mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
654 lines
20 KiB
C++
654 lines
20 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/layers/PLayers.h"
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/* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */
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#include "mozilla/Util.h"
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#include "ThebesLayerD3D10.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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#include "../d3d9/Nv3DVUtils.h"
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#include "gfxTeeSurface.h"
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#include "gfxUtils.h"
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#include "ReadbackLayer.h"
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#include "ReadbackProcessor.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/gfx/2D.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace layers {
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ThebesLayerD3D10::ThebesLayerD3D10(LayerManagerD3D10 *aManager)
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: ThebesLayer(aManager, NULL)
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, LayerD3D10(aManager)
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, mCurrentSurfaceMode(SURFACE_OPAQUE)
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{
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mImplData = static_cast<LayerD3D10*>(this);
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}
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ThebesLayerD3D10::~ThebesLayerD3D10()
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{
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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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ThebesLayerD3D10::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 ThebesLayerD3D10::CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
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ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
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const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion)
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{
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nsIntRegion retainedRegion;
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nsIntRegionRectIterator iter(aCopyRegion);
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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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// Calculate the retained rectangle's position on the old and the new
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// surface.
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D3D10_BOX box;
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box.left = r->x - aSrcOffset.x;
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box.top = r->y - aSrcOffset.y;
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box.right = box.left + r->width;
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box.bottom = box.top + r->height;
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box.back = 1;
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box.front = 0;
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device()->CopySubresourceRegion(aDest, 0,
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r->x - aDestOffset.x,
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r->y - aDestOffset.y,
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0,
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aSrc, 0,
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&box);
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retainedRegion.Or(retainedRegion, *r);
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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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aValidRegion->And(*aValidRegion, retainedRegion);
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}
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void
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ThebesLayerD3D10::RenderLayer()
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{
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if (!mTexture) {
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return;
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}
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SetEffectTransformAndOpacity();
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ID3D10EffectTechnique *technique;
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switch (mCurrentSurfaceMode) {
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case SURFACE_COMPONENT_ALPHA:
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technique = SelectShader(SHADER_COMPONENT_ALPHA | LoadMaskTexture());
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break;
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case SURFACE_OPAQUE:
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technique = SelectShader(SHADER_RGB | SHADER_PREMUL | LoadMaskTexture());
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break;
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case SURFACE_SINGLE_CHANNEL_ALPHA:
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technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | LoadMaskTexture());
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break;
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default:
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NS_ERROR("Unknown mode");
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return;
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}
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nsIntRegionRectIterator iter(mVisibleRegion);
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const nsIntRect *iterRect;
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if (mSRView) {
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effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView);
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}
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if (mSRViewOnWhite) {
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effect()->GetVariableByName("tRGBWhite")->AsShaderResource()->SetResource(mSRViewOnWhite);
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}
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while ((iterRect = iter.Next())) {
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effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)iterRect->x,
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(float)iterRect->y,
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(float)iterRect->width,
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(float)iterRect->height)
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);
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effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width,
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(float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height,
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(float)iterRect->width / (float)mTextureRect.width,
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(float)iterRect->height / (float)mTextureRect.height)
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);
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technique->GetPassByIndex(0)->Apply(0);
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device()->Draw(4, 0);
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}
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// Set back to default.
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effect()->GetVariableByName("vTextureCoords")->AsVector()->
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SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
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}
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void
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ThebesLayerD3D10::Validate(ReadbackProcessor *aReadback)
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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 newTextureRect = mVisibleRegion.GetBounds();
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SurfaceMode mode = GetSurfaceMode();
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if (mode == SURFACE_COMPONENT_ALPHA &&
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(!mParent || !mParent->SupportsComponentAlphaChildren())) {
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mode = SURFACE_SINGLE_CHANNEL_ALPHA;
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}
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// If we have a transform that requires resampling of our texture, then
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// we need to make sure we don't sample pixels that haven't been drawn.
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// We clamp sample coordinates to the texture rect, but when the visible region
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// doesn't fill the entire texture rect we need to make sure we draw all the
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// pixels in the texture rect anyway in case they get sampled.
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nsIntRegion neededRegion = mVisibleRegion;
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if (!neededRegion.GetBounds().IsEqualInterior(newTextureRect) ||
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neededRegion.GetNumRects() > 1) {
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gfxMatrix transform2d;
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if (!GetEffectiveTransform().Is2D(&transform2d) ||
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transform2d.HasNonIntegerTranslation()) {
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neededRegion = newTextureRect;
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if (mode == SURFACE_OPAQUE) {
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// We're going to paint outside the visible region, but layout hasn't
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// promised that it will paint opaquely there, so we'll have to
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// treat this layer as transparent.
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mode = SURFACE_SINGLE_CHANNEL_ALPHA;
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}
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}
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}
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mCurrentSurfaceMode = mode;
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VerifyContentType(mode);
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nsTArray<ReadbackProcessor::Update> readbackUpdates;
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nsIntRegion readbackRegion;
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if (aReadback && UsedForReadback()) {
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aReadback->GetThebesLayerUpdates(this, &readbackUpdates, &readbackRegion);
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}
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if (mTexture) {
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if (!mTextureRect.IsEqualInterior(newTextureRect)) {
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nsRefPtr<ID3D10Texture2D> oldTexture = mTexture;
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mTexture = nullptr;
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nsRefPtr<ID3D10Texture2D> oldTextureOnWhite = mTextureOnWhite;
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mTextureOnWhite = nullptr;
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nsIntRegion retainRegion = mTextureRect;
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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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retainRegion.And(retainRegion, mVisibleRegion);
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// No point in retaining parts which were not valid.
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retainRegion.And(retainRegion, mValidRegion);
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CreateNewTextures(gfxIntSize(newTextureRect.width, newTextureRect.height), mode);
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nsIntRect largeRect = retainRegion.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.
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// If our texture creation failed this can mean a device reset is pending
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// and we should silently ignore the failure. In the future when device
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// failures are properly handled we should test for the type of failure
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// and gracefully 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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} else {
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CopyRegion(oldTexture, mTextureRect.TopLeft(),
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mTexture, newTextureRect.TopLeft(),
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retainRegion, &mValidRegion);
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if (oldTextureOnWhite) {
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CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(),
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mTextureOnWhite, newTextureRect.TopLeft(),
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retainRegion, &mValidRegion);
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}
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}
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}
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}
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mTextureRect = newTextureRect;
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if (!mTexture || (mode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite)) {
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CreateNewTextures(gfxIntSize(newTextureRect.width, newTextureRect.height), mode);
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mValidRegion.SetEmpty();
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}
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nsIntRegion drawRegion;
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drawRegion.Sub(neededRegion, mValidRegion);
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if (!drawRegion.IsEmpty()) {
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LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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if (!cbInfo.Callback) {
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NS_ERROR("D3D10 should never need to update ThebesLayers in an empty transaction");
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return;
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}
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DrawRegion(drawRegion, mode);
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if (readbackUpdates.Length() > 0) {
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CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
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newTextureRect.width, newTextureRect.height,
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1, 1, 0, D3D10_USAGE_STAGING,
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D3D10_CPU_ACCESS_READ);
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nsRefPtr<ID3D10Texture2D> readbackTexture;
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HRESULT hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(readbackTexture));
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if (FAILED(hr)) {
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LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("ThebesLayerD3D10::Validate(): Failed to create texture"),
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hr);
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return;
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}
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device()->CopyResource(readbackTexture, mTexture);
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for (PRUint32 i = 0; i < readbackUpdates.Length(); i++) {
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mD3DManager->readbackManager()->PostTask(readbackTexture,
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&readbackUpdates[i],
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gfxPoint(newTextureRect.x, newTextureRect.y));
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}
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}
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mValidRegion = neededRegion;
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}
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}
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void
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ThebesLayerD3D10::LayerManagerDestroyed()
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{
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mD3DManager = nullptr;
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}
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Layer*
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ThebesLayerD3D10::GetLayer()
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{
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return this;
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}
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void
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ThebesLayerD3D10::VerifyContentType(SurfaceMode aMode)
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{
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if (mD2DSurface) {
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gfxASurface::gfxContentType type = aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
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gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA;
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if (type != mD2DSurface->GetContentType()) {
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mD2DSurface = new gfxD2DSurface(mTexture, type);
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if (!mD2DSurface || mD2DSurface->CairoStatus()) {
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NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
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mD2DSurface = nullptr;
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return;
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}
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mValidRegion.SetEmpty();
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}
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} else if (mDrawTarget) {
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SurfaceFormat format = aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
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FORMAT_B8G8R8X8 : FORMAT_B8G8R8A8;
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if (format != mDrawTarget->GetFormat()) {
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mDrawTarget = Factory::CreateDrawTargetForD3D10Texture(mTexture, format);
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if (!mDrawTarget) {
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NS_WARNING("Failed to create drawtarget for ThebesLayerD3D10.");
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return;
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}
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mValidRegion.SetEmpty();
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}
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}
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if (aMode != SURFACE_COMPONENT_ALPHA && mTextureOnWhite) {
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// If we've transitioned away from component alpha, we can delete those resources.
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mD2DSurfaceOnWhite = nullptr;
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mSRViewOnWhite = nullptr;
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mTextureOnWhite = nullptr;
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mValidRegion.SetEmpty();
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}
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}
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void
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ThebesLayerD3D10::FillTexturesBlackWhite(const nsIntRegion& aRegion, const nsIntPoint& aOffset)
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{
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if (mTexture && mTextureOnWhite) {
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// It would be more optimal to draw the actual geometry, but more code
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// and probably not worth the win here as this will often be a single
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// rect.
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nsRefPtr<ID3D10RenderTargetView> oldRT;
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device()->OMGetRenderTargets(1, getter_AddRefs(oldRT), NULL);
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nsRefPtr<ID3D10RenderTargetView> viewBlack;
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nsRefPtr<ID3D10RenderTargetView> viewWhite;
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device()->CreateRenderTargetView(mTexture, NULL, getter_AddRefs(viewBlack));
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device()->CreateRenderTargetView(mTextureOnWhite, NULL, getter_AddRefs(viewWhite));
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D3D10_RECT oldScissor;
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UINT numRects = 1;
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device()->RSGetScissorRects(&numRects, &oldScissor);
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D3D10_TEXTURE2D_DESC desc;
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mTexture->GetDesc(&desc);
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D3D10_RECT scissor = { 0, 0, desc.Width, desc.Height };
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device()->RSSetScissorRects(1, &scissor);
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mD3DManager->SetupInputAssembler();
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nsIntSize oldVP = mD3DManager->GetViewport();
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mD3DManager->SetViewport(nsIntSize(desc.Width, desc.Height));
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ID3D10RenderTargetView *views[2] = { viewBlack, viewWhite };
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device()->OMSetRenderTargets(2, views, NULL);
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gfx3DMatrix transform;
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transform.Translate(gfxPoint3D(-aOffset.x, -aOffset.y, 0));
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void* raw = &const_cast<gfx3DMatrix&>(transform)._11;
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effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
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ID3D10EffectTechnique *technique =
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effect()->GetTechniqueByName("PrepareAlphaExtractionTextures");
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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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effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)iterRect->x,
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(float)iterRect->y,
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(float)iterRect->width,
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(float)iterRect->height)
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);
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technique->GetPassByIndex(0)->Apply(0);
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device()->Draw(4, 0);
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}
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views[0] = oldRT;
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device()->OMSetRenderTargets(1, views, NULL);
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mD3DManager->SetViewport(oldVP);
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device()->RSSetScissorRects(1, &oldScissor);
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}
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}
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void
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ThebesLayerD3D10::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode)
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{
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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if (!mD2DSurface && !mDrawTarget) {
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return;
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}
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nsRefPtr<gfxASurface> destinationSurface;
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if (aMode == SURFACE_COMPONENT_ALPHA) {
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FillTexturesBlackWhite(aRegion, visibleRect.TopLeft());
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if (!gfxPlatform::UseAzureContentDrawing()) {
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gfxASurface* surfaces[2] = { mD2DSurface.get(), mD2DSurfaceOnWhite.get() };
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destinationSurface = new gfxTeeSurface(surfaces, ArrayLength(surfaces));
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// Using this surface as a source will likely go horribly wrong, since
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// only the onBlack surface will really be used, so alpha information will
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// be incorrect.
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destinationSurface->SetAllowUseAsSource(false);
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}
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} else {
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destinationSurface = mD2DSurface;
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}
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nsRefPtr<gfxContext> context;
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if (mDrawTarget) {
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context = new gfxContext(mDrawTarget);
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} else {
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context = new gfxContext(destinationSurface);
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}
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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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if (mDrawTarget && aMode == SURFACE_SINGLE_CHANNEL_ALPHA) {
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mDrawTarget->ClearRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
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}
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}
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context->Clip();
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if (!mDrawTarget && aMode == SURFACE_SINGLE_CHANNEL_ALPHA) {
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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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if (mD2DSurface) {
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mD2DSurface->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA));
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} else if (mDrawTarget) {
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mDrawTarget->SetPermitSubpixelAA(!(mContentFlags & CONTENT_COMPONENT_ALPHA));
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}
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LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
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}
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void
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ThebesLayerD3D10::CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode)
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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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CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1);
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desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
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HRESULT hr;
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if (!mTexture) {
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hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTexture));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create new texture for ThebesLayerD3D10!");
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return;
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}
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hr = device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
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}
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if (!gfxPlatform::UseAzureContentDrawing()) {
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mD2DSurface = new gfxD2DSurface(mTexture, aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
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gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA);
|
|
|
|
if (!mD2DSurface || mD2DSurface->CairoStatus()) {
|
|
NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
|
|
mD2DSurface = NULL;
|
|
return;
|
|
}
|
|
} else {
|
|
mDrawTarget = nullptr;
|
|
}
|
|
}
|
|
|
|
if (aMode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite) {
|
|
hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTextureOnWhite));
|
|
|
|
if (FAILED(hr)) {
|
|
NS_WARNING("Failed to create new texture for ThebesLayerD3D10!");
|
|
return;
|
|
}
|
|
|
|
hr = device()->CreateShaderResourceView(mTextureOnWhite, NULL, getter_AddRefs(mSRViewOnWhite));
|
|
|
|
if (FAILED(hr)) {
|
|
NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
|
|
}
|
|
|
|
if (!gfxPlatform::UseAzureContentDrawing()) {
|
|
mD2DSurfaceOnWhite = new gfxD2DSurface(mTextureOnWhite, gfxASurface::CONTENT_COLOR);
|
|
|
|
if (!mD2DSurfaceOnWhite || mD2DSurfaceOnWhite->CairoStatus()) {
|
|
NS_WARNING("Failed to create surface for ThebesLayerD3D10.");
|
|
mD2DSurfaceOnWhite = nullptr;
|
|
return;
|
|
}
|
|
} else {
|
|
mDrawTarget = nullptr;
|
|
}
|
|
}
|
|
|
|
if (gfxPlatform::UseAzureContentDrawing() && !mDrawTarget) {
|
|
if (aMode == SURFACE_COMPONENT_ALPHA) {
|
|
mDrawTarget = Factory::CreateDualDrawTargetForD3D10Textures(mTexture, mTextureOnWhite, FORMAT_B8G8R8X8);
|
|
} else {
|
|
mDrawTarget = Factory::CreateDrawTargetForD3D10Texture(mTexture, aMode != SURFACE_SINGLE_CHANNEL_ALPHA ?
|
|
FORMAT_B8G8R8X8 : FORMAT_B8G8R8A8);
|
|
}
|
|
|
|
if (!mDrawTarget) {
|
|
NS_WARNING("Failed to create DrawTarget for ThebesLayerD3D10.");
|
|
mDrawTarget = nullptr;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
ShadowThebesLayerD3D10::ShadowThebesLayerD3D10(LayerManagerD3D10* aManager)
|
|
: ShadowThebesLayer(aManager, NULL)
|
|
, LayerD3D10(aManager)
|
|
{
|
|
mImplData = static_cast<LayerD3D10*>(this);
|
|
}
|
|
|
|
ShadowThebesLayerD3D10::~ShadowThebesLayerD3D10()
|
|
{
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D10::Swap(
|
|
const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion,
|
|
OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion,
|
|
OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion)
|
|
{
|
|
nsRefPtr<ID3D10Texture2D> newBackBuffer = mTexture;
|
|
|
|
mTexture = OpenForeign(mD3DManager->device(), aNewFront.buffer());
|
|
NS_ABORT_IF_FALSE(mTexture, "Couldn't open foreign texture");
|
|
|
|
// The content process tracks back/front buffers on its own, so
|
|
// the newBack is in essence unused.
|
|
*aNewBack = aNewFront;
|
|
|
|
// The content process doesn't need to read back from the front
|
|
// buffer (yet).
|
|
*aReadOnlyFront = null_t();
|
|
|
|
// FIXME/bug 662109: synchronize using KeyedMutex
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D10::DestroyFrontBuffer()
|
|
{
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D10::Disconnect()
|
|
{
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D10::RenderLayer()
|
|
{
|
|
if (!mTexture) {
|
|
return;
|
|
}
|
|
|
|
// FIXME/bug 662109: synchronize using KeyedMutex
|
|
|
|
nsRefPtr<ID3D10ShaderResourceView> srView;
|
|
HRESULT hr = device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(srView));
|
|
if (FAILED(hr)) {
|
|
NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10.");
|
|
}
|
|
|
|
|
|
SetEffectTransformAndOpacity();
|
|
|
|
ID3D10EffectTechnique *technique = SelectShader(SHADER_RGB | SHADER_PREMUL | LoadMaskTexture());
|
|
|
|
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(srView);
|
|
|
|
nsIntRect textureRect = GetVisibleRegion().GetBounds();
|
|
|
|
nsIntRegionRectIterator iter(mVisibleRegion);
|
|
while (const nsIntRect *iterRect = iter.Next()) {
|
|
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
|
|
ShaderConstantRectD3D10(
|
|
(float)iterRect->x,
|
|
(float)iterRect->y,
|
|
(float)iterRect->width,
|
|
(float)iterRect->height)
|
|
);
|
|
|
|
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
|
|
ShaderConstantRectD3D10(
|
|
(float)(iterRect->x - textureRect.x) / (float)textureRect.width,
|
|
(float)(iterRect->y - textureRect.y) / (float)textureRect.height,
|
|
(float)iterRect->width / (float)textureRect.width,
|
|
(float)iterRect->height / (float)textureRect.height)
|
|
);
|
|
|
|
technique->GetPassByIndex(0)->Apply(0);
|
|
device()->Draw(4, 0);
|
|
}
|
|
|
|
// FIXME/bug 662109: synchronize using KeyedMutex
|
|
|
|
// Set back to default.
|
|
effect()->GetVariableByName("vTextureCoords")->AsVector()->
|
|
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D10::Validate()
|
|
{
|
|
}
|
|
|
|
void
|
|
ShadowThebesLayerD3D10::LayerManagerDestroyed()
|
|
{
|
|
}
|
|
|
|
} /* namespace layers */
|
|
} /* namespace mozilla */
|