/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "ContainerLayerD3D10.h" #include "ThebesLayerD3D10.h" #include "ReadbackProcessor.h" using namespace mozilla::gfx; namespace mozilla { namespace layers { ContainerLayerD3D10::ContainerLayerD3D10(LayerManagerD3D10 *aManager) : ContainerLayer(aManager, nullptr) , LayerD3D10(aManager) { mImplData = static_cast(this); } ContainerLayerD3D10::~ContainerLayerD3D10() { while (mFirstChild) { RemoveChild(mFirstChild); } } Layer* ContainerLayerD3D10::GetLayer() { return this; } LayerD3D10* ContainerLayerD3D10::GetFirstChildD3D10() { if (!mFirstChild) { return nullptr; } return static_cast(mFirstChild->ImplData()); } static inline LayerD3D10* GetNextSiblingD3D10(LayerD3D10* aLayer) { Layer* layer = aLayer->GetLayer()->GetNextSibling(); return layer ? static_cast(layer-> ImplData()) : nullptr; } void ContainerLayerD3D10::RenderLayer() { float renderTargetOffset[] = { 0, 0 }; nsIntRect visibleRect = mVisibleRegion.GetBounds(); float opacity = GetEffectiveOpacity(); bool useIntermediate = UseIntermediateSurface(); nsRefPtr previousRTView; nsRefPtr renderTexture; nsRefPtr rtView; float previousRenderTargetOffset[2]; nsIntSize previousViewportSize; gfx3DMatrix oldViewMatrix; if (useIntermediate) { device()->OMGetRenderTargets(1, getter_AddRefs(previousRTView), nullptr); D3D10_TEXTURE2D_DESC desc; memset(&desc, 0, sizeof(D3D10_TEXTURE2D_DESC)); desc.ArraySize = 1; desc.MipLevels = 1; desc.Width = visibleRect.width; desc.Height = visibleRect.height; desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; desc.SampleDesc.Count = 1; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; HRESULT hr; hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(renderTexture)); if (FAILED(hr)) { LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("Failed to create new texture for ContainerLayerD3D10!"), hr); return; } hr = device()->CreateRenderTargetView(renderTexture, nullptr, getter_AddRefs(rtView)); NS_ASSERTION(SUCCEEDED(hr), "Failed to create render target view for ContainerLayerD3D10!"); effect()->GetVariableByName("vRenderTargetOffset")-> GetRawValue(previousRenderTargetOffset, 0, 8); previousViewportSize = mD3DManager->GetViewport(); if (mVisibleRegion.GetNumRects() != 1 || !(GetContentFlags() & CONTENT_OPAQUE)) { Matrix4x4 transform3D = GetEffectiveTransform(); Matrix transform; // If we have an opaque ancestor layer, then we can be sure that // all the pixels we draw into are either opaque already or will be // covered by something opaque. Otherwise copying up the background is // not safe. if (mSupportsComponentAlphaChildren) { bool is2d = transform3D.Is2D(&transform); NS_ASSERTION(is2d, "Transform should be 2d when mSupportsComponentAlphaChildren."); // Copy background up from below. This applies any 2D transform that is // applied to use relative to our parent, and compensates for the offset // that was applied on our parent's rendering. D3D10_BOX srcBox; srcBox.left = std::max(visibleRect.x + int32_t(transform._31) - int32_t(previousRenderTargetOffset[0]), 0); srcBox.top = std::max(visibleRect.y + int32_t(transform._32) - int32_t(previousRenderTargetOffset[1]), 0); srcBox.right = std::min(srcBox.left + visibleRect.width, previousViewportSize.width); srcBox.bottom = std::min(srcBox.top + visibleRect.height, previousViewportSize.height); srcBox.back = 1; srcBox.front = 0; nsRefPtr srcResource; previousRTView->GetResource(getter_AddRefs(srcResource)); device()->CopySubresourceRegion(renderTexture, 0, 0, 0, 0, srcResource, 0, &srcBox); } else { float black[] = { 0, 0, 0, 0}; device()->ClearRenderTargetView(rtView, black); } } ID3D10RenderTargetView *rtViewPtr = rtView; device()->OMSetRenderTargets(1, &rtViewPtr, nullptr); renderTargetOffset[0] = (float)visibleRect.x; renderTargetOffset[1] = (float)visibleRect.y; effect()->GetVariableByName("vRenderTargetOffset")-> SetRawValue(renderTargetOffset, 0, 8); mD3DManager->SetViewport(nsIntSize(visibleRect.Size())); } D3D10_RECT oldD3D10Scissor; UINT numRects = 1; device()->RSGetScissorRects(&numRects, &oldD3D10Scissor); // Convert scissor to an nsIntRect. D3D10_RECT's are exclusive // on the bottom and right values. nsIntRect oldScissor(oldD3D10Scissor.left, oldD3D10Scissor.top, oldD3D10Scissor.right - oldD3D10Scissor.left, oldD3D10Scissor.bottom - oldD3D10Scissor.top); nsAutoTArray children; SortChildrenBy3DZOrder(children); /* * Render this container's contents. */ for (uint32_t i = 0; i < children.Length(); i++) { LayerD3D10* layerToRender = static_cast(children.ElementAt(i)->ImplData()); if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) { continue; } nsIntRect scissorRect = layerToRender->GetLayer()->CalculateScissorRect(oldScissor, nullptr); if (scissorRect.IsEmpty()) { continue; } D3D10_RECT d3drect; d3drect.left = scissorRect.x; d3drect.top = scissorRect.y; d3drect.right = scissorRect.x + scissorRect.width; d3drect.bottom = scissorRect.y + scissorRect.height; device()->RSSetScissorRects(1, &d3drect); layerToRender->RenderLayer(); } device()->RSSetScissorRects(1, &oldD3D10Scissor); if (useIntermediate) { mD3DManager->SetViewport(previousViewportSize); ID3D10RenderTargetView *rtView = previousRTView; device()->OMSetRenderTargets(1, &rtView, nullptr); effect()->GetVariableByName("vRenderTargetOffset")-> SetRawValue(previousRenderTargetOffset, 0, 8); SetEffectTransformAndOpacity(); ID3D10EffectTechnique *technique; if (LoadMaskTexture()) { if (GetTransform().CanDraw2D()) { technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_MASK); } else { technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_MASK_3D); } } else { technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_NO_MASK); } effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)visibleRect.x, (float)visibleRect.y, (float)visibleRect.width, (float)visibleRect.height) ); technique->GetPassByIndex(0)->Apply(0); ID3D10ShaderResourceView *view; device()->CreateShaderResourceView(renderTexture, nullptr, &view); device()->PSSetShaderResources(0, 1, &view); device()->Draw(4, 0); view->Release(); } } void ContainerLayerD3D10::LayerManagerDestroyed() { while (mFirstChild) { GetFirstChildD3D10()->LayerManagerDestroyed(); RemoveChild(mFirstChild); } } void ContainerLayerD3D10::Validate() { nsIntRect visibleRect = mVisibleRegion.GetBounds(); mSupportsComponentAlphaChildren = false; if (UseIntermediateSurface()) { Matrix4x4 transform3D = GetEffectiveTransform(); Matrix transform; if (mVisibleRegion.GetNumRects() == 1 && (GetContentFlags() & CONTENT_OPAQUE)) { // don't need a background, we're going to paint all opaque stuff mSupportsComponentAlphaChildren = true; } else { if (HasOpaqueAncestorLayer(this) && transform3D.Is2D(&transform) && !ThebesMatrix(transform).HasNonIntegerTranslation() && GetParent()->GetEffectiveVisibleRegion().GetBounds().Contains(visibleRect)) { // In this case we can copy up the background. See RenderLayer. mSupportsComponentAlphaChildren = true; } } } else { mSupportsComponentAlphaChildren = (GetContentFlags() & CONTENT_OPAQUE) || (mParent && mParent->SupportsComponentAlphaChildren()); } ReadbackProcessor readback; readback.BuildUpdates(this); Layer *layer = GetFirstChild(); while (layer) { if (layer->GetType() == TYPE_THEBES) { static_cast(layer)->Validate(&readback); } else { static_cast(layer->ImplData())->Validate(); } layer = layer->GetNextSibling(); } } } /* layers */ } /* mozilla */