mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
272 lines
8.5 KiB
C++
272 lines
8.5 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 = true;
|
|
device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
|
|
return;
|
|
}
|
|
}
|
|
|
|
mIsD2DTexture = false;
|
|
|
|
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 (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*)¤tFramebuffer);
|
|
|
|
// 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 (mSurface && mSurface->GetContentType() == gfxASurface::CONTENT_COLOR) {
|
|
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 */
|