gecko/gfx/2d/SourceSurfaceD2DTarget.cpp
Bas Schouten 1fb2634ff2 Bug 651858 - Part 1: Add the Azure API and Direct2D backend. r=jrmuizel sr=roc
--HG--
rename : gfx/src/BaseMargin.h => gfx/2d/BaseMargin.h
rename : gfx/src/BasePoint.h => gfx/2d/BasePoint.h
rename : gfx/src/BaseRect.h => gfx/2d/BaseRect.h
rename : gfx/src/BaseSize.h => gfx/2d/BaseSize.h
2011-06-24 19:41:16 +02:00

238 lines
6.0 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "SourceSurfaceD2DTarget.h"
#include "Logging.h"
#include "DrawTargetD2D.h"
#include <algorithm>
namespace mozilla {
namespace gfx {
SourceSurfaceD2DTarget::SourceSurfaceD2DTarget()
: mFormat(FORMAT_B8G8R8A8)
, mIsCopy(false)
{
}
SourceSurfaceD2DTarget::~SourceSurfaceD2DTarget()
{
// Our drawtarget no longer needs to worry about us.
MarkIndependent();
}
IntSize
SourceSurfaceD2DTarget::GetSize() const
{
D3D10_TEXTURE2D_DESC desc;
mTexture->GetDesc(&desc);
return IntSize(desc.Width, desc.Height);
}
SurfaceFormat
SourceSurfaceD2DTarget::GetFormat() const
{
return mFormat;
}
TemporaryRef<DataSourceSurface>
SourceSurfaceD2DTarget::GetDataSurface()
{
RefPtr<DataSourceSurfaceD2DTarget> dataSurf =
new DataSourceSurfaceD2DTarget();
D3D10_TEXTURE2D_DESC desc;
mTexture->GetDesc(&desc);
desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
desc.Usage = D3D10_USAGE_STAGING;
desc.BindFlags = 0;
desc.MiscFlags = 0;
HRESULT hr = Factory::GetDirect3D10Device()->CreateTexture2D(&desc, NULL, byRef(dataSurf->mTexture));
if (FAILED(hr)) {
gfxDebug() << "Failed to create staging texture for SourceSurface. Code: " << hr;
return NULL;
}
Factory::GetDirect3D10Device()->CopyResource(dataSurf->mTexture, mTexture);
return dataSurf;
}
ID3D10ShaderResourceView*
SourceSurfaceD2DTarget::GetSRView()
{
if (mSRView) {
return mSRView;
}
HRESULT hr = Factory::GetDirect3D10Device()->CreateShaderResourceView(mTexture, NULL, byRef(mSRView));
if (FAILED(hr)) {
gfxWarning() << "Failed to create ShaderResourceView. Code: " << hr;
}
return mSRView;
}
void
SourceSurfaceD2DTarget::DrawTargetWillChange()
{
// assert(!mIsCopy)
RefPtr<ID3D10Texture2D> oldTexture = mTexture;
// It's important we set this here, that way DrawTargets that we are calling
// flush on will not try to remove themselves from our dependent surfaces.
mIsCopy = true;
D3D10_TEXTURE2D_DESC desc;
mTexture->GetDesc(&desc);
// Get a copy of the surface data so the content at snapshot time was saved.
Factory::GetDirect3D10Device()->CreateTexture2D(&desc, NULL, byRef(mTexture));
Factory::GetDirect3D10Device()->CopyResource(mTexture, oldTexture);
mBitmap = NULL;
// We now no longer depend on the source surface content remaining the same.
MarkIndependent();
}
ID2D1Bitmap*
SourceSurfaceD2DTarget::GetBitmap(ID2D1RenderTarget *aRT)
{
if (mBitmap) {
return mBitmap;
}
HRESULT hr;
D3D10_TEXTURE2D_DESC desc;
mTexture->GetDesc(&desc);
IntSize size(desc.Width, desc.Height);
RefPtr<IDXGISurface> surf;
hr = mTexture->QueryInterface((IDXGISurface**)byRef(surf));
if (FAILED(hr)) {
gfxWarning() << "Failed to query interface texture to DXGISurface. Code: " << hr;
return NULL;
}
D2D1_BITMAP_PROPERTIES props =
D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(mFormat), AlphaMode(mFormat)));
hr = aRT->CreateSharedBitmap(IID_IDXGISurface, surf, &props, byRef(mBitmap));
if (FAILED(hr)) {
gfxWarning() << "Failed to create shared bitmap for DrawTarget snapshot. Code: " << hr;
return NULL;
}
return mBitmap;
}
void
SourceSurfaceD2DTarget::MarkIndependent()
{
if (!mIsCopy) {
std::vector<SourceSurfaceD2DTarget*> *snapshots = &mDrawTarget->mSnapshots;
snapshots->erase(std::find(snapshots->begin(), snapshots->end(), this));
}
}
DataSourceSurfaceD2DTarget::DataSourceSurfaceD2DTarget()
: mFormat(FORMAT_B8G8R8A8)
, mMapped(false)
{
}
DataSourceSurfaceD2DTarget::~DataSourceSurfaceD2DTarget()
{
if (mMapped) {
mTexture->Unmap(0);
}
}
IntSize
DataSourceSurfaceD2DTarget::GetSize() const
{
D3D10_TEXTURE2D_DESC desc;
mTexture->GetDesc(&desc);
return IntSize(desc.Width, desc.Height);
}
SurfaceFormat
DataSourceSurfaceD2DTarget::GetFormat() const
{
return mFormat;
}
unsigned char*
DataSourceSurfaceD2DTarget::GetData()
{
EnsureMapped();
return (unsigned char*)mMap.pData;
}
int32_t
DataSourceSurfaceD2DTarget::Stride()
{
EnsureMapped();
return mMap.RowPitch;
}
void
DataSourceSurfaceD2DTarget::EnsureMapped()
{
if (!mMapped) {
HRESULT hr = mTexture->Map(0, D3D10_MAP_READ, 0, &mMap);
if (FAILED(hr)) {
gfxWarning() << "Failed to map texture to memory. Code: " << hr;
return;
}
mMapped = true;
}
}
}
}