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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /third_party/rust/wpf-gpu-raster/src/hwrasterizer.rs
parentInitial commit. (diff)
downloadfirefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz
firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'third_party/rust/wpf-gpu-raster/src/hwrasterizer.rs')
-rw-r--r--third_party/rust/wpf-gpu-raster/src/hwrasterizer.rs1455
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diff --git a/third_party/rust/wpf-gpu-raster/src/hwrasterizer.rs b/third_party/rust/wpf-gpu-raster/src/hwrasterizer.rs
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+// Licensed to the .NET Foundation under one or more agreements.
+// The .NET Foundation licenses this file to you under the MIT license.
+// See the LICENSE file in the project root for more information.
+
+#![allow(unused_parens)]
+
+use crate::aacoverage::{CCoverageBuffer, c_rInvShiftSize, c_antiAliasMode, c_nShift, CCoverageInterval, c_nShiftMask, c_nShiftSize, c_nHalfShiftSize};
+use crate::hwvertexbuffer::CHwVertexBufferBuilder;
+use crate::matrix::{CMILMatrix, CMatrix};
+use crate::nullable_ref::Ref;
+use crate::aarasterizer::*;
+use crate::geometry_sink::IGeometrySink;
+use crate::helpers::Int32x32To64;
+use crate::types::*;
+use typed_arena_nomut::Arena;
+
+//-----------------------------------------------------------------------------
+//
+
+//
+// Description:
+// Trapezoidal anti-aliasing implementation
+//
+// >>>> Note that some of this code is duplicated in sw\aarasterizer.cpp,
+// >>>> so changes to this file may need to propagate.
+//
+// pursue reduced code duplication
+//
+
+macro_rules! MIL_THR {
+ ($e: expr) => {
+ $e//assert_eq!($e, S_OK);
+ }
+}
+
+
+//
+// Optimize for speed instead of size for these critical methods
+//
+
+
+//-------------------------------------------------------------------------
+//
+// Coordinate system encoding
+//
+// All points/coordinates are named as follows:
+//
+// <HungarianType><CoordinateSystem>[X|Y][Left|Right|Top|Bottom]VariableName
+//
+// Common hungarian types:
+// n - INT
+// u - UINT
+// r - FLOAT
+//
+// Coordinate systems:
+// Pixel - Device pixel space assuming integer coordinates in the pixel top left corner.
+// Subpixel - Overscaled space.
+//
+// To convert between Pixel to Subpixel, we have:
+// nSubpixelCoordinate = nPixelCoordinate << c_nShift;
+// nPixelCoordinate = nSubpixelCoordinate >> c_nShift;
+//
+// Note that the conversion to nPixelCoordinate needs to also track
+// (nSubpixelCoordinate & c_nShiftMask) to maintain the full value.
+//
+// Note that since trapezoidal only supports 8x8, c_nShiftSize is always equal to 8. So,
+// (1, 2) in pixel space would become (8, 16) in subpixel space.
+//
+// [X|Y]
+// Indicates which coordinate is being referred to.
+//
+// [Left|Right|Top|Bottom]
+// When referring to trapezoids or rectangular regions, this
+// component indicates which edge is being referred to.
+//
+// VariableName
+// Descriptive portion of the variable name
+//
+//-------------------------------------------------------------------------
+
+
+//-------------------------------------------------------------------------
+//
+// Function: IsFractionGreaterThan
+//
+// Synopsis:
+// Determine if nNumeratorA/nDenominatorA > nNumeratorB/nDenominatorB
+//
+// Note that we assume all denominators are strictly greater than zero.
+//
+//-------------------------------------------------------------------------
+fn IsFractionGreaterThan(
+ nNumeratorA: INT, // Left hand side numerator
+ /* __in_range(>=, 1) */ nDenominatorA: INT, // Left hand side denominator
+ nNumeratorB: INT, // Right hand side numerator
+ /* __in_range(>=, 1) */ nDenominatorB: INT, // Right hand side denominator
+ ) -> bool
+{
+ //
+ // nNumeratorA/nDenominatorA > nNumeratorB/nDenominatorB
+ // iff nNumeratorA*nDenominatorB/nDenominatorA > nNumeratorB, since nDenominatorB > 0
+ // iff nNumeratorA*nDenominatorB > nNumeratorB*nDenominatorA, since nDenominatorA > 0
+ //
+ // Now, all input parameters are 32-bit integers, so we need to use
+ // a 64-bit result to compute the product.
+ //
+
+ let lNumeratorAxDenominatorB = Int32x32To64(nNumeratorA, nDenominatorB);
+ let lNumeratorBxDenominatorA = Int32x32To64(nNumeratorB, nDenominatorA);
+
+ return (lNumeratorAxDenominatorB > lNumeratorBxDenominatorA);
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: IsFractionLessThan
+//
+// Synopsis:
+// Determine if nNumeratorA/nDenominatorA < nNumeratorB/nDenominatorB
+//
+// Note that we assume all denominators are strictly greater than zero.
+//
+//-------------------------------------------------------------------------
+fn
+IsFractionLessThan(
+ nNumeratorA: INT, // Left hand side numerator
+ /* __in_range(>=, 1) */ nDenominatorA: INT, // Left hand side denominator
+ nNumeratorB: INT, // Right hand side numerator
+ /* __in_range(>=, 1) */ nDenominatorB: INT, // Right hand side denominator
+) -> bool
+{
+ //
+ // Same check as previous function with less than comparision instead of
+ // a greater than comparison.
+ //
+
+ let lNumeratorAxDenominatorB = Int32x32To64(nNumeratorA, nDenominatorB);
+ let lNumeratorBxDenominatorA = Int32x32To64(nNumeratorB, nDenominatorA);
+
+ return (lNumeratorAxDenominatorB < lNumeratorBxDenominatorA);
+}
+
+
+//-------------------------------------------------------------------------
+//
+// Function: AdvanceDDAMultipleSteps
+//
+// Synopsis:
+// Advance the DDA by multiple steps
+//
+//-------------------------------------------------------------------------
+fn
+AdvanceDDAMultipleSteps(
+ pEdgeLeft: &CEdge, // Left edge from active edge list
+ pEdgeRight: &CEdge, // Right edge from active edge list
+ nSubpixelYAdvance: INT, // Number of steps to advance the DDA
+ nSubpixelXLeftBottom: &mut INT, // Resulting left x position
+ nSubpixelErrorLeftBottom: &mut INT, // Resulting left x position error
+ nSubpixelXRightBottom: &mut INT, // Resulting right x position
+ nSubpixelErrorRightBottom: &mut INT // Resulting right x position error
+ )
+{
+ //
+ // In this method, we need to be careful of overflow. Expected input ranges for values are:
+ //
+ // edge points: x and y subpixel space coordinates are between [-2^26, 2^26]
+ // since we start with 28.4 space (and are now in subpixel space,
+ // i.e., no 16x scale) and assume 2 bits of working space.
+ //
+ // This assumption is ensured by TransformRasterizerPointsTo28_4.
+ //
+ #[cfg(debug_assertions)]
+ {
+ let nDbgPixelCoordinateMax = (1 << 26);
+ let nDbgPixelCoordinateMin = -nDbgPixelCoordinateMax;
+
+ assert!(pEdgeLeft.X.get() >= nDbgPixelCoordinateMin && pEdgeLeft.X.get() <= nDbgPixelCoordinateMax);
+ assert!(pEdgeLeft.EndY >= nDbgPixelCoordinateMin && pEdgeLeft.EndY <= nDbgPixelCoordinateMax);
+ assert!(pEdgeRight.X.get() >= nDbgPixelCoordinateMin && pEdgeRight.X.get() <= nDbgPixelCoordinateMax);
+ assert!(pEdgeRight.EndY >= nDbgPixelCoordinateMin && pEdgeRight.EndY <= nDbgPixelCoordinateMax);
+
+ //
+ // errorDown: (0, 2^30)
+ // Since errorDown is the edge delta y in 28.4 space (not subpixel space
+ // like the end points), we have a larger range of (0, 2^32) for the positive
+ // error down. With 2 bits of work space (which TransformRasterizerPointsTo28_4
+ // ensures), we know we are between (0, 2^30)
+ //
+
+ let nDbgErrorDownMax: INT = (1 << 30);
+ assert!(pEdgeLeft.ErrorDown > 0 && pEdgeLeft.ErrorDown < nDbgErrorDownMax);
+ assert!(pEdgeRight.ErrorDown > 0 && pEdgeRight.ErrorDown < nDbgErrorDownMax);
+
+ //
+ // errorUp: [0, errorDown)
+ //
+ assert!(pEdgeLeft.ErrorUp >= 0 && pEdgeLeft.ErrorUp < pEdgeLeft.ErrorDown);
+ assert!(pEdgeRight.ErrorUp >= 0 && pEdgeRight.ErrorUp < pEdgeRight.ErrorDown);
+ }
+
+ //
+ // Advance the left edge
+ //
+
+ // Since each point on the edge is withing 28.4 space, the following computation can't overflow.
+ *nSubpixelXLeftBottom = pEdgeLeft.X.get() + nSubpixelYAdvance*pEdgeLeft.Dx;
+
+ // Since the error values can be close to 2^30, we can get an overflow by multiplying with yAdvance.
+ // So, we need to use a 64-bit temporary in this case.
+ let mut llSubpixelErrorBottom: LONGLONG = pEdgeLeft.Error.get() as LONGLONG + Int32x32To64(nSubpixelYAdvance, pEdgeLeft.ErrorUp);
+ if (llSubpixelErrorBottom >= 0)
+ {
+ let llSubpixelXLeftDelta = llSubpixelErrorBottom / (pEdgeLeft.ErrorDown as LONGLONG);
+
+ // The delta should remain in range since it still represents a delta along the edge which
+ // we know fits entirely in 28.4. Note that we add one here since the error must end up
+ // less than 0.
+ assert!(llSubpixelXLeftDelta < INT::MAX as LONGLONG);
+ let nSubpixelXLeftDelta: INT = (llSubpixelXLeftDelta as INT) + 1;
+
+ *nSubpixelXLeftBottom += nSubpixelXLeftDelta;
+ llSubpixelErrorBottom -= Int32x32To64(pEdgeLeft.ErrorDown, nSubpixelXLeftDelta);
+ }
+
+ // At this point, the subtraction above should have generated an error that is within
+ // (-pLeft->ErrorDown, 0)
+
+ assert!((llSubpixelErrorBottom > -pEdgeLeft.ErrorDown as LONGLONG) && (llSubpixelErrorBottom < 0));
+ *nSubpixelErrorLeftBottom = (llSubpixelErrorBottom as INT);
+
+ //
+ // Advance the right edge
+ //
+
+ // Since each point on the edge is withing 28.4 space, the following computation can't overflow.
+ *nSubpixelXRightBottom = pEdgeRight.X.get() + nSubpixelYAdvance*pEdgeRight.Dx;
+
+ // Since the error values can be close to 2^30, we can get an overflow by multiplying with yAdvance.
+ // So, we need to use a 64-bit temporary in this case.
+ llSubpixelErrorBottom = pEdgeRight.Error.get() as LONGLONG + Int32x32To64(nSubpixelYAdvance, pEdgeRight.ErrorUp);
+ if (llSubpixelErrorBottom >= 0)
+ {
+ let llSubpixelXRightDelta: LONGLONG = llSubpixelErrorBottom / (pEdgeRight.ErrorDown as LONGLONG);
+
+ // The delta should remain in range since it still represents a delta along the edge which
+ // we know fits entirely in 28.4. Note that we add one here since the error must end up
+ // less than 0.
+ assert!(llSubpixelXRightDelta < INT::MAX as LONGLONG);
+ let nSubpixelXRightDelta: INT = (llSubpixelXRightDelta as INT) + 1;
+
+ *nSubpixelXRightBottom += nSubpixelXRightDelta;
+ llSubpixelErrorBottom -= Int32x32To64(pEdgeRight.ErrorDown, nSubpixelXRightDelta);
+ }
+
+ // At this point, the subtraction above should have generated an error that is within
+ // (-pRight->ErrorDown, 0)
+
+ assert!((llSubpixelErrorBottom > -pEdgeRight.ErrorDown as LONGLONG) && (llSubpixelErrorBottom < 0));
+ *nSubpixelErrorRightBottom = (llSubpixelErrorBottom as INT);
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: ComputeDeltaUpperBound
+//
+// Synopsis:
+// Compute some value that is >= nSubpixelAdvanceY*|1/m| where m is the
+// slope defined by the edge below.
+//
+//-------------------------------------------------------------------------
+fn
+ComputeDeltaUpperBound(
+ pEdge: &CEdge, // Edge containing 1/m value used for computation
+ nSubpixelYAdvance: INT // Multiplier in synopsis expression
+ ) -> INT
+{
+ let nSubpixelDeltaUpperBound: INT;
+
+ //
+ // Compute the delta bound
+ //
+
+ if (pEdge.ErrorUp == 0)
+ {
+ //
+ // No errorUp, so simply compute bound based on dx value
+ //
+
+ nSubpixelDeltaUpperBound = nSubpixelYAdvance*(pEdge.Dx).abs();
+ }
+ else
+ {
+ let nAbsDx: INT;
+ let nAbsErrorUp: INT;
+
+ //
+ // Compute abs of (dx, error)
+ //
+ // Here, we can assume errorUp > 0
+ //
+
+ assert!(pEdge.ErrorUp > 0);
+
+ if (pEdge.Dx >= 0)
+ {
+ nAbsDx = pEdge.Dx;
+ nAbsErrorUp = pEdge.ErrorUp;
+ }
+ else
+ {
+ //
+ // Dx < 0, so negate (dx, errorUp)
+ //
+ // Note that since errorUp > 0, we know -errorUp < 0 and that
+ // we need to add errorDown to get an errorUp >= 0 which
+ // also means substracting one from dx.
+ //
+
+ nAbsDx = -pEdge.Dx - 1;
+ nAbsErrorUp = -pEdge.ErrorUp + pEdge.ErrorDown;
+ }
+
+ //
+ // Compute the bound of nSubpixelAdvanceY*|1/m|
+ //
+ // Note that the +1 below is included to bound any left over errorUp that we are dropping here.
+ //
+
+ nSubpixelDeltaUpperBound = nSubpixelYAdvance*nAbsDx + (nSubpixelYAdvance*nAbsErrorUp)/pEdge.ErrorDown + 1;
+ }
+
+ return nSubpixelDeltaUpperBound;
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: ComputeDistanceLowerBound
+//
+// Synopsis:
+// Compute some value that is <= distance between
+// (pEdgeLeft->X, pEdgeLeft->Error) and (pEdgeRight->X, pEdgeRight->Error)
+//
+//-------------------------------------------------------------------------
+fn
+ComputeDistanceLowerBound(
+ pEdgeLeft: &CEdge, // Left edge containing the position for the distance computation
+ pEdgeRight: &CEdge // Right edge containing the position for the distance computation
+ ) -> INT
+{
+ //
+ // Note: In these comments, error1 and error2 are theoretical. The actual Error members
+ // are biased by -1.
+ //
+ // distance = (x2 + error2/errorDown2) - (x1 + error1/errorDown1)
+ // = x2 - x1 + error2/errorDown2 - error1/errorDown1
+ // >= x2 - x1 + error2/errorDown2 , since error1 < 0
+ // >= x2 - x1 - 1 , since error2 < 0
+ // = pEdgeRight->X - pEdgeLeft->X - 1
+ //
+ // In the special case where error2/errorDown2 >= error1/errorDown1, we
+ // can get a tigher bound of:
+ //
+ // pEdgeRight->X - pEdgeLeft->X
+ //
+ // This case occurs often in thin strokes, so we check for it here.
+ //
+
+ assert!(pEdgeLeft.Error.get() < 0);
+ assert!(pEdgeRight.Error.get() < 0);
+ assert!(pEdgeLeft.X <= pEdgeRight.X);
+
+ let mut nSubpixelXDistanceLowerBound: INT = pEdgeRight.X.get() - pEdgeLeft.X.get();
+
+ //
+ // If error2/errorDown2 < error1/errorDown1, we need to subtract one from the bound.
+ // Note that error's are actually baised by -1, we so we have to add one before
+ // we do the comparison.
+ //
+
+ if (IsFractionLessThan(
+ pEdgeRight.Error.get()+1,
+ pEdgeRight.ErrorDown,
+ pEdgeLeft.Error.get()+1,
+ pEdgeLeft.ErrorDown
+ ))
+ {
+ // We can't use the tighter lower bound described above, so we need to subtract one to
+ // ensure we have a lower bound.
+
+ nSubpixelXDistanceLowerBound -= 1;
+ }
+
+ return nSubpixelXDistanceLowerBound;
+}
+pub struct CHwRasterizer<'x, 'y, 'z> {
+ m_rcClipBounds: MilPointAndSizeL,
+ m_matWorldToDevice: CMILMatrix,
+ m_pIGeometrySink: &'x mut CHwVertexBufferBuilder<'y, 'z>,
+ m_fillMode: MilFillMode,
+ /*
+DynArray<MilPoint2F> *m_prgPoints;
+DynArray<BYTE> *m_prgTypes;
+MilPointAndSizeL m_rcClipBounds;
+CMILMatrix m_matWorldToDevice;
+IGeometrySink *m_pIGeometrySink;
+MilFillMode::Enum m_fillMode;
+
+//
+// Complex scan coverage buffer
+//
+
+CCoverageBuffer m_coverageBuffer;
+
+CD3DDeviceLevel1 * m_pDeviceNoRef;*/
+ //m_coverageBuffer: CCoverageBuffer,
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::ConvertSubpixelXToPixel
+//
+// Synopsis:
+// Convert from our subpixel coordinate (x + error/errorDown)
+// to a floating point value.
+//
+//-------------------------------------------------------------------------
+fn ConvertSubpixelXToPixel(
+ x: INT,
+ error: INT,
+ rErrorDown: f32
+ ) -> f32
+{
+ assert!(rErrorDown > f32::EPSILON);
+ return ((x as f32) + (error as f32)/rErrorDown)*c_rInvShiftSize;
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::ConvertSubpixelYToPixel
+//
+// Synopsis:
+// Convert from our subpixel space to pixel space assuming no
+// error.
+//
+//-------------------------------------------------------------------------
+fn ConvertSubpixelYToPixel(
+ nSubpixel: i32
+ ) -> f32
+{
+ return (nSubpixel as f32)*c_rInvShiftSize;
+}
+
+impl<'x, 'y, 'z> CHwRasterizer<'x, 'y, 'z> {
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::RasterizePath
+//
+// Synopsis:
+// Internal rasterizer fill path. Note that this method follows the
+// same basic structure as the software rasterizer in aarasterizer.cpp.
+//
+// The general algorithm used for rasterization is a vertical sweep of
+// the shape that maintains an active edge list. The sweep is done
+// at a sub-scanline resolution and results in either:
+// 1. Sub-scanlines being combined in the coverage buffer and output
+// as "complex scans".
+// 2. Simple trapezoids being recognized in the active edge list
+// and output using a faster simple trapezoid path.
+//
+// This method consists of the setup to the main rasterization loop
+// which includes:
+//
+// 1. Setup of the clip rectangle
+// 2. Calling FixedPointPathEnumerate to populate our inactive
+// edge list.
+// 3. Delegating to RasterizePath to execute the main loop.
+//
+//-------------------------------------------------------------------------
+pub fn RasterizePath(
+ &mut self,
+ rgpt: &[POINT],
+ rgTypes: &[BYTE],
+ cPoints: UINT,
+ pmatWorldTransform: &CMILMatrix
+ ) -> HRESULT
+{
+ let mut hr;
+ // Default is not implemented for arrays of size 40 so we need to use map
+ let mut inactiveArrayStack: [CInactiveEdge; INACTIVE_LIST_NUMBER!()] = [(); INACTIVE_LIST_NUMBER!()].map(|_| Default::default());
+ let mut pInactiveArray: &mut [CInactiveEdge];
+ let mut pInactiveArrayAllocation: Vec<CInactiveEdge>;
+ let mut edgeHead: CEdge = Default::default();
+ let mut edgeTail: CEdge = Default::default();
+ let pEdgeActiveList: Ref<CEdge>;
+ let mut edgeStore = Arena::new();
+ //edgeStore.init();
+ let mut edgeContext: CInitializeEdgesContext = CInitializeEdgesContext::new(&mut edgeStore);
+
+ edgeContext.ClipRect = None;
+
+ edgeTail.X.set(i32::MAX); // Terminator to active list
+ edgeTail.StartY = i32::MAX; // Terminator to inactive list
+
+ edgeTail.EndY = i32::MIN;
+ edgeHead.X.set(i32::MIN); // Beginning of active list
+ edgeContext.MaxY = i32::MIN;
+
+ edgeHead.Next.set(Ref::new(&edgeTail));
+ pEdgeActiveList = Ref::new(&mut edgeHead);
+ //edgeContext.Store = &mut edgeStore;
+
+ edgeContext.AntiAliasMode = c_antiAliasMode;
+ assert!(edgeContext.AntiAliasMode != MilAntiAliasMode::None);
+
+ // If the path contains 0 or 1 points, we can ignore it.
+ if (cPoints < 2)
+ {
+ return S_OK;
+ }
+
+ let nPixelYClipBottom: INT = self.m_rcClipBounds.Y + self.m_rcClipBounds.Height;
+
+ // Scale the clip bounds rectangle by 16 to account for our
+ // scaling to 28.4 coordinates:
+
+ let mut clipBounds : RECT = Default::default();
+ clipBounds.left = self.m_rcClipBounds.X * FIX4_ONE!();
+ clipBounds.top = self.m_rcClipBounds.Y * FIX4_ONE!();
+ clipBounds.right = (self.m_rcClipBounds.X + self.m_rcClipBounds.Width) * FIX4_ONE!();
+ clipBounds.bottom = (self.m_rcClipBounds.Y + self.m_rcClipBounds.Height) * FIX4_ONE!();
+
+ edgeContext.ClipRect = Some(&clipBounds);
+
+ //////////////////////////////////////////////////////////////////////////
+ // Convert all our points to 28.4 fixed point:
+
+ let mut matrix: CMILMatrix = (*pmatWorldTransform).clone();
+ AppendScaleToMatrix(&mut matrix, TOREAL!(16), TOREAL!(16));
+
+ let coverageBuffer: CCoverageBuffer = Default::default();
+ // Initialize the coverage buffer
+ coverageBuffer.Initialize();
+
+ // Enumerate the path and construct the edge table:
+
+ hr = MIL_THR!(FixedPointPathEnumerate(
+ rgpt,
+ rgTypes,
+ cPoints,
+ &matrix,
+ edgeContext.ClipRect,
+ &mut edgeContext
+ ));
+
+ if (FAILED(hr))
+ {
+ if (hr == WGXERR_VALUEOVERFLOW)
+ {
+ // Draw nothing on value overflow and return
+ hr = S_OK;
+ }
+ return hr;
+ }
+
+ let nTotalCount: UINT; nTotalCount = edgeContext.Store.len() as u32;
+ if (nTotalCount == 0)
+ {
+ hr = S_OK; // We're outta here (empty path or entirely clipped)
+ return hr;
+ }
+
+ // At this point, there has to be at least two edges. If there's only
+ // one, it means that we didn't do the trivially rejection properly.
+
+ assert!((nTotalCount >= 2) && (nTotalCount <= (UINT::MAX - 2)));
+
+ pInactiveArray = &mut inactiveArrayStack[..];
+ if (nTotalCount > (INACTIVE_LIST_NUMBER!() as u32 - 2))
+ {
+ pInactiveArrayAllocation = vec![Default::default(); nTotalCount as usize + 2];
+
+ pInactiveArray = &mut pInactiveArrayAllocation;
+ }
+
+ // Initialize and sort the inactive array:
+
+ let nSubpixelYCurrent = InitializeInactiveArray(
+ edgeContext.Store,
+ pInactiveArray,
+ nTotalCount,
+ Ref::new(&edgeTail)
+ );
+
+ let mut nSubpixelYBottom = edgeContext.MaxY;
+
+ assert!(nSubpixelYBottom > 0);
+
+ // Skip the head sentinel on the inactive array:
+
+ pInactiveArray = &mut pInactiveArray[1..];
+
+ //
+ // Rasterize the path
+ //
+
+ // 'nPixelYClipBottom' is in screen space and needs to be converted to the
+ // format we use for antialiasing.
+
+ nSubpixelYBottom = nSubpixelYBottom.min(nPixelYClipBottom << c_nShift);
+
+ // 'nTotalCount' should have been zero if all the edges were
+ // clipped out (RasterizeEdges assumes there's at least one edge
+ // to be drawn):
+
+ assert!(nSubpixelYBottom > nSubpixelYCurrent);
+
+ IFC!(self.RasterizeEdges(
+ pEdgeActiveList,
+ pInactiveArray,
+ &coverageBuffer,
+ nSubpixelYCurrent,
+ nSubpixelYBottom
+ ));
+
+ return hr;
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::new
+//
+// Synopsis:
+// 1. Ensure clean state
+// 2. Convert path to internal format
+//
+//-------------------------------------------------------------------------
+pub fn new(
+ pIGeometrySink: &'x mut CHwVertexBufferBuilder<'y, 'z>,
+ fillMode: MilFillMode,
+ pmatWorldToDevice: Option<CMatrix<CoordinateSpace::Shape,CoordinateSpace::Device>>,
+ clipRect: MilPointAndSizeL,
+ ) -> Self
+{
+ //
+ // PS#856364-2003/07/01-ashrafm Remove pixel center fixup
+ //
+ // Incoming coordinate space uses integers at upper-left of pixel (pixel
+ // center are half integers) at device level.
+ //
+ // Rasterizer uses the coordinate space with integers at pixel center.
+ //
+ // To convert from center (1/2, 1/2) to center (0, 0) we need to subtract
+ // 1/2 from each coordinate in device space.
+ //
+ // See InitializeEdges in aarasterizer.ccp to see how we unconvert for
+ // antialiased rendering.
+ //
+
+ let mut matWorldHPCToDeviceIPC = pmatWorldToDevice.unwrap_or(CMatrix::Identity());
+ matWorldHPCToDeviceIPC.SetDx(matWorldHPCToDeviceIPC.GetDx() - 0.5);
+ matWorldHPCToDeviceIPC.SetDy(matWorldHPCToDeviceIPC.GetDy() - 0.5);
+
+ //
+ // Set local state.
+ //
+
+ // There's an opportunity for early clipping here
+ //
+ // However, since the rasterizer itself does a reasonable job of clipping some
+ // cases, we don't early clip yet.
+
+ Self {
+ m_fillMode: fillMode,
+ m_rcClipBounds: clipRect,
+ m_pIGeometrySink: pIGeometrySink,
+ m_matWorldToDevice: matWorldHPCToDeviceIPC,
+ }
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::SendGeometry
+//
+// Synopsis:
+// Tessellate and send geometry to the pipeline
+//
+//-------------------------------------------------------------------------
+pub fn SendGeometry(&mut self,
+ points: &[POINT],
+ types: &[BYTE],
+ ) -> HRESULT
+{
+ let mut hr = S_OK;
+
+ //
+ // Rasterize the path
+ //
+ let count = points.len() as u32;
+ IFR!(self.RasterizePath(
+ points,
+ types,
+ count,
+ &self.m_matWorldToDevice.clone(),
+ ));
+ /*
+ IFC!(self.RasterizePath(
+ self.m_prgPoints.as_ref().unwrap().GetDataBuffer(),
+ self.m_prgTypes.as_ref().unwrap().GetDataBuffer(),
+ self.m_prgPoints.as_ref().unwrap().GetCount() as u32,
+ &self.m_matWorldToDevice,
+ self.m_fillMode
+ ));*/
+
+ //
+ // It's possible that we output no triangles. For example, if we tried to fill a
+ // line instead of stroke it. Since we have no efficient way to detect all these cases
+ // up front, we simply rasterize and see if we generated anything.
+ //
+
+ if (self.m_pIGeometrySink.IsEmpty())
+ {
+ hr = WGXHR_EMPTYFILL;
+ }
+
+ RRETURN1!(hr, WGXHR_EMPTYFILL);
+}
+/*
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::SendGeometryModifiers
+//
+// Synopsis: Send an AA color source to the pipeline.
+//
+//-------------------------------------------------------------------------
+fn SendGeometryModifiers(&self,
+ pPipelineBuilder: &mut CHwPipelineBuilder
+ ) -> HRESULT
+{
+ let hr = S_OK;
+
+ let pAntiAliasColorSource = None;
+
+ self.m_pDeviceNoRef.GetColorComponentSource(
+ CHwColorComponentSource::Diffuse,
+ &pAntiAliasColorSource
+ );
+
+ IFC!(pPipelineBuilder.Set_AAColorSource(
+ pAntiAliasColorSource
+ ));
+
+ return hr;
+}*/
+
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::GenerateOutputAndClearCoverage
+//
+// Synopsis:
+// Collapse output and generate span data
+//
+//-------------------------------------------------------------------------
+fn
+GenerateOutputAndClearCoverage<'a>(&mut self, coverageBuffer: &'a CCoverageBuffer<'a>,
+ nSubpixelY: INT
+ ) -> HRESULT
+{
+ let hr = S_OK;
+ let nPixelY = nSubpixelY >> c_nShift;
+
+ let pIntervalSpanStart: Ref<CCoverageInterval> = coverageBuffer.m_pIntervalStart.get();
+
+ IFC!(self.m_pIGeometrySink.AddComplexScan(nPixelY, pIntervalSpanStart));
+
+ coverageBuffer.Reset();
+
+ return hr;
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::ComputeTrapezoidsEndScan
+//
+// Synopsis:
+// This methods takes the current active edge list (and ycurrent)
+// and will determine:
+//
+// 1. Can we output some list of simple trapezoids for this active
+// edge list? If the answer is no, then we simply return
+// nSubpixelYCurrent indicating this condition.
+//
+// 2. If we can output some set of trapezoids, then what is the
+// next ycurrent, i.e., how tall are our trapezoids.
+//
+// Note that all trapezoids output for a particular active edge list
+// are all the same height.
+//
+// To further understand the conditions for making this decision, it
+// is important to consider the simple trapezoid tessellation:
+//
+// ___+_________________+___
+// / + / \ + \ '+' marks active edges
+// / + / \ + \
+// / + / \ + \
+// /__+__/___________________\__+__\
+// 1+1/m +
+//
+// Note that 1+1/edge_slope is the required expand distance to ensure
+// that we cover all pixels required.
+//
+// Now, we can fail to output any trapezoids under the following conditions:
+// 1. The expand regions along the top edge of the trapezoid overlap.
+// 2. The expand regions along the bottom edge of the trapezoid overlap
+// within the current scanline. Note that if the bottom edges overlap
+// at some later point, we can shorten our trapezoid to remove the
+// overlapping.
+//
+// The key to the algorithm at this point is to detect the above condition
+// in our active edge list and either update the returned end y position
+// or reject all together based on overlapping.
+//
+//-------------------------------------------------------------------------
+
+fn ComputeTrapezoidsEndScan(&mut self,
+ pEdgeCurrent: Ref<CEdge>,
+ nSubpixelYCurrent: INT,
+ nSubpixelYNextInactive: INT
+ ) -> INT
+{
+
+ let mut nSubpixelYBottomTrapezoids;
+ let mut pEdgeLeft: Ref<CEdge>;
+ let mut pEdgeRight: Ref<CEdge>;
+
+ //
+ // Trapezoids should always start at scanline boundaries
+ //
+
+ assert!((nSubpixelYCurrent & c_nShiftMask) == 0);
+
+ //
+ // If we are doing a winding mode fill, check that we can ignore mode and do an
+ // alternating fill in OutputTrapezoids. This condition occurs when winding is
+ // equivalent to alternating which happens if the pairwise edges have different
+ // winding directions.
+ //
+
+ if (self.m_fillMode == MilFillMode::Winding)
+ {
+ let mut pEdge = pEdgeCurrent;
+ while pEdge.EndY != INT::MIN {
+ // The active edge list always has an even number of edges which we actually
+ // assert in ASSERTACTIVELIST.
+
+ assert!(pEdge.Next.get().EndY != INT::MIN);
+
+ // If not alternating winding direction, we can't fill with alternate mode
+
+ if (pEdge.WindingDirection == pEdge.Next.get().WindingDirection)
+ {
+ // Give up until we handle winding mode
+ nSubpixelYBottomTrapezoids = nSubpixelYCurrent;
+ return nSubpixelYBottomTrapezoids;
+ }
+
+ pEdge = pEdge.Next.get().Next.get();
+ }
+ }
+
+ //
+ // For each edge, we:
+ //
+ // 1. Set the new trapezoid bottom to the min of the current
+ // one and the edge EndY
+ //
+ // 2. Check if edges will intersect during trapezoidal shrink/expand
+ //
+
+ nSubpixelYBottomTrapezoids = nSubpixelYNextInactive;
+
+ let mut pEdge = pEdgeCurrent;
+ while pEdge.EndY != INT::MIN {
+ //
+ // Step 1
+ //
+ // Updated nSubpixelYBottomTrapezoids based on edge EndY.
+ //
+ // Since edges are clipped to the current clip rect y bounds, we also know
+ // that pEdge->EndY <= nSubpixelYBottom so there is no need to check for that here.
+ //
+
+ nSubpixelYBottomTrapezoids = nSubpixelYBottomTrapezoids.min(pEdge.EndY);
+
+ //
+ // Step 2
+ //
+ // Check that edges will not overlap during trapezoid shrink/expand.
+ //
+
+ pEdgeLeft = pEdge;
+ pEdgeRight = pEdge.Next.get();
+
+ if (pEdgeRight.EndY != INT::MIN)
+ {
+ //
+ // __A__A'___________________B'_B__
+ // \ + \ / + / '+' marks active edges
+ // \ + \ / + /
+ // \ + \ / + /
+ // \__+__\____________/__+__/
+ // 1+1/m C C' D' D
+ //
+ // We need to determine if position A' <= position B' and that position C' <= position D'
+ // in the above diagram. So, we need to ensure that both the distance between
+ // A and B and the distance between C and D is greater than or equal to:
+ //
+ // 0.5 + |0.5/m1| + 0.5 + |0.5/m2| (pixel space)
+ // = shiftsize + halfshiftsize*(|1/m1| + |1/m2|) (subpixel space)
+ //
+ // So, we'll start by computing this distance. Note that we can compute a distance
+ // that is too large here since the self-intersection detection is simply used to
+ // recognize trapezoid opportunities and isn't required for visual correctness.
+ //
+
+ let nSubpixelExpandDistanceUpperBound: INT =
+ c_nShiftSize
+ + ComputeDeltaUpperBound(&*pEdgeLeft, c_nHalfShiftSize)
+ + ComputeDeltaUpperBound(&*pEdgeRight, c_nHalfShiftSize);
+
+ //
+ // Compute a top edge distance that is <= to the distance between A' and B' as follows:
+ // lowerbound(distance(A, B)) - nSubpixelExpandDistanceUpperBound
+ //
+
+ let nSubpixelXTopDistanceLowerBound: INT =
+ ComputeDistanceLowerBound(&*pEdgeLeft, &*pEdgeRight) - nSubpixelExpandDistanceUpperBound;
+
+ //
+ // Check if the top edges cross
+ //
+
+ if (nSubpixelXTopDistanceLowerBound < 0)
+ {
+ // The top edges have crossed, so we are out of luck. We can't
+ // start a trapezoid on this scanline
+
+ nSubpixelYBottomTrapezoids = nSubpixelYCurrent;
+ return nSubpixelYBottomTrapezoids;
+ }
+
+ //
+ // If the edges are converging, we need to check if they cross at
+ // nSubpixelYBottomTrapezoids
+ //
+ //
+ // 1) \ / 2) \ \ 3) / /
+ // \ / \ \ / /
+ // \ / \ \ / /
+ //
+ // The edges converge iff (dx1 > dx2 || (dx1 == dx2 && errorUp1/errorDown1 > errorUp2/errorDown2).
+ //
+ // Note that in the case where the edges do not converge, the code below will end up computing
+ // the DDA at the end points and checking for intersection again. This code doesn't rely on
+ // the fact that the edges don't converge, so we can be too conservative here.
+ //
+
+ if (pEdgeLeft.Dx > pEdgeRight.Dx
+ || ((pEdgeLeft.Dx == pEdgeRight.Dx)
+ && IsFractionGreaterThan(pEdgeLeft.ErrorUp, pEdgeLeft.ErrorDown, pEdgeRight.ErrorUp, pEdgeRight.ErrorDown)))
+ {
+
+ let nSubpixelYAdvance: INT = nSubpixelYBottomTrapezoids - nSubpixelYCurrent;
+ assert!(nSubpixelYAdvance > 0);
+
+ //
+ // Compute the edge position at nSubpixelYBottomTrapezoids
+ //
+
+ let mut nSubpixelXLeftAdjustedBottom = 0;
+ let mut nSubpixelErrorLeftBottom = 0;
+ let mut nSubpixelXRightBottom = 0;
+ let mut nSubpixelErrorRightBottom = 0;
+
+ AdvanceDDAMultipleSteps(
+ &*pEdgeLeft,
+ &*pEdgeRight,
+ nSubpixelYAdvance,
+ &mut nSubpixelXLeftAdjustedBottom,
+ &mut nSubpixelErrorLeftBottom,
+ &mut nSubpixelXRightBottom,
+ &mut nSubpixelErrorRightBottom
+ );
+
+ //
+ // Adjust the bottom left position by the expand distance for all the math
+ // that follows. Note that since we adjusted the top distance by that
+ // same expand distance, this adjustment is equivalent to moving the edges
+ // nSubpixelExpandDistanceUpperBound closer together.
+ //
+
+ nSubpixelXLeftAdjustedBottom += nSubpixelExpandDistanceUpperBound;
+
+ //
+ // Check if the bottom edge crosses.
+ //
+ // To avoid checking error1/errDown1 and error2/errDown2, we assume the
+ // edges cross if nSubpixelXLeftAdjustedBottom == nSubpixelXRightBottom
+ // and thus produce a result that is too conservative.
+ //
+
+ if (nSubpixelXLeftAdjustedBottom >= nSubpixelXRightBottom)
+ {
+
+ //
+ // At this point, we have the following scenario
+ //
+ // ____d1____
+ // \ / | |
+ // \ / h1 |
+ // \/ | | nSubpixelYAdvance
+ // / \ |
+ // /__d2__\ |
+ //
+ // We want to compute h1. We know that:
+ //
+ // h1 / nSubpixelYAdvance = d1 / (d1 + d2)
+ // h1 = nSubpixelYAdvance * d1 / (d1 + d2)
+ //
+ // Now, if we approximate d1 with some d1' <= d1, we get
+ //
+ // h1 = nSubpixelYAdvance * d1 / (d1 + d2)
+ // h1 >= nSubpixelYAdvance * d1' / (d1' + d2)
+ //
+ // Similarly, if we approximate d2 with some d2' >= d2, we get
+ //
+ // h1 >= nSubpixelYAdvance * d1' / (d1' + d2)
+ // >= nSubpixelYAdvance * d1' / (d1' + d2')
+ //
+ // Since we are allowed to be too conservative with h1 (it can be
+ // less than the actual value), we'll construct such approximations
+ // for simplicity.
+ //
+ // Note that d1' = nSubpixelXTopDistanceLowerBound which we have already
+ // computed.
+ //
+ // d2 = (x1 + error1/errorDown1) - (x2 + error2/errorDown2)
+ // = x1 - x2 + error1/errorDown1 - error2/errorDown2
+ // <= x1 - x2 - error2/errorDown2 , since error1 < 0
+ // <= x1 - x2 + 1 , since error2 < 0
+ // = nSubpixelXLeftAdjustedBottom - nSubpixelXRightBottom + 1
+ //
+
+ let nSubpixelXBottomDistanceUpperBound: INT = nSubpixelXLeftAdjustedBottom - nSubpixelXRightBottom + 1;
+
+ assert!(nSubpixelXTopDistanceLowerBound >= 0);
+ assert!(nSubpixelXBottomDistanceUpperBound > 0);
+
+ #[cfg(debug_assertions)]
+ let nDbgPreviousSubpixelXBottomTrapezoids: INT = nSubpixelYBottomTrapezoids;
+
+
+ nSubpixelYBottomTrapezoids =
+ nSubpixelYCurrent +
+ (nSubpixelYAdvance * nSubpixelXTopDistanceLowerBound) /
+ (nSubpixelXTopDistanceLowerBound + nSubpixelXBottomDistanceUpperBound);
+
+ #[cfg(debug_assertions)]
+ assert!(nDbgPreviousSubpixelXBottomTrapezoids >= nSubpixelYBottomTrapezoids);
+
+ if (nSubpixelYBottomTrapezoids < nSubpixelYCurrent + c_nShiftSize)
+ {
+ // We no longer have a trapezoid that is at least one scanline high, so
+ // abort
+
+ nSubpixelYBottomTrapezoids = nSubpixelYCurrent;
+ return nSubpixelYBottomTrapezoids;
+ }
+ }
+ }
+ }
+
+ pEdge = pEdge.Next.get();
+ }
+
+ //
+ // Snap to pixel boundary
+ //
+
+ nSubpixelYBottomTrapezoids = nSubpixelYBottomTrapezoids & (!c_nShiftMask);
+
+ //
+ // Ensure that we are never less than nSubpixelYCurrent
+ //
+
+ assert!(nSubpixelYBottomTrapezoids >= nSubpixelYCurrent);
+
+ //
+ // Return trapezoid end scan
+ //
+
+//Cleanup:
+ return nSubpixelYBottomTrapezoids;
+}
+
+
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::OutputTrapezoids
+//
+// Synopsis:
+// Given the current active edge list, output a list of
+// trapezoids.
+//
+// _________________________
+// / / \ \
+// / / \ \
+// / / \ \
+// /_____/___________________\_____\
+// 1+1/m
+//
+// We output a trapezoid where the distance in X is 1+1/m slope on either edge.
+// Note that we actually do a linear interpolation for coverage along the
+// entire falloff region which comes within 12.5% error when compared to our
+// 8x8 coverage output for complex scans. What is happening here is
+// that we are applying a linear approximation to the coverage function
+// based on slope. It is possible to get better linear interpolations
+// by varying the expanded region, but it hasn't been necessary to apply
+// these quality improvements yet.
+//
+//-------------------------------------------------------------------------
+fn
+OutputTrapezoids(&mut self,
+ pEdgeCurrent: Ref<CEdge>,
+ nSubpixelYCurrent: INT, // inclusive
+ nSubpixelYNext: INT // exclusive
+ ) -> HRESULT
+{
+
+ let hr = S_OK;
+ let nSubpixelYAdvance: INT;
+ let mut rSubpixelLeftErrorDown: f32;
+ let mut rSubpixelRightErrorDown: f32;
+ let mut rPixelXLeft: f32;
+ let mut rPixelXRight: f32;
+ let mut rSubpixelLeftInvSlope: f32;
+ let mut rSubpixelLeftAbsInvSlope: f32;
+ let mut rSubpixelRightInvSlope: f32;
+ let mut rSubpixelRightAbsInvSlope: f32;
+ let mut rPixelXLeftDelta: f32;
+ let mut rPixelXRightDelta: f32;
+
+ let mut pEdgeLeft = pEdgeCurrent;
+ let mut pEdgeRight = (*pEdgeCurrent).Next.get();
+
+ assert!((nSubpixelYCurrent & c_nShiftMask) == 0);
+ assert!(pEdgeLeft.EndY != INT::MIN);
+ assert!(pEdgeRight.EndY != INT::MIN);
+
+ //
+ // Compute the height our trapezoids
+ //
+
+ nSubpixelYAdvance = nSubpixelYNext - nSubpixelYCurrent;
+
+ //
+ // Output each trapezoid
+ //
+
+ loop
+ {
+ //
+ // Compute x/error for end of trapezoid
+ //
+
+ let mut nSubpixelXLeftBottom: INT = 0;
+ let mut nSubpixelErrorLeftBottom: INT = 0;
+ let mut nSubpixelXRightBottom: INT = 0;
+ let mut nSubpixelErrorRightBottom: INT = 0;
+
+ AdvanceDDAMultipleSteps(
+ &*pEdgeLeft,
+ &*pEdgeRight,
+ nSubpixelYAdvance,
+ &mut nSubpixelXLeftBottom,
+ &mut nSubpixelErrorLeftBottom,
+ &mut nSubpixelXRightBottom,
+ &mut nSubpixelErrorRightBottom
+ );
+
+ // The above computation should ensure that we are a simple
+ // trapezoid at this point
+
+ assert!(nSubpixelXLeftBottom <= nSubpixelXRightBottom);
+
+ // We know we have a simple trapezoid now. Now, compute the end of our current trapezoid
+
+ assert!(nSubpixelYAdvance > 0);
+
+ //
+ // Computation of edge data
+ //
+
+ rSubpixelLeftErrorDown = pEdgeLeft.ErrorDown as f32;
+ rSubpixelRightErrorDown = pEdgeRight.ErrorDown as f32;
+ rPixelXLeft = ConvertSubpixelXToPixel(pEdgeLeft.X.get(), pEdgeLeft.Error.get(), rSubpixelLeftErrorDown);
+ rPixelXRight = ConvertSubpixelXToPixel(pEdgeRight.X.get(), pEdgeRight.Error.get(), rSubpixelRightErrorDown);
+
+ rSubpixelLeftInvSlope = pEdgeLeft.Dx as f32 + pEdgeLeft.ErrorUp as f32/rSubpixelLeftErrorDown;
+ rSubpixelLeftAbsInvSlope = rSubpixelLeftInvSlope.abs();
+ rSubpixelRightInvSlope = pEdgeRight.Dx as f32 + pEdgeRight.ErrorUp as f32/rSubpixelRightErrorDown;
+ rSubpixelRightAbsInvSlope = rSubpixelRightInvSlope.abs();
+
+ rPixelXLeftDelta = 0.5 + 0.5 * rSubpixelLeftAbsInvSlope;
+ rPixelXRightDelta = 0.5 + 0.5 * rSubpixelRightAbsInvSlope;
+
+ let rPixelYTop = ConvertSubpixelYToPixel(nSubpixelYCurrent);
+ let rPixelYBottom = ConvertSubpixelYToPixel(nSubpixelYNext);
+
+ let rPixelXBottomLeft = ConvertSubpixelXToPixel(
+ nSubpixelXLeftBottom,
+ nSubpixelErrorLeftBottom,
+ pEdgeLeft.ErrorDown as f32
+ );
+
+ let rPixelXBottomRight = ConvertSubpixelXToPixel(
+ nSubpixelXRightBottom,
+ nSubpixelErrorRightBottom,
+ pEdgeRight.ErrorDown as f32
+ );
+
+ //
+ // Output the trapezoid
+ //
+
+ IFC!(self.m_pIGeometrySink.AddTrapezoid(
+ rPixelYTop, // In: y coordinate of top of trapezoid
+ rPixelXLeft, // In: x coordinate for top left
+ rPixelXRight, // In: x coordinate for top right
+ rPixelYBottom, // In: y coordinate of bottom of trapezoid
+ rPixelXBottomLeft, // In: x coordinate for bottom left
+ rPixelXBottomRight, // In: x coordinate for bottom right
+ rPixelXLeftDelta, // In: trapezoid expand radius for left edge
+ rPixelXRightDelta // In: trapezoid expand radius for right edge
+ ));
+
+ //
+ // Update the edge data
+ //
+
+ // no need to do this if edges are stale
+
+ pEdgeLeft.X.set(nSubpixelXLeftBottom);
+ pEdgeLeft.Error.set(nSubpixelErrorLeftBottom);
+ pEdgeRight.X.set(nSubpixelXRightBottom);
+ pEdgeRight.Error.set(nSubpixelErrorRightBottom);
+
+ //
+ // Check for termination
+ //
+
+ if (pEdgeRight.Next.get().EndY == INT::MIN)
+ {
+ break;
+ }
+
+ //
+ // Advance edge data
+ //
+
+ pEdgeLeft = pEdgeRight.Next.get();
+ pEdgeRight = pEdgeLeft.Next.get();
+
+ }
+
+ return hr;
+
+}
+
+//-------------------------------------------------------------------------
+//
+// Function: CHwRasterizer::RasterizeEdges
+//
+// Synopsis:
+// Rasterize using trapezoidal AA
+//
+//-------------------------------------------------------------------------
+fn
+RasterizeEdges<'a, 'b>(&mut self,
+ pEdgeActiveList: Ref<'a, CEdge<'a>>,
+ mut pInactiveEdgeArray: &'a mut [CInactiveEdge<'a>],
+ coverageBuffer: &'b CCoverageBuffer<'b>,
+ mut nSubpixelYCurrent: INT,
+ nSubpixelYBottom: INT
+ ) -> HRESULT
+{
+ let hr: HRESULT = S_OK;
+ let mut pEdgePrevious: Ref<CEdge>;
+ let mut pEdgeCurrent: Ref<CEdge>;
+ let mut nSubpixelYNextInactive: INT = 0;
+ let mut nSubpixelYNext: INT;
+
+ pInactiveEdgeArray = InsertNewEdges(
+ pEdgeActiveList,
+ nSubpixelYCurrent,
+ pInactiveEdgeArray,
+ &mut nSubpixelYNextInactive
+ );
+
+ while (nSubpixelYCurrent < nSubpixelYBottom)
+ {
+ ASSERTACTIVELIST!(pEdgeActiveList, nSubpixelYCurrent);
+
+ //
+ // Detect trapezoidal case
+ //
+
+ pEdgePrevious = pEdgeActiveList;
+ pEdgeCurrent = pEdgeActiveList.Next.get();
+
+ nSubpixelYNext = nSubpixelYCurrent;
+
+ if (!IsTagEnabled!(tagDisableTrapezoids)
+ && (nSubpixelYCurrent & c_nShiftMask) == 0
+ && pEdgeCurrent.EndY != INT::MIN
+ && nSubpixelYNextInactive >= nSubpixelYCurrent + c_nShiftSize
+ )
+ {
+ // Edges are paired, so we can assert we have another one
+ assert!(pEdgeCurrent.Next.get().EndY != INT::MIN);
+
+ //
+ // Given an active edge list, we compute the furthest we can go in the y direction
+ // without creating self-intersection or going past the edge EndY. Note that if we
+ // can't even go one scanline, then nSubpixelYNext == nSubpixelYCurrent
+ //
+
+ nSubpixelYNext = self.ComputeTrapezoidsEndScan(Ref::new(&*pEdgeCurrent), nSubpixelYCurrent, nSubpixelYNextInactive);
+ assert!(nSubpixelYNext >= nSubpixelYCurrent);
+
+ //
+ // Attempt to output a trapezoid. If it turns out we don't have any
+ // potential trapezoids, then nSubpixelYNext == nSubpixelYCurent
+ // indicating that we need to fall back to complex scans.
+ //
+
+ if (nSubpixelYNext >= nSubpixelYCurrent + c_nShiftSize)
+ {
+ IFC!(self.OutputTrapezoids(
+ pEdgeCurrent,
+ nSubpixelYCurrent,
+ nSubpixelYNext
+ ));
+ }
+ }
+
+ //
+ // Rasterize simple trapezoid or a complex scanline
+ //
+
+ if (nSubpixelYNext > nSubpixelYCurrent)
+ {
+ // If we advance, it must be by at least one scan line
+
+ assert!(nSubpixelYNext - nSubpixelYCurrent >= c_nShiftSize);
+
+ // Advance nSubpixelYCurrent
+
+ nSubpixelYCurrent = nSubpixelYNext;
+
+ // Remove stale edges. Note that the DDA is incremented in OutputTrapezoids.
+
+ while (pEdgeCurrent.EndY != INT::MIN)
+ {
+ if (pEdgeCurrent.EndY <= nSubpixelYCurrent)
+ {
+ // Unlink and advance
+
+ pEdgeCurrent = pEdgeCurrent.Next.get();
+ pEdgePrevious.Next.set(pEdgeCurrent);
+ }
+ else
+ {
+ // Advance
+
+ pEdgePrevious = pEdgeCurrent;
+ pEdgeCurrent = pEdgeCurrent.Next.get();
+ }
+ }
+ }
+ else
+ {
+ //
+ // Trapezoid rasterization failed, so
+ // 1) Handle case with no active edges, or
+ // 2) fall back to scan rasterization
+ //
+
+ if (pEdgeCurrent.EndY == INT::MIN)
+ {
+ nSubpixelYNext = nSubpixelYNextInactive;
+ }
+ else
+ {
+ nSubpixelYNext = nSubpixelYCurrent + 1;
+ if (self.m_fillMode == MilFillMode::Alternate)
+ {
+ IFC!(coverageBuffer.FillEdgesAlternating(pEdgeActiveList, nSubpixelYCurrent));
+ }
+ else
+ {
+ IFC!(coverageBuffer.FillEdgesWinding(pEdgeActiveList, nSubpixelYCurrent));
+ }
+ }
+
+ // If the next scan is done, output what's there:
+ if (nSubpixelYNext > (nSubpixelYCurrent | c_nShiftMask))
+ {
+ IFC!(self.GenerateOutputAndClearCoverage(coverageBuffer, nSubpixelYCurrent));
+ }
+
+ // Advance nSubpixelYCurrent
+ nSubpixelYCurrent = nSubpixelYNext;
+
+ // Advance DDA and update edge list
+ AdvanceDDAAndUpdateActiveEdgeList(nSubpixelYCurrent, pEdgeActiveList);
+ }
+
+ //
+ // Update edge list
+ //
+
+ if (nSubpixelYCurrent == nSubpixelYNextInactive)
+ {
+ pInactiveEdgeArray = InsertNewEdges(
+ pEdgeActiveList,
+ nSubpixelYCurrent,
+ pInactiveEdgeArray,
+ &mut nSubpixelYNextInactive
+ );
+ }
+ }
+
+ //
+ // Output the last scanline that has partial coverage
+ //
+
+ if ((nSubpixelYCurrent & c_nShiftMask) != 0)
+ {
+ IFC!(self.GenerateOutputAndClearCoverage(coverageBuffer, nSubpixelYCurrent));
+ }
+
+ RRETURN!(hr);
+}
+
+}