gecko/gfx/2d/DrawTargetD2D.cpp
Jeff Muizelaar 47cdb5bcdd Bug 823393. Breakage fix for partially commited Bug 823148.
Only some hunks of the patch for bug 823148 made it into the
tree. I've no idea why.

--HG--
extra : rebase_source : 629e6d74e2e6cf4255e7875a8a1eb044241eec23
2012-12-20 01:16:45 -05:00

2825 lines
86 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 "DrawTargetD2D.h"
#include "SourceSurfaceD2D.h"
#include "SourceSurfaceD2DTarget.h"
#include "ShadersD2D.h"
#include "PathD2D.h"
#include "GradientStopsD2D.h"
#include "ScaledFontDWrite.h"
#include "ImageScaling.h"
#include "Logging.h"
#include "Tools.h"
#include <algorithm>
#include "mozilla/Constants.h"
#include <dwrite.h>
typedef HRESULT (WINAPI*D2D1CreateFactoryFunc)(
D2D1_FACTORY_TYPE factoryType,
REFIID iid,
CONST D2D1_FACTORY_OPTIONS *pFactoryOptions,
void **factory
);
typedef HRESULT (WINAPI*D3D10CreateEffectFromMemoryFunc)(
void *pData,
SIZE_T DataLength,
UINT FXFlags,
ID3D10Device *pDevice,
ID3D10EffectPool *pEffectPool,
ID3D10Effect **ppEffect
);
typedef HRESULT (WINAPI*DWriteCreateFactoryFunc)(
DWRITE_FACTORY_TYPE factoryType,
REFIID iid,
IUnknown **factory
);
using namespace std;
namespace mozilla {
namespace gfx {
struct Vertex {
float x;
float y;
};
ID2D1Factory *DrawTargetD2D::mFactory;
IDWriteFactory *DrawTargetD2D::mDWriteFactory;
uint64_t DrawTargetD2D::mVRAMUsageDT;
uint64_t DrawTargetD2D::mVRAMUsageSS;
// Helper class to restore surface contents that was clipped out but may have
// been altered by a drawing call.
class AutoSaveRestoreClippedOut
{
public:
AutoSaveRestoreClippedOut(DrawTargetD2D *aDT)
: mDT(aDT)
{}
void Save() {
if (!mDT->mPushedClips.size()) {
return;
}
mDT->Flush();
RefPtr<ID3D10Texture2D> tmpTexture;
IntSize size = mDT->mSize;
SurfaceFormat format = mDT->mFormat;
CD3D10_TEXTURE2D_DESC desc(DXGIFormat(format), size.width, size.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
HRESULT hr = mDT->mDevice->CreateTexture2D(&desc, nullptr, byRef(tmpTexture));
if (FAILED(hr)) {
gfxWarning() << "Failed to create temporary texture to hold surface data.";
}
mDT->mDevice->CopyResource(tmpTexture, mDT->mTexture);
D2D1_BITMAP_PROPERTIES props =
D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(format),
AlphaMode(format)));
RefPtr<IDXGISurface> surf;
tmpTexture->QueryInterface((IDXGISurface**)byRef(surf));
hr = mDT->mRT->CreateSharedBitmap(IID_IDXGISurface, surf,
&props, byRef(mOldSurfBitmap));
if (FAILED(hr)) {
gfxWarning() << "Failed to create shared bitmap for old surface.";
}
IntRect clipBounds;
mClippedArea = mDT->GetClippedGeometry(&clipBounds);
if (!clipBounds.IsEqualEdges(IntRect(IntPoint(0, 0), mDT->mSize))) {
// We still need to take into account clipBounds if it contains additional
// clipping information.
RefPtr<ID2D1RectangleGeometry> rectGeom;
factory()->CreateRectangleGeometry(D2D1::Rect(clipBounds.x, clipBounds.y,
clipBounds.XMost(), clipBounds.YMost()),
byRef(rectGeom));
mClippedArea = mDT->Intersect(mClippedArea, rectGeom);
}
}
ID2D1Factory *factory() { return mDT->factory(); }
~AutoSaveRestoreClippedOut()
{
if (!mOldSurfBitmap) {
return;
}
ID2D1RenderTarget *rt = mDT->mRT;
// Write the area that was clipped out back to the surface. This all
// happens in device space.
rt->SetTransform(D2D1::IdentityMatrix());
mDT->mTransformDirty = true;
RefPtr<ID2D1RectangleGeometry> rectGeom;
factory()->CreateRectangleGeometry(
D2D1::RectF(0, 0, float(mDT->mSize.width), float(mDT->mSize.height)),
byRef(rectGeom));
RefPtr<ID2D1PathGeometry> invClippedArea;
factory()->CreatePathGeometry(byRef(invClippedArea));
RefPtr<ID2D1GeometrySink> sink;
invClippedArea->Open(byRef(sink));
rectGeom->CombineWithGeometry(mClippedArea, D2D1_COMBINE_MODE_EXCLUDE, nullptr, sink);
sink->Close();
RefPtr<ID2D1BitmapBrush> brush;
rt->CreateBitmapBrush(mOldSurfBitmap, D2D1::BitmapBrushProperties(), D2D1::BrushProperties(), byRef(brush));
rt->FillGeometry(invClippedArea, brush);
}
private:
DrawTargetD2D *mDT;
// If we have an operator unbound by the source, this will contain a bitmap
// with the old dest surface data.
RefPtr<ID2D1Bitmap> mOldSurfBitmap;
// This contains the area drawing is clipped to.
RefPtr<ID2D1Geometry> mClippedArea;
};
DrawTargetD2D::DrawTargetD2D()
: mCurrentCachedLayer(0)
, mClipsArePushed(false)
, mPrivateData(nullptr)
{
}
DrawTargetD2D::~DrawTargetD2D()
{
if (mRT) {
PopAllClips();
mRT->EndDraw();
mVRAMUsageDT -= GetByteSize();
}
if (mTempRT) {
mTempRT->EndDraw();
mVRAMUsageDT -= GetByteSize();
}
if (mSnapshot) {
// We may hold the only reference. MarkIndependent will clear mSnapshot;
// keep the snapshot object alive so it doesn't get destroyed while
// MarkIndependent is running.
RefPtr<SourceSurfaceD2DTarget> deathGrip = mSnapshot;
// mSnapshot can be treated as independent of this DrawTarget since we know
// this DrawTarget won't change again.
deathGrip->MarkIndependent();
// mSnapshot will be cleared now.
}
for (int i = 0; i < kLayerCacheSize; i++) {
if (mCachedLayers[i]) {
mCachedLayers[i] = nullptr;
mVRAMUsageDT -= GetByteSize();
}
}
// Targets depending on us can break that dependency, since we're obviously not going to
// be modified in the future.
for (TargetSet::iterator iter = mDependentTargets.begin();
iter != mDependentTargets.end(); iter++) {
(*iter)->mDependingOnTargets.erase(this);
}
// Our dependencies on other targets no longer matter.
for (TargetSet::iterator iter = mDependingOnTargets.begin();
iter != mDependingOnTargets.end(); iter++) {
(*iter)->mDependentTargets.erase(this);
}
}
/*
* DrawTarget Implementation
*/
TemporaryRef<SourceSurface>
DrawTargetD2D::Snapshot()
{
if (!mSnapshot) {
mSnapshot = new SourceSurfaceD2DTarget(this, mTexture, mFormat);
Flush();
}
return mSnapshot;
}
void
DrawTargetD2D::Flush()
{
PopAllClips();
HRESULT hr = mRT->Flush();
if (FAILED(hr)) {
gfxWarning() << "Error reported when trying to flush D2D rendertarget. Code: " << hr;
}
// We no longer depend on any target.
for (TargetSet::iterator iter = mDependingOnTargets.begin();
iter != mDependingOnTargets.end(); iter++) {
(*iter)->mDependentTargets.erase(this);
}
mDependingOnTargets.clear();
}
void
DrawTargetD2D::AddDependencyOnSource(SourceSurfaceD2DTarget* aSource)
{
if (aSource->mDrawTarget && !mDependingOnTargets.count(aSource->mDrawTarget)) {
aSource->mDrawTarget->mDependentTargets.insert(this);
mDependingOnTargets.insert(aSource->mDrawTarget);
}
}
void
DrawTargetD2D::DrawSurface(SourceSurface *aSurface,
const Rect &aDest,
const Rect &aSource,
const DrawSurfaceOptions &aSurfOptions,
const DrawOptions &aOptions)
{
RefPtr<ID2D1Bitmap> bitmap;
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, ColorPattern(Color()));
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
Rect srcRect = aSource;
switch (aSurface->GetType()) {
case SURFACE_D2D1_BITMAP:
{
SourceSurfaceD2D *srcSurf = static_cast<SourceSurfaceD2D*>(aSurface);
bitmap = srcSurf->GetBitmap();
if (!bitmap) {
return;
}
}
break;
case SURFACE_D2D1_DRAWTARGET:
{
SourceSurfaceD2DTarget *srcSurf = static_cast<SourceSurfaceD2DTarget*>(aSurface);
bitmap = srcSurf->GetBitmap(mRT);
AddDependencyOnSource(srcSurf);
}
break;
default:
{
RefPtr<DataSourceSurface> srcSurf = aSurface->GetDataSurface();
if (!srcSurf) {
gfxDebug() << "Not able to deal with non-data source surface.";
return;
}
if (aSource.width > rt->GetMaximumBitmapSize() ||
aSource.height > rt->GetMaximumBitmapSize()) {
gfxDebug() << "Bitmap source larger than texture size specified. DrawBitmap will silently fail.";
// Don't know how to deal with this yet.
return;
}
int stride = srcSurf->Stride();
unsigned char *data = srcSurf->GetData() +
(uint32_t)aSource.y * stride +
(uint32_t)aSource.x * BytesPerPixel(srcSurf->GetFormat());
D2D1_BITMAP_PROPERTIES props =
D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(srcSurf->GetFormat()), AlphaMode(srcSurf->GetFormat())));
mRT->CreateBitmap(D2D1::SizeU(UINT32(aSource.width), UINT32(aSource.height)), data, stride, props, byRef(bitmap));
srcRect.x -= (uint32_t)aSource.x;
srcRect.y -= (uint32_t)aSource.y;
}
break;
}
rt->DrawBitmap(bitmap, D2DRect(aDest), aOptions.mAlpha, D2DFilter(aSurfOptions.mFilter), D2DRect(srcRect));
FinalizeRTForOperation(aOptions.mCompositionOp, ColorPattern(Color()), aDest);
}
void
DrawTargetD2D::DrawSurfaceWithShadow(SourceSurface *aSurface,
const Point &aDest,
const Color &aColor,
const Point &aOffset,
Float aSigma,
CompositionOp aOperator)
{
RefPtr<ID3D10ShaderResourceView> srView = nullptr;
if (aSurface->GetType() != SURFACE_D2D1_DRAWTARGET) {
return;
}
SetScissorToRect(nullptr);
// XXX - This function is way too long, it should be split up soon to make
// it more graspable!
Flush();
AutoSaveRestoreClippedOut restoreClippedOut(this);
if (!IsOperatorBoundByMask(aOperator)) {
restoreClippedOut.Save();
}
srView = static_cast<SourceSurfaceD2DTarget*>(aSurface)->GetSRView();
EnsureViews();
if (!mTempRTView) {
// This view is only needed in this path.
HRESULT hr = mDevice->CreateRenderTargetView(mTempTexture, nullptr, byRef(mTempRTView));
if (FAILED(hr)) {
gfxWarning() << "Failure to create RenderTargetView. Code: " << hr;
return;
}
}
RefPtr<ID3D10RenderTargetView> destRTView = mRTView;
RefPtr<ID3D10Texture2D> destTexture;
HRESULT hr;
RefPtr<ID3D10Texture2D> maskTexture;
RefPtr<ID3D10ShaderResourceView> maskSRView;
IntRect clipBounds;
if (mPushedClips.size()) {
EnsureClipMaskTexture(&clipBounds);
mDevice->CreateShaderResourceView(mCurrentClipMaskTexture, nullptr, byRef(maskSRView));
}
IntSize srcSurfSize;
ID3D10RenderTargetView *rtViews;
D3D10_VIEWPORT viewport;
UINT stride = sizeof(Vertex);
UINT offset = 0;
ID3D10Buffer *buff = mPrivateData->mVB;
mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mDevice->IASetVertexBuffers(0, 1, &buff, &stride, &offset);
mDevice->IASetInputLayout(mPrivateData->mInputLayout);
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f, 1.0f, 2.0f, -2.0f));
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
// If we create a downsampled source surface we need to correct aOffset for that.
Point correctedOffset = aOffset + aDest;
// The 'practical' scaling factors.
Float dsFactorX = 1.0f;
Float dsFactorY = 1.0f;
if (aSigma > 1.7f) {
// In this case 9 samples of our original will not cover it. Generate the
// mip levels for the original and create a downsampled version from
// them. We generate a version downsampled so that a kernel for a sigma
// of 1.7 will produce the right results.
float blurWeights[9] = { 0.234671f, 0.197389f, 0.197389f, 0.117465f, 0.117465f, 0.049456f, 0.049456f, 0.014732f, 0.014732f };
mPrivateData->mEffect->GetVariableByName("BlurWeights")->SetRawValue(blurWeights, 0, sizeof(blurWeights));
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
aSurface->GetSize().width,
aSurface->GetSize().height);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
RefPtr<ID3D10Texture2D> mipTexture;
hr = mDevice->CreateTexture2D(&desc, nullptr, byRef(mipTexture));
if (FAILED(hr)) {
gfxWarning() << "Failure to create temporary texture. Size: " <<
aSurface->GetSize() << " Code: " << hr;
return;
}
IntSize dsSize = IntSize(int32_t(aSurface->GetSize().width * (1.7f / aSigma)),
int32_t(aSurface->GetSize().height * (1.7f / aSigma)));
if (dsSize.width < 1) {
dsSize.width = 1;
}
if (dsSize.height < 1) {
dsSize.height = 1;
}
dsFactorX = dsSize.width / Float(aSurface->GetSize().width);
dsFactorY = dsSize.height / Float(aSurface->GetSize().height);
correctedOffset.x *= dsFactorX;
correctedOffset.y *= dsFactorY;
desc = CD3D10_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM,
dsSize.width,
dsSize.height, 1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
RefPtr<ID3D10Texture2D> tmpDSTexture;
hr = mDevice->CreateTexture2D(&desc, nullptr, byRef(tmpDSTexture));
if (FAILED(hr)) {
gfxWarning() << "Failure to create temporary texture. Size: " << dsSize << " Code: " << hr;
return;
}
D3D10_BOX box;
box.left = box.top = box.front = 0;
box.back = 1;
box.right = aSurface->GetSize().width;
box.bottom = aSurface->GetSize().height;
mDevice->CopySubresourceRegion(mipTexture, 0, 0, 0, 0, static_cast<SourceSurfaceD2DTarget*>(aSurface)->mTexture, 0, &box);
mDevice->CreateShaderResourceView(mipTexture, nullptr, byRef(srView));
mDevice->GenerateMips(srView);
RefPtr<ID3D10RenderTargetView> dsRTView;
RefPtr<ID3D10ShaderResourceView> dsSRView;
mDevice->CreateRenderTargetView(tmpDSTexture, nullptr, byRef(dsRTView));
mDevice->CreateShaderResourceView(tmpDSTexture, nullptr, byRef(dsSRView));
// We're not guaranteed the texture we created will be empty, we've
// seen old content at least on NVidia drivers.
float color[4] = { 0, 0, 0, 0 };
mDevice->ClearRenderTargetView(dsRTView, color);
rtViews = dsRTView;
mDevice->OMSetRenderTargets(1, &rtViews, nullptr);
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = dsSize.height;
viewport.Width = dsSize.width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView);
mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->
GetPassByIndex(0)->Apply(0);
mDevice->OMSetBlendState(GetBlendStateForOperator(OP_OVER), nullptr, 0xffffffff);
mDevice->Draw(4, 0);
srcSurfSize = dsSize;
srView = dsSRView;
} else {
// In this case generate a kernel to draw the blur directly to the temp
// surf in one direction and to final in the other.
float blurWeights[9];
float normalizeFactor = 1.0f;
if (aSigma != 0) {
normalizeFactor = 1.0f / Float(sqrt(2 * M_PI * pow(aSigma, 2)));
}
blurWeights[0] = normalizeFactor;
// XXX - We should actually optimize for Sigma = 0 here. We could use a
// much simpler shader and save a lot of texture lookups.
for (int i = 1; i < 9; i += 2) {
if (aSigma != 0) {
blurWeights[i] = blurWeights[i + 1] = normalizeFactor *
exp(-pow(float((i + 1) / 2), 2) / (2 * pow(aSigma, 2)));
} else {
blurWeights[i] = blurWeights[i + 1] = 0;
}
}
mPrivateData->mEffect->GetVariableByName("BlurWeights")->SetRawValue(blurWeights, 0, sizeof(blurWeights));
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = aSurface->GetSize().height;
viewport.Width = aSurface->GetSize().width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
srcSurfSize = aSurface->GetSize();
}
// We may need to draw to a different intermediate surface if our temp
// texture isn't big enough.
bool needBiggerTemp = srcSurfSize.width > mSize.width ||
srcSurfSize.height > mSize.height;
RefPtr<ID3D10RenderTargetView> tmpRTView;
RefPtr<ID3D10ShaderResourceView> tmpSRView;
RefPtr<ID3D10Texture2D> tmpTexture;
IntSize tmpSurfSize = mSize;
if (!needBiggerTemp) {
tmpRTView = mTempRTView;
tmpSRView = mSRView;
// There could still be content here!
float color[4] = { 0, 0, 0, 0 };
mDevice->ClearRenderTargetView(tmpRTView, color);
} else {
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
srcSurfSize.width,
srcSurfSize.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
mDevice->CreateTexture2D(&desc, nullptr, byRef(tmpTexture));
mDevice->CreateRenderTargetView(tmpTexture, nullptr, byRef(tmpRTView));
mDevice->CreateShaderResourceView(tmpTexture, nullptr, byRef(tmpSRView));
tmpSurfSize = srcSurfSize;
}
rtViews = tmpRTView;
mDevice->OMSetRenderTargets(1, &rtViews, nullptr);
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView);
// Premultiplied!
float shadowColor[4] = { aColor.r * aColor.a, aColor.g * aColor.a,
aColor.b * aColor.a, aColor.a };
mPrivateData->mEffect->GetVariableByName("ShadowColor")->AsVector()->
SetFloatVector(shadowColor);
float pixelOffset = 1.0f / float(srcSurfSize.width);
float blurOffsetsH[9] = { 0, pixelOffset, -pixelOffset,
2.0f * pixelOffset, -2.0f * pixelOffset,
3.0f * pixelOffset, -3.0f * pixelOffset,
4.0f * pixelOffset, - 4.0f * pixelOffset };
pixelOffset = 1.0f / float(tmpSurfSize.height);
float blurOffsetsV[9] = { 0, pixelOffset, -pixelOffset,
2.0f * pixelOffset, -2.0f * pixelOffset,
3.0f * pixelOffset, -3.0f * pixelOffset,
4.0f * pixelOffset, - 4.0f * pixelOffset };
mPrivateData->mEffect->GetVariableByName("BlurOffsetsH")->
SetRawValue(blurOffsetsH, 0, sizeof(blurOffsetsH));
mPrivateData->mEffect->GetVariableByName("BlurOffsetsV")->
SetRawValue(blurOffsetsV, 0, sizeof(blurOffsetsV));
mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")->
GetPassByIndex(0)->Apply(0);
mDevice->Draw(4, 0);
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = mSize.height;
viewport.Width = mSize.width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(tmpSRView);
rtViews = destRTView;
mDevice->OMSetRenderTargets(1, &rtViews, nullptr);
Point shadowDest = aDest + aOffset;
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f + ((shadowDest.x / mSize.width) * 2.0f),
1.0f - (shadowDest.y / mSize.height * 2.0f),
(Float(aSurface->GetSize().width) / mSize.width) * 2.0f,
(-Float(aSurface->GetSize().height) / mSize.height) * 2.0f));
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, Float(srcSurfSize.width) / tmpSurfSize.width,
Float(srcSurfSize.height) / tmpSurfSize.height));
if (mPushedClips.size()) {
mPrivateData->mEffect->GetVariableByName("mask")->AsShaderResource()->SetResource(maskSRView);
mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(shadowDest.x / mSize.width, shadowDest.y / mSize.height,
Float(aSurface->GetSize().width) / mSize.width,
Float(aSurface->GetSize().height) / mSize.height));
mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")->
GetPassByIndex(2)->Apply(0);
SetScissorToRect(&clipBounds);
} else {
mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")->
GetPassByIndex(1)->Apply(0);
}
mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), nullptr, 0xffffffff);
mDevice->Draw(4, 0);
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f + ((aDest.x / mSize.width) * 2.0f),
1.0f - (aDest.y / mSize.height * 2.0f),
(Float(aSurface->GetSize().width) / mSize.width) * 2.0f,
(-Float(aSurface->GetSize().height) / mSize.height) * 2.0f));
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(static_cast<SourceSurfaceD2DTarget*>(aSurface)->GetSRView());
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
if (mPushedClips.size()) {
mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(aDest.x / mSize.width, aDest.y / mSize.height,
Float(aSurface->GetSize().width) / mSize.width,
Float(aSurface->GetSize().height) / mSize.height));
mPrivateData->mEffect->GetTechniqueByName("SampleMaskedTexture")->
GetPassByIndex(0)->Apply(0);
// We've set the scissor rect here for the previous draw call.
} else {
mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->
GetPassByIndex(0)->Apply(0);
}
mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), nullptr, 0xffffffff);
mDevice->Draw(4, 0);
}
void
DrawTargetD2D::ClearRect(const Rect &aRect)
{
MarkChanged();
FlushTransformToRT();
PopAllClips();
AutoSaveRestoreClippedOut restoreClippedOut(this);
restoreClippedOut.Save();
bool needsClip = false;
needsClip = aRect.x > 0 || aRect.y > 0 ||
aRect.XMost() < mSize.width ||
aRect.YMost() < mSize.height;
if (needsClip) {
mRT->PushAxisAlignedClip(D2DRect(aRect), D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
}
mRT->Clear(D2D1::ColorF(0, 0.0f));
if (needsClip) {
mRT->PopAxisAlignedClip();
}
return;
}
void
DrawTargetD2D::CopySurface(SourceSurface *aSurface,
const IntRect &aSourceRect,
const IntPoint &aDestination)
{
MarkChanged();
Rect srcRect(Float(aSourceRect.x), Float(aSourceRect.y),
Float(aSourceRect.width), Float(aSourceRect.height));
Rect dstRect(Float(aDestination.x), Float(aDestination.y),
Float(aSourceRect.width), Float(aSourceRect.height));
mRT->SetTransform(D2D1::IdentityMatrix());
mTransformDirty = true;
mRT->PushAxisAlignedClip(D2DRect(dstRect), D2D1_ANTIALIAS_MODE_ALIASED);
mRT->Clear(D2D1::ColorF(0, 0.0f));
mRT->PopAxisAlignedClip();
RefPtr<ID2D1Bitmap> bitmap;
switch (aSurface->GetType()) {
case SURFACE_D2D1_BITMAP:
{
SourceSurfaceD2D *srcSurf = static_cast<SourceSurfaceD2D*>(aSurface);
bitmap = srcSurf->GetBitmap();
}
break;
case SURFACE_D2D1_DRAWTARGET:
{
SourceSurfaceD2DTarget *srcSurf = static_cast<SourceSurfaceD2DTarget*>(aSurface);
bitmap = srcSurf->GetBitmap(mRT);
AddDependencyOnSource(srcSurf);
}
break;
default:
return;
}
if (!bitmap) {
return;
}
mRT->DrawBitmap(bitmap, D2DRect(dstRect), 1.0f,
D2D1_BITMAP_INTERPOLATION_MODE_LINEAR,
D2DRect(srcRect));
}
void
DrawTargetD2D::FillRect(const Rect &aRect,
const Pattern &aPattern,
const DrawOptions &aOptions)
{
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
if (brush) {
rt->FillRectangle(D2DRect(aRect), brush);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, aRect);
}
void
DrawTargetD2D::StrokeRect(const Rect &aRect,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions,
const DrawOptions &aOptions)
{
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
if (brush && strokeStyle) {
rt->DrawRectangle(D2DRect(aRect), brush, aStrokeOptions.mLineWidth, strokeStyle);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, aRect);
}
void
DrawTargetD2D::StrokeLine(const Point &aStart,
const Point &aEnd,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions,
const DrawOptions &aOptions)
{
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
if (brush && strokeStyle) {
rt->DrawLine(D2DPoint(aStart), D2DPoint(aEnd), brush, aStrokeOptions.mLineWidth, strokeStyle);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, Float(mSize.width), Float(mSize.height)));
}
void
DrawTargetD2D::Stroke(const Path *aPath,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions,
const DrawOptions &aOptions)
{
if (aPath->GetBackendType() != BACKEND_DIRECT2D) {
gfxDebug() << *this << ": Ignoring drawing call for incompatible path.";
return;
}
const PathD2D *d2dPath = static_cast<const PathD2D*>(aPath);
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
if (brush && strokeStyle) {
rt->DrawGeometry(d2dPath->mGeometry, brush, aStrokeOptions.mLineWidth, strokeStyle);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, Float(mSize.width), Float(mSize.height)));
}
void
DrawTargetD2D::Fill(const Path *aPath,
const Pattern &aPattern,
const DrawOptions &aOptions)
{
if (aPath->GetBackendType() != BACKEND_DIRECT2D) {
gfxDebug() << *this << ": Ignoring drawing call for incompatible path.";
return;
}
const PathD2D *d2dPath = static_cast<const PathD2D*>(aPath);
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
if (brush) {
rt->FillGeometry(d2dPath->mGeometry, brush);
}
Rect bounds;
if (aOptions.mCompositionOp != OP_OVER) {
D2D1_RECT_F d2dbounds;
d2dPath->mGeometry->GetBounds(D2D1::IdentityMatrix(), &d2dbounds);
bounds = ToRect(d2dbounds);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, bounds);
}
void
DrawTargetD2D::FillGlyphs(ScaledFont *aFont,
const GlyphBuffer &aBuffer,
const Pattern &aPattern,
const DrawOptions &aOptions,
const GlyphRenderingOptions* aRenderOptions)
{
if (aFont->GetType() != FONT_DWRITE) {
gfxDebug() << *this << ": Ignoring drawing call for incompatible font.";
return;
}
ScaledFontDWrite *font = static_cast<ScaledFontDWrite*>(aFont);
IDWriteRenderingParams *params = nullptr;
if (aRenderOptions) {
if (aRenderOptions->GetType() != FONT_DWRITE) {
gfxDebug() << *this << ": Ignoring incompatible GlyphRenderingOptions.";
// This should never happen.
MOZ_ASSERT(false);
} else {
params = static_cast<const GlyphRenderingOptionsDWrite*>(aRenderOptions)->mParams;
}
}
AntialiasMode aaMode = font->GetDefaultAAMode();
if (aOptions.mAntialiasMode != AA_DEFAULT) {
aaMode = aOptions.mAntialiasMode;
}
if (mFormat == FORMAT_B8G8R8A8 && mPermitSubpixelAA &&
aOptions.mCompositionOp == OP_OVER && aPattern.GetType() == PATTERN_COLOR &&
aaMode == AA_SUBPIXEL) {
if (FillGlyphsManual(font, aBuffer,
static_cast<const ColorPattern*>(&aPattern)->mColor,
params, aOptions)) {
return;
}
}
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
D2D1_TEXT_ANTIALIAS_MODE d2dAAMode = D2D1_TEXT_ANTIALIAS_MODE_DEFAULT;
switch (aaMode) {
case AA_NONE:
d2dAAMode = D2D1_TEXT_ANTIALIAS_MODE_ALIASED;
break;
case AA_GRAY:
d2dAAMode = D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE;
break;
case AA_SUBPIXEL:
d2dAAMode = D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE;
break;
default:
d2dAAMode = D2D1_TEXT_ANTIALIAS_MODE_DEFAULT;
}
if (d2dAAMode == D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE &&
mFormat != FORMAT_B8G8R8X8) {
d2dAAMode = D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE;
}
rt->SetTextAntialiasMode(d2dAAMode);
if (rt != mRT || params != mTextRenderingParams) {
rt->SetTextRenderingParams(params);
if (rt == mRT) {
mTextRenderingParams = params;
}
}
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
AutoDWriteGlyphRun autoRun;
DWriteGlyphRunFromGlyphs(aBuffer, font, &autoRun);
if (brush) {
rt->DrawGlyphRun(D2D1::Point2F(), &autoRun, brush);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, (Float)mSize.width, (Float)mSize.height));
}
void
DrawTargetD2D::Mask(const Pattern &aSource,
const Pattern &aMask,
const DrawOptions &aOptions)
{
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aSource);
PrepareForDrawing(rt);
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aSource, aOptions.mAlpha);
RefPtr<ID2D1Brush> maskBrush = CreateBrushForPattern(aMask, 1.0f);
RefPtr<ID2D1Layer> layer;
layer = GetCachedLayer();
rt->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), nullptr,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
D2D1::IdentityMatrix(),
1.0f, maskBrush),
layer);
Rect rect(0, 0, (Float)mSize.width, (Float)mSize.height);
Matrix mat = mTransform;
mat.Invert();
rt->FillRectangle(D2DRect(mat.TransformBounds(rect)), brush);
PopCachedLayer(rt);
FinalizeRTForOperation(aOptions.mCompositionOp, aSource, Rect(0, 0, (Float)mSize.width, (Float)mSize.height));
}
void
DrawTargetD2D::PushClip(const Path *aPath)
{
if (aPath->GetBackendType() != BACKEND_DIRECT2D) {
gfxDebug() << *this << ": Ignoring clipping call for incompatible path.";
return;
}
mCurrentClipMaskTexture = nullptr;
mCurrentClippedGeometry = nullptr;
RefPtr<PathD2D> pathD2D = static_cast<PathD2D*>(const_cast<Path*>(aPath));
PushedClip clip;
clip.mTransform = D2DMatrix(mTransform);
clip.mPath = pathD2D;
pathD2D->mGeometry->GetBounds(clip.mTransform, &clip.mBounds);
clip.mLayer = GetCachedLayer();
mPushedClips.push_back(clip);
// The transform of clips is relative to the world matrix, since we use the total
// transform for the clips, make the world matrix identity.
mRT->SetTransform(D2D1::IdentityMatrix());
mTransformDirty = true;
if (mClipsArePushed) {
PushD2DLayer(mRT, pathD2D->mGeometry, clip.mLayer, clip.mTransform);
}
}
void
DrawTargetD2D::PushClipRect(const Rect &aRect)
{
mCurrentClipMaskTexture = nullptr;
mCurrentClippedGeometry = nullptr;
if (!mTransform.IsRectilinear()) {
// Whoops, this isn't a rectangle in device space, Direct2D will not deal
// with this transform the way we want it to.
// See remarks: http://msdn.microsoft.com/en-us/library/dd316860%28VS.85%29.aspx
RefPtr<PathBuilder> pathBuilder = CreatePathBuilder();
pathBuilder->MoveTo(aRect.TopLeft());
pathBuilder->LineTo(aRect.TopRight());
pathBuilder->LineTo(aRect.BottomRight());
pathBuilder->LineTo(aRect.BottomLeft());
pathBuilder->Close();
RefPtr<Path> path = pathBuilder->Finish();
return PushClip(path);
}
PushedClip clip;
Rect rect = mTransform.TransformBounds(aRect);
IntRect intRect;
clip.mIsPixelAligned = rect.ToIntRect(&intRect);
// Do not store the transform, just store the device space rectangle directly.
clip.mBounds = D2DRect(rect);
mPushedClips.push_back(clip);
mRT->SetTransform(D2D1::IdentityMatrix());
mTransformDirty = true;
if (mClipsArePushed) {
mRT->PushAxisAlignedClip(clip.mBounds, clip.mIsPixelAligned ? D2D1_ANTIALIAS_MODE_ALIASED : D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
}
}
void
DrawTargetD2D::PopClip()
{
mCurrentClipMaskTexture = nullptr;
mCurrentClippedGeometry = nullptr;
if (mClipsArePushed) {
if (mPushedClips.back().mLayer) {
PopCachedLayer(mRT);
} else {
mRT->PopAxisAlignedClip();
}
}
mPushedClips.pop_back();
}
TemporaryRef<SourceSurface>
DrawTargetD2D::CreateSourceSurfaceFromData(unsigned char *aData,
const IntSize &aSize,
int32_t aStride,
SurfaceFormat aFormat) const
{
RefPtr<SourceSurfaceD2D> newSurf = new SourceSurfaceD2D();
if (!newSurf->InitFromData(aData, aSize, aStride, aFormat, mRT)) {
return nullptr;
}
return newSurf;
}
TemporaryRef<SourceSurface>
DrawTargetD2D::OptimizeSourceSurface(SourceSurface *aSurface) const
{
// Unsupported!
return nullptr;
}
TemporaryRef<SourceSurface>
DrawTargetD2D::CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const
{
if (aSurface.mType != NATIVE_SURFACE_D3D10_TEXTURE) {
gfxDebug() << *this << ": Failure to create source surface from non-D3D10 texture native surface.";
return nullptr;
}
RefPtr<SourceSurfaceD2D> newSurf = new SourceSurfaceD2D();
if (!newSurf->InitFromTexture(static_cast<ID3D10Texture2D*>(aSurface.mSurface),
aSurface.mFormat,
mRT))
{
gfxWarning() << *this << ": Failed to create SourceSurface from texture.";
return nullptr;
}
return newSurf;
}
TemporaryRef<DrawTarget>
DrawTargetD2D::CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const
{
RefPtr<DrawTargetD2D> newTarget =
new DrawTargetD2D();
if (!newTarget->Init(aSize, aFormat)) {
gfxDebug() << *this << ": Failed to create optimal draw target. Size: " << aSize;
return nullptr;
}
return newTarget;
}
TemporaryRef<PathBuilder>
DrawTargetD2D::CreatePathBuilder(FillRule aFillRule) const
{
RefPtr<ID2D1PathGeometry> path;
HRESULT hr = factory()->CreatePathGeometry(byRef(path));
if (FAILED(hr)) {
gfxWarning() << "Failed to create Direct2D Path Geometry. Code: " << hr;
return nullptr;
}
RefPtr<ID2D1GeometrySink> sink;
hr = path->Open(byRef(sink));
if (FAILED(hr)) {
gfxWarning() << "Failed to access Direct2D Path Geometry. Code: " << hr;
return nullptr;
}
if (aFillRule == FILL_WINDING) {
sink->SetFillMode(D2D1_FILL_MODE_WINDING);
}
return new PathBuilderD2D(sink, path, aFillRule);
}
TemporaryRef<GradientStops>
DrawTargetD2D::CreateGradientStops(GradientStop *rawStops, uint32_t aNumStops, ExtendMode aExtendMode) const
{
D2D1_GRADIENT_STOP *stops = new D2D1_GRADIENT_STOP[aNumStops];
for (uint32_t i = 0; i < aNumStops; i++) {
stops[i].position = rawStops[i].offset;
stops[i].color = D2DColor(rawStops[i].color);
}
RefPtr<ID2D1GradientStopCollection> stopCollection;
HRESULT hr =
mRT->CreateGradientStopCollection(stops, aNumStops,
D2D1_GAMMA_2_2, D2DExtend(aExtendMode),
byRef(stopCollection));
delete [] stops;
if (FAILED(hr)) {
gfxWarning() << "Failed to create GradientStopCollection. Code: " << hr;
return nullptr;
}
return new GradientStopsD2D(stopCollection);
}
void*
DrawTargetD2D::GetNativeSurface(NativeSurfaceType aType)
{
if (aType != NATIVE_SURFACE_D3D10_TEXTURE) {
return nullptr;
}
return mTexture;
}
/*
* Public functions
*/
bool
DrawTargetD2D::Init(const IntSize &aSize, SurfaceFormat aFormat)
{
HRESULT hr;
mSize = aSize;
mFormat = aFormat;
if (!Factory::GetDirect3D10Device()) {
gfxDebug() << "Failed to Init Direct2D DrawTarget (No D3D10 Device set.)";
return false;
}
mDevice = Factory::GetDirect3D10Device();
CD3D10_TEXTURE2D_DESC desc(DXGIFormat(aFormat),
mSize.width,
mSize.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
hr = mDevice->CreateTexture2D(&desc, nullptr, byRef(mTexture));
if (FAILED(hr)) {
gfxDebug() << "Failed to init Direct2D DrawTarget. Size: " << mSize << " Code: " << hr;
return false;
}
if (!InitD2DRenderTarget()) {
return false;
}
mRT->Clear(D2D1::ColorF(0, 0));
return true;
}
bool
DrawTargetD2D::Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat)
{
HRESULT hr;
mTexture = aTexture;
mFormat = aFormat;
if (!mTexture) {
gfxDebug() << "No valid texture for Direct2D draw target initialization.";
return false;
}
RefPtr<ID3D10Device> device;
mTexture->GetDevice(byRef(device));
hr = device->QueryInterface((ID3D10Device1**)byRef(mDevice));
if (FAILED(hr)) {
gfxWarning() << "Failed to get D3D10 device from texture.";
return false;
}
D3D10_TEXTURE2D_DESC desc;
mTexture->GetDesc(&desc);
mSize.width = desc.Width;
mSize.height = desc.Height;
return InitD2DRenderTarget();
}
// {0D398B49-AE7B-416F-B26D-EA3C137D1CF7}
static const GUID sPrivateDataD2D =
{ 0xd398b49, 0xae7b, 0x416f, { 0xb2, 0x6d, 0xea, 0x3c, 0x13, 0x7d, 0x1c, 0xf7 } };
bool
DrawTargetD2D::InitD3D10Data()
{
HRESULT hr;
UINT privateDataSize;
privateDataSize = sizeof(mPrivateData);
hr = mDevice->GetPrivateData(sPrivateDataD2D, &privateDataSize, &mPrivateData);
if (SUCCEEDED(hr)) {
return true;
}
mPrivateData = new PrivateD3D10DataD2D;
D3D10CreateEffectFromMemoryFunc createD3DEffect;
HMODULE d3dModule = LoadLibraryW(L"d3d10_1.dll");
createD3DEffect = (D3D10CreateEffectFromMemoryFunc)
GetProcAddress(d3dModule, "D3D10CreateEffectFromMemory");
hr = createD3DEffect((void*)d2deffect, sizeof(d2deffect), 0, mDevice, nullptr, byRef(mPrivateData->mEffect));
if (FAILED(hr)) {
gfxWarning() << "Failed to initialize Direct2D required effects. Code: " << hr;
return false;
}
privateDataSize = sizeof(mPrivateData);
mDevice->SetPrivateData(sPrivateDataD2D, privateDataSize, &mPrivateData);
D3D10_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
D3D10_PASS_DESC passDesc;
mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->GetPassByIndex(0)->GetDesc(&passDesc);
hr = mDevice->CreateInputLayout(layout,
sizeof(layout) / sizeof(D3D10_INPUT_ELEMENT_DESC),
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
byRef(mPrivateData->mInputLayout));
if (FAILED(hr)) {
gfxWarning() << "Failed to initialize Direct2D required InputLayout. Code: " << hr;
return false;
}
D3D10_SUBRESOURCE_DATA data;
Vertex vertices[] = { {0.0, 0.0}, {1.0, 0.0}, {0.0, 1.0}, {1.0, 1.0} };
data.pSysMem = vertices;
CD3D10_BUFFER_DESC bufferDesc(sizeof(vertices), D3D10_BIND_VERTEX_BUFFER);
hr = mDevice->CreateBuffer(&bufferDesc, &data, byRef(mPrivateData->mVB));
if (FAILED(hr)) {
gfxWarning() << "Failed to initialize Direct2D required VertexBuffer. Code: " << hr;
return false;
}
return true;
}
/*
* Private helpers
*/
uint32_t
DrawTargetD2D::GetByteSize() const
{
return mSize.width * mSize.height * BytesPerPixel(mFormat);
}
TemporaryRef<ID2D1Layer>
DrawTargetD2D::GetCachedLayer()
{
RefPtr<ID2D1Layer> layer;
if (mCurrentCachedLayer < 5) {
if (!mCachedLayers[mCurrentCachedLayer]) {
mRT->CreateLayer(byRef(mCachedLayers[mCurrentCachedLayer]));
mVRAMUsageDT += GetByteSize();
}
layer = mCachedLayers[mCurrentCachedLayer];
} else {
mRT->CreateLayer(byRef(layer));
}
mCurrentCachedLayer++;
return layer;
}
void
DrawTargetD2D::PopCachedLayer(ID2D1RenderTarget *aRT)
{
aRT->PopLayer();
mCurrentCachedLayer--;
}
bool
DrawTargetD2D::InitD2DRenderTarget()
{
if (!factory()) {
return false;
}
mRT = CreateRTForTexture(mTexture, mFormat);
if (!mRT) {
return false;
}
mRT->BeginDraw();
if (mFormat == FORMAT_B8G8R8X8) {
mRT->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE);
}
mVRAMUsageDT += GetByteSize();
return InitD3D10Data();
}
void
DrawTargetD2D::PrepareForDrawing(ID2D1RenderTarget *aRT)
{
if (!mClipsArePushed || aRT == mTempRT) {
if (mPushedClips.size()) {
// The transform of clips is relative to the world matrix, since we use the total
// transform for the clips, make the world matrix identity.
aRT->SetTransform(D2D1::IdentityMatrix());
if (aRT == mRT) {
mTransformDirty = true;
mClipsArePushed = true;
}
PushClipsToRT(aRT);
}
}
FlushTransformToRT();
MarkChanged();
if (aRT == mTempRT) {
mTempRT->SetTransform(D2DMatrix(mTransform));
}
}
void
DrawTargetD2D::MarkChanged()
{
if (mSnapshot) {
if (mSnapshot->hasOneRef()) {
// Just destroy it, since no-one else knows about it.
mSnapshot = nullptr;
} else {
mSnapshot->DrawTargetWillChange();
// The snapshot will no longer depend on this target.
MOZ_ASSERT(!mSnapshot);
}
}
if (mDependentTargets.size()) {
// Copy mDependentTargets since the Flush()es below will modify it.
TargetSet tmpTargets = mDependentTargets;
for (TargetSet::iterator iter = tmpTargets.begin();
iter != tmpTargets.end(); iter++) {
(*iter)->Flush();
}
// The Flush() should have broken all dependencies on this target.
MOZ_ASSERT(!mDependentTargets.size());
}
}
ID3D10BlendState*
DrawTargetD2D::GetBlendStateForOperator(CompositionOp aOperator)
{
if (mPrivateData->mBlendStates[aOperator]) {
return mPrivateData->mBlendStates[aOperator];
}
D3D10_BLEND_DESC desc;
memset(&desc, 0, sizeof(D3D10_BLEND_DESC));
desc.AlphaToCoverageEnable = FALSE;
desc.BlendEnable[0] = TRUE;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
desc.BlendOp = desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
switch (aOperator) {
case OP_ADD:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ONE;
break;
case OP_IN:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO;
break;
case OP_OUT:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO;
break;
case OP_ATOP:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
break;
case OP_DEST_IN:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ZERO;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_SRC_ALPHA;
break;
case OP_DEST_OUT:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ZERO;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
break;
case OP_DEST_ATOP:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_SRC_ALPHA;
break;
case OP_DEST_OVER:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ONE;
break;
case OP_XOR:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
break;
case OP_SOURCE:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO;
break;
default:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
}
mDevice->CreateBlendState(&desc, byRef(mPrivateData->mBlendStates[aOperator]));
return mPrivateData->mBlendStates[aOperator];
}
/* This function prepares the temporary RT for drawing and returns it when a
* drawing operation other than OVER is required.
*/
ID2D1RenderTarget*
DrawTargetD2D::GetRTForOperation(CompositionOp aOperator, const Pattern &aPattern)
{
if (aOperator == OP_OVER && IsPatternSupportedByD2D(aPattern)) {
return mRT;
}
PopAllClips();
if (aOperator > OP_XOR) {
mRT->Flush();
}
if (mTempRT) {
mTempRT->Clear(D2D1::ColorF(0, 0));
return mTempRT;
}
EnsureViews();
if (!mRTView || !mSRView) {
gfxDebug() << *this << ": Failed to get required views. Defaulting to OP_OVER.";
return mRT;
}
mTempRT = CreateRTForTexture(mTempTexture, FORMAT_B8G8R8A8);
if (!mTempRT) {
return mRT;
}
mVRAMUsageDT += GetByteSize();
mTempRT->BeginDraw();
mTempRT->Clear(D2D1::ColorF(0, 0));
return mTempRT;
}
/* This function blends back the content of a drawing operation (drawn to an
* empty surface with OVER, so the surface now contains the source operation
* contents) to the rendertarget using the requested composition operation.
* In order to respect clip for operations which are unbound by their mask,
* the old content of the surface outside the clipped area may be blended back
* to the surface.
*/
void
DrawTargetD2D::FinalizeRTForOperation(CompositionOp aOperator, const Pattern &aPattern, const Rect &aBounds)
{
if (aOperator == OP_OVER && IsPatternSupportedByD2D(aPattern)) {
return;
}
if (!mTempRT) {
return;
}
PopClipsFromRT(mTempRT);
mRT->Flush();
mTempRT->Flush();
AutoSaveRestoreClippedOut restoreClippedOut(this);
bool needsWriteBack =
!IsOperatorBoundByMask(aOperator) && mPushedClips.size();
if (needsWriteBack) {
restoreClippedOut.Save();
}
ID3D10RenderTargetView *rtViews = mRTView;
mDevice->OMSetRenderTargets(1, &rtViews, nullptr);
UINT stride = sizeof(Vertex);
UINT offset = 0;
ID3D10Buffer *buff = mPrivateData->mVB;
mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mDevice->IASetVertexBuffers(0, 1, &buff, &stride, &offset);
mDevice->IASetInputLayout(mPrivateData->mInputLayout);
D3D10_VIEWPORT viewport;
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = mSize.height;
viewport.Width = mSize.width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
RefPtr<ID3D10Texture2D> tmpTexture;
RefPtr<ID3D10ShaderResourceView> mBckSRView;
mDevice->RSSetViewports(1, &viewport);
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f, 1.0f, 2.0f, -2.0f));
if (IsPatternSupportedByD2D(aPattern)) {
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(mSRView);
// Handle the case where we blend with the backdrop
if (aOperator > OP_XOR) {
IntSize size = mSize;
SurfaceFormat format = mFormat;
CD3D10_TEXTURE2D_DESC desc(DXGIFormat(format), size.width, size.height, 1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, byRef(tmpTexture));
if (FAILED(hr)) {
gfxWarning() << "Failed to create temporary texture to hold surface data.";
return;
}
mDevice->CopyResource(tmpTexture, mTexture);
if (FAILED(hr)) {
gfxWarning() << *this << "Failed to create shader resource view for temp texture. Code: " << hr;
return;
}
DrawTargetD2D::Flush();
hr = mDevice->CreateShaderResourceView(tmpTexture, nullptr, byRef(mBckSRView));
if (FAILED(hr)) {
gfxWarning() << *this << "Failed to create shader resource view for temp texture. Code: " << hr;
return;
}
unsigned int compop = (unsigned int)aOperator - (unsigned int)OP_XOR;
mPrivateData->mEffect->GetVariableByName("bcktex")->AsShaderResource()->SetResource(mBckSRView);
mPrivateData->mEffect->GetVariableByName("blendop")->AsScalar()->SetInt(compop);
if (aOperator > OP_EXCLUSION)
mPrivateData->mEffect->GetTechniqueByName("SampleTextureForNonSeparableBlending")->
GetPassByIndex(0)->Apply(0);
else if (aOperator > OP_COLOR_DODGE)
mPrivateData->mEffect->GetTechniqueByName("SampleTextureForSeparableBlending_2")->
GetPassByIndex(0)->Apply(0);
else
mPrivateData->mEffect->GetTechniqueByName("SampleTextureForSeparableBlending_1")->
GetPassByIndex(0)->Apply(0);
}
else {
mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->GetPassByIndex(0)->Apply(0);
}
} else if (aPattern.GetType() == PATTERN_RADIAL_GRADIENT) {
const RadialGradientPattern *pat = static_cast<const RadialGradientPattern*>(&aPattern);
if (pat->mCenter1 == pat->mCenter2 && pat->mRadius1 == pat->mRadius2) {
// Draw nothing!
return;
}
mPrivateData->mEffect->GetVariableByName("mask")->AsShaderResource()->SetResource(mSRView);
SetupEffectForRadialGradient(pat);
}
mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), nullptr, 0xffffffff);
SetScissorToRect(nullptr);
mDevice->Draw(4, 0);
}
TemporaryRef<ID2D1Geometry>
DrawTargetD2D::ConvertRectToGeometry(const D2D1_RECT_F& aRect)
{
RefPtr<ID2D1RectangleGeometry> rectGeom;
factory()->CreateRectangleGeometry(&aRect, byRef(rectGeom));
return rectGeom.forget();
}
TemporaryRef<ID2D1Geometry>
DrawTargetD2D::GetTransformedGeometry(ID2D1Geometry *aGeometry, const D2D1_MATRIX_3X2_F &aTransform)
{
RefPtr<ID2D1PathGeometry> tmpGeometry;
factory()->CreatePathGeometry(byRef(tmpGeometry));
RefPtr<ID2D1GeometrySink> currentSink;
tmpGeometry->Open(byRef(currentSink));
aGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
aTransform, currentSink);
currentSink->Close();
return tmpGeometry;
}
TemporaryRef<ID2D1Geometry>
DrawTargetD2D::Intersect(ID2D1Geometry *aGeometryA, ID2D1Geometry *aGeometryB)
{
RefPtr<ID2D1PathGeometry> pathGeom;
factory()->CreatePathGeometry(byRef(pathGeom));
RefPtr<ID2D1GeometrySink> sink;
pathGeom->Open(byRef(sink));
aGeometryA->CombineWithGeometry(aGeometryB, D2D1_COMBINE_MODE_INTERSECT, nullptr, sink);
sink->Close();
return pathGeom;
}
static D2D1_RECT_F
IntersectRect(const D2D1_RECT_F& aRect1, const D2D1_RECT_F& aRect2)
{
D2D1_RECT_F result;
result.left = max(aRect1.left, aRect2.left);
result.top = max(aRect1.top, aRect2.top);
result.right = min(aRect1.right, aRect2.right);
result.bottom = min(aRect1.bottom, aRect2.bottom);
return result;
}
TemporaryRef<ID2D1Geometry>
DrawTargetD2D::GetClippedGeometry(IntRect *aClipBounds)
{
if (mCurrentClippedGeometry) {
*aClipBounds = mCurrentClipBounds;
return mCurrentClippedGeometry;
}
mCurrentClipBounds = IntRect(IntPoint(0, 0), mSize);
// if pathGeom is null then pathRect represents the path.
RefPtr<ID2D1Geometry> pathGeom;
D2D1_RECT_F pathRect;
bool pathRectIsAxisAligned = false;
std::vector<DrawTargetD2D::PushedClip>::iterator iter = mPushedClips.begin();
if (iter->mPath) {
pathGeom = GetTransformedGeometry(iter->mPath->GetGeometry(), iter->mTransform);
} else {
pathRect = iter->mBounds;
pathRectIsAxisAligned = iter->mIsPixelAligned;
}
iter++;
for (;iter != mPushedClips.end(); iter++) {
// Do nothing but add it to the current clip bounds.
if (!iter->mPath && iter->mIsPixelAligned) {
mCurrentClipBounds.IntersectRect(mCurrentClipBounds,
IntRect(int32_t(iter->mBounds.left), int32_t(iter->mBounds.top),
int32_t(iter->mBounds.right - iter->mBounds.left),
int32_t(iter->mBounds.bottom - iter->mBounds.top)));
continue;
}
if (!pathGeom) {
if (pathRectIsAxisAligned) {
mCurrentClipBounds.IntersectRect(mCurrentClipBounds,
IntRect(int32_t(pathRect.left), int32_t(pathRect.top),
int32_t(pathRect.right - pathRect.left),
int32_t(pathRect.bottom - pathRect.top)));
}
if (iter->mPath) {
// See if pathRect needs to go into the path geometry.
if (!pathRectIsAxisAligned) {
pathGeom = ConvertRectToGeometry(pathRect);
} else {
pathGeom = GetTransformedGeometry(iter->mPath->GetGeometry(), iter->mTransform);
}
} else {
pathRect = IntersectRect(pathRect, iter->mBounds);
pathRectIsAxisAligned = false;
continue;
}
}
RefPtr<ID2D1PathGeometry> newGeom;
factory()->CreatePathGeometry(byRef(newGeom));
RefPtr<ID2D1GeometrySink> currentSink;
newGeom->Open(byRef(currentSink));
if (iter->mPath) {
pathGeom->CombineWithGeometry(iter->mPath->GetGeometry(), D2D1_COMBINE_MODE_INTERSECT,
iter->mTransform, currentSink);
} else {
RefPtr<ID2D1Geometry> rectGeom = ConvertRectToGeometry(iter->mBounds);
pathGeom->CombineWithGeometry(rectGeom, D2D1_COMBINE_MODE_INTERSECT,
D2D1::IdentityMatrix(), currentSink);
}
currentSink->Close();
pathGeom = newGeom.forget();
}
// For now we need mCurrentClippedGeometry to always be non-NULL. This method
// might seem a little strange but it is just fine, if pathGeom is NULL
// pathRect will always still contain 1 clip unaccounted for regardless of
// mCurrentClipBounds.
if (!pathGeom) {
pathGeom = ConvertRectToGeometry(pathRect);
}
mCurrentClippedGeometry = pathGeom.forget();
*aClipBounds = mCurrentClipBounds;
return mCurrentClippedGeometry;
}
TemporaryRef<ID2D1RenderTarget>
DrawTargetD2D::CreateRTForTexture(ID3D10Texture2D *aTexture, SurfaceFormat aFormat)
{
HRESULT hr;
RefPtr<IDXGISurface> surface;
RefPtr<ID2D1RenderTarget> rt;
hr = aTexture->QueryInterface((IDXGISurface**)byRef(surface));
if (FAILED(hr)) {
gfxWarning() << "Failed to QI texture to surface.";
return nullptr;
}
D3D10_TEXTURE2D_DESC desc;
aTexture->GetDesc(&desc);
D2D1_ALPHA_MODE alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
if (aFormat == FORMAT_B8G8R8X8 && aTexture == mTexture) {
alphaMode = D2D1_ALPHA_MODE_IGNORE;
}
D2D1_RENDER_TARGET_PROPERTIES props =
D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(desc.Format, alphaMode));
hr = factory()->CreateDxgiSurfaceRenderTarget(surface, props, byRef(rt));
if (FAILED(hr)) {
gfxWarning() << "Failed to create D2D render target for texture.";
return nullptr;
}
return rt;
}
void
DrawTargetD2D::EnsureViews()
{
if (mTempTexture && mSRView && mRTView) {
return;
}
HRESULT hr;
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
mSize.width,
mSize.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
hr = mDevice->CreateTexture2D(&desc, nullptr, byRef(mTempTexture));
if (FAILED(hr)) {
gfxWarning() << *this << "Failed to create temporary texture for rendertarget. Size: "
<< mSize << " Code: " << hr;
return;
}
hr = mDevice->CreateShaderResourceView(mTempTexture, nullptr, byRef(mSRView));
if (FAILED(hr)) {
gfxWarning() << *this << "Failed to create shader resource view for temp texture. Code: " << hr;
return;
}
hr = mDevice->CreateRenderTargetView(mTexture, nullptr, byRef(mRTView));
if (FAILED(hr)) {
gfxWarning() << *this << "Failed to create rendertarget view for temp texture. Code: " << hr;
}
}
void
DrawTargetD2D::PopAllClips()
{
if (mClipsArePushed) {
PopClipsFromRT(mRT);
mClipsArePushed = false;
}
}
void
DrawTargetD2D::PushClipsToRT(ID2D1RenderTarget *aRT)
{
for (std::vector<PushedClip>::iterator iter = mPushedClips.begin();
iter != mPushedClips.end(); iter++) {
if (iter->mLayer) {
PushD2DLayer(aRT, iter->mPath->mGeometry, iter->mLayer, iter->mTransform);
} else {
aRT->PushAxisAlignedClip(iter->mBounds, iter->mIsPixelAligned ? D2D1_ANTIALIAS_MODE_ALIASED : D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
}
}
}
void
DrawTargetD2D::PopClipsFromRT(ID2D1RenderTarget *aRT)
{
for (int i = mPushedClips.size() - 1; i >= 0; i--) {
if (mPushedClips[i].mLayer) {
aRT->PopLayer();
} else {
aRT->PopAxisAlignedClip();
}
}
}
void
DrawTargetD2D::EnsureClipMaskTexture(IntRect *aBounds)
{
if (mCurrentClipMaskTexture || mPushedClips.empty()) {
*aBounds = mCurrentClipBounds;
return;
}
RefPtr<ID2D1Geometry> geometry = GetClippedGeometry(aBounds);
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_A8_UNORM,
mSize.width,
mSize.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, byRef(mCurrentClipMaskTexture));
if (FAILED(hr)) {
gfxWarning() << "Failed to create texture for ClipMask!";
return;
}
RefPtr<ID2D1RenderTarget> rt = CreateRTForTexture(mCurrentClipMaskTexture, FORMAT_A8);
if (!rt) {
gfxWarning() << "Failed to create RT for ClipMask!";
return;
}
RefPtr<ID2D1SolidColorBrush> brush;
rt->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), byRef(brush));
rt->BeginDraw();
rt->Clear(D2D1::ColorF(0, 0));
rt->FillGeometry(geometry, brush);
rt->EndDraw();
}
bool
DrawTargetD2D::FillGlyphsManual(ScaledFontDWrite *aFont,
const GlyphBuffer &aBuffer,
const Color &aColor,
IDWriteRenderingParams *aParams,
const DrawOptions &aOptions)
{
HRESULT hr;
RefPtr<IDWriteRenderingParams> params;
if (aParams) {
params = aParams;
} else {
mRT->GetTextRenderingParams(byRef(params));
}
DWRITE_RENDERING_MODE renderMode = DWRITE_RENDERING_MODE_DEFAULT;
if (params) {
hr = aFont->mFontFace->GetRecommendedRenderingMode(
(FLOAT)aFont->GetSize(),
1.0f,
DWRITE_MEASURING_MODE_NATURAL,
params,
&renderMode);
if (FAILED(hr)) {
// this probably never happens, but let's play it safe
renderMode = DWRITE_RENDERING_MODE_DEFAULT;
}
}
// Deal with rendering modes CreateGlyphRunAnalysis doesn't accept.
switch (renderMode) {
case DWRITE_RENDERING_MODE_ALIASED:
// ClearType texture creation will fail in this mode, so bail out
return false;
case DWRITE_RENDERING_MODE_DEFAULT:
// As per DWRITE_RENDERING_MODE documentation, pick Natural for font
// sizes under 16 ppem
if (aFont->GetSize() < 16.0f) {
renderMode = DWRITE_RENDERING_MODE_CLEARTYPE_NATURAL;
} else {
renderMode = DWRITE_RENDERING_MODE_CLEARTYPE_NATURAL_SYMMETRIC;
}
break;
case DWRITE_RENDERING_MODE_OUTLINE:
renderMode = DWRITE_RENDERING_MODE_CLEARTYPE_NATURAL_SYMMETRIC;
break;
default:
break;
}
DWRITE_MEASURING_MODE measureMode =
renderMode <= DWRITE_RENDERING_MODE_CLEARTYPE_GDI_CLASSIC ? DWRITE_MEASURING_MODE_GDI_CLASSIC :
renderMode == DWRITE_RENDERING_MODE_CLEARTYPE_GDI_NATURAL ? DWRITE_MEASURING_MODE_GDI_NATURAL :
DWRITE_MEASURING_MODE_NATURAL;
DWRITE_MATRIX mat = DWriteMatrixFromMatrix(mTransform);
AutoDWriteGlyphRun autoRun;
DWriteGlyphRunFromGlyphs(aBuffer, aFont, &autoRun);
RefPtr<IDWriteGlyphRunAnalysis> analysis;
hr = GetDWriteFactory()->CreateGlyphRunAnalysis(&autoRun, 1.0f, &mat,
renderMode, measureMode, 0, 0, byRef(analysis));
if (FAILED(hr)) {
return false;
}
RECT bounds;
hr = analysis->GetAlphaTextureBounds(DWRITE_TEXTURE_CLEARTYPE_3x1, &bounds);
if (bounds.bottom <= bounds.top || bounds.right <= bounds.left) {
// DWrite seems to do this sometimes. I'm not 100% sure why. See bug 758980.
gfxDebug() << "Empty alpha texture bounds! Falling back to regular drawing.";
return false;
}
IntRect rectBounds(bounds.left, bounds.top, bounds.right - bounds.left, bounds.bottom - bounds.top);
IntRect surfBounds(IntPoint(0, 0), mSize);
rectBounds.IntersectRect(rectBounds, surfBounds);
if (rectBounds.IsEmpty()) {
// Nothing to do.
return true;
}
RefPtr<ID3D10Texture2D> tex = CreateTextureForAnalysis(analysis, rectBounds);
if (!tex) {
return false;
}
RefPtr<ID3D10ShaderResourceView> srView;
hr = mDevice->CreateShaderResourceView(tex, nullptr, byRef(srView));
if (FAILED(hr)) {
return false;
}
MarkChanged();
// Prepare our background texture for drawing.
PopAllClips();
mRT->Flush();
SetupStateForRendering();
ID3D10EffectTechnique *technique = mPrivateData->mEffect->GetTechniqueByName("SampleTextTexture");
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f + ((Float(rectBounds.x) / mSize.width) * 2.0f),
1.0f - (Float(rectBounds.y) / mSize.height * 2.0f),
(Float(rectBounds.width) / mSize.width) * 2.0f,
(-Float(rectBounds.height) / mSize.height) * 2.0f));
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
FLOAT color[4] = { aColor.r, aColor.g, aColor.b, aColor.a };
mPrivateData->mEffect->GetVariableByName("TextColor")->AsVector()->
SetFloatVector(color);
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView);
bool isMasking = false;
IntRect clipBoundsStorage;
IntRect *clipBounds = nullptr;
if (!mPushedClips.empty()) {
clipBounds = &clipBoundsStorage;
RefPtr<ID2D1Geometry> geom = GetClippedGeometry(clipBounds);
RefPtr<ID2D1RectangleGeometry> rectGeom;
factory()->CreateRectangleGeometry(D2D1::RectF(Float(rectBounds.x),
Float(rectBounds.y),
Float(rectBounds.width + rectBounds.x),
Float(rectBounds.height + rectBounds.y)),
byRef(rectGeom));
D2D1_GEOMETRY_RELATION relation;
if (FAILED(geom->CompareWithGeometry(rectGeom, D2D1::IdentityMatrix(), &relation)) ||
relation != D2D1_GEOMETRY_RELATION_CONTAINS ) {
isMasking = true;
}
}
if (isMasking) {
clipBounds = &clipBoundsStorage;
EnsureClipMaskTexture(clipBounds);
RefPtr<ID3D10ShaderResourceView> srViewMask;
hr = mDevice->CreateShaderResourceView(mCurrentClipMaskTexture, nullptr, byRef(srViewMask));
if (FAILED(hr)) {
return false;
}
mPrivateData->mEffect->GetVariableByName("mask")->AsShaderResource()->SetResource(srViewMask);
mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(Float(rectBounds.x) / mSize.width, Float(rectBounds.y) / mSize.height,
Float(rectBounds.width) / mSize.width, Float(rectBounds.height) / mSize.height));
technique->GetPassByIndex(1)->Apply(0);
} else {
technique->GetPassByIndex(0)->Apply(0);
}
RefPtr<ID3D10RenderTargetView> rtView;
ID3D10RenderTargetView *rtViews;
mDevice->CreateRenderTargetView(mTexture, nullptr, byRef(rtView));
rtViews = rtView;
mDevice->OMSetRenderTargets(1, &rtViews, nullptr);
SetScissorToRect(clipBounds);
mDevice->Draw(4, 0);
return true;
}
TemporaryRef<ID2D1Brush>
DrawTargetD2D::CreateBrushForPattern(const Pattern &aPattern, Float aAlpha)
{
if (!IsPatternSupportedByD2D(aPattern)) {
RefPtr<ID2D1SolidColorBrush> colBrush;
mRT->CreateSolidColorBrush(D2D1::ColorF(1.0f, 1.0f, 1.0f, 1.0f), byRef(colBrush));
return colBrush;
}
if (aPattern.GetType() == PATTERN_COLOR) {
RefPtr<ID2D1SolidColorBrush> colBrush;
Color color = static_cast<const ColorPattern*>(&aPattern)->mColor;
mRT->CreateSolidColorBrush(D2D1::ColorF(color.r, color.g,
color.b, color.a),
D2D1::BrushProperties(aAlpha),
byRef(colBrush));
return colBrush;
} else if (aPattern.GetType() == PATTERN_LINEAR_GRADIENT) {
RefPtr<ID2D1LinearGradientBrush> gradBrush;
const LinearGradientPattern *pat =
static_cast<const LinearGradientPattern*>(&aPattern);
GradientStopsD2D *stops = static_cast<GradientStopsD2D*>(pat->mStops.get());
if (!stops) {
gfxDebug() << "No stops specified for gradient pattern.";
return nullptr;
}
if (pat->mBegin == pat->mEnd) {
RefPtr<ID2D1SolidColorBrush> colBrush;
uint32_t stopCount = stops->mStopCollection->GetGradientStopCount();
vector<D2D1_GRADIENT_STOP> d2dStops(stopCount);
stops->mStopCollection->GetGradientStops(&d2dStops.front(), stopCount);
mRT->CreateSolidColorBrush(d2dStops.back().color,
D2D1::BrushProperties(aAlpha),
byRef(colBrush));
return colBrush;
}
mRT->CreateLinearGradientBrush(D2D1::LinearGradientBrushProperties(D2DPoint(pat->mBegin),
D2DPoint(pat->mEnd)),
D2D1::BrushProperties(aAlpha, D2DMatrix(pat->mMatrix)),
stops->mStopCollection,
byRef(gradBrush));
return gradBrush;
} else if (aPattern.GetType() == PATTERN_RADIAL_GRADIENT) {
RefPtr<ID2D1RadialGradientBrush> gradBrush;
const RadialGradientPattern *pat =
static_cast<const RadialGradientPattern*>(&aPattern);
GradientStopsD2D *stops = static_cast<GradientStopsD2D*>(pat->mStops.get());
if (!stops) {
gfxDebug() << "No stops specified for gradient pattern.";
return nullptr;
}
// This will not be a complex radial gradient brush.
mRT->CreateRadialGradientBrush(
D2D1::RadialGradientBrushProperties(D2DPoint(pat->mCenter1),
D2D1::Point2F(),
pat->mRadius2, pat->mRadius2),
D2D1::BrushProperties(aAlpha, D2DMatrix(pat->mMatrix)),
stops->mStopCollection,
byRef(gradBrush));
return gradBrush;
} else if (aPattern.GetType() == PATTERN_SURFACE) {
RefPtr<ID2D1BitmapBrush> bmBrush;
const SurfacePattern *pat =
static_cast<const SurfacePattern*>(&aPattern);
if (!pat->mSurface) {
gfxDebug() << "No source surface specified for surface pattern";
return nullptr;
}
RefPtr<ID2D1Bitmap> bitmap;
Matrix mat = pat->mMatrix;
switch (pat->mSurface->GetType()) {
case SURFACE_D2D1_BITMAP:
{
SourceSurfaceD2D *surf = static_cast<SourceSurfaceD2D*>(pat->mSurface.get());
bitmap = surf->mBitmap;
if (!bitmap) {
return nullptr;
}
}
break;
case SURFACE_D2D1_DRAWTARGET:
{
SourceSurfaceD2DTarget *surf =
static_cast<SourceSurfaceD2DTarget*>(pat->mSurface.get());
bitmap = surf->GetBitmap(mRT);
AddDependencyOnSource(surf);
}
break;
default:
{
RefPtr<DataSourceSurface> dataSurf = pat->mSurface->GetDataSurface();
if (!dataSurf) {
gfxWarning() << "Invalid surface type.";
return nullptr;
}
bitmap = CreatePartialBitmapForSurface(dataSurf, mat, pat->mExtendMode);
if (!bitmap) {
return nullptr;
}
}
break;
}
mRT->CreateBitmapBrush(bitmap,
D2D1::BitmapBrushProperties(D2DExtend(pat->mExtendMode),
D2DExtend(pat->mExtendMode),
D2DFilter(pat->mFilter)),
D2D1::BrushProperties(aAlpha, D2DMatrix(mat)),
byRef(bmBrush));
return bmBrush;
}
gfxWarning() << "Invalid pattern type detected.";
return nullptr;
}
TemporaryRef<ID2D1StrokeStyle>
DrawTargetD2D::CreateStrokeStyleForOptions(const StrokeOptions &aStrokeOptions)
{
RefPtr<ID2D1StrokeStyle> style;
D2D1_CAP_STYLE capStyle;
D2D1_LINE_JOIN joinStyle;
switch (aStrokeOptions.mLineCap) {
case CAP_BUTT:
capStyle = D2D1_CAP_STYLE_FLAT;
break;
case CAP_ROUND:
capStyle = D2D1_CAP_STYLE_ROUND;
break;
case CAP_SQUARE:
capStyle = D2D1_CAP_STYLE_SQUARE;
break;
}
switch (aStrokeOptions.mLineJoin) {
case JOIN_MITER:
joinStyle = D2D1_LINE_JOIN_MITER;
break;
case JOIN_MITER_OR_BEVEL:
joinStyle = D2D1_LINE_JOIN_MITER_OR_BEVEL;
break;
case JOIN_ROUND:
joinStyle = D2D1_LINE_JOIN_ROUND;
break;
case JOIN_BEVEL:
joinStyle = D2D1_LINE_JOIN_BEVEL;
break;
}
HRESULT hr;
if (aStrokeOptions.mDashPattern) {
typedef vector<Float> FloatVector;
// D2D "helpfully" multiplies the dash pattern by the line width.
// That's not what cairo does, or is what <canvas>'s dash wants.
// So fix the multiplication in advance.
Float lineWidth = aStrokeOptions.mLineWidth;
FloatVector dash(aStrokeOptions.mDashPattern,
aStrokeOptions.mDashPattern + aStrokeOptions.mDashLength);
for (FloatVector::iterator it = dash.begin(); it != dash.end(); ++it) {
*it /= lineWidth;
}
hr = factory()->CreateStrokeStyle(
D2D1::StrokeStyleProperties(capStyle, capStyle,
capStyle, joinStyle,
aStrokeOptions.mMiterLimit,
D2D1_DASH_STYLE_CUSTOM,
aStrokeOptions.mDashOffset),
&dash[0], // data() is not C++98, although it's in recent gcc
// and VC10's STL
dash.size(),
byRef(style));
} else {
hr = factory()->CreateStrokeStyle(
D2D1::StrokeStyleProperties(capStyle, capStyle,
capStyle, joinStyle,
aStrokeOptions.mMiterLimit),
nullptr, 0, byRef(style));
}
if (FAILED(hr)) {
gfxWarning() << "Failed to create Direct2D stroke style.";
}
return style;
}
TemporaryRef<ID3D10Texture2D>
DrawTargetD2D::CreateGradientTexture(const GradientStopsD2D *aStops)
{
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, 4096, 1, 1, 1);
std::vector<D2D1_GRADIENT_STOP> rawStops;
rawStops.resize(aStops->mStopCollection->GetGradientStopCount());
aStops->mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size());
std::vector<unsigned char> textureData;
textureData.resize(4096 * 4);
unsigned char *texData = &textureData.front();
float prevColorPos = 0;
float nextColorPos = 1.0f;
D2D1_COLOR_F prevColor = rawStops[0].color;
D2D1_COLOR_F nextColor = prevColor;
if (rawStops.size() >= 2) {
nextColor = rawStops[1].color;
nextColorPos = rawStops[1].position;
}
uint32_t stopPosition = 2;
// Not the most optimized way but this will do for now.
for (int i = 0; i < 4096; i++) {
// The 4095 seems a little counter intuitive, but we want the gradient
// color at offset 0 at the first pixel, and at offset 1.0f at the last
// pixel.
float pos = float(i) / 4095;
while (pos > nextColorPos) {
prevColor = nextColor;
prevColorPos = nextColorPos;
if (rawStops.size() > stopPosition) {
nextColor = rawStops[stopPosition].color;
nextColorPos = rawStops[stopPosition++].position;
} else {
nextColorPos = 1.0f;
}
}
float interp;
if (nextColorPos != prevColorPos) {
interp = (pos - prevColorPos) / (nextColorPos - prevColorPos);
} else {
interp = 0;
}
Color newColor(prevColor.r + (nextColor.r - prevColor.r) * interp,
prevColor.g + (nextColor.g - prevColor.g) * interp,
prevColor.b + (nextColor.b - prevColor.b) * interp,
prevColor.a + (nextColor.a - prevColor.a) * interp);
texData[i * 4] = (char)(255.0f * newColor.b);
texData[i * 4 + 1] = (char)(255.0f * newColor.g);
texData[i * 4 + 2] = (char)(255.0f * newColor.r);
texData[i * 4 + 3] = (char)(255.0f * newColor.a);
}
D3D10_SUBRESOURCE_DATA data;
data.pSysMem = &textureData.front();
data.SysMemPitch = 4096 * 4;
RefPtr<ID3D10Texture2D> tex;
mDevice->CreateTexture2D(&desc, &data, byRef(tex));
return tex;
}
TemporaryRef<ID3D10Texture2D>
DrawTargetD2D::CreateTextureForAnalysis(IDWriteGlyphRunAnalysis *aAnalysis, const IntRect &aBounds)
{
HRESULT hr;
uint32_t bufferSize = aBounds.width * aBounds.height * 3;
RECT bounds;
bounds.left = aBounds.x;
bounds.top = aBounds.y;
bounds.right = aBounds.x + aBounds.width;
bounds.bottom = aBounds.y + aBounds.height;
// Add one byte so we can safely read a 32-bit int when copying the last
// 3 bytes.
BYTE *texture = new BYTE[bufferSize + 1];
hr = aAnalysis->CreateAlphaTexture(DWRITE_TEXTURE_CLEARTYPE_3x1, &bounds, texture, bufferSize);
if (FAILED(hr)) {
delete [] texture;
return nullptr;
}
int alignedBufferSize = aBounds.width * aBounds.height * 4;
// Create a one-off immutable texture from system memory.
BYTE *alignedTextureData = new BYTE[alignedBufferSize];
for (int y = 0; y < aBounds.height; y++) {
for (int x = 0; x < aBounds.width; x++) {
// Copy 3 Bpp source to 4 Bpp destination memory used for
// texture creation. D3D10 has no 3 Bpp texture format we can
// use.
//
// Since we don't care what ends up in the alpha pixel of the
// destination, therefor we can simply copy a normal 32 bit
// integer each time, filling the alpha pixel of the destination
// with the first subpixel of the next pixel from the source.
*((int*)(alignedTextureData + (y * aBounds.width + x) * 4)) =
*((int*)(texture + (y * aBounds.width + x) * 3));
}
}
D3D10_SUBRESOURCE_DATA data;
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
aBounds.width, aBounds.height,
1, 1);
desc.Usage = D3D10_USAGE_IMMUTABLE;
data.SysMemPitch = aBounds.width * 4;
data.pSysMem = alignedTextureData;
RefPtr<ID3D10Texture2D> tex;
hr = mDevice->CreateTexture2D(&desc, &data, byRef(tex));
delete [] alignedTextureData;
delete [] texture;
if (FAILED(hr)) {
return nullptr;
}
return tex;
}
TemporaryRef<ID2D1Bitmap>
DrawTargetD2D::CreatePartialBitmapForSurface(DataSourceSurface *aSurface, Matrix &aMatrix, ExtendMode aExtendMode)
{
RefPtr<ID2D1Bitmap> bitmap;
// This is where things get complicated. The source surface was
// created for a surface that was too large to fit in a texture.
// We'll need to figure out if we can work with a partial upload
// or downsample in software.
Matrix transform = mTransform;
Matrix invTransform = transform = aMatrix * transform;
if (!invTransform.Invert()) {
// Singular transform, nothing to be drawn.
return nullptr;
}
Rect rect(0, 0, Float(mSize.width), Float(mSize.height));
// Calculate the rectangle of the source mapped to our surface.
rect = invTransform.TransformBounds(rect);
rect.RoundOut();
IntSize size = aSurface->GetSize();
Rect uploadRect(0, 0, Float(size.width), Float(size.height));
// Limit the uploadRect as much as possible without supporting discontiguous uploads
//
// region we will paint from
// uploadRect
// .---------------. .---------------. resulting uploadRect
// | |rect | |
// | .---------. .----. .----. .---------------.
// | | | ----> | | | | ----> | |
// | '---------' '----' '----' '---------------'
// '---------------' '---------------'
//
//
if (uploadRect.Contains(rect)) {
// Extend mode is irrelevant, the displayed rect is completely contained
// by the source bitmap.
uploadRect = rect;
} else if (aExtendMode == EXTEND_CLAMP && uploadRect.Intersects(rect)) {
// Calculate the rectangle on the source bitmap that touches our
// surface, and upload that, for EXTEND_CLAMP we can actually guarantee
// correct behaviour in this case.
uploadRect = uploadRect.Intersect(rect);
// We now proceed to check if we can limit at least one dimension of the
// upload rect safely without looking at extend mode.
} else if (rect.x >= 0 && rect.XMost() < size.width) {
uploadRect.x = rect.x;
uploadRect.width = rect.width;
} else if (rect.y >= 0 && rect.YMost() < size.height) {
uploadRect.y = rect.y;
uploadRect.height = rect.height;
}
int stride = aSurface->Stride();
if (uploadRect.width <= mRT->GetMaximumBitmapSize() &&
uploadRect.height <= mRT->GetMaximumBitmapSize()) {
// A partial upload will suffice.
mRT->CreateBitmap(D2D1::SizeU(uint32_t(uploadRect.width), uint32_t(uploadRect.height)),
aSurface->GetData() + int(uploadRect.x) * 4 + int(uploadRect.y) * stride,
stride,
D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
byRef(bitmap));
aMatrix.Translate(uploadRect.x, uploadRect.y);
return bitmap;
} else {
int Bpp = BytesPerPixel(aSurface->GetFormat());
if (Bpp != 4) {
// This shouldn't actually happen in practice!
MOZ_ASSERT(false);
return nullptr;
}
ImageHalfScaler scaler(aSurface->GetData(), stride, size);
// Calculate the maximum width/height of the image post transform.
Point topRight = transform * Point(Float(size.width), 0);
Point topLeft = transform * Point(0, 0);
Point bottomRight = transform * Point(Float(size.width), Float(size.height));
Point bottomLeft = transform * Point(0, Float(size.height));
IntSize scaleSize;
scaleSize.width = int32_t(max(Distance(topRight, topLeft),
Distance(bottomRight, bottomLeft)));
scaleSize.height = int32_t(max(Distance(topRight, bottomRight),
Distance(topLeft, bottomLeft)));
if (unsigned(scaleSize.width) > mRT->GetMaximumBitmapSize()) {
// Ok, in this case we'd really want a downscale of a part of the bitmap,
// perhaps we can do this later but for simplicity let's do something
// different here and assume it's good enough, this should be rare!
scaleSize.width = 4095;
}
if (unsigned(scaleSize.height) > mRT->GetMaximumBitmapSize()) {
scaleSize.height = 4095;
}
scaler.ScaleForSize(scaleSize);
IntSize newSize = scaler.GetSize();
mRT->CreateBitmap(D2D1::SizeU(newSize.width, newSize.height),
scaler.GetScaledData(), scaler.GetStride(),
D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
byRef(bitmap));
aMatrix.Scale(Float(size.width / newSize.width),
Float(size.height / newSize.height));
return bitmap;
}
}
void
DrawTargetD2D::SetupEffectForRadialGradient(const RadialGradientPattern *aPattern)
{
mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")->GetPassByIndex(0)->Apply(0);
mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
float dimensions[] = { float(mSize.width), float(mSize.height), 0, 0 };
mPrivateData->mEffect->GetVariableByName("dimensions")->AsVector()->
SetFloatVector(dimensions);
const GradientStopsD2D *stops =
static_cast<const GradientStopsD2D*>(aPattern->mStops.get());
RefPtr<ID3D10Texture2D> tex = CreateGradientTexture(stops);
RefPtr<ID3D10ShaderResourceView> srView;
mDevice->CreateShaderResourceView(tex, nullptr, byRef(srView));
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView);
Point dc = aPattern->mCenter2 - aPattern->mCenter1;
float dr = aPattern->mRadius2 - aPattern->mRadius1;
float diffv[] = { dc.x, dc.y, dr, 0 };
mPrivateData->mEffect->GetVariableByName("diff")->AsVector()->
SetFloatVector(diffv);
float center1[] = { aPattern->mCenter1.x, aPattern->mCenter1.y, dr, 0 };
mPrivateData->mEffect->GetVariableByName("center1")->AsVector()->
SetFloatVector(center1);
mPrivateData->mEffect->GetVariableByName("radius1")->AsScalar()->
SetFloat(aPattern->mRadius1);
mPrivateData->mEffect->GetVariableByName("sq_radius1")->AsScalar()->
SetFloat(pow(aPattern->mRadius1, 2));
Matrix invTransform = mTransform;
if (!invTransform.Invert()) {
// Bail if the matrix is singular.
return;
}
float matrix[] = { invTransform._11, invTransform._12, 0, 0,
invTransform._21, invTransform._22, 0, 0,
invTransform._31, invTransform._32, 1.0f, 0,
0, 0, 0, 1.0f };
mPrivateData->mEffect->GetVariableByName("DeviceSpaceToUserSpace")->
AsMatrix()->SetMatrix(matrix);
float A = dc.x * dc.x + dc.y * dc.y - dr * dr;
uint32_t offset = 0;
switch (stops->mStopCollection->GetExtendMode()) {
case D2D1_EXTEND_MODE_WRAP:
offset = 1;
break;
case D2D1_EXTEND_MODE_MIRROR:
offset = 2;
break;
default:
gfxWarning() << "This shouldn't happen! Invalid extend mode for gradient stops.";
}
if (A == 0) {
mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")->
GetPassByIndex(offset * 2 + 1)->Apply(0);
} else {
mPrivateData->mEffect->GetVariableByName("A")->AsScalar()->SetFloat(A);
mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")->
GetPassByIndex(offset * 2)->Apply(0);
}
}
void
DrawTargetD2D::SetupStateForRendering()
{
UINT stride = sizeof(Vertex);
UINT offset = 0;
ID3D10Buffer *buff = mPrivateData->mVB;
mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mDevice->IASetVertexBuffers(0, 1, &buff, &stride, &offset);
mDevice->IASetInputLayout(mPrivateData->mInputLayout);
D3D10_VIEWPORT viewport;
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = mSize.height;
viewport.Width = mSize.width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
}
ID2D1Factory*
DrawTargetD2D::factory()
{
if (mFactory) {
return mFactory;
}
D2D1CreateFactoryFunc createD2DFactory;
HMODULE d2dModule = LoadLibraryW(L"d2d1.dll");
createD2DFactory = (D2D1CreateFactoryFunc)
GetProcAddress(d2dModule, "D2D1CreateFactory");
if (!createD2DFactory) {
gfxWarning() << "Failed to locate D2D1CreateFactory function.";
return nullptr;
}
D2D1_FACTORY_OPTIONS options;
#ifdef _DEBUG
options.debugLevel = D2D1_DEBUG_LEVEL_WARNING;
#else
options.debugLevel = D2D1_DEBUG_LEVEL_NONE;
#endif
HRESULT hr = createD2DFactory(D2D1_FACTORY_TYPE_MULTI_THREADED,
__uuidof(ID2D1Factory),
&options,
(void**)&mFactory);
if (FAILED(hr)) {
gfxWarning() << "Failed to create Direct2D factory.";
}
return mFactory;
}
void
DrawTargetD2D::CleanupD2D()
{
if (mFactory) {
mFactory->Release();
mFactory = nullptr;
}
}
IDWriteFactory*
DrawTargetD2D::GetDWriteFactory()
{
if (mDWriteFactory) {
return mDWriteFactory;
}
DWriteCreateFactoryFunc createDWriteFactory;
HMODULE dwriteModule = LoadLibraryW(L"dwrite.dll");
createDWriteFactory = (DWriteCreateFactoryFunc)
GetProcAddress(dwriteModule, "DWriteCreateFactory");
if (!createDWriteFactory) {
gfxWarning() << "Failed to locate DWriteCreateFactory function.";
return nullptr;
}
HRESULT hr = createDWriteFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory),
reinterpret_cast<IUnknown**>(&mDWriteFactory));
if (FAILED(hr)) {
gfxWarning() << "Failed to create DWrite Factory.";
}
return mDWriteFactory;
}
void
DrawTargetD2D::SetScissorToRect(IntRect *aRect)
{
D3D10_RECT rect;
if (aRect) {
rect.left = aRect->x;
rect.right = aRect->XMost();
rect.top = aRect->y;
rect.bottom = aRect->YMost();
} else {
rect.left = rect.top = INT32_MIN;
rect.right = rect.bottom = INT32_MAX;
}
mDevice->RSSetScissorRects(1, &rect);
}
void
DrawTargetD2D::PushD2DLayer(ID2D1RenderTarget *aRT, ID2D1Geometry *aGeometry, ID2D1Layer *aLayer, const D2D1_MATRIX_3X2_F &aTransform)
{
D2D1_LAYER_OPTIONS options = D2D1_LAYER_OPTIONS_NONE;
D2D1_LAYER_OPTIONS1 options1 = D2D1_LAYER_OPTIONS1_NONE;
if (mFormat == FORMAT_B8G8R8X8) {
options = D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE;
options1 = D2D1_LAYER_OPTIONS1_IGNORE_ALPHA | D2D1_LAYER_OPTIONS1_INITIALIZE_FROM_BACKGROUND;
}
RefPtr<ID2D1DeviceContext> dc;
HRESULT hr = aRT->QueryInterface(IID_ID2D1DeviceContext, (void**)((ID2D1DeviceContext**)byRef(dc)));
if (FAILED(hr)) {
aRT->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), aGeometry,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE, aTransform,
1.0, nullptr, options),
aLayer);
} else {
dc->PushLayer(D2D1::LayerParameters1(D2D1::InfiniteRect(), aGeometry,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE, aTransform,
1.0, nullptr, options1),
aLayer);
}
}
}
}