/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * ***** 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) 2009 * 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 "ThebesLayerD3D9.h" #include "gfxPlatform.h" #include "gfxWindowsPlatform.h" #include "gfxTeeSurface.h" #include "gfxUtils.h" #include "ReadbackProcessor.h" namespace mozilla { namespace layers { ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager) : ThebesLayer(aManager, NULL) , 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) { mValidRegion.Sub(mValidRegion, aRegion); } void ThebesLayerD3D9::CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset, IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset, const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion, float aXRes, float aYRes) { 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. We need to scale these rectangles since the visible // region is in unscaled units, and the texture size has been scaled. oldRect.left = UINT(floor((r->x - aSrcOffset.x) * aXRes)); oldRect.top = UINT(floor((r->y - aSrcOffset.y) * aYRes)); oldRect.right = oldRect.left + UINT(ceil(r->width * aXRes)); oldRect.bottom = oldRect.top + UINT(ceil(r->height * aYRes)); newRect.left = UINT(floor((r->x - aDestOffset.x) * aXRes)); newRect.top = UINT(floor((r->y - aDestOffset.y) * aYRes)); newRect.right = newRect.left + UINT(ceil(r->width * aXRes)); newRect.bottom = newRect.top + UINT(ceil(r->height * aYRes)); // 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); } static PRUint64 RectArea(const nsIntRect& aRect) { return aRect.width*PRUint64(aRect.height); } void ThebesLayerD3D9::UpdateTextures(SurfaceMode aMode) { nsIntRect visibleRect = mVisibleRegion.GetBounds(); float xres, yres; GetDesiredResolutions(xres, yres); // If our resolution changed, we need new sized textures, delete the old ones. if (ResolutionChanged(xres, yres)) { mTexture = nsnull; mTextureOnWhite = nsnull; } if (HaveTextures(aMode)) { if (mTextureRect != 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(gfxIntSize(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, xres, yres); if (aMode == SURFACE_COMPONENT_ALPHA) { CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(), mTextureOnWhite, visibleRect.TopLeft(), retainRegion, &mValidRegion, xres, yres); } } mTextureRect = visibleRect; } } else { CreateNewTextures(gfxIntSize(visibleRect.width, visibleRect.height), aMode); mTextureRect = visibleRect; NS_ASSERTION(mValidRegion.IsEmpty(), "Someone forgot to empty the region"); } } void ThebesLayerD3D9::RenderVisibleRegion() { nsIntRegionRectIterator iter(mVisibleRegion); 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; } SurfaceMode mode = GetSurfaceMode(); if (mode == SURFACE_COMPONENT_ALPHA && (!mParent || !mParent->SupportsComponentAlphaChildren())) { mode = 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(mVisibleRegion, 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 = mVisibleRegion; } SetShaderTransformAndOpacity(); if (mode == SURFACE_COMPONENT_ALPHA) { mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1); device()->SetTexture(0, mTexture); device()->SetTexture(1, mTextureOnWhite); device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO); device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR); RenderVisibleRegion(); mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2); device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); RenderVisibleRegion(); // Restore defaults device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); device()->SetTexture(1, NULL); } else { mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER); device()->SetTexture(0, mTexture); RenderVisibleRegion(); } // Set back to default. device()->SetVertexShaderConstantF(CBvTextureCoords, ShaderConstantRect(0, 0, 1.0f, 1.0f), 1); } void ThebesLayerD3D9::CleanResources() { mTexture = nsnull; mTextureOnWhite = nsnull; mValidRegion.SetEmpty(); } void ThebesLayerD3D9::LayerManagerDestroyed() { mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this); mD3DManager = nsnull; } Layer* ThebesLayerD3D9::GetLayer() { return this; } PRBool ThebesLayerD3D9::IsEmpty() { return !mTexture; } void ThebesLayerD3D9::VerifyContentType(SurfaceMode aMode) { if (!mTexture) return; D3DSURFACE_DESC desc; mTexture->GetLevelDesc(0, &desc); switch (aMode) { case SURFACE_OPAQUE: if (desc.Format == D3DFMT_X8R8G8B8 && !mTextureOnWhite) return; break; case SURFACE_SINGLE_CHANNEL_ALPHA: if (desc.Format == D3DFMT_A8R8G8B8 && !mTextureOnWhite) return; break; case 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 = nsnull; mTextureOnWhite = nsnull; mValidRegion.SetEmpty(); } class OpaqueRenderer { public: OpaqueRenderer(const nsIntRegion& aUpdateRegion) : mUpdateRegion(aUpdateRegion), mDC(NULL) {} ~OpaqueRenderer() { End(); } already_AddRefed Begin(LayerD3D9* aLayer, float aXRes, float aYRes); void End(); IDirect3DTexture9* GetTexture() { return mTmpTexture; } private: const nsIntRegion& mUpdateRegion; nsRefPtr mTmpTexture; nsRefPtr mSurface; HDC mDC; }; already_AddRefed OpaqueRenderer::Begin(LayerD3D9* aLayer, float aXRes, float aYRes) { nsIntRect bounds = mUpdateRegion.GetBounds(); gfxIntSize scaledSize; scaledSize.width = PRInt32(ceil(bounds.width * aXRes)); scaledSize.height = PRInt32(ceil(bounds.height * aYRes)); HRESULT hr = aLayer->device()-> CreateTexture(scaledSize.width, scaledSize.height, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, getter_AddRefs(mTmpTexture), NULL); if (FAILED(hr)) { aLayer->ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr); return nsnull; } hr = mTmpTexture->GetSurfaceLevel(0, getter_AddRefs(mSurface)); if (FAILED(hr)) { // Uh-oh, bail. NS_WARNING("Failed to get texture surface level."); return nsnull; } hr = mSurface->GetDC(&mDC); if (FAILED(hr)) { NS_WARNING("Failed to get device context for texture surface."); return nsnull; } nsRefPtr result = new gfxWindowsSurface(mDC); return result.forget(); } void OpaqueRenderer::End() { if (mSurface && mDC) { mSurface->ReleaseDC(mDC); mSurface = NULL; mDC = NULL; } } static void FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion, const nsIntPoint& aOffset, const gfxRGBA& aColor, float aXRes, float aYRes) { nsRefPtr ctx = new gfxContext(aSurface); ctx->Scale(aXRes, aYRes); ctx->Translate(-gfxPoint(aOffset.x, aOffset.y)); gfxUtils::ClipToRegion(ctx, aRegion); ctx->SetColor(aColor); ctx->Paint(); } void ThebesLayerD3D9::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode, const nsTArray& aReadbackUpdates) { HRESULT hr; nsIntRect visibleRect = mVisibleRegion.GetBounds(); float xres, yres; GetDesiredResolutions(xres, yres); nsRefPtr destinationSurface; nsIntRect bounds = aRegion.GetBounds(); gfxIntSize scaledSize; scaledSize.width = PRInt32(ceil(bounds.width * xres)); scaledSize.height = PRInt32(ceil(bounds.height * yres)); nsRefPtr tmpTexture; OpaqueRenderer opaqueRenderer(aRegion); OpaqueRenderer opaqueRendererOnWhite(aRegion); switch (aMode) { case SURFACE_OPAQUE: destinationSurface = opaqueRenderer.Begin(this, xres, yres); break; case SURFACE_SINGLE_CHANNEL_ALPHA: { hr = device()->CreateTexture(scaledSize.width, scaledSize.height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL); if (FAILED(hr)) { ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr); return; } // XXX - We may consider retaining a SYSTEMMEM texture texture the size // of our DEFAULT texture and then use UpdateTexture and add dirty rects // to update in a single call. nsRefPtr dest = new gfxWindowsSurface( gfxIntSize(scaledSize.width, scaledSize.height), gfxASurface::ImageFormatARGB32); // 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. dest->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA)); destinationSurface = dest.forget(); break; } case SURFACE_COMPONENT_ALPHA: { nsRefPtr onBlack = opaqueRenderer.Begin(this, xres, yres); nsRefPtr onWhite = opaqueRendererOnWhite.Begin(this, xres, yres); if (onBlack && onWhite) { FillSurface(onBlack, aRegion, bounds.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0), xres, yres); FillSurface(onWhite, aRegion, bounds.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0), xres, yres); gfxASurface* surfaces[2] = { onBlack.get(), onWhite.get() }; destinationSurface = new gfxTeeSurface(surfaces, NS_ARRAY_LENGTH(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(PR_FALSE); } break; } } if (!destinationSurface) return; nsRefPtr context = new gfxContext(destinationSurface); // Draw content scaled at our current resolution. context->Scale(xres, yres); context->Translate(gfxPoint(-bounds.x, -bounds.y)); aRegion.ExtendForScaling(xres, yres); LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo(); cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData); for (PRUint32 i = 0; i < aReadbackUpdates.Length(); ++i) { NS_ASSERTION(aMode == 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->Translate(gfxPoint(offset.x, offset.y)); ctx->SetSource(destinationSurface, gfxPoint(bounds.x, bounds.y)); ctx->Paint(); update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset); } } nsAutoTArray srcTextures; nsAutoTArray destTextures; switch (aMode) { case SURFACE_OPAQUE: opaqueRenderer.End(); srcTextures.AppendElement(opaqueRenderer.GetTexture()); destTextures.AppendElement(mTexture); break; case SURFACE_SINGLE_CHANNEL_ALPHA: { D3DLOCKED_RECT r; tmpTexture->LockRect(0, &r, NULL, 0); nsRefPtr imgSurface = new gfxImageSurface((unsigned char *)r.pBits, scaledSize, r.Pitch, gfxASurface::ImageFormatARGB32); if (destinationSurface) { nsRefPtr context = new gfxContext(imgSurface); context->SetSource(destinationSurface); context->SetOperator(gfxContext::OPERATOR_SOURCE); context->Paint(); } imgSurface = NULL; tmpTexture->UnlockRect(0); srcTextures.AppendElement(tmpTexture); destTextures.AppendElement(mTexture); break; } case SURFACE_COMPONENT_ALPHA: { 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. We need to scale these rectangles since the visible // region is in unscaled units, and the texture sizes have been scaled. for (PRUint32 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 = NS_MAX(0, LONG(floor((iterRect->x - bounds.x) * xres))); rect.top = NS_MAX(0, LONG(floor((iterRect->y - bounds.y) * yres))); rect.right = NS_MIN(scaledSize.width, LONG(ceil((iterRect->XMost() - bounds.x) * xres))); rect.bottom = NS_MIN(scaledSize.height, LONG(ceil((iterRect->YMost() - bounds.y) * yres))); POINT point; point.x = NS_MAX(0, LONG(floor((iterRect->x - visibleRect.x) * xres))); point.y = NS_MAX(0, LONG(floor((iterRect->y - visibleRect.y) * yres))); device()->UpdateSurface(srcSurface, &rect, dstSurface, &point); } } } void ThebesLayerD3D9::CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode) { if (aSize.width == 0 || aSize.height == 0) { // Nothing to do. return; } // Scale the requested size (in unscaled units) to the actual // texture size we require. gfxIntSize scaledSize; float xres, yres; GetDesiredResolutions(xres, yres); scaledSize.width = PRInt32(ceil(aSize.width * xres)); scaledSize.height = PRInt32(ceil(aSize.height * yres)); mTexture = nsnull; mTextureOnWhite = nsnull; device()->CreateTexture(scaledSize.width, scaledSize.height, 1, D3DUSAGE_RENDERTARGET, aMode != SURFACE_SINGLE_CHANNEL_ALPHA ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL); if (aMode == SURFACE_COMPONENT_ALPHA) { device()->CreateTexture(scaledSize.width, scaledSize.height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, getter_AddRefs(mTextureOnWhite), NULL); } mXResolution = xres; mYResolution = yres; } void ThebesLayerD3D9::GetDesiredResolutions(float& aXRes, float& aYRes) { const gfx3DMatrix& transform = GetLayer()->GetEffectiveTransform(); gfxMatrix transform2d; if (transform.Is2D(&transform2d)) { //Scale factors are normalized to a power of 2 to reduce the number of resolution changes gfxSize scale = transform2d.ScaleFactors(PR_TRUE); aXRes = gfxUtils::ClampToScaleFactor(scale.width); aYRes = gfxUtils::ClampToScaleFactor(scale.height); } else { aXRes = 1.0; aYRes = 1.0; } } bool ThebesLayerD3D9::ResolutionChanged(float aXRes, float aYRes) { return aXRes != mXResolution || aYRes != mYResolution; } } /* namespace layers */ } /* namespace mozilla */