gecko/gfx/layers/d3d10/ContainerLayerD3D10.cpp

387 lines
12 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** 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) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* 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 "ContainerLayerD3D10.h"
#include "nsAlgorithm.h"
#include "gfxUtils.h"
#include "nsRect.h"
#include "ThebesLayerD3D10.h"
#include "ReadbackProcessor.h"
namespace mozilla {
namespace layers {
ContainerLayerD3D10::ContainerLayerD3D10(LayerManagerD3D10 *aManager)
: ContainerLayer(aManager, NULL)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
ContainerLayerD3D10::~ContainerLayerD3D10()
{
while (mFirstChild) {
RemoveChild(mFirstChild);
}
}
void
ContainerLayerD3D10::InsertAfter(Layer* aChild, Layer* aAfter)
{
aChild->SetParent(this);
if (!aAfter) {
Layer *oldFirstChild = GetFirstChild();
mFirstChild = aChild;
aChild->SetNextSibling(oldFirstChild);
aChild->SetPrevSibling(nsnull);
if (oldFirstChild) {
oldFirstChild->SetPrevSibling(aChild);
} else {
mLastChild = aChild;
}
NS_ADDREF(aChild);
DidInsertChild(aChild);
return;
}
for (Layer *child = GetFirstChild();
child; child = child->GetNextSibling()) {
if (aAfter == child) {
Layer *oldNextSibling = child->GetNextSibling();
child->SetNextSibling(aChild);
aChild->SetNextSibling(oldNextSibling);
if (oldNextSibling) {
oldNextSibling->SetPrevSibling(aChild);
} else {
mLastChild = aChild;
}
aChild->SetPrevSibling(child);
NS_ADDREF(aChild);
DidInsertChild(aChild);
return;
}
}
NS_WARNING("Failed to find aAfter layer!");
}
void
ContainerLayerD3D10::RemoveChild(Layer *aChild)
{
if (GetFirstChild() == aChild) {
mFirstChild = GetFirstChild()->GetNextSibling();
if (mFirstChild) {
mFirstChild->SetPrevSibling(nsnull);
} else {
mLastChild = nsnull;
}
aChild->SetNextSibling(nsnull);
aChild->SetPrevSibling(nsnull);
aChild->SetParent(nsnull);
DidRemoveChild(aChild);
NS_RELEASE(aChild);
return;
}
Layer *lastChild = nsnull;
for (Layer *child = GetFirstChild(); child;
child = child->GetNextSibling()) {
if (child == aChild) {
// We're sure this is not our first child. So lastChild != NULL.
lastChild->SetNextSibling(child->GetNextSibling());
if (child->GetNextSibling()) {
child->GetNextSibling()->SetPrevSibling(lastChild);
} else {
mLastChild = lastChild;
}
child->SetNextSibling(nsnull);
child->SetPrevSibling(nsnull);
child->SetParent(nsnull);
DidRemoveChild(aChild);
NS_RELEASE(aChild);
return;
}
lastChild = child;
}
}
Layer*
ContainerLayerD3D10::GetLayer()
{
return this;
}
LayerD3D10*
ContainerLayerD3D10::GetFirstChildD3D10()
{
if (!mFirstChild) {
return nsnull;
}
return static_cast<LayerD3D10*>(mFirstChild->ImplData());
}
static inline LayerD3D10*
GetNextSiblingD3D10(LayerD3D10* aLayer)
{
Layer* layer = aLayer->GetLayer()->GetNextSibling();
return layer ? static_cast<LayerD3D10*>(layer->
ImplData())
: nsnull;
}
static PRBool
HasOpaqueAncestorLayer(Layer* aLayer)
{
for (Layer* l = aLayer->GetParent(); l; l = l->GetParent()) {
if (l->GetContentFlags() & Layer::CONTENT_OPAQUE)
return PR_TRUE;
}
return PR_FALSE;
}
void
ContainerLayerD3D10::RenderLayer()
{
float renderTargetOffset[] = { 0, 0 };
nsIntRect visibleRect = mVisibleRegion.GetBounds();
float opacity = GetEffectiveOpacity();
PRBool useIntermediate = UseIntermediateSurface();
nsRefPtr<ID3D10RenderTargetView> previousRTView;
nsRefPtr<ID3D10Texture2D> renderTexture;
nsRefPtr<ID3D10RenderTargetView> rtView;
float previousRenderTargetOffset[2];
nsIntSize previousViewportSize;
gfx3DMatrix oldViewMatrix;
gfxMatrix contTransform;
if (useIntermediate) {
device()->OMGetRenderTargets(1, getter_AddRefs(previousRTView), NULL);
D3D10_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(D3D10_TEXTURE2D_DESC));
desc.ArraySize = 1;
desc.MipLevels = 1;
desc.Width = visibleRect.width;
desc.Height = visibleRect.height;
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.SampleDesc.Count = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
device()->CreateTexture2D(&desc, NULL, getter_AddRefs(renderTexture));
device()->CreateRenderTargetView(renderTexture, NULL, getter_AddRefs(rtView));
effect()->GetVariableByName("vRenderTargetOffset")->
GetRawValue(previousRenderTargetOffset, 0, 8);
if (mVisibleRegion.GetNumRects() != 1 || !(GetContentFlags() & CONTENT_OPAQUE)) {
const gfx3DMatrix& transform3D = GetEffectiveTransform();
gfxMatrix transform;
// If we have an opaque ancestor layer, then we can be sure that
// all the pixels we draw into are either opaque already or will be
// covered by something opaque. Otherwise copying up the background is
// not safe.
if (mSupportsComponentAlphaChildren) {
PRBool is2d = transform3D.Is2D(&transform);
NS_ASSERTION(is2d, "Transform should be 2d when mSupportsComponentAlphaChildren.");
// Copy background up from below. This applies any 2D transform that is
// applied to use relative to our parent, and compensates for the offset
// that was applied on our parent's rendering.
D3D10_BOX srcBox;
srcBox.left = visibleRect.x + PRInt32(transform.x0) - PRInt32(previousRenderTargetOffset[0]);
srcBox.top = visibleRect.y + PRInt32(transform.y0) - PRInt32(previousRenderTargetOffset[1]);
srcBox.right = srcBox.left + visibleRect.width;
srcBox.bottom = srcBox.top + visibleRect.height;
srcBox.back = 1;
srcBox.front = 0;
nsRefPtr<ID3D10Resource> srcResource;
previousRTView->GetResource(getter_AddRefs(srcResource));
device()->CopySubresourceRegion(renderTexture, 0,
0, 0, 0,
srcResource, 0,
&srcBox);
} else {
float black[] = { 0, 0, 0, 0};
device()->ClearRenderTargetView(rtView, black);
}
}
ID3D10RenderTargetView *rtViewPtr = rtView;
device()->OMSetRenderTargets(1, &rtViewPtr, NULL);
renderTargetOffset[0] = (float)visibleRect.x;
renderTargetOffset[1] = (float)visibleRect.y;
effect()->GetVariableByName("vRenderTargetOffset")->
SetRawValue(renderTargetOffset, 0, 8);
previousViewportSize = mD3DManager->GetViewport();
mD3DManager->SetViewport(nsIntSize(visibleRect.Size()));
} else {
PRBool is2d = GetEffectiveTransform().Is2D(&contTransform);
NS_ASSERTION(is2d, "Transform must be 2D");
}
D3D10_RECT oldD3D10Scissor;
UINT numRects = 1;
device()->RSGetScissorRects(&numRects, &oldD3D10Scissor);
// Convert scissor to an nsIntRect. D3D10_RECT's are exclusive
// on the bottom and right values.
nsIntRect oldScissor(oldD3D10Scissor.left,
oldD3D10Scissor.top,
oldD3D10Scissor.right - oldD3D10Scissor.left,
oldD3D10Scissor.bottom - oldD3D10Scissor.top);
/*
* Render this container's contents.
*/
for (LayerD3D10* layerToRender = GetFirstChildD3D10();
layerToRender != nsnull;
layerToRender = GetNextSiblingD3D10(layerToRender)) {
if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
continue;
}
nsIntRect scissorRect =
layerToRender->GetLayer()->CalculateScissorRect(useIntermediate,
visibleRect,
oldScissor,
contTransform);
if (scissorRect.IsEmpty()) {
continue;
}
D3D10_RECT d3drect;
d3drect.left = scissorRect.x;
d3drect.top = scissorRect.y;
d3drect.right = scissorRect.x + scissorRect.width;
d3drect.bottom = scissorRect.y + scissorRect.height;
device()->RSSetScissorRects(1, &d3drect);
layerToRender->RenderLayer();
}
device()->RSSetScissorRects(1, &oldD3D10Scissor);
if (useIntermediate) {
mD3DManager->SetViewport(previousViewportSize);
ID3D10RenderTargetView *rtView = previousRTView;
device()->OMSetRenderTargets(1, &rtView, NULL);
effect()->GetVariableByName("vRenderTargetOffset")->
SetRawValue(previousRenderTargetOffset, 0, 8);
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)visibleRect.x,
(float)visibleRect.y,
(float)visibleRect.width,
(float)visibleRect.height)
);
technique->GetPassByIndex(0)->Apply(0);
ID3D10ShaderResourceView *view;
device()->CreateShaderResourceView(renderTexture, NULL, &view);
device()->PSSetShaderResources(0, 1, &view);
device()->Draw(4, 0);
view->Release();
}
}
void
ContainerLayerD3D10::LayerManagerDestroyed()
{
while (mFirstChild) {
GetFirstChildD3D10()->LayerManagerDestroyed();
RemoveChild(mFirstChild);
}
}
void
ContainerLayerD3D10::Validate()
{
nsIntRect visibleRect = mVisibleRegion.GetBounds();
mSupportsComponentAlphaChildren = PR_FALSE;
if (UseIntermediateSurface()) {
const gfx3DMatrix& transform3D = GetEffectiveTransform();
gfxMatrix transform;
if (mVisibleRegion.GetNumRects() == 1 && (GetContentFlags() & CONTENT_OPAQUE)) {
// don't need a background, we're going to paint all opaque stuff
mSupportsComponentAlphaChildren = PR_TRUE;
} else {
if (HasOpaqueAncestorLayer(this) &&
transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation() &&
GetParent()->GetEffectiveVisibleRegion().GetBounds().Contains(visibleRect))
{
// In this case we can copy up the background. See RenderLayer.
mSupportsComponentAlphaChildren = PR_TRUE;
}
}
} else {
mSupportsComponentAlphaChildren = (GetContentFlags() & CONTENT_OPAQUE) ||
(mParent && mParent->SupportsComponentAlphaChildren());
}
ReadbackProcessor readback;
readback.BuildUpdates(this);
Layer *layer = GetFirstChild();
while (layer) {
if (layer->GetType() == TYPE_THEBES) {
static_cast<ThebesLayerD3D10*>(layer)->Validate(&readback);
} else {
static_cast<LayerD3D10*>(layer->ImplData())->Validate();
}
layer = layer->GetNextSibling();
}
}
} /* layers */
} /* mozilla */