fune/gfx/2d/ConicGradientEffectD2D1.cpp
Lee Salzman 8e02a57b80 Bug 1851963 - Use unsigned char in ConicGradientEffectD2D1. r=jrmuizel
Although char is usually unsigned, somehow the conversion between float to
char may be clamping, as noted in bug 1787085. We want to explicitly use
unsigned char here, which is the right thing to do.

Differential Revision: https://phabricator.services.mozilla.com/D202472
2024-02-22 17:12:06 +00:00

375 lines
11 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 "ConicGradientEffectD2D1.h"
#include "Logging.h"
#include "ShadersD2D1.h"
#include "HelpersD2D.h"
#include <vector>
#define TEXTW(x) L##x
#define XML(X) \
TEXTW(#X) // This macro creates a single string from multiple lines of text.
static const PCWSTR kXmlDescription =
XML(
<?xml version='1.0'?>
<Effect>
<!-- System Properties -->
<Property name='DisplayName' type='string' value='ConicGradientEffect'/>
<Property name='Author' type='string' value='Mozilla'/>
<Property name='Category' type='string' value='Pattern effects'/>
<Property name='Description' type='string' value='This effect is used to render CSS conic gradients.'/>
<Inputs>
<Input name='Geometry'/>
</Inputs>
<Property name='StopCollection' type='iunknown'>
<Property name='DisplayName' type='string' value='Gradient stop collection'/>
</Property>
<Property name='Center' type='vector2'>
<Property name='DisplayName' type='string' value='Gradient center'/>
</Property>
<Property name='Angle' type='vector2'>
<Property name='DisplayName' type='string' value='Gradient angle'/>
</Property>
<Property name='StartOffset' type='float'>
<Property name='DisplayName' type='string' value='Start stop offset'/>
</Property>
<Property name='EndOffset' type='float'>
<Property name='DisplayName' type='string' value='End stop offset'/>
</Property>
<Property name='Transform' type='matrix3x2'>
<Property name='DisplayName' type='string' value='Transform applied to the pattern'/>
</Property>
</Effect>
);
// {091fda1d-857e-4b1e-828f-1c839d9b7897}
static const GUID GUID_SampleConicGradientPS = {
0x091fda1d,
0x857e,
0x4b1e,
{0x82, 0x8f, 0x1c, 0x83, 0x9d, 0x9b, 0x78, 0x97}};
namespace mozilla {
namespace gfx {
ConicGradientEffectD2D1::ConicGradientEffectD2D1()
: mRefCount(0),
mCenter(D2D1::Vector2F(0, 0)),
mAngle(0),
mStartOffset(0),
mEndOffset(0),
mTransform(D2D1::IdentityMatrix())
{}
IFACEMETHODIMP
ConicGradientEffectD2D1::Initialize(ID2D1EffectContext* pContextInternal,
ID2D1TransformGraph* pTransformGraph) {
HRESULT hr;
hr = pContextInternal->LoadPixelShader(GUID_SampleConicGradientPS,
SampleConicGradientPS,
sizeof(SampleConicGradientPS));
if (FAILED(hr)) {
return hr;
}
hr = pTransformGraph->SetSingleTransformNode(this);
if (FAILED(hr)) {
return hr;
}
mEffectContext = pContextInternal;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::PrepareForRender(D2D1_CHANGE_TYPE changeType) {
if (changeType == D2D1_CHANGE_TYPE_NONE) {
return S_OK;
}
// We'll need to inverse transform our pixel, precompute inverse here.
Matrix mat = ToMatrix(mTransform);
if (!mat.Invert()) {
// Singular
return S_OK;
}
if (!mStopCollection) {
return S_OK;
}
HRESULT hr = mDrawInfo->SetPixelShader(GUID_SampleConicGradientPS);
if (FAILED(hr)) {
return hr;
}
RefPtr<ID2D1ResourceTexture> tex = CreateGradientTexture();
hr = mDrawInfo->SetResourceTexture(1, tex);
if (FAILED(hr)) {
return hr;
}
struct PSConstantBuffer {
float center[2];
float angle;
float start_offset;
float end_offset;
float repeat_correct;
float allow_odd;
float padding[1];
float transform[8];
};
PSConstantBuffer buffer = {
{mCenter.x, mCenter.y},
mAngle,
mStartOffset,
mEndOffset,
mStopCollection->GetExtendMode() != D2D1_EXTEND_MODE_CLAMP ? 1.0f : 0.0f,
mStopCollection->GetExtendMode() == D2D1_EXTEND_MODE_MIRROR ? 1.0f : 0.0f,
{0.0f},
{mat._11, mat._21, mat._31, 0.0f, mat._12, mat._22, mat._32, 0.0f}};
hr = mDrawInfo->SetPixelShaderConstantBuffer((BYTE*)&buffer, sizeof(buffer));
if (FAILED(hr)) {
return hr;
}
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::SetGraph(ID2D1TransformGraph* pGraph) {
return pGraph->SetSingleTransformNode(this);
}
IFACEMETHODIMP_(ULONG)
ConicGradientEffectD2D1::AddRef() { return ++mRefCount; }
IFACEMETHODIMP_(ULONG)
ConicGradientEffectD2D1::Release() {
if (!--mRefCount) {
delete this;
return 0;
}
return mRefCount;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::QueryInterface(const IID& aIID, void** aPtr) {
if (!aPtr) {
return E_POINTER;
}
if (aIID == IID_IUnknown) {
*aPtr = static_cast<IUnknown*>(static_cast<ID2D1EffectImpl*>(this));
} else if (aIID == IID_ID2D1EffectImpl) {
*aPtr = static_cast<ID2D1EffectImpl*>(this);
} else if (aIID == IID_ID2D1DrawTransform) {
*aPtr = static_cast<ID2D1DrawTransform*>(this);
} else if (aIID == IID_ID2D1Transform) {
*aPtr = static_cast<ID2D1Transform*>(this);
} else if (aIID == IID_ID2D1TransformNode) {
*aPtr = static_cast<ID2D1TransformNode*>(this);
} else {
return E_NOINTERFACE;
}
static_cast<IUnknown*>(*aPtr)->AddRef();
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapInputRectsToOutputRect(
const D2D1_RECT_L* pInputRects, const D2D1_RECT_L* pInputOpaqueSubRects,
UINT32 inputRectCount, D2D1_RECT_L* pOutputRect,
D2D1_RECT_L* pOutputOpaqueSubRect) {
if (inputRectCount != 1) {
return E_INVALIDARG;
}
*pOutputRect = *pInputRects;
*pOutputOpaqueSubRect = *pInputOpaqueSubRects;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapOutputRectToInputRects(
const D2D1_RECT_L* pOutputRect, D2D1_RECT_L* pInputRects,
UINT32 inputRectCount) const {
if (inputRectCount != 1) {
return E_INVALIDARG;
}
*pInputRects = *pOutputRect;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapInvalidRect(UINT32 inputIndex,
D2D1_RECT_L invalidInputRect,
D2D1_RECT_L* pInvalidOutputRect) const {
MOZ_ASSERT(inputIndex == 0);
*pInvalidOutputRect = invalidInputRect;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::SetDrawInfo(ID2D1DrawInfo* pDrawInfo) {
mDrawInfo = pDrawInfo;
return S_OK;
}
HRESULT
ConicGradientEffectD2D1::Register(ID2D1Factory1* aFactory) {
D2D1_PROPERTY_BINDING bindings[] = {
D2D1_VALUE_TYPE_BINDING(L"StopCollection",
&ConicGradientEffectD2D1::SetStopCollection,
&ConicGradientEffectD2D1::GetStopCollection),
D2D1_VALUE_TYPE_BINDING(L"Center", &ConicGradientEffectD2D1::SetCenter,
&ConicGradientEffectD2D1::GetCenter),
D2D1_VALUE_TYPE_BINDING(L"Angle", &ConicGradientEffectD2D1::SetAngle,
&ConicGradientEffectD2D1::GetAngle),
D2D1_VALUE_TYPE_BINDING(L"StartOffset",
&ConicGradientEffectD2D1::SetStartOffset,
&ConicGradientEffectD2D1::GetStartOffset),
D2D1_VALUE_TYPE_BINDING(L"EndOffset",
&ConicGradientEffectD2D1::SetEndOffset,
&ConicGradientEffectD2D1::GetEndOffset),
D2D1_VALUE_TYPE_BINDING(L"Transform",
&ConicGradientEffectD2D1::SetTransform,
&ConicGradientEffectD2D1::GetTransform)};
HRESULT hr = aFactory->RegisterEffectFromString(
CLSID_ConicGradientEffect, kXmlDescription, bindings, ARRAYSIZE(bindings),
CreateEffect);
if (FAILED(hr)) {
gfxWarning() << "Failed to register radial gradient effect.";
}
return hr;
}
void ConicGradientEffectD2D1::Unregister(ID2D1Factory1* aFactory) {
aFactory->UnregisterEffect(CLSID_ConicGradientEffect);
}
HRESULT __stdcall ConicGradientEffectD2D1::CreateEffect(
IUnknown** aEffectImpl) {
*aEffectImpl = static_cast<ID2D1EffectImpl*>(new ConicGradientEffectD2D1());
(*aEffectImpl)->AddRef();
return S_OK;
}
HRESULT
ConicGradientEffectD2D1::SetStopCollection(IUnknown* aStopCollection) {
if (SUCCEEDED(aStopCollection->QueryInterface(
(ID2D1GradientStopCollection**)getter_AddRefs(mStopCollection)))) {
return S_OK;
}
return E_INVALIDARG;
}
already_AddRefed<ID2D1ResourceTexture>
ConicGradientEffectD2D1::CreateGradientTexture() {
std::vector<D2D1_GRADIENT_STOP> rawStops;
rawStops.resize(mStopCollection->GetGradientStopCount());
mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size());
std::vector<unsigned char> textureData;
textureData.resize(4096 * 4);
unsigned char* texData = &textureData.front();
float prevColorPos = 0;
float nextColorPos = rawStops[0].position;
D2D1_COLOR_F prevColor = rawStops[0].color;
D2D1_COLOR_F nextColor = prevColor;
uint32_t stopPosition = 1;
// Not the most optimized way but this will do for now.
for (int i = 0; i < 4096; i++) {
// The 4095 seems a little counter intuitive, but we want the gradient
// color at offset 0 at the first pixel, and at offset 1.0f at the last
// pixel.
float pos = float(i) / 4095;
while (pos > nextColorPos) {
prevColor = nextColor;
prevColorPos = nextColorPos;
if (rawStops.size() > stopPosition) {
nextColor = rawStops[stopPosition].color;
nextColorPos = rawStops[stopPosition++].position;
} else {
nextColorPos = 1.0f;
}
}
float interp;
if (nextColorPos != prevColorPos) {
interp = (pos - prevColorPos) / (nextColorPos - prevColorPos);
} else {
interp = 0;
}
DeviceColor newColor(prevColor.r + (nextColor.r - prevColor.r) * interp,
prevColor.g + (nextColor.g - prevColor.g) * interp,
prevColor.b + (nextColor.b - prevColor.b) * interp,
prevColor.a + (nextColor.a - prevColor.a) * interp);
// Note D2D expects RGBA here!!
texData[i * 4] = (unsigned char)(255.0f * newColor.r);
texData[i * 4 + 1] = (unsigned char)(255.0f * newColor.g);
texData[i * 4 + 2] = (unsigned char)(255.0f * newColor.b);
texData[i * 4 + 3] = (unsigned char)(255.0f * newColor.a);
}
RefPtr<ID2D1ResourceTexture> tex;
UINT32 width = 4096;
UINT32 stride = 4096 * 4;
D2D1_RESOURCE_TEXTURE_PROPERTIES props;
// Older shader models do not support 1D textures. So just use a width x 1
// texture.
props.dimensions = 2;
UINT32 dims[] = {width, 1};
props.extents = dims;
props.channelDepth = D2D1_CHANNEL_DEPTH_4;
props.bufferPrecision = D2D1_BUFFER_PRECISION_8BPC_UNORM;
props.filter = D2D1_FILTER_MIN_MAG_MIP_LINEAR;
D2D1_EXTEND_MODE extendMode[] = {mStopCollection->GetExtendMode(),
mStopCollection->GetExtendMode()};
props.extendModes = extendMode;
HRESULT hr = mEffectContext->CreateResourceTexture(
nullptr, &props, &textureData.front(), &stride, 4096 * 4,
getter_AddRefs(tex));
if (FAILED(hr)) {
gfxWarning() << "Failed to create resource texture: " << hexa(hr);
}
return tex.forget();
}
} // namespace gfx
} // namespace mozilla