/* -*- 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) 2010 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Vladimir Vukicevic * 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 "mozilla/layers/PLayers.h" #include "mozilla/layers/ShadowLayers.h" #include "ShadowBufferD3D9.h" #include "gfxImageSurface.h" #include "gfxWindowsSurface.h" #include "gfxWindowsPlatform.h" #include "CanvasLayerD3D9.h" namespace mozilla { namespace layers { CanvasLayerD3D9::~CanvasLayerD3D9() { if (mD3DManager) { mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this); } } void CanvasLayerD3D9::Initialize(const Data& aData) { NS_ASSERTION(mSurface == nsnull, "BasicCanvasLayer::Initialize called twice!"); if (aData.mSurface) { mSurface = aData.mSurface; NS_ASSERTION(aData.mGLContext == nsnull, "CanvasLayer can't have both surface and GLContext"); mNeedsYFlip = PR_FALSE; mDataIsPremultiplied = PR_TRUE; } else if (aData.mGLContext) { NS_ASSERTION(aData.mGLContext->IsOffscreen(), "canvas gl context isn't offscreen"); mGLContext = aData.mGLContext; mCanvasFramebuffer = mGLContext->GetOffscreenFBO(); mDataIsPremultiplied = aData.mGLBufferIsPremultiplied; mNeedsYFlip = PR_TRUE; } else { NS_ERROR("CanvasLayer created without mSurface or mGLContext?"); } mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height); CreateTexture(); } void CanvasLayerD3D9::UpdateSurface() { if (!mDirty) return; mDirty = PR_FALSE; if (!mTexture) { CreateTexture(); NS_WARNING("CanvasLayerD3D9::Updated called but no texture present!"); return; } if (mGLContext) { // WebGL reads entire surface. LockTextureRectD3D9 textureLock(mTexture); if (!textureLock.HasLock()) { NS_WARNING("Failed to lock CanvasLayer texture."); return; } D3DLOCKED_RECT r = textureLock.GetLockRect(); PRUint8 *destination; if (r.Pitch != mBounds.width * 4) { destination = new PRUint8[mBounds.width * mBounds.height * 4]; } else { destination = (PRUint8*)r.pBits; } // We have to flush to ensure that any buffered GL operations are // in the framebuffer before we read. mGLContext->fFlush(); PRUint32 currentFramebuffer = 0; mGLContext->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, (GLint*)¤tFramebuffer); // Make sure that we read pixels from the correct framebuffer, regardless // of what's currently bound. if (currentFramebuffer != mCanvasFramebuffer) mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCanvasFramebuffer); nsRefPtr tmpSurface = new gfxImageSurface(destination, gfxIntSize(mBounds.width, mBounds.height), mBounds.width * 4, gfxASurface::ImageFormatARGB32); mGLContext->ReadPixelsIntoImageSurface(0, 0, mBounds.width, mBounds.height, tmpSurface); tmpSurface = nsnull; // Put back the previous framebuffer binding. if (currentFramebuffer != mCanvasFramebuffer) mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, currentFramebuffer); if (r.Pitch != mBounds.width * 4) { for (int y = 0; y < mBounds.height; y++) { memcpy((PRUint8*)r.pBits + r.Pitch * y, destination + mBounds.width * 4 * y, mBounds.width * 4); } delete [] destination; } } else if (mSurface) { RECT r; r.left = mBounds.x; r.top = mBounds.y; r.right = mBounds.XMost(); r.bottom = mBounds.YMost(); LockTextureRectD3D9 textureLock(mTexture); if (!textureLock.HasLock()) { NS_WARNING("Failed to lock CanvasLayer texture."); return; } D3DLOCKED_RECT lockedRect = textureLock.GetLockRect(); nsRefPtr sourceSurface; if (mSurface->GetType() == gfxASurface::SurfaceTypeWin32) { sourceSurface = mSurface->GetAsImageSurface(); } else if (mSurface->GetType() == gfxASurface::SurfaceTypeImage) { sourceSurface = static_cast(mSurface.get()); if (sourceSurface->Format() != gfxASurface::ImageFormatARGB32 && sourceSurface->Format() != gfxASurface::ImageFormatRGB24) { return; } } else { sourceSurface = new gfxImageSurface(gfxIntSize(mBounds.width, mBounds.height), gfxASurface::ImageFormatARGB32); nsRefPtr ctx = new gfxContext(sourceSurface); ctx->SetOperator(gfxContext::OPERATOR_SOURCE); ctx->SetSource(mSurface); ctx->Paint(); } PRUint8 *startBits = sourceSurface->Data(); PRUint32 sourceStride = sourceSurface->Stride(); if (sourceSurface->Format() != gfxASurface::ImageFormatARGB32) { mHasAlpha = false; } else { mHasAlpha = true; } for (int y = 0; y < mBounds.height; y++) { memcpy((PRUint8*)lockedRect.pBits + lockedRect.Pitch * y, startBits + sourceStride * y, mBounds.width * 4); } } } Layer* CanvasLayerD3D9::GetLayer() { return this; } void CanvasLayerD3D9::RenderLayer() { UpdateSurface(); FireDidTransactionCallback(); if (!mTexture) return; /* * We flip the Y axis here, note we can only do this because we are in * CULL_NONE mode! */ ShaderConstantRect quad(0, 0, mBounds.width, mBounds.height); if (mNeedsYFlip) { quad.mHeight = (float)-mBounds.height; quad.mY = (float)mBounds.height; } device()->SetVertexShaderConstantF(CBvLayerQuad, quad, 1); SetShaderTransformAndOpacity(); if (mHasAlpha) { mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER); } else { mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER); } if (mFilter == gfxPattern::FILTER_NEAREST) { device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); } if (!mDataIsPremultiplied) { device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); device()->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); } device()->SetTexture(0, mTexture); device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); if (!mDataIsPremultiplied) { device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); device()->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); } if (mFilter == gfxPattern::FILTER_NEAREST) { device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); } } void CanvasLayerD3D9::CleanResources() { if (mD3DManager->deviceManager()->HasDynamicTextures()) { // In this case we have a texture in POOL_DEFAULT mTexture = nsnull; } } void CanvasLayerD3D9::LayerManagerDestroyed() { mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this); mD3DManager = nsnull; } void CanvasLayerD3D9::CreateTexture() { if (mD3DManager->deviceManager()->HasDynamicTextures()) { device()->CreateTexture(mBounds.width, mBounds.height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL); } else { // D3DPOOL_MANAGED is fine here since we require Dynamic Textures for D3D9Ex // devices. device()->CreateTexture(mBounds.width, mBounds.height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, getter_AddRefs(mTexture), NULL); } } ShadowCanvasLayerD3D9::ShadowCanvasLayerD3D9(LayerManagerD3D9* aManager) : ShadowCanvasLayer(aManager, nsnull) , LayerD3D9(aManager) , mNeedsYFlip(PR_FALSE) { mImplData = static_cast(this); } ShadowCanvasLayerD3D9::~ShadowCanvasLayerD3D9() {} void ShadowCanvasLayerD3D9::Initialize(const Data& aData) { NS_RUNTIMEABORT("Non-shadow layer API unexpectedly used for shadow layer"); } void ShadowCanvasLayerD3D9::Init(bool needYFlip) { if (!mBuffer) { mBuffer = new ShadowBufferD3D9(this); } mNeedsYFlip = needYFlip; } void ShadowCanvasLayerD3D9::Swap(const CanvasSurface& aNewFront, bool needYFlip, CanvasSurface* aNewBack) { NS_ASSERTION(aNewFront.type() == CanvasSurface::TSurfaceDescriptor, "ShadowCanvasLayerD3D9::Swap expected CanvasSurface surface"); nsRefPtr surf = ShadowLayerForwarder::OpenDescriptor(aNewFront); if (!mBuffer) { Init(needYFlip); } mBuffer->Upload(surf, GetVisibleRegion().GetBounds()); *aNewBack = aNewFront; } void ShadowCanvasLayerD3D9::DestroyFrontBuffer() { Destroy(); } void ShadowCanvasLayerD3D9::Disconnect() { Destroy(); } void ShadowCanvasLayerD3D9::Destroy() { mBuffer = nsnull; } void ShadowCanvasLayerD3D9::CleanResources() { Destroy(); } void ShadowCanvasLayerD3D9::LayerManagerDestroyed() { mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this); mD3DManager = nsnull; } Layer* ShadowCanvasLayerD3D9::GetLayer() { return this; } void ShadowCanvasLayerD3D9::RenderLayer() { if (!mBuffer) { return; } mBuffer->RenderTo(mD3DManager, GetEffectiveVisibleRegion()); } } /* namespace layers */ } /* namespace mozilla */