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-rw-r--r-- | gfx/2d/HelpersD2D.h | 983 |
1 files changed, 983 insertions, 0 deletions
diff --git a/gfx/2d/HelpersD2D.h b/gfx/2d/HelpersD2D.h new file mode 100644 index 0000000000..440202cec4 --- /dev/null +++ b/gfx/2d/HelpersD2D.h @@ -0,0 +1,983 @@ +/* -*- 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: + case CompositionOp::OP_CLEAR: + 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; + case CompositionOp::OP_CLEAR: + return D2D1_COMPOSITE_MODE_DESTINATION_OUT; + 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, CompositionOp aOp = CompositionOp::OP_OVER) { + if (aOp == CompositionOp::OP_CLEAR) { + return true; + } + + 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.value * diff.x.value + diff.y.value * diff.y.value) >= + 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_ */ |