gecko/gfx/layers/d3d10/ContainerLayerD3D10.cpp

321 lines
9.5 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"
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);
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);
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);
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);
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;
}
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;
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));
float black[] = { 0, 0, 0, 0};
device()->ClearRenderTargetView(rtView, black);
ID3D10RenderTargetView *rtViewPtr = rtView;
device()->OMSetRenderTargets(1, &rtViewPtr, NULL);
effect()->GetVariableByName("vRenderTargetOffset")->
GetRawValue(previousRenderTargetOffset, 0, 8);
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()));
}
/*
* Render this container's contents.
*/
for (LayerD3D10* layerToRender = GetFirstChildD3D10();
layerToRender != nsnull;
layerToRender = GetNextSiblingD3D10(layerToRender)) {
const nsIntRect* clipRect = layerToRender->GetLayer()->GetClipRect();
if ((clipRect && clipRect->IsEmpty()) ||
layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
continue;
}
D3D10_RECT oldScissor;
if (clipRect || useIntermediate) {
UINT numRects = 1;
device()->RSGetScissorRects(&numRects, &oldScissor);
RECT r;
if (clipRect) {
r.left = (LONG)(clipRect->x - renderTargetOffset[0]);
r.top = (LONG)(clipRect->y - renderTargetOffset[1]);
r.right = (LONG)(clipRect->x - renderTargetOffset[0] + clipRect->width);
r.bottom = (LONG)(clipRect->y - renderTargetOffset[1] + clipRect->height);
} else {
// useIntermediate == true
r.left = 0;
r.top = 0;
r.right = visibleRect.width;
r.bottom = visibleRect.height;
}
D3D10_RECT d3drect;
if (!useIntermediate) {
// Scissor rect should be an intersection of the old and current scissor.
r.left = NS_MAX<PRInt32>(oldScissor.left, r.left);
r.right = NS_MIN<PRInt32>(oldScissor.right, r.right);
r.top = NS_MAX<PRInt32>(oldScissor.top, r.top);
r.bottom = NS_MIN<PRInt32>(oldScissor.bottom, r.bottom);
}
if (r.left >= r.right || r.top >= r.bottom) {
// Entire layer's clipped out, don't bother drawing.
continue;
}
d3drect.left = NS_MAX<PRInt32>(r.left, 0);
d3drect.top = NS_MAX<PRInt32>(r.top, 0);
d3drect.bottom = r.bottom;
d3drect.right = r.right;
device()->RSSetScissorRects(1, &d3drect);
}
// SetScissorRect
layerToRender->RenderLayer();
if (clipRect || useIntermediate) {
device()->RSSetScissorRects(1, &oldScissor);
}
}
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()
{
Layer *layer = GetFirstChild();
while (layer) {
static_cast<LayerD3D10*>(layer->ImplData())->Validate();
layer = layer->GetNextSibling();
}
}
} /* layers */
} /* mozilla */