/* -*- 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 "ContainerLayerD3D9.h" #include "gfxUtils.h" #include "nsRect.h" #include "ThebesLayerD3D9.h" #include "ReadbackProcessor.h" namespace mozilla { namespace layers { ContainerLayerD3D9::ContainerLayerD3D9(LayerManagerD3D9 *aManager) : ContainerLayer(aManager, NULL) , LayerD3D9(aManager) { mImplData = static_cast(this); } ContainerLayerD3D9::~ContainerLayerD3D9() { while (mFirstChild) { RemoveChild(mFirstChild); } } void ContainerLayerD3D9::InsertAfter(Layer* aChild, Layer* aAfter) { aChild->SetParent(this); if (!aAfter) { Layer *oldFirstChild = GetFirstChild(); mFirstChild = aChild; aChild->SetNextSibling(oldFirstChild); aChild->SetPrevSibling(nsnull); if (oldFirstChild) { oldFirstChild->SetPrevSibling(aChild); } else { mLastChild = aChild; } NS_ADDREF(aChild); DidInsertChild(aChild); return; } for (Layer *child = GetFirstChild(); child; child = child->GetNextSibling()) { if (aAfter == child) { Layer *oldNextSibling = child->GetNextSibling(); child->SetNextSibling(aChild); aChild->SetNextSibling(oldNextSibling); if (oldNextSibling) { oldNextSibling->SetPrevSibling(aChild); } else { mLastChild = aChild; } aChild->SetPrevSibling(child); NS_ADDREF(aChild); DidInsertChild(aChild); return; } } NS_WARNING("Failed to find aAfter layer!"); } void ContainerLayerD3D9::RemoveChild(Layer *aChild) { if (GetFirstChild() == aChild) { mFirstChild = GetFirstChild()->GetNextSibling(); if (mFirstChild) { mFirstChild->SetPrevSibling(nsnull); } else { mLastChild = nsnull; } aChild->SetNextSibling(nsnull); aChild->SetPrevSibling(nsnull); aChild->SetParent(nsnull); DidRemoveChild(aChild); NS_RELEASE(aChild); return; } Layer *lastChild = nsnull; for (Layer *child = GetFirstChild(); child; child = child->GetNextSibling()) { if (child == aChild) { // We're sure this is not our first child. So lastChild != NULL. lastChild->SetNextSibling(child->GetNextSibling()); if (child->GetNextSibling()) { child->GetNextSibling()->SetPrevSibling(lastChild); } else { mLastChild = lastChild; } child->SetNextSibling(nsnull); child->SetPrevSibling(nsnull); child->SetParent(nsnull); DidRemoveChild(aChild); NS_RELEASE(aChild); return; } lastChild = child; } } Layer* ContainerLayerD3D9::GetLayer() { return this; } LayerD3D9* ContainerLayerD3D9::GetFirstChildD3D9() { if (!mFirstChild) { return nsnull; } return static_cast(mFirstChild->ImplData()); } static inline LayerD3D9* GetNextSiblingD3D9(LayerD3D9* aLayer) { Layer* layer = aLayer->GetLayer()->GetNextSibling(); return layer ? static_cast(layer-> ImplData()) : nsnull; } static PRBool HasOpaqueAncestorLayer(Layer* aLayer) { for (Layer* l = aLayer->GetParent(); l; l = l->GetParent()) { if (l->GetContentFlags() & Layer::CONTENT_OPAQUE) return PR_TRUE; } return PR_FALSE; } void ContainerLayerD3D9::RenderLayer() { nsRefPtr previousRenderTarget; nsRefPtr renderTexture; float previousRenderTargetOffset[4]; float renderTargetOffset[] = { 0, 0, 0, 0 }; float oldViewMatrix[4][4]; RECT containerD3D9ClipRect; device()->GetScissorRect(&containerD3D9ClipRect); // Convert scissor to an nsIntRect. RECT's are exclusive on the bottom and // right values. nsIntRect oldScissor(containerD3D9ClipRect.left, containerD3D9ClipRect.top, containerD3D9ClipRect.right - containerD3D9ClipRect.left, containerD3D9ClipRect.bottom - containerD3D9ClipRect.top); ReadbackProcessor readback; readback.BuildUpdates(this); nsIntRect visibleRect = mVisibleRegion.GetBounds(); PRBool useIntermediate = UseIntermediateSurface(); mSupportsComponentAlphaChildren = PR_FALSE; gfxMatrix contTransform; if (useIntermediate) { device()->GetRenderTarget(0, getter_AddRefs(previousRenderTarget)); device()->CreateTexture(visibleRect.width, visibleRect.height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, getter_AddRefs(renderTexture), NULL); nsRefPtr renderSurface; renderTexture->GetSurfaceLevel(0, getter_AddRefs(renderSurface)); device()->SetRenderTarget(0, renderSurface); if (mVisibleRegion.GetNumRects() == 1 && (GetContentFlags() & CONTENT_OPAQUE)) { // don't need a background, we're going to paint all opaque stuff mSupportsComponentAlphaChildren = PR_TRUE; } else { const gfx3DMatrix& transform3D = GetEffectiveTransform(); gfxMatrix transform; // If we have an opaque ancestor layer, then we can be sure that // all the pixels we draw into are either opaque already or will be // covered by something opaque. Otherwise copying up the background is // not safe. HRESULT hr = E_FAIL; if (HasOpaqueAncestorLayer(this) && transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation()) { // Copy background up from below RECT dest = { 0, 0, visibleRect.width, visibleRect.height }; RECT src = dest; ::OffsetRect(&src, visibleRect.x + PRInt32(transform.x0), visibleRect.y + PRInt32(transform.y0)); hr = device()-> StretchRect(previousRenderTarget, &src, renderSurface, &dest, D3DTEXF_NONE); } if (hr == S_OK) { mSupportsComponentAlphaChildren = PR_TRUE; } else { device()->Clear(0, 0, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 0), 0, 0); } } device()->GetVertexShaderConstantF(CBvRenderTargetOffset, previousRenderTargetOffset, 1); renderTargetOffset[0] = (float)visibleRect.x; renderTargetOffset[1] = (float)visibleRect.y; device()->SetVertexShaderConstantF(CBvRenderTargetOffset, renderTargetOffset, 1); gfx3DMatrix viewMatrix; /* * Matrix to transform to viewport space ( <-1.0, 1.0> topleft, * <1.0, -1.0> bottomright) */ viewMatrix._11 = 2.0f / visibleRect.width; viewMatrix._22 = -2.0f / visibleRect.height; viewMatrix._41 = -1.0f; viewMatrix._42 = 1.0f; device()->GetVertexShaderConstantF(CBmProjection, &oldViewMatrix[0][0], 4); device()->SetVertexShaderConstantF(CBmProjection, &viewMatrix._11, 4); } else { #ifdef DEBUG PRBool is2d = #endif GetEffectiveTransform().Is2D(&contTransform); NS_ASSERTION(is2d, "Transform must be 2D"); mSupportsComponentAlphaChildren = (GetContentFlags() & CONTENT_OPAQUE) || (mParent && mParent->SupportsComponentAlphaChildren()); } /* * Render this container's contents. */ for (LayerD3D9* layerToRender = GetFirstChildD3D9(); layerToRender != nsnull; layerToRender = GetNextSiblingD3D9(layerToRender)) { if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) { continue; } nsIntRect scissorRect = layerToRender->GetLayer()->CalculateScissorRect(useIntermediate, visibleRect, oldScissor, contTransform); if (scissorRect.IsEmpty()) { continue; } RECT d3drect; d3drect.left = scissorRect.x; d3drect.top = scissorRect.y; d3drect.right = scissorRect.x + scissorRect.width; d3drect.bottom = scissorRect.y + scissorRect.height; device()->SetScissorRect(&d3drect); if (layerToRender->GetLayer()->GetType() == TYPE_THEBES) { static_cast(layerToRender)->RenderThebesLayer(&readback); } else { layerToRender->RenderLayer(); } } device()->SetScissorRect(&containerD3D9ClipRect); if (useIntermediate) { device()->SetRenderTarget(0, previousRenderTarget); device()->SetVertexShaderConstantF(CBvRenderTargetOffset, previousRenderTargetOffset, 1); device()->SetVertexShaderConstantF(CBmProjection, &oldViewMatrix[0][0], 4); device()->SetVertexShaderConstantF(CBvLayerQuad, ShaderConstantRect(visibleRect.x, visibleRect.y, visibleRect.width, visibleRect.height), 1); SetShaderTransformAndOpacity(); mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER); device()->SetTexture(0, renderTexture); device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } } void ContainerLayerD3D9::LayerManagerDestroyed() { while (mFirstChild) { GetFirstChildD3D9()->LayerManagerDestroyed(); RemoveChild(mFirstChild); } } } /* layers */ } /* mozilla */