already_AddRefed<ID3D10ShaderResourceView> ImageLayerD3D10::GetAsTexture(gfxIntSize* aSize) { if (!GetContainer()) { return nullptr; } AutoLockImage autoLock(GetContainer()); Image *image = autoLock.GetImage(); if (!image) { return nullptr; } if (image->GetFormat() != ImageFormat::CAIRO_SURFACE) { return nullptr; } *aSize = image->GetSize(); bool dontCare; nsRefPtr<ID3D10ShaderResourceView> result = GetImageSRView(image, dontCare); return result.forget(); }
void ImageLayerD3D10::RenderLayer() { ImageContainer *container = GetContainer(); if (!container) { return; } AutoLockImage autoLock(container); Image *image = autoLock.GetImage(); if (!image) { return; } gfxIntSize size = image->GetSize(); SetEffectTransformAndOpacity(); ID3D10EffectTechnique *technique; nsRefPtr<IDXGIKeyedMutex> keyedMutex; if (image->GetFormat() == ImageFormat::CAIRO_SURFACE || image->GetFormat() == ImageFormat::REMOTE_IMAGE_BITMAP || image->GetFormat() == ImageFormat::REMOTE_IMAGE_DXGI_TEXTURE || image->GetFormat() == ImageFormat::D3D9_RGB32_TEXTURE) { NS_ASSERTION(image->GetFormat() != ImageFormat::CAIRO_SURFACE || !static_cast<CairoImage*>(image)->mSurface || static_cast<CairoImage*>(image)->mSurface->GetContentType() != gfxASurface::CONTENT_ALPHA, "Image layer has alpha image"); bool hasAlpha = false; nsRefPtr<ID3D10ShaderResourceView> srView = GetImageSRView(image, hasAlpha, getter_AddRefs(keyedMutex)); if (!srView) { return; } uint8_t shaderFlags = SHADER_PREMUL; shaderFlags |= LoadMaskTexture(); shaderFlags |= hasAlpha ? SHADER_RGBA : SHADER_RGB; shaderFlags |= mFilter == gfxPattern::FILTER_NEAREST ? SHADER_POINT : SHADER_LINEAR; technique = SelectShader(shaderFlags); effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(srView); effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)0, (float)0, (float)size.width, (float)size.height) ); } else if (image->GetFormat() == ImageFormat::PLANAR_YCBCR) { PlanarYCbCrImage *yuvImage = static_cast<PlanarYCbCrImage*>(image); if (!yuvImage->IsValid()) { return; } if (!yuvImage->GetBackendData(mozilla::layers::LAYERS_D3D10)) { AllocateTexturesYCbCr(yuvImage); } PlanarYCbCrD3D10BackendData *data = static_cast<PlanarYCbCrD3D10BackendData*>(yuvImage->GetBackendData(mozilla::layers::LAYERS_D3D10)); if (!data) { return; } nsRefPtr<ID3D10Device> dev; data->mYTexture->GetDevice(getter_AddRefs(dev)); if (dev != device()) { return; } // TODO: At some point we should try to deal with mFilter here, you don't // really want to use point filtering in the case of NEAREST, since that // would also use point filtering for Chroma upsampling. Where most likely // the user would only want point filtering for final RGB image upsampling. technique = SelectShader(SHADER_YCBCR | LoadMaskTexture()); effect()->GetVariableByName("tY")->AsShaderResource()->SetResource(data->mYView); effect()->GetVariableByName("tCb")->AsShaderResource()->SetResource(data->mCbView); effect()->GetVariableByName("tCr")->AsShaderResource()->SetResource(data->mCrView); effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)0, (float)0, (float)size.width, (float)size.height) ); effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)yuvImage->GetData()->mPicX / yuvImage->GetData()->mYSize.width, (float)yuvImage->GetData()->mPicY / yuvImage->GetData()->mYSize.height, (float)yuvImage->GetData()->mPicSize.width / yuvImage->GetData()->mYSize.width, (float)yuvImage->GetData()->mPicSize.height / yuvImage->GetData()->mYSize.height) ); } bool resetTexCoords = image->GetFormat() == ImageFormat::PLANAR_YCBCR; image = nullptr; autoLock.Unlock(); technique->GetPassByIndex(0)->Apply(0); device()->Draw(4, 0); if (keyedMutex) { keyedMutex->ReleaseSync(0); } if (resetTexCoords) { effect()->GetVariableByName("vTextureCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); } GetContainer()->NotifyPaintedImage(image); }
void ImageLayerD3D10::RenderLayer() { ImageContainer *container = GetContainer(); if (!container) { return; } AutoLockImage autoLock(container); Image *image = autoLock.GetImage(); if (!image) { return; } gfxIntSize size = mScaleMode == SCALE_NONE ? image->GetSize() : mScaleToSize; SetEffectTransformAndOpacity(); ID3D10EffectTechnique *technique; if (image->GetFormat() == Image::CAIRO_SURFACE || image->GetFormat() == Image::REMOTE_IMAGE_BITMAP) { bool hasAlpha = false; nsRefPtr<ID3D10ShaderResourceView> srView = GetImageSRView(image, hasAlpha); if (!srView) { return; } PRUint8 shaderFlags = SHADER_PREMUL; shaderFlags |= LoadMaskTexture(); shaderFlags |= hasAlpha ? SHADER_RGBA : SHADER_RGB; shaderFlags |= mFilter == gfxPattern::FILTER_NEAREST ? SHADER_POINT : SHADER_LINEAR; technique = SelectShader(shaderFlags); effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(srView); effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)0, (float)0, (float)size.width, (float)size.height) ); } else if (image->GetFormat() == Image::PLANAR_YCBCR) { PlanarYCbCrImage *yuvImage = static_cast<PlanarYCbCrImage*>(image); if (!yuvImage->mBufferSize) { return; } if (!yuvImage->GetBackendData(LayerManager::LAYERS_D3D10)) { AllocateTexturesYCbCr(yuvImage); } PlanarYCbCrD3D10BackendData *data = static_cast<PlanarYCbCrD3D10BackendData*>(yuvImage->GetBackendData(LayerManager::LAYERS_D3D10)); if (!data) { return; } nsRefPtr<ID3D10Device> dev; data->mYTexture->GetDevice(getter_AddRefs(dev)); if (dev != device()) { return; } // TODO: At some point we should try to deal with mFilter here, you don't // really want to use point filtering in the case of NEAREST, since that // would also use point filtering for Chroma upsampling. Where most likely // the user would only want point filtering for final RGB image upsampling. technique = SelectShader(SHADER_YCBCR | LoadMaskTexture()); effect()->GetVariableByName("tY")->AsShaderResource()->SetResource(data->mYView); effect()->GetVariableByName("tCb")->AsShaderResource()->SetResource(data->mCbView); effect()->GetVariableByName("tCr")->AsShaderResource()->SetResource(data->mCrView); /* * Send 3d control data and metadata to NV3DVUtils */ if (GetNv3DVUtils()) { Nv_Stereo_Mode mode; switch (yuvImage->mData.mStereoMode) { case STEREO_MODE_LEFT_RIGHT: mode = NV_STEREO_MODE_LEFT_RIGHT; break; case STEREO_MODE_RIGHT_LEFT: mode = NV_STEREO_MODE_RIGHT_LEFT; break; case STEREO_MODE_BOTTOM_TOP: mode = NV_STEREO_MODE_BOTTOM_TOP; break; case STEREO_MODE_TOP_BOTTOM: mode = NV_STEREO_MODE_TOP_BOTTOM; break; case STEREO_MODE_MONO: mode = NV_STEREO_MODE_MONO; break; } // Send control data even in mono case so driver knows to leave stereo mode. GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE); if (yuvImage->mData.mStereoMode != STEREO_MODE_MONO) { // Dst resource is optional GetNv3DVUtils()->SendNv3DVMetaData((unsigned int)yuvImage->mSize.width, (unsigned int)yuvImage->mSize.height, (HANDLE)(data->mYTexture), (HANDLE)(NULL)); } } effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)0, (float)0, (float)size.width, (float)size.height) ); effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)yuvImage->mData.mPicX / yuvImage->mData.mYSize.width, (float)yuvImage->mData.mPicY / yuvImage->mData.mYSize.height, (float)yuvImage->mData.mPicSize.width / yuvImage->mData.mYSize.width, (float)yuvImage->mData.mPicSize.height / yuvImage->mData.mYSize.height) ); } bool resetTexCoords = image->GetFormat() == Image::PLANAR_YCBCR; image = nsnull; autoLock.Unlock(); technique->GetPassByIndex(0)->Apply(0); device()->Draw(4, 0); if (resetTexCoords) { effect()->GetVariableByName("vTextureCoords")->AsVector()-> SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f)); } GetContainer()->NotifyPaintedImage(image); }