gfx/thebes/gfxWindowsNativeDrawing.cpp
author Sylvestre Ledru <sledru@mozilla.com>
Fri, 30 Nov 2018 11:46:48 +0100
changeset 505383 6f3709b3878117466168c40affa7bca0b60cf75b
parent 442175 b8f533c5a2701afaa2624092d781eaecc844492d
child 505471 66eb1f485c1a3ea81372758bc92292c9428b17cd
permissions -rw-r--r--
Bug 1511181 - Reformat everything to the Google coding style r=ehsan a=clang-format # ignore-this-changeset

/* -*- 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->CurrentMatrixDouble();
    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());
}