mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
8854ffd842
Previously we adjusted the vertex locations directly, now they have an implicit adjustment that happens in the vertex shader. This should let us ignore the pixel center differences between opengl/d3d9/d3d10.
446 lines
14 KiB
C++
446 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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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) 2009
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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 "ThebesLayerD3D9.h"
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#include "gfxPlatform.h"
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#include "gfxWindowsPlatform.h"
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#ifdef CAIRO_HAS_D2D_SURFACE
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#include "gfxD2DSurface.h"
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#endif
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namespace mozilla {
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namespace layers {
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// Returns true if it's OK to save the contents of aLayer in an
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// opaque surface (a surface without an alpha channel).
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// If we can use a surface without an alpha channel, we should, because
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// it will often make painting of antialiased text faster and higher
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// quality.
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static PRBool
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UseOpaqueSurface(Layer* aLayer)
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{
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// If the visible content in the layer is opaque, there is no need
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// for an alpha channel.
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if (aLayer->IsOpaqueContent())
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return PR_TRUE;
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// Also, if this layer is the bottommost layer in a container which
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// doesn't need an alpha channel, we can use an opaque surface for this
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// layer too. Any transparent areas must be covered by something else
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// in the container.
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ContainerLayer* parent = aLayer->GetParent();
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return parent && parent->GetFirstChild() == aLayer &&
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UseOpaqueSurface(parent);
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}
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ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager)
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: ThebesLayer(aManager, NULL)
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, LayerD3D9(aManager)
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{
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mImplData = static_cast<LayerD3D9*>(this);
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aManager->deviceManager()->mThebesLayers.AppendElement(this);
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}
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ThebesLayerD3D9::~ThebesLayerD3D9()
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{
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mD3DManager->deviceManager()->mThebesLayers.RemoveElement(this);
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}
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/**
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* Retention threshold - amount of pixels intersection required to enable
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* layer content retention. This is a guesstimate. Profiling could be done to
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* figure out the optimal threshold.
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*/
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#define RETENTION_THRESHOLD 16384
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void
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ThebesLayerD3D9::SetVisibleRegion(const nsIntRegion &aRegion)
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{
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if (aRegion.IsEqual(mVisibleRegion)) {
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return;
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}
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nsIntRegion oldVisibleRegion = mVisibleRegion;
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ThebesLayer::SetVisibleRegion(aRegion);
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if (!mTexture) {
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// If we don't need to retain content initialize lazily. This is good also
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// because we might get mIsOpaqueSurface set later than the first call to
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// SetVisibleRegion.
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return;
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}
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D3DFORMAT fmt = (UseOpaqueSurface(this) && !mD2DSurface) ?
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D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
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D3DSURFACE_DESC desc;
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mTexture->GetLevelDesc(0, &desc);
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if (fmt != desc.Format) {
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// The new format isn't compatible with the old texture, toss out the old
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// texture.
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mTexture = nsnull;
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}
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nsRefPtr<IDirect3DTexture9> oldTexture = mTexture;
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nsIntRect oldBounds = oldVisibleRegion.GetBounds();
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nsIntRect newBounds = mVisibleRegion.GetBounds();
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CreateNewTexture(gfxIntSize(newBounds.width, newBounds.height));
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// Old visible region will become the region that is covered by both the
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// old and the new visible region.
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oldVisibleRegion.And(oldVisibleRegion, mVisibleRegion);
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// No point in retaining parts which were not valid.
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oldVisibleRegion.And(oldVisibleRegion, mValidRegion);
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nsIntRect largeRect = oldVisibleRegion.GetLargestRectangle();
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// If we had no hardware texture before or have no retained area larger than
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// the retention threshold, we're not retaining and are done here. If our
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// texture creation failed this can mean a device reset is pending and we
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// should silently ignore the failure. In the future when device failures
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// are properly handled we should test for the type of failure and gracefully
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// handle different failures. See bug 569081.
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if (!oldTexture || !mTexture ||
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largeRect.width * largeRect.height < RETENTION_THRESHOLD) {
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mValidRegion.SetEmpty();
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return;
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}
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nsRefPtr<IDirect3DSurface9> srcSurface, dstSurface;
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oldTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
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mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
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nsIntRegion retainedRegion;
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nsIntRegionRectIterator iter(oldVisibleRegion);
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const nsIntRect *r;
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while ((r = iter.Next())) {
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if (r->width * r->height > RETENTION_THRESHOLD) {
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RECT oldRect, newRect;
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// Calculate the retained rectangle's position on the old and the new
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// surface.
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oldRect.left = r->x - oldBounds.x;
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oldRect.top = r->y - oldBounds.y;
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oldRect.right = oldRect.left + r->width;
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oldRect.bottom = oldRect.top + r->height;
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newRect.left = r->x - newBounds.x;
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newRect.top = r->y - newBounds.y;
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newRect.right = newRect.left + r->width;
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newRect.bottom = newRect.top + r->height;
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// Copy data from our old texture to the new one
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HRESULT hr = device()->
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StretchRect(srcSurface, &oldRect, dstSurface, &newRect, D3DTEXF_NONE);
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if (SUCCEEDED(hr)) {
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retainedRegion.Or(retainedRegion, *r);
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}
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}
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}
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// Areas which were valid and were retained are still valid
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mValidRegion.And(mValidRegion, retainedRegion);
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}
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void
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ThebesLayerD3D9::InvalidateRegion(const nsIntRegion &aRegion)
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{
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mValidRegion.Sub(mValidRegion, aRegion);
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}
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void
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ThebesLayerD3D9::RenderLayer()
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{
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if (mVisibleRegion.IsEmpty()) {
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return;
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}
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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// We differentiate between these formats since D3D9 will only allow us to
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// call GetDC on an opaque surface.
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D3DFORMAT fmt = (UseOpaqueSurface(this) && !mD2DSurface) ?
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D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
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if (mTexture) {
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D3DSURFACE_DESC desc;
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mTexture->GetLevelDesc(0, &desc);
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if (fmt != desc.Format) {
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// The new format isn't compatible with the old texture, toss out the old
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// texture.
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mTexture = nsnull;
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mValidRegion.SetEmpty();
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}
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}
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if (!mTexture) {
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CreateNewTexture(gfxIntSize(visibleRect.width, visibleRect.height));
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mValidRegion.SetEmpty();
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}
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if (!mValidRegion.IsEqual(mVisibleRegion)) {
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nsIntRegion region;
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region.Sub(mVisibleRegion, mValidRegion);
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DrawRegion(region);
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mValidRegion = mVisibleRegion;
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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.
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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)visibleRect.width;
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quadTransform[1][1] = (float)visibleRect.height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = (float)visibleRect.x;
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quadTransform[3][1] = (float)visibleRect.y;
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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(DeviceManagerD3D9::RGBLAYER);
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device()->SetTexture(0, mTexture);
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device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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void
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ThebesLayerD3D9::CleanResources()
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{
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mTexture = nsnull;
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}
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Layer*
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ThebesLayerD3D9::GetLayer()
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{
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return this;
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}
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PRBool
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ThebesLayerD3D9::IsEmpty()
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{
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return !mTexture;
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}
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void
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ThebesLayerD3D9::DrawRegion(const nsIntRegion &aRegion)
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{
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HRESULT hr;
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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nsRefPtr<gfxContext> context;
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#ifdef CAIRO_HAS_D2D_SURFACE
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if (mD2DSurface) {
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context = new gfxContext(mD2DSurface);
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nsIntRegionRectIterator iter(aRegion);
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context->Translate(gfxPoint(-visibleRect.x, -visibleRect.y));
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context->NewPath();
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const nsIntRect *iterRect;
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while ((iterRect = iter.Next())) {
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context->Rectangle(gfxRect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
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}
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context->Clip();
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if (mD2DSurface->GetContentType() != gfxASurface::CONTENT_COLOR) {
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context->SetOperator(gfxContext::OPERATOR_CLEAR);
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context->Paint();
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context->SetOperator(gfxContext::OPERATOR_OVER);
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}
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
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mD2DSurface->Flush();
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// XXX - This call is quite expensive, we may want to consider doing our
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// drawing in a seperate 'validation' iteration. And then flushing once for
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// all the D2D surfaces we might have drawn, before doing our D3D9 rendering
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// loop.
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cairo_d2d_finish_device(gfxWindowsPlatform::GetPlatform()->GetD2DDevice());
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return;
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}
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#endif
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D3DFORMAT fmt = UseOpaqueSurface(this) ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
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nsIntRect bounds = aRegion.GetBounds();
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gfxASurface::gfxImageFormat imageFormat = gfxASurface::ImageFormatARGB32;
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nsRefPtr<gfxASurface> destinationSurface;
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nsRefPtr<IDirect3DTexture9> tmpTexture;
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device()->CreateTexture(bounds.width, bounds.height, 1,
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0, fmt,
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D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
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nsRefPtr<IDirect3DSurface9> surf;
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HDC dc;
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if (UseOpaqueSurface(this)) {
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hr = tmpTexture->GetSurfaceLevel(0, getter_AddRefs(surf));
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if (FAILED(hr)) {
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// Uh-oh, bail.
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NS_WARNING("Failed to get texture surface level.");
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return;
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}
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hr = surf->GetDC(&dc);
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if (FAILED(hr)) {
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NS_WARNING("Failed to get device context for texture surface.");
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return;
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}
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destinationSurface = new gfxWindowsSurface(dc);
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} else {
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// XXX - We may consider retaining a SYSTEMMEM texture texture the size
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// of our DEFAULT texture and then use UpdateTexture and add dirty rects
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// to update in a single call.
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destinationSurface =
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gfxPlatform::GetPlatform()->
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CreateOffscreenSurface(gfxIntSize(bounds.width,
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bounds.height),
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imageFormat);
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}
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context = new gfxContext(destinationSurface);
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context->Translate(gfxPoint(-bounds.x, -bounds.y));
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
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if (UseOpaqueSurface(this)) {
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surf->ReleaseDC(dc);
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} else {
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D3DLOCKED_RECT r;
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tmpTexture->LockRect(0, &r, NULL, 0);
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nsRefPtr<gfxImageSurface> imgSurface =
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new gfxImageSurface((unsigned char *)r.pBits,
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gfxIntSize(bounds.width,
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bounds.height),
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r.Pitch,
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imageFormat);
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context = new gfxContext(imgSurface);
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context->SetSource(destinationSurface);
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context->SetOperator(gfxContext::OPERATOR_SOURCE);
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context->Paint();
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imgSurface = NULL;
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tmpTexture->UnlockRect(0);
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}
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nsRefPtr<IDirect3DSurface9> srcSurface;
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nsRefPtr<IDirect3DSurface9> dstSurface;
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mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
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tmpTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
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nsIntRegionRectIterator iter(aRegion);
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const nsIntRect *iterRect;
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while ((iterRect = iter.Next())) {
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RECT rect;
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rect.left = iterRect->x - bounds.x;
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rect.top = iterRect->y - bounds.y;
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rect.right = rect.left + iterRect->width;
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rect.bottom = rect.top + iterRect->height;
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POINT point;
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point.x = iterRect->x - visibleRect.x;
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point.y = iterRect->y - visibleRect.y;
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device()->UpdateSurface(srcSurface, &rect, dstSurface, &point);
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}
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}
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void
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ThebesLayerD3D9::CreateNewTexture(const gfxIntSize &aSize)
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{
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if (aSize.width == 0 | aSize.height == 0) {
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// Nothing to do.
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return;
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}
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mTexture = nsnull;
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#ifdef CAIRO_HAS_D2D_SURFACE
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if (gfxWindowsPlatform::GetPlatform()->GetRenderMode() ==
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gfxWindowsPlatform::RENDER_DIRECT2D) {
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if (mD3DManager->deviceManager()->IsD3D9Ex()) {
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// We should have D3D9Ex where we have D2D.
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HANDLE sharedHandle = 0;
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device()->CreateTexture(aSize.width, aSize.height, 1,
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D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(mTexture), &sharedHandle);
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mD2DSurface = new gfxD2DSurface(sharedHandle, UseOpaqueSurface(this) ?
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gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA);
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// If there's an error, go on and do what we always do.
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if (mD2DSurface->CairoStatus()) {
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mD2DSurface = nsnull;
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mTexture = nsnull;
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}
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}
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}
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#endif
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if (!mTexture) {
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device()->CreateTexture(aSize.width, aSize.height, 1,
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D3DUSAGE_RENDERTARGET, UseOpaqueSurface(this) ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
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}
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}
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} /* namespace layers */
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} /* namespace mozilla */
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