summaryrefslogtreecommitdiff
path: root/gfx/thebes/gfxWindowsNativeDrawing.cpp
blob: bd2f78d2105908a6c73f872896dbf3f1b93ad85a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
 * This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

#include <windows.h>

#include "nsMathUtils.h"

#include "gfxWindowsNativeDrawing.h"
#include "gfxWindowsSurface.h"
#include "gfxAlphaRecovery.h"
#include "gfxPattern.h"
#include "mozilla/gfx/2D.h"
#include "mozilla/gfx/Helpers.h"
#include "gfx2DGlue.h"

#include "cairo.h"
#include "cairo-win32.h"

using namespace mozilla;
using namespace mozilla::gfx;

enum {
    RENDER_STATE_INIT,

    RENDER_STATE_NATIVE_DRAWING,
    RENDER_STATE_NATIVE_DRAWING_DONE,

    RENDER_STATE_ALPHA_RECOVERY_BLACK,
    RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE,
    RENDER_STATE_ALPHA_RECOVERY_WHITE,
    RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE,

    RENDER_STATE_DONE
};

gfxWindowsNativeDrawing::gfxWindowsNativeDrawing(gfxContext* ctx,
                                                 const gfxRect& nativeRect,
                                                 uint32_t nativeDrawFlags)
    : mContext(ctx), mNativeRect(nativeRect), mNativeDrawFlags(nativeDrawFlags), mRenderState(RENDER_STATE_INIT)
{
}

HDC
gfxWindowsNativeDrawing::BeginNativeDrawing()
{
    if (mRenderState == RENDER_STATE_INIT) {
        RefPtr<gfxASurface> surf;
        DrawTarget* drawTarget = mContext->GetDrawTarget();
        cairo_t* cairo = nullptr;
        if (drawTarget->GetBackendType() == BackendType::CAIRO) {
            cairo = static_cast<cairo_t*>
                (drawTarget->GetNativeSurface(NativeSurfaceType::CAIRO_CONTEXT));
            if (cairo) {
                cairo_surface_t* s = cairo_get_group_target(cairo);
                if (s) {
                    mDeviceOffset = mContext->GetDeviceOffset();
                    double sdx, sdy;
                    cairo_surface_get_device_offset(s, &sdx, &sdy);
                    mDeviceOffset.x -= sdx;
                    mDeviceOffset.y -= sdy;
                    surf = gfxASurface::Wrap(s);
                }
            }
        }

        if (surf && surf->CairoStatus() != 0)
            return nullptr;

        gfxMatrix m = mContext->CurrentMatrix();
        if (!m.HasNonTranslation())
            mTransformType = TRANSLATION_ONLY;
        else if (m.HasNonAxisAlignedTransform())
            mTransformType = COMPLEX;
        else
            mTransformType = AXIS_ALIGNED_SCALE;

        // if this is a native win32 surface, we don't have to
        // redirect rendering to our own HDC; in some cases,
        // we may be able to use the HDC from the surface directly.
        if (surf &&
            ((surf->GetType() == gfxSurfaceType::Win32 ||
              surf->GetType() == gfxSurfaceType::Win32Printing) &&
              (surf->GetContentType() == gfxContentType::COLOR ||
               (surf->GetContentType() == gfxContentType::COLOR_ALPHA &&
               (mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA)))))
        {
            // grab the DC. This can fail if there is a complex clipping path,
            // in which case we'll have to fall back.
            mWinSurface = static_cast<gfxWindowsSurface*>(static_cast<gfxASurface*>(surf.get()));
            mDC = cairo_win32_get_dc_with_clip(cairo);

            if (mDC) {
                if (mTransformType == TRANSLATION_ONLY) {
                    mRenderState = RENDER_STATE_NATIVE_DRAWING;

                    mTranslation = m.GetTranslation();
                } else if (((mTransformType == AXIS_ALIGNED_SCALE)
                            && (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) ||
                           (mNativeDrawFlags & CAN_COMPLEX_TRANSFORM))
                {
                    mWorldTransform.eM11 = (FLOAT) m._11;
                    mWorldTransform.eM12 = (FLOAT) m._12;
                    mWorldTransform.eM21 = (FLOAT) m._21;
                    mWorldTransform.eM22 = (FLOAT) m._22;
                    mWorldTransform.eDx  = (FLOAT) m._31;
                    mWorldTransform.eDy  = (FLOAT) m._32;

                    mRenderState = RENDER_STATE_NATIVE_DRAWING;
                }
            }
        }

        // If we couldn't do native drawing, then we have to do two-buffer drawing
        // and do alpha recovery
        if (mRenderState == RENDER_STATE_INIT) {
            mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK;

            // We round out our native rect here, that way the snapping will
            // happen correctly.
            mNativeRect.RoundOut();

            // we only do the scale bit if we can do an axis aligned
            // scale; otherwise we scale (if necessary) after
            // rendering with cairo.  Note that if we're doing alpha recovery,
            // we cannot do a full complex transform with win32 (I mean, we could, but
            // it would require more code that's not here.)
            if (mTransformType == TRANSLATION_ONLY || !(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) {
                mScale = gfxSize(1.0, 1.0);

                // Add 1 to the surface size; it's guaranteed to not be incorrect,
                // and it fixes bug 382458
                // There's probably a better fix, but I haven't figured out
                // the root cause of the problem.
                mTempSurfaceSize =
                    IntSize((int32_t) ceil(mNativeRect.Width() + 1),
                               (int32_t) ceil(mNativeRect.Height() + 1));
            } else {
                // figure out the scale factors
                mScale = m.ScaleFactors(true);

                mWorldTransform.eM11 = (FLOAT) mScale.width;
                mWorldTransform.eM12 = 0.0f;
                mWorldTransform.eM21 = 0.0f;
                mWorldTransform.eM22 = (FLOAT) mScale.height;
                mWorldTransform.eDx  = 0.0f;
                mWorldTransform.eDy  = 0.0f;

                // See comment above about "+1"
                mTempSurfaceSize =
                    IntSize((int32_t) ceil(mNativeRect.Width() * mScale.width + 1),
                               (int32_t) ceil(mNativeRect.Height() * mScale.height + 1));
            }
        }
    }

    if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
        // we can just do native drawing directly to the context's surface

        // do we need to use SetWorldTransform?
        if (mTransformType != TRANSLATION_ONLY) {
            SetGraphicsMode(mDC, GM_ADVANCED);
            GetWorldTransform(mDC, &mOldWorldTransform);
            SetWorldTransform(mDC, &mWorldTransform);
        }
        GetViewportOrgEx(mDC, &mOrigViewportOrigin);
        SetViewportOrgEx(mDC,
                         mOrigViewportOrigin.x - (int)mDeviceOffset.x,
                         mOrigViewportOrigin.y - (int)mDeviceOffset.y,
                         nullptr);

        return mDC;
    } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK ||
               mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE)
    {
        // we're going to use mWinSurface to create our temporary surface here

        // get us a RGB24 DIB; DIB is important, because
        // we can later call GetImageSurface on it.
        mWinSurface = new gfxWindowsSurface(mTempSurfaceSize);
        mDC = mWinSurface->GetDC();

        RECT r = { 0, 0, mTempSurfaceSize.width, mTempSurfaceSize.height };
        if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK)
            FillRect(mDC, &r, (HBRUSH)GetStockObject(BLACK_BRUSH));
        else
            FillRect(mDC, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));

        if ((mTransformType != TRANSLATION_ONLY) &&
            (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE))
        {
            SetGraphicsMode(mDC, GM_ADVANCED);
            SetWorldTransform(mDC, &mWorldTransform);
        }

        return mDC;
    } else {
        NS_ERROR("Bogus render state!");
        return nullptr;
    }
}

bool
gfxWindowsNativeDrawing::ShouldRenderAgain()
{
    switch (mRenderState) {
        case RENDER_STATE_NATIVE_DRAWING_DONE:
            return false;

        case RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE:
            mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE;
            return true;

        case RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE:
            return false;

        default:
            NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::ShouldRenderAgain");
            break;
    }

    return false;
}

void
gfxWindowsNativeDrawing::EndNativeDrawing()
{
    if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
        // we drew directly to the HDC in the context; undo our changes
        SetViewportOrgEx(mDC, mOrigViewportOrigin.x, mOrigViewportOrigin.y, nullptr);

        if (mTransformType != TRANSLATION_ONLY)
            SetWorldTransform(mDC, &mOldWorldTransform);

        mWinSurface->MarkDirty();

        mRenderState = RENDER_STATE_NATIVE_DRAWING_DONE;
    } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK) {
        mBlackSurface = mWinSurface;
        mWinSurface = nullptr;

        mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE;
    } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE) {
        mWhiteSurface = mWinSurface;
        mWinSurface = nullptr;

        mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE;
    } else {
        NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::EndNativeDrawing");
    }
}

void
gfxWindowsNativeDrawing::PaintToContext()
{
    if (mRenderState == RENDER_STATE_NATIVE_DRAWING_DONE) {
        // nothing to do, it already went to the context
        mRenderState = RENDER_STATE_DONE;
    } else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE) {
        RefPtr<gfxImageSurface> black = mBlackSurface->GetAsImageSurface();
        RefPtr<gfxImageSurface> white = mWhiteSurface->GetAsImageSurface();
        if (!gfxAlphaRecovery::RecoverAlpha(black, white)) {
            NS_ERROR("Alpha recovery failure");
            return;
        }
        RefPtr<DataSourceSurface> source =
            Factory::CreateWrappingDataSourceSurface(black->Data(),
                                                     black->Stride(),
                                                     black->GetSize(),
                                                     SurfaceFormat::B8G8R8A8);
        {
            DrawTarget* dt = mContext->GetDrawTarget();
            AutoRestoreTransform autoRestoreTransform(dt);

            Matrix newTransform = dt->GetTransform();
            newTransform.PreTranslate(ToPoint(mNativeRect.TopLeft()));
            dt->SetTransform(newTransform);

            Rect rect(Point(0.0, 0.0), ToSize(mNativeRect.Size()));
            Matrix m = Matrix::Scaling(1.0 / mScale.width, 1.0 / mScale.height);
            SamplingFilter filter = (mNativeDrawFlags & DO_NEAREST_NEIGHBOR_FILTERING)
                                  ? SamplingFilter::LINEAR
                                  : SamplingFilter::GOOD;
            SurfacePattern pat(source, ExtendMode::CLAMP, m, filter);
            dt->FillRect(rect, pat);
        }

        mRenderState = RENDER_STATE_DONE;
    } else {
        NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::PaintToContext");
    }
}

void
gfxWindowsNativeDrawing::TransformToNativeRect(const gfxRect& r,
                                               RECT& rout)
{
    /* If we're doing native drawing, then we're still in the coordinate space
     * of the context; otherwise, we're in our own little world,
     * relative to the passed-in nativeRect.
     */

    gfxRect roundedRect(r);

    if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
        if (mTransformType == TRANSLATION_ONLY) {
            roundedRect.MoveBy(mTranslation);
        }
    } else {
        roundedRect.MoveBy(-mNativeRect.TopLeft());
    }

    roundedRect.Round();

    rout.left   = LONG(roundedRect.X());
    rout.right  = LONG(roundedRect.XMost());
    rout.top    = LONG(roundedRect.Y());
    rout.bottom = LONG(roundedRect.YMost());
}