gecko/gfx/layers/d3d9/ContainerLayerD3D9.cpp

217 lines
7.2 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 "ContainerLayerD3D9.h"
#include "ThebesLayerD3D9.h"
#include "ReadbackProcessor.h"
namespace mozilla {
namespace layers {
ContainerLayerD3D9::ContainerLayerD3D9(LayerManagerD3D9 *aManager)
: ContainerLayer(aManager, nullptr)
, LayerD3D9(aManager)
{
mImplData = static_cast<LayerD3D9*>(this);
}
ContainerLayerD3D9::~ContainerLayerD3D9()
{
while (mFirstChild) {
RemoveChild(mFirstChild);
}
}
Layer*
ContainerLayerD3D9::GetLayer()
{
return this;
}
LayerD3D9*
ContainerLayerD3D9::GetFirstChildD3D9()
{
if (!mFirstChild) {
return nullptr;
}
return static_cast<LayerD3D9*>(mFirstChild->ImplData());
}
void
ContainerLayerD3D9::RenderLayer()
{
nsRefPtr<IDirect3DSurface9> previousRenderTarget;
nsRefPtr<IDirect3DTexture9> 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 = GetEffectiveVisibleRegion().GetBounds();
bool useIntermediate = UseIntermediateSurface();
mSupportsComponentAlphaChildren = false;
if (useIntermediate) {
nsRefPtr<IDirect3DSurface9> renderSurface;
if (!mD3DManager->CompositingDisabled()) {
device()->GetRenderTarget(0, getter_AddRefs(previousRenderTarget));
HRESULT hr = device()->CreateTexture(visibleRect.width, visibleRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(renderTexture),
nullptr);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("ContainerLayerD3D9::ContainerRender(): Failed to create texture"),
hr);
return;
}
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 = 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 + int32_t(transform.x0),
visibleRect.y + int32_t(transform.y0));
if (!mD3DManager->CompositingDisabled()) {
hr = device()->
StretchRect(previousRenderTarget, &src, renderSurface, &dest, D3DTEXF_NONE);
}
}
if (hr == S_OK) {
mSupportsComponentAlphaChildren = true;
} else if (!mD3DManager->CompositingDisabled()) {
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 {
mSupportsComponentAlphaChildren =
(GetContentFlags() & CONTENT_OPAQUE) ||
(mParent &&
mParent->SupportsComponentAlphaChildren());
}
nsAutoTArray<Layer*, 12> children;
SortChildrenBy3DZOrder(children);
/*
* Render this container's contents.
*/
for (uint32_t i = 0; i < children.Length(); i++) {
LayerD3D9* layerToRender = static_cast<LayerD3D9*>(children.ElementAt(i)->ImplData());
if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
continue;
}
nsIntRect scissorRect =
layerToRender->GetLayer()->CalculateScissorRect(oldScissor, nullptr);
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<ThebesLayerD3D9*>(layerToRender)->RenderThebesLayer(&readback);
} else {
layerToRender->RenderLayer();
}
}
if (useIntermediate && !mD3DManager->CompositingDisabled()) {
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,
GetMaskLayer(),
GetTransform().CanDraw2D());
device()->SetTexture(0, renderTexture);
device()->SetScissorRect(&containerD3D9ClipRect);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
} else {
device()->SetScissorRect(&containerD3D9ClipRect);
}
}
void
ContainerLayerD3D9::LayerManagerDestroyed()
{
while (mFirstChild) {
GetFirstChildD3D9()->LayerManagerDestroyed();
RemoveChild(mFirstChild);
}
}
} /* layers */
} /* mozilla */