gecko-dev/gfx/2d/RadialGradientEffectD2D1.cpp
Nathan Froyd 01583602a9 Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat
The bulk of this commit was generated with a script, executed at the top
level of a typical source code checkout.  The only non-machine-generated
part was modifying MFBT's moz.build to reflect the new naming.

CLOSED TREE makes big refactorings like this a piece of cake.

 # The main substitution.
find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \
    xargs perl -p -i -e '
 s/nsRefPtr\.h/RefPtr\.h/g; # handle includes
 s/nsRefPtr ?</RefPtr</g;   # handle declarations and variables
'

 # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h.
perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h

 # Handle nsRefPtr.h itself, a couple places that define constructors
 # from nsRefPtr, and code generators specially.  We do this here, rather
 # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename
 # things like nsRefPtrHashtable.
perl -p -i -e 's/nsRefPtr/RefPtr/g' \
     mfbt/nsRefPtr.h \
     xpcom/glue/nsCOMPtr.h \
     xpcom/base/OwningNonNull.h \
     ipc/ipdl/ipdl/lower.py \
     ipc/ipdl/ipdl/builtin.py \
     dom/bindings/Codegen.py \
     python/lldbutils/lldbutils/utils.py

 # In our indiscriminate substitution above, we renamed
 # nsRefPtrGetterAddRefs, the class behind getter_AddRefs.  Fix that up.
find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \
    xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g'

if [ -d .git ]; then
    git mv mfbt/nsRefPtr.h mfbt/RefPtr.h
else
    hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h
fi

--HG--
rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 01:24:48 -04:00

399 lines
12 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/. */
#include "RadialGradientEffectD2D1.h"
#include "Logging.h"
#include "ShadersD2D1.h"
#include "HelpersD2D.h"
#include <vector>
#define TEXTW(x) L##x
#define XML(X) TEXTW(#X) // This macro creates a single string from multiple lines of text.
static const PCWSTR kXmlDescription =
XML(
<?xml version='1.0'?>
<Effect>
<!-- System Properties -->
<Property name='DisplayName' type='string' value='RadialGradientEffect'/>
<Property name='Author' type='string' value='Mozilla'/>
<Property name='Category' type='string' value='Pattern effects'/>
<Property name='Description' type='string' value='This effect is used to render radial gradients in a manner compliant with the 2D Canvas specification.'/>
<Inputs>
<Input name='Geometry'/>
</Inputs>
<Property name='StopCollection' type='iunknown'>
<Property name='DisplayName' type='string' value='Gradient stop collection'/>
</Property>
<Property name='Center1' type='vector2'>
<Property name='DisplayName' type='string' value='Inner circle center'/>
</Property>
<Property name='Center2' type='vector2'>
<Property name='DisplayName' type='string' value='Outer circle center'/>
</Property>
<Property name='Radius1' type='float'>
<Property name='DisplayName' type='string' value='Inner circle radius'/>
</Property>
<Property name='Radius2' type='float'>
<Property name='DisplayName' type='string' value='Outer circle radius'/>
</Property>
<Property name='Transform' type='matrix3x2'>
<Property name='DisplayName' type='string' value='Transform applied to the pattern'/>
</Property>
</Effect>
);
// {FB947CDA-718E-40CC-AE7B-D255830D7D14}
static const GUID GUID_SampleRadialGradientPS =
{0xfb947cda, 0x718e, 0x40cc, {0xae, 0x7b, 0xd2, 0x55, 0x83, 0xd, 0x7d, 0x14}};
// {2C468128-6546-453C-8E25-F2DF0DE10A0F}
static const GUID GUID_SampleRadialGradientA0PS =
{0x2c468128, 0x6546, 0x453c, {0x8e, 0x25, 0xf2, 0xdf, 0xd, 0xe1, 0xa, 0xf}};
namespace mozilla {
namespace gfx {
RadialGradientEffectD2D1::RadialGradientEffectD2D1()
: mRefCount(0)
, mCenter1(D2D1::Vector2F(0, 0))
, mCenter2(D2D1::Vector2F(0, 0))
, mRadius1(0)
, mRadius2(0)
, mTransform(D2D1::IdentityMatrix())
{
}
IFACEMETHODIMP
RadialGradientEffectD2D1::Initialize(ID2D1EffectContext* pContextInternal, ID2D1TransformGraph* pTransformGraph)
{
HRESULT hr;
hr = pContextInternal->LoadPixelShader(GUID_SampleRadialGradientPS, SampleRadialGradientPS, sizeof(SampleRadialGradientPS));
if (FAILED(hr)) {
return hr;
}
hr = pContextInternal->LoadPixelShader(GUID_SampleRadialGradientA0PS, SampleRadialGradientA0PS, sizeof(SampleRadialGradientA0PS));
if (FAILED(hr)) {
return hr;
}
hr = pTransformGraph->SetSingleTransformNode(this);
if (FAILED(hr)) {
return hr;
}
mEffectContext = pContextInternal;
return S_OK;
}
IFACEMETHODIMP
RadialGradientEffectD2D1::PrepareForRender(D2D1_CHANGE_TYPE changeType)
{
if (changeType == D2D1_CHANGE_TYPE_NONE) {
return S_OK;
}
// We'll need to inverse transform our pixel, precompute inverse here.
Matrix mat = ToMatrix(mTransform);
if (!mat.Invert()) {
// Singular
return S_OK;
}
if (!mStopCollection) {
return S_OK;
}
D2D1_POINT_2F dc = D2D1::Point2F(mCenter2.x - mCenter1.x, mCenter2.y - mCenter1.y);
float dr = mRadius2 - mRadius1;
float A = dc.x * dc.x + dc.y * dc.y - dr * dr;
HRESULT hr;
if (A == 0) {
hr = mDrawInfo->SetPixelShader(GUID_SampleRadialGradientA0PS);
} else {
hr = mDrawInfo->SetPixelShader(GUID_SampleRadialGradientPS);
}
if (FAILED(hr)) {
return hr;
}
RefPtr<ID2D1ResourceTexture> tex = CreateGradientTexture();
hr = mDrawInfo->SetResourceTexture(1, tex);
if (FAILED(hr)) {
return hr;
}
struct PSConstantBuffer
{
float diff[3];
float padding;
float center1[2];
float A;
float radius1;
float sq_radius1;
float repeat_correct;
float allow_odd;
float padding2[1];
float transform[8];
};
PSConstantBuffer buffer = { { dc.x, dc.y, dr }, 0,
{ mCenter1.x, mCenter1.y },
A, mRadius1, mRadius1 * mRadius1,
mStopCollection->GetExtendMode() != D2D1_EXTEND_MODE_CLAMP ? 1 : 0,
mStopCollection->GetExtendMode() == D2D1_EXTEND_MODE_MIRROR ? 1 : 0,
{ 0 }, { mat._11, mat._21, mat._31, 0,
mat._12, mat._22, mat._32, 0 } };
hr = mDrawInfo->SetPixelShaderConstantBuffer((BYTE*)&buffer, sizeof(buffer));
if (FAILED(hr)) {
return hr;
}
return S_OK;
}
IFACEMETHODIMP
RadialGradientEffectD2D1::SetGraph(ID2D1TransformGraph* pGraph)
{
return pGraph->SetSingleTransformNode(this);
}
IFACEMETHODIMP_(ULONG)
RadialGradientEffectD2D1::AddRef()
{
return ++mRefCount;
}
IFACEMETHODIMP_(ULONG)
RadialGradientEffectD2D1::Release()
{
if (!--mRefCount) {
delete this;
return 0;
}
return mRefCount;
}
IFACEMETHODIMP
RadialGradientEffectD2D1::QueryInterface(const IID &aIID, void **aPtr)
{
if (!aPtr) {
return E_POINTER;
}
if (aIID == IID_IUnknown) {
*aPtr = static_cast<IUnknown*>(static_cast<ID2D1EffectImpl*>(this));
} else if (aIID == IID_ID2D1EffectImpl) {
*aPtr = static_cast<ID2D1EffectImpl*>(this);
} else if (aIID == IID_ID2D1DrawTransform) {
*aPtr = static_cast<ID2D1DrawTransform*>(this);
} else if (aIID == IID_ID2D1Transform) {
*aPtr = static_cast<ID2D1Transform*>(this);
} else if (aIID == IID_ID2D1TransformNode) {
*aPtr = static_cast<ID2D1TransformNode*>(this);
} else {
return E_NOINTERFACE;
}
static_cast<IUnknown*>(*aPtr)->AddRef();
return S_OK;
}
IFACEMETHODIMP
RadialGradientEffectD2D1::MapInputRectsToOutputRect(const D2D1_RECT_L* pInputRects,
const D2D1_RECT_L* pInputOpaqueSubRects,
UINT32 inputRectCount,
D2D1_RECT_L* pOutputRect,
D2D1_RECT_L* pOutputOpaqueSubRect)
{
if (inputRectCount != 1) {
return E_INVALIDARG;
}
*pOutputRect = *pInputRects;
*pOutputOpaqueSubRect = *pInputOpaqueSubRects;
return S_OK;
}
IFACEMETHODIMP
RadialGradientEffectD2D1::MapOutputRectToInputRects(const D2D1_RECT_L* pOutputRect,
D2D1_RECT_L* pInputRects,
UINT32 inputRectCount) const
{
if (inputRectCount != 1) {
return E_INVALIDARG;
}
*pInputRects = *pOutputRect;
return S_OK;
}
IFACEMETHODIMP
RadialGradientEffectD2D1::MapInvalidRect(UINT32 inputIndex,
D2D1_RECT_L invalidInputRect,
D2D1_RECT_L* pInvalidOutputRect) const
{
MOZ_ASSERT(inputIndex == 0);
*pInvalidOutputRect = invalidInputRect;
return S_OK;
}
IFACEMETHODIMP
RadialGradientEffectD2D1::SetDrawInfo(ID2D1DrawInfo *pDrawInfo)
{
mDrawInfo = pDrawInfo;
return S_OK;
}
HRESULT
RadialGradientEffectD2D1::Register(ID2D1Factory1 *aFactory)
{
D2D1_PROPERTY_BINDING bindings[] = {
D2D1_VALUE_TYPE_BINDING(L"StopCollection", &RadialGradientEffectD2D1::SetStopCollection,
&RadialGradientEffectD2D1::GetStopCollection),
D2D1_VALUE_TYPE_BINDING(L"Center1", &RadialGradientEffectD2D1::SetCenter1, &RadialGradientEffectD2D1::GetCenter1),
D2D1_VALUE_TYPE_BINDING(L"Center2", &RadialGradientEffectD2D1::SetCenter2, &RadialGradientEffectD2D1::GetCenter2),
D2D1_VALUE_TYPE_BINDING(L"Radius1", &RadialGradientEffectD2D1::SetRadius1, &RadialGradientEffectD2D1::GetRadius1),
D2D1_VALUE_TYPE_BINDING(L"Radius2", &RadialGradientEffectD2D1::SetRadius2, &RadialGradientEffectD2D1::GetRadius2),
D2D1_VALUE_TYPE_BINDING(L"Transform", &RadialGradientEffectD2D1::SetTransform, &RadialGradientEffectD2D1::GetTransform)
};
HRESULT hr = aFactory->RegisterEffectFromString(CLSID_RadialGradientEffect, kXmlDescription, bindings, ARRAYSIZE(bindings), CreateEffect);
if (FAILED(hr)) {
gfxWarning() << "Failed to register radial gradient effect.";
}
return hr;
}
void
RadialGradientEffectD2D1::Unregister(ID2D1Factory1 *aFactory)
{
aFactory->UnregisterEffect(CLSID_RadialGradientEffect);
}
HRESULT __stdcall
RadialGradientEffectD2D1::CreateEffect(IUnknown **aEffectImpl)
{
*aEffectImpl = static_cast<ID2D1EffectImpl*>(new RadialGradientEffectD2D1());
(*aEffectImpl)->AddRef();
return S_OK;
}
HRESULT
RadialGradientEffectD2D1::SetStopCollection(IUnknown *aStopCollection)
{
if (SUCCEEDED(aStopCollection->QueryInterface((ID2D1GradientStopCollection**)getter_AddRefs(mStopCollection)))) {
return S_OK;
}
return E_INVALIDARG;
}
already_AddRefed<ID2D1ResourceTexture>
RadialGradientEffectD2D1::CreateGradientTexture()
{
std::vector<D2D1_GRADIENT_STOP> rawStops;
rawStops.resize(mStopCollection->GetGradientStopCount());
mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size());
std::vector<unsigned char> textureData;
textureData.resize(4096 * 4);
unsigned char *texData = &textureData.front();
float prevColorPos = 0;
float nextColorPos = 1.0f;
D2D1_COLOR_F prevColor = rawStops[0].color;
D2D1_COLOR_F nextColor = prevColor;
if (rawStops.size() >= 2) {
nextColor = rawStops[1].color;
nextColorPos = rawStops[1].position;
}
uint32_t stopPosition = 2;
// Not the most optimized way but this will do for now.
for (int i = 0; i < 4096; i++) {
// The 4095 seems a little counter intuitive, but we want the gradient
// color at offset 0 at the first pixel, and at offset 1.0f at the last
// pixel.
float pos = float(i) / 4095;
while (pos > nextColorPos) {
prevColor = nextColor;
prevColorPos = nextColorPos;
if (rawStops.size() > stopPosition) {
nextColor = rawStops[stopPosition].color;
nextColorPos = rawStops[stopPosition++].position;
} else {
nextColorPos = 1.0f;
}
}
float interp;
if (nextColorPos != prevColorPos) {
interp = (pos - prevColorPos) / (nextColorPos - prevColorPos);
} else {
interp = 0;
}
Color newColor(prevColor.r + (nextColor.r - prevColor.r) * interp,
prevColor.g + (nextColor.g - prevColor.g) * interp,
prevColor.b + (nextColor.b - prevColor.b) * interp,
prevColor.a + (nextColor.a - prevColor.a) * interp);
// Note D2D expects RGBA here!!
texData[i * 4] = (char)(255.0f * newColor.r);
texData[i * 4 + 1] = (char)(255.0f * newColor.g);
texData[i * 4 + 2] = (char)(255.0f * newColor.b);
texData[i * 4 + 3] = (char)(255.0f * newColor.a);
}
RefPtr<ID2D1ResourceTexture> tex;
UINT32 width = 4096;
UINT32 stride = 4096 * 4;
D2D1_RESOURCE_TEXTURE_PROPERTIES props;
// Older shader models do not support 1D textures. So just use a width x 1 texture.
props.dimensions = 2;
UINT32 dims[] = { width, 1 };
props.extents = dims;
props.channelDepth = D2D1_CHANNEL_DEPTH_4;
props.bufferPrecision = D2D1_BUFFER_PRECISION_8BPC_UNORM;
props.filter = D2D1_FILTER_MIN_MAG_MIP_LINEAR;
D2D1_EXTEND_MODE extendMode[] = { mStopCollection->GetExtendMode(), mStopCollection->GetExtendMode() };
props.extendModes = extendMode;
HRESULT hr = mEffectContext->CreateResourceTexture(nullptr, &props, &textureData.front(), &stride, 4096 * 4, getter_AddRefs(tex));
if (FAILED(hr)) {
gfxWarning() << "Failed to create resource texture: " << hexa(hr);
}
return tex.forget();
}
}
}