Esempio n. 1
0
bool sk_path_get_bounds(const sk_path_t* cpath, sk_rect_t* crect) {
    const SkPath& path = AsPath(*cpath);

    if (path.isEmpty()) {
        if (crect) {
            *crect = ToRect(SkRect::MakeEmpty());
        }
        return false;
    }

    if (crect) {
        *crect = ToRect(path.getBounds());
    }
    return true;
}
NS_IMETHODIMP
ImageBitmapRenderingContext::Redraw(const gfxRect& aDirty)
{
  if (!mCanvasElement) {
    return NS_OK;
  }

  mozilla::gfx::Rect rect = ToRect(aDirty);
  mCanvasElement->InvalidateCanvasContent(&rect);
  return NS_OK;
}
Esempio n. 3
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void
Compositor::DrawDiagnostics(DiagnosticFlags aFlags,
                            const nsIntRegion& aVisibleRegion,
                            const gfx::Rect& aClipRect,
                            const gfx::Matrix4x4& aTransform)
{
  if (!ShouldDrawDiagnostics(aFlags)) {
    return;
  }

  if (aVisibleRegion.GetNumRects() > 1) {
    nsIntRegionRectIterator screenIter(aVisibleRegion);

    while (const nsIntRect* rect = screenIter.Next())
    {
      DrawDiagnostics(aFlags | DIAGNOSTIC_REGION_RECT,
                      ToRect(*rect), aClipRect, aTransform);
    }
  }

  DrawDiagnostics(aFlags, ToRect(aVisibleRegion.GetBounds()),
                  aClipRect, aTransform);
}
Esempio n. 4
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Rect
PathD2D::GetBounds(const Matrix &aTransform) const
{
  D2D1_RECT_F d2dBounds;

  HRESULT hr = mGeometry->GetBounds(D2DMatrix(aTransform), &d2dBounds);

  Rect bounds = ToRect(d2dBounds);
  if (FAILED(hr) || !bounds.IsFinite()) {
    gfxWarning() << "Failed to get stroked bounds for path. Code: " << hexa(hr);
    return Rect();
  }

  return bounds;
}
Esempio n. 5
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Rect
PathD2D::GetStrokedBounds(const StrokeOptions &aStrokeOptions,
                          const Matrix &aTransform) const
{
  D2D1_RECT_F d2dBounds;

  RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
  HRESULT hr =
    mGeometry->GetWidenedBounds(aStrokeOptions.mLineWidth, strokeStyle,
                                D2DMatrix(aTransform), &d2dBounds);

  Rect bounds = ToRect(d2dBounds);
  if (FAILED(hr) || !bounds.IsFinite()) {
    gfxWarning() << "Failed to get stroked bounds for path. Code: " << hexa(hr);
    return Rect();
  }

  return bounds;
}
static void
SubtractTransformedRegion(nsIntRegion& aRegion,
                          const nsIntRegion& aRegionToSubtract,
                          const Matrix4x4& aTransform)
{
  if (aRegionToSubtract.IsEmpty()) {
    return;
  }

  // For each rect in the region, find out its bounds in screen space and
  // subtract it from the screen region.
  nsIntRegionRectIterator it(aRegionToSubtract);
  while (const IntRect* rect = it.Next()) {
    Rect incompleteRect = aTransform.TransformBounds(ToRect(*rect));
    aRegion.Sub(aRegion, IntRect(incompleteRect.x,
                                   incompleteRect.y,
                                   incompleteRect.width,
                                   incompleteRect.height));
  }
}
Esempio n. 7
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void
BasicCompositor::EndFrame()
{
  // Pop aClipRectIn/bounds rect
  mRenderTarget->mDrawTarget->PopClip();

  if (gfxPrefs::WidgetUpdateFlashing()) {
    float r = float(rand()) / RAND_MAX;
    float g = float(rand()) / RAND_MAX;
    float b = float(rand()) / RAND_MAX;
    // We're still clipped to mInvalidRegion, so just fill the bounds.
    mRenderTarget->mDrawTarget->FillRect(ToRect(mInvalidRegion.GetBounds()),
                                         ColorPattern(Color(r, g, b, 0.2f)));
  }

  // Pop aInvalidregion
  mRenderTarget->mDrawTarget->PopClip();

  // Note: Most platforms require us to buffer drawing to the widget surface.
  // That's why we don't draw to mDrawTarget directly.
  RefPtr<SourceSurface> source = mRenderTarget->mDrawTarget->Snapshot();
  RefPtr<DrawTarget> dest(mTarget ? mTarget : mDrawTarget);

  nsIntPoint offset = mTarget ? mTargetBounds.TopLeft() : nsIntPoint();

  // The source DrawTarget is clipped to the invalidation region, so we have
  // to copy the individual rectangles in the region or else we'll draw blank
  // pixels.
  nsIntRegionRectIterator iter(mInvalidRegion);
  for (const IntRect *r = iter.Next(); r; r = iter.Next()) {
    dest->CopySurface(source,
                      IntRect(r->x - mInvalidRect.x, r->y - mInvalidRect.y, r->width, r->height),
                      IntPoint(r->x - offset.x, r->y - offset.y));
  }
  if (!mTarget) {
    mWidget->EndRemoteDrawingInRegion(mDrawTarget, mInvalidRegion);
  }

  mDrawTarget = nullptr;
  mRenderTarget = nullptr;
}
Esempio n. 8
0
Rect XMLElement::GetRect(const ea::string& name) const
{
    return ToRect(GetAttribute(name));
}
Esempio n. 9
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sk_rect_t sk_picture_get_bounds(sk_picture_t* cpic) {
    return ToRect(AsPicture(cpic)->cullRect());
}
Esempio n. 10
0
Rect ToRect(const String& source)
{
    return ToRect(source.CString());
}
Esempio n. 11
0
void Variant::FromString(VariantType type, const char* value)
{
    switch (type)
    {
    case VAR_INT:
        *this = ToInt(value);
        break;

    case VAR_INT64:
        *this = ToInt64(value);
        break;

    case VAR_BOOL:
        *this = ToBool(value);
        break;

    case VAR_FLOAT:
        *this = ToFloat(value);
        break;

    case VAR_VECTOR2:
        *this = ToVector2(value);
        break;

    case VAR_VECTOR3:
        *this = ToVector3(value);
        break;

    case VAR_VECTOR4:
        *this = ToVector4(value);
        break;

    case VAR_QUATERNION:
        *this = ToQuaternion(value);
        break;

    case VAR_COLOR:
        *this = ToColor(value);
        break;

    case VAR_STRING:
        *this = value;
        break;

    case VAR_BUFFER:
    {
        SetType(VAR_BUFFER);
        PODVector<unsigned char>& buffer = *(reinterpret_cast<PODVector<unsigned char>*>(&value_));
        StringToBuffer(buffer, value);
    }
        break;

    case VAR_VOIDPTR:
        // From string to void pointer not supported, set to null
        *this = (void*)0;
        break;

    case VAR_RESOURCEREF:
    {
        StringVector values = String::Split(value, ';');
        if (values.Size() == 2)
        {
            SetType(VAR_RESOURCEREF);
            ResourceRef& ref = *(reinterpret_cast<ResourceRef*>(&value_));
            ref.type_ = values[0];
            ref.name_ = values[1];
        }
    }
        break;

    case VAR_RESOURCEREFLIST:
    {
        StringVector values = String::Split(value, ';', true);
        if (values.Size() >= 1)
        {
            SetType(VAR_RESOURCEREFLIST);
            ResourceRefList& refList = *(reinterpret_cast<ResourceRefList*>(&value_));
            refList.type_ = values[0];
            refList.names_.Resize(values.Size() - 1);
            for (unsigned i = 1; i < values.Size(); ++i)
                refList.names_[i - 1] = values[i];
        }
    }
        break;

    case VAR_INTRECT:
        *this = ToIntRect(value);
        break;

    case VAR_INTVECTOR2:
        *this = ToIntVector2(value);
        break;

    case VAR_INTVECTOR3:
        *this = ToIntVector3(value);
        break;

    case VAR_PTR:
        // From string to RefCounted pointer not supported, set to null
        *this = (RefCounted*)0;
        break;

    case VAR_MATRIX3:
        *this = ToMatrix3(value);
        break;

    case VAR_MATRIX3X4:
        *this = ToMatrix3x4(value);
        break;

    case VAR_MATRIX4:
        *this = ToMatrix4(value);
        break;

    case VAR_DOUBLE:
        *this = ToDouble(value);
        break;

    case VAR_RECT:
        *this = ToRect(value);
        break;

    default:
        SetType(VAR_NONE);
    }
}
Esempio n. 12
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void
BasicCompositor::DrawQuad(const gfx::Rect& aRect,
                          const gfx::Rect& aClipRect,
                          const EffectChain &aEffectChain,
                          gfx::Float aOpacity,
                          const gfx::Matrix4x4& aTransform,
                          const gfx::Rect& aVisibleRect)
{
  RefPtr<DrawTarget> buffer = mRenderTarget->mDrawTarget;

  // For 2D drawing, |dest| and |buffer| are the same surface. For 3D drawing,
  // |dest| is a temporary surface.
  RefPtr<DrawTarget> dest = buffer;

  buffer->PushClipRect(aClipRect);
  AutoRestoreTransform autoRestoreTransform(dest);

  Matrix newTransform;
  Rect transformBounds;
  gfx3DMatrix new3DTransform;
  IntPoint offset = mRenderTarget->GetOrigin();

  if (aTransform.Is2D()) {
    newTransform = aTransform.As2D();
  } else {
    // Create a temporary surface for the transform.
    dest = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(RoundOut(aRect).Size(), SurfaceFormat::B8G8R8A8);
    if (!dest) {
      return;
    }

    dest->SetTransform(Matrix::Translation(-aRect.x, -aRect.y));

    // Get the bounds post-transform.
    new3DTransform = To3DMatrix(aTransform);
    gfxRect bounds = new3DTransform.TransformBounds(ThebesRect(aRect));
    bounds.IntersectRect(bounds, gfxRect(offset.x, offset.y, buffer->GetSize().width, buffer->GetSize().height));

    transformBounds = ToRect(bounds);
    transformBounds.RoundOut();

    // Propagate the coordinate offset to our 2D draw target.
    newTransform = Matrix::Translation(transformBounds.x, transformBounds.y);

    // When we apply the 3D transformation, we do it against a temporary
    // surface, so undo the coordinate offset.
    new3DTransform = gfx3DMatrix::Translation(aRect.x, aRect.y, 0) * new3DTransform;
  }

  newTransform.PostTranslate(-offset.x, -offset.y);
  buffer->SetTransform(newTransform);

  RefPtr<SourceSurface> sourceMask;
  Matrix maskTransform;
  if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
    EffectMask *effectMask = static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get());
    sourceMask = effectMask->mMaskTexture->AsSourceBasic()->GetSurface(dest);
    MOZ_ASSERT(effectMask->mMaskTransform.Is2D(), "How did we end up with a 3D transform here?!");
    MOZ_ASSERT(!effectMask->mIs3D);
    maskTransform = effectMask->mMaskTransform.As2D();
    maskTransform.PreTranslate(-offset.x, -offset.y);
  }

  switch (aEffectChain.mPrimaryEffect->mType) {
    case EffectTypes::SOLID_COLOR: {
      EffectSolidColor* effectSolidColor =
        static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get());

      FillRectWithMask(dest, aRect, effectSolidColor->mColor,
                       DrawOptions(aOpacity), sourceMask, &maskTransform);
      break;
    }
    case EffectTypes::RGB: {
      TexturedEffect* texturedEffect =
          static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
      TextureSourceBasic* source = texturedEffect->mTexture->AsSourceBasic();

      if (texturedEffect->mPremultiplied) {
          DrawSurfaceWithTextureCoords(dest, aRect,
                                       source->GetSurface(dest),
                                       texturedEffect->mTextureCoords,
                                       texturedEffect->mFilter,
                                       aOpacity, sourceMask, &maskTransform);
      } else {
          RefPtr<DataSourceSurface> srcData = source->GetSurface(dest)->GetDataSurface();

          // Yes, we re-create the premultiplied data every time.
          // This might be better with a cache, eventually.
          RefPtr<DataSourceSurface> premultData = gfxUtils::CreatePremultipliedDataSurface(srcData);

          DrawSurfaceWithTextureCoords(dest, aRect,
                                       premultData,
                                       texturedEffect->mTextureCoords,
                                       texturedEffect->mFilter,
                                       aOpacity, sourceMask, &maskTransform);
      }
      break;
    }
    case EffectTypes::YCBCR: {
      NS_RUNTIMEABORT("Can't (easily) support component alpha with BasicCompositor!");
      break;
    }
    case EffectTypes::RENDER_TARGET: {
      EffectRenderTarget* effectRenderTarget =
        static_cast<EffectRenderTarget*>(aEffectChain.mPrimaryEffect.get());
      RefPtr<BasicCompositingRenderTarget> surface
        = static_cast<BasicCompositingRenderTarget*>(effectRenderTarget->mRenderTarget.get());
      RefPtr<SourceSurface> sourceSurf = surface->mDrawTarget->Snapshot();

      DrawSurfaceWithTextureCoords(dest, aRect,
                                   sourceSurf,
                                   effectRenderTarget->mTextureCoords,
                                   effectRenderTarget->mFilter,
                                   aOpacity, sourceMask, &maskTransform);
      break;
    }
    case EffectTypes::COMPONENT_ALPHA: {
      NS_RUNTIMEABORT("Can't (easily) support component alpha with BasicCompositor!");
      break;
    }
    default: {
      NS_RUNTIMEABORT("Invalid effect type!");
      break;
    }
  }

  if (!aTransform.Is2D()) {
    dest->Flush();

    RefPtr<SourceSurface> snapshot = dest->Snapshot();
    RefPtr<DataSourceSurface> source = snapshot->GetDataSurface();
    RefPtr<DataSourceSurface> temp =
      Factory::CreateDataSourceSurface(RoundOut(transformBounds).Size(), SurfaceFormat::B8G8R8A8
#ifdef MOZ_ENABLE_SKIA
        , true
#endif
        );
    if (NS_WARN_IF(!temp)) {
      buffer->PopClip();
      return;
    }

    Transform(temp, source, new3DTransform, transformBounds.TopLeft());

    transformBounds.MoveTo(0, 0);
    buffer->DrawSurface(temp, transformBounds, transformBounds);
  }

  buffer->PopClip();
}
Esempio n. 13
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/**
 * @param aXSide LEFT means we draw from the left side of the buffer (which
 * is drawn on the right side of mBufferRect). RIGHT means we draw from
 * the right side of the buffer (which is drawn on the left side of
 * mBufferRect).
 * @param aYSide TOP means we draw from the top side of the buffer (which
 * is drawn on the bottom side of mBufferRect). BOTTOM means we draw from
 * the bottom side of the buffer (which is drawn on the top side of
 * mBufferRect).
 */
void
RotatedBuffer::DrawBufferQuadrant(gfx::DrawTarget* aTarget,
                                  XSide aXSide, YSide aYSide,
                                  ContextSource aSource,
                                  float aOpacity,
                                  gfx::CompositionOp aOperator,
                                  gfx::SourceSurface* aMask,
                                  const gfx::Matrix* aMaskTransform) const
{
  // The rectangle that we're going to fill. Basically we're going to
  // render the buffer at mBufferRect + quadrantTranslation to get the
  // pixels in the right place, but we're only going to paint within
  // mBufferRect
  nsIntRect quadrantRect = GetQuadrantRectangle(aXSide, aYSide);
  nsIntRect fillRect;
  if (!fillRect.IntersectRect(mBufferRect, quadrantRect))
    return;

  gfx::Point quadrantTranslation(quadrantRect.x, quadrantRect.y);

  MOZ_ASSERT(aOperator == OP_OVER || aOperator == OP_SOURCE);
  // direct2d is much slower when using OP_SOURCE so use OP_OVER and
  // (maybe) a clear instead. Normally we need to draw in a single operation
  // (to avoid flickering) but direct2d is ok since it defers rendering.
  // We should try abstract this logic in a helper when we have other use
  // cases.
  if (aTarget->GetType() == BACKEND_DIRECT2D && aOperator == OP_SOURCE) {
    aOperator = OP_OVER;
    if (mDTBuffer->GetFormat() == FORMAT_B8G8R8A8) {
      aTarget->ClearRect(ToRect(fillRect));
    }
  }

  RefPtr<gfx::SourceSurface> snapshot;
  if (aSource == BUFFER_BLACK) {
    snapshot = mDTBuffer->Snapshot();
  } else {
    MOZ_ASSERT(aSource == BUFFER_WHITE);
    snapshot = mDTBufferOnWhite->Snapshot();
  }

  if (aOperator == OP_SOURCE) {
    // OP_SOURCE is unbounded in Azure, and we really don't want that behaviour here.
    // We also can't do a ClearRect+FillRect since we need the drawing to happen
    // as an atomic operation (to prevent flickering).
    aTarget->PushClipRect(gfx::Rect(fillRect.x, fillRect.y,
                                    fillRect.width, fillRect.height));
  }

  if (aMask) {
    // Transform from user -> buffer space.
    Matrix transform;
    transform.Translate(quadrantTranslation.x, quadrantTranslation.y);

#ifdef MOZ_GFX_OPTIMIZE_MOBILE
    SurfacePattern source(snapshot, EXTEND_CLAMP, transform, FILTER_POINT);
#else
    SurfacePattern source(snapshot, EXTEND_CLAMP, transform);
#endif

    Matrix oldTransform = aTarget->GetTransform();
    aTarget->SetTransform(*aMaskTransform);
    aTarget->MaskSurface(source, aMask, Point(0, 0), DrawOptions(aOpacity, aOperator));
    aTarget->SetTransform(oldTransform);
  } else {
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
    DrawSurfaceOptions options(FILTER_POINT);
#else
    DrawSurfaceOptions options;
#endif
    aTarget->DrawSurface(snapshot, ToRect(fillRect),
                         GetSourceRectangle(aXSide, aYSide),
                         options,
                         DrawOptions(aOpacity, aOperator));
  }

  if (aOperator == OP_SOURCE) {
    aTarget->PopClip();
  }

  aTarget->Flush();
}
Esempio n. 14
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void
CanvasLayerD3D10::UpdateSurface()
{
  if (!IsDirty())
    return;
  Painted();
  if (mDrawTarget) {
    mDrawTarget->Flush();
  } else if (mIsD2DTexture) {
    return;
  }
  if (!mTexture) {
    return;
  }

  if (mGLContext) {
    SharedSurface_GL* surf = mGLContext->RequestFrame();
    if (!surf) {
      return;
    }
    switch (surf->Type()) {
      case SharedSurfaceType::EGLSurfaceANGLE: {
        SharedSurface_ANGLEShareHandle* shareSurf = SharedSurface_ANGLEShareHandle::Cast(surf);
        mSRView = shareSurf->GetSRV();
        return;
      }
      case SharedSurfaceType::Basic: {
        SharedSurface_Basic* shareSurf = SharedSurface_Basic::Cast(surf);
        // WebGL reads entire surface.
        D3D10_MAPPED_TEXTURE2D map;

        HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map);

        if (FAILED(hr)) {
          NS_WARNING("Failed to map CanvasLayer texture.");
          return;
        }

        DataSourceSurface* frameData = shareSurf->GetData();
        // Scope for DrawTarget, so it's destroyed before Unmap.
        {
          IntSize boundsSize(mBounds.width, mBounds.height);
          RefPtr<DrawTarget> mapDt = Factory::CreateDrawTargetForData(BackendType::CAIRO,
                                                                      (uint8_t*)map.pData,
                                                                      boundsSize,
                                                                      map.RowPitch,
                                                                      SurfaceFormat::B8G8R8A8);

          Rect drawRect(0, 0, frameData->GetSize().width, frameData->GetSize().height);
          mapDt->DrawSurface(frameData, drawRect, drawRect,
                             DrawSurfaceOptions(),  DrawOptions(1.0F, CompositionOp::OP_SOURCE));
          mapDt->Flush();
        }

        mTexture->Unmap(0);
        mSRView = mUploadSRView;
        break;
      }

      default:
        MOZ_CRASH("Unhandled SharedSurfaceType.");
    }
  } else if (mSurface) {
    D3D10_MAPPED_TEXTURE2D map;
    HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map);

    if (FAILED(hr)) {
      NS_WARNING("Failed to lock CanvasLayer texture.");
      return;
    }

    RefPtr<DrawTarget> destTarget =
      Factory::CreateDrawTargetForD3D10Texture(mTexture,
                                               SurfaceFormat::R8G8B8A8);
    Rect r(Point(0, 0), ToRect(mBounds).Size());
    destTarget->DrawSurface(mSurface, r, r, DrawSurfaceOptions(),
                            DrawOptions(1.0F, CompositionOp::OP_SOURCE));

    mTexture->Unmap(0);
    mSRView = mUploadSRView;
  }
}