gecko/gfx/2d/HelpersD2D.h

219 lines
5.8 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 ***** */
#ifndef MOZILLA_GFX_HELPERSD2D_H_
#define MOZILLA_GFX_HELPERSD2D_H_
#include <d2d1.h>
#include "2D.h"
namespace mozilla {
namespace gfx {
static inline D2D1_POINT_2F D2DPoint(const Point &aPoint)
{
return D2D1::Point2F(aPoint.x, aPoint.y);
}
static inline D2D1_SIZE_U D2DIntSize(const IntSize &aSize)
{
return D2D1::SizeU(aSize.width, aSize.height);
}
static inline D2D1_RECT_F D2DRect(const Rect &aRect)
{
return D2D1::RectF(aRect.x, aRect.y, aRect.XMost(), aRect.YMost());
}
static inline D2D1_EXTEND_MODE D2DExtend(ExtendMode aExtendMode)
{
D2D1_EXTEND_MODE extend = D2D1_EXTEND_MODE_CLAMP;
switch (aExtendMode) {
case EXTEND_REPEAT:
extend = D2D1_EXTEND_MODE_WRAP;
break;
case EXTEND_REFLECT:
extend = D2D1_EXTEND_MODE_MIRROR;
break;
}
return extend;
}
static inline D2D1_BITMAP_INTERPOLATION_MODE D2DFilter(const Filter &aFilter)
{
switch (aFilter) {
case FILTER_POINT:
return D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR;
}
return D2D1_BITMAP_INTERPOLATION_MODE_LINEAR;
}
static inline D2D1_ANTIALIAS_MODE D2DAAMode(AntialiasMode aMode)
{
switch (aMode) {
case AA_NONE:
return D2D1_ANTIALIAS_MODE_ALIASED;
}
return D2D1_ANTIALIAS_MODE_PER_PRIMITIVE;
}
static inline D2D1_MATRIX_3X2_F D2DMatrix(const Matrix &aTransform)
{
return D2D1::Matrix3x2F(aTransform._11, aTransform._12,
aTransform._21, aTransform._22,
aTransform._31, aTransform._32);
}
static inline D2D1_COLOR_F D2DColor(const Color &aColor)
{
return D2D1::ColorF(aColor.r, aColor.g, aColor.b, aColor.a);
}
static inline IntSize ToIntSize(const D2D1_SIZE_U &aSize)
{
return IntSize(aSize.width, aSize.height);
}
static inline SurfaceFormat ToPixelFormat(const D2D1_PIXEL_FORMAT &aFormat)
{
switch(aFormat.format) {
case DXGI_FORMAT_A8_UNORM:
return FORMAT_A8;
case DXGI_FORMAT_B8G8R8A8_UNORM:
if (aFormat.alphaMode == D2D1_ALPHA_MODE_IGNORE) {
return FORMAT_B8G8R8X8;
} else {
return FORMAT_B8G8R8A8;
}
}
return FORMAT_B8G8R8A8;
}
static inline Rect ToRect(const D2D1_RECT_F &aRect)
{
return Rect(aRect.left, aRect.top, aRect.right - aRect.left, aRect.bottom - aRect.top);
}
static inline DXGI_FORMAT DXGIFormat(SurfaceFormat aFormat)
{
switch (aFormat) {
case FORMAT_B8G8R8A8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case FORMAT_B8G8R8X8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case FORMAT_A8:
return DXGI_FORMAT_A8_UNORM;
}
return DXGI_FORMAT_UNKNOWN;
}
static inline D2D1_ALPHA_MODE AlphaMode(SurfaceFormat aFormat)
{
switch (aFormat) {
case FORMAT_B8G8R8X8:
return D2D1_ALPHA_MODE_IGNORE;
}
return D2D1_ALPHA_MODE_PREMULTIPLIED;
}
static inline D2D1_PIXEL_FORMAT D2DPixelFormat(SurfaceFormat aFormat)
{
return D2D1::PixelFormat(DXGIFormat(aFormat), AlphaMode(aFormat));
}
static inline int BytesPerPixel(SurfaceFormat aFormat)
{
switch (aFormat) {
case FORMAT_A8:
return 1;
default:
return 4;
}
}
static bool IsPatternSupportedByD2D(const Pattern &aPattern)
{
if (aPattern.GetType() != PATTERN_RADIAL_GRADIENT) {
return false;
}
const RadialGradientPattern *pat =
static_cast<const RadialGradientPattern*>(&aPattern);
if (pat->mRadius1 != 0) {
return true;
}
Point diff = pat->mCenter2 - pat->mCenter1;
if (sqrt(diff.x * diff.x + diff.y * diff.y) >= pat->mRadius2) {
// Inner point lies outside the circle.
return true;
}
return false;
}
/**
* This structure is used to pass rectangles to our shader constant. We can use
* this for passing rectangular areas to SetVertexShaderConstant. In the format
* of a 4 component float(x,y,width,height). Our vertex shader can then use
* this to construct rectangular positions from the 0,0-1,1 quad that we source
* it with.
*/
struct ShaderConstantRectD3D10
{
float mX, mY, mWidth, mHeight;
ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
{ }
// For easy passing to SetVertexShaderConstantF.
operator float* () { return &mX; }
};
}
}
#endif /* MOZILLA_GFX_HELPERSD2D_H_ */