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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/2d/HelpersD2D.h
parentInitial commit. (diff)
downloadfirefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz
firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/2d/HelpersD2D.h')
-rw-r--r--gfx/2d/HelpersD2D.h974
1 files changed, 974 insertions, 0 deletions
diff --git a/gfx/2d/HelpersD2D.h b/gfx/2d/HelpersD2D.h
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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_HELPERSD2D_H_
+#define MOZILLA_GFX_HELPERSD2D_H_
+
+#include <d2d1_1.h>
+
+#include <vector>
+
+#include <dwrite.h>
+#include <versionhelpers.h>
+#include "2D.h"
+#include "Logging.h"
+#include "ImageScaling.h"
+
+#include "ScaledFontDWrite.h"
+
+#undef min
+#undef max
+
+namespace mozilla {
+namespace gfx {
+
+RefPtr<ID2D1Factory1> D2DFactory();
+
+static inline D2D1_POINT_2F D2DPoint(const Point& aPoint) {
+ return D2D1::Point2F(aPoint.x, aPoint.y);
+}
+
+static inline D2D1_SIZE_U D2DIntSize(const IntSize& aSize) {
+ return D2D1::SizeU(aSize.width, aSize.height);
+}
+
+template <typename T>
+static inline D2D1_RECT_F D2DRect(const T& aRect) {
+ return D2D1::RectF(aRect.X(), aRect.Y(), aRect.XMost(), aRect.YMost());
+}
+
+static inline D2D1_ROUNDED_RECT D2DRoundedRect(const RoundedRect& aRect) {
+ return D2D1::RoundedRect(D2DRect(aRect.rect),
+ aRect.corners.BottomLeft().width,
+ aRect.corners.BottomLeft().height);
+}
+
+static inline D2D1_EXTEND_MODE D2DExtend(ExtendMode aExtendMode, Axis aAxis) {
+ D2D1_EXTEND_MODE extend;
+ switch (aExtendMode) {
+ case ExtendMode::REPEAT:
+ extend = D2D1_EXTEND_MODE_WRAP;
+ break;
+ case ExtendMode::REPEAT_X: {
+ extend = aAxis == Axis::X_AXIS ? D2D1_EXTEND_MODE_WRAP
+ : D2D1_EXTEND_MODE_CLAMP;
+ break;
+ }
+ case ExtendMode::REPEAT_Y: {
+ extend = aAxis == Axis::Y_AXIS ? D2D1_EXTEND_MODE_WRAP
+ : D2D1_EXTEND_MODE_CLAMP;
+ break;
+ }
+ case ExtendMode::REFLECT:
+ extend = D2D1_EXTEND_MODE_MIRROR;
+ break;
+ default:
+ extend = D2D1_EXTEND_MODE_CLAMP;
+ }
+
+ return extend;
+}
+
+static inline D2D1_BITMAP_INTERPOLATION_MODE D2DFilter(
+ const SamplingFilter aSamplingFilter) {
+ switch (aSamplingFilter) {
+ case SamplingFilter::POINT:
+ return D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR;
+ default:
+ return D2D1_BITMAP_INTERPOLATION_MODE_LINEAR;
+ }
+}
+
+static inline D2D1_INTERPOLATION_MODE D2DInterpolationMode(
+ const SamplingFilter aSamplingFilter) {
+ switch (aSamplingFilter) {
+ case SamplingFilter::POINT:
+ return D2D1_INTERPOLATION_MODE_NEAREST_NEIGHBOR;
+ default:
+ return D2D1_INTERPOLATION_MODE_LINEAR;
+ }
+}
+
+static inline D2D1_MATRIX_5X4_F D2DMatrix5x4(const Matrix5x4& aMatrix) {
+ return D2D1::Matrix5x4F(aMatrix._11, aMatrix._12, aMatrix._13, aMatrix._14,
+ aMatrix._21, aMatrix._22, aMatrix._23, aMatrix._24,
+ aMatrix._31, aMatrix._32, aMatrix._33, aMatrix._34,
+ aMatrix._41, aMatrix._42, aMatrix._43, aMatrix._44,
+ aMatrix._51, aMatrix._52, aMatrix._53, aMatrix._54);
+}
+
+static inline D2D1_VECTOR_3F D2DVector3D(const Point3D& aPoint) {
+ return D2D1::Vector3F(aPoint.x, aPoint.y, aPoint.z);
+}
+
+static inline D2D1_ANTIALIAS_MODE D2DAAMode(AntialiasMode aMode) {
+ switch (aMode) {
+ case AntialiasMode::NONE:
+ return D2D1_ANTIALIAS_MODE_ALIASED;
+ default:
+ return D2D1_ANTIALIAS_MODE_PER_PRIMITIVE;
+ }
+}
+
+static inline D2D1_MATRIX_3X2_F D2DMatrix(const Matrix& aTransform) {
+ return D2D1::Matrix3x2F(aTransform._11, aTransform._12, aTransform._21,
+ aTransform._22, aTransform._31, aTransform._32);
+}
+
+static inline D2D1_COLOR_F D2DColor(const DeviceColor& aColor) {
+ return D2D1::ColorF(aColor.r, aColor.g, aColor.b, aColor.a);
+}
+
+static inline IntSize ToIntSize(const D2D1_SIZE_U& aSize) {
+ return IntSize(aSize.width, aSize.height);
+}
+
+static inline SurfaceFormat ToPixelFormat(const DXGI_FORMAT& aFormat) {
+ switch (aFormat) {
+ case DXGI_FORMAT_A8_UNORM:
+ case DXGI_FORMAT_R8_UNORM:
+ return SurfaceFormat::A8;
+ default:
+ return SurfaceFormat::B8G8R8A8;
+ }
+}
+
+static inline SurfaceFormat ToPixelFormat(const D2D1_PIXEL_FORMAT& aFormat) {
+ switch (aFormat.format) {
+ case DXGI_FORMAT_A8_UNORM:
+ case DXGI_FORMAT_R8_UNORM:
+ return SurfaceFormat::A8;
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ if (aFormat.alphaMode == D2D1_ALPHA_MODE_IGNORE) {
+ return SurfaceFormat::B8G8R8X8;
+ } else {
+ return SurfaceFormat::B8G8R8A8;
+ }
+ default:
+ return SurfaceFormat::B8G8R8A8;
+ }
+}
+
+static inline Rect ToRect(const D2D1_RECT_F& aRect) {
+ return Rect(aRect.left, aRect.top, aRect.right - aRect.left,
+ aRect.bottom - aRect.top);
+}
+
+static inline Matrix ToMatrix(const D2D1_MATRIX_3X2_F& aTransform) {
+ return Matrix(aTransform._11, aTransform._12, aTransform._21, aTransform._22,
+ aTransform._31, aTransform._32);
+}
+
+static inline Point ToPoint(const D2D1_POINT_2F& aPoint) {
+ return Point(aPoint.x, aPoint.y);
+}
+
+static inline DXGI_FORMAT DXGIFormat(SurfaceFormat aFormat) {
+ switch (aFormat) {
+ case SurfaceFormat::B8G8R8A8:
+ return DXGI_FORMAT_B8G8R8A8_UNORM;
+ case SurfaceFormat::B8G8R8X8:
+ return DXGI_FORMAT_B8G8R8A8_UNORM;
+ case SurfaceFormat::A8:
+ return DXGI_FORMAT_A8_UNORM;
+ default:
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+static inline D2D1_ALPHA_MODE D2DAlphaModeForFormat(SurfaceFormat aFormat) {
+ switch (aFormat) {
+ case SurfaceFormat::B8G8R8X8:
+ return D2D1_ALPHA_MODE_IGNORE;
+ default:
+ return D2D1_ALPHA_MODE_PREMULTIPLIED;
+ }
+}
+
+static inline D2D1_PIXEL_FORMAT D2DPixelFormat(SurfaceFormat aFormat) {
+ return D2D1::PixelFormat(DXGIFormat(aFormat), D2DAlphaModeForFormat(aFormat));
+}
+
+static inline bool D2DSupportsCompositeMode(CompositionOp aOp) {
+ switch (aOp) {
+ case CompositionOp::OP_OVER:
+ case CompositionOp::OP_ADD:
+ case CompositionOp::OP_ATOP:
+ case CompositionOp::OP_OUT:
+ case CompositionOp::OP_IN:
+ case CompositionOp::OP_SOURCE:
+ case CompositionOp::OP_DEST_IN:
+ case CompositionOp::OP_DEST_OUT:
+ case CompositionOp::OP_DEST_OVER:
+ case CompositionOp::OP_DEST_ATOP:
+ case CompositionOp::OP_XOR:
+ return true;
+ default:
+ return false;
+ }
+}
+
+static inline D2D1_COMPOSITE_MODE D2DCompositionMode(CompositionOp aOp) {
+ switch (aOp) {
+ case CompositionOp::OP_OVER:
+ return D2D1_COMPOSITE_MODE_SOURCE_OVER;
+ case CompositionOp::OP_ADD:
+ return D2D1_COMPOSITE_MODE_PLUS;
+ case CompositionOp::OP_ATOP:
+ return D2D1_COMPOSITE_MODE_SOURCE_ATOP;
+ case CompositionOp::OP_OUT:
+ return D2D1_COMPOSITE_MODE_SOURCE_OUT;
+ case CompositionOp::OP_IN:
+ return D2D1_COMPOSITE_MODE_SOURCE_IN;
+ case CompositionOp::OP_SOURCE:
+ return D2D1_COMPOSITE_MODE_SOURCE_COPY;
+ case CompositionOp::OP_DEST_IN:
+ return D2D1_COMPOSITE_MODE_DESTINATION_IN;
+ case CompositionOp::OP_DEST_OUT:
+ return D2D1_COMPOSITE_MODE_DESTINATION_OUT;
+ case CompositionOp::OP_DEST_OVER:
+ return D2D1_COMPOSITE_MODE_DESTINATION_OVER;
+ case CompositionOp::OP_DEST_ATOP:
+ return D2D1_COMPOSITE_MODE_DESTINATION_ATOP;
+ case CompositionOp::OP_XOR:
+ return D2D1_COMPOSITE_MODE_XOR;
+ default:
+ return D2D1_COMPOSITE_MODE_SOURCE_OVER;
+ }
+}
+
+static inline D2D1_BLEND_MODE D2DBlendMode(CompositionOp aOp) {
+ switch (aOp) {
+ case CompositionOp::OP_MULTIPLY:
+ return D2D1_BLEND_MODE_MULTIPLY;
+ case CompositionOp::OP_SCREEN:
+ return D2D1_BLEND_MODE_SCREEN;
+ case CompositionOp::OP_OVERLAY:
+ return D2D1_BLEND_MODE_OVERLAY;
+ case CompositionOp::OP_DARKEN:
+ return D2D1_BLEND_MODE_DARKEN;
+ case CompositionOp::OP_LIGHTEN:
+ return D2D1_BLEND_MODE_LIGHTEN;
+ case CompositionOp::OP_COLOR_DODGE:
+ return D2D1_BLEND_MODE_COLOR_DODGE;
+ case CompositionOp::OP_COLOR_BURN:
+ return D2D1_BLEND_MODE_COLOR_BURN;
+ case CompositionOp::OP_HARD_LIGHT:
+ return D2D1_BLEND_MODE_HARD_LIGHT;
+ case CompositionOp::OP_SOFT_LIGHT:
+ return D2D1_BLEND_MODE_SOFT_LIGHT;
+ case CompositionOp::OP_DIFFERENCE:
+ return D2D1_BLEND_MODE_DIFFERENCE;
+ case CompositionOp::OP_EXCLUSION:
+ return D2D1_BLEND_MODE_EXCLUSION;
+ case CompositionOp::OP_HUE:
+ return D2D1_BLEND_MODE_HUE;
+ case CompositionOp::OP_SATURATION:
+ return D2D1_BLEND_MODE_SATURATION;
+ case CompositionOp::OP_COLOR:
+ return D2D1_BLEND_MODE_COLOR;
+ case CompositionOp::OP_LUMINOSITY:
+ return D2D1_BLEND_MODE_LUMINOSITY;
+ default:
+ return D2D1_BLEND_MODE_MULTIPLY;
+ }
+}
+
+static inline bool D2DSupportsPrimitiveBlendMode(CompositionOp aOp) {
+ switch (aOp) {
+ case CompositionOp::OP_OVER:
+ // case CompositionOp::OP_SOURCE:
+ return true;
+ // case CompositionOp::OP_DARKEN:
+ case CompositionOp::OP_ADD:
+ return IsWindows8Point1OrGreater();
+ default:
+ return false;
+ }
+}
+
+static inline D2D1_PRIMITIVE_BLEND D2DPrimitiveBlendMode(CompositionOp aOp) {
+ switch (aOp) {
+ case CompositionOp::OP_OVER:
+ return D2D1_PRIMITIVE_BLEND_SOURCE_OVER;
+ // D2D1_PRIMITIVE_BLEND_COPY should leave pixels out of the source's
+ // bounds unchanged, but doesn't- breaking unbounded ops.
+ // D2D1_PRIMITIVE_BLEND_MIN doesn't quite work like darken either, as it
+ // accounts for the source alpha.
+ //
+ // case CompositionOp::OP_SOURCE:
+ // return D2D1_PRIMITIVE_BLEND_COPY;
+ // case CompositionOp::OP_DARKEN:
+ // return D2D1_PRIMITIVE_BLEND_MIN;
+ case CompositionOp::OP_ADD:
+ return D2D1_PRIMITIVE_BLEND_ADD;
+ default:
+ return D2D1_PRIMITIVE_BLEND_SOURCE_OVER;
+ }
+}
+
+static inline bool IsPatternSupportedByD2D(const Pattern& aPattern) {
+ if (aPattern.GetType() == PatternType::CONIC_GRADIENT) {
+ return false;
+ }
+
+ if (aPattern.GetType() != PatternType::RADIAL_GRADIENT) {
+ return true;
+ }
+
+ const RadialGradientPattern* pat =
+ static_cast<const RadialGradientPattern*>(&aPattern);
+
+ if (pat->mRadius1 != 0) {
+ return false;
+ }
+
+ Point diff = pat->mCenter2 - pat->mCenter1;
+
+ if (sqrt(diff.x * diff.x + diff.y * diff.y) >= pat->mRadius2) {
+ // Inner point lies outside the circle.
+ return false;
+ }
+
+ return true;
+}
+
+/**
+ * This structure is used to pass rectangles to our shader constant. We can use
+ * this for passing rectangular areas to SetVertexShaderConstant. In the format
+ * of a 4 component float(x,y,width,height). Our vertex shader can then use
+ * this to construct rectangular positions from the 0,0-1,1 quad that we source
+ * it with.
+ */
+struct ShaderConstantRectD3D10 {
+ float mX, mY, mWidth, mHeight;
+ ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
+ : mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight) {}
+
+ // For easy passing to SetVertexShaderConstantF.
+ operator float*() { return &mX; }
+};
+
+static inline DWRITE_MATRIX DWriteMatrixFromMatrix(Matrix& aMatrix) {
+ DWRITE_MATRIX mat;
+ mat.m11 = aMatrix._11;
+ mat.m12 = aMatrix._12;
+ mat.m21 = aMatrix._21;
+ mat.m22 = aMatrix._22;
+ mat.dx = aMatrix._31;
+ mat.dy = aMatrix._32;
+ return mat;
+}
+
+class AutoDWriteGlyphRun : public DWRITE_GLYPH_RUN {
+ static const unsigned kNumAutoGlyphs = 256;
+
+ public:
+ AutoDWriteGlyphRun() { glyphCount = 0; }
+
+ ~AutoDWriteGlyphRun() {
+ if (glyphCount > kNumAutoGlyphs) {
+ delete[] glyphIndices;
+ delete[] glyphAdvances;
+ delete[] glyphOffsets;
+ }
+ }
+
+ void allocate(unsigned aNumGlyphs) {
+ glyphCount = aNumGlyphs;
+ if (aNumGlyphs <= kNumAutoGlyphs) {
+ glyphIndices = &mAutoIndices[0];
+ glyphAdvances = &mAutoAdvances[0];
+ glyphOffsets = &mAutoOffsets[0];
+ } else {
+ glyphIndices = new UINT16[aNumGlyphs];
+ glyphAdvances = new FLOAT[aNumGlyphs];
+ glyphOffsets = new DWRITE_GLYPH_OFFSET[aNumGlyphs];
+ }
+ }
+
+ private:
+ DWRITE_GLYPH_OFFSET mAutoOffsets[kNumAutoGlyphs];
+ FLOAT mAutoAdvances[kNumAutoGlyphs];
+ UINT16 mAutoIndices[kNumAutoGlyphs];
+};
+
+static inline void DWriteGlyphRunFromGlyphs(const GlyphBuffer& aGlyphs,
+ ScaledFontDWrite* aFont,
+ AutoDWriteGlyphRun* run) {
+ run->allocate(aGlyphs.mNumGlyphs);
+
+ FLOAT* advances = const_cast<FLOAT*>(run->glyphAdvances);
+ UINT16* indices = const_cast<UINT16*>(run->glyphIndices);
+ DWRITE_GLYPH_OFFSET* offsets =
+ const_cast<DWRITE_GLYPH_OFFSET*>(run->glyphOffsets);
+
+ memset(advances, 0, sizeof(FLOAT) * aGlyphs.mNumGlyphs);
+ for (unsigned int i = 0; i < aGlyphs.mNumGlyphs; i++) {
+ indices[i] = aGlyphs.mGlyphs[i].mIndex;
+ offsets[i].advanceOffset = aGlyphs.mGlyphs[i].mPosition.x;
+ offsets[i].ascenderOffset = -aGlyphs.mGlyphs[i].mPosition.y;
+ }
+
+ run->bidiLevel = 0;
+ run->fontFace = aFont->mFontFace;
+ run->fontEmSize = aFont->GetSize();
+ run->glyphCount = aGlyphs.mNumGlyphs;
+ run->isSideways = FALSE;
+}
+
+static inline already_AddRefed<ID2D1Geometry> ConvertRectToGeometry(
+ const D2D1_RECT_F& aRect) {
+ RefPtr<ID2D1RectangleGeometry> rectGeom;
+ D2DFactory()->CreateRectangleGeometry(&aRect, getter_AddRefs(rectGeom));
+ return rectGeom.forget();
+}
+
+static inline already_AddRefed<ID2D1Geometry> GetTransformedGeometry(
+ ID2D1Geometry* aGeometry, const D2D1_MATRIX_3X2_F& aTransform) {
+ RefPtr<ID2D1PathGeometry> tmpGeometry;
+ D2DFactory()->CreatePathGeometry(getter_AddRefs(tmpGeometry));
+ RefPtr<ID2D1GeometrySink> currentSink;
+ tmpGeometry->Open(getter_AddRefs(currentSink));
+ aGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
+ aTransform, currentSink);
+ currentSink->Close();
+ return tmpGeometry.forget();
+}
+
+static inline already_AddRefed<ID2D1Geometry> IntersectGeometry(
+ ID2D1Geometry* aGeometryA, ID2D1Geometry* aGeometryB) {
+ RefPtr<ID2D1PathGeometry> pathGeom;
+ D2DFactory()->CreatePathGeometry(getter_AddRefs(pathGeom));
+ RefPtr<ID2D1GeometrySink> sink;
+ pathGeom->Open(getter_AddRefs(sink));
+ aGeometryA->CombineWithGeometry(aGeometryB, D2D1_COMBINE_MODE_INTERSECT,
+ nullptr, sink);
+ sink->Close();
+
+ return pathGeom.forget();
+}
+
+static inline already_AddRefed<ID2D1StrokeStyle> CreateStrokeStyleForOptions(
+ const StrokeOptions& aStrokeOptions) {
+ RefPtr<ID2D1StrokeStyle> style;
+
+ D2D1_CAP_STYLE capStyle;
+ D2D1_LINE_JOIN joinStyle;
+
+ switch (aStrokeOptions.mLineCap) {
+ case CapStyle::BUTT:
+ capStyle = D2D1_CAP_STYLE_FLAT;
+ break;
+ case CapStyle::ROUND:
+ capStyle = D2D1_CAP_STYLE_ROUND;
+ break;
+ case CapStyle::SQUARE:
+ capStyle = D2D1_CAP_STYLE_SQUARE;
+ break;
+ }
+
+ switch (aStrokeOptions.mLineJoin) {
+ case JoinStyle::MITER:
+ joinStyle = D2D1_LINE_JOIN_MITER;
+ break;
+ case JoinStyle::MITER_OR_BEVEL:
+ joinStyle = D2D1_LINE_JOIN_MITER_OR_BEVEL;
+ break;
+ case JoinStyle::ROUND:
+ joinStyle = D2D1_LINE_JOIN_ROUND;
+ break;
+ case JoinStyle::BEVEL:
+ joinStyle = D2D1_LINE_JOIN_BEVEL;
+ break;
+ }
+
+ HRESULT hr;
+ // We need to check mDashLength in addition to mDashPattern here since if
+ // mDashPattern is set but mDashLength is zero then the stroke will fail to
+ // paint.
+ if (aStrokeOptions.mDashLength > 0 && aStrokeOptions.mDashPattern) {
+ typedef std::vector<Float> FloatVector;
+ // D2D "helpfully" multiplies the dash pattern by the line width.
+ // That's not what cairo does, or is what <canvas>'s dash wants.
+ // So fix the multiplication in advance.
+ Float lineWidth = aStrokeOptions.mLineWidth;
+ FloatVector dash(aStrokeOptions.mDashPattern,
+ aStrokeOptions.mDashPattern + aStrokeOptions.mDashLength);
+ for (FloatVector::iterator it = dash.begin(); it != dash.end(); ++it) {
+ *it /= lineWidth;
+ }
+
+ hr = D2DFactory()->CreateStrokeStyle(
+ D2D1::StrokeStyleProperties(
+ capStyle, capStyle, capStyle, joinStyle, aStrokeOptions.mMiterLimit,
+ D2D1_DASH_STYLE_CUSTOM, aStrokeOptions.mDashOffset / lineWidth),
+ &dash[0], // data() is not C++98, although it's in recent gcc
+ // and VC10's STL
+ dash.size(), getter_AddRefs(style));
+ } else {
+ hr = D2DFactory()->CreateStrokeStyle(
+ D2D1::StrokeStyleProperties(capStyle, capStyle, capStyle, joinStyle,
+ aStrokeOptions.mMiterLimit),
+ nullptr, 0, getter_AddRefs(style));
+ }
+
+ if (FAILED(hr)) {
+ gfxWarning() << "Failed to create Direct2D stroke style.";
+ }
+
+ return style.forget();
+}
+
+// This creates a (partially) uploaded bitmap for a DataSourceSurface. It
+// uploads the minimum requirement and possibly downscales. It adjusts the
+// input Matrix to compensate.
+static inline already_AddRefed<ID2D1Bitmap> CreatePartialBitmapForSurface(
+ DataSourceSurface* aSurface, const Matrix& aDestinationTransform,
+ const IntSize& aDestinationSize, ExtendMode aExtendMode,
+ Matrix& aSourceTransform, ID2D1RenderTarget* aRT,
+ const IntRect* aSourceRect = nullptr) {
+ RefPtr<ID2D1Bitmap> bitmap;
+
+ // This is where things get complicated. The source surface was
+ // created for a surface that was too large to fit in a texture.
+ // We'll need to figure out if we can work with a partial upload
+ // or downsample in software.
+
+ Matrix transform = aDestinationTransform;
+ Matrix invTransform = transform = aSourceTransform * transform;
+ if (!invTransform.Invert()) {
+ // Singular transform, nothing to be drawn.
+ return nullptr;
+ }
+
+ Rect rect(0, 0, Float(aDestinationSize.width),
+ Float(aDestinationSize.height));
+
+ // Calculate the rectangle of the source mapped to our surface.
+ rect = invTransform.TransformBounds(rect);
+ rect.RoundOut();
+
+ IntSize size = aSurface->GetSize();
+
+ Rect uploadRect(0, 0, Float(size.width), Float(size.height));
+ if (aSourceRect) {
+ uploadRect = Rect(aSourceRect->X(), aSourceRect->Y(), aSourceRect->Width(),
+ aSourceRect->Height());
+ }
+
+ // Limit the uploadRect as much as possible without supporting discontiguous
+ // uploads
+ //
+ // clang-format off
+ // region we will paint from
+ // uploadRect
+ // .---------------. .---------------. resulting uploadRect
+ // | |rect | |
+ // | .---------. .----. .----. .---------------.
+ // | | | ----> | | | | ----> | |
+ // | '---------' '----' '----' '---------------'
+ // '---------------' '---------------'
+ // clang-format on
+ //
+ //
+
+ int Bpp = BytesPerPixel(aSurface->GetFormat());
+
+ if (uploadRect.Contains(rect)) {
+ // Extend mode is irrelevant, the displayed rect is completely contained
+ // by the source bitmap.
+ uploadRect = rect;
+ } else if (aExtendMode == ExtendMode::CLAMP && uploadRect.Intersects(rect)) {
+ // Calculate the rectangle on the source bitmap that touches our
+ // surface, and upload that, for ExtendMode::CLAMP we can actually guarantee
+ // correct behaviour in this case.
+ uploadRect = uploadRect.Intersect(rect);
+
+ // We now proceed to check if we can limit at least one dimension of the
+ // upload rect safely without looking at extend mode.
+ } else if (rect.X() >= 0 && rect.XMost() < size.width) {
+ uploadRect.MoveToX(rect.X());
+ uploadRect.SetWidth(rect.Width());
+ } else if (rect.Y() >= 0 && rect.YMost() < size.height) {
+ uploadRect.MoveToY(rect.Y());
+ uploadRect.SetHeight(rect.Height());
+ }
+
+ if (uploadRect.IsEmpty()) {
+ // Nothing to be drawn.
+ return nullptr;
+ }
+
+ if (uploadRect.Width() <= aRT->GetMaximumBitmapSize() &&
+ uploadRect.Height() <= aRT->GetMaximumBitmapSize()) {
+ {
+ // Scope to auto-Unmap() |mapping|.
+ DataSourceSurface::ScopedMap mapping(aSurface, DataSourceSurface::READ);
+ if (MOZ2D_WARN_IF(!mapping.IsMapped())) {
+ return nullptr;
+ }
+
+ // A partial upload will suffice.
+ aRT->CreateBitmap(
+ D2D1::SizeU(uint32_t(uploadRect.Width()),
+ uint32_t(uploadRect.Height())),
+ mapping.GetData() + int(uploadRect.X()) * Bpp +
+ int(uploadRect.Y()) * mapping.GetStride(),
+ mapping.GetStride(),
+ D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
+ getter_AddRefs(bitmap));
+ }
+
+ aSourceTransform.PreTranslate(uploadRect.X(), uploadRect.Y());
+
+ return bitmap.forget();
+ } else {
+ if (Bpp != 4) {
+ // This shouldn't actually happen in practice!
+ MOZ_ASSERT(false);
+ return nullptr;
+ }
+
+ {
+ // Scope to auto-Unmap() |mapping|.
+ DataSourceSurface::ScopedMap mapping(aSurface, DataSourceSurface::READ);
+ if (MOZ2D_WARN_IF(!mapping.IsMapped())) {
+ return nullptr;
+ }
+ ImageHalfScaler scaler(mapping.GetData(), mapping.GetStride(), size);
+
+ // Calculate the maximum width/height of the image post transform.
+ Point topRight = transform.TransformPoint(Point(Float(size.width), 0));
+ Point topLeft = transform.TransformPoint(Point(0, 0));
+ Point bottomRight = transform.TransformPoint(
+ Point(Float(size.width), Float(size.height)));
+ Point bottomLeft = transform.TransformPoint(Point(0, Float(size.height)));
+
+ IntSize scaleSize;
+
+ scaleSize.width = int32_t(std::max(Distance(topRight, topLeft),
+ Distance(bottomRight, bottomLeft)));
+ scaleSize.height = int32_t(std::max(Distance(topRight, bottomRight),
+ Distance(topLeft, bottomLeft)));
+
+ if (unsigned(scaleSize.width) > aRT->GetMaximumBitmapSize()) {
+ // Ok, in this case we'd really want a downscale of a part of the
+ // bitmap, perhaps we can do this later but for simplicity let's do
+ // something different here and assume it's good enough, this should be
+ // rare!
+ scaleSize.width = 4095;
+ }
+ if (unsigned(scaleSize.height) > aRT->GetMaximumBitmapSize()) {
+ scaleSize.height = 4095;
+ }
+
+ scaler.ScaleForSize(scaleSize);
+
+ IntSize newSize = scaler.GetSize();
+
+ if (newSize.IsEmpty()) {
+ return nullptr;
+ }
+
+ aRT->CreateBitmap(
+ D2D1::SizeU(newSize.width, newSize.height), scaler.GetScaledData(),
+ scaler.GetStride(),
+ D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
+ getter_AddRefs(bitmap));
+
+ aSourceTransform.PreScale(Float(size.width) / newSize.width,
+ Float(size.height) / newSize.height);
+ }
+ return bitmap.forget();
+ }
+}
+
+static inline void AddRectToSink(ID2D1GeometrySink* aSink,
+ const D2D1_RECT_F& aRect) {
+ aSink->BeginFigure(D2D1::Point2F(aRect.left, aRect.top),
+ D2D1_FIGURE_BEGIN_FILLED);
+ aSink->AddLine(D2D1::Point2F(aRect.right, aRect.top));
+ aSink->AddLine(D2D1::Point2F(aRect.right, aRect.bottom));
+ aSink->AddLine(D2D1::Point2F(aRect.left, aRect.bottom));
+ aSink->EndFigure(D2D1_FIGURE_END_CLOSED);
+}
+
+class DCCommandSink : public ID2D1CommandSink {
+ public:
+ explicit DCCommandSink(ID2D1DeviceContext* aCtx) : mCtx(aCtx) {}
+
+ HRESULT STDMETHODCALLTYPE QueryInterface(const IID& aIID, void** aPtr) {
+ if (!aPtr) {
+ return E_POINTER;
+ }
+
+ if (aIID == IID_IUnknown) {
+ *aPtr = static_cast<IUnknown*>(this);
+ return S_OK;
+ } else if (aIID == IID_ID2D1CommandSink) {
+ *aPtr = static_cast<ID2D1CommandSink*>(this);
+ return S_OK;
+ }
+
+ return E_NOINTERFACE;
+ }
+
+ ULONG STDMETHODCALLTYPE AddRef() { return 1; }
+
+ ULONG STDMETHODCALLTYPE Release() { return 1; }
+
+ STDMETHODIMP BeginDraw() {
+ // We don't want to do anything here!
+ return S_OK;
+ }
+ STDMETHODIMP EndDraw() {
+ // We don't want to do anything here!
+ return S_OK;
+ }
+
+ STDMETHODIMP SetAntialiasMode(D2D1_ANTIALIAS_MODE antialiasMode) {
+ mCtx->SetAntialiasMode(antialiasMode);
+ return S_OK;
+ }
+
+ STDMETHODIMP SetTags(D2D1_TAG tag1, D2D1_TAG tag2) {
+ mCtx->SetTags(tag1, tag2);
+ return S_OK;
+ }
+
+ STDMETHODIMP SetTextAntialiasMode(
+ D2D1_TEXT_ANTIALIAS_MODE textAntialiasMode) {
+ mCtx->SetTextAntialiasMode(textAntialiasMode);
+ return S_OK;
+ }
+
+ STDMETHODIMP SetTextRenderingParams(
+ _In_opt_ IDWriteRenderingParams* textRenderingParams) {
+ mCtx->SetTextRenderingParams(textRenderingParams);
+ return S_OK;
+ }
+
+ STDMETHODIMP SetTransform(_In_ CONST D2D1_MATRIX_3X2_F* transform) {
+ mCtx->SetTransform(transform);
+ return S_OK;
+ }
+
+ STDMETHODIMP SetPrimitiveBlend(D2D1_PRIMITIVE_BLEND primitiveBlend) {
+ mCtx->SetPrimitiveBlend(primitiveBlend);
+ return S_OK;
+ }
+
+ STDMETHODIMP SetUnitMode(D2D1_UNIT_MODE unitMode) {
+ mCtx->SetUnitMode(unitMode);
+ return S_OK;
+ }
+
+ STDMETHODIMP Clear(_In_opt_ CONST D2D1_COLOR_F* color) {
+ mCtx->Clear(color);
+ return S_OK;
+ }
+
+ STDMETHODIMP DrawGlyphRun(
+ D2D1_POINT_2F baselineOrigin, _In_ CONST DWRITE_GLYPH_RUN* glyphRun,
+ _In_opt_ CONST DWRITE_GLYPH_RUN_DESCRIPTION* glyphRunDescription,
+ _In_ ID2D1Brush* foregroundBrush, DWRITE_MEASURING_MODE measuringMode) {
+ mCtx->DrawGlyphRun(baselineOrigin, glyphRun, glyphRunDescription,
+ foregroundBrush, measuringMode);
+ return S_OK;
+ }
+
+ STDMETHODIMP DrawLine(D2D1_POINT_2F point0, D2D1_POINT_2F point1,
+ _In_ ID2D1Brush* brush, FLOAT strokeWidth,
+ _In_opt_ ID2D1StrokeStyle* strokeStyle) {
+ mCtx->DrawLine(point0, point1, brush, strokeWidth, strokeStyle);
+ return S_OK;
+ }
+
+ STDMETHODIMP DrawGeometry(_In_ ID2D1Geometry* geometry,
+ _In_ ID2D1Brush* brush, FLOAT strokeWidth,
+ _In_opt_ ID2D1StrokeStyle* strokeStyle) {
+ mCtx->DrawGeometry(geometry, brush, strokeWidth, strokeStyle);
+ return S_OK;
+ }
+
+ STDMETHODIMP DrawRectangle(_In_ CONST D2D1_RECT_F* rect,
+ _In_ ID2D1Brush* brush, FLOAT strokeWidth,
+ _In_opt_ ID2D1StrokeStyle* strokeStyle) {
+ mCtx->DrawRectangle(rect, brush, strokeWidth, strokeStyle);
+ return S_OK;
+ }
+
+ STDMETHODIMP DrawBitmap(
+ _In_ ID2D1Bitmap* bitmap,
+ _In_opt_ CONST D2D1_RECT_F* destinationRectangle, FLOAT opacity,
+ D2D1_INTERPOLATION_MODE interpolationMode,
+ _In_opt_ CONST D2D1_RECT_F* sourceRectangle,
+ _In_opt_ CONST D2D1_MATRIX_4X4_F* perspectiveTransform) {
+ mCtx->DrawBitmap(bitmap, destinationRectangle, opacity, interpolationMode,
+ sourceRectangle, perspectiveTransform);
+ return S_OK;
+ }
+
+ STDMETHODIMP DrawImage(_In_ ID2D1Image* image,
+ _In_opt_ CONST D2D1_POINT_2F* targetOffset,
+ _In_opt_ CONST D2D1_RECT_F* imageRectangle,
+ D2D1_INTERPOLATION_MODE interpolationMode,
+ D2D1_COMPOSITE_MODE compositeMode) {
+ mCtx->DrawImage(image, targetOffset, imageRectangle, interpolationMode,
+ compositeMode);
+ return S_OK;
+ }
+
+ STDMETHODIMP DrawGdiMetafile(_In_ ID2D1GdiMetafile* gdiMetafile,
+ _In_opt_ CONST D2D1_POINT_2F* targetOffset) {
+ mCtx->DrawGdiMetafile(gdiMetafile, targetOffset);
+ return S_OK;
+ }
+
+ STDMETHODIMP FillMesh(_In_ ID2D1Mesh* mesh, _In_ ID2D1Brush* brush) {
+ mCtx->FillMesh(mesh, brush);
+ return S_OK;
+ }
+
+ STDMETHODIMP FillOpacityMask(_In_ ID2D1Bitmap* opacityMask,
+ _In_ ID2D1Brush* brush,
+ _In_opt_ CONST D2D1_RECT_F* destinationRectangle,
+ _In_opt_ CONST D2D1_RECT_F* sourceRectangle) {
+ mCtx->FillOpacityMask(opacityMask, brush, destinationRectangle,
+ sourceRectangle);
+ return S_OK;
+ }
+
+ STDMETHODIMP FillGeometry(_In_ ID2D1Geometry* geometry,
+ _In_ ID2D1Brush* brush,
+ _In_opt_ ID2D1Brush* opacityBrush) {
+ mCtx->FillGeometry(geometry, brush, opacityBrush);
+ return S_OK;
+ }
+
+ STDMETHODIMP FillRectangle(_In_ CONST D2D1_RECT_F* rect,
+ _In_ ID2D1Brush* brush) {
+ mCtx->FillRectangle(rect, brush);
+ return S_OK;
+ }
+
+ STDMETHODIMP PushAxisAlignedClip(_In_ CONST D2D1_RECT_F* clipRect,
+ D2D1_ANTIALIAS_MODE antialiasMode) {
+ mCtx->PushAxisAlignedClip(clipRect, antialiasMode);
+ return S_OK;
+ }
+
+ STDMETHODIMP PushLayer(_In_ CONST D2D1_LAYER_PARAMETERS1* layerParameters1,
+ _In_opt_ ID2D1Layer* layer) {
+ mCtx->PushLayer(layerParameters1, layer);
+ return S_OK;
+ }
+
+ STDMETHODIMP PopAxisAlignedClip() {
+ mCtx->PopAxisAlignedClip();
+ return S_OK;
+ }
+
+ STDMETHODIMP PopLayer() {
+ mCtx->PopLayer();
+ return S_OK;
+ }
+
+ ID2D1DeviceContext* mCtx;
+};
+
+class MOZ_STACK_CLASS AutoRestoreFP final {
+ public:
+ AutoRestoreFP() {
+ // save the current floating point control word
+ _controlfp_s(&savedFPSetting, 0, 0);
+ UINT unused;
+ // set the floating point control word to its default value
+ _controlfp_s(&unused, _CW_DEFAULT, MCW_PC);
+ }
+ ~AutoRestoreFP() {
+ UINT unused;
+ // restore the saved floating point control word
+ _controlfp_s(&unused, savedFPSetting, MCW_PC);
+ }
+
+ private:
+ UINT savedFPSetting;
+};
+
+// Note that overrides of ID2D1SimplifiedGeometrySink methods in this class may
+// get called from D2D with nonstandard floating point settings (see comments in
+// bug 1134549) - use AutoRestoreFP to reset the floating point control word to
+// what we expect
+class StreamingGeometrySink : public ID2D1SimplifiedGeometrySink {
+ public:
+ explicit StreamingGeometrySink(PathSink* aSink) : mSink(aSink) {}
+
+ HRESULT STDMETHODCALLTYPE QueryInterface(const IID& aIID, void** aPtr) {
+ if (!aPtr) {
+ return E_POINTER;
+ }
+
+ if (aIID == IID_IUnknown) {
+ *aPtr = static_cast<IUnknown*>(this);
+ return S_OK;
+ } else if (aIID == IID_ID2D1SimplifiedGeometrySink) {
+ *aPtr = static_cast<ID2D1SimplifiedGeometrySink*>(this);
+ return S_OK;
+ }
+
+ return E_NOINTERFACE;
+ }
+
+ ULONG STDMETHODCALLTYPE AddRef() { return 1; }
+
+ ULONG STDMETHODCALLTYPE Release() { return 1; }
+
+ // We ignore SetFillMode, this depends on the destination sink.
+ STDMETHOD_(void, SetFillMode)(D2D1_FILL_MODE aMode) { return; }
+ STDMETHOD_(void, BeginFigure)
+ (D2D1_POINT_2F aPoint, D2D1_FIGURE_BEGIN aBegin) {
+ AutoRestoreFP resetFloatingPoint;
+ mSink->MoveTo(ToPoint(aPoint));
+ }
+ STDMETHOD_(void, AddLines)(const D2D1_POINT_2F* aLines, UINT aCount) {
+ AutoRestoreFP resetFloatingPoint;
+ for (UINT i = 0; i < aCount; i++) {
+ mSink->LineTo(ToPoint(aLines[i]));
+ }
+ }
+ STDMETHOD_(void, AddBeziers)
+ (const D2D1_BEZIER_SEGMENT* aSegments, UINT aCount) {
+ AutoRestoreFP resetFloatingPoint;
+ for (UINT i = 0; i < aCount; i++) {
+ mSink->BezierTo(ToPoint(aSegments[i].point1),
+ ToPoint(aSegments[i].point2),
+ ToPoint(aSegments[i].point3));
+ }
+ }
+ STDMETHOD(Close)() { /* Should never be called! */
+ return S_OK;
+ }
+ STDMETHOD_(void, SetSegmentFlags)
+ (D2D1_PATH_SEGMENT aFlags) { /* Should never be called! */
+ }
+
+ STDMETHOD_(void, EndFigure)(D2D1_FIGURE_END aEnd) {
+ AutoRestoreFP resetFloatingPoint;
+ if (aEnd == D2D1_FIGURE_END_CLOSED) {
+ return mSink->Close();
+ }
+ }
+
+ private:
+ PathSink* mSink;
+};
+
+} // namespace gfx
+} // namespace mozilla
+
+#endif /* MOZILLA_GFX_HELPERSD2D_H_ */