gecko/gfx/layers/d3d9/ThebesLayerD3D9.cpp
Phil Ringnalda 18f873ac9e Backed out 4 changesets (bug 991028) for nonunified bustage
CLOSED TREE

Backed out changeset 147581a518c3 (bug 991028)
Backed out changeset e5bacc566e58 (bug 991028)
Backed out changeset 6dc852777a4d (bug 991028)
Backed out changeset 780bec5571b9 (bug 991028)
2014-04-06 21:21:38 -07:00

635 lines
21 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* 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 "mozilla/layers/PLayerTransaction.h"
// This must occur *after* layers/PLayerTransaction.h to avoid
// typedefs conflicts.
#include "mozilla/ArrayUtils.h"
#include "ipc/AutoOpenSurface.h"
#include "ThebesLayerD3D9.h"
#include "gfxPlatform.h"
#include "gfxWindowsPlatform.h"
#include "gfxTeeSurface.h"
#include "gfxUtils.h"
#include "ReadbackProcessor.h"
#include "ReadbackLayer.h"
#include "mozilla/gfx/2D.h"
namespace mozilla {
namespace layers {
using namespace gfx;
ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager)
: ThebesLayer(aManager, nullptr)
, LayerD3D9(aManager)
{
mImplData = static_cast<LayerD3D9*>(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)
{
mInvalidRegion.Or(mInvalidRegion, aRegion);
mValidRegion.Sub(mValidRegion, mInvalidRegion);
}
void
ThebesLayerD3D9::CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset,
IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion)
{
nsRefPtr<IDirect3DSurface9> 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.
oldRect.left = r->x - aSrcOffset.x;
oldRect.top = r->y - aSrcOffset.y;
oldRect.right = oldRect.left + r->width;
oldRect.bottom = oldRect.top + r->height;
newRect.left = r->x - aDestOffset.x;
newRect.top = r->y - aDestOffset.y;
newRect.right = newRect.left + r->width;
newRect.bottom = newRect.top + r->height;
// 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 uint64_t RectArea(const nsIntRect& aRect)
{
return aRect.width*uint64_t(aRect.height);
}
void
ThebesLayerD3D9::UpdateTextures(SurfaceMode aMode)
{
nsIntRect visibleRect = mVisibleRegion.GetBounds();
if (HaveTextures(aMode)) {
if (!mTextureRect.IsEqualInterior(visibleRect)) {
nsRefPtr<IDirect3DTexture9> oldTexture = mTexture;
nsRefPtr<IDirect3DTexture9> 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(gfx::IntSize(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);
if (aMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(), mTextureOnWhite, visibleRect.TopLeft(),
retainRegion, &mValidRegion);
}
}
mTextureRect = visibleRect;
}
} else {
CreateNewTextures(gfx::IntSize(visibleRect.width, visibleRect.height), aMode);
mTextureRect = visibleRect;
NS_ASSERTION(mValidRegion.IsEmpty(), "Someone forgot to empty the region");
}
}
void
ThebesLayerD3D9::RenderRegion(const nsIntRegion& aRegion)
{
nsIntRegionRectIterator iter(aRegion);
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;
}
nsIntRect newTextureRect = mVisibleRegion.GetBounds();
SurfaceMode mode = GetSurfaceMode();
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA &&
(!mParent || !mParent->SupportsComponentAlphaChildren())) {
mode = SurfaceMode::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) {
if (MayResample()) {
neededRegion = newTextureRect;
if (mode == SurfaceMode::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 = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
}
}
}
VerifyContentType(mode);
UpdateTextures(mode);
if (!HaveTextures(mode)) {
NS_WARNING("Texture creation failed");
return;
}
nsTArray<ReadbackProcessor::Update> 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(neededRegion, 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 = neededRegion;
}
if (mD3DManager->CompositingDisabled()) {
return;
}
SetShaderTransformAndOpacity();
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1,
GetMaskLayer());
device()->SetTexture(0, mTexture);
device()->SetTexture(1, mTextureOnWhite);
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
RenderRegion(neededRegion);
mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2,
GetMaskLayer());
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
RenderRegion(neededRegion);
// Restore defaults
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
device()->SetTexture(1, nullptr);
} else {
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER,
GetMaskLayer());
device()->SetTexture(0, mTexture);
RenderRegion(neededRegion);
}
// Set back to default.
device()->SetVertexShaderConstantF(CBvTextureCoords,
ShaderConstantRect(0, 0, 1.0f, 1.0f),
1);
}
void
ThebesLayerD3D9::CleanResources()
{
mTexture = nullptr;
mTextureOnWhite = nullptr;
mValidRegion.SetEmpty();
}
void
ThebesLayerD3D9::LayerManagerDestroyed()
{
mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
mD3DManager = nullptr;
}
Layer*
ThebesLayerD3D9::GetLayer()
{
return this;
}
bool
ThebesLayerD3D9::IsEmpty()
{
return !mTexture;
}
void
ThebesLayerD3D9::VerifyContentType(SurfaceMode aMode)
{
if (!mTexture)
return;
D3DSURFACE_DESC desc;
mTexture->GetLevelDesc(0, &desc);
switch (aMode) {
case SurfaceMode::SURFACE_OPAQUE:
if (desc.Format == D3DFMT_X8R8G8B8 && !mTextureOnWhite)
return;
break;
case SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA:
if (desc.Format == D3DFMT_A8R8G8B8 && !mTextureOnWhite)
return;
break;
case SurfaceMode::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 = nullptr;
mTextureOnWhite = nullptr;
mValidRegion.SetEmpty();
}
class OpaqueRenderer {
public:
OpaqueRenderer(const nsIntRegion& aUpdateRegion) :
mUpdateRegion(aUpdateRegion) {}
~OpaqueRenderer() { End(); }
already_AddRefed<gfxWindowsSurface> Begin(LayerD3D9* aLayer);
void End();
IDirect3DTexture9* GetTexture() { return mTmpTexture; }
private:
const nsIntRegion& mUpdateRegion;
nsRefPtr<IDirect3DTexture9> mTmpTexture;
nsRefPtr<IDirect3DSurface9> mSurface;
nsRefPtr<gfxWindowsSurface> mD3D9ThebesSurface;
};
already_AddRefed<gfxWindowsSurface>
OpaqueRenderer::Begin(LayerD3D9* aLayer)
{
nsIntRect bounds = mUpdateRegion.GetBounds();
HRESULT hr = aLayer->device()->
CreateTexture(bounds.width, bounds.height, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, getter_AddRefs(mTmpTexture), nullptr);
if (FAILED(hr)) {
aLayer->ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr);
return nullptr;
}
hr = mTmpTexture->GetSurfaceLevel(0, getter_AddRefs(mSurface));
if (FAILED(hr)) {
// Uh-oh, bail.
NS_WARNING("Failed to get texture surface level.");
return nullptr;
}
nsRefPtr<gfxWindowsSurface> result = new gfxWindowsSurface(mSurface);
if (!result || result->CairoStatus()) {
NS_WARNING("Failed to d3d9 cairo surface.");
return nullptr;
}
mD3D9ThebesSurface = result;
return result.forget();
}
void
OpaqueRenderer::End()
{
mSurface = nullptr;
// gfxWindowsSurface returned from ::Begin() should be released before the
// texture is used. This will assert that this is the case
#if 1
if (mD3D9ThebesSurface) {
mD3D9ThebesSurface->AddRef();
nsrefcnt c = mD3D9ThebesSurface->Release();
if (c != 1)
NS_RUNTIMEABORT("Reference mD3D9ThebesSurface must be released by caller of Begin() before calling End()");
}
#endif
mD3D9ThebesSurface = nullptr;
}
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::ClipToRegion(ctx, aRegion);
ctx->SetColor(aColor);
ctx->Paint();
}
void
ThebesLayerD3D9::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode,
const nsTArray<ReadbackProcessor::Update>& aReadbackUpdates)
{
HRESULT hr;
nsIntRect visibleRect = mVisibleRegion.GetBounds();
nsRefPtr<gfxASurface> destinationSurface;
nsIntRect bounds = aRegion.GetBounds();
nsRefPtr<IDirect3DTexture9> tmpTexture;
OpaqueRenderer opaqueRenderer(aRegion);
OpaqueRenderer opaqueRendererOnWhite(aRegion);
switch (aMode)
{
case SurfaceMode::SURFACE_OPAQUE:
destinationSurface = opaqueRenderer.Begin(this);
break;
case SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA: {
hr = device()->CreateTexture(bounds.width, bounds.height, 1,
0, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), nullptr);
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<gfxWindowsSurface> dest = new gfxWindowsSurface(
gfxIntSize(bounds.width, bounds.height), gfxImageFormat::ARGB32);
// 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 SurfaceMode::SURFACE_COMPONENT_ALPHA: {
nsRefPtr<gfxWindowsSurface> onBlack = opaqueRenderer.Begin(this);
nsRefPtr<gfxWindowsSurface> onWhite = opaqueRendererOnWhite.Begin(this);
if (onBlack && onWhite) {
FillSurface(onBlack, aRegion, bounds.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0));
FillSurface(onWhite, aRegion, bounds.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0));
gfxASurface* surfaces[2] = { onBlack.get(), onWhite.get() };
destinationSurface = new gfxTeeSurface(surfaces, ArrayLength(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(false);
}
break;
}
}
if (!destinationSurface)
return;
nsRefPtr<gfxContext> context;
if (gfxPlatform::GetPlatform()->SupportsAzureContentForType(BackendType::CAIRO)) {
RefPtr<DrawTarget> dt =
gfxPlatform::GetPlatform()->CreateDrawTargetForSurface(destinationSurface,
IntSize(destinationSurface->GetSize().width,
destinationSurface->GetSize().height));
context = new gfxContext(dt);
} else {
context = new gfxContext(destinationSurface);
}
context->Translate(gfxPoint(-bounds.x, -bounds.y));
LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, aRegion, DrawRegionClip::CLIP_NONE, nsIntRegion(), cbInfo.CallbackData);
for (uint32_t i = 0; i < aReadbackUpdates.Length(); ++i) {
NS_ASSERTION(aMode == SurfaceMode::SURFACE_OPAQUE,
"Transparent surfaces should not be used for readback");
const ReadbackProcessor::Update& update = aReadbackUpdates[i];
nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset();
nsRefPtr<gfxContext> 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);
}
}
// Release the cairo d3d9 surface before we try to composite it
context = nullptr;
nsAutoTArray<IDirect3DTexture9*,2> srcTextures;
nsAutoTArray<IDirect3DTexture9*,2> destTextures;
switch (aMode)
{
case SurfaceMode::SURFACE_OPAQUE:
// Must release reference to dest surface before ending drawing
destinationSurface = nullptr;
opaqueRenderer.End();
srcTextures.AppendElement(opaqueRenderer.GetTexture());
destTextures.AppendElement(mTexture);
break;
case SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA: {
LockTextureRectD3D9 textureLock(tmpTexture);
if (!textureLock.HasLock()) {
NS_WARNING("Failed to lock ThebesLayer tmpTexture texture.");
return;
}
D3DLOCKED_RECT r = textureLock.GetLockRect();
nsRefPtr<gfxImageSurface> imgSurface =
new gfxImageSurface((unsigned char *)r.pBits,
bounds.Size(),
r.Pitch,
gfxImageFormat::ARGB32);
if (destinationSurface) {
nsRefPtr<gfxContext> context = new gfxContext(imgSurface);
context->SetSource(destinationSurface);
context->SetOperator(gfxContext::OPERATOR_SOURCE);
context->Paint();
}
// Must release reference to dest surface before ending drawing
destinationSurface = nullptr;
imgSurface = nullptr;
srcTextures.AppendElement(tmpTexture);
destTextures.AppendElement(mTexture);
break;
}
case SurfaceMode::SURFACE_COMPONENT_ALPHA: {
// Must release reference to dest surface before ending drawing
destinationSurface = nullptr;
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.
for (uint32_t i = 0; i < srcTextures.Length(); ++i) {
nsRefPtr<IDirect3DSurface9> srcSurface;
nsRefPtr<IDirect3DSurface9> 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 = iterRect->x - bounds.x;
rect.top = iterRect->y - bounds.y;
rect.right = iterRect->XMost() - bounds.x;
rect.bottom = iterRect->YMost() - bounds.y;
POINT point;
point.x = iterRect->x - visibleRect.x;
point.y = iterRect->y - visibleRect.y;
device()->UpdateSurface(srcSurface, &rect, dstSurface, &point);
}
}
}
void
ThebesLayerD3D9::CreateNewTextures(const gfx::IntSize &aSize,
SurfaceMode aMode)
{
if (aSize.width == 0 || aSize.height == 0) {
// Nothing to do.
return;
}
mTexture = nullptr;
mTextureOnWhite = nullptr;
HRESULT hr = device()->CreateTexture(aSize.width, aSize.height, 1,
D3DUSAGE_RENDERTARGET,
aMode != SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), nullptr);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("ThebesLayerD3D9::CreateNewTextures(): Failed to create texture"),
hr);
return;
}
if (aMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
hr = device()->CreateTexture(aSize.width, aSize.height, 1,
D3DUSAGE_RENDERTARGET,
D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTextureOnWhite), nullptr);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("ThebesLayerD3D9::CreateNewTextures(): Failed to create texture (2)"),
hr);
return;
}
}
}
} /* namespace layers */
} /* namespace mozilla */