gecko/gfx/layers/d3d9/CanvasLayerD3D9.cpp
2010-05-29 05:27:03 +02:00

231 lines
7.5 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 "CanvasLayerD3D9.h"
#include "gfxImageSurface.h"
#include "gfxWindowsSurface.h"
namespace mozilla {
namespace layers {
CanvasLayerD3D9::~CanvasLayerD3D9()
{
}
void
CanvasLayerD3D9::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;
} else if (aData.mGLContext) {
mGLContext = aData.mGLContext;
mGLBufferIsPremultiplied = aData.mGLBufferIsPremultiplied;
mNeedsYFlip = PR_TRUE;
} else {
NS_ERROR("CanvasLayer created without mSurface or mGLContext?");
}
mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height);
device()->CreateTexture(mBounds.width, mBounds.height, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
getter_AddRefs(mTexture), NULL);
}
void
CanvasLayerD3D9::Updated(const nsIntRect& aRect)
{
if (!mTexture) {
NS_WARNING("CanvasLayerD3D9::Updated called but no texture present!");
return;
}
if (mGLContext) {
// WebGL reads entire surface.
D3DLOCKED_RECT r;
mTexture->LockRect(0, &r, NULL, 0);
PRUint8 *destination;
if (r.Pitch != mBounds.width * 4) {
destination = new PRUint8[mBounds.width * mBounds.height * 4];
} else {
destination = (PRUint8*)r.pBits;
}
// We have to flush to ensure that any buffered GL operations are
// in the framebuffer before we read.
mGLContext->fFlush();
// 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.
mGLContext->fReadPixels(0, 0, mBounds.width, mBounds.height,
LOCAL_GL_BGRA, LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV,
destination);
if (r.Pitch != mBounds.width * 4) {
for (int y = 0; y < mBounds.height; y++) {
memcpy((PRUint8*)r.pBits + r.Pitch * y,
destination + mBounds.width * 4 * y,
mBounds.width * 4);
}
delete [] destination;
}
mTexture->UnlockRect(0);
} else if (mSurface) {
RECT r;
r.left = aRect.x;
r.top = aRect.y;
r.right = aRect.XMost();
r.bottom = aRect.YMost();
D3DLOCKED_RECT lockedRect;
mTexture->LockRect(0, &lockedRect, &r, 0);
PRUint8 *startBits;
PRUint32 sourceStride;
nsRefPtr<gfxImageSurface> sourceSurface;
if (mSurface->GetType() == gfxASurface::SurfaceTypeWin32) {
sourceSurface = static_cast<gfxWindowsSurface*>(mSurface.get())->GetImageSurface();
startBits = sourceSurface->Data() + sourceSurface->Stride() * aRect.y +
aRect.x * 4;
sourceStride = sourceSurface->Stride();
} else if (mSurface->GetType() == gfxASurface::SurfaceTypeImage) {
sourceSurface = static_cast<gfxImageSurface*>(sourceSurface.get());
if (sourceSurface->Format() != gfxASurface::ImageFormatARGB32 &&
sourceSurface->Format() != gfxASurface::ImageFormatRGB24)
{
mTexture->UnlockRect(0);
return;
}
startBits = sourceSurface->Data() + sourceSurface->Stride() * aRect.y +
aRect.x * 4;
sourceStride = sourceSurface->Stride();
} else {
sourceSurface = new gfxImageSurface(gfxIntSize(aRect.width, aRect.height),
gfxASurface::ImageFormatARGB32);
nsRefPtr<gfxContext> ctx = new gfxContext(sourceSurface);
ctx->Translate(gfxPoint(-aRect.x, -aRect.y));
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->SetSource(sourceSurface);
ctx->Paint();
startBits = sourceSurface->Data();
sourceStride = sourceSurface->Stride();
}
for (int y = 0; y < aRect.height; y++) {
memcpy((PRUint8*)lockedRect.pBits + lockedRect.Pitch * y,
startBits + sourceStride * y,
aRect.width * 4);
}
mTexture->UnlockRect(0);
}
}
LayerD3D9::LayerType
CanvasLayerD3D9::GetType()
{
return TYPE_CANVAS;
}
Layer*
CanvasLayerD3D9::GetLayer()
{
return this;
}
void
CanvasLayerD3D9::RenderLayer()
{
float quadTransform[4][4];
/*
* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
* and size. To get pixel perfect mapping we offset the quad half a pixel
* to the top-left. We also flip the Y axis here, note we can only do this
* because we are in CULL_NONE mode!
*
* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
*/
memset(&quadTransform, 0, sizeof(quadTransform));
quadTransform[0][0] = (float)mBounds.width;
if (mNeedsYFlip) {
quadTransform[1][1] = (float)-mBounds.height;
quadTransform[3][1] = (float)mBounds.height - 0.5f;
} else {
quadTransform[1][1] = (float)mBounds.height;
quadTransform[3][1] = -0.5f;
}
quadTransform[2][2] = 1.0f;
quadTransform[3][0] = -0.5f;
quadTransform[3][3] = 1.0f;
device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
float opacity[4];
/*
* We always upload a 4 component float, but the shader will use only the
* first component since it's declared as a 'float'.
*/
opacity[0] = GetOpacity();
device()->SetPixelShaderConstantF(0, opacity, 1);
mD3DManager->SetShaderMode(LayerManagerD3D9::RGBLAYER);
if (!mGLBufferIsPremultiplied) {
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
}
device()->SetTexture(0, mTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
if (!mGLBufferIsPremultiplied) {
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
}
}
} /* namespace layers */
} /* namespace mozilla */