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250 lines
7.5 KiB
C++
250 lines
7.5 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.org>
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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 "ThebesLayerOGL.h"
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#include "ContainerLayerOGL.h"
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#include "gfxContext.h"
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#include "glWrapper.h"
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namespace mozilla {
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namespace layers {
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// Returns true if it's OK to save the contents of aLayer in an
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// opaque surface (a surface without an alpha channel).
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// If we can use a surface without an alpha channel, we should, because
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// it will often make painting of antialiased text faster and higher
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// quality.
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static PRBool
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UseOpaqueSurface(Layer* aLayer)
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{
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// If the visible content in the layer is opaque, there is no need
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// for an alpha channel.
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if (aLayer->IsOpaqueContent())
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return PR_TRUE;
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// Also, if this layer is the bottommost layer in a container which
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// doesn't need an alpha channel, we can use an opaque surface for this
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// layer too. Any transparent areas must be covered by something else
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// in the container.
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ContainerLayerOGL* parent =
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static_cast<ContainerLayerOGL*>(aLayer->GetParent());
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return parent && parent->GetFirstChild() == aLayer &&
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UseOpaqueSurface(parent);
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}
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ThebesLayerOGL::ThebesLayerOGL(LayerManager *aManager)
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: ThebesLayer(aManager, NULL)
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, mTexture(0)
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{
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mImplData = static_cast<LayerOGL*>(this);
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}
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ThebesLayerOGL::~ThebesLayerOGL()
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{
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static_cast<LayerManagerOGL*>(mManager)->MakeCurrent();
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if (mTexture) {
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sglWrapper.DeleteTextures(1, &mTexture);
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}
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}
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void
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ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
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{
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if (aRegion.GetBounds() == mVisibleRect) {
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return;
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}
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mVisibleRect = aRegion.GetBounds();
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static_cast<LayerManagerOGL*>(mManager)->MakeCurrent();
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if (!mTexture) {
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sglWrapper.GenTextures(1, &mTexture);
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}
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mInvalidatedRect = mVisibleRect;
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sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
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sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
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sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
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sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
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sglWrapper.TexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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LOCAL_GL_RGBA,
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mVisibleRect.width,
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mVisibleRect.height,
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0,
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LOCAL_GL_BGRA,
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LOCAL_GL_UNSIGNED_BYTE,
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NULL);
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}
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void
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ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
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{
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nsIntRegion invalidatedRegion;
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invalidatedRegion.Or(aRegion, mInvalidatedRect);
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invalidatedRegion.And(invalidatedRegion, mVisibleRect);
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mInvalidatedRect = invalidatedRegion.GetBounds();
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}
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gfxContext *
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ThebesLayerOGL::BeginDrawing(nsIntRegion *aRegion)
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{
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if (mInvalidatedRect.IsEmpty()) {
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aRegion->SetEmpty();
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return NULL;
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}
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if (!mTexture) {
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aRegion->SetEmpty();
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return NULL;
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}
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*aRegion = mInvalidatedRect;
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if (UseOpaqueSurface(this)) {
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mSoftwareSurface = new gfxImageSurface(gfxIntSize(mInvalidatedRect.width,
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mInvalidatedRect.height),
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gfxASurface::ImageFormatRGB24);
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} else {
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mSoftwareSurface = new gfxImageSurface(gfxIntSize(mInvalidatedRect.width,
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mInvalidatedRect.height),
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gfxASurface::ImageFormatARGB32);
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}
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mContext = new gfxContext(mSoftwareSurface);
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mContext->Translate(gfxPoint(-mInvalidatedRect.x, -mInvalidatedRect.y));
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return mContext.get();
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}
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void
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ThebesLayerOGL::EndDrawing()
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{
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static_cast<LayerManagerOGL*>(mManager)->MakeCurrent();
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sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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sglWrapper.TexSubImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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mInvalidatedRect.x - mVisibleRect.x,
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mInvalidatedRect.y - mVisibleRect.y,
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mInvalidatedRect.width,
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mInvalidatedRect.height,
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LOCAL_GL_BGRA,
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LOCAL_GL_UNSIGNED_BYTE,
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mSoftwareSurface->Data());
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mSoftwareSurface = NULL;
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mContext = NULL;
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}
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void
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ThebesLayerOGL::CopyFrom(ThebesLayer* aSource,
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const nsIntRegion& aRegion,
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const nsIntPoint& aDelta)
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{
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// XXX - Roc says this is going away in the API. Ignore it for now.
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}
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LayerOGL::LayerType
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ThebesLayerOGL::GetType()
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{
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return TYPE_THEBES;
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}
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const nsIntRect&
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ThebesLayerOGL::GetVisibleRect()
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{
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return mVisibleRect;
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}
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void
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ThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer)
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{
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if (!mTexture) {
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return;
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}
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float quadTransform[4][4];
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/*
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* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
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* and size.
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*/
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[0][0] = (float)GetVisibleRect().width;
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quadTransform[1][1] = (float)GetVisibleRect().height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = (float)GetVisibleRect().x;
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quadTransform[3][1] = (float)GetVisibleRect().y;
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quadTransform[3][3] = 1.0f;
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RGBLayerProgram *program =
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static_cast<LayerManagerOGL*>(mManager)->GetRGBLayerProgram();
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program->Activate();
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program->SetLayerQuadTransform(&quadTransform[0][0]);
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program->SetLayerOpacity(GetOpacity());
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program->SetLayerTransform(&mTransform._11);
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program->Apply();
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sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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sglWrapper.DrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
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}
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const nsIntRect&
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ThebesLayerOGL::GetInvalidatedRect()
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{
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return mInvalidatedRect;
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}
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Layer*
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ThebesLayerOGL::GetLayer()
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{
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return this;
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}
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PRBool
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ThebesLayerOGL::IsEmpty()
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{
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return !mTexture;
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}
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} /* layers */
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} /* mozilla */
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