/* -*- 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) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * * 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 "mozilla/layers/PLayers.h" /* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */ #include "mozilla/Util.h" #include "ThebesLayerD3D10.h" #include "gfxPlatform.h" #include "gfxWindowsPlatform.h" #ifdef CAIRO_HAS_D2D_SURFACE #include "gfxD2DSurface.h" #endif #include "../d3d9/Nv3DVUtils.h" #include "gfxTeeSurface.h" #include "gfxUtils.h" #include "ReadbackLayer.h" #include "ReadbackProcessor.h" #include "mozilla/Preferences.h" #include "mozilla/gfx/2D.h" using namespace mozilla::gfx; namespace mozilla { namespace layers { ThebesLayerD3D10::ThebesLayerD3D10(LayerManagerD3D10 *aManager) : ThebesLayer(aManager, NULL) , LayerD3D10(aManager) , mCurrentSurfaceMode(SURFACE_OPAQUE) { mImplData = static_cast(this); } ThebesLayerD3D10::~ThebesLayerD3D10() { } /** * Retention threshold - amount of pixels intersection required to enable * layer content retention. This is a guesstimate. Profiling could be done to * figure out the optimal threshold. */ #define RETENTION_THRESHOLD 16384 void ThebesLayerD3D10::InvalidateRegion(const nsIntRegion &aRegion) { mValidRegion.Sub(mValidRegion, aRegion); } void ThebesLayerD3D10::CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset, ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset, const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion) { nsIntRegion retainedRegion; nsIntRegionRectIterator iter(aCopyRegion); const nsIntRect *r; while ((r = iter.Next())) { if (r->width * r->height > RETENTION_THRESHOLD) { // Calculate the retained rectangle's position on the old and the new // surface. D3D10_BOX box; box.left = r->x - aSrcOffset.x; box.top = r->y - aSrcOffset.y; box.right = box.left + r->width; box.bottom = box.top + r->height; box.back = 1; box.front = 0; device()->CopySubresourceRegion(aDest, 0, r->x - aDestOffset.x, r->y - aDestOffset.y, 0, aSrc, 0, &box); retainedRegion.Or(retainedRegion, *r); } } // Areas which were valid and were retained are still valid aValidRegion->And(*aValidRegion, retainedRegion); } void ThebesLayerD3D10::RenderLayer() { if (!mTexture) { return; } SetEffectTransformAndOpacity(); ID3D10EffectTechnique *technique; switch (mCurrentSurfaceMode) { case SURFACE_COMPONENT_ALPHA: technique = effect()->GetTechniqueByName("RenderComponentAlphaLayer"); break; case SURFACE_OPAQUE: technique = effect()->GetTechniqueByName("RenderRGBLayerPremul"); break; case SURFACE_SINGLE_CHANNEL_ALPHA: technique = effect()->GetTechniqueByName("RenderRGBALayerPremul"); break; default: NS_ERROR("Unknown mode"); return; } nsIntRegionRectIterator iter(mVisibleRegion); const nsIntRect *iterRect; if (mSRView) { effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView); } if (mSRViewOnWhite) { effect()->GetVariableByName("tRGBWhite")->AsShaderResource()->SetResource(mSRViewOnWhite); } while ((iterRect = iter.Next())) { effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)iterRect->x, (float)iterRect->y, (float)iterRect->width, (float)iterRect->height) ); effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width, (float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height, (float)iterRect->width / (float)mTextureRect.width, (float)iterRect->height / (float)mTextureRect.height) ); technique->GetPassByIndex(0)->Apply(0); device()->Draw(4, 0); } // Set back to default. effect()->GetVariableByName("vTextureCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); } void ThebesLayerD3D10::Validate(ReadbackProcessor *aReadback) { if (mVisibleRegion.IsEmpty()) { return; } nsIntRect newTextureRect = mVisibleRegion.GetBounds(); SurfaceMode mode = GetSurfaceMode(); if (mode == SURFACE_COMPONENT_ALPHA && (gfxPlatform::UseAzureContentDrawing() || !mParent || !mParent->SupportsComponentAlphaChildren())) { mode = SURFACE_SINGLE_CHANNEL_ALPHA; } // If we have a transform that requires resampling of our texture, then // we need to make sure we don't sample pixels that haven't been drawn. // We clamp sample coordinates to the texture rect, but when the visible region // doesn't fill the entire texture rect we need to make sure we draw all the // pixels in the texture rect anyway in case they get sampled. nsIntRegion neededRegion = mVisibleRegion; if (!neededRegion.GetBounds().IsEqualInterior(newTextureRect) || neededRegion.GetNumRects() > 1) { gfxMatrix transform2d; if (!GetEffectiveTransform().Is2D(&transform2d) || transform2d.HasNonIntegerTranslation()) { neededRegion = newTextureRect; if (mode == SURFACE_OPAQUE) { // We're going to paint outside the visible region, but layout hasn't // promised that it will paint opaquely there, so we'll have to // treat this layer as transparent. mode = SURFACE_SINGLE_CHANNEL_ALPHA; } } } mCurrentSurfaceMode = mode; VerifyContentType(mode); nsTArray readbackUpdates; nsIntRegion readbackRegion; if (aReadback && UsedForReadback()) { aReadback->GetThebesLayerUpdates(this, &readbackUpdates, &readbackRegion); } if (mTexture) { if (!mTextureRect.IsEqualInterior(newTextureRect)) { nsRefPtr oldTexture = mTexture; mTexture = nsnull; nsRefPtr oldTextureOnWhite = mTextureOnWhite; mTextureOnWhite = nsnull; nsIntRegion retainRegion = mTextureRect; // Old visible region will become the region that is covered by both the // old and the new visible region. retainRegion.And(retainRegion, mVisibleRegion); // No point in retaining parts which were not valid. retainRegion.And(retainRegion, mValidRegion); CreateNewTextures(gfxIntSize(newTextureRect.width, newTextureRect.height), mode); nsIntRect largeRect = retainRegion.GetLargestRectangle(); // If we had no hardware texture before, or have no retained area larger than // the retention threshold, we're not retaining and are done here. // If our texture creation failed this can mean a device reset is pending // and we should silently ignore the failure. In the future when device // failures are properly handled we should test for the type of failure // and gracefully handle different failures. See bug 569081. if (!oldTexture || !mTexture || largeRect.width * largeRect.height < RETENTION_THRESHOLD) { mValidRegion.SetEmpty(); } else { CopyRegion(oldTexture, mTextureRect.TopLeft(), mTexture, newTextureRect.TopLeft(), retainRegion, &mValidRegion); if (oldTextureOnWhite) { CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(), mTextureOnWhite, newTextureRect.TopLeft(), retainRegion, &mValidRegion); } } } } mTextureRect = newTextureRect; if (!mTexture || (mode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite)) { CreateNewTextures(gfxIntSize(newTextureRect.width, newTextureRect.height), mode); mValidRegion.SetEmpty(); } nsIntRegion drawRegion; drawRegion.Sub(neededRegion, mValidRegion); if (!drawRegion.IsEmpty()) { LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo(); if (!cbInfo.Callback) { NS_ERROR("D3D10 should never need to update ThebesLayers in an empty transaction"); return; } DrawRegion(drawRegion, mode); if (readbackUpdates.Length() > 0) { CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, newTextureRect.width, newTextureRect.height, 1, 1, 0, D3D10_USAGE_STAGING, D3D10_CPU_ACCESS_READ); nsRefPtr readbackTexture; HRESULT hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(readbackTexture)); if (FAILED(hr)) { LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("ThebesLayerD3D10::Validate(): Failed to create texture"), hr); return; } device()->CopyResource(readbackTexture, mTexture); for (PRUint32 i = 0; i < readbackUpdates.Length(); i++) { mD3DManager->readbackManager()->PostTask(readbackTexture, &readbackUpdates[i], gfxPoint(newTextureRect.x, newTextureRect.y)); } } mValidRegion = neededRegion; } } void ThebesLayerD3D10::LayerManagerDestroyed() { mD3DManager = nsnull; } Layer* ThebesLayerD3D10::GetLayer() { return this; } void ThebesLayerD3D10::VerifyContentType(SurfaceMode aMode) { if (mD2DSurface) { gfxASurface::gfxContentType type = aMode != SURFACE_SINGLE_CHANNEL_ALPHA ? gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA; if (type != mD2DSurface->GetContentType()) { mD2DSurface = new gfxD2DSurface(mTexture, type); if (!mD2DSurface || mD2DSurface->CairoStatus()) { NS_WARNING("Failed to create surface for ThebesLayerD3D10."); mD2DSurface = nsnull; return; } mValidRegion.SetEmpty(); } if (aMode != SURFACE_COMPONENT_ALPHA && mTextureOnWhite) { // If we've transitioned away from component alpha, we can delete those resources. mD2DSurfaceOnWhite = nsnull; mSRViewOnWhite = nsnull; mTextureOnWhite = nsnull; mValidRegion.SetEmpty(); } } } static void FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion, const nsIntPoint& aOffset, const gfxRGBA& aColor) { if (aSurface) { nsRefPtr ctx = new gfxContext(aSurface); ctx->Translate(-gfxPoint(aOffset.x, aOffset.y)); gfxUtils::PathFromRegion(ctx, aRegion); ctx->SetColor(aColor); ctx->Fill(); } } void ThebesLayerD3D10::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode) { nsIntRect visibleRect = mVisibleRegion.GetBounds(); if (!mD2DSurface && !mDrawTarget) { return; } nsRefPtr destinationSurface; if (aMode == SURFACE_COMPONENT_ALPHA) { FillSurface(mD2DSurface, aRegion, visibleRect.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0)); FillSurface(mD2DSurfaceOnWhite, aRegion, visibleRect.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0)); gfxASurface* surfaces[2] = { mD2DSurface.get(), mD2DSurfaceOnWhite.get() }; destinationSurface = new gfxTeeSurface(surfaces, ArrayLength(surfaces)); // Using this surface as a source will likely go horribly wrong, since // only the onBlack surface will really be used, so alpha information will // be incorrect. destinationSurface->SetAllowUseAsSource(false); } else { destinationSurface = mD2DSurface; } nsRefPtr context; if (mDrawTarget) { context = new gfxContext(mDrawTarget); } else { context = new gfxContext(destinationSurface); } nsIntRegionRectIterator iter(aRegion); context->Translate(gfxPoint(-visibleRect.x, -visibleRect.y)); context->NewPath(); const nsIntRect *iterRect; while ((iterRect = iter.Next())) { context->Rectangle(gfxRect(iterRect->x, iterRect->y, iterRect->width, iterRect->height)); if (mDrawTarget) { mDrawTarget->ClearRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height)); } } context->Clip(); if (!mDrawTarget && aMode == SURFACE_SINGLE_CHANNEL_ALPHA) { context->SetOperator(gfxContext::OPERATOR_CLEAR); context->Paint(); context->SetOperator(gfxContext::OPERATOR_OVER); } if (mD2DSurface) { mD2DSurface->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA)); } LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo(); cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData); } void ThebesLayerD3D10::CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode) { if (aSize.width == 0 || aSize.height == 0) { // Nothing to do. return; } CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE; HRESULT hr; if (!mTexture) { hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTexture)); if (FAILED(hr)) { NS_WARNING("Failed to create new texture for ThebesLayerD3D10!"); return; } hr = device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView)); if (FAILED(hr)) { NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10."); } if (!gfxPlatform::UseAzureContentDrawing()) { mD2DSurface = new gfxD2DSurface(mTexture, aMode != SURFACE_SINGLE_CHANNEL_ALPHA ? gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA); if (!mD2DSurface || mD2DSurface->CairoStatus()) { NS_WARNING("Failed to create surface for ThebesLayerD3D10."); mD2DSurface = NULL; return; } } else { mDrawTarget = Factory::CreateDrawTargetForD3D10Texture(mTexture, aMode != SURFACE_SINGLE_CHANNEL_ALPHA ? FORMAT_B8G8R8X8 : FORMAT_B8G8R8A8); if (!mDrawTarget) { NS_WARNING("Failed to create DrawTarget for ThebesLayerD3D10."); mDrawTarget = nsnull; return; } } } if (aMode == SURFACE_COMPONENT_ALPHA && !mTextureOnWhite) { hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTextureOnWhite)); if (FAILED(hr)) { NS_WARNING("Failed to create new texture for ThebesLayerD3D10!"); return; } hr = device()->CreateShaderResourceView(mTextureOnWhite, NULL, getter_AddRefs(mSRViewOnWhite)); if (FAILED(hr)) { NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10."); } mD2DSurfaceOnWhite = new gfxD2DSurface(mTextureOnWhite, gfxASurface::CONTENT_COLOR); if (!mD2DSurfaceOnWhite || mD2DSurfaceOnWhite->CairoStatus()) { NS_WARNING("Failed to create surface for ThebesLayerD3D10."); mD2DSurfaceOnWhite = nsnull; return; } } } ShadowThebesLayerD3D10::ShadowThebesLayerD3D10(LayerManagerD3D10* aManager) : ShadowThebesLayer(aManager, NULL) , LayerD3D10(aManager) { mImplData = static_cast(this); } ShadowThebesLayerD3D10::~ShadowThebesLayerD3D10() { } void ShadowThebesLayerD3D10::Swap( const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion, OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion, OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion) { nsRefPtr newBackBuffer = mTexture; mTexture = OpenForeign(mD3DManager->device(), aNewFront.buffer()); NS_ABORT_IF_FALSE(mTexture, "Couldn't open foreign texture"); // The content process tracks back/front buffers on its own, so // the newBack is in essence unused. aNewBack->get_ThebesBuffer().buffer() = aNewFront.buffer(); // The content process doesn't need to read back from the front // buffer (yet). *aReadOnlyFront = null_t(); // FIXME/bug 662109: synchronize using KeyedMutex } void ShadowThebesLayerD3D10::DestroyFrontBuffer() { } void ShadowThebesLayerD3D10::Disconnect() { } void ShadowThebesLayerD3D10::RenderLayer() { if (!mTexture) { return; } // FIXME/bug 662109: synchronize using KeyedMutex nsRefPtr srView; HRESULT hr = device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(srView)); if (FAILED(hr)) { NS_WARNING("Failed to create shader resource view for ThebesLayerD3D10."); } SetEffectTransformAndOpacity(); ID3D10EffectTechnique *technique = effect()->GetTechniqueByName("RenderRGBLayerPremul"); effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(srView); nsIntRect textureRect = GetVisibleRegion().GetBounds(); nsIntRegionRectIterator iter(mVisibleRegion); while (const nsIntRect *iterRect = iter.Next()) { effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)iterRect->x, (float)iterRect->y, (float)iterRect->width, (float)iterRect->height) ); effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)(iterRect->x - textureRect.x) / (float)textureRect.width, (float)(iterRect->y - textureRect.y) / (float)textureRect.height, (float)iterRect->width / (float)textureRect.width, (float)iterRect->height / (float)textureRect.height) ); technique->GetPassByIndex(0)->Apply(0); device()->Draw(4, 0); } // FIXME/bug 662109: synchronize using KeyedMutex // Set back to default. effect()->GetVariableByName("vTextureCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); } void ShadowThebesLayerD3D10::Validate() { } void ShadowThebesLayerD3D10::LayerManagerDestroyed() { } } /* namespace layers */ } /* namespace mozilla */