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https://gitlab.winehq.org/wine/wine-gecko.git
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334 lines
11 KiB
C++
334 lines
11 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 "ContainerLayerD3D9.h"
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#include "gfxUtils.h"
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#include "nsRect.h"
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#include "ThebesLayerD3D9.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace layers {
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ContainerLayerD3D9::ContainerLayerD3D9(LayerManagerD3D9 *aManager)
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: ContainerLayer(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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}
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ContainerLayerD3D9::~ContainerLayerD3D9()
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{
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while (mFirstChild) {
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RemoveChild(mFirstChild);
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}
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}
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void
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ContainerLayerD3D9::InsertAfter(Layer* aChild, Layer* aAfter)
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{
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aChild->SetParent(this);
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if (!aAfter) {
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Layer *oldFirstChild = GetFirstChild();
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mFirstChild = aChild;
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aChild->SetNextSibling(oldFirstChild);
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aChild->SetPrevSibling(nsnull);
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if (oldFirstChild) {
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oldFirstChild->SetPrevSibling(aChild);
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} else {
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mLastChild = aChild;
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}
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NS_ADDREF(aChild);
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DidInsertChild(aChild);
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return;
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}
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for (Layer *child = GetFirstChild();
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child; child = child->GetNextSibling()) {
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if (aAfter == child) {
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Layer *oldNextSibling = child->GetNextSibling();
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child->SetNextSibling(aChild);
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aChild->SetNextSibling(oldNextSibling);
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if (oldNextSibling) {
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oldNextSibling->SetPrevSibling(aChild);
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} else {
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mLastChild = aChild;
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}
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aChild->SetPrevSibling(child);
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NS_ADDREF(aChild);
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DidInsertChild(aChild);
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return;
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}
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}
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NS_WARNING("Failed to find aAfter layer!");
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}
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void
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ContainerLayerD3D9::RemoveChild(Layer *aChild)
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{
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if (GetFirstChild() == aChild) {
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mFirstChild = GetFirstChild()->GetNextSibling();
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if (mFirstChild) {
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mFirstChild->SetPrevSibling(nsnull);
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} else {
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mLastChild = nsnull;
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}
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aChild->SetNextSibling(nsnull);
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aChild->SetPrevSibling(nsnull);
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aChild->SetParent(nsnull);
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DidRemoveChild(aChild);
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NS_RELEASE(aChild);
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return;
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}
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Layer *lastChild = nsnull;
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for (Layer *child = GetFirstChild(); child;
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child = child->GetNextSibling()) {
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if (child == aChild) {
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// We're sure this is not our first child. So lastChild != NULL.
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lastChild->SetNextSibling(child->GetNextSibling());
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if (child->GetNextSibling()) {
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child->GetNextSibling()->SetPrevSibling(lastChild);
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} else {
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mLastChild = lastChild;
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}
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child->SetNextSibling(nsnull);
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child->SetPrevSibling(nsnull);
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child->SetParent(nsnull);
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DidRemoveChild(aChild);
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NS_RELEASE(aChild);
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return;
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}
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lastChild = child;
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}
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}
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Layer*
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ContainerLayerD3D9::GetLayer()
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{
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return this;
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}
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LayerD3D9*
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ContainerLayerD3D9::GetFirstChildD3D9()
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{
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if (!mFirstChild) {
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return nsnull;
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}
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return static_cast<LayerD3D9*>(mFirstChild->ImplData());
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}
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static inline LayerD3D9*
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GetNextSiblingD3D9(LayerD3D9* aLayer)
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{
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Layer* layer = aLayer->GetLayer()->GetNextSibling();
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return layer ? static_cast<LayerD3D9*>(layer->
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ImplData())
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: nsnull;
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}
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static PRBool
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HasOpaqueAncestorLayer(Layer* aLayer)
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{
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for (Layer* l = aLayer->GetParent(); l; l = l->GetParent()) {
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if (l->GetContentFlags() & Layer::CONTENT_OPAQUE)
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return PR_TRUE;
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}
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return PR_FALSE;
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}
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void
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ContainerLayerD3D9::RenderLayer()
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{
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nsRefPtr<IDirect3DSurface9> previousRenderTarget;
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nsRefPtr<IDirect3DTexture9> renderTexture;
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float previousRenderTargetOffset[4];
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float renderTargetOffset[] = { 0, 0, 0, 0 };
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float oldViewMatrix[4][4];
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RECT containerD3D9ClipRect;
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device()->GetScissorRect(&containerD3D9ClipRect);
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// Convert scissor to an nsIntRect. RECT's are exclusive on the bottom and
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// right values.
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nsIntRect oldScissor(containerD3D9ClipRect.left,
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containerD3D9ClipRect.top,
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containerD3D9ClipRect.right - containerD3D9ClipRect.left,
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containerD3D9ClipRect.bottom - containerD3D9ClipRect.top);
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ReadbackProcessor readback;
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readback.BuildUpdates(this);
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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PRBool useIntermediate = UseIntermediateSurface();
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mSupportsComponentAlphaChildren = PR_FALSE;
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gfxMatrix contTransform;
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if (useIntermediate) {
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device()->GetRenderTarget(0, getter_AddRefs(previousRenderTarget));
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device()->CreateTexture(visibleRect.width, visibleRect.height, 1,
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D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(renderTexture),
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NULL);
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nsRefPtr<IDirect3DSurface9> renderSurface;
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renderTexture->GetSurfaceLevel(0, getter_AddRefs(renderSurface));
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device()->SetRenderTarget(0, renderSurface);
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if (mVisibleRegion.GetNumRects() == 1 && (GetContentFlags() & CONTENT_OPAQUE)) {
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// don't need a background, we're going to paint all opaque stuff
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mSupportsComponentAlphaChildren = PR_TRUE;
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} else {
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const gfx3DMatrix& transform3D = GetEffectiveTransform();
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gfxMatrix transform;
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// If we have an opaque ancestor layer, then we can be sure that
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// all the pixels we draw into are either opaque already or will be
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// covered by something opaque. Otherwise copying up the background is
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// not safe.
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HRESULT hr = E_FAIL;
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if (HasOpaqueAncestorLayer(this) &&
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transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation()) {
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// Copy background up from below
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RECT dest = { 0, 0, visibleRect.width, visibleRect.height };
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RECT src = dest;
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::OffsetRect(&src,
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visibleRect.x + PRInt32(transform.x0),
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visibleRect.y + PRInt32(transform.y0));
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hr = device()->
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StretchRect(previousRenderTarget, &src, renderSurface, &dest, D3DTEXF_NONE);
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}
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if (hr == S_OK) {
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mSupportsComponentAlphaChildren = PR_TRUE;
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} else {
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device()->Clear(0, 0, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 0), 0, 0);
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}
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}
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device()->GetVertexShaderConstantF(CBvRenderTargetOffset, previousRenderTargetOffset, 1);
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renderTargetOffset[0] = (float)visibleRect.x;
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renderTargetOffset[1] = (float)visibleRect.y;
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device()->SetVertexShaderConstantF(CBvRenderTargetOffset, renderTargetOffset, 1);
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gfx3DMatrix viewMatrix;
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/*
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* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
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* <1.0, -1.0> bottomright)
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*/
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viewMatrix._11 = 2.0f / visibleRect.width;
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viewMatrix._22 = -2.0f / visibleRect.height;
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viewMatrix._41 = -1.0f;
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viewMatrix._42 = 1.0f;
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device()->GetVertexShaderConstantF(CBmProjection, &oldViewMatrix[0][0], 4);
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device()->SetVertexShaderConstantF(CBmProjection, &viewMatrix._11, 4);
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} else {
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#ifdef DEBUG
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PRBool is2d =
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#endif
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GetEffectiveTransform().Is2D(&contTransform);
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NS_ASSERTION(is2d, "Transform must be 2D");
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mSupportsComponentAlphaChildren = (GetContentFlags() & CONTENT_OPAQUE) ||
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(mParent && mParent->SupportsComponentAlphaChildren());
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}
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/*
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* Render this container's contents.
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*/
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for (LayerD3D9* layerToRender = GetFirstChildD3D9();
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layerToRender != nsnull;
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layerToRender = GetNextSiblingD3D9(layerToRender)) {
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if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
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continue;
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}
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nsIntRect scissorRect =
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layerToRender->GetLayer()->CalculateScissorRect(useIntermediate,
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visibleRect,
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oldScissor,
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contTransform);
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if (scissorRect.IsEmpty()) {
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continue;
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}
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RECT d3drect;
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d3drect.left = scissorRect.x;
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d3drect.top = scissorRect.y;
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d3drect.right = scissorRect.x + scissorRect.width;
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d3drect.bottom = scissorRect.y + scissorRect.height;
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device()->SetScissorRect(&d3drect);
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if (layerToRender->GetLayer()->GetType() == TYPE_THEBES) {
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static_cast<ThebesLayerD3D9*>(layerToRender)->RenderThebesLayer(&readback);
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} else {
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layerToRender->RenderLayer();
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}
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}
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device()->SetScissorRect(&containerD3D9ClipRect);
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if (useIntermediate) {
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device()->SetRenderTarget(0, previousRenderTarget);
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device()->SetVertexShaderConstantF(CBvRenderTargetOffset, previousRenderTargetOffset, 1);
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device()->SetVertexShaderConstantF(CBmProjection, &oldViewMatrix[0][0], 4);
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device()->SetVertexShaderConstantF(CBvLayerQuad,
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ShaderConstantRect(visibleRect.x,
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visibleRect.y,
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visibleRect.width,
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visibleRect.height),
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1);
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SetShaderTransformAndOpacity();
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mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
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device()->SetTexture(0, renderTexture);
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device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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}
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void
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ContainerLayerD3D9::LayerManagerDestroyed()
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{
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while (mFirstChild) {
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GetFirstChildD3D9()->LayerManagerDestroyed();
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RemoveChild(mFirstChild);
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}
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}
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} /* layers */
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} /* mozilla */
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