mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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231 lines
7.5 KiB
C++
231 lines
7.5 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) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Vladimir Vukicevic <vladimir@pobox.com>
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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 "CanvasLayerD3D9.h"
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#include "gfxImageSurface.h"
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#include "gfxWindowsSurface.h"
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namespace mozilla {
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namespace layers {
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CanvasLayerD3D9::~CanvasLayerD3D9()
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{
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}
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void
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CanvasLayerD3D9::Initialize(const Data& aData)
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{
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NS_ASSERTION(mSurface == nsnull, "BasicCanvasLayer::Initialize called twice!");
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if (aData.mSurface) {
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mSurface = aData.mSurface;
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NS_ASSERTION(aData.mGLContext == nsnull,
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"CanvasLayer can't have both surface and GLContext");
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mNeedsYFlip = PR_FALSE;
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} else if (aData.mGLContext) {
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mGLContext = aData.mGLContext;
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mGLBufferIsPremultiplied = aData.mGLBufferIsPremultiplied;
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mNeedsYFlip = PR_TRUE;
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} else {
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NS_ERROR("CanvasLayer created without mSurface or mGLContext?");
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}
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mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height);
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device()->CreateTexture(mBounds.width, mBounds.height, 1, 0,
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D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
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getter_AddRefs(mTexture), NULL);
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}
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void
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CanvasLayerD3D9::Updated(const nsIntRect& aRect)
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{
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if (!mTexture) {
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NS_WARNING("CanvasLayerD3D9::Updated called but no texture present!");
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return;
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}
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if (mGLContext) {
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// WebGL reads entire surface.
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D3DLOCKED_RECT r;
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mTexture->LockRect(0, &r, NULL, 0);
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PRUint8 *destination;
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if (r.Pitch != mBounds.width * 4) {
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destination = new PRUint8[mBounds.width * mBounds.height * 4];
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} else {
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destination = (PRUint8*)r.pBits;
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}
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// We have to flush to ensure that any buffered GL operations are
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// in the framebuffer before we read.
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mGLContext->fFlush();
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// For simplicity, we read the entire framebuffer for now -- in
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// the future we should use aRect, though with WebGL we don't
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// have an easy way to generate one.
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mGLContext->fReadPixels(0, 0, mBounds.width, mBounds.height,
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LOCAL_GL_BGRA, LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV,
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destination);
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if (r.Pitch != mBounds.width * 4) {
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for (int y = 0; y < mBounds.height; y++) {
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memcpy((PRUint8*)r.pBits + r.Pitch * y,
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destination + mBounds.width * 4 * y,
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mBounds.width * 4);
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}
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delete [] destination;
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}
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mTexture->UnlockRect(0);
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} else if (mSurface) {
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RECT r;
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r.left = aRect.x;
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r.top = aRect.y;
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r.right = aRect.XMost();
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r.bottom = aRect.YMost();
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D3DLOCKED_RECT lockedRect;
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mTexture->LockRect(0, &lockedRect, &r, 0);
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PRUint8 *startBits;
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PRUint32 sourceStride;
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nsRefPtr<gfxImageSurface> sourceSurface;
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if (mSurface->GetType() == gfxASurface::SurfaceTypeWin32) {
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sourceSurface = static_cast<gfxWindowsSurface*>(mSurface.get())->GetImageSurface();
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startBits = sourceSurface->Data() + sourceSurface->Stride() * aRect.y +
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aRect.x * 4;
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sourceStride = sourceSurface->Stride();
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} else if (mSurface->GetType() == gfxASurface::SurfaceTypeImage) {
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sourceSurface = static_cast<gfxImageSurface*>(sourceSurface.get());
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if (sourceSurface->Format() != gfxASurface::ImageFormatARGB32 &&
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sourceSurface->Format() != gfxASurface::ImageFormatRGB24)
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{
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mTexture->UnlockRect(0);
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return;
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}
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startBits = sourceSurface->Data() + sourceSurface->Stride() * aRect.y +
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aRect.x * 4;
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sourceStride = sourceSurface->Stride();
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} else {
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sourceSurface = new gfxImageSurface(gfxIntSize(aRect.width, aRect.height),
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gfxASurface::ImageFormatARGB32);
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nsRefPtr<gfxContext> ctx = new gfxContext(sourceSurface);
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ctx->Translate(gfxPoint(-aRect.x, -aRect.y));
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ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
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ctx->SetSource(sourceSurface);
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ctx->Paint();
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startBits = sourceSurface->Data();
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sourceStride = sourceSurface->Stride();
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}
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for (int y = 0; y < aRect.height; y++) {
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memcpy((PRUint8*)lockedRect.pBits + lockedRect.Pitch * y,
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startBits + sourceStride * y,
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aRect.width * 4);
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}
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mTexture->UnlockRect(0);
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}
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}
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LayerD3D9::LayerType
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CanvasLayerD3D9::GetType()
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{
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return TYPE_CANVAS;
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}
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Layer*
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CanvasLayerD3D9::GetLayer()
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{
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return this;
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}
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void
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CanvasLayerD3D9::RenderLayer()
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{
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float quadTransform[4][4];
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/*
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* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
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* and size. To get pixel perfect mapping we offset the quad half a pixel
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* to the top-left. We also flip the Y axis here, note we can only do this
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* because we are in CULL_NONE mode!
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*
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* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
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*/
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[0][0] = (float)mBounds.width;
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if (mNeedsYFlip) {
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quadTransform[1][1] = (float)-mBounds.height;
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quadTransform[3][1] = (float)mBounds.height - 0.5f;
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} else {
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quadTransform[1][1] = (float)mBounds.height;
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quadTransform[3][1] = -0.5f;
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}
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = -0.5f;
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quadTransform[3][3] = 1.0f;
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device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
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device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
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float opacity[4];
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/*
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* We always upload a 4 component float, but the shader will use only the
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* first component since it's declared as a 'float'.
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*/
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opacity[0] = GetOpacity();
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device()->SetPixelShaderConstantF(0, opacity, 1);
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mD3DManager->SetShaderMode(LayerManagerD3D9::RGBLAYER);
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if (!mGLBufferIsPremultiplied) {
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device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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}
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device()->SetTexture(0, mTexture);
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device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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if (!mGLBufferIsPremultiplied) {
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device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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}
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}
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} /* namespace layers */
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} /* namespace mozilla */ |