cache ID2D1Layer objects as it causes D2D to keep around textures that // serve as the temporary surfaces for these operations. As texture creation // is quite expensive this considerably improved performance. // Careful here, RAII will not ensure destruction of the RefPtrs. RefPtr mCachedLayers[kLayerCacheSize]; uint32_t mCurrentCachedLayer; // The latest snapshot of this surface. This needs to be told when this // target is modified. We keep it alive as a cache. RefPtr mSnapshot; // A list of targets we need to flush when we're modified. TargetSet mDependentTargets; // A list of targets which have this object in their mDependentTargets set TargetSet mDependingOnTargets; // True of the current clip stack is pushed to the main RT. bool mClipsArePushed; PrivateD3D10DataD2D *mPrivateData; static ID2D1Factory *mFactory; static IDWriteFactory *mDWriteFactory; }; } } #endif /* MOZILLA_GFX_DRAWTARGETD2D_H_ */