gecko/gfx/layers/d3d10/CanvasLayerD3D10.cpp
2011-03-29 14:31:53 -04:00

298 lines
9.2 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "CanvasLayerD3D10.h"
#include "gfxImageSurface.h"
#include "gfxWindowsSurface.h"
#include "gfxWindowsPlatform.h"
namespace mozilla {
namespace layers {
CanvasLayerD3D10::~CanvasLayerD3D10()
{
}
void
CanvasLayerD3D10::Initialize(const Data& aData)
{
NS_ASSERTION(mSurface == nsnull, "BasicCanvasLayer::Initialize called twice!");
if (aData.mSurface) {
mSurface = aData.mSurface;
NS_ASSERTION(aData.mGLContext == nsnull,
"CanvasLayer can't have both surface and GLContext");
mNeedsYFlip = PR_FALSE;
mDataIsPremultiplied = PR_TRUE;
} else if (aData.mGLContext) {
NS_ASSERTION(aData.mGLContext->IsOffscreen(), "canvas gl context isn't offscreen");
mGLContext = aData.mGLContext;
mCanvasFramebuffer = mGLContext->GetOffscreenFBO();
mDataIsPremultiplied = aData.mGLBufferIsPremultiplied;
mNeedsYFlip = PR_TRUE;
} else {
NS_ERROR("CanvasLayer created without mSurface or mGLContext?");
}
mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height);
if (mSurface && mSurface->GetType() == gfxASurface::SurfaceTypeD2D) {
void *data = mSurface->GetData(&gKeyD3D10Texture);
if (data) {
mTexture = static_cast<ID3D10Texture2D*>(data);
mIsD2DTexture = PR_TRUE;
device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
mHasAlpha =
mSurface->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA;
return;
}
}
mIsD2DTexture = PR_FALSE;
mUsingSharedTexture = PR_FALSE;
HANDLE shareHandle = mGLContext ? mGLContext->GetD3DShareHandle() : nsnull;
if (shareHandle) {
HRESULT hr = device()->OpenSharedResource(shareHandle, __uuidof(ID3D10Texture2D), getter_AddRefs(mTexture));
if (SUCCEEDED(hr)) {
mUsingSharedTexture = PR_TRUE;
// XXX for ANGLE, it's already the right-way up. If we start using NV GL-D3D interop
// however, we'll need to do the right thing.
mNeedsYFlip = PR_FALSE;
}
}
if (!mUsingSharedTexture) {
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, mBounds.width, mBounds.height, 1, 1);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
HRESULT hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTexture));
if (FAILED(hr)) {
NS_WARNING("Failed to create texture for CanvasLayer!");
return;
}
}
device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
}
void
CanvasLayerD3D10::Updated(const nsIntRect& aRect)
{
if (mIsD2DTexture) {
mSurface->Flush();
return;
}
if (mUsingSharedTexture) {
// need to sync on the d3d9 device
if (mGLContext) {
mGLContext->MakeCurrent();
mGLContext->fFinish();
}
return;
}
if (mGLContext) {
// WebGL reads entire surface.
D3D10_MAPPED_TEXTURE2D map;
HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map);
if (FAILED(hr)) {
NS_WARNING("Failed to map CanvasLayer texture.");
return;
}
PRUint8 *destination;
if (map.RowPitch != mBounds.width * 4) {
destination = new PRUint8[mBounds.width * mBounds.height * 4];
} else {
destination = (PRUint8*)map.pData;
}
// We have to flush to ensure that any buffered GL operations are
// in the framebuffer before we read.
mGLContext->fFlush();
PRUint32 currentFramebuffer = 0;
mGLContext->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, (GLint*)&currentFramebuffer);
// Make sure that we read pixels from the correct framebuffer, regardless
// of what's currently bound.
if (currentFramebuffer != mCanvasFramebuffer)
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCanvasFramebuffer);
// For simplicity, we read the entire framebuffer for now -- in
// the future we should use aRect, though with WebGL we don't
// have an easy way to generate one.
nsRefPtr<gfxImageSurface> tmpSurface =
new gfxImageSurface(destination,
gfxIntSize(mBounds.width, mBounds.height),
mBounds.width * 4,
gfxASurface::ImageFormatARGB32);
mGLContext->ReadPixelsIntoImageSurface(0, 0,
mBounds.width, mBounds.height,
tmpSurface);
tmpSurface = nsnull;
// Put back the previous framebuffer binding.
if (currentFramebuffer != mCanvasFramebuffer)
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, currentFramebuffer);
if (map.RowPitch != mBounds.width * 4) {
for (int y = 0; y < mBounds.height; y++) {
memcpy((PRUint8*)map.pData + map.RowPitch * y,
destination + mBounds.width * 4 * y,
mBounds.width * 4);
}
delete [] destination;
}
mTexture->Unmap(0);
} else if (mSurface) {
RECT r;
r.left = aRect.x;
r.top = aRect.y;
r.right = aRect.XMost();
r.bottom = aRect.YMost();
D3D10_MAPPED_TEXTURE2D map;
HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map);
if (FAILED(hr)) {
NS_WARNING("Failed to lock CanvasLayer texture.");
return;
}
PRUint8 *startBits;
PRUint32 sourceStride;
nsRefPtr<gfxImageSurface> dstSurface;
dstSurface = new gfxImageSurface((unsigned char*)map.pData,
gfxIntSize(aRect.width, aRect.height),
map.RowPitch,
gfxASurface::ImageFormatARGB32);
nsRefPtr<gfxContext> ctx = new gfxContext(dstSurface);
ctx->Translate(gfxPoint(-aRect.x, -aRect.y));
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->SetSource(mSurface);
ctx->Paint();
mTexture->Unmap(0);
}
}
Layer*
CanvasLayerD3D10::GetLayer()
{
return this;
}
void
CanvasLayerD3D10::RenderLayer()
{
if (!mTexture) {
return;
}
nsIntRect visibleRect = mVisibleRegion.GetBounds();
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
if (mDataIsPremultiplied) {
if (!mHasAlpha) {
if (mFilter == gfxPattern::FILTER_NEAREST) {
technique = effect()->GetTechniqueByName("RenderRGBLayerPremulPoint");
} else {
technique = effect()->GetTechniqueByName("RenderRGBLayerPremul");
}
} else {
if (mFilter == gfxPattern::FILTER_NEAREST) {
technique = effect()->GetTechniqueByName("RenderRGBALayerPremulPoint");
} else {
technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
}
}
} else {
if (mFilter == gfxPattern::FILTER_NEAREST) {
technique = effect()->GetTechniqueByName("RenderRGBALayerNonPremulPoint");
} else {
technique = effect()->GetTechniqueByName("RenderRGBALayerNonPremul");
}
}
if (mSRView) {
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView);
}
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)mBounds.x,
(float)mBounds.y,
(float)mBounds.width,
(float)mBounds.height)
);
if (mNeedsYFlip) {
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
0,
1.0f,
1.0f,
-1.0f)
);
}
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
if (mNeedsYFlip) {
effect()->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
}
}
} /* namespace layers */
} /* namespace mozilla */