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219 lines
5.8 KiB
C++
219 lines
5.8 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2011
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef MOZILLA_GFX_HELPERSD2D_H_
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#define MOZILLA_GFX_HELPERSD2D_H_
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#include <d2d1.h>
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#include "2D.h"
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namespace mozilla {
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namespace gfx {
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static inline D2D1_POINT_2F D2DPoint(const Point &aPoint)
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{
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return D2D1::Point2F(aPoint.x, aPoint.y);
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}
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static inline D2D1_SIZE_U D2DIntSize(const IntSize &aSize)
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{
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return D2D1::SizeU(aSize.width, aSize.height);
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}
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static inline D2D1_RECT_F D2DRect(const Rect &aRect)
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{
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return D2D1::RectF(aRect.x, aRect.y, aRect.XMost(), aRect.YMost());
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}
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static inline D2D1_EXTEND_MODE D2DExtend(ExtendMode aExtendMode)
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{
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D2D1_EXTEND_MODE extend = D2D1_EXTEND_MODE_CLAMP;
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switch (aExtendMode) {
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case EXTEND_REPEAT:
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extend = D2D1_EXTEND_MODE_WRAP;
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break;
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case EXTEND_REFLECT:
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extend = D2D1_EXTEND_MODE_MIRROR;
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break;
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}
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return extend;
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}
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static inline D2D1_BITMAP_INTERPOLATION_MODE D2DFilter(const Filter &aFilter)
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{
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switch (aFilter) {
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case FILTER_POINT:
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return D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR;
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}
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return D2D1_BITMAP_INTERPOLATION_MODE_LINEAR;
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}
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static inline D2D1_ANTIALIAS_MODE D2DAAMode(AntialiasMode aMode)
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{
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switch (aMode) {
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case AA_NONE:
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return D2D1_ANTIALIAS_MODE_ALIASED;
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}
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return D2D1_ANTIALIAS_MODE_PER_PRIMITIVE;
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}
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static inline D2D1_MATRIX_3X2_F D2DMatrix(const Matrix &aTransform)
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{
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return D2D1::Matrix3x2F(aTransform._11, aTransform._12,
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aTransform._21, aTransform._22,
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aTransform._31, aTransform._32);
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}
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static inline D2D1_COLOR_F D2DColor(const Color &aColor)
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{
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return D2D1::ColorF(aColor.r, aColor.g, aColor.b, aColor.a);
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}
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static inline IntSize ToIntSize(const D2D1_SIZE_U &aSize)
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{
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return IntSize(aSize.width, aSize.height);
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}
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static inline SurfaceFormat ToPixelFormat(const D2D1_PIXEL_FORMAT &aFormat)
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{
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switch(aFormat.format) {
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case DXGI_FORMAT_A8_UNORM:
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return FORMAT_A8;
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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if (aFormat.alphaMode == D2D1_ALPHA_MODE_IGNORE) {
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return FORMAT_B8G8R8X8;
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} else {
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return FORMAT_B8G8R8A8;
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}
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}
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return FORMAT_B8G8R8A8;
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}
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static inline Rect ToRect(const D2D1_RECT_F &aRect)
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{
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return Rect(aRect.left, aRect.top, aRect.right - aRect.left, aRect.bottom - aRect.top);
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}
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static inline DXGI_FORMAT DXGIFormat(SurfaceFormat aFormat)
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{
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switch (aFormat) {
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case FORMAT_B8G8R8A8:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case FORMAT_B8G8R8X8:
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case FORMAT_A8:
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return DXGI_FORMAT_A8_UNORM;
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}
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return DXGI_FORMAT_UNKNOWN;
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}
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static inline D2D1_ALPHA_MODE AlphaMode(SurfaceFormat aFormat)
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{
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switch (aFormat) {
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case FORMAT_B8G8R8X8:
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return D2D1_ALPHA_MODE_IGNORE;
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}
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return D2D1_ALPHA_MODE_PREMULTIPLIED;
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}
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static inline D2D1_PIXEL_FORMAT D2DPixelFormat(SurfaceFormat aFormat)
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{
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return D2D1::PixelFormat(DXGIFormat(aFormat), AlphaMode(aFormat));
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}
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static inline int BytesPerPixel(SurfaceFormat aFormat)
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{
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switch (aFormat) {
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case FORMAT_A8:
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return 1;
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default:
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return 4;
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}
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}
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static bool IsPatternSupportedByD2D(const Pattern &aPattern)
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{
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if (aPattern.GetType() != PATTERN_RADIAL_GRADIENT) {
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return false;
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}
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const RadialGradientPattern *pat =
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static_cast<const RadialGradientPattern*>(&aPattern);
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if (pat->mRadius1 != 0) {
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return true;
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}
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Point diff = pat->mCenter2 - pat->mCenter1;
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if (sqrt(diff.x * diff.x + diff.y * diff.y) >= pat->mRadius2) {
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// Inner point lies outside the circle.
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return true;
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}
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return false;
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}
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/**
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* This structure is used to pass rectangles to our shader constant. We can use
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* this for passing rectangular areas to SetVertexShaderConstant. In the format
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* of a 4 component float(x,y,width,height). Our vertex shader can then use
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* this to construct rectangular positions from the 0,0-1,1 quad that we source
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* it with.
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*/
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struct ShaderConstantRectD3D10
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{
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float mX, mY, mWidth, mHeight;
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ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
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: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
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{ }
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// For easy passing to SetVertexShaderConstantF.
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operator float* () { return &mX; }
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};
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}
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}
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#endif /* MOZILLA_GFX_HELPERSD2D_H_ */
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