Exemplo n.º 1
0
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);
}
Exemplo n.º 2
0
void
ImageLayerD3D10::RenderLayer()
{
    if (!GetContainer()) {
        return;
    }

    nsRefPtr<Image> image = GetContainer()->GetCurrentImage();
    if (!image) {
        return;
    }

    SetEffectTransformAndOpacity();

    ID3D10EffectTechnique *technique;

    if (GetContainer()->GetBackendType() != LayerManager::LAYERS_D3D10 ||
            image->GetFormat() == Image::CAIRO_SURFACE)
    {
        gfxIntSize size;
        bool hasAlpha;
        nsRefPtr<ID3D10ShaderResourceView> srView;

        if (GetContainer()->GetBackendType() != LayerManager::LAYERS_D3D10)
        {
            nsRefPtr<gfxASurface> surf = GetContainer()->GetCurrentAsSurface(&size);

            nsRefPtr<ID3D10Texture2D> texture = SurfaceToTexture(device(), surf, size);

            if (!texture) {
                NS_WARNING("Failed to create texture for surface.");
                return;
            }

            hasAlpha = surf->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA;

            device()->CreateShaderResourceView(texture, NULL, getter_AddRefs(srView));
        } else {
            ImageContainerD3D10 *container =
                static_cast<ImageContainerD3D10*>(GetContainer());

            if (container->device() != device()) {
                container->SetDevice(device());
            }

            // image->GetFormat() == Image::CAIRO_SURFACE
            CairoImageD3D10 *cairoImage =
                static_cast<CairoImageD3D10*>(image.get());

            if (cairoImage->mDevice != device()) {
                // This shader resource view was for an old device! Can't draw that
                // now.
                return;
            }

            srView = cairoImage->mSRView;
            hasAlpha = cairoImage->mHasAlpha;
            size = cairoImage->mSize;
        }

        if (hasAlpha) {
            if (mFilter == gfxPattern::FILTER_NEAREST) {
                technique = effect()->GetTechniqueByName("RenderRGBALayerPremulPoint");
            } else {
                technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
            }
        } else {
            if (mFilter == gfxPattern::FILTER_NEAREST) {
                technique = effect()->GetTechniqueByName("RenderRGBLayerPremulPoint");
            } else {
                technique = effect()->GetTechniqueByName("RenderRGBLayerPremul");
            }
        }

        if (srView) {
            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) {
        PlanarYCbCrImageD3D10 *yuvImage =
            static_cast<PlanarYCbCrImageD3D10*>(image.get());

        if (!yuvImage->HasData()) {
            return;
        }

        if (yuvImage->mDevice != device()) {
            // These shader resources were created for an old device! Can't draw
            // that here.
            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 = effect()->GetTechniqueByName("RenderYCbCrLayer");

        effect()->GetVariableByName("tY")->AsShaderResource()->SetResource(yuvImage->mYView);
        effect()->GetVariableByName("tCb")->AsShaderResource()->SetResource(yuvImage->mCbView);
        effect()->GetVariableByName("tCr")->AsShaderResource()->SetResource(yuvImage->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)(yuvImage->mYTexture), (HANDLE)(NULL));
            }
        }

        effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
            ShaderConstantRectD3D10(
                (float)0,
                (float)0,
                (float)yuvImage->mSize.width,
                (float)yuvImage->mSize.height)
        );
    }

    technique->GetPassByIndex(0)->Apply(0);
    device()->Draw(4, 0);
}
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;

    if (image->GetFormat() == Image::REMOTE_IMAGE_BITMAP) {
      RemoteBitmapImage *remoteImage =
        static_cast<RemoteBitmapImage*>(image);
      
      if (!image->GetBackendData(LayerManager::LAYERS_D3D10)) {
        nsAutoPtr<TextureD3D10BackendData> dat = new TextureD3D10BackendData();
        dat->mTexture = DataToTexture(device(), remoteImage->mData, remoteImage->mStride, remoteImage->mSize);

        if (dat->mTexture) {
          device()->CreateShaderResourceView(dat->mTexture, NULL, getter_AddRefs(dat->mSRView));
          image->SetBackendData(LayerManager::LAYERS_D3D10, dat.forget());
        }
      }

      hasAlpha = remoteImage->mFormat == RemoteImageData::BGRA32;
    } else {
      CairoImage *cairoImage =
        static_cast<CairoImage*>(image);

      if (!cairoImage->mSurface) {
        return;
      }

      if (!image->GetBackendData(LayerManager::LAYERS_D3D10)) {
        nsAutoPtr<TextureD3D10BackendData> dat = new TextureD3D10BackendData();
        dat->mTexture = SurfaceToTexture(device(), cairoImage->mSurface, cairoImage->mSize);

        if (dat->mTexture) {
          device()->CreateShaderResourceView(dat->mTexture, NULL, getter_AddRefs(dat->mSRView));
          image->SetBackendData(LayerManager::LAYERS_D3D10, dat.forget());
        }
      }

      hasAlpha = cairoImage->mSurface->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA;
    }

    TextureD3D10BackendData *data =
      static_cast<TextureD3D10BackendData*>(image->GetBackendData(LayerManager::LAYERS_D3D10));

    if (!data) {
      return;
    }

    nsRefPtr<ID3D10Device> dev;
    data->mTexture->GetDevice(getter_AddRefs(dev));
    if (dev != device()) {
      return;
    }
    
    if (hasAlpha) {
      if (mFilter == gfxPattern::FILTER_NEAREST) {
        technique = effect()->GetTechniqueByName("RenderRGBALayerPremulPoint");
      } else {
        technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
      }
    } else {
      if (mFilter == gfxPattern::FILTER_NEAREST) {
        technique = effect()->GetTechniqueByName("RenderRGBLayerPremulPoint");
      } else {
        technique = effect()->GetTechniqueByName("RenderRGBLayerPremul");
      }
    }

    effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(data->mSRView);

    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 = effect()->GetTechniqueByName("RenderYCbCrLayer");

    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);
}