gecko/gfx/layers/d3d10/ContainerLayerD3D10.cpp
Jeff Muizelaar 0ee07ef4d0 Bug 1064479. Redo how screen rotation is implemented on B2G/Layers. r=nical,mwoodrow
Currently we use a world transform on the LayerManager. This gets passed to the
screen render target which adjusts the gl transform to accomplish the rotation.
This causes a lot of the system to have to know about the transform.

Instead we can just bake the transform into the root layer's shadow transform.
Everything now mostly just works.

--HG--
extra : rebase_source : e0e170d191eef5887a2e6b17f71ac79037033006
2014-09-10 15:59:00 -04:00

269 lines
8.7 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ContainerLayerD3D10.h"
#include "ThebesLayerD3D10.h"
#include "ReadbackProcessor.h"
using namespace mozilla::gfx;
namespace mozilla {
namespace layers {
ContainerLayerD3D10::ContainerLayerD3D10(LayerManagerD3D10 *aManager)
: ContainerLayer(aManager, nullptr)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
ContainerLayerD3D10::~ContainerLayerD3D10()
{
while (mFirstChild) {
RemoveChild(mFirstChild);
}
}
Layer*
ContainerLayerD3D10::GetLayer()
{
return this;
}
LayerD3D10*
ContainerLayerD3D10::GetFirstChildD3D10()
{
if (!mFirstChild) {
return nullptr;
}
return static_cast<LayerD3D10*>(mFirstChild->ImplData());
}
void
ContainerLayerD3D10::RenderLayer()
{
float renderTargetOffset[] = { 0, 0 };
nsIntRect visibleRect = mVisibleRegion.GetBounds();
float opacity = GetEffectiveOpacity();
bool useIntermediate = UseIntermediateSurface();
nsRefPtr<ID3D10RenderTargetView> previousRTView;
nsRefPtr<ID3D10Texture2D> renderTexture;
nsRefPtr<ID3D10RenderTargetView> rtView;
float previousRenderTargetOffset[2];
nsIntSize previousViewportSize;
gfx3DMatrix oldViewMatrix;
if (useIntermediate) {
device()->OMGetRenderTargets(1, getter_AddRefs(previousRTView), nullptr);
D3D10_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(D3D10_TEXTURE2D_DESC));
desc.ArraySize = 1;
desc.MipLevels = 1;
desc.Width = visibleRect.width;
desc.Height = visibleRect.height;
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.SampleDesc.Count = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
HRESULT hr;
hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(renderTexture));
if (FAILED(hr)) {
LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("Failed to create new texture for ContainerLayerD3D10!"),
hr);
return;
}
hr = device()->CreateRenderTargetView(renderTexture, nullptr, getter_AddRefs(rtView));
NS_ASSERTION(SUCCEEDED(hr), "Failed to create render target view for ContainerLayerD3D10!");
effect()->GetVariableByName("vRenderTargetOffset")->
GetRawValue(previousRenderTargetOffset, 0, 8);
previousViewportSize = mD3DManager->GetViewport();
if (mVisibleRegion.GetNumRects() != 1 || !(GetContentFlags() & CONTENT_OPAQUE)) {
Matrix4x4 transform3D = GetEffectiveTransform();
Matrix 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.
if (mSupportsComponentAlphaChildren) {
bool is2d = transform3D.Is2D(&transform);
NS_ASSERTION(is2d, "Transform should be 2d when mSupportsComponentAlphaChildren.");
// Copy background up from below. This applies any 2D transform that is
// applied to use relative to our parent, and compensates for the offset
// that was applied on our parent's rendering.
D3D10_BOX srcBox;
srcBox.left = std::max<int32_t>(visibleRect.x + int32_t(transform._31) - int32_t(previousRenderTargetOffset[0]), 0);
srcBox.top = std::max<int32_t>(visibleRect.y + int32_t(transform._32) - int32_t(previousRenderTargetOffset[1]), 0);
srcBox.right = std::min<int32_t>(srcBox.left + visibleRect.width, previousViewportSize.width);
srcBox.bottom = std::min<int32_t>(srcBox.top + visibleRect.height, previousViewportSize.height);
srcBox.back = 1;
srcBox.front = 0;
nsRefPtr<ID3D10Resource> srcResource;
previousRTView->GetResource(getter_AddRefs(srcResource));
device()->CopySubresourceRegion(renderTexture, 0,
0, 0, 0,
srcResource, 0,
&srcBox);
} else {
float black[] = { 0, 0, 0, 0};
device()->ClearRenderTargetView(rtView, black);
}
}
ID3D10RenderTargetView *rtViewPtr = rtView;
device()->OMSetRenderTargets(1, &rtViewPtr, nullptr);
renderTargetOffset[0] = (float)visibleRect.x;
renderTargetOffset[1] = (float)visibleRect.y;
effect()->GetVariableByName("vRenderTargetOffset")->
SetRawValue(renderTargetOffset, 0, 8);
mD3DManager->SetViewport(nsIntSize(visibleRect.Size()));
}
D3D10_RECT oldD3D10Scissor;
UINT numRects = 1;
device()->RSGetScissorRects(&numRects, &oldD3D10Scissor);
// Convert scissor to an nsIntRect. D3D10_RECT's are exclusive
// on the bottom and right values.
nsIntRect oldScissor(oldD3D10Scissor.left,
oldD3D10Scissor.top,
oldD3D10Scissor.right - oldD3D10Scissor.left,
oldD3D10Scissor.bottom - oldD3D10Scissor.top);
nsAutoTArray<Layer*, 12> children;
SortChildrenBy3DZOrder(children);
/*
* Render this container's contents.
*/
for (uint32_t i = 0; i < children.Length(); i++) {
LayerD3D10* layerToRender = static_cast<LayerD3D10*>(children.ElementAt(i)->ImplData());
if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
continue;
}
nsIntRect scissorRect =
RenderTargetPixel::ToUntyped(layerToRender->GetLayer()->CalculateScissorRect(RenderTargetPixel::FromUntyped(oldScissor)));
if (scissorRect.IsEmpty()) {
continue;
}
D3D10_RECT d3drect;
d3drect.left = scissorRect.x;
d3drect.top = scissorRect.y;
d3drect.right = scissorRect.x + scissorRect.width;
d3drect.bottom = scissorRect.y + scissorRect.height;
device()->RSSetScissorRects(1, &d3drect);
layerToRender->RenderLayer();
}
device()->RSSetScissorRects(1, &oldD3D10Scissor);
if (useIntermediate) {
mD3DManager->SetViewport(previousViewportSize);
ID3D10RenderTargetView *rtView = previousRTView;
device()->OMSetRenderTargets(1, &rtView, nullptr);
effect()->GetVariableByName("vRenderTargetOffset")->
SetRawValue(previousRenderTargetOffset, 0, 8);
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
if (LoadMaskTexture()) {
if (GetTransform().CanDraw2D()) {
technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_MASK);
} else {
technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_MASK_3D);
}
} else {
technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_NO_MASK);
}
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)visibleRect.x,
(float)visibleRect.y,
(float)visibleRect.width,
(float)visibleRect.height)
);
technique->GetPassByIndex(0)->Apply(0);
ID3D10ShaderResourceView *view;
device()->CreateShaderResourceView(renderTexture, nullptr, &view);
device()->PSSetShaderResources(0, 1, &view);
device()->Draw(4, 0);
view->Release();
}
}
void
ContainerLayerD3D10::LayerManagerDestroyed()
{
while (mFirstChild) {
GetFirstChildD3D10()->LayerManagerDestroyed();
RemoveChild(mFirstChild);
}
}
void
ContainerLayerD3D10::Validate()
{
nsIntRect visibleRect = mVisibleRegion.GetBounds();
mSupportsComponentAlphaChildren = false;
if (UseIntermediateSurface()) {
Matrix4x4 transform3D = GetEffectiveTransform();
Matrix transform;
if (mVisibleRegion.GetNumRects() == 1 && (GetContentFlags() & CONTENT_OPAQUE)) {
// don't need a background, we're going to paint all opaque stuff
mSupportsComponentAlphaChildren = true;
} else {
if (HasOpaqueAncestorLayer(this) &&
transform3D.Is2D(&transform) && !ThebesMatrix(transform).HasNonIntegerTranslation() &&
GetParent()->GetEffectiveVisibleRegion().GetBounds().Contains(visibleRect))
{
// In this case we can copy up the background. See RenderLayer.
mSupportsComponentAlphaChildren = true;
}
}
} else {
mSupportsComponentAlphaChildren = (GetContentFlags() & CONTENT_OPAQUE) ||
(mParent && mParent->SupportsComponentAlphaChildren());
}
ReadbackProcessor readback;
readback.BuildUpdates(this);
Layer *layer = GetFirstChild();
while (layer) {
if (layer->GetType() == TYPE_THEBES) {
static_cast<ThebesLayerD3D10*>(layer)->Validate(&readback);
} else {
static_cast<LayerD3D10*>(layer->ImplData())->Validate();
}
layer = layer->GetNextSibling();
}
}
} /* layers */
} /* mozilla */