gfx/thebes/gfxWindowsNativeDrawing.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/thebes/gfxWindowsNativeDrawing.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,324 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
     1.5 + * This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include <windows.h>
    1.10 +
    1.11 +#include "nsMathUtils.h"
    1.12 +
    1.13 +#include "gfxWindowsNativeDrawing.h"
    1.14 +#include "gfxWindowsSurface.h"
    1.15 +#include "gfxAlphaRecovery.h"
    1.16 +#include "gfxPattern.h"
    1.17 +#include "mozilla/gfx/2D.h"
    1.18 +
    1.19 +enum {
    1.20 +    RENDER_STATE_INIT,
    1.21 +
    1.22 +    RENDER_STATE_NATIVE_DRAWING,
    1.23 +    RENDER_STATE_NATIVE_DRAWING_DONE,
    1.24 +
    1.25 +    RENDER_STATE_ALPHA_RECOVERY_BLACK,
    1.26 +    RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE,
    1.27 +    RENDER_STATE_ALPHA_RECOVERY_WHITE,
    1.28 +    RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE,
    1.29 +
    1.30 +    RENDER_STATE_DONE
    1.31 +};
    1.32 +
    1.33 +gfxWindowsNativeDrawing::gfxWindowsNativeDrawing(gfxContext* ctx,
    1.34 +                                                 const gfxRect& nativeRect,
    1.35 +                                                 uint32_t nativeDrawFlags)
    1.36 +    : mContext(ctx), mNativeRect(nativeRect), mNativeDrawFlags(nativeDrawFlags), mRenderState(RENDER_STATE_INIT)
    1.37 +{
    1.38 +}
    1.39 +
    1.40 +HDC
    1.41 +gfxWindowsNativeDrawing::BeginNativeDrawing()
    1.42 +{
    1.43 +    if (mRenderState == RENDER_STATE_INIT) {
    1.44 +        nsRefPtr<gfxASurface> surf;
    1.45 +        
    1.46 +        if (mContext->GetCairo()) {
    1.47 +          surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
    1.48 +        }
    1.49 +
    1.50 +        if (surf && surf->CairoStatus())
    1.51 +            return nullptr;
    1.52 +
    1.53 +        gfxMatrix m = mContext->CurrentMatrix();
    1.54 +        if (!m.HasNonTranslation())
    1.55 +            mTransformType = TRANSLATION_ONLY;
    1.56 +        else if (m.HasNonAxisAlignedTransform())
    1.57 +            mTransformType = COMPLEX;
    1.58 +        else
    1.59 +            mTransformType = AXIS_ALIGNED_SCALE;
    1.60 +
    1.61 +        // if this is a native win32 surface, we don't have to
    1.62 +        // redirect rendering to our own HDC; in some cases,
    1.63 +        // we may be able to use the HDC from the surface directly.
    1.64 +        if (surf &&
    1.65 +            ((surf->GetType() == gfxSurfaceType::Win32 ||
    1.66 +              surf->GetType() == gfxSurfaceType::Win32Printing) &&
    1.67 +              (surf->GetContentType() == gfxContentType::COLOR ||
    1.68 +               (surf->GetContentType() == gfxContentType::COLOR_ALPHA &&
    1.69 +               (mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA)))))
    1.70 +        {
    1.71 +            // grab the DC. This can fail if there is a complex clipping path,
    1.72 +            // in which case we'll have to fall back.
    1.73 +            mWinSurface = static_cast<gfxWindowsSurface*>(static_cast<gfxASurface*>(surf.get()));
    1.74 +            mDC = mWinSurface->GetDCWithClip(mContext);
    1.75 +
    1.76 +            if (mDC) {
    1.77 +                if (mTransformType == TRANSLATION_ONLY) {
    1.78 +                    mRenderState = RENDER_STATE_NATIVE_DRAWING;
    1.79 +
    1.80 +                    mTranslation = m.GetTranslation();
    1.81 +                } else if (((mTransformType == AXIS_ALIGNED_SCALE)
    1.82 +                            && (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) ||
    1.83 +                           (mNativeDrawFlags & CAN_COMPLEX_TRANSFORM))
    1.84 +                {
    1.85 +                    mWorldTransform.eM11 = (FLOAT) m.xx;
    1.86 +                    mWorldTransform.eM12 = (FLOAT) m.yx;
    1.87 +                    mWorldTransform.eM21 = (FLOAT) m.xy;
    1.88 +                    mWorldTransform.eM22 = (FLOAT) m.yy;
    1.89 +                    mWorldTransform.eDx  = (FLOAT) m.x0;
    1.90 +                    mWorldTransform.eDy  = (FLOAT) m.y0;
    1.91 +
    1.92 +                    mRenderState = RENDER_STATE_NATIVE_DRAWING;
    1.93 +                }
    1.94 +            }
    1.95 +        }
    1.96 +
    1.97 +        // If we couldn't do native drawing, then we have to do two-buffer drawing
    1.98 +        // and do alpha recovery
    1.99 +        if (mRenderState == RENDER_STATE_INIT) {
   1.100 +            mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK;
   1.101 +
   1.102 +            // We round out our native rect here, that way the snapping will
   1.103 +            // happen correctly.
   1.104 +            mNativeRect.RoundOut();
   1.105 +
   1.106 +            // we only do the scale bit if we can do an axis aligned
   1.107 +            // scale; otherwise we scale (if necessary) after
   1.108 +            // rendering with cairo.  Note that if we're doing alpha recovery,
   1.109 +            // we cannot do a full complex transform with win32 (I mean, we could, but
   1.110 +            // it would require more code that's not here.)
   1.111 +            if (mTransformType == TRANSLATION_ONLY || !(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) {
   1.112 +                mScale = gfxSize(1.0, 1.0);
   1.113 +
   1.114 +                // Add 1 to the surface size; it's guaranteed to not be incorrect,
   1.115 +                // and it fixes bug 382458
   1.116 +                // There's probably a better fix, but I haven't figured out
   1.117 +                // the root cause of the problem.
   1.118 +                mTempSurfaceSize =
   1.119 +                    gfxIntSize((int32_t) ceil(mNativeRect.Width() + 1),
   1.120 +                               (int32_t) ceil(mNativeRect.Height() + 1));
   1.121 +            } else {
   1.122 +                // figure out the scale factors
   1.123 +                mScale = m.ScaleFactors(true);
   1.124 +
   1.125 +                mWorldTransform.eM11 = (FLOAT) mScale.width;
   1.126 +                mWorldTransform.eM12 = 0.0f;
   1.127 +                mWorldTransform.eM21 = 0.0f;
   1.128 +                mWorldTransform.eM22 = (FLOAT) mScale.height;
   1.129 +                mWorldTransform.eDx  = 0.0f;
   1.130 +                mWorldTransform.eDy  = 0.0f;
   1.131 +
   1.132 +                // See comment above about "+1"
   1.133 +                mTempSurfaceSize =
   1.134 +                    gfxIntSize((int32_t) ceil(mNativeRect.Width() * mScale.width + 1),
   1.135 +                               (int32_t) ceil(mNativeRect.Height() * mScale.height + 1));
   1.136 +            }
   1.137 +        }
   1.138 +    }
   1.139 +
   1.140 +    if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
   1.141 +        // we can just do native drawing directly to the context's surface
   1.142 +
   1.143 +        // do we need to use SetWorldTransform?
   1.144 +        if (mTransformType != TRANSLATION_ONLY) {
   1.145 +            SetGraphicsMode(mDC, GM_ADVANCED);
   1.146 +            GetWorldTransform(mDC, &mOldWorldTransform);
   1.147 +            SetWorldTransform(mDC, &mWorldTransform);
   1.148 +        }
   1.149 +        GetViewportOrgEx(mDC, &mOrigViewportOrigin);
   1.150 +        SetViewportOrgEx(mDC,
   1.151 +                         mOrigViewportOrigin.x + (int)mDeviceOffset.x,
   1.152 +                         mOrigViewportOrigin.y + (int)mDeviceOffset.y,
   1.153 +                         nullptr);
   1.154 +
   1.155 +        return mDC;
   1.156 +    } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK ||
   1.157 +               mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE)
   1.158 +    {
   1.159 +        // we're going to use mWinSurface to create our temporary surface here
   1.160 +
   1.161 +        // get us a RGB24 DIB; DIB is important, because
   1.162 +        // we can later call GetImageSurface on it.
   1.163 +        mWinSurface = new gfxWindowsSurface(mTempSurfaceSize);
   1.164 +        mDC = mWinSurface->GetDC();
   1.165 +
   1.166 +        RECT r = { 0, 0, mTempSurfaceSize.width, mTempSurfaceSize.height };
   1.167 +        if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK)
   1.168 +            FillRect(mDC, &r, (HBRUSH)GetStockObject(BLACK_BRUSH));
   1.169 +        else
   1.170 +            FillRect(mDC, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));
   1.171 +
   1.172 +        if ((mTransformType != TRANSLATION_ONLY) &&
   1.173 +            (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE))
   1.174 +        {
   1.175 +            SetGraphicsMode(mDC, GM_ADVANCED);
   1.176 +            SetWorldTransform(mDC, &mWorldTransform);
   1.177 +        }
   1.178 +
   1.179 +        return mDC;
   1.180 +    } else {
   1.181 +        NS_ERROR("Bogus render state!");
   1.182 +        return nullptr;
   1.183 +    }
   1.184 +}
   1.185 +
   1.186 +bool
   1.187 +gfxWindowsNativeDrawing::IsDoublePass()
   1.188 +{
   1.189 +    if (!mContext->IsCairo() &&
   1.190 +        (mContext->GetDrawTarget()->GetType() != mozilla::gfx::BackendType::CAIRO ||
   1.191 +         mContext->GetDrawTarget()->IsDualDrawTarget())) {
   1.192 +      return true;
   1.193 +    }
   1.194 +
   1.195 +    nsRefPtr<gfxASurface> surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
   1.196 +    if (!surf || surf->CairoStatus())
   1.197 +        return false;
   1.198 +    if (surf->GetType() != gfxSurfaceType::Win32 &&
   1.199 +        surf->GetType() != gfxSurfaceType::Win32Printing) {
   1.200 +	return true;
   1.201 +    }
   1.202 +    if ((surf->GetContentType() != gfxContentType::COLOR ||
   1.203 +         (surf->GetContentType() == gfxContentType::COLOR_ALPHA &&
   1.204 +          !(mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA))))
   1.205 +        return true;
   1.206 +    return false;
   1.207 +}
   1.208 +
   1.209 +bool
   1.210 +gfxWindowsNativeDrawing::ShouldRenderAgain()
   1.211 +{
   1.212 +    switch (mRenderState) {
   1.213 +        case RENDER_STATE_NATIVE_DRAWING_DONE:
   1.214 +            return false;
   1.215 +
   1.216 +        case RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE:
   1.217 +            mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE;
   1.218 +            return true;
   1.219 +
   1.220 +        case RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE:
   1.221 +            return false;
   1.222 +
   1.223 +        default:
   1.224 +            NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::ShouldRenderAgain");
   1.225 +            break;
   1.226 +    }
   1.227 +
   1.228 +    return false;
   1.229 +}
   1.230 +
   1.231 +void
   1.232 +gfxWindowsNativeDrawing::EndNativeDrawing()
   1.233 +{
   1.234 +    if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
   1.235 +        // we drew directly to the HDC in the context; undo our changes
   1.236 +        SetViewportOrgEx(mDC, mOrigViewportOrigin.x, mOrigViewportOrigin.y, nullptr);
   1.237 +
   1.238 +        if (mTransformType != TRANSLATION_ONLY)
   1.239 +            SetWorldTransform(mDC, &mOldWorldTransform);
   1.240 +
   1.241 +        mWinSurface->MarkDirty();
   1.242 +
   1.243 +        mRenderState = RENDER_STATE_NATIVE_DRAWING_DONE;
   1.244 +    } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK) {
   1.245 +        mBlackSurface = mWinSurface;
   1.246 +        mWinSurface = nullptr;
   1.247 +
   1.248 +        mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE;
   1.249 +    } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE) {
   1.250 +        mWhiteSurface = mWinSurface;
   1.251 +        mWinSurface = nullptr;
   1.252 +
   1.253 +        mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE;
   1.254 +    } else {
   1.255 +        NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::EndNativeDrawing");
   1.256 +    }
   1.257 +}
   1.258 +
   1.259 +void
   1.260 +gfxWindowsNativeDrawing::PaintToContext()
   1.261 +{
   1.262 +    if (mRenderState == RENDER_STATE_NATIVE_DRAWING_DONE) {
   1.263 +        // nothing to do, it already went to the context
   1.264 +        mRenderState = RENDER_STATE_DONE;
   1.265 +    } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE) {
   1.266 +        nsRefPtr<gfxImageSurface> black = mBlackSurface->GetAsImageSurface();
   1.267 +        nsRefPtr<gfxImageSurface> white = mWhiteSurface->GetAsImageSurface();
   1.268 +        if (!gfxAlphaRecovery::RecoverAlpha(black, white)) {
   1.269 +            NS_ERROR("Alpha recovery failure");
   1.270 +            return;
   1.271 +        }
   1.272 +        nsRefPtr<gfxImageSurface> alphaSurface =
   1.273 +            new gfxImageSurface(black->Data(), black->GetSize(),
   1.274 +                                black->Stride(),
   1.275 +                                gfxImageFormat::ARGB32);
   1.276 +
   1.277 +        mContext->Save();
   1.278 +        mContext->Translate(mNativeRect.TopLeft());
   1.279 +        mContext->NewPath();
   1.280 +        mContext->Rectangle(gfxRect(gfxPoint(0.0, 0.0), mNativeRect.Size()));
   1.281 +
   1.282 +        nsRefPtr<gfxPattern> pat = new gfxPattern(alphaSurface);
   1.283 +
   1.284 +        gfxMatrix m;
   1.285 +        m.Scale(mScale.width, mScale.height);
   1.286 +        pat->SetMatrix(m);
   1.287 +
   1.288 +        if (mNativeDrawFlags & DO_NEAREST_NEIGHBOR_FILTERING)
   1.289 +            pat->SetFilter(GraphicsFilter::FILTER_FAST);
   1.290 +
   1.291 +        pat->SetExtend(gfxPattern::EXTEND_PAD);
   1.292 +        mContext->SetPattern(pat);
   1.293 +        mContext->Fill();
   1.294 +        mContext->Restore();
   1.295 +
   1.296 +        mRenderState = RENDER_STATE_DONE;
   1.297 +    } else {
   1.298 +        NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::PaintToContext");
   1.299 +    }
   1.300 +}
   1.301 +
   1.302 +void
   1.303 +gfxWindowsNativeDrawing::TransformToNativeRect(const gfxRect& r,
   1.304 +                                               RECT& rout)
   1.305 +{
   1.306 +    /* If we're doing native drawing, then we're still in the coordinate space
   1.307 +     * of the context; otherwise, we're in our own little world,
   1.308 +     * relative to the passed-in nativeRect.
   1.309 +     */
   1.310 +
   1.311 +    gfxRect roundedRect(r);
   1.312 +
   1.313 +    if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
   1.314 +        if (mTransformType == TRANSLATION_ONLY) {
   1.315 +            roundedRect.MoveBy(mTranslation);
   1.316 +        }
   1.317 +    } else {
   1.318 +        roundedRect.MoveBy(-mNativeRect.TopLeft());
   1.319 +    }
   1.320 +
   1.321 +    roundedRect.Round();
   1.322 +
   1.323 +    rout.left   = LONG(roundedRect.X());
   1.324 +    rout.right  = LONG(roundedRect.XMost());
   1.325 +    rout.top    = LONG(roundedRect.Y());
   1.326 +    rout.bottom = LONG(roundedRect.YMost());
   1.327 +}

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