gecko/gfx/layers/d3d10/ThebesLayerD3D10.cpp

578 lines
18 KiB
C++

/* -*- 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) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* 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 "ThebesLayerD3D10.h"
#include "gfxPlatform.h"
#include "gfxWindowsPlatform.h"
#ifdef CAIRO_HAS_D2D_SURFACE
#include "gfxD2DSurface.h"
#endif
#include "../d3d9/Nv3DVUtils.h"
#include "gfxTeeSurface.h"
#include "gfxUtils.h"
#include "ReadbackLayer.h"
#include "ReadbackProcessor.h"
namespace mozilla {
namespace layers {
ThebesLayerD3D10::ThebesLayerD3D10(LayerManagerD3D10 *aManager)
: ThebesLayer(aManager, NULL)
, LayerD3D10(aManager)
, mCurrentSurfaceMode(SURFACE_OPAQUE)
{
mImplData = static_cast<LayerD3D10*>(this);
}
ThebesLayerD3D10::~ThebesLayerD3D10()
{
}
/**
* 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
ThebesLayerD3D10::InvalidateRegion(const nsIntRegion &aRegion)
{
mValidRegion.Sub(mValidRegion, aRegion);
}
void ThebesLayerD3D10::CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion)
{
nsIntRegion retainedRegion;
nsIntRegionRectIterator iter(aCopyRegion);
const nsIntRect *r;
while ((r = iter.Next())) {
if (r->width * r->height > RETENTION_THRESHOLD) {
// Calculate the retained rectangle's position on the old and the new
// surface.
D3D10_BOX box;
box.left = r->x - aSrcOffset.x;
box.top = r->y - aSrcOffset.y;
box.right = box.left + r->width;
box.bottom = box.top + r->height;
box.back = 1;
box.front = 0;
device()->CopySubresourceRegion(aDest, 0,
r->x - aDestOffset.x,
r->y - aDestOffset.y,
0,
aSrc, 0,
&box);
retainedRegion.Or(retainedRegion, *r);
}
}
// Areas which were valid and were retained are still valid
aValidRegion->And(*aValidRegion, retainedRegion);
}
void
ThebesLayerD3D10::RenderLayer()
{
if (!mTexture) {
return;
}
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
switch (mCurrentSurfaceMode) {
case SURFACE_COMPONENT_ALPHA:
technique = effect()->GetTechniqueByName("RenderComponentAlphaLayer");
break;
case SURFACE_OPAQUE:
technique = effect()->GetTechniqueByName("RenderRGBLayerPremul");
break;
case SURFACE_SINGLE_CHANNEL_ALPHA:
technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
break;
default:
NS_ERROR("Unknown mode");
return;
}
nsIntRegionRectIterator iter(mVisibleRegion);
const nsIntRect *iterRect;
if (mSRView) {
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView);
}
if (mSRViewOnWhite) {
effect()->GetVariableByName("tRGBWhite")->AsShaderResource()->SetResource(mSRViewOnWhite);
}
while ((iterRect = iter.Next())) {
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)iterRect->x,
(float)iterRect->y,
(float)iterRect->width,
(float)iterRect->height)
);
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(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)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
// Set back to default.
effect()->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
}
void
ThebesLayerD3D10::Validate(ReadbackProcessor *aReadback)
{
if (mVisibleRegion.IsEmpty()) {
return;
}
nsIntRect newTextureRect = mVisibleRegion.GetBounds();
SurfaceMode mode = GetSurfaceMode();
if (mode == SURFACE_COMPONENT_ALPHA &&
(!mParent || !mParent->SupportsComponentAlphaChildren())) {
mode = SURFACE_SINGLE_CHANNEL_ALPHA;
}
// If we have a transform that requires resampling of our texture, then
// we need to make sure we don't sample pixels that haven't been drawn.
// We clamp sample coordinates to the texture rect, but when the visible region
// doesn't fill the entire texture rect we need to make sure we draw all the
// pixels in the texture rect anyway in case they get sampled.
nsIntRegion neededRegion = mVisibleRegion;
if (!neededRegion.GetBounds().IsEqualInterior(newTextureRect) ||
neededRegion.GetNumRects() > 1) {
gfxMatrix transform2d;
if (!GetEffectiveTransform().Is2D(&transform2d) ||
transform2d.HasNonIntegerTranslation()) {
neededRegion = newTextureRect;
if (mode == SURFACE_OPAQUE) {
// We're going to paint outside the visible region, but layout hasn't
// promised that it will paint opaquely there, so we'll have to
// treat this layer as transparent.
mode = SURFACE_SINGLE_CHANNEL_ALPHA;
}
}
}
mCurrentSurfaceMode = mode;
VerifyContentType(mode);
nsTArray<ReadbackProcessor::Update> readbackUpdates;
nsIntRegion readbackRegion;
if (aReadback && UsedForReadback()) {
aReadback->GetThebesLayerUpdates(this, &readbackUpdates, &readbackRegion);
}
if (mTexture) {
if (!mTextureRect.IsEqualInterior(newTextureRect)) {
nsRefPtr<ID3D10Texture2D> oldTexture = mTexture;
mTexture = nsnull;
nsRefPtr<ID3D10Texture2D> oldTextureOnWhite = mTextureOnWhite;
mTextureOnWhite = nsnull;
nsIntRegion retainRegion = mTextureRect;
// Old visible region will become the region that is covered by both the
// old and the new visible region.
retainRegion.And(retainRegion, mVisibleRegion);
// No point in retaining parts which were not valid.
retainRegion.And(retainRegion, mValidRegion);
CreateNewTextures(gfxIntSize(newTextureRect.width, newTextureRect.height), mode);
nsIntRect largeRect = retainRegion.GetLargestRectangle();
// If we had no hardware texture before, or have no retained area larger than
// the retention threshold, we're not retaining and are done here.
// 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 (!oldTexture || !mTexture ||
largeRect.width * largeRect.height < RETENTION_THRESHOLD) {
mValidRegion.SetEmpty();
} else {
CopyRegion(oldTexture, mTextureRect.TopLeft(),
mTexture, newTextureRect.TopLeft(),
retainRegion, &mValidRegion);
if (oldTextureOnWhite) {
CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(),
mTextureOnWhite, newTextureRect.TopLeft(),
retainRegion, &mValidRegion);
}
}
}
}
mTextureRect = newTextureRect;
if (!mTexture || (mode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite)) {
CreateNewTextures(gfxIntSize(newTextureRect.width, newTextureRect.height), mode);
mValidRegion.SetEmpty();
}
nsIntRegion drawRegion;
drawRegion.Sub(neededRegion, mValidRegion);
if (!drawRegion.IsEmpty()) {
LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
if (!cbInfo.Callback) {
NS_ERROR("D3D10 should never need to update ThebesLayers in an empty transaction");
return;
}
DrawRegion(drawRegion, mode);
if (readbackUpdates.Length() > 0) {
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
newTextureRect.width, newTextureRect.height,
1, 1, 0, D3D10_USAGE_STAGING,
D3D10_CPU_ACCESS_READ);
nsRefPtr<ID3D10Texture2D> readbackTexture;
device()->CreateTexture2D(&desc, NULL, getter_AddRefs(readbackTexture));
device()->CopyResource(readbackTexture, mTexture);
for (PRUint32 i = 0; i < readbackUpdates.Length(); i++) {
mD3DManager->readbackManager()->PostTask(readbackTexture,
&readbackUpdates[i],
gfxPoint(newTextureRect.x, newTextureRect.y));
}
}
mValidRegion = neededRegion;
}
}
void
ThebesLayerD3D10::LayerManagerDestroyed()
{
mD3DManager = nsnull;
}
Layer*
ThebesLayerD3D10::GetLayer()
{
return this;
}
void
ThebesLayerD3D10::VerifyContentType(SurfaceMode aMode)
{
if (mD2DSurface) {
gfxASurface::gfxContentType type = aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA;
if (type != mD2DSurface->GetContentType()) {
mD2DSurface = new gfxD2DSurface(mTexture, type);
if (!mD2DSurface || mD2DSurface->CairoStatus()) {
NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
mD2DSurface = nsnull;
return;
}
mValidRegion.SetEmpty();
}
if (aMode != SURFACE_COMPONENT_ALPHA && mTextureOnWhite) {
// If we've transitioned away from component alpha, we can delete those resources.
mD2DSurfaceOnWhite = nsnull;
mSRViewOnWhite = nsnull;
mTextureOnWhite = nsnull;
mValidRegion.SetEmpty();
}
}
}
static void
FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
const nsIntPoint& aOffset, const gfxRGBA& aColor)
{
nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
gfxUtils::PathFromRegion(ctx, aRegion);
ctx->SetColor(aColor);
ctx->Fill();
}
void
ThebesLayerD3D10::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode)
{
nsIntRect visibleRect = mVisibleRegion.GetBounds();
if (!mD2DSurface) {
return;
}
nsRefPtr<gfxASurface> destinationSurface;
if (aMode == SURFACE_COMPONENT_ALPHA) {
FillSurface(mD2DSurface, aRegion, visibleRect.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0));
FillSurface(mD2DSurfaceOnWhite, aRegion, visibleRect.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0));
gfxASurface* surfaces[2] = { mD2DSurface.get(), mD2DSurfaceOnWhite.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);
} else {
destinationSurface = mD2DSurface;
}
nsRefPtr<gfxContext> context = new gfxContext(destinationSurface);
nsIntRegionRectIterator iter(aRegion);
context->Translate(gfxPoint(-visibleRect.x, -visibleRect.y));
context->NewPath();
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
context->Rectangle(gfxRect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
}
context->Clip();
if (aMode == SURFACE_SINGLE_CHANNEL_ALPHA) {
context->SetOperator(gfxContext::OPERATOR_CLEAR);
context->Paint();
context->SetOperator(gfxContext::OPERATOR_OVER);
}
mD2DSurface->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA));
LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
}
void
ThebesLayerD3D10::CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode)
{
if (aSize.width == 0 || aSize.height == 0) {
// Nothing to do.
return;
}
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE;
HRESULT hr;
if (!mTexture) {
hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTexture));
if (FAILED(hr)) {
NS_WARNING("Failed to create new texture for ThebesLayerD3D10!");
return;
}
hr = device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
if (FAILED(hr)) {
NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
}
mD2DSurface = new gfxD2DSurface(mTexture, aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA);
if (!mD2DSurface || mD2DSurface->CairoStatus()) {
NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
mD2DSurface = nsnull;
return;
}
}
if (aMode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite) {
hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTextureOnWhite));
if (FAILED(hr)) {
NS_WARNING("Failed to create new texture for ThebesLayerD3D10!");
return;
}
hr = device()->CreateShaderResourceView(mTextureOnWhite, NULL, getter_AddRefs(mSRViewOnWhite));
if (FAILED(hr)) {
NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
}
mD2DSurfaceOnWhite = new gfxD2DSurface(mTextureOnWhite, gfxASurface::CONTENT_COLOR);
if (!mD2DSurfaceOnWhite || mD2DSurfaceOnWhite->CairoStatus()) {
NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
mD2DSurfaceOnWhite = nsnull;
return;
}
}
}
ShadowThebesLayerD3D10::ShadowThebesLayerD3D10(LayerManagerD3D10* aManager)
: ShadowThebesLayer(aManager, NULL)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
ShadowThebesLayerD3D10::~ShadowThebesLayerD3D10()
{
}
void
ShadowThebesLayerD3D10::SetFrontBuffer(const OptionalThebesBuffer& aNewFront,
const nsIntRegion& aValidRegion)
{
NS_ABORT_IF_FALSE(OptionalThebesBuffer::Tnull_t == aNewFront.type(),
"Expected dummy front buffer initially");
}
void
ShadowThebesLayerD3D10::Swap(
const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion,
ThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion,
OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion)
{
nsRefPtr<ID3D10Texture2D> newBackBuffer = mTexture;
mTexture = OpenForeign(mD3DManager->device(), aNewFront.buffer());
NS_ABORT_IF_FALSE(mTexture, "Couldn't open foreign texture");
// The content process tracks back/front buffers on its own, so
// the newBack is in essence unused.
aNewBack->buffer() = aNewFront.buffer();
// The content process doesn't need to read back from the front
// buffer (yet).
*aReadOnlyFront = null_t();
// FIXME/bug 662109: synchronize using KeyedMutex
}
void
ShadowThebesLayerD3D10::DestroyFrontBuffer()
{
}
void
ShadowThebesLayerD3D10::Disconnect()
{
}
void
ShadowThebesLayerD3D10::RenderLayer()
{
if (!mTexture) {
return;
}
// FIXME/bug 662109: synchronize using KeyedMutex
nsRefPtr<ID3D10ShaderResourceView> srView;
HRESULT hr = device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(srView));
if (FAILED(hr)) {
NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
}
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique =
effect()->GetTechniqueByName("RenderRGBLayerPremul");
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(srView);
nsIntRect textureRect = GetVisibleRegion().GetBounds();
nsIntRegionRectIterator iter(mVisibleRegion);
while (const nsIntRect *iterRect = iter.Next()) {
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)iterRect->x,
(float)iterRect->y,
(float)iterRect->width,
(float)iterRect->height)
);
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)(iterRect->x - textureRect.x) / (float)textureRect.width,
(float)(iterRect->y - textureRect.y) / (float)textureRect.height,
(float)iterRect->width / (float)textureRect.width,
(float)iterRect->height / (float)textureRect.height)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
// FIXME/bug 662109: synchronize using KeyedMutex
// Set back to default.
effect()->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
}
void
ShadowThebesLayerD3D10::Validate()
{
}
void
ShadowThebesLayerD3D10::LayerManagerDestroyed()
{
}
} /* namespace layers */
} /* namespace mozilla */