mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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387 lines
12 KiB
C++
387 lines
12 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "ContainerLayerD3D10.h"
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#include "nsAlgorithm.h"
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#include "gfxUtils.h"
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#include "nsRect.h"
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#include "ThebesLayerD3D10.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace layers {
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ContainerLayerD3D10::ContainerLayerD3D10(LayerManagerD3D10 *aManager)
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: ContainerLayer(aManager, NULL)
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, LayerD3D10(aManager)
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{
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mImplData = static_cast<LayerD3D10*>(this);
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}
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ContainerLayerD3D10::~ContainerLayerD3D10()
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{
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while (mFirstChild) {
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RemoveChild(mFirstChild);
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}
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}
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void
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ContainerLayerD3D10::InsertAfter(Layer* aChild, Layer* aAfter)
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{
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aChild->SetParent(this);
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if (!aAfter) {
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Layer *oldFirstChild = GetFirstChild();
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mFirstChild = aChild;
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aChild->SetNextSibling(oldFirstChild);
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aChild->SetPrevSibling(nsnull);
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if (oldFirstChild) {
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oldFirstChild->SetPrevSibling(aChild);
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} else {
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mLastChild = aChild;
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}
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NS_ADDREF(aChild);
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DidInsertChild(aChild);
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return;
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}
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for (Layer *child = GetFirstChild();
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child; child = child->GetNextSibling()) {
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if (aAfter == child) {
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Layer *oldNextSibling = child->GetNextSibling();
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child->SetNextSibling(aChild);
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aChild->SetNextSibling(oldNextSibling);
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if (oldNextSibling) {
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oldNextSibling->SetPrevSibling(aChild);
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} else {
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mLastChild = aChild;
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}
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aChild->SetPrevSibling(child);
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NS_ADDREF(aChild);
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DidInsertChild(aChild);
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return;
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}
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}
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NS_WARNING("Failed to find aAfter layer!");
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}
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void
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ContainerLayerD3D10::RemoveChild(Layer *aChild)
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{
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if (GetFirstChild() == aChild) {
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mFirstChild = GetFirstChild()->GetNextSibling();
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if (mFirstChild) {
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mFirstChild->SetPrevSibling(nsnull);
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} else {
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mLastChild = nsnull;
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}
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aChild->SetNextSibling(nsnull);
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aChild->SetPrevSibling(nsnull);
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aChild->SetParent(nsnull);
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DidRemoveChild(aChild);
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NS_RELEASE(aChild);
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return;
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}
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Layer *lastChild = nsnull;
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for (Layer *child = GetFirstChild(); child;
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child = child->GetNextSibling()) {
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if (child == aChild) {
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// We're sure this is not our first child. So lastChild != NULL.
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lastChild->SetNextSibling(child->GetNextSibling());
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if (child->GetNextSibling()) {
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child->GetNextSibling()->SetPrevSibling(lastChild);
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} else {
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mLastChild = lastChild;
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}
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child->SetNextSibling(nsnull);
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child->SetPrevSibling(nsnull);
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child->SetParent(nsnull);
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DidRemoveChild(aChild);
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NS_RELEASE(aChild);
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return;
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}
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lastChild = child;
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}
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}
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Layer*
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ContainerLayerD3D10::GetLayer()
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{
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return this;
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}
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LayerD3D10*
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ContainerLayerD3D10::GetFirstChildD3D10()
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{
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if (!mFirstChild) {
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return nsnull;
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}
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return static_cast<LayerD3D10*>(mFirstChild->ImplData());
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}
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static inline LayerD3D10*
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GetNextSiblingD3D10(LayerD3D10* aLayer)
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{
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Layer* layer = aLayer->GetLayer()->GetNextSibling();
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return layer ? static_cast<LayerD3D10*>(layer->
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ImplData())
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: nsnull;
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}
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static PRBool
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HasOpaqueAncestorLayer(Layer* aLayer)
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{
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for (Layer* l = aLayer->GetParent(); l; l = l->GetParent()) {
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if (l->GetContentFlags() & Layer::CONTENT_OPAQUE)
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return PR_TRUE;
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}
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return PR_FALSE;
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}
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void
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ContainerLayerD3D10::RenderLayer()
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{
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float renderTargetOffset[] = { 0, 0 };
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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float opacity = GetEffectiveOpacity();
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PRBool useIntermediate = UseIntermediateSurface();
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nsRefPtr<ID3D10RenderTargetView> previousRTView;
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nsRefPtr<ID3D10Texture2D> renderTexture;
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nsRefPtr<ID3D10RenderTargetView> rtView;
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float previousRenderTargetOffset[2];
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nsIntSize previousViewportSize;
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gfx3DMatrix oldViewMatrix;
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gfxMatrix contTransform;
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if (useIntermediate) {
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device()->OMGetRenderTargets(1, getter_AddRefs(previousRTView), NULL);
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D3D10_TEXTURE2D_DESC desc;
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memset(&desc, 0, sizeof(D3D10_TEXTURE2D_DESC));
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desc.ArraySize = 1;
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desc.MipLevels = 1;
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desc.Width = visibleRect.width;
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desc.Height = visibleRect.height;
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desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
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desc.SampleDesc.Count = 1;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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device()->CreateTexture2D(&desc, NULL, getter_AddRefs(renderTexture));
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device()->CreateRenderTargetView(renderTexture, NULL, getter_AddRefs(rtView));
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effect()->GetVariableByName("vRenderTargetOffset")->
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GetRawValue(previousRenderTargetOffset, 0, 8);
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if (mVisibleRegion.GetNumRects() != 1 || !(GetContentFlags() & CONTENT_OPAQUE)) {
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const gfx3DMatrix& transform3D = GetEffectiveTransform();
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gfxMatrix transform;
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// If we have an opaque ancestor layer, then we can be sure that
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// all the pixels we draw into are either opaque already or will be
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// covered by something opaque. Otherwise copying up the background is
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// not safe.
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if (mSupportsComponentAlphaChildren) {
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PRBool is2d = transform3D.Is2D(&transform);
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NS_ASSERTION(is2d, "Transform should be 2d when mSupportsComponentAlphaChildren.");
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// Copy background up from below. This applies any 2D transform that is
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// applied to use relative to our parent, and compensates for the offset
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// that was applied on our parent's rendering.
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D3D10_BOX srcBox;
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srcBox.left = visibleRect.x + PRInt32(transform.x0) - PRInt32(previousRenderTargetOffset[0]);
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srcBox.top = visibleRect.y + PRInt32(transform.y0) - PRInt32(previousRenderTargetOffset[1]);
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srcBox.right = srcBox.left + visibleRect.width;
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srcBox.bottom = srcBox.top + visibleRect.height;
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srcBox.back = 1;
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srcBox.front = 0;
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nsRefPtr<ID3D10Resource> srcResource;
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previousRTView->GetResource(getter_AddRefs(srcResource));
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device()->CopySubresourceRegion(renderTexture, 0,
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0, 0, 0,
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srcResource, 0,
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&srcBox);
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} else {
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float black[] = { 0, 0, 0, 0};
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device()->ClearRenderTargetView(rtView, black);
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}
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}
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ID3D10RenderTargetView *rtViewPtr = rtView;
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device()->OMSetRenderTargets(1, &rtViewPtr, NULL);
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renderTargetOffset[0] = (float)visibleRect.x;
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renderTargetOffset[1] = (float)visibleRect.y;
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effect()->GetVariableByName("vRenderTargetOffset")->
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SetRawValue(renderTargetOffset, 0, 8);
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previousViewportSize = mD3DManager->GetViewport();
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mD3DManager->SetViewport(nsIntSize(visibleRect.Size()));
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} else {
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PRBool is2d = GetEffectiveTransform().Is2D(&contTransform);
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NS_ASSERTION(is2d, "Transform must be 2D");
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}
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D3D10_RECT oldD3D10Scissor;
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UINT numRects = 1;
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device()->RSGetScissorRects(&numRects, &oldD3D10Scissor);
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// Convert scissor to an nsIntRect. D3D10_RECT's are exclusive
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// on the bottom and right values.
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nsIntRect oldScissor(oldD3D10Scissor.left,
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oldD3D10Scissor.top,
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oldD3D10Scissor.right - oldD3D10Scissor.left,
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oldD3D10Scissor.bottom - oldD3D10Scissor.top);
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/*
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* Render this container's contents.
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*/
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for (LayerD3D10* layerToRender = GetFirstChildD3D10();
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layerToRender != nsnull;
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layerToRender = GetNextSiblingD3D10(layerToRender)) {
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if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
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continue;
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}
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nsIntRect scissorRect =
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layerToRender->GetLayer()->CalculateScissorRect(useIntermediate,
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visibleRect,
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oldScissor,
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contTransform);
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if (scissorRect.IsEmpty()) {
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continue;
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}
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D3D10_RECT d3drect;
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d3drect.left = scissorRect.x;
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d3drect.top = scissorRect.y;
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d3drect.right = scissorRect.x + scissorRect.width;
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d3drect.bottom = scissorRect.y + scissorRect.height;
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device()->RSSetScissorRects(1, &d3drect);
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layerToRender->RenderLayer();
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}
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device()->RSSetScissorRects(1, &oldD3D10Scissor);
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if (useIntermediate) {
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mD3DManager->SetViewport(previousViewportSize);
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ID3D10RenderTargetView *rtView = previousRTView;
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device()->OMSetRenderTargets(1, &rtView, NULL);
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effect()->GetVariableByName("vRenderTargetOffset")->
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SetRawValue(previousRenderTargetOffset, 0, 8);
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SetEffectTransformAndOpacity();
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ID3D10EffectTechnique *technique;
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technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
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effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)visibleRect.x,
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(float)visibleRect.y,
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(float)visibleRect.width,
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(float)visibleRect.height)
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);
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technique->GetPassByIndex(0)->Apply(0);
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ID3D10ShaderResourceView *view;
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device()->CreateShaderResourceView(renderTexture, NULL, &view);
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device()->PSSetShaderResources(0, 1, &view);
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device()->Draw(4, 0);
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view->Release();
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}
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}
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void
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ContainerLayerD3D10::LayerManagerDestroyed()
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{
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while (mFirstChild) {
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GetFirstChildD3D10()->LayerManagerDestroyed();
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RemoveChild(mFirstChild);
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}
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}
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void
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ContainerLayerD3D10::Validate()
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{
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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mSupportsComponentAlphaChildren = PR_FALSE;
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if (UseIntermediateSurface()) {
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const gfx3DMatrix& transform3D = GetEffectiveTransform();
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gfxMatrix transform;
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if (mVisibleRegion.GetNumRects() == 1 && (GetContentFlags() & CONTENT_OPAQUE)) {
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// don't need a background, we're going to paint all opaque stuff
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mSupportsComponentAlphaChildren = PR_TRUE;
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} else {
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if (HasOpaqueAncestorLayer(this) &&
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transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation() &&
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GetParent()->GetEffectiveVisibleRegion().GetBounds().Contains(visibleRect))
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{
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// In this case we can copy up the background. See RenderLayer.
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mSupportsComponentAlphaChildren = PR_TRUE;
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}
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}
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} else {
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mSupportsComponentAlphaChildren = (GetContentFlags() & CONTENT_OPAQUE) ||
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(mParent && mParent->SupportsComponentAlphaChildren());
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}
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ReadbackProcessor readback;
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readback.BuildUpdates(this);
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Layer *layer = GetFirstChild();
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while (layer) {
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if (layer->GetType() == TYPE_THEBES) {
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static_cast<ThebesLayerD3D10*>(layer)->Validate(&readback);
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} else {
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static_cast<LayerD3D10*>(layer->ImplData())->Validate();
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}
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layer = layer->GetNextSibling();
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}
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}
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} /* layers */
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} /* mozilla */
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