gecko/gfx/layers/d3d9/ContainerLayerD3D9.cpp

375 lines
12 KiB
C++

/* -*- 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 <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 "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<LayerD3D9*>(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<LayerD3D9*>(mFirstChild->ImplData());
}
static inline LayerD3D9*
GetNextSiblingD3D9(LayerD3D9* aLayer)
{
Layer* layer = aLayer->GetLayer()->GetNextSibling();
return layer ? static_cast<LayerD3D9*>(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<IDirect3DSurface9> previousRenderTarget;
nsRefPtr<IDirect3DTexture9> renderTexture;
float previousRenderTargetOffset[4];
RECT containerClipRect;
float renderTargetOffset[] = { 0, 0, 0, 0 };
float oldViewMatrix[4][4];
device()->GetScissorRect(&containerClipRect);
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<IDirect3DSurface9> 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)) {
const nsIntRect* clipRect = layerToRender->GetLayer()->GetClipRect();
if ((clipRect && clipRect->IsEmpty()) ||
layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
continue;
}
if (clipRect || useIntermediate) {
RECT r;
if (clipRect) {
r.left = (LONG)(clipRect->x - renderTargetOffset[0]);
r.top = (LONG)(clipRect->y - renderTargetOffset[1]);
r.right = (LONG)(clipRect->x - renderTargetOffset[0] + clipRect->width);
r.bottom = (LONG)(clipRect->y - renderTargetOffset[1] + clipRect->height);
} else {
r.left = 0;
r.top = 0;
r.right = visibleRect.width;
r.bottom = visibleRect.height;
}
nsRefPtr<IDirect3DSurface9> renderSurface;
device()->GetRenderTarget(0, getter_AddRefs(renderSurface));
D3DSURFACE_DESC desc;
renderSurface->GetDesc(&desc);
if (!useIntermediate) {
// Transform clip rect
if (clipRect) {
gfxRect cliprect(r.left, r.top, r.right - r.left, r.bottom - r.top);
gfxRect trScissor = contTransform.TransformBounds(cliprect);
trScissor.Round();
nsIntRect trIntScissor;
if (gfxUtils::GfxRectToIntRect(trScissor, &trIntScissor)) {
r.left = trIntScissor.x;
r.top = trIntScissor.y;
r.right = trIntScissor.XMost();
r.bottom = trIntScissor.YMost();
} else {
r.left = 0;
r.top = 0;
r.right = visibleRect.width;
r.bottom = visibleRect.height;
clipRect = nsnull;
}
}
// Intersect with current clip rect.
r.left = NS_MAX<PRInt32>(containerClipRect.left, r.left);
r.right = NS_MIN<PRInt32>(containerClipRect.right, r.right);
r.top = NS_MAX<PRInt32>(containerClipRect.top, r.top);
r.bottom = NS_MIN<PRInt32>(containerClipRect.bottom, r.bottom);
} else {
// > 0 is implied during the intersection when useIntermediate == true;
r.left = NS_MAX<LONG>(0, r.left);
r.top = NS_MAX<LONG>(0, r.top);
}
r.bottom = NS_MIN<LONG>(r.bottom, desc.Height);
r.right = NS_MIN<LONG>(r.right, desc.Width);
device()->SetScissorRect(&r);
}
if (layerToRender->GetLayer()->GetType() == TYPE_THEBES) {
static_cast<ThebesLayerD3D9*>(layerToRender)->RenderThebesLayer(&readback);
} else {
layerToRender->RenderLayer();
}
if (clipRect && !useIntermediate) {
// In this situation we've set a new scissor rect and we will continue
// to render directly to our container. We need to restore its scissor.
// Not setting this when useIntermediate is true is an optimization since
// we'll get a new one set anyway.
device()->SetScissorRect(&containerClipRect);
}
}
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()->SetScissorRect(&containerClipRect);
device()->SetTexture(0, renderTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
}
void
ContainerLayerD3D9::LayerManagerDestroyed()
{
while (mFirstChild) {
GetFirstChildD3D9()->LayerManagerDestroyed();
RemoveChild(mFirstChild);
}
}
} /* layers */
} /* mozilla */