gecko-dev/gfx/2d/DrawTargetD2D.h

281 lines
11 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/. */
#ifndef MOZILLA_GFX_DRAWTARGETD2D_H_
#define MOZILLA_GFX_DRAWTARGETD2D_H_
#include "2D.h"
#include "PathD2D.h"
#include <d3d10_1.h>
#include "HelpersD2D.h"
#include <vector>
#include <sstream>
#ifdef _MSC_VER
#include <hash_set>
#else
#include <unordered_set>
#endif
struct IDWriteFactory;
namespace mozilla {
namespace gfx {
class SourceSurfaceD2DTarget;
class SourceSurfaceD2D;
class GradientStopsD2D;
class ScaledFontDWrite;
const int32_t kLayerCacheSize = 5;
struct PrivateD3D10DataD2D
{
RefPtr<ID3D10Effect> mEffect;
RefPtr<ID3D10InputLayout> mInputLayout;
RefPtr<ID3D10Buffer> mVB;
RefPtr<ID3D10BlendState> mBlendStates[OP_COUNT];
};
class DrawTargetD2D : public DrawTarget
{
public:
DrawTargetD2D();
virtual ~DrawTargetD2D();
virtual BackendType GetType() const { return BACKEND_DIRECT2D; }
virtual TemporaryRef<SourceSurface> Snapshot();
virtual IntSize GetSize() { return mSize; }
virtual void Flush();
virtual void DrawSurface(SourceSurface *aSurface,
const Rect &aDest,
const Rect &aSource,
const DrawSurfaceOptions &aSurfOptions = DrawSurfaceOptions(),
const DrawOptions &aOptions = DrawOptions());
virtual void DrawSurfaceWithShadow(SourceSurface *aSurface,
const Point &aDest,
const Color &aColor,
const Point &aOffset,
Float aSigma,
CompositionOp aOperator);
virtual void ClearRect(const Rect &aRect);
virtual void CopySurface(SourceSurface *aSurface,
const IntRect &aSourceRect,
const IntPoint &aDestination);
virtual void FillRect(const Rect &aRect,
const Pattern &aPattern,
const DrawOptions &aOptions = DrawOptions());
virtual void StrokeRect(const Rect &aRect,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions = StrokeOptions(),
const DrawOptions &aOptions = DrawOptions());
virtual void StrokeLine(const Point &aStart,
const Point &aEnd,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions = StrokeOptions(),
const DrawOptions &aOptions = DrawOptions());
virtual void Stroke(const Path *aPath,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions = StrokeOptions(),
const DrawOptions &aOptions = DrawOptions());
virtual void Fill(const Path *aPath,
const Pattern &aPattern,
const DrawOptions &aOptions = DrawOptions());
virtual void FillGlyphs(ScaledFont *aFont,
const GlyphBuffer &aBuffer,
const Pattern &aPattern,
const DrawOptions &aOptions = DrawOptions(),
const GlyphRenderingOptions *aRenderingOptions = nullptr);
virtual void Mask(const Pattern &aSource,
const Pattern &aMask,
const DrawOptions &aOptions = DrawOptions());
virtual void PushClip(const Path *aPath);
virtual void PushClipRect(const Rect &aRect);
virtual void PopClip();
virtual TemporaryRef<SourceSurface> CreateSourceSurfaceFromData(unsigned char *aData,
const IntSize &aSize,
int32_t aStride,
SurfaceFormat aFormat) const;
virtual TemporaryRef<SourceSurface> OptimizeSourceSurface(SourceSurface *aSurface) const;
virtual TemporaryRef<SourceSurface>
CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const;
virtual TemporaryRef<DrawTarget>
CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const;
virtual TemporaryRef<PathBuilder> CreatePathBuilder(FillRule aFillRule = FILL_WINDING) const;
virtual TemporaryRef<GradientStops>
CreateGradientStops(GradientStop *aStops,
uint32_t aNumStops,
ExtendMode aExtendMode = EXTEND_CLAMP) const;
virtual void *GetNativeSurface(NativeSurfaceType aType);
bool Init(const IntSize &aSize, SurfaceFormat aFormat);
bool Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
bool InitD3D10Data();
uint32_t GetByteSize() const;
TemporaryRef<ID2D1Layer> GetCachedLayer();
void PopCachedLayer(ID2D1RenderTarget *aRT);
static ID2D1Factory *factory();
static TemporaryRef<ID2D1StrokeStyle> CreateStrokeStyleForOptions(const StrokeOptions &aStrokeOptions);
static IDWriteFactory *GetDWriteFactory();
operator std::string() const {
std::stringstream stream;
stream << "DrawTargetD2D(" << this << ")";
return stream.str();
}
static uint64_t mVRAMUsageDT;
static uint64_t mVRAMUsageSS;
private:
friend class AutoSaveRestoreClippedOut;
friend class SourceSurfaceD2DTarget;
#ifdef _MSC_VER
typedef stdext::hash_set<DrawTargetD2D*> TargetSet;
#else
typedef std::unordered_set<DrawTargetD2D*> TargetSet;
#endif
bool InitD2DRenderTarget();
void PrepareForDrawing(ID2D1RenderTarget *aRT);
// This function will mark the surface as changing, and make sure any
// copy-on-write snapshots are notified.
void MarkChanged();
void FlushTransformToRT() {
if (mTransformDirty) {
mRT->SetTransform(D2DMatrix(mTransform));
mTransformDirty = false;
}
}
void AddDependencyOnSource(SourceSurfaceD2DTarget* aSource);
ID3D10BlendState *GetBlendStateForOperator(CompositionOp aOperator);
ID2D1RenderTarget *GetRTForOperation(CompositionOp aOperator, const Pattern &aPattern);
void FinalizeRTForOperation(CompositionOp aOperator, const Pattern &aPattern, const Rect &aBounds); void EnsureViews();
void PopAllClips();
void PushClipsToRT(ID2D1RenderTarget *aRT);
void PopClipsFromRT(ID2D1RenderTarget *aRT);
// This function ensures mCurrentClipMaskTexture contains a texture containing
// a mask corresponding with the current DrawTarget clip. See
// GetClippedGeometry for a description of aClipBounds.
void EnsureClipMaskTexture(IntRect *aClipBounds);
bool FillGlyphsManual(ScaledFontDWrite *aFont,
const GlyphBuffer &aBuffer,
const Color &aColor,
IDWriteRenderingParams *aParams,
const DrawOptions &aOptions = DrawOptions());
TemporaryRef<ID2D1RenderTarget> CreateRTForTexture(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
TemporaryRef<ID2D1Geometry> ConvertRectToGeometry(const D2D1_RECT_F& aRect);
TemporaryRef<ID2D1Geometry> GetTransformedGeometry(ID2D1Geometry *aGeometry, const D2D1_MATRIX_3X2_F &aTransform);
TemporaryRef<ID2D1Geometry> Intersect(ID2D1Geometry *aGeometryA, ID2D1Geometry *aGeometryB);
// This returns the clipped geometry, in addition it returns aClipBounds which
// represents the intersection of all pixel-aligned rectangular clips that
// are currently set. The returned clipped geometry must be clipped by these
// bounds to correctly reflect the total clip. This is in device space.
TemporaryRef<ID2D1Geometry> GetClippedGeometry(IntRect *aClipBounds);
TemporaryRef<ID2D1Brush> CreateBrushForPattern(const Pattern &aPattern, Float aAlpha = 1.0f);
TemporaryRef<ID3D10Texture2D> CreateGradientTexture(const GradientStopsD2D *aStops);
TemporaryRef<ID3D10Texture2D> CreateTextureForAnalysis(IDWriteGlyphRunAnalysis *aAnalysis, const IntRect &aBounds);
// This creates a (partially) uploaded bitmap for a DataSourceSurface. It
// uploads the minimum requirement and possibly downscales. It adjusts the
// input Matrix to compensate.
TemporaryRef<ID2D1Bitmap> CreatePartialBitmapForSurface(DataSourceSurface *aSurface, Matrix &aMatrix,
ExtendMode aExtendMode);
void SetupEffectForRadialGradient(const RadialGradientPattern *aPattern);
void SetupStateForRendering();
// Set the scissor rect to a certain IntRects, resets the scissor rect to
// surface bounds when NULL is specified.
void SetScissorToRect(IntRect *aRect);
void PushD2DLayer(ID2D1RenderTarget *aRT, ID2D1Geometry *aGeometry, ID2D1Layer *aLayer, const D2D1_MATRIX_3X2_F &aTransform);
static const uint32_t test = 4;
IntSize mSize;
RefPtr<ID3D10Device1> mDevice;
RefPtr<ID3D10Texture2D> mTexture;
RefPtr<ID3D10Texture2D> mCurrentClipMaskTexture;
RefPtr<ID2D1Geometry> mCurrentClippedGeometry;
// This is only valid if mCurrentClippedGeometry is non-null. And will
// only be the intersection of all pixel-aligned retangular clips. This is in
// device space.
IntRect mCurrentClipBounds;
mutable RefPtr<ID2D1RenderTarget> mRT;
// We store this to prevent excessive SetTextRenderingParams calls.
RefPtr<IDWriteRenderingParams> mTextRenderingParams;
// Temporary texture and render target used for supporting alternative operators.
RefPtr<ID3D10Texture2D> mTempTexture;
RefPtr<ID3D10RenderTargetView> mRTView;
RefPtr<ID3D10ShaderResourceView> mSRView;
RefPtr<ID2D1RenderTarget> mTempRT;
RefPtr<ID3D10RenderTargetView> mTempRTView;
// List of pushed clips.
struct PushedClip
{
RefPtr<ID2D1Layer> mLayer;
D2D1_RECT_F mBounds;
union {
// If mPath is non-NULL, the mTransform member will be used, otherwise
// the mIsPixelAligned member is valid.
D2D1_MATRIX_3X2_F mTransform;
bool mIsPixelAligned;
};
RefPtr<PathD2D> mPath;
};
std::vector<PushedClip> mPushedClips;
// We cache ID2D1Layer objects as it causes D2D to keep around textures that
// serve as the temporary surfaces for these operations. As texture creation
// is quite expensive this considerably improved performance.
// Careful here, RAII will not ensure destruction of the RefPtrs.
RefPtr<ID2D1Layer> mCachedLayers[kLayerCacheSize];
uint32_t mCurrentCachedLayer;
// The latest snapshot of this surface. This needs to be told when this
// target is modified. We keep it alive as a cache.
RefPtr<SourceSurfaceD2DTarget> mSnapshot;
// A list of targets we need to flush when we're modified.
TargetSet mDependentTargets;
// A list of targets which have this object in their mDependentTargets set
TargetSet mDependingOnTargets;
// True of the current clip stack is pushed to the main RT.
bool mClipsArePushed;
PrivateD3D10DataD2D *mPrivateData;
static ID2D1Factory *mFactory;
static IDWriteFactory *mDWriteFactory;
};
}
}
#endif /* MOZILLA_GFX_DRAWTARGETD2D_H_ */