gecko-dev/gfx/2d/DrawTargetD2D.cpp

2131 lines
66 KiB
C++

/* -*- 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) 2011
* 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 "DrawTargetD2D.h"
#include "SourceSurfaceD2D.h"
#include "SourceSurfaceD2DTarget.h"
#include "ShadersD2D.h"
#include "PathD2D.h"
#include "GradientStopsD2D.h"
#include "ScaledFontDWrite.h"
#include "Logging.h"
#include "Tools.h"
#include <algorithm>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
typedef HRESULT (WINAPI*D2D1CreateFactoryFunc)(
D2D1_FACTORY_TYPE factoryType,
REFIID iid,
CONST D2D1_FACTORY_OPTIONS *pFactoryOptions,
void **factory
);
typedef HRESULT (WINAPI*D3D10CreateEffectFromMemoryFunc)(
void *pData,
SIZE_T DataLength,
UINT FXFlags,
ID3D10Device *pDevice,
ID3D10EffectPool *pEffectPool,
ID3D10Effect **ppEffect
);
using namespace std;
namespace mozilla {
namespace gfx {
struct Vertex {
float x;
float y;
};
ID2D1Factory *DrawTargetD2D::mFactory;
// Helper class to restore surface contents that was clipped out but may have
// been altered by a drawing call.
class AutoSaveRestoreClippedOut
{
public:
AutoSaveRestoreClippedOut(DrawTargetD2D *aDT)
: mDT(aDT)
{}
void Save() {
if (!mDT->mPushedClips.size()) {
return;
}
mDT->Flush();
RefPtr<ID3D10Texture2D> tmpTexture;
IntSize size = mDT->mSize;
SurfaceFormat format = mDT->mFormat;
CD3D10_TEXTURE2D_DESC desc(DXGIFormat(format), size.width, size.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
HRESULT hr = mDT->mDevice->CreateTexture2D(&desc, NULL, byRef(tmpTexture));
if (FAILED(hr)) {
gfxWarning() << "Failed to create temporary texture to hold surface data.";
}
mDT->mDevice->CopyResource(tmpTexture, mDT->mTexture);
D2D1_BITMAP_PROPERTIES props =
D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(format),
AlphaMode(format)));
RefPtr<IDXGISurface> surf;
tmpTexture->QueryInterface((IDXGISurface**)byRef(surf));
hr = mDT->mRT->CreateSharedBitmap(IID_IDXGISurface, surf,
&props, byRef(mOldSurfBitmap));
if (FAILED(hr)) {
gfxWarning() << "Failed to create shared bitmap for old surface.";
}
mClippedArea = mDT->GetClippedGeometry();
}
ID2D1Factory *factory() { return mDT->factory(); }
~AutoSaveRestoreClippedOut()
{
if (!mOldSurfBitmap) {
return;
}
ID2D1RenderTarget *rt = mDT->mRT;
// Write the area that was clipped out back to the surface. This all
// happens in device space.
rt->SetTransform(D2D1::IdentityMatrix());
mDT->mTransformDirty = true;
RefPtr<ID2D1RectangleGeometry> rectGeom;
factory()->CreateRectangleGeometry(
D2D1::RectF(0, 0, float(mDT->mSize.width), float(mDT->mSize.height)),
byRef(rectGeom));
RefPtr<ID2D1PathGeometry> invClippedArea;
factory()->CreatePathGeometry(byRef(invClippedArea));
RefPtr<ID2D1GeometrySink> sink;
invClippedArea->Open(byRef(sink));
HRESULT hr = rectGeom->CombineWithGeometry(mClippedArea, D2D1_COMBINE_MODE_EXCLUDE,
NULL, sink);
sink->Close();
RefPtr<ID2D1BitmapBrush> brush;
rt->CreateBitmapBrush(mOldSurfBitmap, D2D1::BitmapBrushProperties(), D2D1::BrushProperties(), byRef(brush));
rt->FillGeometry(invClippedArea, brush);
}
private:
DrawTargetD2D *mDT;
// If we have an operator unbound by the source, this will contain a bitmap
// with the old dest surface data.
RefPtr<ID2D1Bitmap> mOldSurfBitmap;
// This contains the area drawing is clipped to.
RefPtr<ID2D1Geometry> mClippedArea;
};
DrawTargetD2D::DrawTargetD2D()
: mClipsArePushed(false)
, mPrivateData(NULL)
{
}
DrawTargetD2D::~DrawTargetD2D()
{
if (mRT) {
PopAllClips();
mRT->EndDraw();
}
if (mTempRT) {
mTempRT->EndDraw();
}
if (mSnapshot) {
// We may hold the only reference. MarkIndependent will clear mSnapshot;
// keep the snapshot object alive so it doesn't get destroyed while
// MarkIndependent is running.
RefPtr<SourceSurfaceD2DTarget> deathGrip = mSnapshot;
// mSnapshot can be treated as independent of this DrawTarget since we know
// this DrawTarget won't change again.
deathGrip->MarkIndependent();
// mSnapshot will be cleared now.
}
// Targets depending on us can break that dependency, since we're obviously not going to
// be modified in the future.
for (TargetSet::iterator iter = mDependentTargets.begin();
iter != mDependentTargets.end(); iter++) {
(*iter)->mDependingOnTargets.erase(this);
}
// Our dependencies on other targets no longer matter.
for (TargetSet::iterator iter = mDependingOnTargets.begin();
iter != mDependingOnTargets.end(); iter++) {
(*iter)->mDependentTargets.erase(this);
}
}
/*
* DrawTarget Implementation
*/
TemporaryRef<SourceSurface>
DrawTargetD2D::Snapshot()
{
if (!mSnapshot) {
mSnapshot = new SourceSurfaceD2DTarget(this, mTexture, mFormat);
Flush();
}
return mSnapshot;
}
void
DrawTargetD2D::Flush()
{
PopAllClips();
HRESULT hr = mRT->Flush();
if (FAILED(hr)) {
gfxWarning() << "Error reported when trying to flush D2D rendertarget. Code: " << hr;
}
// We no longer depend on any target.
for (TargetSet::iterator iter = mDependingOnTargets.begin();
iter != mDependingOnTargets.end(); iter++) {
(*iter)->mDependentTargets.erase(this);
}
mDependingOnTargets.clear();
}
void
DrawTargetD2D::AddDependencyOnSource(SourceSurfaceD2DTarget* aSource)
{
if (aSource->mDrawTarget && !mDependingOnTargets.count(aSource->mDrawTarget)) {
aSource->mDrawTarget->mDependentTargets.insert(this);
mDependingOnTargets.insert(aSource->mDrawTarget);
}
}
void
DrawTargetD2D::DrawSurface(SourceSurface *aSurface,
const Rect &aDest,
const Rect &aSource,
const DrawSurfaceOptions &aSurfOptions,
const DrawOptions &aOptions)
{
RefPtr<ID2D1Bitmap> bitmap;
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, ColorPattern(Color()));
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
Rect srcRect = aSource;
switch (aSurface->GetType()) {
case SURFACE_D2D1_BITMAP:
{
SourceSurfaceD2D *srcSurf = static_cast<SourceSurfaceD2D*>(aSurface);
bitmap = srcSurf->GetBitmap();
if (!bitmap) {
if (aSource.width > rt->GetMaximumBitmapSize() ||
aSource.height > rt->GetMaximumBitmapSize()) {
gfxDebug() << "Bitmap source larger than texture size specified. DrawBitmap will silently fail.";
// Don't know how to deal with this yet.
return;
}
int stride = srcSurf->GetSize().width * BytesPerPixel(srcSurf->GetFormat());
unsigned char *data = &srcSurf->mRawData.front() +
(uint32_t)aSource.y * stride +
(uint32_t)aSource.x * BytesPerPixel(srcSurf->GetFormat());
D2D1_BITMAP_PROPERTIES props =
D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(srcSurf->GetFormat()), AlphaMode(srcSurf->GetFormat())));
mRT->CreateBitmap(D2D1::SizeU(UINT32(aSource.width), UINT32(aSource.height)), data, stride, props, byRef(bitmap));
srcRect.x -= (uint32_t)aSource.x;
srcRect.y -= (uint32_t)aSource.y;
}
}
break;
case SURFACE_D2D1_DRAWTARGET:
{
SourceSurfaceD2DTarget *srcSurf = static_cast<SourceSurfaceD2DTarget*>(aSurface);
bitmap = srcSurf->GetBitmap(mRT);
AddDependencyOnSource(srcSurf);
}
break;
}
rt->DrawBitmap(bitmap, D2DRect(aDest), aOptions.mAlpha, D2DFilter(aSurfOptions.mFilter), D2DRect(srcRect));
FinalizeRTForOperation(aOptions.mCompositionOp, ColorPattern(Color()), aDest);
}
void
DrawTargetD2D::DrawSurfaceWithShadow(SourceSurface *aSurface,
const Point &aDest,
const Color &aColor,
const Point &aOffset,
Float aSigma,
CompositionOp aOperator)
{
RefPtr<ID3D10ShaderResourceView> srView = NULL;
if (aSurface->GetType() != SURFACE_D2D1_DRAWTARGET) {
return;
}
// XXX - This function is way too long, it should be split up soon to make
// it more graspable!
Flush();
AutoSaveRestoreClippedOut restoreClippedOut(this);
if (!IsOperatorBoundByMask(aOperator)) {
restoreClippedOut.Save();
}
srView = static_cast<SourceSurfaceD2DTarget*>(aSurface)->GetSRView();
EnsureViews();
if (!mTempRTView) {
// This view is only needed in this path.
HRESULT hr = mDevice->CreateRenderTargetView(mTempTexture, NULL, byRef(mTempRTView));
if (FAILED(hr)) {
gfxWarning() << "Failure to create RenderTargetView. Code: " << hr;
return;
}
}
RefPtr<ID3D10RenderTargetView> destRTView = mRTView;
RefPtr<ID3D10Texture2D> destTexture;
HRESULT hr;
RefPtr<ID3D10Texture2D> maskTexture;
RefPtr<ID3D10ShaderResourceView> maskSRView;
if (mPushedClips.size()) {
// Here we render a mask of the clipped out area for use as an input to the
// shadow drawing.
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_A8_UNORM,
mSize.width, mSize.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
hr = mDevice->CreateTexture2D(&desc, NULL, byRef(maskTexture));
RefPtr<ID2D1RenderTarget> rt = CreateRTForTexture(maskTexture);
RefPtr<ID2D1SolidColorBrush> brush;
rt->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), byRef(brush));
RefPtr<ID2D1Geometry> geometry = GetClippedGeometry();
rt->BeginDraw();
rt->Clear(D2D1::ColorF(0, 0));
rt->FillGeometry(geometry, brush);
rt->EndDraw();
mDevice->CreateShaderResourceView(maskTexture, NULL, byRef(maskSRView));
}
IntSize srcSurfSize;
ID3D10RenderTargetView *rtViews;
D3D10_VIEWPORT viewport;
UINT stride = sizeof(Vertex);
UINT offset = 0;
ID3D10Buffer *buff = mPrivateData->mVB;
mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mDevice->IASetVertexBuffers(0, 1, &buff, &stride, &offset);
mDevice->IASetInputLayout(mPrivateData->mInputLayout);
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f, 1.0f, 2.0f, -2.0f));
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
// If we create a downsampled source surface we need to correct aOffset for that.
Point correctedOffset = aOffset + aDest;
// The 'practical' scaling factors.
Float dsFactorX = 1.0f;
Float dsFactorY = 1.0f;
if (aSigma > 1.7f) {
// In this case 9 samples of our original will not cover it. Generate the
// mip levels for the original and create a downsampled version from
// them. We generate a version downsampled so that a kernel for a sigma
// of 1.7 will produce the right results.
float blurWeights[9] = { 0.234671f, 0.197389f, 0.197389f, 0.117465f, 0.117465f, 0.049456f, 0.049456f, 0.014732f, 0.014732f };
mPrivateData->mEffect->GetVariableByName("BlurWeights")->SetRawValue(blurWeights, 0, sizeof(blurWeights));
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
aSurface->GetSize().width,
aSurface->GetSize().height);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
RefPtr<ID3D10Texture2D> mipTexture;
hr = mDevice->CreateTexture2D(&desc, NULL, byRef(mipTexture));
if (FAILED(hr)) {
gfxWarning() << "Failure to create temporary texture. Size: " <<
aSurface->GetSize() << " Code: " << hr;
return;
}
IntSize dsSize = IntSize(int32_t(aSurface->GetSize().width * (1.7f / aSigma)),
int32_t(aSurface->GetSize().height * (1.7f / aSigma)));
if (dsSize.width < 1) {
dsSize.width = 1;
}
if (dsSize.height < 1) {
dsSize.height = 1;
}
dsFactorX = dsSize.width / Float(aSurface->GetSize().width);
dsFactorY = dsSize.height / Float(aSurface->GetSize().height);
correctedOffset.x *= dsFactorX;
correctedOffset.y *= dsFactorY;
desc = CD3D10_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM,
dsSize.width,
dsSize.height, 1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
RefPtr<ID3D10Texture2D> tmpDSTexture;
hr = mDevice->CreateTexture2D(&desc, NULL, byRef(tmpDSTexture));
if (FAILED(hr)) {
gfxWarning() << "Failure to create temporary texture. Size: " << dsSize << " Code: " << hr;
return;
}
D3D10_BOX box;
box.left = box.top = box.front = 0;
box.back = 1;
box.right = aSurface->GetSize().width;
box.bottom = aSurface->GetSize().height;
mDevice->CopySubresourceRegion(mipTexture, 0, 0, 0, 0, static_cast<SourceSurfaceD2DTarget*>(aSurface)->mTexture, 0, &box);
mDevice->CreateShaderResourceView(mipTexture, NULL, byRef(srView));
mDevice->GenerateMips(srView);
RefPtr<ID3D10RenderTargetView> dsRTView;
RefPtr<ID3D10ShaderResourceView> dsSRView;
mDevice->CreateRenderTargetView(tmpDSTexture, NULL, byRef(dsRTView));
mDevice->CreateShaderResourceView(tmpDSTexture, NULL, byRef(dsSRView));
// We're not guaranteed the texture we created will be empty, we've
// seen old content at least on NVidia drivers.
float color[4] = { 0, 0, 0, 0 };
mDevice->ClearRenderTargetView(dsRTView, color);
rtViews = dsRTView;
mDevice->OMSetRenderTargets(1, &rtViews, NULL);
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = dsSize.height;
viewport.Width = dsSize.width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView);
mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->
GetPassByIndex(0)->Apply(0);
mDevice->OMSetBlendState(GetBlendStateForOperator(OP_OVER), NULL, 0xffffffff);
mDevice->Draw(4, 0);
srcSurfSize = dsSize;
srView = dsSRView;
} else {
// In this case generate a kernel to draw the blur directly to the temp
// surf in one direction and to final in the other.
float blurWeights[9];
float normalizeFactor = 1.0f;
if (aSigma != 0) {
normalizeFactor = 1.0f / Float(sqrt(2 * M_PI * pow(aSigma, 2)));
}
blurWeights[0] = normalizeFactor;
// XXX - We should actually optimize for Sigma = 0 here. We could use a
// much simpler shader and save a lot of texture lookups.
for (int i = 1; i < 9; i += 2) {
if (aSigma != 0) {
blurWeights[i] = blurWeights[i + 1] = normalizeFactor *
exp(-pow(float((i + 1) / 2), 2) / (2 * pow(aSigma, 2)));
} else {
blurWeights[i] = blurWeights[i + 1] = 0;
}
}
mPrivateData->mEffect->GetVariableByName("BlurWeights")->SetRawValue(blurWeights, 0, sizeof(blurWeights));
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = aSurface->GetSize().height;
viewport.Width = aSurface->GetSize().width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
srcSurfSize = aSurface->GetSize();
}
// We may need to draw to a different intermediate surface if our temp
// texture isn't big enough.
bool needBiggerTemp = srcSurfSize.width > mSize.width ||
srcSurfSize.height > mSize.height;
RefPtr<ID3D10RenderTargetView> tmpRTView;
RefPtr<ID3D10ShaderResourceView> tmpSRView;
RefPtr<ID3D10Texture2D> tmpTexture;
IntSize tmpSurfSize = mSize;
if (!needBiggerTemp) {
tmpRTView = mTempRTView;
tmpSRView = mSRView;
// There could still be content here!
float color[4] = { 0, 0, 0, 0 };
mDevice->ClearRenderTargetView(tmpRTView, color);
} else {
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
srcSurfSize.width,
srcSurfSize.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
mDevice->CreateTexture2D(&desc, NULL, byRef(tmpTexture));
mDevice->CreateRenderTargetView(tmpTexture, NULL, byRef(tmpRTView));
mDevice->CreateShaderResourceView(tmpTexture, NULL, byRef(tmpSRView));
tmpSurfSize = srcSurfSize;
}
rtViews = tmpRTView;
mDevice->OMSetRenderTargets(1, &rtViews, NULL);
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView);
// Premultiplied!
float shadowColor[4] = { aColor.r * aColor.a, aColor.g * aColor.a,
aColor.b * aColor.a, aColor.a };
mPrivateData->mEffect->GetVariableByName("ShadowColor")->AsVector()->
SetFloatVector(shadowColor);
float pixelOffset = 1.0f / float(srcSurfSize.width);
float blurOffsetsH[9] = { 0, pixelOffset, -pixelOffset,
2.0f * pixelOffset, -2.0f * pixelOffset,
3.0f * pixelOffset, -3.0f * pixelOffset,
4.0f * pixelOffset, - 4.0f * pixelOffset };
pixelOffset = 1.0f / float(tmpSurfSize.height);
float blurOffsetsV[9] = { 0, pixelOffset, -pixelOffset,
2.0f * pixelOffset, -2.0f * pixelOffset,
3.0f * pixelOffset, -3.0f * pixelOffset,
4.0f * pixelOffset, - 4.0f * pixelOffset };
mPrivateData->mEffect->GetVariableByName("BlurOffsetsH")->
SetRawValue(blurOffsetsH, 0, sizeof(blurOffsetsH));
mPrivateData->mEffect->GetVariableByName("BlurOffsetsV")->
SetRawValue(blurOffsetsV, 0, sizeof(blurOffsetsV));
mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")->
GetPassByIndex(0)->Apply(0);
mDevice->Draw(4, 0);
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = mSize.height;
viewport.Width = mSize.width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(tmpSRView);
rtViews = destRTView;
mDevice->OMSetRenderTargets(1, &rtViews, NULL);
Point shadowDest = aDest + aOffset;
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f + ((shadowDest.x / mSize.width) * 2.0f),
1.0f - (shadowDest.y / mSize.height * 2.0f),
(Float(aSurface->GetSize().width) / mSize.width) * 2.0f,
(-Float(aSurface->GetSize().height) / mSize.height) * 2.0f));
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, Float(srcSurfSize.width) / tmpSurfSize.width,
Float(srcSurfSize.height) / tmpSurfSize.height));
if (mPushedClips.size()) {
mPrivateData->mEffect->GetVariableByName("mask")->AsShaderResource()->SetResource(maskSRView);
mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(shadowDest.x / mSize.width, shadowDest.y / mSize.height,
Float(aSurface->GetSize().width) / mSize.width,
Float(aSurface->GetSize().height) / mSize.height));
mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")->
GetPassByIndex(2)->Apply(0);
} else {
mPrivateData->mEffect->GetTechniqueByName("SampleTextureWithShadow")->
GetPassByIndex(1)->Apply(0);
}
mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), NULL, 0xffffffff);
mDevice->Draw(4, 0);
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f + ((aDest.x / mSize.width) * 2.0f),
1.0f - (aDest.y / mSize.height * 2.0f),
(Float(aSurface->GetSize().width) / mSize.width) * 2.0f,
(-Float(aSurface->GetSize().height) / mSize.height) * 2.0f));
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(static_cast<SourceSurfaceD2DTarget*>(aSurface)->GetSRView());
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
if (mPushedClips.size()) {
mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(aDest.x / mSize.width, aDest.y / mSize.height,
Float(aSurface->GetSize().width) / mSize.width,
Float(aSurface->GetSize().height) / mSize.height));
mPrivateData->mEffect->GetTechniqueByName("SampleMaskedTexture")->
GetPassByIndex(0)->Apply(0);
} else {
mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->
GetPassByIndex(0)->Apply(0);
}
mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), NULL, 0xffffffff);
mDevice->Draw(4, 0);
}
void
DrawTargetD2D::ClearRect(const Rect &aRect)
{
MarkChanged();
FlushTransformToRT();
PopAllClips();
AutoSaveRestoreClippedOut restoreClippedOut(this);
restoreClippedOut.Save();
bool needsClip = false;
needsClip = aRect.x > 0 || aRect.y > 0 ||
aRect.XMost() < mSize.width ||
aRect.YMost() < mSize.height;
if (needsClip) {
mRT->PushAxisAlignedClip(D2DRect(aRect), D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
}
mRT->Clear(D2D1::ColorF(0, 0.0f));
if (needsClip) {
mRT->PopAxisAlignedClip();
}
return;
}
void
DrawTargetD2D::CopySurface(SourceSurface *aSurface,
const IntRect &aSourceRect,
const IntPoint &aDestination)
{
MarkChanged();
Rect srcRect(Float(aSourceRect.x), Float(aSourceRect.y),
Float(aSourceRect.width), Float(aSourceRect.height));
Rect dstRect(Float(aDestination.x), Float(aDestination.y),
Float(aSourceRect.width), Float(aSourceRect.height));
mRT->SetTransform(D2D1::IdentityMatrix());
mTransformDirty = true;
mRT->PushAxisAlignedClip(D2DRect(dstRect), D2D1_ANTIALIAS_MODE_ALIASED);
mRT->Clear(D2D1::ColorF(0, 0.0f));
mRT->PopAxisAlignedClip();
RefPtr<ID2D1Bitmap> bitmap;
switch (aSurface->GetType()) {
case SURFACE_D2D1_BITMAP:
{
SourceSurfaceD2D *srcSurf = static_cast<SourceSurfaceD2D*>(aSurface);
bitmap = srcSurf->GetBitmap();
}
break;
case SURFACE_D2D1_DRAWTARGET:
{
SourceSurfaceD2DTarget *srcSurf = static_cast<SourceSurfaceD2DTarget*>(aSurface);
bitmap = srcSurf->GetBitmap(mRT);
AddDependencyOnSource(srcSurf);
}
break;
}
if (!bitmap) {
return;
}
mRT->DrawBitmap(bitmap, D2DRect(dstRect), 1.0f,
D2D1_BITMAP_INTERPOLATION_MODE_LINEAR,
D2DRect(srcRect));
}
void
DrawTargetD2D::FillRect(const Rect &aRect,
const Pattern &aPattern,
const DrawOptions &aOptions)
{
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
if (brush) {
rt->FillRectangle(D2DRect(aRect), brush);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, aRect);
}
void
DrawTargetD2D::StrokeRect(const Rect &aRect,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions,
const DrawOptions &aOptions)
{
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
if (brush && strokeStyle) {
rt->DrawRectangle(D2DRect(aRect), brush, aStrokeOptions.mLineWidth, strokeStyle);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, aRect);
}
void
DrawTargetD2D::StrokeLine(const Point &aStart,
const Point &aEnd,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions,
const DrawOptions &aOptions)
{
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
if (brush && strokeStyle) {
rt->DrawLine(D2DPoint(aStart), D2DPoint(aEnd), brush, aStrokeOptions.mLineWidth, strokeStyle);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, Float(mSize.width), Float(mSize.height)));
}
void
DrawTargetD2D::Stroke(const Path *aPath,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions,
const DrawOptions &aOptions)
{
if (aPath->GetBackendType() != BACKEND_DIRECT2D) {
gfxDebug() << *this << ": Ignoring drawing call for incompatible path.";
return;
}
const PathD2D *d2dPath = static_cast<const PathD2D*>(aPath);
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
if (brush && strokeStyle) {
rt->DrawGeometry(d2dPath->mGeometry, brush, aStrokeOptions.mLineWidth, strokeStyle);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, Float(mSize.width), Float(mSize.height)));
}
void
DrawTargetD2D::Fill(const Path *aPath,
const Pattern &aPattern,
const DrawOptions &aOptions)
{
if (aPath->GetBackendType() != BACKEND_DIRECT2D) {
gfxDebug() << *this << ": Ignoring drawing call for incompatible path.";
return;
}
const PathD2D *d2dPath = static_cast<const PathD2D*>(aPath);
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
rt->SetAntialiasMode(D2DAAMode(aOptions.mAntialiasMode));
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
if (brush) {
rt->FillGeometry(d2dPath->mGeometry, brush);
}
Rect bounds;
if (aOptions.mCompositionOp != OP_OVER) {
D2D1_RECT_F d2dbounds;
d2dPath->mGeometry->GetBounds(D2D1::IdentityMatrix(), &d2dbounds);
bounds = ToRect(d2dbounds);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, bounds);
}
void
DrawTargetD2D::FillGlyphs(ScaledFont *aFont,
const GlyphBuffer &aBuffer,
const Pattern &aPattern,
const DrawOptions &aOptions)
{
if (aFont->GetType() != FONT_DWRITE) {
gfxDebug() << *this << ": Ignoring drawing call for incompatible font.";
return;
}
ScaledFontDWrite *font = static_cast<ScaledFontDWrite*>(aFont);
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aPattern);
PrepareForDrawing(rt);
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aPattern, aOptions.mAlpha);
DWRITE_GLYPH_RUN glyphRun;
glyphRun.bidiLevel = 0;
glyphRun.fontEmSize = font->mSize;
glyphRun.isSideways = FALSE;
glyphRun.fontFace = font->mFontFace;
glyphRun.glyphCount = aBuffer.mNumGlyphs;
std::vector<UINT16> indices;
std::vector<FLOAT> advances;
std::vector<DWRITE_GLYPH_OFFSET> offsets;
indices.resize(aBuffer.mNumGlyphs);
advances.resize(aBuffer.mNumGlyphs);
offsets.resize(aBuffer.mNumGlyphs);
memset(&advances.front(), 0, sizeof(FLOAT) * aBuffer.mNumGlyphs);
for (unsigned int i = 0; i < aBuffer.mNumGlyphs; i++) {
indices[i] = aBuffer.mGlyphs[i].mIndex;
offsets[i].advanceOffset = aBuffer.mGlyphs[i].mPosition.x;
offsets[i].ascenderOffset = -aBuffer.mGlyphs[i].mPosition.y;
}
glyphRun.glyphAdvances = &advances.front();
glyphRun.glyphIndices = &indices.front();
glyphRun.glyphOffsets = &offsets.front();
if (brush) {
rt->DrawGlyphRun(D2D1::Point2F(), &glyphRun, brush);
}
FinalizeRTForOperation(aOptions.mCompositionOp, aPattern, Rect(0, 0, (Float)mSize.width, (Float)mSize.height));
}
void
DrawTargetD2D::Mask(const Pattern &aSource,
const Pattern &aMask,
const DrawOptions &aOptions)
{
ID2D1RenderTarget *rt = GetRTForOperation(aOptions.mCompositionOp, aSource);
PrepareForDrawing(rt);
RefPtr<ID2D1Brush> brush = CreateBrushForPattern(aSource, aOptions.mAlpha);
RefPtr<ID2D1Brush> maskBrush = CreateBrushForPattern(aMask, 1.0f);
RefPtr<ID2D1Layer> layer;
rt->CreateLayer(byRef(layer));
rt->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), NULL,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
D2D1::IdentityMatrix(),
1.0f, maskBrush),
layer);
Rect rect(0, 0, mSize.width, mSize.height);
Matrix mat = mTransform;
mat.Invert();
rt->FillRectangle(D2DRect(mat.TransformBounds(rect)), brush);
rt->PopLayer();
FinalizeRTForOperation(aOptions.mCompositionOp, aSource, Rect(0, 0, (Float)mSize.width, (Float)mSize.height));
}
void
DrawTargetD2D::PushClip(const Path *aPath)
{
if (aPath->GetBackendType() != BACKEND_DIRECT2D) {
gfxDebug() << *this << ": Ignoring clipping call for incompatible path.";
return;
}
RefPtr<PathD2D> pathD2D = static_cast<PathD2D*>(const_cast<Path*>(aPath));
PushedClip clip;
clip.mTransform = D2DMatrix(mTransform);
clip.mPath = pathD2D;
RefPtr<ID2D1Layer> layer;
pathD2D->mGeometry->GetBounds(clip.mTransform, &clip.mBounds);
mRT->CreateLayer( byRef(layer));
clip.mLayer = layer;
mPushedClips.push_back(clip);
// The transform of clips is relative to the world matrix, since we use the total
// transform for the clips, make the world matrix identity.
mRT->SetTransform(D2D1::IdentityMatrix());
mTransformDirty = true;
if (mClipsArePushed) {
D2D1_LAYER_OPTIONS options = D2D1_LAYER_OPTIONS_NONE;
if (mFormat == FORMAT_B8G8R8X8) {
options = D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE;
}
mRT->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), pathD2D->mGeometry,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
clip.mTransform, 1.0f, NULL,
options), layer);
}
}
void
DrawTargetD2D::PushClipRect(const Rect &aRect)
{
if (!mTransform.IsRectilinear()) {
// Whoops, this isn't a rectangle in device space, Direct2D will not deal
// with this transform the way we want it to.
// See remarks: http://msdn.microsoft.com/en-us/library/dd316860%28VS.85%29.aspx
RefPtr<PathBuilder> pathBuilder = CreatePathBuilder();
pathBuilder->MoveTo(aRect.TopLeft());
pathBuilder->LineTo(aRect.TopRight());
pathBuilder->LineTo(aRect.BottomRight());
pathBuilder->LineTo(aRect.BottomLeft());
pathBuilder->Close();
RefPtr<Path> path = pathBuilder->Finish();
return PushClip(path);
}
PushedClip clip;
// Do not store the transform, just store the device space rectangle directly.
clip.mBounds = D2DRect(mTransform.TransformBounds(aRect));
mPushedClips.push_back(clip);
mRT->SetTransform(D2D1::IdentityMatrix());
if (mClipsArePushed) {
mRT->PushAxisAlignedClip(clip.mBounds, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
}
}
void
DrawTargetD2D::PopClip()
{
if (mClipsArePushed) {
if (mPushedClips.back().mLayer) {
mRT->PopLayer();
} else {
mRT->PopAxisAlignedClip();
}
}
mPushedClips.pop_back();
}
TemporaryRef<SourceSurface>
DrawTargetD2D::CreateSourceSurfaceFromData(unsigned char *aData,
const IntSize &aSize,
int32_t aStride,
SurfaceFormat aFormat) const
{
RefPtr<SourceSurfaceD2D> newSurf = new SourceSurfaceD2D();
if (!newSurf->InitFromData(aData, aSize, aStride, aFormat, mRT)) {
return NULL;
}
return newSurf;
}
TemporaryRef<SourceSurface>
DrawTargetD2D::OptimizeSourceSurface(SourceSurface *aSurface) const
{
// Unsupported!
return NULL;
}
TemporaryRef<SourceSurface>
DrawTargetD2D::CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const
{
if (aSurface.mType != NATIVE_SURFACE_D3D10_TEXTURE) {
gfxDebug() << *this << ": Failure to create source surface from non-D3D10 texture native surface.";
return NULL;
}
RefPtr<SourceSurfaceD2D> newSurf = new SourceSurfaceD2D();
if (!newSurf->InitFromTexture(static_cast<ID3D10Texture2D*>(aSurface.mSurface),
aSurface.mFormat,
mRT))
{
gfxWarning() << *this << ": Failed to create SourceSurface from texture.";
return NULL;
}
return newSurf;
}
TemporaryRef<DrawTarget>
DrawTargetD2D::CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const
{
RefPtr<DrawTargetD2D> newTarget =
new DrawTargetD2D();
if (!newTarget->Init(aSize, aFormat)) {
gfxDebug() << *this << ": Failed to create optimal draw target. Size: " << aSize;
return NULL;
}
return newTarget;
}
TemporaryRef<PathBuilder>
DrawTargetD2D::CreatePathBuilder(FillRule aFillRule) const
{
RefPtr<ID2D1PathGeometry> path;
HRESULT hr = factory()->CreatePathGeometry(byRef(path));
if (FAILED(hr)) {
gfxWarning() << "Failed to create Direct2D Path Geometry. Code: " << hr;
return NULL;
}
RefPtr<ID2D1GeometrySink> sink;
hr = path->Open(byRef(sink));
if (FAILED(hr)) {
gfxWarning() << "Failed to access Direct2D Path Geometry. Code: " << hr;
return NULL;
}
if (aFillRule == FILL_WINDING) {
sink->SetFillMode(D2D1_FILL_MODE_WINDING);
}
return new PathBuilderD2D(sink, path, aFillRule);
}
TemporaryRef<GradientStops>
DrawTargetD2D::CreateGradientStops(GradientStop *rawStops, uint32_t aNumStops, ExtendMode aExtendMode) const
{
D2D1_GRADIENT_STOP *stops = new D2D1_GRADIENT_STOP[aNumStops];
for (uint32_t i = 0; i < aNumStops; i++) {
stops[i].position = rawStops[i].offset;
stops[i].color = D2DColor(rawStops[i].color);
}
RefPtr<ID2D1GradientStopCollection> stopCollection;
HRESULT hr =
mRT->CreateGradientStopCollection(stops, aNumStops,
D2D1_GAMMA_2_2, D2DExtend(aExtendMode),
byRef(stopCollection));
delete [] stops;
if (FAILED(hr)) {
gfxWarning() << "Failed to create GradientStopCollection. Code: " << hr;
return NULL;
}
return new GradientStopsD2D(stopCollection);
}
void*
DrawTargetD2D::GetNativeSurface(NativeSurfaceType aType)
{
if (aType != NATIVE_SURFACE_D3D10_TEXTURE) {
return NULL;
}
return mTexture;
}
/*
* Public functions
*/
bool
DrawTargetD2D::Init(const IntSize &aSize, SurfaceFormat aFormat)
{
HRESULT hr;
mSize = aSize;
mFormat = aFormat;
if (!Factory::GetDirect3D10Device()) {
gfxDebug() << "Failed to Init Direct2D DrawTarget (No D3D10 Device set.)";
return false;
}
mDevice = Factory::GetDirect3D10Device();
CD3D10_TEXTURE2D_DESC desc(DXGIFormat(aFormat),
mSize.width,
mSize.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
hr = mDevice->CreateTexture2D(&desc, NULL, byRef(mTexture));
if (FAILED(hr)) {
gfxDebug() << "Failed to init Direct2D DrawTarget. Size: " << mSize << " Code: " << hr;
return false;
}
if (!InitD2DRenderTarget()) {
return false;
}
mRT->Clear(D2D1::ColorF(0, 0));
return true;
}
bool
DrawTargetD2D::Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat)
{
HRESULT hr;
mTexture = aTexture;
mFormat = aFormat;
if (!mTexture) {
gfxDebug() << "No valid texture for Direct2D draw target initialization.";
return false;
}
RefPtr<ID3D10Device> device;
mTexture->GetDevice(byRef(device));
hr = device->QueryInterface((ID3D10Device1**)byRef(mDevice));
if (FAILED(hr)) {
gfxWarning() << "Failed to get D3D10 device from texture.";
return false;
}
D3D10_TEXTURE2D_DESC desc;
mTexture->GetDesc(&desc);
mSize.width = desc.Width;
mSize.height = desc.Height;
return InitD2DRenderTarget();
}
// {0D398B49-AE7B-416F-B26D-EA3C137D1CF7}
static const GUID sPrivateDataD2D =
{ 0xd398b49, 0xae7b, 0x416f, { 0xb2, 0x6d, 0xea, 0x3c, 0x13, 0x7d, 0x1c, 0xf7 } };
bool
DrawTargetD2D::InitD3D10Data()
{
HRESULT hr;
UINT privateDataSize;
privateDataSize = sizeof(mPrivateData);
hr = mDevice->GetPrivateData(sPrivateDataD2D, &privateDataSize, &mPrivateData);
if (SUCCEEDED(hr)) {
return true;
}
mPrivateData = new PrivateD3D10DataD2D;
D3D10CreateEffectFromMemoryFunc createD3DEffect;
HMODULE d3dModule = LoadLibraryW(L"d3d10_1.dll");
createD3DEffect = (D3D10CreateEffectFromMemoryFunc)
GetProcAddress(d3dModule, "D3D10CreateEffectFromMemory");
hr = createD3DEffect((void*)d2deffect, sizeof(d2deffect), 0, mDevice, NULL, byRef(mPrivateData->mEffect));
if (FAILED(hr)) {
gfxWarning() << "Failed to initialize Direct2D required effects. Code: " << hr;
return false;
}
privateDataSize = sizeof(mPrivateData);
mDevice->SetPrivateData(sPrivateDataD2D, privateDataSize, &mPrivateData);
D3D10_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
D3D10_PASS_DESC passDesc;
mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->GetPassByIndex(0)->GetDesc(&passDesc);
hr = mDevice->CreateInputLayout(layout,
sizeof(layout) / sizeof(D3D10_INPUT_ELEMENT_DESC),
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
byRef(mPrivateData->mInputLayout));
if (FAILED(hr)) {
gfxWarning() << "Failed to initialize Direct2D required InputLayout. Code: " << hr;
return false;
}
D3D10_SUBRESOURCE_DATA data;
Vertex vertices[] = { {0.0, 0.0}, {1.0, 0.0}, {0.0, 1.0}, {1.0, 1.0} };
data.pSysMem = vertices;
CD3D10_BUFFER_DESC bufferDesc(sizeof(vertices), D3D10_BIND_VERTEX_BUFFER);
hr = mDevice->CreateBuffer(&bufferDesc, &data, byRef(mPrivateData->mVB));
if (FAILED(hr)) {
gfxWarning() << "Failed to initialize Direct2D required VertexBuffer. Code: " << hr;
return false;
}
return true;
}
/*
* Private helpers
*/
bool
DrawTargetD2D::InitD2DRenderTarget()
{
if (!factory()) {
return false;
}
mRT = CreateRTForTexture(mTexture);
if (!mRT) {
return false;
}
mRT->BeginDraw();
if (mFormat == FORMAT_B8G8R8X8) {
mRT->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE);
}
return InitD3D10Data();
}
void
DrawTargetD2D::PrepareForDrawing(ID2D1RenderTarget *aRT)
{
if (!mClipsArePushed || aRT == mTempRT) {
if (mPushedClips.size()) {
// The transform of clips is relative to the world matrix, since we use the total
// transform for the clips, make the world matrix identity.
aRT->SetTransform(D2D1::IdentityMatrix());
if (aRT == mRT) {
mTransformDirty = true;
mClipsArePushed = true;
}
for (std::vector<PushedClip>::iterator iter = mPushedClips.begin();
iter != mPushedClips.end(); iter++) {
D2D1_LAYER_OPTIONS options = D2D1_LAYER_OPTIONS_NONE;
if (iter->mLayer) {
D2D1_LAYER_OPTIONS options = D2D1_LAYER_OPTIONS_NONE;
if (mFormat == FORMAT_B8G8R8X8) {
options = D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE;
}
aRT->PushLayer(D2D1::LayerParameters(D2D1::InfiniteRect(), iter->mPath->mGeometry,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
iter->mTransform, 1.0f, NULL,
options), iter->mLayer);
} else {
aRT->PushAxisAlignedClip(iter->mBounds, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
}
}
}
}
FlushTransformToRT();
MarkChanged();
if (aRT == mTempRT) {
mTempRT->SetTransform(D2DMatrix(mTransform));
}
}
void
DrawTargetD2D::MarkChanged()
{
if (mSnapshot) {
if (mSnapshot->hasOneRef()) {
// Just destroy it, since no-one else knows about it.
mSnapshot = NULL;
} else {
mSnapshot->DrawTargetWillChange();
// The snapshot will no longer depend on this target.
MOZ_ASSERT(!mSnapshot);
}
}
if (mDependentTargets.size()) {
// Copy mDependentTargets since the Flush()es below will modify it.
TargetSet tmpTargets = mDependentTargets;
for (TargetSet::iterator iter = tmpTargets.begin();
iter != tmpTargets.end(); iter++) {
(*iter)->Flush();
}
// The Flush() should have broken all dependencies on this target.
MOZ_ASSERT(!mDependentTargets.size());
}
}
ID3D10BlendState*
DrawTargetD2D::GetBlendStateForOperator(CompositionOp aOperator)
{
if (mPrivateData->mBlendStates[aOperator]) {
return mPrivateData->mBlendStates[aOperator];
}
D3D10_BLEND_DESC desc;
memset(&desc, 0, sizeof(D3D10_BLEND_DESC));
desc.AlphaToCoverageEnable = FALSE;
desc.BlendEnable[0] = TRUE;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
desc.BlendOp = desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
switch (aOperator) {
case OP_ADD:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ONE;
break;
case OP_IN:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO;
break;
case OP_OUT:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO;
break;
case OP_ATOP:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
break;
case OP_DEST_IN:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ZERO;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_SRC_ALPHA;
break;
case OP_DEST_OUT:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ZERO;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
break;
case OP_DEST_ATOP:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_SRC_ALPHA;
break;
case OP_DEST_OVER:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ONE;
break;
case OP_XOR:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
break;
case OP_SOURCE:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_ZERO;
break;
default:
desc.SrcBlend = desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlend = desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
}
mDevice->CreateBlendState(&desc, byRef(mPrivateData->mBlendStates[aOperator]));
return mPrivateData->mBlendStates[aOperator];
}
/* This function prepares the temporary RT for drawing and returns it when a
* drawing operation other than OVER is required.
*/
ID2D1RenderTarget*
DrawTargetD2D::GetRTForOperation(CompositionOp aOperator, const Pattern &aPattern)
{
if (aOperator == OP_OVER && !IsPatternSupportedByD2D(aPattern)) {
return mRT;
}
PopAllClips();
if (mTempRT) {
mTempRT->Clear(D2D1::ColorF(0, 0));
return mTempRT;
}
EnsureViews();
if (!mRTView || !mSRView) {
gfxDebug() << *this << ": Failed to get required views. Defaulting to OP_OVER.";
return mRT;
}
mTempRT = CreateRTForTexture(mTempTexture);
if (!mTempRT) {
return mRT;
}
mTempRT->BeginDraw();
mTempRT->Clear(D2D1::ColorF(0, 0));
return mTempRT;
}
/* This function blends back the content of a drawing operation (drawn to an
* empty surface with OVER, so the surface now contains the source operation
* contents) to the rendertarget using the requested composition operation.
* In order to respect clip for operations which are unbound by their mask,
* the old content of the surface outside the clipped area may be blended back
* to the surface.
*/
void
DrawTargetD2D::FinalizeRTForOperation(CompositionOp aOperator, const Pattern &aPattern, const Rect &aBounds)
{
if (aOperator == OP_OVER && !IsPatternSupportedByD2D(aPattern)) {
return;
}
if (!mTempRT) {
return;
}
for (int i = mPushedClips.size() - 1; i >= 0; i--) {
if (mPushedClips[i].mLayer) {
mTempRT->PopLayer();
} else {
mTempRT->PopAxisAlignedClip();
}
}
mRT->Flush();
mTempRT->Flush();
AutoSaveRestoreClippedOut restoreClippedOut(this);
bool needsWriteBack =
!IsOperatorBoundByMask(aOperator) && mPushedClips.size();
if (needsWriteBack) {
restoreClippedOut.Save();
}
ID3D10RenderTargetView *rtViews = mRTView;
mDevice->OMSetRenderTargets(1, &rtViews, NULL);
UINT stride = sizeof(Vertex);
UINT offset = 0;
ID3D10Buffer *buff = mPrivateData->mVB;
mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mDevice->IASetVertexBuffers(0, 1, &buff, &stride, &offset);
mDevice->IASetInputLayout(mPrivateData->mInputLayout);
D3D10_VIEWPORT viewport;
viewport.MaxDepth = 1;
viewport.MinDepth = 0;
viewport.Height = mSize.height;
viewport.Width = mSize.width;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(-1.0f, 1.0f, 2.0f, -2.0f));
if (!IsPatternSupportedByD2D(aPattern)) {
mPrivateData->mEffect->GetVariableByName("TexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(mSRView);
mPrivateData->mEffect->GetTechniqueByName("SampleTexture")->GetPassByIndex(0)->Apply(0);
} else if (aPattern.GetType() == PATTERN_RADIAL_GRADIENT) {
const RadialGradientPattern *pat = static_cast<const RadialGradientPattern*>(&aPattern);
if (pat->mCenter1 == pat->mCenter2 && pat->mRadius1 == pat->mRadius2) {
// Draw nothing!
return;
}
mPrivateData->mEffect->GetVariableByName("mask")->AsShaderResource()->SetResource(mSRView);
SetupEffectForRadialGradient(pat);
}
mDevice->OMSetBlendState(GetBlendStateForOperator(aOperator), NULL, 0xffffffff);
mDevice->Draw(4, 0);
}
TemporaryRef<ID2D1Geometry>
DrawTargetD2D::GetClippedGeometry()
{
RefPtr<ID2D1GeometrySink> currentSink;
RefPtr<ID2D1PathGeometry> clippedGeometry;
factory()->CreatePathGeometry(byRef(clippedGeometry));
clippedGeometry->Open(byRef(currentSink));
std::vector<DrawTargetD2D::PushedClip>::iterator iter = mPushedClips.begin();
iter->mPath->GetGeometry()->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
iter->mTransform, currentSink);
currentSink->Close();
iter++;
for (;iter != mPushedClips.end(); iter++) {
RefPtr<ID2D1PathGeometry> newGeom;
factory()->CreatePathGeometry(byRef(newGeom));
newGeom->Open(byRef(currentSink));
clippedGeometry->CombineWithGeometry(iter->mPath->GetGeometry(), D2D1_COMBINE_MODE_INTERSECT,
iter->mTransform, currentSink);
currentSink->Close();
clippedGeometry = newGeom;
}
return clippedGeometry;
}
TemporaryRef<ID2D1RenderTarget>
DrawTargetD2D::CreateRTForTexture(ID3D10Texture2D *aTexture)
{
HRESULT hr;
RefPtr<IDXGISurface> surface;
RefPtr<ID2D1RenderTarget> rt;
hr = aTexture->QueryInterface((IDXGISurface**)byRef(surface));
if (FAILED(hr)) {
gfxWarning() << "Failed to QI texture to surface.";
return NULL;
}
D3D10_TEXTURE2D_DESC desc;
aTexture->GetDesc(&desc);
D2D1_ALPHA_MODE alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
if (mFormat == FORMAT_B8G8R8X8 && aTexture == mTexture) {
alphaMode = D2D1_ALPHA_MODE_IGNORE;
}
D2D1_RENDER_TARGET_PROPERTIES props =
D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(desc.Format, alphaMode));
hr = factory()->CreateDxgiSurfaceRenderTarget(surface, props, byRef(rt));
if (FAILED(hr)) {
gfxWarning() << "Failed to create D2D render target for texture.";
return NULL;
}
return rt;
}
void
DrawTargetD2D::EnsureViews()
{
if (mTempTexture && mSRView && mRTView) {
return;
}
HRESULT hr;
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
mSize.width,
mSize.height,
1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
hr = mDevice->CreateTexture2D(&desc, NULL, byRef(mTempTexture));
if (FAILED(hr)) {
gfxWarning() << *this << "Failed to create temporary texture for rendertarget. Size: "
<< mSize << " Code: " << hr;
return;
}
hr = mDevice->CreateShaderResourceView(mTempTexture, NULL, byRef(mSRView));
if (FAILED(hr)) {
gfxWarning() << *this << "Failed to create shader resource view for temp texture. Code: " << hr;
return;
}
hr = mDevice->CreateRenderTargetView(mTexture, NULL, byRef(mRTView));
if (FAILED(hr)) {
gfxWarning() << *this << "Failed to create rendertarget view for temp texture. Code: " << hr;
}
}
void
DrawTargetD2D::PopAllClips()
{
if (mClipsArePushed) {
for (int i = mPushedClips.size() - 1; i >= 0; i--) {
if (mPushedClips[i].mLayer) {
mRT->PopLayer();
} else {
mRT->PopAxisAlignedClip();
}
}
mClipsArePushed = false;
}
}
TemporaryRef<ID2D1Brush>
DrawTargetD2D::CreateBrushForPattern(const Pattern &aPattern, Float aAlpha)
{
if (IsPatternSupportedByD2D(aPattern)) {
RefPtr<ID2D1SolidColorBrush> colBrush;
mRT->CreateSolidColorBrush(D2D1::ColorF(1.0f, 1.0f, 1.0f, 1.0f), byRef(colBrush));
return colBrush;
}
if (aPattern.GetType() == PATTERN_COLOR) {
RefPtr<ID2D1SolidColorBrush> colBrush;
Color color = static_cast<const ColorPattern*>(&aPattern)->mColor;
mRT->CreateSolidColorBrush(D2D1::ColorF(color.r, color.g,
color.b, color.a),
D2D1::BrushProperties(aAlpha),
byRef(colBrush));
return colBrush;
} else if (aPattern.GetType() == PATTERN_LINEAR_GRADIENT) {
RefPtr<ID2D1LinearGradientBrush> gradBrush;
const LinearGradientPattern *pat =
static_cast<const LinearGradientPattern*>(&aPattern);
GradientStopsD2D *stops = static_cast<GradientStopsD2D*>(pat->mStops.get());
if (!stops) {
gfxDebug() << "No stops specified for gradient pattern.";
return NULL;
}
if (pat->mBegin == pat->mEnd) {
RefPtr<ID2D1SolidColorBrush> colBrush;
uint32_t stopCount = stops->mStopCollection->GetGradientStopCount();
vector<D2D1_GRADIENT_STOP> d2dStops(stopCount);
stops->mStopCollection->GetGradientStops(&d2dStops.front(), stopCount);
mRT->CreateSolidColorBrush(d2dStops.back().color,
D2D1::BrushProperties(aAlpha),
byRef(colBrush));
return colBrush;
}
mRT->CreateLinearGradientBrush(D2D1::LinearGradientBrushProperties(D2DPoint(pat->mBegin),
D2DPoint(pat->mEnd)),
D2D1::BrushProperties(aAlpha, D2DMatrix(pat->mMatrix)),
stops->mStopCollection,
byRef(gradBrush));
return gradBrush;
} else if (aPattern.GetType() == PATTERN_RADIAL_GRADIENT) {
RefPtr<ID2D1RadialGradientBrush> gradBrush;
const RadialGradientPattern *pat =
static_cast<const RadialGradientPattern*>(&aPattern);
GradientStopsD2D *stops = static_cast<GradientStopsD2D*>(pat->mStops.get());
if (!stops) {
gfxDebug() << "No stops specified for gradient pattern.";
return NULL;
}
// This will not be a complex radial gradient brush.
mRT->CreateRadialGradientBrush(
D2D1::RadialGradientBrushProperties(D2DPoint(pat->mCenter1),
D2D1::Point2F(),
pat->mRadius2, pat->mRadius2),
D2D1::BrushProperties(aAlpha, D2DMatrix(pat->mMatrix)),
stops->mStopCollection,
byRef(gradBrush));
return gradBrush;
} else if (aPattern.GetType() == PATTERN_SURFACE) {
RefPtr<ID2D1BitmapBrush> bmBrush;
const SurfacePattern *pat =
static_cast<const SurfacePattern*>(&aPattern);
if (!pat->mSurface) {
gfxDebug() << "No source surface specified for surface pattern";
return NULL;
}
RefPtr<ID2D1Bitmap> bitmap;
Matrix mat = pat->mMatrix;
switch (pat->mSurface->GetType()) {
case SURFACE_D2D1_BITMAP:
{
SourceSurfaceD2D *surf = static_cast<SourceSurfaceD2D*>(pat->mSurface.get());
bitmap = surf->mBitmap;
if (!bitmap) {
bitmap = CreatePartialBitmapForSurface(surf, mat);
if (!bitmap) {
return NULL;
}
}
}
break;
case SURFACE_D2D1_DRAWTARGET:
{
SourceSurfaceD2DTarget *surf =
static_cast<SourceSurfaceD2DTarget*>(pat->mSurface.get());
bitmap = surf->GetBitmap(mRT);
AddDependencyOnSource(surf);
}
break;
}
mRT->CreateBitmapBrush(bitmap,
D2D1::BitmapBrushProperties(D2DExtend(pat->mExtendMode),
D2DExtend(pat->mExtendMode),
D2DFilter(pat->mFilter)),
D2D1::BrushProperties(aAlpha, D2DMatrix(mat)),
byRef(bmBrush));
return bmBrush;
}
gfxWarning() << "Invalid pattern type detected.";
return NULL;
}
TemporaryRef<ID2D1StrokeStyle>
DrawTargetD2D::CreateStrokeStyleForOptions(const StrokeOptions &aStrokeOptions)
{
RefPtr<ID2D1StrokeStyle> style;
D2D1_CAP_STYLE capStyle;
D2D1_LINE_JOIN joinStyle;
switch (aStrokeOptions.mLineCap) {
case CAP_BUTT:
capStyle = D2D1_CAP_STYLE_FLAT;
break;
case CAP_ROUND:
capStyle = D2D1_CAP_STYLE_ROUND;
break;
case CAP_SQUARE:
capStyle = D2D1_CAP_STYLE_SQUARE;
break;
}
switch (aStrokeOptions.mLineJoin) {
case JOIN_MITER:
joinStyle = D2D1_LINE_JOIN_MITER;
break;
case JOIN_MITER_OR_BEVEL:
joinStyle = D2D1_LINE_JOIN_MITER_OR_BEVEL;
break;
case JOIN_ROUND:
joinStyle = D2D1_LINE_JOIN_ROUND;
break;
case JOIN_BEVEL:
joinStyle = D2D1_LINE_JOIN_BEVEL;
break;
}
HRESULT hr;
if (aStrokeOptions.mDashPattern) {
typedef vector<Float> FloatVector;
// D2D "helpfully" multiplies the dash pattern by the line width.
// That's not what cairo does, or is what <canvas>'s dash wants.
// So fix the multiplication in advance.
Float lineWidth = aStrokeOptions.mLineWidth;
FloatVector dash(aStrokeOptions.mDashPattern,
aStrokeOptions.mDashPattern + aStrokeOptions.mDashLength);
for (FloatVector::iterator it = dash.begin(); it != dash.end(); ++it) {
*it /= lineWidth;
}
hr = factory()->CreateStrokeStyle(
D2D1::StrokeStyleProperties(capStyle, capStyle,
capStyle, joinStyle,
aStrokeOptions.mMiterLimit,
D2D1_DASH_STYLE_CUSTOM,
aStrokeOptions.mDashOffset),
&dash[0], // data() is not C++98, although it's in recent gcc
// and VC10's STL
dash.size(),
byRef(style));
} else {
hr = factory()->CreateStrokeStyle(
D2D1::StrokeStyleProperties(capStyle, capStyle,
capStyle, joinStyle,
aStrokeOptions.mMiterLimit),
NULL, 0, byRef(style));
}
if (FAILED(hr)) {
gfxWarning() << "Failed to create Direct2D stroke style.";
}
return style;
}
TemporaryRef<ID3D10Texture1D>
DrawTargetD2D::CreateGradientTexture(const GradientStopsD2D *aStops)
{
CD3D10_TEXTURE1D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, 4096, 1, 1);
std::vector<D2D1_GRADIENT_STOP> rawStops;
rawStops.resize(aStops->mStopCollection->GetGradientStopCount());
aStops->mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size());
std::vector<unsigned char> textureData;
textureData.resize(4096 * 4);
unsigned char *texData = &textureData.front();
float prevColorPos = 0;
float nextColorPos = 1.0f;
D2D1_COLOR_F prevColor = rawStops[0].color;
D2D1_COLOR_F nextColor = prevColor;
if (rawStops.size() >= 2) {
nextColor = rawStops[1].color;
nextColorPos = rawStops[1].position;
}
uint32_t stopPosition = 2;
// Not the most optimized way but this will do for now.
for (int i = 0; i < 4096; i++) {
// The 4095 seems a little counter intuitive, but we want the gradient
// color at offset 0 at the first pixel, and at offset 1.0f at the last
// pixel.
float pos = float(i) / 4095;
if (pos > nextColorPos) {
prevColor = nextColor;
prevColorPos = nextColorPos;
if (rawStops.size() > stopPosition) {
nextColor = rawStops[stopPosition].color;
nextColorPos = rawStops[stopPosition++].position;
} else {
nextColorPos = 1.0f;
}
}
float interp = (pos - prevColorPos) / (nextColorPos - prevColorPos);
Color newColor(prevColor.r + (nextColor.r - prevColor.r) * interp,
prevColor.g + (nextColor.g - prevColor.g) * interp,
prevColor.b + (nextColor.b - prevColor.b) * interp,
prevColor.a + (nextColor.a - prevColor.a) * interp);
texData[i * 4] = (char)(255.0f * newColor.b);
texData[i * 4 + 1] = (char)(255.0f * newColor.g);
texData[i * 4 + 2] = (char)(255.0f * newColor.r);
texData[i * 4 + 3] = (char)(255.0f * newColor.a);
}
D3D10_SUBRESOURCE_DATA data;
data.pSysMem = &textureData.front();
RefPtr<ID3D10Texture1D> tex;
mDevice->CreateTexture1D(&desc, &data, byRef(tex));
return tex;
}
TemporaryRef<ID2D1Bitmap>
DrawTargetD2D::CreatePartialBitmapForSurface(SourceSurfaceD2D *aSurface, Matrix &aMatrix)
{
RefPtr<ID2D1Bitmap> bitmap;
// This is where things get complicated. The source surface was
// created for a surface that was too large to fit in a texture.
// We'll need to figure out if we can work with a partial upload
// or downsample in software.
Matrix transform = mTransform;
transform = aMatrix * transform;
if (!transform.Invert()) {
// Singular transform, nothing to be drawn.
return NULL;
}
Rect rect(0, 0, mSize.width, mSize.height);
// Calculate the rectangle of the source mapped to our surface.
rect = transform.TransformBounds(rect);
rect.RoundOut();
Rect uploadRect(0, 0, aSurface->mSize.width, aSurface->mSize.height);
// Calculate the rectangle on the source bitmap that touches our
// surface.
uploadRect = uploadRect.Intersect(rect);
if (uploadRect.IsEmpty()) {
// This bitmap does not cover anything on the screen. XXX -
// we need to deal with EXTEND modes here!
return NULL;
}
if (uploadRect.width <= mRT->GetMaximumBitmapSize() &&
uploadRect.height <= mRT->GetMaximumBitmapSize()) {
int Bpp = BytesPerPixel(aSurface->mFormat);
int stride = Bpp * aSurface->mSize.width;
// A partial upload will suffice.
mRT->CreateBitmap(D2D1::SizeU(uint32_t(uploadRect.width), uint32_t(uploadRect.height)),
&aSurface->mRawData.front() + int(uploadRect.x) + int(uploadRect.y) * stride,
stride,
D2D1::BitmapProperties(D2DPixelFormat(aSurface->mFormat)),
byRef(bitmap));
aMatrix.Translate(-uploadRect.x, -uploadRect.y);
return bitmap;
} else {
// XXX - FIX ME!!
MOZ_ASSERT(false);
gfxDebug() << "Source surface used for pattern too large!";
return NULL;
}
}
void
DrawTargetD2D::SetupEffectForRadialGradient(const RadialGradientPattern *aPattern)
{
mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")->GetPassByIndex(0)->Apply(0);
mPrivateData->mEffect->GetVariableByName("MaskTexCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
float dimensions[] = { float(mSize.width), float(mSize.height), 0, 0 };
mPrivateData->mEffect->GetVariableByName("dimensions")->AsVector()->
SetFloatVector(dimensions);
const GradientStopsD2D *stops =
static_cast<const GradientStopsD2D*>(aPattern->mStops.get());
RefPtr<ID3D10Texture1D> tex = CreateGradientTexture(stops);
RefPtr<ID3D10ShaderResourceView> srView;
mDevice->CreateShaderResourceView(tex, NULL, byRef(srView));
mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView);
Point dc = aPattern->mCenter2 - aPattern->mCenter1;
float dr = aPattern->mRadius2 - aPattern->mRadius1;
float diffv[] = { dc.x, dc.y, dr, 0 };
mPrivateData->mEffect->GetVariableByName("diff")->AsVector()->
SetFloatVector(diffv);
float center1[] = { aPattern->mCenter1.x, aPattern->mCenter1.y, dr, 0 };
mPrivateData->mEffect->GetVariableByName("center1")->AsVector()->
SetFloatVector(center1);
mPrivateData->mEffect->GetVariableByName("radius1")->AsScalar()->
SetFloat(aPattern->mRadius1);
mPrivateData->mEffect->GetVariableByName("sq_radius1")->AsScalar()->
SetFloat(pow(aPattern->mRadius1, 2));
Matrix invTransform = mTransform;
if (!invTransform.Invert()) {
// Bail if the matrix is singular.
return;
}
float matrix[] = { invTransform._11, invTransform._12, 0, 0,
invTransform._21, invTransform._22, 0, 0,
invTransform._31, invTransform._32, 1.0f, 0,
0, 0, 0, 1.0f };
mPrivateData->mEffect->GetVariableByName("DeviceSpaceToUserSpace")->
AsMatrix()->SetMatrix(matrix);
float A = dc.x * dc.x + dc.y * dc.y - dr * dr;
uint32_t offset = 0;
switch (stops->mStopCollection->GetExtendMode()) {
case D2D1_EXTEND_MODE_WRAP:
offset = 1;
break;
case D2D1_EXTEND_MODE_MIRROR:
offset = 2;
break;
default:
gfxWarning() << "This shouldn't happen! Invalid extend mode for gradient stops.";
}
if (A == 0) {
mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")->
GetPassByIndex(offset * 2 + 1)->Apply(0);
} else {
mPrivateData->mEffect->GetVariableByName("A")->AsScalar()->SetFloat(A);
mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")->
GetPassByIndex(offset * 2)->Apply(0);
}
}
ID2D1Factory*
DrawTargetD2D::factory()
{
if (mFactory) {
return mFactory;
}
D2D1CreateFactoryFunc createD2DFactory;
HMODULE d2dModule = LoadLibraryW(L"d2d1.dll");
createD2DFactory = (D2D1CreateFactoryFunc)
GetProcAddress(d2dModule, "D2D1CreateFactory");
if (!createD2DFactory) {
gfxWarning() << "Failed to locate D2D1CreateFactory function.";
return NULL;
}
D2D1_FACTORY_OPTIONS options;
#ifdef _DEBUG
options.debugLevel = D2D1_DEBUG_LEVEL_WARNING;
#else
options.debugLevel = D2D1_DEBUG_LEVEL_NONE;
#endif
HRESULT hr = createD2DFactory(D2D1_FACTORY_TYPE_MULTI_THREADED,
__uuidof(ID2D1Factory),
&options,
(void**)&mFactory);
if (FAILED(hr)) {
gfxWarning() << "Failed to create Direct2D factory.";
}
return mFactory;
}
}
}