/* -*- 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 "SourceSurfaceD2D.h" #include "DrawTargetD2D.h" #include "Logging.h" #include "Tools.h" namespace mozilla { namespace gfx { SourceSurfaceD2D::SourceSurfaceD2D() { } SourceSurfaceD2D::~SourceSurfaceD2D() { if (mBitmap) { DrawTargetD2D::mVRAMUsageSS -= GetByteSize(); } } IntSize SourceSurfaceD2D::GetSize() const { return mSize; } SurfaceFormat SourceSurfaceD2D::GetFormat() const { return mFormat; } bool SourceSurfaceD2D::IsValid() const { return mDevice == Factory::GetDirect3D10Device(); } TemporaryRef SourceSurfaceD2D::GetDataSurface() { RefPtr result = new DataSourceSurfaceD2D(this); if (result->IsValid()) { return result.forget(); } return nullptr; } bool SourceSurfaceD2D::InitFromData(unsigned char *aData, const IntSize &aSize, int32_t aStride, SurfaceFormat aFormat, ID2D1RenderTarget *aRT) { HRESULT hr; mFormat = aFormat; mSize = aSize; if ((uint32_t)aSize.width > aRT->GetMaximumBitmapSize() || (uint32_t)aSize.height > aRT->GetMaximumBitmapSize()) { gfxDebug() << "Bitmap does not fit in texture."; return false; } D2D1_BITMAP_PROPERTIES props = D2D1::BitmapProperties(D2DPixelFormat(aFormat)); hr = aRT->CreateBitmap(D2DIntSize(aSize), props, byRef(mBitmap)); if (FAILED(hr)) { gfxWarning() << "Failed to create D2D Bitmap for data. Code: " << hr; return false; } hr = mBitmap->CopyFromMemory(nullptr, aData, aStride); if (FAILED(hr)) { gfxWarning() << "Failed to copy data to D2D bitmap. Code: " << hr; return false; } DrawTargetD2D::mVRAMUsageSS += GetByteSize(); mDevice = Factory::GetDirect3D10Device(); return true; } bool SourceSurfaceD2D::InitFromTexture(ID3D10Texture2D *aTexture, SurfaceFormat aFormat, ID2D1RenderTarget *aRT) { HRESULT hr; RefPtr surf; hr = aTexture->QueryInterface((IDXGISurface**)&surf); if (FAILED(hr)) { gfxWarning() << "Failed to QI texture to surface. Code: " << hr; return false; } D3D10_TEXTURE2D_DESC desc; aTexture->GetDesc(&desc); mSize = IntSize(desc.Width, desc.Height); mFormat = aFormat; D2D1_BITMAP_PROPERTIES props = D2D1::BitmapProperties(D2DPixelFormat(aFormat)); hr = aRT->CreateSharedBitmap(IID_IDXGISurface, surf, &props, byRef(mBitmap)); if (FAILED(hr)) { gfxWarning() << "Failed to create SharedBitmap. Code: " << hr; return false; } aTexture->GetDevice(byRef(mDevice)); DrawTargetD2D::mVRAMUsageSS += GetByteSize(); return true; } uint32_t SourceSurfaceD2D::GetByteSize() const { return mSize.width * mSize.height * BytesPerPixel(mFormat); } DataSourceSurfaceD2D::DataSourceSurfaceD2D(SourceSurfaceD2D* aSourceSurface) : mTexture(nullptr) , mFormat(aSourceSurface->mFormat) , mSize(aSourceSurface->mSize) , mMapped(false) { // We allocate ourselves a regular D3D surface (sourceTexture) and paint the // D2D bitmap into it via a DXGI render target. Then we need to copy // sourceTexture into a staging texture (mTexture), which we will lazily map // to get the data. CD3D10_TEXTURE2D_DESC desc(DXGIFormat(mFormat), mSize.width, mSize.height); desc.MipLevels = 1; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; RefPtr sourceTexture; HRESULT hr = aSourceSurface->mDevice->CreateTexture2D(&desc, nullptr, byRef(sourceTexture)); if (FAILED(hr)) { gfxWarning() << "Failed to create texture. Code: " << hr; return; } RefPtr dxgiSurface; hr = sourceTexture->QueryInterface((IDXGISurface**)byRef(dxgiSurface)); if (FAILED(hr)) { gfxWarning() << "Failed to create DXGI surface. Code: " << hr; return; } D2D1_RENDER_TARGET_PROPERTIES rtProps = D2D1::RenderTargetProperties( D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED)); RefPtr renderTarget; hr = DrawTargetD2D::factory()->CreateDxgiSurfaceRenderTarget(dxgiSurface, &rtProps, byRef(renderTarget)); if (FAILED(hr)) { gfxWarning() << "Failed to create render target. Code: " << hr; return; } renderTarget->BeginDraw(); renderTarget->Clear(D2D1::ColorF(0, 0.0f)); renderTarget->DrawBitmap(aSourceSurface->mBitmap, D2D1::RectF(0, 0, Float(mSize.width), Float(mSize.height))); hr = renderTarget->EndDraw(); if (FAILED(hr)) { gfxWarning() << "Failed to draw bitmap. Code: " << hr; return; } desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ | D3D10_CPU_ACCESS_WRITE; desc.Usage = D3D10_USAGE_STAGING; desc.BindFlags = 0; hr = aSourceSurface->mDevice->CreateTexture2D(&desc, nullptr, byRef(mTexture)); if (FAILED(hr)) { gfxWarning() << "Failed to create staging texture. Code: " << hr; mTexture = nullptr; return; } aSourceSurface->mDevice->CopyResource(mTexture, sourceTexture); } DataSourceSurfaceD2D::~DataSourceSurfaceD2D() { if (mMapped) { mTexture->Unmap(0); } } unsigned char* DataSourceSurfaceD2D::GetData() { EnsureMappedTexture(); if (!mMapped) { return nullptr; } return reinterpret_cast(mData.pData); } int32_t DataSourceSurfaceD2D::Stride() { EnsureMappedTexture(); if (!mMapped) { return 0; } return mData.RowPitch; } IntSize DataSourceSurfaceD2D::GetSize() const { return mSize; } SurfaceFormat DataSourceSurfaceD2D::GetFormat() const { return mFormat; } bool DataSourceSurfaceD2D::Map(MapType aMapType, MappedSurface *aMappedSurface) { // DataSourceSurfaces used with the new Map API should not be used with GetData!! MOZ_ASSERT(!mMapped); MOZ_ASSERT(!mIsMapped); if (!mTexture) { return false; } D3D10_MAP mapType; if (aMapType == MapType::READ) { mapType = D3D10_MAP_READ; } else if (aMapType == MapType::WRITE) { mapType = D3D10_MAP_WRITE; } else { mapType = D3D10_MAP_READ_WRITE; } D3D10_MAPPED_TEXTURE2D map; HRESULT hr = mTexture->Map(0, mapType, 0, &map); if (FAILED(hr)) { gfxWarning() << "Texture map failed with code: " << hr; return false; } aMappedSurface->mData = (uint8_t*)map.pData; aMappedSurface->mStride = map.RowPitch; mIsMapped = true; return true; } void DataSourceSurfaceD2D::Unmap() { MOZ_ASSERT(mIsMapped); mIsMapped = false; mTexture->Unmap(0); } void DataSourceSurfaceD2D::EnsureMappedTexture() { // Do not use GetData() after having used Map! MOZ_ASSERT(!mIsMapped); if (mMapped || !mTexture) { return; } HRESULT hr = mTexture->Map(0, D3D10_MAP_READ, 0, &mData); if (FAILED(hr)) { gfxWarning() << "Failed to map texture. Code: " << hr; mTexture = nullptr; } else { mMapped = true; } } } }