/* -*- 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 * * 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 "DrawTargetD2D.h" #include "SourceSurfaceD2D.h" #include "SourceSurfaceD2DTarget.h" #include "ShadersD2D.h" #include "PathD2D.h" #include "GradientStopsD2D.h" #include "ScaledFontDWrite.h" #include "Logging.h" #include "Tools.h" #include #ifndef M_PI #define M_PI 3.14159265358979323846 #endif typedef HRESULT (WINAPI*D2D1CreateFactoryFunc)( D2D1_FACTORY_TYPE factoryType, REFIID iid, CONST D2D1_FACTORY_OPTIONS *pFactoryOptions, void **factory ); typedef HRESULT (WINAPI*D3D10CreateEffectFromMemoryFunc)( void *pData, SIZE_T DataLength, UINT FXFlags, ID3D10Device *pDevice, ID3D10EffectPool *pEffectPool, ID3D10Effect **ppEffect ); using namespace std; namespace mozilla { namespace gfx { struct Vertex { float x; float y; }; ID2D1Factory *DrawTargetD2D::mFactory; // Helper class to restore surface contents that was clipped out but may have // been altered by a drawing call. class AutoSaveRestoreClippedOut { public: AutoSaveRestoreClippedOut(DrawTargetD2D *aDT) : mDT(aDT) {} void Save() { if (!mDT->mPushedClips.size()) { return; } mDT->Flush(); RefPtr tmpTexture; IntSize size = mDT->mSize; SurfaceFormat format = mDT->mFormat; CD3D10_TEXTURE2D_DESC desc(DXGIFormat(format), size.width, size.height, 1, 1); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; HRESULT hr = mDT->mDevice->CreateTexture2D(&desc, NULL, byRef(tmpTexture)); if (FAILED(hr)) { gfxWarning() << "Failed to create temporary texture to hold surface data."; } mDT->mDevice->CopyResource(tmpTexture, mDT->mTexture); D2D1_BITMAP_PROPERTIES props = D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(format), AlphaMode(format))); RefPtr surf; tmpTexture->QueryInterface((IDXGISurface**)byRef(surf)); hr = mDT->mRT->CreateSharedBitmap(IID_IDXGISurface, surf, &props, byRef(mOldSurfBitmap)); if (FAILED(hr)) { gfxWarning() << "Failed to create shared bitmap for old surface."; } mClippedArea = mDT->GetClippedGeometry(); } ID2D1Factory *factory() { return mDT->factory(); } ~AutoSaveRestoreClippedOut() { if (!mOldSurfBitmap) { return; } ID2D1RenderTarget *rt = mDT->mRT; // Write the area that was clipped out back to the surface. This all // happens in device space. rt->SetTransform(D2D1::IdentityMatrix()); mDT->mTransformDirty = true; RefPtr rectGeom; factory()->CreateRectangleGeometry( D2D1::RectF(0, 0, float(mDT->mSize.width), float(mDT->mSize.height)), byRef(rectGeom)); RefPtr invClippedArea; factory()->CreatePathGeometry(byRef(invClippedArea)); RefPtr sink; invClippedArea->Open(byRef(sink)); HRESULT hr = rectGeom->CombineWithGeometry(mClippedArea, D2D1_COMBINE_MODE_EXCLUDE, NULL, sink); sink->Close(); RefPtr brush; rt->CreateBitmapBrush(mOldSurfBitmap, D2D1::BitmapBrushProperties(), D2D1::BrushProperties(), byRef(brush)); rt->FillGeometry(invClippedArea, brush); } private: DrawTargetD2D *mDT; // If we have an operator unbound by the source, this will contain a bitmap // with the old dest surface data. RefPtr mOldSurfBitmap; // This contains the area drawing is clipped to. RefPtr mClippedArea; }; DrawTargetD2D::DrawTargetD2D() : mClipsArePushed(false) , mPrivateData(NULL) { } DrawTargetD2D::~DrawTargetD2D() { if (mRT) { PopAllClips(); mRT->EndDraw(); } if (mTempRT) { mTempRT->EndDraw(); } if (mSnapshot) { // We may hold the only reference. MarkIndependent will clear mSnapshot; // keep the snapshot object alive so it doesn't get destroyed while // MarkIndependent is running. RefPtr deathGrip = mSnapshot; // mSnapshot can be treated as independent of this DrawTarget since we know // this DrawTarget won't change again. deathGrip->MarkIndependent(); // mSnapshot will be cleared now. } // Targets depending on us can break that dependency, since we're obviously not going to // be modified in the future. for (TargetSet::iterator iter = mDependentTargets.begin(); iter != mDependentTargets.end(); iter++) { (*iter)->mDependingOnTargets.erase(this); } // Our dependencies on other targets no longer matter. for (TargetSet::iterator iter = mDependingOnTargets.begin(); iter != mDependingOnTargets.end(); iter++) { (*iter)->mDependentTargets.erase(this); } } /* * DrawTarget Implementation */ TemporaryRef DrawTargetD2D::Snapshot() { if (!mSnapshot) { mSnapshot = new SourceSurfaceD2DTarget(this, mTexture, mFormat); Flush(); } return mSnapshot; } void DrawTargetD2D::Flush() { PopAllClips(); HRESULT hr = mRT->Flush(); if (FAILED(hr)) { gfxWarning() << "Error reported when trying to flush D2D rendertarget. Code: " << hr; } // We no longer depend on any target. for (TargetSet::iterator iter = mDependingOnTargets.begin(); iter != mDependingOnTargets.end(); iter++) { (*iter)->mDependentTargets.erase(this); } mDependingOnTargets.clear(); } void DrawTargetD2D::AddDependencyOnSource(SourceSurfaceD2DTarget* aSource) { if (aSource->mDrawTarget && !mDependingOnTargets.count(aSource->mDrawTarget)) { aSource->mDrawTarget->mDependentTargets.insert(this); mDependingOnTargets.insert(aSource->mDrawTarget); } } void DrawTargetD2D::DrawSurface(SourceSurface *aSurface, const Rect &aDest, const Rect &aSource, const DrawSurfaceOptions &aSurfOptions, const DrawOptions &aOptions) { RefPtr bitmap; ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, ColorPattern(Color())); PrepareForDrawing(rt); rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode)); Rect srcRect = aSource; switch (aSurface->GetType()) { case SURFACE_D2D1_BITMAP: { SourceSurfaceD2D *srcSurf = static_cast(aSurface); bitmap = srcSurf->GetBitmap(); if (!bitmap) { if (aSource.width > rt->GetMaximumBitmapSize() || aSource.height > rt->GetMaximumBitmapSize()) { gfxDebug() << "Bitmap source larger than texture size specified. DrawBitmap will silently fail."; // Don't know how to deal with this yet. return; } int stride = srcSurf->GetSize().width * BytesPerPixel(srcSurf->GetFormat()); unsigned char *data = &srcSurf->mRawData.front() + (uint32_t)aSource.y * stride + (uint32_t)aSource.x * BytesPerPixel(srcSurf->GetFormat()); D2D1_BITMAP_PROPERTIES props = D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(srcSurf->GetFormat()), AlphaMode(srcSurf->GetFormat()))); mRT->CreateBitmap(D2D1::SizeU(UINT32(aSource.width), UINT32(aSource.height)), data, stride, props, byRef(bitmap)); srcRect.x -= (uint32_t)aSource.x; srcRect.y -= (uint32_t)aSource.y; } } break; case SURFACE_D2D1_DRAWTARGET: { SourceSurfaceD2DTarget *srcSurf = static_cast(aSurface); bitmap = srcSurf->GetBitmap(mRT); AddDependencyOnSource(srcSurf); } break; } rt->DrawBitmap(bitmap, D2DRect(aDest), aOptions.mAlpha, D2DFilter(aSurfOptions.mFilter), D2DRect(srcRect)); FinalizeRTForOperation(aOptions.mCompositionOp, ColorPattern(Color()), aDest); } void DrawTargetD2D::DrawSurfaceWithShadow(SourceSurface *aSurface, const Point &aDest, const Color &aColor, const Point &aOffset, Float aSigma, CompositionOp aOperator) { RefPtr srView = NULL; if (aSurface->GetType() != SURFACE_D2D1_DRAWTARGET) { return; } // XXX - This function is way too long, it should be split up soon to make // it more graspable! Flush(); AutoSaveRestoreClippedOut restoreClippedOut(this); if (!IsOperatorBoundByMask(aOperator)) { restoreClippedOut.Save(); } srView = static_cast(aSurface)->GetSRView(); EnsureViews(); if (!mTempRTView) { // This view is only needed in this path. HRESULT hr = mDevice->CreateRenderTargetView(mTempTexture, NULL, byRef(mTempRTView)); if (FAILED(hr)) { gfxWarning() << "Failure to create RenderTargetView. Code: " << hr; return; } } RefPtr destRTView = mRTView; RefPtr destTexture; HRESULT hr; RefPtr maskTexture; RefPtr maskSRView; if (mPushedClips.size()) { // Here we render a mask of the clipped out area for use as an input to the // shadow drawing. CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_A8_UNORM, mSize.width, mSize.height, 1, 1); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; hr = mDevice->CreateTexture2D(&desc, NULL, byRef(maskTexture)); RefPtr rt = CreateRTForTexture(maskTexture); RefPtr brush; rt->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), byRef(brush)); RefPtr geometry = GetClippedGeometry(); rt->BeginDraw(); rt->Clear(D2D1::ColorF(0, 0)); rt->FillGeometry(geometry, brush); rt->EndDraw(); mDevice->CreateShaderResourceView(maskTexture, NULL, byRef(maskSRView)); } IntSize srcSurfSize; ID3D10RenderTargetView *rtViews; D3D10_VIEWPORT viewport; UINT stride = sizeof(Vertex); UINT offset = 0; ID3D10Buffer *buff = mPrivateData->mVB; mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); mDevice->IASetVertexBuffers(0, 1, &buff, &stride, &offset); mDevice->IASetInputLayout(mPrivateData->mInputLayout); mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(-1.0f, 1.0f, 2.0f, -2.0f)); mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); // If we create a downsampled source surface we need to correct aOffset for that. Point correctedOffset = aOffset + aDest; // The 'practical' scaling factors. Float dsFactorX = 1.0f; Float dsFactorY = 1.0f; if (aSigma > 1.7f) { // In this case 9 samples of our original will not cover it. Generate the // mip levels for the original and create a downsampled version from // them. We generate a version downsampled so that a kernel for a sigma // of 1.7 will produce the right results. float blurWeights[9] = { 0.234671f, 0.197389f, 0.197389f, 0.117465f, 0.117465f, 0.049456f, 0.049456f, 0.014732f, 0.014732f }; mPrivateData->mEffect->GetVariableByName("BlurWeights")->SetRawValue(blurWeights, 0, sizeof(blurWeights)); CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSurface->GetSize().width, aSurface->GetSize().height); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS; RefPtr mipTexture; hr = mDevice->CreateTexture2D(&desc, NULL, byRef(mipTexture)); if (FAILED(hr)) { gfxWarning() << "Failure to create temporary texture. Size: " << aSurface->GetSize() << " Code: " << hr; return; } IntSize dsSize = IntSize(int32_t(aSurface->GetSize().width * (1.7f / aSigma)), int32_t(aSurface->GetSize().height * (1.7f / aSigma))); if (dsSize.width < 1) { dsSize.width = 1; } if (dsSize.height < 1) { dsSize.height = 1; } dsFactorX = dsSize.width / Float(aSurface->GetSize().width); dsFactorY = dsSize.height / Float(aSurface->GetSize().height); correctedOffset.x *= dsFactorX; correctedOffset.y *= dsFactorY; desc = CD3D10_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM, dsSize.width, dsSize.height, 1, 1); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; RefPtr tmpDSTexture; hr = mDevice->CreateTexture2D(&desc, NULL, byRef(tmpDSTexture)); if (FAILED(hr)) { gfxWarning() << "Failure to create temporary texture. Size: " << dsSize << " Code: " << hr; return; } D3D10_BOX box; box.left = box.top = box.front = 0; box.back = 1; box.right = aSurface->GetSize().width; box.bottom = aSurface->GetSize().height; mDevice->CopySubresourceRegion(mipTexture, 0, 0, 0, 0, static_cast(aSurface)->mTexture, 0, &box); mDevice->CreateShaderResourceView(mipTexture, NULL, byRef(srView)); mDevice->GenerateMips(srView); RefPtr dsRTView; RefPtr dsSRView; mDevice->CreateRenderTargetView(tmpDSTexture, NULL, byRef(dsRTView)); mDevice->CreateShaderResourceView(tmpDSTexture, NULL, byRef(dsSRView)); // We're not guaranteed the texture we created will be empty, we've // seen old content at least on NVidia drivers. float color[4] = { 0, 0, 0, 0 }; mDevice->ClearRenderTargetView(dsRTView, color); rtViews = dsRTView; mDevice->OMSetRenderTargets(1, &rtViews, NULL); viewport.MaxDepth = 1; viewport.MinDepth = 0; viewport.Height = dsSize.height; viewport.Width = dsSize.width; viewport.TopLeftX = 0; viewport.TopLeftY = 0; mDevice->RSSetViewports(1, &viewport); mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView); mPrivateData->mEffect->GetTechniqueByName("SampleTexture")-> GetPassByIndex(0)->Apply(0); mDevice->OMSetBlendState(GetBlendStateForOperator(OP_OVER), NULL, 0xffffffff); mDevice->Draw(4, 0); srcSurfSize = dsSize; srView = dsSRView; } else { // In this case generate a kernel to draw the blur directly to the temp // surf in one direction and to final in the other. float blurWeights[9]; float normalizeFactor = 1.0f; if (aSigma != 0) { normalizeFactor = 1.0f / Float(sqrt(2 * M_PI * pow(aSigma, 2))); } blurWeights[0] = normalizeFactor; // XXX - We should actually optimize for Sigma = 0 here. We could use a // much simpler shader and save a lot of texture lookups. for (int i = 1; i < 9; i += 2) { if (aSigma != 0) { blurWeights[i] = blurWeights[i + 1] = normalizeFactor * exp(-pow(float((i + 1) / 2), 2) / (2 * pow(aSigma, 2))); } else { blurWeights[i] = blurWeights[i + 1] = 0; } } mPrivateData->mEffect->GetVariableByName("BlurWeights")->SetRawValue(blurWeights, 0, sizeof(blurWeights)); viewport.MaxDepth = 1; viewport.MinDepth = 0; viewport.Height = aSurface->GetSize().height; viewport.Width = aSurface->GetSize().width; viewport.TopLeftX = 0; viewport.TopLeftY = 0; mDevice->RSSetViewports(1, &viewport); srcSurfSize = aSurface->GetSize(); } // We may need to draw to a different intermediate surface if our temp // texture isn't big enough. bool needBiggerTemp = srcSurfSize.width > mSize.width || srcSurfSize.height > mSize.height; RefPtr tmpRTView; RefPtr tmpSRView; RefPtr tmpTexture; IntSize tmpSurfSize = mSize; if (!needBiggerTemp) { tmpRTView = mTempRTView; tmpSRView = mSRView; // There could still be content here! float color[4] = { 0, 0, 0, 0 }; mDevice->ClearRenderTargetView(tmpRTView, color); } else { CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, srcSurfSize.width, srcSurfSize.height, 1, 1); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; mDevice->CreateTexture2D(&desc, NULL, byRef(tmpTexture)); mDevice->CreateRenderTargetView(tmpTexture, NULL, byRef(tmpRTView)); mDevice->CreateShaderResourceView(tmpTexture, NULL, byRef(tmpSRView)); tmpSurfSize = srcSurfSize; } rtViews = tmpRTView; mDevice->OMSetRenderTargets(1, &rtViews, NULL); mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView); // Premultiplied! float shadowColor[4] = { aColor.r * aColor.a, aColor.g * aColor.a, aColor.b * aColor.a, aColor.a }; mPrivateData->mEffect->GetVariableByName("ShadowColor")->AsVector()-> SetFloatVector(shadowColor); float pixelOffset = 1.0f / float(srcSurfSize.width); float blurOffsetsH[9] = { 0, pixelOffset, -pixelOffset, 2.0f * pixelOffset, -2.0f * pixelOffset, 3.0f * pixelOffset, -3.0f * pixelOffset, 4.0f * pixelOffset, - 4.0f * pixelOffset }; pixelOffset = 1.0f / float(tmpSurfSize.height); float blurOffsetsV[9] = { 0, pixelOffset, -pixelOffset, 2.0f * pixelOffset, -2.0f * pixelOffset, 3.0f * pixelOffset, -3.0f * pixelOffset, 4.0f * pixelOffset, - 4.0f * pixelOffset }; mPrivateData->mEffect->GetVariableByName("BlurOffsetsH")-> SetRawValue(blurOffsetsH, 0, sizeof(blurOffsetsH)); mPrivateData->mEffect->GetVariableByName("BlurOffsetsV")-> SetRawValue(blurOffsetsV, 0, sizeof(blurOffsetsV)); mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")-> GetPassByIndex(0)->Apply(0); mDevice->Draw(4, 0); viewport.MaxDepth = 1; viewport.MinDepth = 0; viewport.Height = mSize.height; viewport.Width = mSize.width; viewport.TopLeftX = 0; viewport.TopLeftY = 0; mDevice->RSSetViewports(1, &viewport); mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(tmpSRView); rtViews = destRTView; mDevice->OMSetRenderTargets(1, &rtViews, NULL); Point shadowDest = aDest + aOffset; mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(-1.0f + ((shadowDest.x / mSize.width) * 2.0f), 1.0f - (shadowDest.y / mSize.height * 2.0f), (Float(aSurface->GetSize().width) / mSize.width) * 2.0f, (-Float(aSurface->GetSize().height) / mSize.height) * 2.0f)); mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, Float(srcSurfSize.width) / tmpSurfSize.width, Float(srcSurfSize.height) / tmpSurfSize.height)); if (mPushedClips.size()) { mPrivateData->mEffect->GetVariableByName("mask")->AsShaderResource()->SetResource(maskSRView); mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(shadowDest.x / mSize.width, shadowDest.y / mSize.width, Float(aSurface->GetSize().width) / mSize.width, Float(aSurface->GetSize().height) / mSize.height)); mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")-> GetPassByIndex(2)->Apply(0); } else { mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")-> GetPassByIndex(1)->Apply(0); } mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), NULL, 0xffffffff); mDevice->Draw(4, 0); mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(-1.0f + ((aDest.x / mSize.width) * 2.0f), 1.0f - (aDest.y / mSize.height * 2.0f), (Float(aSurface->GetSize().width) / mSize.width) * 2.0f, (-Float(aSurface->GetSize().height) / mSize.height) * 2.0f)); mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(static_cast(aSurface)->GetSRView()); mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); if (mPushedClips.size()) { mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(aDest.x / mSize.width, aDest.y / mSize.width, Float(aSurface->GetSize().width) / mSize.width, Float(aSurface->GetSize().height) / mSize.height)); mPrivateData->mEffect->GetTechniqueByName("SampleMaskedTexture")-> GetPassByIndex(0)->Apply(0); } else { mPrivateData->mEffect->GetTechniqueByName("SampleTexture")-> GetPassByIndex(0)->Apply(0); } mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), NULL, 0xffffffff); mDevice->Draw(4, 0); } void DrawTargetD2D::ClearRect(const Rect &aRect) { MarkChanged(); FlushTransformToRT(); PopAllClips(); AutoSaveRestoreClippedOut restoreClippedOut(this); restoreClippedOut.Save(); bool needsClip = false; needsClip = aRect.x > 0 || aRect.y > 0 || aRect.XMost() < mSize.width || aRect.YMost() < mSize.height; if (needsClip) { mRT->PushAxisAlignedClip(D2DRect(aRect), D2D1_ANTIALIAS_MODE_PER_PRIMITIVE); } mRT->Clear(D2D1::ColorF(0, 0.0f)); if (needsClip) { mRT->PopAxisAlignedClip(); } return; } void DrawTargetD2D::CopySurface(SourceSurface *aSurface, const IntRect &aSourceRect, const IntPoint &aDestination) { MarkChanged(); Rect srcRect(Float(aSourceRect.x), Float(aSourceRect.y), Float(aSourceRect.width), Float(aSourceRect.height)); Rect dstRect(Float(aDestination.x), Float(aDestination.y), Float(aSourceRect.width), Float(aSourceRect.height)); mRT->SetTransform(D2D1::IdentityMatrix()); mTransformDirty = true; mRT->PushAxisAlignedClip(D2DRect(dstRect), D2D1_ANTIALIAS_MODE_ALIASED); mRT->Clear(D2D1::ColorF(0, 0.0f)); mRT->PopAxisAlignedClip(); RefPtr bitmap; switch (aSurface->GetType()) { case SURFACE_D2D1_BITMAP: { SourceSurfaceD2D *srcSurf = static_cast(aSurface); bitmap = srcSurf->GetBitmap(); } break; case SURFACE_D2D1_DRAWTARGET: { SourceSurfaceD2DTarget *srcSurf = static_cast(aSurface); bitmap = srcSurf->GetBitmap(mRT); AddDependencyOnSource(srcSurf); } break; } if (!bitmap) { return; } mRT->DrawBitmap(bitmap, D2DRect(dstRect), 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_LINEAR, D2DRect(srcRect)); } void DrawTargetD2D::FillRect(const Rect &aRect, const Pattern &aPattern, const DrawOptions &aOptions) { ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern); PrepareForDrawing(rt); rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode)); RefPtr brush = CreateBrushForPattern(aPattern, aOptions.mAlpha); if (brush) { rt->FillRectangle(D2DRect(aRect), brush); } FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, aRect); } void DrawTargetD2D::StrokeRect(const Rect &aRect, const Pattern &aPattern, const StrokeOptions &aStrokeOptions, const DrawOptions &aOptions) { ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern); PrepareForDrawing(rt); rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode)); RefPtr brush = CreateBrushForPattern(aPattern, aOptions.mAlpha); RefPtr strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions); if (brush && strokeStyle) { rt->DrawRectangle(D2DRect(aRect), brush, aStrokeOptions.mLineWidth, strokeStyle); } FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, aRect); } void DrawTargetD2D::StrokeLine(const Point &aStart, const Point &aEnd, const Pattern &aPattern, const StrokeOptions &aStrokeOptions, const DrawOptions &aOptions) { ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern); PrepareForDrawing(rt); rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode)); RefPtr brush = CreateBrushForPattern(aPattern, aOptions.mAlpha); RefPtr strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions); if (brush && strokeStyle) { rt->DrawLine(D2DPoint(aStart), D2DPoint(aEnd), brush, aStrokeOptions.mLineWidth, strokeStyle); } FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, Float(mSize.width), Float(mSize.height))); } void DrawTargetD2D::Stroke(const Path *aPath, const Pattern &aPattern, const StrokeOptions &aStrokeOptions, const DrawOptions &aOptions) { if (aPath->GetBackendType() != BACKEND_DIRECT2D) { gfxDebug() << *this << ": Ignoring drawing call for incompatible path."; return; } const PathD2D *d2dPath = static_cast(aPath); ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern); PrepareForDrawing(rt); rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode)); RefPtr brush = CreateBrushForPattern(aPattern, aOptions.mAlpha); RefPtr strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions); if (brush && strokeStyle) { rt->DrawGeometry(d2dPath->mGeometry, brush, aStrokeOptions.mLineWidth, strokeStyle); } FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, Float(mSize.width), Float(mSize.height))); } void DrawTargetD2D::Fill(const Path *aPath, const Pattern &aPattern, const DrawOptions &aOptions) { if (aPath->GetBackendType() != BACKEND_DIRECT2D) { gfxDebug() << *this << ": Ignoring drawing call for incompatible path."; return; } const PathD2D *d2dPath = static_cast(aPath); ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern); PrepareForDrawing(rt); rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode)); RefPtr brush = CreateBrushForPattern(aPattern, aOptions.mAlpha); if (brush) { rt->FillGeometry(d2dPath->mGeometry, brush); } Rect bounds; if (aOptions.mCompositionOp != OP_OVER) { D2D1_RECT_F d2dbounds; d2dPath->mGeometry->GetBounds(D2D1::IdentityMatrix(), &d2dbounds); bounds = ToRect(d2dbounds); } FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, bounds); } void DrawTargetD2D::FillGlyphs(ScaledFont *aFont, const GlyphBuffer &aBuffer, const Pattern &aPattern, const DrawOptions &aOptions) { if (aFont->GetType() != FONT_DWRITE) { gfxDebug() << *this << ": Ignoring drawing call for incompatible font."; return; } ScaledFontDWrite *font = static_cast(aFont); ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern); PrepareForDrawing(rt); RefPtr brush = CreateBrushForPattern(aPattern, aOptions.mAlpha); DWRITE_GLYPH_RUN glyphRun; glyphRun.bidiLevel = 0; glyphRun.fontEmSize = font->mSize; glyphRun.isSideways = FALSE; glyphRun.fontFace = font->mFontFace; glyphRun.glyphCount = aBuffer.mNumGlyphs; std::vector indices; std::vector advances; std::vector offsets; indices.resize(aBuffer.mNumGlyphs); advances.resize(aBuffer.mNumGlyphs); offsets.resize(aBuffer.mNumGlyphs); memset(&advances.front(), 0, sizeof(FLOAT) * aBuffer.mNumGlyphs); for (unsigned int i = 0; i < aBuffer.mNumGlyphs; i++) { indices[i] = aBuffer.mGlyphs[i].mIndex; offsets[i].advanceOffset = aBuffer.mGlyphs[i].mPosition.x; offsets[i].ascenderOffset = -aBuffer.mGlyphs[i].mPosition.y; } glyphRun.glyphAdvances = &advances.front(); glyphRun.glyphIndices = &indices.front(); glyphRun.glyphOffsets = &offsets.front(); if (brush) { rt->DrawGlyphRun(D2D1::Point2F(), &glyphRun, brush); } FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, (Float)mSize.width, (Float)mSize.height)); } void DrawTargetD2D::Mask(const Pattern &aSource, const Pattern &aMask, const DrawOptions &aOptions) { ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aSource); PrepareForDrawing(rt); RefPtr brush = CreateBrushForPattern(aSource, aOptions.mAlpha); RefPtr maskBrush = CreateBrushForPattern(aMask, 1.0f); RefPtr layer; rt->CreateLayer(byRef(layer)); rt->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), NULL, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE, D2D1::IdentityMatrix(), 1.0f, maskBrush), layer); Rect rect(0, 0, mSize.width, mSize.height); Matrix mat = mTransform; mat.Invert(); rt->FillRectangle(D2DRect(mat.TransformBounds(rect)), brush); rt->PopLayer(); FinalizeRTForOperation(aOptions.mCompositionOp, aSource, Rect(0, 0, (Float)mSize.width, (Float)mSize.height)); } void DrawTargetD2D::PushClip(const Path *aPath) { if (aPath->GetBackendType() != BACKEND_DIRECT2D) { gfxDebug() << *this << ": Ignoring clipping call for incompatible path."; return; } RefPtr pathD2D = static_cast(const_cast(aPath)); PushedClip clip; clip.mTransform = D2DMatrix(mTransform); clip.mPath = pathD2D; RefPtr layer; pathD2D->mGeometry->GetBounds(clip.mTransform, &clip.mBounds); mRT->CreateLayer( byRef(layer)); clip.mLayer = layer; mPushedClips.push_back(clip); // The transform of clips is relative to the world matrix, since we use the total // transform for the clips, make the world matrix identity. mRT->SetTransform(D2D1::IdentityMatrix()); mTransformDirty = true; if (mClipsArePushed) { D2D1_LAYER_OPTIONS options = D2D1_LAYER_OPTIONS_NONE; if (mFormat == FORMAT_B8G8R8X8) { options = D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE; } mRT->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), pathD2D->mGeometry, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE, clip.mTransform, 1.0f, NULL, options), layer); } } void DrawTargetD2D::PushClipRect(const Rect &aRect) { if (!mTransform.IsRectilinear()) { // Whoops, this isn't a rectangle in device space, Direct2D will not deal // with this transform the way we want it to. // See remarks: http://msdn.microsoft.com/en-us/library/dd316860%28VS.85%29.aspx RefPtr pathBuilder = CreatePathBuilder(); pathBuilder->MoveTo(aRect.TopLeft()); pathBuilder->LineTo(aRect.TopRight()); pathBuilder->LineTo(aRect.BottomRight()); pathBuilder->LineTo(aRect.BottomLeft()); pathBuilder->Close(); RefPtr path = pathBuilder->Finish(); return PushClip(path); } PushedClip clip; // Do not store the transform, just store the device space rectangle directly. clip.mBounds = D2DRect(mTransform.TransformBounds(aRect)); mPushedClips.push_back(clip); mRT->SetTransform(D2D1::IdentityMatrix()); if (mClipsArePushed) { mRT->PushAxisAlignedClip(clip.mBounds, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE); } } void DrawTargetD2D::PopClip() { if (mClipsArePushed) { if (mPushedClips.back().mLayer) { mRT->PopLayer(); } else { mRT->PopAxisAlignedClip(); } } mPushedClips.pop_back(); } TemporaryRef DrawTargetD2D::CreateSourceSurfaceFromData(unsigned char *aData, const IntSize &aSize, int32_t aStride, SurfaceFormat aFormat) const { RefPtr newSurf = new SourceSurfaceD2D(); if (!newSurf->InitFromData(aData, aSize, aStride, aFormat, mRT)) { return NULL; } return newSurf; } TemporaryRef DrawTargetD2D::OptimizeSourceSurface(SourceSurface *aSurface) const { // Unsupported! return NULL; } TemporaryRef DrawTargetD2D::CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const { if (aSurface.mType != NATIVE_SURFACE_D3D10_TEXTURE) { gfxDebug() << *this << ": Failure to create source surface from non-D3D10 texture native surface."; return NULL; } RefPtr newSurf = new SourceSurfaceD2D(); if (!newSurf->InitFromTexture(static_cast(aSurface.mSurface), aSurface.mFormat, mRT)) { gfxWarning() << *this << ": Failed to create SourceSurface from texture."; return NULL; } return newSurf; } TemporaryRef DrawTargetD2D::CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const { RefPtr newTarget = new DrawTargetD2D(); if (!newTarget->Init(aSize, aFormat)) { gfxDebug() << *this << ": Failed to create optimal draw target. Size: " << aSize; return NULL; } return newTarget; } TemporaryRef DrawTargetD2D::CreatePathBuilder(FillRule aFillRule) const { RefPtr path; HRESULT hr = factory()->CreatePathGeometry(byRef(path)); if (FAILED(hr)) { gfxWarning() << "Failed to create Direct2D Path Geometry. Code: " << hr; return NULL; } RefPtr sink; hr = path->Open(byRef(sink)); if (FAILED(hr)) { gfxWarning() << "Failed to access Direct2D Path Geometry. Code: " << hr; return NULL; } if (aFillRule == FILL_WINDING) { sink->SetFillMode(D2D1_FILL_MODE_WINDING); } return new PathBuilderD2D(sink, path, aFillRule); } TemporaryRef DrawTargetD2D::CreateGradientStops(GradientStop *rawStops, uint32_t aNumStops, ExtendMode aExtendMode) const { D2D1_GRADIENT_STOP *stops = new D2D1_GRADIENT_STOP[aNumStops]; for (uint32_t i = 0; i < aNumStops; i++) { stops[i].position = rawStops[i].offset; stops[i].color = D2DColor(rawStops[i].color); } RefPtr stopCollection; HRESULT hr = mRT->CreateGradientStopCollection(stops, aNumStops, D2D1_GAMMA_2_2, D2DExtend(aExtendMode), byRef(stopCollection)); delete [] stops; if (FAILED(hr)) { gfxWarning() << "Failed to create GradientStopCollection. Code: " << hr; return NULL; } return new GradientStopsD2D(stopCollection); } void* DrawTargetD2D::GetNativeSurface(NativeSurfaceType aType) { if (aType != NATIVE_SURFACE_D3D10_TEXTURE) { return NULL; } return mTexture; } /* * Public functions */ bool DrawTargetD2D::Init(const IntSize &aSize, SurfaceFormat aFormat) { HRESULT hr; mSize = aSize; mFormat = aFormat; if (!Factory::GetDirect3D10Device()) { gfxDebug() << "Failed to Init Direct2D DrawTarget (No D3D10 Device set.)"; return false; } mDevice = Factory::GetDirect3D10Device(); CD3D10_TEXTURE2D_DESC desc(DXGIFormat(aFormat), mSize.width, mSize.height, 1, 1); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; hr = mDevice->CreateTexture2D(&desc, NULL, byRef(mTexture)); if (FAILED(hr)) { gfxDebug() << "Failed to init Direct2D DrawTarget. Size: " << mSize << " Code: " << hr; return false; } if (!InitD2DRenderTarget()) { return false; } mRT->Clear(D2D1::ColorF(0, 0)); return true; } bool DrawTargetD2D::Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat) { HRESULT hr; mTexture = aTexture; mFormat = aFormat; if (!mTexture) { gfxDebug() << "No valid texture for Direct2D draw target initialization."; return false; } RefPtr device; mTexture->GetDevice(byRef(device)); hr = device->QueryInterface((ID3D10Device1**)byRef(mDevice)); if (FAILED(hr)) { gfxWarning() << "Failed to get D3D10 device from texture."; return false; } D3D10_TEXTURE2D_DESC desc; mTexture->GetDesc(&desc); mSize.width = desc.Width; mSize.height = desc.Height; return InitD2DRenderTarget(); } // {0D398B49-AE7B-416F-B26D-EA3C137D1CF7} static const GUID sPrivateDataD2D = { 0xd398b49, 0xae7b, 0x416f, { 0xb2, 0x6d, 0xea, 0x3c, 0x13, 0x7d, 0x1c, 0xf7 } }; bool DrawTargetD2D::InitD3D10Data() { HRESULT hr; UINT privateDataSize; privateDataSize = sizeof(mPrivateData); hr = mDevice->GetPrivateData(sPrivateDataD2D, &privateDataSize, &mPrivateData); if (SUCCEEDED(hr)) { return true; } mPrivateData = new PrivateD3D10DataD2D; D3D10CreateEffectFromMemoryFunc createD3DEffect; HMODULE d3dModule = LoadLibraryW(L"d3d10_1.dll"); createD3DEffect = (D3D10CreateEffectFromMemoryFunc) GetProcAddress(d3dModule, "D3D10CreateEffectFromMemory"); hr = createD3DEffect((void*)d2deffect, sizeof(d2deffect), 0, mDevice, NULL, byRef(mPrivateData->mEffect)); if (FAILED(hr)) { gfxWarning() << "Failed to initialize Direct2D required effects. Code: " << hr; return false; } privateDataSize = sizeof(mPrivateData); mDevice->SetPrivateData(sPrivateDataD2D, privateDataSize, &mPrivateData); D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; D3D10_PASS_DESC passDesc; mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->GetPassByIndex(0)->GetDesc(&passDesc); hr = mDevice->CreateInputLayout(layout, sizeof(layout) / sizeof(D3D10_INPUT_ELEMENT_DESC), passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, byRef(mPrivateData->mInputLayout)); if (FAILED(hr)) { gfxWarning() << "Failed to initialize Direct2D required InputLayout. Code: " << hr; return false; } D3D10_SUBRESOURCE_DATA data; Vertex vertices[] = { {0.0, 0.0}, {1.0, 0.0}, {0.0, 1.0}, {1.0, 1.0} }; data.pSysMem = vertices; CD3D10_BUFFER_DESC bufferDesc(sizeof(vertices), D3D10_BIND_VERTEX_BUFFER); hr = mDevice->CreateBuffer(&bufferDesc, &data, byRef(mPrivateData->mVB)); if (FAILED(hr)) { gfxWarning() << "Failed to initialize Direct2D required VertexBuffer. Code: " << hr; return false; } return true; } /* * Private helpers */ bool DrawTargetD2D::InitD2DRenderTarget() { if (!factory()) { return false; } mRT = CreateRTForTexture(mTexture); if (!mRT) { return false; } mRT->BeginDraw(); if (mFormat == FORMAT_B8G8R8X8) { mRT->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE); } return InitD3D10Data(); } void DrawTargetD2D::PrepareForDrawing(ID2D1RenderTarget *aRT) { if (!mClipsArePushed || aRT == mTempRT) { if (mPushedClips.size()) { // The transform of clips is relative to the world matrix, since we use the total // transform for the clips, make the world matrix identity. aRT->SetTransform(D2D1::IdentityMatrix()); if (aRT == mRT) { mTransformDirty = true; mClipsArePushed = true; } for (std::vector::iterator iter = mPushedClips.begin(); iter != mPushedClips.end(); iter++) { D2D1_LAYER_OPTIONS options = D2D1_LAYER_OPTIONS_NONE; if (iter->mLayer) { D2D1_LAYER_OPTIONS options = D2D1_LAYER_OPTIONS_NONE; if (mFormat == FORMAT_B8G8R8X8) { options = D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE; } aRT->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), iter->mPath->mGeometry, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE, iter->mTransform, 1.0f, NULL, options), iter->mLayer); } else { aRT->PushAxisAlignedClip(iter->mBounds, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE); } } } } FlushTransformToRT(); MarkChanged(); if (aRT == mTempRT) { mTempRT->SetTransform(D2DMatrix(mTransform)); } } void DrawTargetD2D::MarkChanged() { if (mSnapshot) { if (mSnapshot->hasOneRef()) { // Just destroy it, since no-one else knows about it. mSnapshot = NULL; } else { mSnapshot->DrawTargetWillChange(); // The snapshot will no longer depend on this target. MOZ_ASSERT(!mSnapshot); } } if (mDependentTargets.size()) { // Copy mDependentTargets since the Flush()es below will modify it. TargetSet tmpTargets = mDependentTargets; for (TargetSet::iterator iter = tmpTargets.begin(); iter != tmpTargets.end(); iter++) { (*iter)->Flush(); } // The Flush() should have broken all dependencies on this target. MOZ_ASSERT(!mDependentTargets.size()); } } ID3D10BlendState* DrawTargetD2D::GetBlendStateForOperator(CompositionOp aOperator) { if (mPrivateData->mBlendStates[aOperator]) { return mPrivateData->mBlendStates[aOperator]; } D3D10_BLEND_DESC desc; memset(&desc, 0, sizeof(D3D10_BLEND_DESC)); desc.AlphaToCoverageEnable = FALSE; desc.BlendEnable[0] = TRUE; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; desc.BlendOp = desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; switch (aOperator) { case OP_ADD: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ONE; break; case OP_IN: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO; break; case OP_OUT: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO; break; case OP_ATOP: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; break; case OP_DEST_IN: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ZERO; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_SRC_ALPHA; break; case OP_DEST_OUT: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ZERO; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; break; case OP_DEST_ATOP: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_SRC_ALPHA; break; case OP_DEST_OVER: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ONE; break; case OP_XOR: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; break; case OP_SOURCE: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO; break; default: desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE; desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; } mDevice->CreateBlendState(&desc, byRef(mPrivateData->mBlendStates[aOperator])); return mPrivateData->mBlendStates[aOperator]; } /* This function prepares the temporary RT for drawing and returns it when a * drawing operation other than OVER is required. */ ID2D1RenderTarget* DrawTargetD2D::GetRTForOperation(CompositionOp aOperator, const Pattern &aPattern) { if (aOperator == OP_OVER && !IsPatternSupportedByD2D(aPattern)) { return mRT; } PopAllClips(); if (mTempRT) { mTempRT->Clear(D2D1::ColorF(0, 0)); return mTempRT; } EnsureViews(); if (!mRTView || !mSRView) { gfxDebug() << *this << ": Failed to get required views. Defaulting to OP_OVER."; return mRT; } mTempRT = CreateRTForTexture(mTempTexture); if (!mTempRT) { return mRT; } mTempRT->BeginDraw(); mTempRT->Clear(D2D1::ColorF(0, 0)); return mTempRT; } /* This function blends back the content of a drawing operation (drawn to an * empty surface with OVER, so the surface now contains the source operation * contents) to the rendertarget using the requested composition operation. * In order to respect clip for operations which are unbound by their mask, * the old content of the surface outside the clipped area may be blended back * to the surface. */ void DrawTargetD2D::FinalizeRTForOperation(CompositionOp aOperator, const Pattern &aPattern, const Rect &aBounds) { if (aOperator == OP_OVER && !IsPatternSupportedByD2D(aPattern)) { return; } if (!mTempRT) { return; } for (int i = mPushedClips.size() - 1; i >= 0; i--) { if (mPushedClips[i].mLayer) { mTempRT->PopLayer(); } else { mTempRT->PopAxisAlignedClip(); } } mRT->Flush(); mTempRT->Flush(); AutoSaveRestoreClippedOut restoreClippedOut(this); bool needsWriteBack = !IsOperatorBoundByMask(aOperator) && mPushedClips.size(); if (needsWriteBack) { restoreClippedOut.Save(); } ID3D10RenderTargetView *rtViews = mRTView; mDevice->OMSetRenderTargets(1, &rtViews, NULL); UINT stride = sizeof(Vertex); UINT offset = 0; ID3D10Buffer *buff = mPrivateData->mVB; mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); mDevice->IASetVertexBuffers(0, 1, &buff, &stride, &offset); mDevice->IASetInputLayout(mPrivateData->mInputLayout); D3D10_VIEWPORT viewport; viewport.MaxDepth = 1; viewport.MinDepth = 0; viewport.Height = mSize.height; viewport.Width = mSize.width; viewport.TopLeftX = 0; viewport.TopLeftY = 0; mDevice->RSSetViewports(1, &viewport); mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(-1.0f, 1.0f, 2.0f, -2.0f)); if (!IsPatternSupportedByD2D(aPattern)) { mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(mSRView); mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->GetPassByIndex(0)->Apply(0); } else if (aPattern.GetType() == PATTERN_RADIAL_GRADIENT) { const RadialGradientPattern *pat = static_cast(&aPattern); if (pat->mCenter1 == pat->mCenter2 && pat->mRadius1 == pat->mRadius2) { // Draw nothing! return; } mPrivateData->mEffect->GetVariableByName("mask")->AsShaderResource()->SetResource(mSRView); SetupEffectForRadialGradient(pat); } mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), NULL, 0xffffffff); mDevice->Draw(4, 0); } TemporaryRef DrawTargetD2D::GetClippedGeometry() { RefPtr currentSink; RefPtr clippedGeometry; factory()->CreatePathGeometry(byRef(clippedGeometry)); clippedGeometry->Open(byRef(currentSink)); std::vector::iterator iter = mPushedClips.begin(); iter->mPath->GetGeometry()->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES, iter->mTransform, currentSink); currentSink->Close(); iter++; for (;iter != mPushedClips.end(); iter++) { RefPtr newGeom; factory()->CreatePathGeometry(byRef(newGeom)); newGeom->Open(byRef(currentSink)); clippedGeometry->CombineWithGeometry(iter->mPath->GetGeometry(), D2D1_COMBINE_MODE_INTERSECT, iter->mTransform, currentSink); currentSink->Close(); clippedGeometry = newGeom; } return clippedGeometry; } TemporaryRef DrawTargetD2D::CreateRTForTexture(ID3D10Texture2D *aTexture) { HRESULT hr; RefPtr surface; RefPtr rt; hr = aTexture->QueryInterface((IDXGISurface**)byRef(surface)); if (FAILED(hr)) { gfxWarning() << "Failed to QI texture to surface."; return NULL; } D3D10_TEXTURE2D_DESC desc; aTexture->GetDesc(&desc); D2D1_ALPHA_MODE alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; if (mFormat == FORMAT_B8G8R8X8 && aTexture == mTexture) { alphaMode = D2D1_ALPHA_MODE_IGNORE; } D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(desc.Format, alphaMode)); hr = factory()->CreateDxgiSurfaceRenderTarget(surface, props, byRef(rt)); if (FAILED(hr)) { gfxWarning() << "Failed to create D2D render target for texture."; return NULL; } return rt; } void DrawTargetD2D::EnsureViews() { if (mTempTexture && mSRView && mRTView) { return; } HRESULT hr; CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, mSize.width, mSize.height, 1, 1); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; hr = mDevice->CreateTexture2D(&desc, NULL, byRef(mTempTexture)); if (FAILED(hr)) { gfxWarning() << *this << "Failed to create temporary texture for rendertarget. Size: " << mSize << " Code: " << hr; return; } hr = mDevice->CreateShaderResourceView(mTempTexture, NULL, byRef(mSRView)); if (FAILED(hr)) { gfxWarning() << *this << "Failed to create shader resource view for temp texture. Code: " << hr; return; } hr = mDevice->CreateRenderTargetView(mTexture, NULL, byRef(mRTView)); if (FAILED(hr)) { gfxWarning() << *this << "Failed to create rendertarget view for temp texture. Code: " << hr; } } void DrawTargetD2D::PopAllClips() { if (mClipsArePushed) { for (int i = mPushedClips.size() - 1; i >= 0; i--) { if (mPushedClips[i].mLayer) { mRT->PopLayer(); } else { mRT->PopAxisAlignedClip(); } } mClipsArePushed = false; } } TemporaryRef DrawTargetD2D::CreateBrushForPattern(const Pattern &aPattern, Float aAlpha) { if (IsPatternSupportedByD2D(aPattern)) { RefPtr colBrush; mRT->CreateSolidColorBrush(D2D1::ColorF(1.0f, 1.0f, 1.0f, 1.0f), byRef(colBrush)); return colBrush; } if (aPattern.GetType() == PATTERN_COLOR) { RefPtr colBrush; Color color = static_cast(&aPattern)->mColor; mRT->CreateSolidColorBrush(D2D1::ColorF(color.r, color.g, color.b, color.a), D2D1::BrushProperties(aAlpha), byRef(colBrush)); return colBrush; } else if (aPattern.GetType() == PATTERN_LINEAR_GRADIENT) { RefPtr gradBrush; const LinearGradientPattern *pat = static_cast(&aPattern); GradientStopsD2D *stops = static_cast(pat->mStops.get()); if (!stops) { gfxDebug() << "No stops specified for gradient pattern."; return NULL; } if (pat->mBegin == pat->mEnd) { RefPtr colBrush; uint32_t stopCount = stops->mStopCollection->GetGradientStopCount(); vector d2dStops(stopCount); stops->mStopCollection->GetGradientStops(&d2dStops.front(), stopCount); mRT->CreateSolidColorBrush(d2dStops.back().color, D2D1::BrushProperties(aAlpha), byRef(colBrush)); return colBrush; } mRT->CreateLinearGradientBrush(D2D1::LinearGradientBrushProperties(D2DPoint(pat->mBegin), D2DPoint(pat->mEnd)), D2D1::BrushProperties(aAlpha, D2DMatrix(pat->mMatrix)), stops->mStopCollection, byRef(gradBrush)); return gradBrush; } else if (aPattern.GetType() == PATTERN_RADIAL_GRADIENT) { RefPtr gradBrush; const RadialGradientPattern *pat = static_cast(&aPattern); GradientStopsD2D *stops = static_cast(pat->mStops.get()); if (!stops) { gfxDebug() << "No stops specified for gradient pattern."; return NULL; } // This will not be a complex radial gradient brush. mRT->CreateRadialGradientBrush( D2D1::RadialGradientBrushProperties(D2DPoint(pat->mCenter1), D2D1::Point2F(), pat->mRadius2, pat->mRadius2), D2D1::BrushProperties(aAlpha, D2DMatrix(pat->mMatrix)), stops->mStopCollection, byRef(gradBrush)); return gradBrush; } else if (aPattern.GetType() == PATTERN_SURFACE) { RefPtr bmBrush; const SurfacePattern *pat = static_cast(&aPattern); if (!pat->mSurface) { gfxDebug() << "No source surface specified for surface pattern"; return NULL; } RefPtr bitmap; Matrix mat = pat->mMatrix; switch (pat->mSurface->GetType()) { case SURFACE_D2D1_BITMAP: { SourceSurfaceD2D *surf = static_cast(pat->mSurface.get()); bitmap = surf->mBitmap; if (!bitmap) { bitmap = CreatePartialBitmapForSurface(surf, mat); if (!bitmap) { return NULL; } } } break; case SURFACE_D2D1_DRAWTARGET: { SourceSurfaceD2DTarget *surf = static_cast(pat->mSurface.get()); bitmap = surf->GetBitmap(mRT); AddDependencyOnSource(surf); } break; } mRT->CreateBitmapBrush(bitmap, D2D1::BitmapBrushProperties(D2DExtend(pat->mExtendMode), D2DExtend(pat->mExtendMode), D2DFilter(pat->mFilter)), D2D1::BrushProperties(aAlpha, D2DMatrix(mat)), byRef(bmBrush)); return bmBrush; } gfxWarning() << "Invalid pattern type detected."; return NULL; } TemporaryRef DrawTargetD2D::CreateStrokeStyleForOptions(const StrokeOptions &aStrokeOptions) { RefPtr style; D2D1_CAP_STYLE capStyle; D2D1_LINE_JOIN joinStyle; switch (aStrokeOptions.mLineCap) { case CAP_BUTT: capStyle = D2D1_CAP_STYLE_FLAT; break; case CAP_ROUND: capStyle = D2D1_CAP_STYLE_ROUND; break; case CAP_SQUARE: capStyle = D2D1_CAP_STYLE_SQUARE; break; } switch (aStrokeOptions.mLineJoin) { case JOIN_MITER: joinStyle = D2D1_LINE_JOIN_MITER; break; case JOIN_MITER_OR_BEVEL: joinStyle = D2D1_LINE_JOIN_MITER_OR_BEVEL; break; case JOIN_ROUND: joinStyle = D2D1_LINE_JOIN_ROUND; break; case JOIN_BEVEL: joinStyle = D2D1_LINE_JOIN_BEVEL; break; } HRESULT hr; if (aStrokeOptions.mDashPattern) { typedef vector FloatVector; // D2D "helpfully" multiplies the dash pattern by the line width. // That's not what cairo does, or is what 's dash wants. // So fix the multiplication in advance. Float lineWidth = aStrokeOptions.mLineWidth; FloatVector dash(aStrokeOptions.mDashPattern, aStrokeOptions.mDashPattern + aStrokeOptions.mDashLength); for (FloatVector::iterator it = dash.begin(); it != dash.end(); ++it) { *it /= lineWidth; } hr = factory()->CreateStrokeStyle( D2D1::StrokeStyleProperties(capStyle, capStyle, capStyle, joinStyle, aStrokeOptions.mMiterLimit, D2D1_DASH_STYLE_CUSTOM, aStrokeOptions.mDashOffset), &dash[0], // data() is not C++98, although it's in recent gcc // and VC10's STL dash.size(), byRef(style)); } else { hr = factory()->CreateStrokeStyle( D2D1::StrokeStyleProperties(capStyle, capStyle, capStyle, joinStyle, aStrokeOptions.mMiterLimit), NULL, 0, byRef(style)); } if (FAILED(hr)) { gfxWarning() << "Failed to create Direct2D stroke style."; } return style; } TemporaryRef DrawTargetD2D::CreateGradientTexture(const GradientStopsD2D *aStops) { CD3D10_TEXTURE1D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, 4096, 1, 1); std::vector rawStops; rawStops.resize(aStops->mStopCollection->GetGradientStopCount()); aStops->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; if (pos > nextColorPos) { prevColor = nextColor; prevColorPos = nextColorPos; if (rawStops.size() > stopPosition) { nextColor = rawStops[stopPosition].color; nextColorPos = rawStops[stopPosition++].position; } else { nextColorPos = 1.0f; } } float interp = (pos - prevColorPos) / (nextColorPos - prevColorPos); 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); texData[i * 4] = (char)(255.0f * newColor.b); texData[i * 4 + 1] = (char)(255.0f * newColor.g); texData[i * 4 + 2] = (char)(255.0f * newColor.r); texData[i * 4 + 3] = (char)(255.0f * newColor.a); } D3D10_SUBRESOURCE_DATA data; data.pSysMem = &textureData.front(); RefPtr tex; mDevice->CreateTexture1D(&desc, &data, byRef(tex)); return tex; } TemporaryRef DrawTargetD2D::CreatePartialBitmapForSurface(SourceSurfaceD2D *aSurface, Matrix &aMatrix) { RefPtr bitmap; // This is where things get complicated. The source surface was // created for a surface that was too large to fit in a texture. // We'll need to figure out if we can work with a partial upload // or downsample in software. Matrix transform = mTransform; transform = aMatrix * transform; if (!transform.Invert()) { // Singular transform, nothing to be drawn. return NULL; } Rect rect(0, 0, mSize.width, mSize.height); // Calculate the rectangle of the source mapped to our surface. rect = transform.TransformBounds(rect); rect.RoundOut(); Rect uploadRect(0, 0, aSurface->mSize.width, aSurface->mSize.height); // Calculate the rectangle on the source bitmap that touches our // surface. uploadRect = uploadRect.Intersect(rect); if (uploadRect.width <= mRT->GetMaximumBitmapSize() && uploadRect.height <= mRT->GetMaximumBitmapSize()) { int Bpp = BytesPerPixel(aSurface->mFormat); int stride = Bpp * aSurface->mSize.width; // A partial upload will suffice. mRT->CreateBitmap(D2D1::SizeU(uint32_t(uploadRect.width), uint32_t(uploadRect.height)), &aSurface->mRawData.front() + int(uploadRect.x) + int(uploadRect.y) * stride, stride, D2D1::BitmapProperties(D2DPixelFormat(aSurface->mFormat)), byRef(bitmap)); aMatrix.Translate(-uploadRect.x, -uploadRect.y); return bitmap; } else { // XXX - FIX ME!! MOZ_ASSERT(false); gfxDebug() << "Source surface used for pattern too large!"; return NULL; } } void DrawTargetD2D::SetupEffectForRadialGradient(const RadialGradientPattern *aPattern) { mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")->GetPassByIndex(0)->Apply(0); mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); float dimensions[] = { float(mSize.width), float(mSize.height), 0, 0 }; mPrivateData->mEffect->GetVariableByName("dimensions")->AsVector()-> SetFloatVector(dimensions); const GradientStopsD2D *stops = static_cast(aPattern->mStops.get()); RefPtr tex = CreateGradientTexture(stops); RefPtr srView; mDevice->CreateShaderResourceView(tex, NULL, byRef(srView)); mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView); Point dc = aPattern->mCenter2 - aPattern->mCenter1; float dr = aPattern->mRadius2 - aPattern->mRadius1; float diffv[] = { dc.x, dc.y, dr, 0 }; mPrivateData->mEffect->GetVariableByName("diff")->AsVector()-> SetFloatVector(diffv); float center1[] = { aPattern->mCenter1.x, aPattern->mCenter1.y, dr, 0 }; mPrivateData->mEffect->GetVariableByName("center1")->AsVector()-> SetFloatVector(center1); mPrivateData->mEffect->GetVariableByName("radius1")->AsScalar()-> SetFloat(aPattern->mRadius1); mPrivateData->mEffect->GetVariableByName("sq_radius1")->AsScalar()-> SetFloat(pow(aPattern->mRadius1, 2)); Matrix invTransform = mTransform; if (!invTransform.Invert()) { // Bail if the matrix is singular. return; } float matrix[] = { invTransform._11, invTransform._12, 0, 0, invTransform._21, invTransform._22, 0, 0, invTransform._31, invTransform._32, 1.0f, 0, 0, 0, 0, 1.0f }; mPrivateData->mEffect->GetVariableByName("DeviceSpaceToUserSpace")-> AsMatrix()->SetMatrix(matrix); float A = dc.x * dc.x + dc.y * dc.y - dr * dr; uint32_t offset = 0; switch (stops->mStopCollection->GetExtendMode()) { case D2D1_EXTEND_MODE_WRAP: offset = 1; break; case D2D1_EXTEND_MODE_MIRROR: offset = 2; break; default: gfxWarning() << "This shouldn't happen! Invalid extend mode for gradient stops."; } if (A == 0) { mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")-> GetPassByIndex(offset * 2 + 1)->Apply(0); } else { mPrivateData->mEffect->GetVariableByName("A")->AsScalar()->SetFloat(A); mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")-> GetPassByIndex(offset * 2)->Apply(0); } } ID2D1Factory* DrawTargetD2D::factory() { if (mFactory) { return mFactory; } D2D1CreateFactoryFunc createD2DFactory; HMODULE d2dModule = LoadLibraryW(L"d2d1.dll"); createD2DFactory = (D2D1CreateFactoryFunc) GetProcAddress(d2dModule, "D2D1CreateFactory"); if (!createD2DFactory) { gfxWarning() << "Failed to locate D2D1CreateFactory function."; return NULL; } D2D1_FACTORY_OPTIONS options; #ifdef _DEBUG options.debugLevel = D2D1_DEBUG_LEVEL_WARNING; #else options.debugLevel = D2D1_DEBUG_LEVEL_NONE; #endif HRESULT hr = createD2DFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, __uuidof(ID2D1Factory), &options, (void**)&mFactory); if (FAILED(hr)) { gfxWarning() << "Failed to create Direct2D factory."; } return mFactory; } } }