gfx/thebes/gfxWindowsNativeDrawing.cpp

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1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
2 * This Source Code Form is subject to the terms of the Mozilla Public
3 * License, v. 2.0. If a copy of the MPL was not distributed with this
4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
5
6 #include <windows.h>
7
8 #include "nsMathUtils.h"
9
10 #include "gfxWindowsNativeDrawing.h"
11 #include "gfxWindowsSurface.h"
12 #include "gfxAlphaRecovery.h"
13 #include "gfxPattern.h"
14 #include "mozilla/gfx/2D.h"
15
16 enum {
17 RENDER_STATE_INIT,
18
19 RENDER_STATE_NATIVE_DRAWING,
20 RENDER_STATE_NATIVE_DRAWING_DONE,
21
22 RENDER_STATE_ALPHA_RECOVERY_BLACK,
23 RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE,
24 RENDER_STATE_ALPHA_RECOVERY_WHITE,
25 RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE,
26
27 RENDER_STATE_DONE
28 };
29
30 gfxWindowsNativeDrawing::gfxWindowsNativeDrawing(gfxContext* ctx,
31 const gfxRect& nativeRect,
32 uint32_t nativeDrawFlags)
33 : mContext(ctx), mNativeRect(nativeRect), mNativeDrawFlags(nativeDrawFlags), mRenderState(RENDER_STATE_INIT)
34 {
35 }
36
37 HDC
38 gfxWindowsNativeDrawing::BeginNativeDrawing()
39 {
40 if (mRenderState == RENDER_STATE_INIT) {
41 nsRefPtr<gfxASurface> surf;
42
43 if (mContext->GetCairo()) {
44 surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
45 }
46
47 if (surf && surf->CairoStatus())
48 return nullptr;
49
50 gfxMatrix m = mContext->CurrentMatrix();
51 if (!m.HasNonTranslation())
52 mTransformType = TRANSLATION_ONLY;
53 else if (m.HasNonAxisAlignedTransform())
54 mTransformType = COMPLEX;
55 else
56 mTransformType = AXIS_ALIGNED_SCALE;
57
58 // if this is a native win32 surface, we don't have to
59 // redirect rendering to our own HDC; in some cases,
60 // we may be able to use the HDC from the surface directly.
61 if (surf &&
62 ((surf->GetType() == gfxSurfaceType::Win32 ||
63 surf->GetType() == gfxSurfaceType::Win32Printing) &&
64 (surf->GetContentType() == gfxContentType::COLOR ||
65 (surf->GetContentType() == gfxContentType::COLOR_ALPHA &&
66 (mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA)))))
67 {
68 // grab the DC. This can fail if there is a complex clipping path,
69 // in which case we'll have to fall back.
70 mWinSurface = static_cast<gfxWindowsSurface*>(static_cast<gfxASurface*>(surf.get()));
71 mDC = mWinSurface->GetDCWithClip(mContext);
72
73 if (mDC) {
74 if (mTransformType == TRANSLATION_ONLY) {
75 mRenderState = RENDER_STATE_NATIVE_DRAWING;
76
77 mTranslation = m.GetTranslation();
78 } else if (((mTransformType == AXIS_ALIGNED_SCALE)
79 && (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) ||
80 (mNativeDrawFlags & CAN_COMPLEX_TRANSFORM))
81 {
82 mWorldTransform.eM11 = (FLOAT) m.xx;
83 mWorldTransform.eM12 = (FLOAT) m.yx;
84 mWorldTransform.eM21 = (FLOAT) m.xy;
85 mWorldTransform.eM22 = (FLOAT) m.yy;
86 mWorldTransform.eDx = (FLOAT) m.x0;
87 mWorldTransform.eDy = (FLOAT) m.y0;
88
89 mRenderState = RENDER_STATE_NATIVE_DRAWING;
90 }
91 }
92 }
93
94 // If we couldn't do native drawing, then we have to do two-buffer drawing
95 // and do alpha recovery
96 if (mRenderState == RENDER_STATE_INIT) {
97 mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK;
98
99 // We round out our native rect here, that way the snapping will
100 // happen correctly.
101 mNativeRect.RoundOut();
102
103 // we only do the scale bit if we can do an axis aligned
104 // scale; otherwise we scale (if necessary) after
105 // rendering with cairo. Note that if we're doing alpha recovery,
106 // we cannot do a full complex transform with win32 (I mean, we could, but
107 // it would require more code that's not here.)
108 if (mTransformType == TRANSLATION_ONLY || !(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) {
109 mScale = gfxSize(1.0, 1.0);
110
111 // Add 1 to the surface size; it's guaranteed to not be incorrect,
112 // and it fixes bug 382458
113 // There's probably a better fix, but I haven't figured out
114 // the root cause of the problem.
115 mTempSurfaceSize =
116 gfxIntSize((int32_t) ceil(mNativeRect.Width() + 1),
117 (int32_t) ceil(mNativeRect.Height() + 1));
118 } else {
119 // figure out the scale factors
120 mScale = m.ScaleFactors(true);
121
122 mWorldTransform.eM11 = (FLOAT) mScale.width;
123 mWorldTransform.eM12 = 0.0f;
124 mWorldTransform.eM21 = 0.0f;
125 mWorldTransform.eM22 = (FLOAT) mScale.height;
126 mWorldTransform.eDx = 0.0f;
127 mWorldTransform.eDy = 0.0f;
128
129 // See comment above about "+1"
130 mTempSurfaceSize =
131 gfxIntSize((int32_t) ceil(mNativeRect.Width() * mScale.width + 1),
132 (int32_t) ceil(mNativeRect.Height() * mScale.height + 1));
133 }
134 }
135 }
136
137 if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
138 // we can just do native drawing directly to the context's surface
139
140 // do we need to use SetWorldTransform?
141 if (mTransformType != TRANSLATION_ONLY) {
142 SetGraphicsMode(mDC, GM_ADVANCED);
143 GetWorldTransform(mDC, &mOldWorldTransform);
144 SetWorldTransform(mDC, &mWorldTransform);
145 }
146 GetViewportOrgEx(mDC, &mOrigViewportOrigin);
147 SetViewportOrgEx(mDC,
148 mOrigViewportOrigin.x + (int)mDeviceOffset.x,
149 mOrigViewportOrigin.y + (int)mDeviceOffset.y,
150 nullptr);
151
152 return mDC;
153 } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK ||
154 mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE)
155 {
156 // we're going to use mWinSurface to create our temporary surface here
157
158 // get us a RGB24 DIB; DIB is important, because
159 // we can later call GetImageSurface on it.
160 mWinSurface = new gfxWindowsSurface(mTempSurfaceSize);
161 mDC = mWinSurface->GetDC();
162
163 RECT r = { 0, 0, mTempSurfaceSize.width, mTempSurfaceSize.height };
164 if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK)
165 FillRect(mDC, &r, (HBRUSH)GetStockObject(BLACK_BRUSH));
166 else
167 FillRect(mDC, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));
168
169 if ((mTransformType != TRANSLATION_ONLY) &&
170 (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE))
171 {
172 SetGraphicsMode(mDC, GM_ADVANCED);
173 SetWorldTransform(mDC, &mWorldTransform);
174 }
175
176 return mDC;
177 } else {
178 NS_ERROR("Bogus render state!");
179 return nullptr;
180 }
181 }
182
183 bool
184 gfxWindowsNativeDrawing::IsDoublePass()
185 {
186 if (!mContext->IsCairo() &&
187 (mContext->GetDrawTarget()->GetType() != mozilla::gfx::BackendType::CAIRO ||
188 mContext->GetDrawTarget()->IsDualDrawTarget())) {
189 return true;
190 }
191
192 nsRefPtr<gfxASurface> surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
193 if (!surf || surf->CairoStatus())
194 return false;
195 if (surf->GetType() != gfxSurfaceType::Win32 &&
196 surf->GetType() != gfxSurfaceType::Win32Printing) {
197 return true;
198 }
199 if ((surf->GetContentType() != gfxContentType::COLOR ||
200 (surf->GetContentType() == gfxContentType::COLOR_ALPHA &&
201 !(mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA))))
202 return true;
203 return false;
204 }
205
206 bool
207 gfxWindowsNativeDrawing::ShouldRenderAgain()
208 {
209 switch (mRenderState) {
210 case RENDER_STATE_NATIVE_DRAWING_DONE:
211 return false;
212
213 case RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE:
214 mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE;
215 return true;
216
217 case RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE:
218 return false;
219
220 default:
221 NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::ShouldRenderAgain");
222 break;
223 }
224
225 return false;
226 }
227
228 void
229 gfxWindowsNativeDrawing::EndNativeDrawing()
230 {
231 if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
232 // we drew directly to the HDC in the context; undo our changes
233 SetViewportOrgEx(mDC, mOrigViewportOrigin.x, mOrigViewportOrigin.y, nullptr);
234
235 if (mTransformType != TRANSLATION_ONLY)
236 SetWorldTransform(mDC, &mOldWorldTransform);
237
238 mWinSurface->MarkDirty();
239
240 mRenderState = RENDER_STATE_NATIVE_DRAWING_DONE;
241 } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK) {
242 mBlackSurface = mWinSurface;
243 mWinSurface = nullptr;
244
245 mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE;
246 } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE) {
247 mWhiteSurface = mWinSurface;
248 mWinSurface = nullptr;
249
250 mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE;
251 } else {
252 NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::EndNativeDrawing");
253 }
254 }
255
256 void
257 gfxWindowsNativeDrawing::PaintToContext()
258 {
259 if (mRenderState == RENDER_STATE_NATIVE_DRAWING_DONE) {
260 // nothing to do, it already went to the context
261 mRenderState = RENDER_STATE_DONE;
262 } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE) {
263 nsRefPtr<gfxImageSurface> black = mBlackSurface->GetAsImageSurface();
264 nsRefPtr<gfxImageSurface> white = mWhiteSurface->GetAsImageSurface();
265 if (!gfxAlphaRecovery::RecoverAlpha(black, white)) {
266 NS_ERROR("Alpha recovery failure");
267 return;
268 }
269 nsRefPtr<gfxImageSurface> alphaSurface =
270 new gfxImageSurface(black->Data(), black->GetSize(),
271 black->Stride(),
272 gfxImageFormat::ARGB32);
273
274 mContext->Save();
275 mContext->Translate(mNativeRect.TopLeft());
276 mContext->NewPath();
277 mContext->Rectangle(gfxRect(gfxPoint(0.0, 0.0), mNativeRect.Size()));
278
279 nsRefPtr<gfxPattern> pat = new gfxPattern(alphaSurface);
280
281 gfxMatrix m;
282 m.Scale(mScale.width, mScale.height);
283 pat->SetMatrix(m);
284
285 if (mNativeDrawFlags & DO_NEAREST_NEIGHBOR_FILTERING)
286 pat->SetFilter(GraphicsFilter::FILTER_FAST);
287
288 pat->SetExtend(gfxPattern::EXTEND_PAD);
289 mContext->SetPattern(pat);
290 mContext->Fill();
291 mContext->Restore();
292
293 mRenderState = RENDER_STATE_DONE;
294 } else {
295 NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::PaintToContext");
296 }
297 }
298
299 void
300 gfxWindowsNativeDrawing::TransformToNativeRect(const gfxRect& r,
301 RECT& rout)
302 {
303 /* If we're doing native drawing, then we're still in the coordinate space
304 * of the context; otherwise, we're in our own little world,
305 * relative to the passed-in nativeRect.
306 */
307
308 gfxRect roundedRect(r);
309
310 if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
311 if (mTransformType == TRANSLATION_ONLY) {
312 roundedRect.MoveBy(mTranslation);
313 }
314 } else {
315 roundedRect.MoveBy(-mNativeRect.TopLeft());
316 }
317
318 roundedRect.Round();
319
320 rout.left = LONG(roundedRect.X());
321 rout.right = LONG(roundedRect.XMost());
322 rout.top = LONG(roundedRect.Y());
323 rout.bottom = LONG(roundedRect.YMost());
324 }

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