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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/thebes/gfxWindowsNativeDrawing.cpp | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/thebes/gfxWindowsNativeDrawing.cpp')
-rw-r--r-- | gfx/thebes/gfxWindowsNativeDrawing.cpp | 302 |
1 files changed, 302 insertions, 0 deletions
diff --git a/gfx/thebes/gfxWindowsNativeDrawing.cpp b/gfx/thebes/gfxWindowsNativeDrawing.cpp new file mode 100644 index 0000000000..548ec56869 --- /dev/null +++ b/gfx/thebes/gfxWindowsNativeDrawing.cpp @@ -0,0 +1,302 @@ +/* -*- 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 <windows.h> + +#include "nsMathUtils.h" + +#include "gfxWindowsNativeDrawing.h" +#include "gfxWindowsSurface.h" +#include "gfxAlphaRecovery.h" +#include "gfxPattern.h" +#include "mozilla/gfx/2D.h" +#include "mozilla/gfx/Helpers.h" +#include "gfx2DGlue.h" + +#include "cairo.h" +#include "cairo-win32.h" + +using namespace mozilla; +using namespace mozilla::gfx; + +enum { + RENDER_STATE_INIT, + + RENDER_STATE_NATIVE_DRAWING, + RENDER_STATE_NATIVE_DRAWING_DONE, + + RENDER_STATE_ALPHA_RECOVERY_BLACK, + RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE, + RENDER_STATE_ALPHA_RECOVERY_WHITE, + RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE, + + RENDER_STATE_DONE +}; + +gfxWindowsNativeDrawing::gfxWindowsNativeDrawing(gfxContext* ctx, + const gfxRect& nativeRect, + uint32_t nativeDrawFlags) + : mContext(ctx), + mNativeRect(nativeRect), + mNativeDrawFlags(nativeDrawFlags), + mRenderState(RENDER_STATE_INIT) {} + +HDC gfxWindowsNativeDrawing::BeginNativeDrawing() { + if (mRenderState == RENDER_STATE_INIT) { + RefPtr<gfxASurface> surf; + DrawTarget* drawTarget = mContext->GetDrawTarget(); + cairo_t* cairo = nullptr; + if (drawTarget->GetBackendType() == BackendType::CAIRO) { + cairo = static_cast<cairo_t*>( + drawTarget->GetNativeSurface(NativeSurfaceType::CAIRO_CONTEXT)); + if (cairo) { + cairo_surface_t* s = cairo_get_group_target(cairo); + if (s) { + mDeviceOffset = mContext->GetDeviceOffset(); + double sdx, sdy; + cairo_surface_get_device_offset(s, &sdx, &sdy); + mDeviceOffset.x -= sdx; + mDeviceOffset.y -= sdy; + surf = gfxASurface::Wrap(s); + } + } + } + + if (surf && surf->CairoStatus() != 0) return nullptr; + + gfxMatrix m = mContext->CurrentMatrixDouble(); + if (!m.HasNonTranslation()) + mTransformType = TRANSLATION_ONLY; + else if (m.HasNonAxisAlignedTransform()) + mTransformType = COMPLEX; + else + mTransformType = AXIS_ALIGNED_SCALE; + + // if this is a native win32 surface, we don't have to + // redirect rendering to our own HDC; in some cases, + // we may be able to use the HDC from the surface directly. + if (surf && ((surf->GetType() == gfxSurfaceType::Win32 || + surf->GetType() == gfxSurfaceType::Win32Printing) && + (surf->GetContentType() == gfxContentType::COLOR || + (surf->GetContentType() == gfxContentType::COLOR_ALPHA && + (mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA))))) { + // grab the DC. This can fail if there is a complex clipping path, + // in which case we'll have to fall back. + mWinSurface = static_cast<gfxWindowsSurface*>( + static_cast<gfxASurface*>(surf.get())); + mDC = cairo_win32_get_dc_with_clip(cairo); + + if (mDC) { + if (mTransformType == TRANSLATION_ONLY) { + mRenderState = RENDER_STATE_NATIVE_DRAWING; + + mTranslation = m.GetTranslation(); + } else if (((mTransformType == AXIS_ALIGNED_SCALE) && + (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) || + (mNativeDrawFlags & CAN_COMPLEX_TRANSFORM)) { + mWorldTransform.eM11 = (FLOAT)m._11; + mWorldTransform.eM12 = (FLOAT)m._12; + mWorldTransform.eM21 = (FLOAT)m._21; + mWorldTransform.eM22 = (FLOAT)m._22; + mWorldTransform.eDx = (FLOAT)m._31; + mWorldTransform.eDy = (FLOAT)m._32; + + mRenderState = RENDER_STATE_NATIVE_DRAWING; + } + } + } + + // If we couldn't do native drawing, then we have to do two-buffer drawing + // and do alpha recovery + if (mRenderState == RENDER_STATE_INIT) { + mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK; + + // We round out our native rect here, that way the snapping will + // happen correctly. + mNativeRect.RoundOut(); + + // we only do the scale bit if we can do an axis aligned + // scale; otherwise we scale (if necessary) after + // rendering with cairo. Note that if we're doing alpha recovery, + // we cannot do a full complex transform with win32 (I mean, we could, but + // it would require more code that's not here.) + if (mTransformType == TRANSLATION_ONLY || + !(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) { + mScale = MatrixScalesDouble(); + + // Add 1 to the surface size; it's guaranteed to not be incorrect, + // and it fixes bug 382458 + // There's probably a better fix, but I haven't figured out + // the root cause of the problem. + mTempSurfaceSize = IntSize((int32_t)ceil(mNativeRect.Width() + 1), + (int32_t)ceil(mNativeRect.Height() + 1)); + } else { + // figure out the scale factors + mScale = m.ScaleFactors(); + + mWorldTransform.eM11 = (FLOAT)mScale.xScale; + mWorldTransform.eM12 = 0.0f; + mWorldTransform.eM21 = 0.0f; + mWorldTransform.eM22 = (FLOAT)mScale.yScale; + mWorldTransform.eDx = 0.0f; + mWorldTransform.eDy = 0.0f; + + // See comment above about "+1" + mTempSurfaceSize = + IntSize((int32_t)ceil(mNativeRect.Width() * mScale.xScale + 1), + (int32_t)ceil(mNativeRect.Height() * mScale.yScale + 1)); + } + } + } + + if (mRenderState == RENDER_STATE_NATIVE_DRAWING) { + // we can just do native drawing directly to the context's surface + + // do we need to use SetWorldTransform? + if (mTransformType != TRANSLATION_ONLY) { + SetGraphicsMode(mDC, GM_ADVANCED); + GetWorldTransform(mDC, &mOldWorldTransform); + SetWorldTransform(mDC, &mWorldTransform); + } + GetViewportOrgEx(mDC, &mOrigViewportOrigin); + SetViewportOrgEx(mDC, mOrigViewportOrigin.x - (int)mDeviceOffset.x, + mOrigViewportOrigin.y - (int)mDeviceOffset.y, nullptr); + + return mDC; + } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK || + mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE) { + // we're going to use mWinSurface to create our temporary surface here + + // get us a RGB24 DIB; DIB is important, because + // we can later call GetImageSurface on it. + mWinSurface = new gfxWindowsSurface(mTempSurfaceSize); + mDC = mWinSurface->GetDC(); + + RECT r = {0, 0, mTempSurfaceSize.width, mTempSurfaceSize.height}; + if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK) + FillRect(mDC, &r, (HBRUSH)GetStockObject(BLACK_BRUSH)); + else + FillRect(mDC, &r, (HBRUSH)GetStockObject(WHITE_BRUSH)); + + if ((mTransformType != TRANSLATION_ONLY) && + (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) { + SetGraphicsMode(mDC, GM_ADVANCED); + SetWorldTransform(mDC, &mWorldTransform); + } + + return mDC; + } else { + NS_ERROR("Bogus render state!"); + return nullptr; + } +} + +bool gfxWindowsNativeDrawing::ShouldRenderAgain() { + switch (mRenderState) { + case RENDER_STATE_NATIVE_DRAWING_DONE: + return false; + + case RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE: + mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE; + return true; + + case RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE: + return false; + + default: + NS_ERROR( + "Invalid RenderState in gfxWindowsNativeDrawing::ShouldRenderAgain"); + break; + } + + return false; +} + +void gfxWindowsNativeDrawing::EndNativeDrawing() { + if (mRenderState == RENDER_STATE_NATIVE_DRAWING) { + // we drew directly to the HDC in the context; undo our changes + SetViewportOrgEx(mDC, mOrigViewportOrigin.x, mOrigViewportOrigin.y, + nullptr); + + if (mTransformType != TRANSLATION_ONLY) + SetWorldTransform(mDC, &mOldWorldTransform); + + mWinSurface->MarkDirty(); + + mRenderState = RENDER_STATE_NATIVE_DRAWING_DONE; + } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK) { + mBlackSurface = mWinSurface; + mWinSurface = nullptr; + + mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE; + } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE) { + mWhiteSurface = mWinSurface; + mWinSurface = nullptr; + + mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE; + } else { + NS_ERROR( + "Invalid RenderState in gfxWindowsNativeDrawing::EndNativeDrawing"); + } +} + +void gfxWindowsNativeDrawing::PaintToContext() { + if (mRenderState == RENDER_STATE_NATIVE_DRAWING_DONE) { + // nothing to do, it already went to the context + mRenderState = RENDER_STATE_DONE; + } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE) { + RefPtr<gfxImageSurface> black = mBlackSurface->GetAsImageSurface(); + RefPtr<gfxImageSurface> white = mWhiteSurface->GetAsImageSurface(); + if (!gfxAlphaRecovery::RecoverAlpha(black, white)) { + NS_ERROR("Alpha recovery failure"); + return; + } + RefPtr<DataSourceSurface> source = Factory::CreateWrappingDataSourceSurface( + black->Data(), black->Stride(), black->GetSize(), + SurfaceFormat::B8G8R8A8); + { + DrawTarget* dt = mContext->GetDrawTarget(); + AutoRestoreTransform autoRestoreTransform(dt); + + Matrix newTransform = dt->GetTransform(); + newTransform.PreTranslate(ToPoint(mNativeRect.TopLeft())); + dt->SetTransform(newTransform); + + Rect rect(Point(0.0, 0.0), ToSize(mNativeRect.Size())); + Matrix m = Matrix::Scaling(1.0 / mScale.xScale, 1.0 / mScale.yScale); + SurfacePattern pat(source, ExtendMode::CLAMP, m); + dt->FillRect(rect, pat); + } + + mRenderState = RENDER_STATE_DONE; + } else { + NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::PaintToContext"); + } +} + +void gfxWindowsNativeDrawing::TransformToNativeRect(const gfxRect& r, + RECT& rout) { + /* If we're doing native drawing, then we're still in the coordinate space + * of the context; otherwise, we're in our own little world, + * relative to the passed-in nativeRect. + */ + + gfxRect roundedRect(r); + + if (mRenderState == RENDER_STATE_NATIVE_DRAWING) { + if (mTransformType == TRANSLATION_ONLY) { + roundedRect.MoveBy(mTranslation); + } + } else { + roundedRect.MoveBy(-mNativeRect.TopLeft()); + } + + roundedRect.Round(); + + rout.left = LONG(roundedRect.X()); + rout.right = LONG(roundedRect.XMost()); + rout.top = LONG(roundedRect.Y()); + rout.bottom = LONG(roundedRect.YMost()); +} |