mirror of
https://github.com/mozilla/gecko-dev.git
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278 lines
8.9 KiB
C++
278 lines
8.9 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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#include "ContainerLayerD3D10.h"
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#include "ThebesLayerD3D10.h"
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#include "ReadbackProcessor.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace layers {
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ContainerLayerD3D10::ContainerLayerD3D10(LayerManagerD3D10 *aManager)
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: ContainerLayer(aManager, nullptr)
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, LayerD3D10(aManager)
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{
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mImplData = static_cast<LayerD3D10*>(this);
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}
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ContainerLayerD3D10::~ContainerLayerD3D10()
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{
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while (mFirstChild) {
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RemoveChild(mFirstChild);
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}
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}
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Layer*
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ContainerLayerD3D10::GetLayer()
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{
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return this;
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}
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LayerD3D10*
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ContainerLayerD3D10::GetFirstChildD3D10()
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{
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if (!mFirstChild) {
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return nullptr;
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}
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return static_cast<LayerD3D10*>(mFirstChild->ImplData());
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}
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static inline LayerD3D10*
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GetNextSiblingD3D10(LayerD3D10* aLayer)
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{
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Layer* layer = aLayer->GetLayer()->GetNextSibling();
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return layer ? static_cast<LayerD3D10*>(layer->
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ImplData())
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: nullptr;
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}
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void
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ContainerLayerD3D10::RenderLayer()
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{
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float renderTargetOffset[] = { 0, 0 };
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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float opacity = GetEffectiveOpacity();
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bool useIntermediate = UseIntermediateSurface();
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nsRefPtr<ID3D10RenderTargetView> previousRTView;
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nsRefPtr<ID3D10Texture2D> renderTexture;
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nsRefPtr<ID3D10RenderTargetView> rtView;
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float previousRenderTargetOffset[2];
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nsIntSize previousViewportSize;
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gfx3DMatrix oldViewMatrix;
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if (useIntermediate) {
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device()->OMGetRenderTargets(1, getter_AddRefs(previousRTView), nullptr);
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D3D10_TEXTURE2D_DESC desc;
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memset(&desc, 0, sizeof(D3D10_TEXTURE2D_DESC));
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desc.ArraySize = 1;
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desc.MipLevels = 1;
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desc.Width = visibleRect.width;
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desc.Height = visibleRect.height;
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desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
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desc.SampleDesc.Count = 1;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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HRESULT hr;
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hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(renderTexture));
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if (FAILED(hr)) {
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LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("Failed to create new texture for ContainerLayerD3D10!"),
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hr);
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return;
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}
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hr = device()->CreateRenderTargetView(renderTexture, nullptr, getter_AddRefs(rtView));
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NS_ASSERTION(SUCCEEDED(hr), "Failed to create render target view for ContainerLayerD3D10!");
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effect()->GetVariableByName("vRenderTargetOffset")->
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GetRawValue(previousRenderTargetOffset, 0, 8);
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previousViewportSize = mD3DManager->GetViewport();
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if (mVisibleRegion.GetNumRects() != 1 || !(GetContentFlags() & CONTENT_OPAQUE)) {
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Matrix4x4 transform3D = GetEffectiveTransform();
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Matrix transform;
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// If we have an opaque ancestor layer, then we can be sure that
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// all the pixels we draw into are either opaque already or will be
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// covered by something opaque. Otherwise copying up the background is
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// not safe.
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if (mSupportsComponentAlphaChildren) {
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bool is2d = transform3D.Is2D(&transform);
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NS_ASSERTION(is2d, "Transform should be 2d when mSupportsComponentAlphaChildren.");
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// Copy background up from below. This applies any 2D transform that is
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// applied to use relative to our parent, and compensates for the offset
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// that was applied on our parent's rendering.
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D3D10_BOX srcBox;
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srcBox.left = std::max<int32_t>(visibleRect.x + int32_t(transform._31) - int32_t(previousRenderTargetOffset[0]), 0);
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srcBox.top = std::max<int32_t>(visibleRect.y + int32_t(transform._32) - int32_t(previousRenderTargetOffset[1]), 0);
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srcBox.right = std::min<int32_t>(srcBox.left + visibleRect.width, previousViewportSize.width);
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srcBox.bottom = std::min<int32_t>(srcBox.top + visibleRect.height, previousViewportSize.height);
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srcBox.back = 1;
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srcBox.front = 0;
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nsRefPtr<ID3D10Resource> srcResource;
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previousRTView->GetResource(getter_AddRefs(srcResource));
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device()->CopySubresourceRegion(renderTexture, 0,
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0, 0, 0,
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srcResource, 0,
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&srcBox);
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} else {
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float black[] = { 0, 0, 0, 0};
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device()->ClearRenderTargetView(rtView, black);
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}
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}
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ID3D10RenderTargetView *rtViewPtr = rtView;
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device()->OMSetRenderTargets(1, &rtViewPtr, nullptr);
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renderTargetOffset[0] = (float)visibleRect.x;
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renderTargetOffset[1] = (float)visibleRect.y;
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effect()->GetVariableByName("vRenderTargetOffset")->
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SetRawValue(renderTargetOffset, 0, 8);
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mD3DManager->SetViewport(nsIntSize(visibleRect.Size()));
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}
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D3D10_RECT oldD3D10Scissor;
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UINT numRects = 1;
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device()->RSGetScissorRects(&numRects, &oldD3D10Scissor);
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// Convert scissor to an nsIntRect. D3D10_RECT's are exclusive
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// on the bottom and right values.
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nsIntRect oldScissor(oldD3D10Scissor.left,
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oldD3D10Scissor.top,
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oldD3D10Scissor.right - oldD3D10Scissor.left,
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oldD3D10Scissor.bottom - oldD3D10Scissor.top);
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nsAutoTArray<Layer*, 12> children;
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SortChildrenBy3DZOrder(children);
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/*
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* Render this container's contents.
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*/
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for (uint32_t i = 0; i < children.Length(); i++) {
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LayerD3D10* layerToRender = static_cast<LayerD3D10*>(children.ElementAt(i)->ImplData());
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if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
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continue;
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}
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nsIntRect scissorRect =
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layerToRender->GetLayer()->CalculateScissorRect(oldScissor, nullptr);
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if (scissorRect.IsEmpty()) {
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continue;
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}
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D3D10_RECT d3drect;
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d3drect.left = scissorRect.x;
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d3drect.top = scissorRect.y;
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d3drect.right = scissorRect.x + scissorRect.width;
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d3drect.bottom = scissorRect.y + scissorRect.height;
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device()->RSSetScissorRects(1, &d3drect);
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layerToRender->RenderLayer();
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}
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device()->RSSetScissorRects(1, &oldD3D10Scissor);
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if (useIntermediate) {
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mD3DManager->SetViewport(previousViewportSize);
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ID3D10RenderTargetView *rtView = previousRTView;
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device()->OMSetRenderTargets(1, &rtView, nullptr);
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effect()->GetVariableByName("vRenderTargetOffset")->
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SetRawValue(previousRenderTargetOffset, 0, 8);
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SetEffectTransformAndOpacity();
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ID3D10EffectTechnique *technique;
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if (LoadMaskTexture()) {
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if (GetTransform().CanDraw2D()) {
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technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_MASK);
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} else {
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technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_MASK_3D);
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}
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} else {
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technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_NO_MASK);
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}
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effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)visibleRect.x,
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(float)visibleRect.y,
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(float)visibleRect.width,
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(float)visibleRect.height)
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);
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technique->GetPassByIndex(0)->Apply(0);
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ID3D10ShaderResourceView *view;
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device()->CreateShaderResourceView(renderTexture, nullptr, &view);
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device()->PSSetShaderResources(0, 1, &view);
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device()->Draw(4, 0);
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view->Release();
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}
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}
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void
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ContainerLayerD3D10::LayerManagerDestroyed()
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{
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while (mFirstChild) {
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GetFirstChildD3D10()->LayerManagerDestroyed();
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RemoveChild(mFirstChild);
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}
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}
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void
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ContainerLayerD3D10::Validate()
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{
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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mSupportsComponentAlphaChildren = false;
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if (UseIntermediateSurface()) {
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Matrix4x4 transform3D = GetEffectiveTransform();
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Matrix transform;
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if (mVisibleRegion.GetNumRects() == 1 && (GetContentFlags() & CONTENT_OPAQUE)) {
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// don't need a background, we're going to paint all opaque stuff
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mSupportsComponentAlphaChildren = true;
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} else {
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if (HasOpaqueAncestorLayer(this) &&
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transform3D.Is2D(&transform) && !ThebesMatrix(transform).HasNonIntegerTranslation() &&
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GetParent()->GetEffectiveVisibleRegion().GetBounds().Contains(visibleRect))
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{
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// In this case we can copy up the background. See RenderLayer.
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mSupportsComponentAlphaChildren = true;
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}
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}
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} else {
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mSupportsComponentAlphaChildren = (GetContentFlags() & CONTENT_OPAQUE) ||
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(mParent && mParent->SupportsComponentAlphaChildren());
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}
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ReadbackProcessor readback;
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readback.BuildUpdates(this);
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Layer *layer = GetFirstChild();
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while (layer) {
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if (layer->GetType() == TYPE_THEBES) {
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static_cast<ThebesLayerD3D10*>(layer)->Validate(&readback);
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} else {
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static_cast<LayerD3D10*>(layer->ImplData())->Validate();
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}
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layer = layer->GetNextSibling();
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}
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}
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} /* layers */
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} /* mozilla */
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