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280 lines
10 KiB
C++
280 lines
10 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_GFX_DRAWTARGETD2D_H_
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#define MOZILLA_GFX_DRAWTARGETD2D_H_
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#include "2D.h"
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#include "PathD2D.h"
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#include <d3d10_1.h>
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#include "HelpersD2D.h"
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#include <vector>
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#include <sstream>
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#ifdef _MSC_VER
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#include <hash_set>
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#else
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#include <unordered_set>
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#endif
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struct IDWriteFactory;
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namespace mozilla {
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namespace gfx {
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class SourceSurfaceD2DTarget;
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class SourceSurfaceD2D;
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class GradientStopsD2D;
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class ScaledFontDWrite;
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const int32_t kLayerCacheSize = 5;
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struct PrivateD3D10DataD2D
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{
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RefPtr<ID3D10Effect> mEffect;
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RefPtr<ID3D10InputLayout> mInputLayout;
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RefPtr<ID3D10Buffer> mVB;
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RefPtr<ID3D10BlendState> mBlendStates[OP_COUNT];
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};
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class DrawTargetD2D : public DrawTarget
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{
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public:
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DrawTargetD2D();
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virtual ~DrawTargetD2D();
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virtual BackendType GetType() const { return BACKEND_DIRECT2D; }
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virtual TemporaryRef<SourceSurface> Snapshot();
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virtual IntSize GetSize() { return mSize; }
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virtual void Flush();
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virtual void DrawSurface(SourceSurface *aSurface,
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const Rect &aDest,
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const Rect &aSource,
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const DrawSurfaceOptions &aSurfOptions = DrawSurfaceOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void DrawSurfaceWithShadow(SourceSurface *aSurface,
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const Point &aDest,
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const Color &aColor,
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const Point &aOffset,
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Float aSigma,
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CompositionOp aOperator);
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virtual void ClearRect(const Rect &aRect);
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virtual void MaskSurface(const Pattern &aSource,
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SourceSurface *aMask,
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Point aOffset,
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const DrawOptions &aOptions = DrawOptions());
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virtual void CopySurface(SourceSurface *aSurface,
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const IntRect &aSourceRect,
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const IntPoint &aDestination);
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virtual void FillRect(const Rect &aRect,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions());
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virtual void StrokeRect(const Rect &aRect,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void StrokeLine(const Point &aStart,
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const Point &aEnd,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void Stroke(const Path *aPath,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void Fill(const Path *aPath,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions());
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virtual void FillGlyphs(ScaledFont *aFont,
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const GlyphBuffer &aBuffer,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions(),
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const GlyphRenderingOptions *aRenderingOptions = nullptr);
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virtual void Mask(const Pattern &aSource,
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const Pattern &aMask,
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const DrawOptions &aOptions = DrawOptions());
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virtual void PushClip(const Path *aPath);
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virtual void PushClipRect(const Rect &aRect);
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virtual void PopClip();
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virtual TemporaryRef<SourceSurface> CreateSourceSurfaceFromData(unsigned char *aData,
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const IntSize &aSize,
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int32_t aStride,
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SurfaceFormat aFormat) const;
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virtual TemporaryRef<SourceSurface> OptimizeSourceSurface(SourceSurface *aSurface) const;
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virtual TemporaryRef<SourceSurface>
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CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const;
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virtual TemporaryRef<DrawTarget>
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CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const;
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virtual TemporaryRef<PathBuilder> CreatePathBuilder(FillRule aFillRule = FILL_WINDING) const;
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virtual TemporaryRef<GradientStops>
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CreateGradientStops(GradientStop *aStops,
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uint32_t aNumStops,
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ExtendMode aExtendMode = EXTEND_CLAMP) const;
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virtual void *GetNativeSurface(NativeSurfaceType aType);
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bool Init(const IntSize &aSize, SurfaceFormat aFormat);
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bool Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
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bool InitD3D10Data();
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uint32_t GetByteSize() const;
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TemporaryRef<ID2D1Layer> GetCachedLayer();
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void PopCachedLayer(ID2D1RenderTarget *aRT);
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static ID2D1Factory *factory();
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static void CleanupD2D();
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static IDWriteFactory *GetDWriteFactory();
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operator std::string() const {
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std::stringstream stream;
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stream << "DrawTargetD2D(" << this << ")";
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return stream.str();
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}
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static uint64_t mVRAMUsageDT;
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static uint64_t mVRAMUsageSS;
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private:
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TemporaryRef<ID2D1Bitmap>
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GetBitmapForSurface(SourceSurface *aSurface,
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Rect &aSource);
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friend class AutoSaveRestoreClippedOut;
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friend class SourceSurfaceD2DTarget;
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#ifdef _MSC_VER
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typedef stdext::hash_set<DrawTargetD2D*> TargetSet;
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#else
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typedef std::unordered_set<DrawTargetD2D*> TargetSet;
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#endif
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bool InitD2DRenderTarget();
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void PrepareForDrawing(ID2D1RenderTarget *aRT);
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// This function will mark the surface as changing, and make sure any
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// copy-on-write snapshots are notified.
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void MarkChanged();
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void FlushTransformToRT() {
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if (mTransformDirty) {
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mRT->SetTransform(D2DMatrix(mTransform));
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mTransformDirty = false;
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}
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}
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void AddDependencyOnSource(SourceSurfaceD2DTarget* aSource);
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ID3D10BlendState *GetBlendStateForOperator(CompositionOp aOperator);
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ID2D1RenderTarget *GetRTForOperation(CompositionOp aOperator, const Pattern &aPattern);
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void FinalizeRTForOperation(CompositionOp aOperator, const Pattern &aPattern, const Rect &aBounds); void EnsureViews();
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void PopAllClips();
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void PushClipsToRT(ID2D1RenderTarget *aRT);
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void PopClipsFromRT(ID2D1RenderTarget *aRT);
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// This function ensures mCurrentClipMaskTexture contains a texture containing
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// a mask corresponding with the current DrawTarget clip. See
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// GetClippedGeometry for a description of aClipBounds.
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void EnsureClipMaskTexture(IntRect *aClipBounds);
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bool FillGlyphsManual(ScaledFontDWrite *aFont,
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const GlyphBuffer &aBuffer,
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const Color &aColor,
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IDWriteRenderingParams *aParams,
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const DrawOptions &aOptions = DrawOptions());
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TemporaryRef<ID2D1RenderTarget> CreateRTForTexture(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
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// This returns the clipped geometry, in addition it returns aClipBounds which
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// represents the intersection of all pixel-aligned rectangular clips that
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// are currently set. The returned clipped geometry must be clipped by these
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// bounds to correctly reflect the total clip. This is in device space.
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TemporaryRef<ID2D1Geometry> GetClippedGeometry(IntRect *aClipBounds);
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TemporaryRef<ID2D1Brush> CreateBrushForPattern(const Pattern &aPattern, Float aAlpha = 1.0f);
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TemporaryRef<ID3D10Texture2D> CreateGradientTexture(const GradientStopsD2D *aStops);
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TemporaryRef<ID3D10Texture2D> CreateTextureForAnalysis(IDWriteGlyphRunAnalysis *aAnalysis, const IntRect &aBounds);
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void SetupEffectForRadialGradient(const RadialGradientPattern *aPattern);
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void SetupStateForRendering();
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// Set the scissor rect to a certain IntRects, resets the scissor rect to
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// surface bounds when NULL is specified.
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void SetScissorToRect(IntRect *aRect);
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void PushD2DLayer(ID2D1RenderTarget *aRT, ID2D1Geometry *aGeometry, ID2D1Layer *aLayer, const D2D1_MATRIX_3X2_F &aTransform);
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static const uint32_t test = 4;
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IntSize mSize;
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RefPtr<ID3D10Device1> mDevice;
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RefPtr<ID3D10Texture2D> mTexture;
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RefPtr<ID3D10Texture2D> mCurrentClipMaskTexture;
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RefPtr<ID2D1Geometry> mCurrentClippedGeometry;
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// This is only valid if mCurrentClippedGeometry is non-null. And will
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// only be the intersection of all pixel-aligned retangular clips. This is in
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// device space.
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IntRect mCurrentClipBounds;
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mutable RefPtr<ID2D1RenderTarget> mRT;
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// We store this to prevent excessive SetTextRenderingParams calls.
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RefPtr<IDWriteRenderingParams> mTextRenderingParams;
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// Temporary texture and render target used for supporting alternative operators.
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RefPtr<ID3D10Texture2D> mTempTexture;
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RefPtr<ID3D10RenderTargetView> mRTView;
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RefPtr<ID3D10ShaderResourceView> mSRView;
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RefPtr<ID2D1RenderTarget> mTempRT;
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RefPtr<ID3D10RenderTargetView> mTempRTView;
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// List of pushed clips.
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struct PushedClip
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{
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RefPtr<ID2D1Layer> mLayer;
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D2D1_RECT_F mBounds;
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union {
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// If mPath is non-NULL, the mTransform member will be used, otherwise
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// the mIsPixelAligned member is valid.
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D2D1_MATRIX_3X2_F mTransform;
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bool mIsPixelAligned;
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};
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RefPtr<PathD2D> mPath;
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};
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std::vector<PushedClip> mPushedClips;
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// We cache ID2D1Layer objects as it causes D2D to keep around textures that
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// serve as the temporary surfaces for these operations. As texture creation
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// is quite expensive this considerably improved performance.
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// Careful here, RAII will not ensure destruction of the RefPtrs.
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RefPtr<ID2D1Layer> mCachedLayers[kLayerCacheSize];
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uint32_t mCurrentCachedLayer;
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// The latest snapshot of this surface. This needs to be told when this
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// target is modified. We keep it alive as a cache.
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RefPtr<SourceSurfaceD2DTarget> mSnapshot;
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// A list of targets we need to flush when we're modified.
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TargetSet mDependentTargets;
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// A list of targets which have this object in their mDependentTargets set
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TargetSet mDependingOnTargets;
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// True of the current clip stack is pushed to the main RT.
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bool mClipsArePushed;
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PrivateD3D10DataD2D *mPrivateData;
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static ID2D1Factory *mFactory;
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static IDWriteFactory *mDWriteFactory;
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};
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}
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}
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#endif /* MOZILLA_GFX_DRAWTARGETD2D_H_ */
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