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https://github.com/mozilla/gecko-dev.git
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99b4d14555
The name of this function got inverted but its implementation stayed the same.
255 lines
6.4 KiB
C++
255 lines
6.4 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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#ifndef MOZILLA_GFX_HELPERSD2D_H_
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#define MOZILLA_GFX_HELPERSD2D_H_
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#include "moz-d2d1-1.h"
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#include <dwrite.h>
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#include "2D.h"
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#include "ScaledFontDWrite.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;
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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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default:
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extend = D2D1_EXTEND_MODE_CLAMP;
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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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default:
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return D2D1_BITMAP_INTERPOLATION_MODE_LINEAR;
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}
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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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default:
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return D2D1_ANTIALIAS_MODE_PER_PRIMITIVE;
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}
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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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default:
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return FORMAT_B8G8R8A8;
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}
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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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default:
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return DXGI_FORMAT_UNKNOWN;
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}
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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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default:
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return D2D1_ALPHA_MODE_PREMULTIPLIED;
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}
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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 bool IsPatternSupportedByD2D(const Pattern &aPattern)
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{
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if (aPattern.GetType() != PATTERN_RADIAL_GRADIENT) {
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return true;
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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 false;
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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 false;
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}
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return true;
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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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static inline DWRITE_MATRIX
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DWriteMatrixFromMatrix(Matrix &aMatrix)
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{
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DWRITE_MATRIX mat;
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mat.m11 = aMatrix._11;
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mat.m12 = aMatrix._12;
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mat.m21 = aMatrix._21;
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mat.m22 = aMatrix._22;
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mat.dx = aMatrix._31;
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mat.dy = aMatrix._32;
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return mat;
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}
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class AutoDWriteGlyphRun : public DWRITE_GLYPH_RUN
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{
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static const unsigned kNumAutoGlyphs = 256;
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public:
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AutoDWriteGlyphRun() {
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glyphCount = 0;
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}
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~AutoDWriteGlyphRun() {
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if (glyphCount > kNumAutoGlyphs) {
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delete[] glyphIndices;
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delete[] glyphAdvances;
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delete[] glyphOffsets;
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}
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}
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void allocate(unsigned aNumGlyphs) {
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glyphCount = aNumGlyphs;
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if (aNumGlyphs <= kNumAutoGlyphs) {
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glyphIndices = &mAutoIndices[0];
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glyphAdvances = &mAutoAdvances[0];
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glyphOffsets = &mAutoOffsets[0];
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} else {
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glyphIndices = new UINT16[aNumGlyphs];
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glyphAdvances = new FLOAT[aNumGlyphs];
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glyphOffsets = new DWRITE_GLYPH_OFFSET[aNumGlyphs];
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}
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}
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private:
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DWRITE_GLYPH_OFFSET mAutoOffsets[kNumAutoGlyphs];
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FLOAT mAutoAdvances[kNumAutoGlyphs];
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UINT16 mAutoIndices[kNumAutoGlyphs];
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};
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static inline void
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DWriteGlyphRunFromGlyphs(const GlyphBuffer &aGlyphs, ScaledFontDWrite *aFont, AutoDWriteGlyphRun *run)
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{
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run->allocate(aGlyphs.mNumGlyphs);
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FLOAT *advances = const_cast<FLOAT*>(run->glyphAdvances);
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UINT16 *indices = const_cast<UINT16*>(run->glyphIndices);
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DWRITE_GLYPH_OFFSET *offsets = const_cast<DWRITE_GLYPH_OFFSET*>(run->glyphOffsets);
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memset(advances, 0, sizeof(FLOAT) * aGlyphs.mNumGlyphs);
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for (unsigned int i = 0; i < aGlyphs.mNumGlyphs; i++) {
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indices[i] = aGlyphs.mGlyphs[i].mIndex;
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offsets[i].advanceOffset = aGlyphs.mGlyphs[i].mPosition.x;
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offsets[i].ascenderOffset = -aGlyphs.mGlyphs[i].mPosition.y;
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}
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run->bidiLevel = 0;
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run->fontFace = aFont->mFontFace;
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run->fontEmSize = aFont->GetSize();
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run->glyphCount = aGlyphs.mNumGlyphs;
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run->isSideways = FALSE;
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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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