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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
commit26a029d407be480d791972afb5975cf62c9360a6 (patch)
treef435a8308119effd964b339f76abb83a57c29483 /gfx/thebes/gfxWindowsNativeDrawing.cpp
parentInitial commit. (diff)
downloadfirefox-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.cpp302
1 files changed, 302 insertions, 0 deletions
diff --git a/gfx/thebes/gfxWindowsNativeDrawing.cpp b/gfx/thebes/gfxWindowsNativeDrawing.cpp
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+/* -*- 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());
+}