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f58f8f8040
DrawTargets that support region clipping are able to clip to regions effectively. Other DrawTargets go through expensive complex clip paths. When invalidating regions we have code that draws in multiple steps when using Direct2D to avoid this expense, we should base the decision to do this simply on whether the DrawTarget supports fast region clipping.
297 lines
11 KiB
C++
297 lines
11 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_DRAWTARGETD2D_H_
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#define MOZILLA_GFX_DRAWTARGETD2D_H_
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#include "2D.h"
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#include "PathD2D.h"
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#include <d3d10_1.h>
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#include "HelpersD2D.h"
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#include <vector>
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#include <sstream>
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#ifdef _MSC_VER
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#include <hash_set>
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#else
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#include <unordered_set>
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#endif
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struct IDWriteFactory;
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namespace mozilla {
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namespace gfx {
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class SourceSurfaceD2DTarget;
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class SourceSurfaceD2D;
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class GradientStopsD2D;
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class ScaledFontDWrite;
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const int32_t kLayerCacheSize = 5;
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struct PrivateD3D10DataD2D
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{
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RefPtr<ID3D10Effect> mEffect;
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RefPtr<ID3D10InputLayout> mInputLayout;
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RefPtr<ID3D10Buffer> mVB;
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RefPtr<ID3D10BlendState> mBlendStates[size_t(CompositionOp::OP_COUNT)];
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};
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class DrawTargetD2D : public DrawTarget
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{
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public:
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MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(DrawTargetD2D)
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DrawTargetD2D();
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virtual ~DrawTargetD2D();
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virtual DrawTargetType GetType() const MOZ_OVERRIDE { return DrawTargetType::HARDWARE_RASTER; }
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virtual BackendType GetBackendType() const { return BackendType::DIRECT2D; }
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virtual TemporaryRef<SourceSurface> Snapshot();
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virtual IntSize GetSize() { return mSize; }
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virtual void Flush();
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virtual void DrawSurface(SourceSurface *aSurface,
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const Rect &aDest,
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const Rect &aSource,
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const DrawSurfaceOptions &aSurfOptions = DrawSurfaceOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void DrawFilter(FilterNode *aNode,
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const Rect &aSourceRect,
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const Point &aDestPoint,
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const DrawOptions &aOptions = DrawOptions());
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virtual void DrawSurfaceWithShadow(SourceSurface *aSurface,
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const Point &aDest,
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const Color &aColor,
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const Point &aOffset,
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Float aSigma,
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CompositionOp aOperator);
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virtual void ClearRect(const Rect &aRect);
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virtual void MaskSurface(const Pattern &aSource,
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SourceSurface *aMask,
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Point aOffset,
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const DrawOptions &aOptions = DrawOptions());
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virtual void CopySurface(SourceSurface *aSurface,
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const IntRect &aSourceRect,
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const IntPoint &aDestination);
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virtual void FillRect(const Rect &aRect,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions());
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virtual void StrokeRect(const Rect &aRect,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void StrokeLine(const Point &aStart,
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const Point &aEnd,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void Stroke(const Path *aPath,
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const Pattern &aPattern,
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const StrokeOptions &aStrokeOptions = StrokeOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void Fill(const Path *aPath,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions());
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virtual void FillGlyphs(ScaledFont *aFont,
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const GlyphBuffer &aBuffer,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions(),
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const GlyphRenderingOptions *aRenderingOptions = nullptr);
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virtual void Mask(const Pattern &aSource,
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const Pattern &aMask,
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const DrawOptions &aOptions = DrawOptions());
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virtual void PushClip(const Path *aPath);
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virtual void PushClipRect(const Rect &aRect);
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virtual void PopClip();
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virtual TemporaryRef<SourceSurface> CreateSourceSurfaceFromData(unsigned char *aData,
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const IntSize &aSize,
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int32_t aStride,
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SurfaceFormat aFormat) const;
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virtual TemporaryRef<SourceSurface> OptimizeSourceSurface(SourceSurface *aSurface) const;
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virtual TemporaryRef<SourceSurface>
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CreateSourceSurfaceFromNativeSurface(const NativeSurface &aSurface) const;
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virtual TemporaryRef<DrawTarget>
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CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const;
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virtual TemporaryRef<PathBuilder> CreatePathBuilder(FillRule aFillRule = FillRule::FILL_WINDING) const;
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virtual TemporaryRef<GradientStops>
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CreateGradientStops(GradientStop *aStops,
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uint32_t aNumStops,
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ExtendMode aExtendMode = ExtendMode::CLAMP) const;
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virtual TemporaryRef<FilterNode> CreateFilter(FilterType aType);
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virtual bool SupportsRegionClipping() const { return false; }
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virtual void *GetNativeSurface(NativeSurfaceType aType);
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bool Init(const IntSize &aSize, SurfaceFormat aFormat);
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bool Init(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
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bool InitD3D10Data();
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uint32_t GetByteSize() const;
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TemporaryRef<ID2D1Layer> GetCachedLayer();
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void PopCachedLayer(ID2D1RenderTarget *aRT);
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#ifdef USE_D2D1_1
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TemporaryRef<ID2D1Image> GetImageForSurface(SourceSurface *aSurface);
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#endif
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static ID2D1Factory *factory();
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static void CleanupD2D();
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static IDWriteFactory *GetDWriteFactory();
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ID2D1RenderTarget *GetRT() { return mRT; }
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operator std::string() const {
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std::stringstream stream;
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stream << "DrawTargetD2D(" << this << ")";
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return stream.str();
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}
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static uint64_t mVRAMUsageDT;
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static uint64_t mVRAMUsageSS;
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private:
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TemporaryRef<ID2D1Bitmap>
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GetBitmapForSurface(SourceSurface *aSurface,
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Rect &aSource);
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friend class AutoSaveRestoreClippedOut;
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friend class SourceSurfaceD2DTarget;
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#ifdef _MSC_VER
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typedef stdext::hash_set<DrawTargetD2D*> TargetSet;
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#else
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typedef std::unordered_set<DrawTargetD2D*> TargetSet;
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#endif
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bool InitD2DRenderTarget();
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void PrepareForDrawing(ID2D1RenderTarget *aRT);
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// This function will mark the surface as changing, and make sure any
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// copy-on-write snapshots are notified.
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void MarkChanged();
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void FlushTransformToRT() {
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if (mTransformDirty) {
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mRT->SetTransform(D2DMatrix(mTransform));
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mTransformDirty = false;
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}
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}
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void AddDependencyOnSource(SourceSurfaceD2DTarget* aSource);
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ID3D10BlendState *GetBlendStateForOperator(CompositionOp aOperator);
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ID2D1RenderTarget *GetRTForOperation(CompositionOp aOperator, const Pattern &aPattern);
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void FinalizeRTForOperation(CompositionOp aOperator, const Pattern &aPattern, const Rect &aBounds); void EnsureViews();
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void PopAllClips();
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void PushClipsToRT(ID2D1RenderTarget *aRT);
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void PopClipsFromRT(ID2D1RenderTarget *aRT);
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// This function ensures mCurrentClipMaskTexture contains a texture containing
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// a mask corresponding with the current DrawTarget clip. See
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// GetClippedGeometry for a description of aClipBounds.
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void EnsureClipMaskTexture(IntRect *aClipBounds);
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bool FillGlyphsManual(ScaledFontDWrite *aFont,
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const GlyphBuffer &aBuffer,
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const Color &aColor,
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IDWriteRenderingParams *aParams,
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const DrawOptions &aOptions = DrawOptions());
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TemporaryRef<ID2D1RenderTarget> CreateRTForTexture(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
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// This returns the clipped geometry, in addition it returns aClipBounds which
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// represents the intersection of all pixel-aligned rectangular clips that
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// are currently set. The returned clipped geometry must be clipped by these
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// bounds to correctly reflect the total clip. This is in device space.
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TemporaryRef<ID2D1Geometry> GetClippedGeometry(IntRect *aClipBounds);
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bool GetDeviceSpaceClipRect(D2D1_RECT_F& aClipRect, bool& aIsPixelAligned);
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TemporaryRef<ID2D1Brush> CreateBrushForPattern(const Pattern &aPattern, Float aAlpha = 1.0f);
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TemporaryRef<ID3D10Texture2D> CreateGradientTexture(const GradientStopsD2D *aStops);
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TemporaryRef<ID3D10Texture2D> CreateTextureForAnalysis(IDWriteGlyphRunAnalysis *aAnalysis, const IntRect &aBounds);
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void SetupEffectForRadialGradient(const RadialGradientPattern *aPattern);
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void SetupStateForRendering();
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// Set the scissor rect to a certain IntRects, resets the scissor rect to
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// surface bounds when nullptr is specified.
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void SetScissorToRect(IntRect *aRect);
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void PushD2DLayer(ID2D1RenderTarget *aRT, ID2D1Geometry *aGeometry, ID2D1Layer *aLayer, const D2D1_MATRIX_3X2_F &aTransform);
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static const uint32_t test = 4;
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IntSize mSize;
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RefPtr<ID3D10Device1> mDevice;
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RefPtr<ID3D10Texture2D> mTexture;
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RefPtr<ID3D10Texture2D> mCurrentClipMaskTexture;
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RefPtr<ID2D1Geometry> mCurrentClippedGeometry;
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// This is only valid if mCurrentClippedGeometry is non-null. And will
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// only be the intersection of all pixel-aligned retangular clips. This is in
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// device space.
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IntRect mCurrentClipBounds;
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mutable RefPtr<ID2D1RenderTarget> mRT;
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// We store this to prevent excessive SetTextRenderingParams calls.
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RefPtr<IDWriteRenderingParams> mTextRenderingParams;
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// Temporary texture and render target used for supporting alternative operators.
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RefPtr<ID3D10Texture2D> mTempTexture;
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RefPtr<ID3D10RenderTargetView> mRTView;
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RefPtr<ID3D10ShaderResourceView> mSRView;
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RefPtr<ID2D1RenderTarget> mTempRT;
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RefPtr<ID3D10RenderTargetView> mTempRTView;
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// List of pushed clips.
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struct PushedClip
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{
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RefPtr<ID2D1Layer> mLayer;
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D2D1_RECT_F mBounds;
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union {
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// If mPath is non-nullptr, the mTransform member will be used, otherwise
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// the mIsPixelAligned member is valid.
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D2D1_MATRIX_3X2_F mTransform;
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bool mIsPixelAligned;
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};
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RefPtr<PathD2D> mPath;
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};
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std::vector<PushedClip> mPushedClips;
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// We cache ID2D1Layer objects as it causes D2D to keep around textures that
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// serve as the temporary surfaces for these operations. As texture creation
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// is quite expensive this considerably improved performance.
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// Careful here, RAII will not ensure destruction of the RefPtrs.
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RefPtr<ID2D1Layer> mCachedLayers[kLayerCacheSize];
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uint32_t mCurrentCachedLayer;
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// The latest snapshot of this surface. This needs to be told when this
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// target is modified. We keep it alive as a cache.
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RefPtr<SourceSurfaceD2DTarget> mSnapshot;
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// A list of targets we need to flush when we're modified.
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TargetSet mDependentTargets;
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// A list of targets which have this object in their mDependentTargets set
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TargetSet mDependingOnTargets;
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// True of the current clip stack is pushed to the main RT.
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bool mClipsArePushed;
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PrivateD3D10DataD2D *mPrivateData;
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static ID2D1Factory *mFactory;
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static IDWriteFactory *mDWriteFactory;
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};
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}
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}
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#endif /* MOZILLA_GFX_DRAWTARGETD2D_H_ */
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