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273 lines
7.2 KiB
C++
273 lines
7.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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) 2011
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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 "SourceSurfaceD2DTarget.h"
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#include "Logging.h"
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#include "DrawTargetD2D.h"
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#include <algorithm>
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namespace mozilla {
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namespace gfx {
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SourceSurfaceD2DTarget::SourceSurfaceD2DTarget(DrawTargetD2D* aDrawTarget,
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ID3D10Texture2D* aTexture,
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SurfaceFormat aFormat)
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: mDrawTarget(aDrawTarget)
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, mTexture(aTexture)
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, mFormat(aFormat)
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{
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}
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SourceSurfaceD2DTarget::~SourceSurfaceD2DTarget()
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{
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// We don't need to do anything special here to notify our mDrawTarget. It must
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// already have cleared its mSnapshot field, otherwise this object would
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// be kept alive.
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}
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IntSize
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SourceSurfaceD2DTarget::GetSize() const
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{
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D3D10_TEXTURE2D_DESC desc;
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mTexture->GetDesc(&desc);
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return IntSize(desc.Width, desc.Height);
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}
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SurfaceFormat
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SourceSurfaceD2DTarget::GetFormat() const
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{
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return mFormat;
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}
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TemporaryRef<DataSourceSurface>
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SourceSurfaceD2DTarget::GetDataSurface()
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{
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RefPtr<DataSourceSurfaceD2DTarget> dataSurf =
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new DataSourceSurfaceD2DTarget();
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D3D10_TEXTURE2D_DESC desc;
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mTexture->GetDesc(&desc);
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
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desc.Usage = D3D10_USAGE_STAGING;
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desc.BindFlags = 0;
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desc.MiscFlags = 0;
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HRESULT hr = Factory::GetDirect3D10Device()->CreateTexture2D(&desc, NULL, byRef(dataSurf->mTexture));
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if (FAILED(hr)) {
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gfxDebug() << "Failed to create staging texture for SourceSurface. Code: " << hr;
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return NULL;
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}
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Factory::GetDirect3D10Device()->CopyResource(dataSurf->mTexture, mTexture);
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return dataSurf;
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}
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ID3D10ShaderResourceView*
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SourceSurfaceD2DTarget::GetSRView()
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{
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if (mSRView) {
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return mSRView;
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}
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HRESULT hr = Factory::GetDirect3D10Device()->CreateShaderResourceView(mTexture, NULL, byRef(mSRView));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to create ShaderResourceView. Code: " << hr;
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}
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return mSRView;
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}
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void
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SourceSurfaceD2DTarget::DrawTargetWillChange()
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{
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RefPtr<ID3D10Texture2D> oldTexture = mTexture;
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D3D10_TEXTURE2D_DESC desc;
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mTexture->GetDesc(&desc);
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// Get a copy of the surface data so the content at snapshot time was saved.
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Factory::GetDirect3D10Device()->CreateTexture2D(&desc, NULL, byRef(mTexture));
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Factory::GetDirect3D10Device()->CopyResource(mTexture, oldTexture);
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mBitmap = NULL;
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// We now no longer depend on the source surface content remaining the same.
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MarkIndependent();
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}
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ID2D1Bitmap*
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SourceSurfaceD2DTarget::GetBitmap(ID2D1RenderTarget *aRT)
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{
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if (mBitmap) {
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return mBitmap;
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}
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HRESULT hr;
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D3D10_TEXTURE2D_DESC desc;
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mTexture->GetDesc(&desc);
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IntSize size(desc.Width, desc.Height);
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RefPtr<IDXGISurface> surf;
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hr = mTexture->QueryInterface((IDXGISurface**)byRef(surf));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to query interface texture to DXGISurface. Code: " << hr;
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return NULL;
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}
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D2D1_BITMAP_PROPERTIES props =
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D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(mFormat), AlphaMode(mFormat)));
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hr = aRT->CreateSharedBitmap(IID_IDXGISurface, surf, &props, byRef(mBitmap));
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if (FAILED(hr)) {
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// This seems to happen for FORMAT_A8 sometimes...
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aRT->CreateBitmap(D2D1::SizeU(desc.Width, desc.Height),
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D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(mFormat),
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AlphaMode(mFormat))),
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byRef(mBitmap));
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RefPtr<ID2D1RenderTarget> rt;
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if (mDrawTarget) {
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rt = mDrawTarget->mRT;
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}
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if (!rt) {
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// Okay, we already separated from our drawtarget. And we're an A8
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// surface the only way we can get to a bitmap is by creating a
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// a rendertarget and from there copying to a bitmap! Terrible!
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RefPtr<IDXGISurface> surface;
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hr = mTexture->QueryInterface((IDXGISurface**)byRef(surface));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to QI texture to surface.";
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return NULL;
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}
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D2D1_RENDER_TARGET_PROPERTIES props =
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D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(DXGIFormat(mFormat), AlphaMode(mFormat)));
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hr = DrawTargetD2D::factory()->CreateDxgiSurfaceRenderTarget(surface, props, byRef(rt));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to create D2D render target for texture.";
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return NULL;
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}
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}
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mBitmap->CopyFromRenderTarget(NULL, rt, NULL);
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return mBitmap;
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}
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return mBitmap;
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}
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void
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SourceSurfaceD2DTarget::MarkIndependent()
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{
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if (mDrawTarget) {
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MOZ_ASSERT(mDrawTarget->mSnapshot == this);
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mDrawTarget->mSnapshot = NULL;
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mDrawTarget = NULL;
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}
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}
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DataSourceSurfaceD2DTarget::DataSourceSurfaceD2DTarget()
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: mFormat(FORMAT_B8G8R8A8)
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, mMapped(false)
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{
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}
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DataSourceSurfaceD2DTarget::~DataSourceSurfaceD2DTarget()
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{
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if (mMapped) {
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mTexture->Unmap(0);
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}
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}
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IntSize
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DataSourceSurfaceD2DTarget::GetSize() const
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{
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D3D10_TEXTURE2D_DESC desc;
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mTexture->GetDesc(&desc);
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return IntSize(desc.Width, desc.Height);
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}
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SurfaceFormat
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DataSourceSurfaceD2DTarget::GetFormat() const
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{
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return mFormat;
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}
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unsigned char*
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DataSourceSurfaceD2DTarget::GetData()
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{
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EnsureMapped();
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return (unsigned char*)mMap.pData;
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}
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int32_t
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DataSourceSurfaceD2DTarget::Stride()
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{
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EnsureMapped();
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return mMap.RowPitch;
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}
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void
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DataSourceSurfaceD2DTarget::EnsureMapped()
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{
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if (!mMapped) {
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HRESULT hr = mTexture->Map(0, D3D10_MAP_READ, 0, &mMap);
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if (FAILED(hr)) {
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gfxWarning() << "Failed to map texture to memory. Code: " << hr;
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return;
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}
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mMapped = true;
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}
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}
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}
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}
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