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91b071ed14
gfx::Color is currently misused in many places. The DrawTargets expect the color space to be in device space, e.g. what we are actually going to draw using. Everything sitting above generally deals with sRGB, as specified in CSS. Sometimes we missed the conversion from sRGB to device space when issuing draw calls, and similarly sometimes we converted the color to device space twice. This patch splits the type in two. sRGBColor and DeviceColor now represent sRGB and device color spaces respectively. DrawTarget only accepts DeviceColor, and one can get a DeviceColor from an sRGBColor via the ToDeviceColor helper API. The reftests now pass with color management enabled for everything (e.g. CSS) instead of just tagged raster images. There will be a follow up patch to enable color management everywhere by default on all supported platforms. Differential Revision: https://phabricator.services.mozilla.com/D64771 --HG-- extra : moz-landing-system : lando
406 lines
12 KiB
C++
406 lines
12 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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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#include "RadialGradientEffectD2D1.h"
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#include "Logging.h"
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#include "ShadersD2D1.h"
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#include "HelpersD2D.h"
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#include <vector>
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#define TEXTW(x) L##x
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#define XML(X) \
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TEXTW(#X) // This macro creates a single string from multiple lines of text.
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static const PCWSTR kXmlDescription =
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XML(
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<?xml version='1.0'?>
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<Effect>
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<!-- System Properties -->
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<Property name='DisplayName' type='string' value='RadialGradientEffect'/>
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<Property name='Author' type='string' value='Mozilla'/>
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<Property name='Category' type='string' value='Pattern effects'/>
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<Property name='Description' type='string' value='This effect is used to render radial gradients in a manner compliant with the 2D Canvas specification.'/>
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<Inputs>
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<Input name='Geometry'/>
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</Inputs>
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<Property name='StopCollection' type='iunknown'>
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<Property name='DisplayName' type='string' value='Gradient stop collection'/>
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</Property>
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<Property name='Center1' type='vector2'>
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<Property name='DisplayName' type='string' value='Inner circle center'/>
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</Property>
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<Property name='Center2' type='vector2'>
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<Property name='DisplayName' type='string' value='Outer circle center'/>
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</Property>
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<Property name='Radius1' type='float'>
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<Property name='DisplayName' type='string' value='Inner circle radius'/>
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</Property>
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<Property name='Radius2' type='float'>
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<Property name='DisplayName' type='string' value='Outer circle radius'/>
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</Property>
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<Property name='Transform' type='matrix3x2'>
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<Property name='DisplayName' type='string' value='Transform applied to the pattern'/>
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</Property>
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</Effect>
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);
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// {FB947CDA-718E-40CC-AE7B-D255830D7D14}
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static const GUID GUID_SampleRadialGradientPS = {
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0xfb947cda,
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0x718e,
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0x40cc,
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{0xae, 0x7b, 0xd2, 0x55, 0x83, 0xd, 0x7d, 0x14}};
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// {2C468128-6546-453C-8E25-F2DF0DE10A0F}
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static const GUID GUID_SampleRadialGradientA0PS = {
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0x2c468128, 0x6546, 0x453c, {0x8e, 0x25, 0xf2, 0xdf, 0xd, 0xe1, 0xa, 0xf}};
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namespace mozilla {
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namespace gfx {
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RadialGradientEffectD2D1::RadialGradientEffectD2D1()
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: mRefCount(0),
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mCenter1(D2D1::Vector2F(0, 0)),
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mCenter2(D2D1::Vector2F(0, 0)),
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mRadius1(0),
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mRadius2(0),
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mTransform(D2D1::IdentityMatrix())
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{}
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IFACEMETHODIMP
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RadialGradientEffectD2D1::Initialize(ID2D1EffectContext* pContextInternal,
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ID2D1TransformGraph* pTransformGraph) {
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HRESULT hr;
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hr = pContextInternal->LoadPixelShader(GUID_SampleRadialGradientPS,
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SampleRadialGradientPS,
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sizeof(SampleRadialGradientPS));
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if (FAILED(hr)) {
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return hr;
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}
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hr = pContextInternal->LoadPixelShader(GUID_SampleRadialGradientA0PS,
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SampleRadialGradientA0PS,
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sizeof(SampleRadialGradientA0PS));
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if (FAILED(hr)) {
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return hr;
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}
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hr = pTransformGraph->SetSingleTransformNode(this);
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if (FAILED(hr)) {
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return hr;
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}
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mEffectContext = pContextInternal;
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return S_OK;
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}
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IFACEMETHODIMP
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RadialGradientEffectD2D1::PrepareForRender(D2D1_CHANGE_TYPE changeType) {
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if (changeType == D2D1_CHANGE_TYPE_NONE) {
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return S_OK;
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}
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// We'll need to inverse transform our pixel, precompute inverse here.
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Matrix mat = ToMatrix(mTransform);
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if (!mat.Invert()) {
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// Singular
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return S_OK;
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}
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if (!mStopCollection) {
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return S_OK;
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}
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D2D1_POINT_2F dc =
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D2D1::Point2F(mCenter2.x - mCenter1.x, mCenter2.y - mCenter1.y);
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float dr = mRadius2 - mRadius1;
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float A = dc.x * dc.x + dc.y * dc.y - dr * dr;
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HRESULT hr;
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if (A == 0) {
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hr = mDrawInfo->SetPixelShader(GUID_SampleRadialGradientA0PS);
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} else {
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hr = mDrawInfo->SetPixelShader(GUID_SampleRadialGradientPS);
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}
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if (FAILED(hr)) {
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return hr;
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}
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RefPtr<ID2D1ResourceTexture> tex = CreateGradientTexture();
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hr = mDrawInfo->SetResourceTexture(1, tex);
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if (FAILED(hr)) {
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return hr;
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}
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struct PSConstantBuffer {
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float diff[3];
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float padding;
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float center1[2];
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float A;
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float radius1;
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float sq_radius1;
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float repeat_correct;
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float allow_odd;
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float padding2[1];
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float transform[8];
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};
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PSConstantBuffer buffer = {
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{dc.x, dc.y, dr},
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0.0f,
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{mCenter1.x, mCenter1.y},
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A,
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mRadius1,
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mRadius1 * mRadius1,
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mStopCollection->GetExtendMode() != D2D1_EXTEND_MODE_CLAMP ? 1.0f : 0.0f,
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mStopCollection->GetExtendMode() == D2D1_EXTEND_MODE_MIRROR ? 1.0f : 0.0f,
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{0.0f},
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{mat._11, mat._21, mat._31, 0.0f, mat._12, mat._22, mat._32, 0.0f}};
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hr = mDrawInfo->SetPixelShaderConstantBuffer((BYTE*)&buffer, sizeof(buffer));
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if (FAILED(hr)) {
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return hr;
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}
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return S_OK;
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}
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IFACEMETHODIMP
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RadialGradientEffectD2D1::SetGraph(ID2D1TransformGraph* pGraph) {
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return pGraph->SetSingleTransformNode(this);
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}
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IFACEMETHODIMP_(ULONG)
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RadialGradientEffectD2D1::AddRef() { return ++mRefCount; }
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IFACEMETHODIMP_(ULONG)
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RadialGradientEffectD2D1::Release() {
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if (!--mRefCount) {
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delete this;
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return 0;
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}
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return mRefCount;
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}
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IFACEMETHODIMP
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RadialGradientEffectD2D1::QueryInterface(const IID& aIID, void** aPtr) {
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if (!aPtr) {
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return E_POINTER;
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}
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if (aIID == IID_IUnknown) {
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*aPtr = static_cast<IUnknown*>(static_cast<ID2D1EffectImpl*>(this));
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} else if (aIID == IID_ID2D1EffectImpl) {
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*aPtr = static_cast<ID2D1EffectImpl*>(this);
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} else if (aIID == IID_ID2D1DrawTransform) {
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*aPtr = static_cast<ID2D1DrawTransform*>(this);
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} else if (aIID == IID_ID2D1Transform) {
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*aPtr = static_cast<ID2D1Transform*>(this);
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} else if (aIID == IID_ID2D1TransformNode) {
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*aPtr = static_cast<ID2D1TransformNode*>(this);
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} else {
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return E_NOINTERFACE;
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}
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static_cast<IUnknown*>(*aPtr)->AddRef();
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return S_OK;
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}
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IFACEMETHODIMP
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RadialGradientEffectD2D1::MapInputRectsToOutputRect(
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const D2D1_RECT_L* pInputRects, const D2D1_RECT_L* pInputOpaqueSubRects,
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UINT32 inputRectCount, D2D1_RECT_L* pOutputRect,
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D2D1_RECT_L* pOutputOpaqueSubRect) {
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if (inputRectCount != 1) {
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return E_INVALIDARG;
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}
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*pOutputRect = *pInputRects;
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*pOutputOpaqueSubRect = *pInputOpaqueSubRects;
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return S_OK;
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}
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IFACEMETHODIMP
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RadialGradientEffectD2D1::MapOutputRectToInputRects(
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const D2D1_RECT_L* pOutputRect, D2D1_RECT_L* pInputRects,
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UINT32 inputRectCount) const {
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if (inputRectCount != 1) {
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return E_INVALIDARG;
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}
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*pInputRects = *pOutputRect;
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return S_OK;
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}
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IFACEMETHODIMP
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RadialGradientEffectD2D1::MapInvalidRect(
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UINT32 inputIndex, D2D1_RECT_L invalidInputRect,
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D2D1_RECT_L* pInvalidOutputRect) const {
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MOZ_ASSERT(inputIndex == 0);
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*pInvalidOutputRect = invalidInputRect;
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return S_OK;
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}
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IFACEMETHODIMP
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RadialGradientEffectD2D1::SetDrawInfo(ID2D1DrawInfo* pDrawInfo) {
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mDrawInfo = pDrawInfo;
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return S_OK;
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}
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HRESULT
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RadialGradientEffectD2D1::Register(ID2D1Factory1* aFactory) {
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D2D1_PROPERTY_BINDING bindings[] = {
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D2D1_VALUE_TYPE_BINDING(L"StopCollection",
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&RadialGradientEffectD2D1::SetStopCollection,
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&RadialGradientEffectD2D1::GetStopCollection),
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D2D1_VALUE_TYPE_BINDING(L"Center1", &RadialGradientEffectD2D1::SetCenter1,
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&RadialGradientEffectD2D1::GetCenter1),
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D2D1_VALUE_TYPE_BINDING(L"Center2", &RadialGradientEffectD2D1::SetCenter2,
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&RadialGradientEffectD2D1::GetCenter2),
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D2D1_VALUE_TYPE_BINDING(L"Radius1", &RadialGradientEffectD2D1::SetRadius1,
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&RadialGradientEffectD2D1::GetRadius1),
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D2D1_VALUE_TYPE_BINDING(L"Radius2", &RadialGradientEffectD2D1::SetRadius2,
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&RadialGradientEffectD2D1::GetRadius2),
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D2D1_VALUE_TYPE_BINDING(L"Transform",
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&RadialGradientEffectD2D1::SetTransform,
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&RadialGradientEffectD2D1::GetTransform)};
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HRESULT hr = aFactory->RegisterEffectFromString(
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CLSID_RadialGradientEffect, kXmlDescription, bindings,
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ARRAYSIZE(bindings), CreateEffect);
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if (FAILED(hr)) {
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gfxWarning() << "Failed to register radial gradient effect.";
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}
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return hr;
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}
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void RadialGradientEffectD2D1::Unregister(ID2D1Factory1* aFactory) {
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aFactory->UnregisterEffect(CLSID_RadialGradientEffect);
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}
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HRESULT __stdcall RadialGradientEffectD2D1::CreateEffect(
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IUnknown** aEffectImpl) {
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*aEffectImpl = static_cast<ID2D1EffectImpl*>(new RadialGradientEffectD2D1());
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(*aEffectImpl)->AddRef();
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return S_OK;
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}
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HRESULT
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RadialGradientEffectD2D1::SetStopCollection(IUnknown* aStopCollection) {
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if (SUCCEEDED(aStopCollection->QueryInterface(
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(ID2D1GradientStopCollection**)getter_AddRefs(mStopCollection)))) {
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return S_OK;
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}
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return E_INVALIDARG;
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}
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already_AddRefed<ID2D1ResourceTexture>
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RadialGradientEffectD2D1::CreateGradientTexture() {
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std::vector<D2D1_GRADIENT_STOP> rawStops;
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rawStops.resize(mStopCollection->GetGradientStopCount());
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mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size());
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std::vector<unsigned char> textureData;
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textureData.resize(4096 * 4);
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unsigned char* texData = &textureData.front();
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float prevColorPos = 0;
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float nextColorPos = 1.0f;
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D2D1_COLOR_F prevColor = rawStops[0].color;
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D2D1_COLOR_F nextColor = prevColor;
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if (rawStops.size() >= 2) {
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nextColor = rawStops[1].color;
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nextColorPos = rawStops[1].position;
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}
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uint32_t stopPosition = 2;
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// Not the most optimized way but this will do for now.
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for (int i = 0; i < 4096; i++) {
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// The 4095 seems a little counter intuitive, but we want the gradient
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// color at offset 0 at the first pixel, and at offset 1.0f at the last
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// pixel.
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float pos = float(i) / 4095;
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while (pos > nextColorPos) {
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prevColor = nextColor;
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prevColorPos = nextColorPos;
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if (rawStops.size() > stopPosition) {
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nextColor = rawStops[stopPosition].color;
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nextColorPos = rawStops[stopPosition++].position;
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} else {
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nextColorPos = 1.0f;
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}
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}
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float interp;
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if (nextColorPos != prevColorPos) {
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interp = (pos - prevColorPos) / (nextColorPos - prevColorPos);
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} else {
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interp = 0;
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}
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DeviceColor newColor(prevColor.r + (nextColor.r - prevColor.r) * interp,
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prevColor.g + (nextColor.g - prevColor.g) * interp,
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prevColor.b + (nextColor.b - prevColor.b) * interp,
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prevColor.a + (nextColor.a - prevColor.a) * interp);
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// Note D2D expects RGBA here!!
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texData[i * 4] = (char)(255.0f * newColor.r);
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texData[i * 4 + 1] = (char)(255.0f * newColor.g);
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texData[i * 4 + 2] = (char)(255.0f * newColor.b);
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texData[i * 4 + 3] = (char)(255.0f * newColor.a);
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}
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RefPtr<ID2D1ResourceTexture> tex;
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UINT32 width = 4096;
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UINT32 stride = 4096 * 4;
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D2D1_RESOURCE_TEXTURE_PROPERTIES props;
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// Older shader models do not support 1D textures. So just use a width x 1
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// texture.
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props.dimensions = 2;
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UINT32 dims[] = {width, 1};
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props.extents = dims;
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props.channelDepth = D2D1_CHANNEL_DEPTH_4;
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props.bufferPrecision = D2D1_BUFFER_PRECISION_8BPC_UNORM;
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props.filter = D2D1_FILTER_MIN_MAG_MIP_LINEAR;
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D2D1_EXTEND_MODE extendMode[] = {mStopCollection->GetExtendMode(),
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mStopCollection->GetExtendMode()};
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props.extendModes = extendMode;
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HRESULT hr = mEffectContext->CreateResourceTexture(
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nullptr, &props, &textureData.front(), &stride, 4096 * 4,
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getter_AddRefs(tex));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to create resource texture: " << hexa(hr);
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}
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return tex.forget();
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}
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} // namespace gfx
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} // namespace mozilla
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