gecko-dev/gfx/2d/HelpersD2D.h

510 lines
15 KiB
C++

/* -*- 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/. */
#ifndef MOZILLA_GFX_HELPERSD2D_H_
#define MOZILLA_GFX_HELPERSD2D_H_
#include "moz-d2d1-1.h"
#include <vector>
#include <dwrite.h>
#include "2D.h"
#include "Logging.h"
#include "Tools.h"
#include "ImageScaling.h"
#include "ScaledFontDWrite.h"
#undef min
#undef max
namespace mozilla {
namespace gfx {
ID2D1Factory* D2DFactory();
static inline D2D1_POINT_2F D2DPoint(const Point &aPoint)
{
return D2D1::Point2F(aPoint.x, aPoint.y);
}
static inline D2D1_SIZE_U D2DIntSize(const IntSize &aSize)
{
return D2D1::SizeU(aSize.width, aSize.height);
}
static inline D2D1_RECT_F D2DRect(const Rect &aRect)
{
return D2D1::RectF(aRect.x, aRect.y, aRect.XMost(), aRect.YMost());
}
static inline D2D1_EXTEND_MODE D2DExtend(ExtendMode aExtendMode)
{
D2D1_EXTEND_MODE extend;
switch (aExtendMode) {
case EXTEND_REPEAT:
extend = D2D1_EXTEND_MODE_WRAP;
break;
case EXTEND_REFLECT:
extend = D2D1_EXTEND_MODE_MIRROR;
break;
default:
extend = D2D1_EXTEND_MODE_CLAMP;
}
return extend;
}
static inline D2D1_BITMAP_INTERPOLATION_MODE D2DFilter(const Filter &aFilter)
{
switch (aFilter) {
case FILTER_POINT:
return D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR;
default:
return D2D1_BITMAP_INTERPOLATION_MODE_LINEAR;
}
}
static inline D2D1_ANTIALIAS_MODE D2DAAMode(AntialiasMode aMode)
{
switch (aMode) {
case AA_NONE:
return D2D1_ANTIALIAS_MODE_ALIASED;
default:
return D2D1_ANTIALIAS_MODE_PER_PRIMITIVE;
}
}
static inline D2D1_MATRIX_3X2_F D2DMatrix(const Matrix &aTransform)
{
return D2D1::Matrix3x2F(aTransform._11, aTransform._12,
aTransform._21, aTransform._22,
aTransform._31, aTransform._32);
}
static inline D2D1_COLOR_F D2DColor(const Color &aColor)
{
return D2D1::ColorF(aColor.r, aColor.g, aColor.b, aColor.a);
}
static inline IntSize ToIntSize(const D2D1_SIZE_U &aSize)
{
return IntSize(aSize.width, aSize.height);
}
static inline SurfaceFormat ToPixelFormat(const D2D1_PIXEL_FORMAT &aFormat)
{
switch(aFormat.format) {
case DXGI_FORMAT_A8_UNORM:
return FORMAT_A8;
case DXGI_FORMAT_B8G8R8A8_UNORM:
if (aFormat.alphaMode == D2D1_ALPHA_MODE_IGNORE) {
return FORMAT_B8G8R8X8;
} else {
return FORMAT_B8G8R8A8;
}
default:
return FORMAT_B8G8R8A8;
}
}
static inline Rect ToRect(const D2D1_RECT_F &aRect)
{
return Rect(aRect.left, aRect.top, aRect.right - aRect.left, aRect.bottom - aRect.top);
}
static inline Matrix ToMatrix(const D2D1_MATRIX_3X2_F &aTransform)
{
return Matrix(aTransform._11, aTransform._12,
aTransform._21, aTransform._22,
aTransform._31, aTransform._32);
}
static inline DXGI_FORMAT DXGIFormat(SurfaceFormat aFormat)
{
switch (aFormat) {
case FORMAT_B8G8R8A8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case FORMAT_B8G8R8X8:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case FORMAT_A8:
return DXGI_FORMAT_A8_UNORM;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
static inline D2D1_ALPHA_MODE AlphaMode(SurfaceFormat aFormat)
{
switch (aFormat) {
case FORMAT_B8G8R8X8:
return D2D1_ALPHA_MODE_IGNORE;
default:
return D2D1_ALPHA_MODE_PREMULTIPLIED;
}
}
static inline D2D1_PIXEL_FORMAT D2DPixelFormat(SurfaceFormat aFormat)
{
return D2D1::PixelFormat(DXGIFormat(aFormat), AlphaMode(aFormat));
}
static inline bool IsPatternSupportedByD2D(const Pattern &aPattern)
{
if (aPattern.GetType() != PATTERN_RADIAL_GRADIENT) {
return true;
}
const RadialGradientPattern *pat =
static_cast<const RadialGradientPattern*>(&aPattern);
if (pat->mRadius1 != 0) {
return false;
}
Point diff = pat->mCenter2 - pat->mCenter1;
if (sqrt(diff.x * diff.x + diff.y * diff.y) >= pat->mRadius2) {
// Inner point lies outside the circle.
return false;
}
return true;
}
/**
* This structure is used to pass rectangles to our shader constant. We can use
* this for passing rectangular areas to SetVertexShaderConstant. In the format
* of a 4 component float(x,y,width,height). Our vertex shader can then use
* this to construct rectangular positions from the 0,0-1,1 quad that we source
* it with.
*/
struct ShaderConstantRectD3D10
{
float mX, mY, mWidth, mHeight;
ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
{ }
// For easy passing to SetVertexShaderConstantF.
operator float* () { return &mX; }
};
static inline DWRITE_MATRIX
DWriteMatrixFromMatrix(Matrix &aMatrix)
{
DWRITE_MATRIX mat;
mat.m11 = aMatrix._11;
mat.m12 = aMatrix._12;
mat.m21 = aMatrix._21;
mat.m22 = aMatrix._22;
mat.dx = aMatrix._31;
mat.dy = aMatrix._32;
return mat;
}
class AutoDWriteGlyphRun : public DWRITE_GLYPH_RUN
{
static const unsigned kNumAutoGlyphs = 256;
public:
AutoDWriteGlyphRun() {
glyphCount = 0;
}
~AutoDWriteGlyphRun() {
if (glyphCount > kNumAutoGlyphs) {
delete[] glyphIndices;
delete[] glyphAdvances;
delete[] glyphOffsets;
}
}
void allocate(unsigned aNumGlyphs) {
glyphCount = aNumGlyphs;
if (aNumGlyphs <= kNumAutoGlyphs) {
glyphIndices = &mAutoIndices[0];
glyphAdvances = &mAutoAdvances[0];
glyphOffsets = &mAutoOffsets[0];
} else {
glyphIndices = new UINT16[aNumGlyphs];
glyphAdvances = new FLOAT[aNumGlyphs];
glyphOffsets = new DWRITE_GLYPH_OFFSET[aNumGlyphs];
}
}
private:
DWRITE_GLYPH_OFFSET mAutoOffsets[kNumAutoGlyphs];
FLOAT mAutoAdvances[kNumAutoGlyphs];
UINT16 mAutoIndices[kNumAutoGlyphs];
};
static inline void
DWriteGlyphRunFromGlyphs(const GlyphBuffer &aGlyphs, ScaledFontDWrite *aFont, AutoDWriteGlyphRun *run)
{
run->allocate(aGlyphs.mNumGlyphs);
FLOAT *advances = const_cast<FLOAT*>(run->glyphAdvances);
UINT16 *indices = const_cast<UINT16*>(run->glyphIndices);
DWRITE_GLYPH_OFFSET *offsets = const_cast<DWRITE_GLYPH_OFFSET*>(run->glyphOffsets);
memset(advances, 0, sizeof(FLOAT) * aGlyphs.mNumGlyphs);
for (unsigned int i = 0; i < aGlyphs.mNumGlyphs; i++) {
indices[i] = aGlyphs.mGlyphs[i].mIndex;
offsets[i].advanceOffset = aGlyphs.mGlyphs[i].mPosition.x;
offsets[i].ascenderOffset = -aGlyphs.mGlyphs[i].mPosition.y;
}
run->bidiLevel = 0;
run->fontFace = aFont->mFontFace;
run->fontEmSize = aFont->GetSize();
run->glyphCount = aGlyphs.mNumGlyphs;
run->isSideways = FALSE;
}
static TemporaryRef<ID2D1Geometry>
ConvertRectToGeometry(const D2D1_RECT_F& aRect)
{
RefPtr<ID2D1RectangleGeometry> rectGeom;
D2DFactory()->CreateRectangleGeometry(&aRect, byRef(rectGeom));
return rectGeom.forget();
}
static TemporaryRef<ID2D1Geometry>
GetTransformedGeometry(ID2D1Geometry *aGeometry, const D2D1_MATRIX_3X2_F &aTransform)
{
RefPtr<ID2D1PathGeometry> tmpGeometry;
D2DFactory()->CreatePathGeometry(byRef(tmpGeometry));
RefPtr<ID2D1GeometrySink> currentSink;
tmpGeometry->Open(byRef(currentSink));
aGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
aTransform, currentSink);
currentSink->Close();
return tmpGeometry;
}
static TemporaryRef<ID2D1Geometry>
IntersectGeometry(ID2D1Geometry *aGeometryA, ID2D1Geometry *aGeometryB)
{
RefPtr<ID2D1PathGeometry> pathGeom;
D2DFactory()->CreatePathGeometry(byRef(pathGeom));
RefPtr<ID2D1GeometrySink> sink;
pathGeom->Open(byRef(sink));
aGeometryA->CombineWithGeometry(aGeometryB, D2D1_COMBINE_MODE_INTERSECT, nullptr, sink);
sink->Close();
return pathGeom;
}
static TemporaryRef<ID2D1StrokeStyle>
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 std::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 = D2DFactory()->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 = D2DFactory()->CreateStrokeStyle(
D2D1::StrokeStyleProperties(capStyle, capStyle,
capStyle, joinStyle,
aStrokeOptions.mMiterLimit),
nullptr, 0, byRef(style));
}
if (FAILED(hr)) {
gfxWarning() << "Failed to create Direct2D stroke style.";
}
return style;
}
// This creates a (partially) uploaded bitmap for a DataSourceSurface. It
// uploads the minimum requirement and possibly downscales. It adjusts the
// input Matrix to compensate.
static TemporaryRef<ID2D1Bitmap>
CreatePartialBitmapForSurface(DataSourceSurface *aSurface, const Matrix &aDestinationTransform,
const IntSize &aDestinationSize, ExtendMode aExtendMode,
Matrix &aSourceTransform, ID2D1RenderTarget *aRT)
{
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 = aDestinationTransform;
Matrix invTransform = transform = aSourceTransform * transform;
if (!invTransform.Invert()) {
// Singular transform, nothing to be drawn.
return nullptr;
}
Rect rect(0, 0, Float(aDestinationSize.width), Float(aDestinationSize.height));
// Calculate the rectangle of the source mapped to our surface.
rect = invTransform.TransformBounds(rect);
rect.RoundOut();
IntSize size = aSurface->GetSize();
Rect uploadRect(0, 0, Float(size.width), Float(size.height));
// Limit the uploadRect as much as possible without supporting discontiguous uploads
//
// region we will paint from
// uploadRect
// .---------------. .---------------. resulting uploadRect
// | |rect | |
// | .---------. .----. .----. .---------------.
// | | | ----> | | | | ----> | |
// | '---------' '----' '----' '---------------'
// '---------------' '---------------'
//
//
if (uploadRect.Contains(rect)) {
// Extend mode is irrelevant, the displayed rect is completely contained
// by the source bitmap.
uploadRect = rect;
} else if (aExtendMode == EXTEND_CLAMP && uploadRect.Intersects(rect)) {
// Calculate the rectangle on the source bitmap that touches our
// surface, and upload that, for EXTEND_CLAMP we can actually guarantee
// correct behaviour in this case.
uploadRect = uploadRect.Intersect(rect);
// We now proceed to check if we can limit at least one dimension of the
// upload rect safely without looking at extend mode.
} else if (rect.x >= 0 && rect.XMost() < size.width) {
uploadRect.x = rect.x;
uploadRect.width = rect.width;
} else if (rect.y >= 0 && rect.YMost() < size.height) {
uploadRect.y = rect.y;
uploadRect.height = rect.height;
}
int stride = aSurface->Stride();
if (uploadRect.width <= aRT->GetMaximumBitmapSize() &&
uploadRect.height <= aRT->GetMaximumBitmapSize()) {
// A partial upload will suffice.
aRT->CreateBitmap(D2D1::SizeU(uint32_t(uploadRect.width), uint32_t(uploadRect.height)),
aSurface->GetData() + int(uploadRect.x) * 4 + int(uploadRect.y) * stride,
stride,
D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
byRef(bitmap));
aSourceTransform.Translate(uploadRect.x, uploadRect.y);
return bitmap;
} else {
int Bpp = BytesPerPixel(aSurface->GetFormat());
if (Bpp != 4) {
// This shouldn't actually happen in practice!
MOZ_ASSERT(false);
return nullptr;
}
ImageHalfScaler scaler(aSurface->GetData(), stride, size);
// Calculate the maximum width/height of the image post transform.
Point topRight = transform * Point(Float(size.width), 0);
Point topLeft = transform * Point(0, 0);
Point bottomRight = transform * Point(Float(size.width), Float(size.height));
Point bottomLeft = transform * Point(0, Float(size.height));
IntSize scaleSize;
scaleSize.width = int32_t(std::max(Distance(topRight, topLeft),
Distance(bottomRight, bottomLeft)));
scaleSize.height = int32_t(std::max(Distance(topRight, bottomRight),
Distance(topLeft, bottomLeft)));
if (unsigned(scaleSize.width) > aRT->GetMaximumBitmapSize()) {
// Ok, in this case we'd really want a downscale of a part of the bitmap,
// perhaps we can do this later but for simplicity let's do something
// different here and assume it's good enough, this should be rare!
scaleSize.width = 4095;
}
if (unsigned(scaleSize.height) > aRT->GetMaximumBitmapSize()) {
scaleSize.height = 4095;
}
scaler.ScaleForSize(scaleSize);
IntSize newSize = scaler.GetSize();
aRT->CreateBitmap(D2D1::SizeU(newSize.width, newSize.height),
scaler.GetScaledData(), scaler.GetStride(),
D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
byRef(bitmap));
aSourceTransform.Scale(Float(size.width / newSize.width),
Float(size.height / newSize.height));
return bitmap;
}
}
}
}
#endif /* MOZILLA_GFX_HELPERSD2D_H_ */