gecko/gfx/layers/d3d9/ThebesLayerD3D9.cpp
2010-05-29 05:27:03 +02:00

216 lines
6.7 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** 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) 2009
* 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 "ThebesLayerD3D9.h"
#include "gfxPlatform.h"
namespace mozilla {
namespace layers {
ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager)
: ThebesLayer(aManager, NULL)
, LayerD3D9(aManager)
{
mImplData = static_cast<LayerD3D9*>(this);
aManager->mThebesLayers.AppendElement(this);
}
ThebesLayerD3D9::~ThebesLayerD3D9()
{
mD3DManager->mThebesLayers.RemoveElement(this);
}
void
ThebesLayerD3D9::SetVisibleRegion(const nsIntRegion &aRegion)
{
if (aRegion.GetBounds() == mVisibleRect) {
return;
}
mVisibleRect = aRegion.GetBounds();
device()->CreateTexture(mVisibleRect.width, mVisibleRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
mInvalidatedRect = mVisibleRect;
}
void
ThebesLayerD3D9::InvalidateRegion(const nsIntRegion &aRegion)
{
nsIntRegion invalidatedRegion;
invalidatedRegion.Or(aRegion, mInvalidatedRect);
invalidatedRegion.And(invalidatedRegion, mVisibleRect);
mInvalidatedRect = invalidatedRegion.GetBounds();
}
LayerD3D9::LayerType
ThebesLayerD3D9::GetType()
{
return TYPE_THEBES;
}
const nsIntRect&
ThebesLayerD3D9::GetVisibleRect()
{
return mVisibleRect;
}
void
ThebesLayerD3D9::RenderLayer()
{
if (!mTexture) {
device()->CreateTexture(mVisibleRect.width, mVisibleRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
mInvalidatedRect = mVisibleRect;
}
if (!mInvalidatedRect.IsEmpty()) {
nsIntRegion region = mInvalidatedRect;
gfxASurface::gfxImageFormat imageFormat = gfxASurface::ImageFormatARGB32;;
nsRefPtr<gfxASurface> destinationSurface;
nsRefPtr<gfxContext> context;
destinationSurface =
gfxPlatform::GetPlatform()->
CreateOffscreenSurface(gfxIntSize(mInvalidatedRect.width,
mInvalidatedRect.height),
imageFormat);
context = new gfxContext(destinationSurface);
context->Translate(gfxPoint(-mInvalidatedRect.x, -mInvalidatedRect.y));
LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, region, cbInfo.CallbackData);
nsRefPtr<IDirect3DTexture9> tmpTexture;
device()->CreateTexture(mInvalidatedRect.width, mInvalidatedRect.height, 1,
0, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
D3DLOCKED_RECT r;
tmpTexture->LockRect(0, &r, NULL, 0);
nsRefPtr<gfxImageSurface> imgSurface =
new gfxImageSurface((unsigned char *)r.pBits,
gfxIntSize(mInvalidatedRect.width,
mInvalidatedRect.height),
r.Pitch,
imageFormat);
context = new gfxContext(imgSurface);
context->SetSource(destinationSurface);
context->SetOperator(gfxContext::OPERATOR_SOURCE);
context->Paint();
imgSurface = NULL;
tmpTexture->UnlockRect(0);
nsRefPtr<IDirect3DSurface9> srcSurface;
nsRefPtr<IDirect3DSurface9> dstSurface;
mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
tmpTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
POINT point;
point.x = mInvalidatedRect.x - mVisibleRect.x;
point.y = mInvalidatedRect.y - mVisibleRect.y;
device()->UpdateSurface(srcSurface, NULL, dstSurface, &point);
}
float quadTransform[4][4];
/*
* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
* and size. To get pixel perfect mapping we offset the quad half a pixel
* to the top-left.
*
* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
*/
memset(&quadTransform, 0, sizeof(quadTransform));
quadTransform[0][0] = (float)GetVisibleRect().width;
quadTransform[1][1] = (float)GetVisibleRect().height;
quadTransform[2][2] = 1.0f;
quadTransform[3][0] = (float)GetVisibleRect().x - 0.5f;
quadTransform[3][1] = (float)GetVisibleRect().y - 0.5f;
quadTransform[3][3] = 1.0f;
device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
float opacity[4];
/*
* We always upload a 4 component float, but the shader will use only the
* first component since it's declared as a 'float'.
*/
opacity[0] = GetOpacity();
device()->SetPixelShaderConstantF(0, opacity, 1);
mD3DManager->SetShaderMode(LayerManagerD3D9::RGBLAYER);
device()->SetTexture(0, mTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
void
ThebesLayerD3D9::CleanResources()
{
mTexture = nsnull;
}
const nsIntRect&
ThebesLayerD3D9::GetInvalidatedRect()
{
return mInvalidatedRect;
}
Layer*
ThebesLayerD3D9::GetLayer()
{
return this;
}
PRBool
ThebesLayerD3D9::IsEmpty()
{
return !mTexture;
}
} /* namespace layers */
} /* namespace mozilla */