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<dt>Revision</dt> <dd><a href="http://trac.webkit.org/projects/webkit/changeset/208573">208573</a></dd>
<dt>Author</dt> <dd>bfulgham@apple.com</dd>
<dt>Date</dt> <dd>2016-11-10 16:59:53 -0800 (Thu, 10 Nov 2016)</dd>
</dl>
<h3>Log Message</h3>
<pre>[Win][Direct2D] Add transparency layer support
https://bugs.webkit.org/show_bug.cgi?id=164614
Reviewed by Dean Jackson.
Provide a stackable implementation of transparency layers so that
multiple layers with opacity draw propery.
Tested by fast/layers/opacity-stacking.html and others.
* platform/graphics/win/GraphicsContextDirect2D.cpp:
(WebCore::GraphicsContext::platformContext): Remove unneeded assertion.
(WebCore::GraphicsContextPlatformPrivate::renderTarget): Return current context taking
into account the presence of transparency layers.
(WebCore::GraphicsContextPlatformPrivate::setAlpha): Added.
(WebCore::GraphicsContextPlatformPrivate::currentGlobalAlpha): Get current global
alpha for current layer.
(WebCore::GraphicsContext::colorWithGlobalAlpha): Compute proper color taking into
account the current layer.
(WebCore::drawWithShadowHelper): Helper function to share code.
(WebCore::GraphicsContext::drawWithShadow): Use new helper function.
(WebCore::GraphicsContextPlatformPrivate::beginTransparencyLayer): Added.
(WebCore::GraphicsContext::beginPlatformTransparencyLayer): Call new implementation.
(WebCore::GraphicsContextPlatformPrivate::endTransparencyLayer): Added.
(WebCore::GraphicsContext::endPlatformTransparencyLayer): Call new implementation.
(WebCore::GraphicsContext::clearRect): Clear to transparent color.
(WebCore::GraphicsContext::setPlatformAlpha): Pass new alpha on to any active
transparency layer.
* platform/graphics/win/GraphicsContextPlatformPrivateDirect2D.h:
(WebCore::GraphicsContextPlatformPrivate::renderTarget): Deleted.</pre>
<h3>Modified Paths</h3>
<ul>
<li><a href="#trunkSourceWebCoreChangeLog">trunk/Source/WebCore/ChangeLog</a></li>
<li><a href="#trunkSourceWebCoreplatformgraphicswinGraphicsContextDirect2Dcpp">trunk/Source/WebCore/platform/graphics/win/GraphicsContextDirect2D.cpp</a></li>
<li><a href="#trunkSourceWebCoreplatformgraphicswinGraphicsContextPlatformPrivateDirect2Dh">trunk/Source/WebCore/platform/graphics/win/GraphicsContextPlatformPrivateDirect2D.h</a></li>
</ul>
</div>
<div id="patch">
<h3>Diff</h3>
<a id="trunkSourceWebCoreChangeLog"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/ChangeLog (208572 => 208573)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/ChangeLog        2016-11-11 00:49:06 UTC (rev 208572)
+++ trunk/Source/WebCore/ChangeLog        2016-11-11 00:59:53 UTC (rev 208573)
</span><span class="lines">@@ -1,3 +1,36 @@
</span><ins>+2016-11-10 Brent Fulgham <bfulgham@apple.com>
+
+ [Win][Direct2D] Add transparency layer support
+ https://bugs.webkit.org/show_bug.cgi?id=164614
+
+ Reviewed by Dean Jackson.
+
+ Provide a stackable implementation of transparency layers so that
+ multiple layers with opacity draw propery.
+
+ Tested by fast/layers/opacity-stacking.html and others.
+
+ * platform/graphics/win/GraphicsContextDirect2D.cpp:
+ (WebCore::GraphicsContext::platformContext): Remove unneeded assertion.
+ (WebCore::GraphicsContextPlatformPrivate::renderTarget): Return current context taking
+ into account the presence of transparency layers.
+ (WebCore::GraphicsContextPlatformPrivate::setAlpha): Added.
+ (WebCore::GraphicsContextPlatformPrivate::currentGlobalAlpha): Get current global
+ alpha for current layer.
+ (WebCore::GraphicsContext::colorWithGlobalAlpha): Compute proper color taking into
+ account the current layer.
+ (WebCore::drawWithShadowHelper): Helper function to share code.
+ (WebCore::GraphicsContext::drawWithShadow): Use new helper function.
+ (WebCore::GraphicsContextPlatformPrivate::beginTransparencyLayer): Added.
+ (WebCore::GraphicsContext::beginPlatformTransparencyLayer): Call new implementation.
+ (WebCore::GraphicsContextPlatformPrivate::endTransparencyLayer): Added.
+ (WebCore::GraphicsContext::endPlatformTransparencyLayer): Call new implementation.
+ (WebCore::GraphicsContext::clearRect): Clear to transparent color.
+ (WebCore::GraphicsContext::setPlatformAlpha): Pass new alpha on to any active
+ transparency layer.
+ * platform/graphics/win/GraphicsContextPlatformPrivateDirect2D.h:
+ (WebCore::GraphicsContextPlatformPrivate::renderTarget): Deleted.
+
</ins><span class="cx"> 2016-11-10 Dean Jackson <dino@apple.com>
</span><span class="cx">
</span><span class="cx"> Add CSS Color Level 4 to features.
</span></span></pre></div>
<a id="trunkSourceWebCoreplatformgraphicswinGraphicsContextDirect2Dcpp"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/platform/graphics/win/GraphicsContextDirect2D.cpp (208572 => 208573)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/platform/graphics/win/GraphicsContextDirect2D.cpp        2016-11-11 00:49:06 UTC (rev 208572)
+++ trunk/Source/WebCore/platform/graphics/win/GraphicsContextDirect2D.cpp        2016-11-11 00:59:53 UTC (rev 208573)
</span><span class="lines">@@ -151,10 +151,31 @@
</span><span class="cx"> ID2D1RenderTarget* GraphicsContext::platformContext() const
</span><span class="cx"> {
</span><span class="cx"> ASSERT(!paintingDisabled());
</span><del>- ASSERT(m_data->renderTarget());
</del><span class="cx"> return m_data->renderTarget();
</span><span class="cx"> }
</span><span class="cx">
</span><ins>+ID2D1RenderTarget* GraphicsContextPlatformPrivate::renderTarget()
+{
+ if (!m_transparencyLayerStack.isEmpty())
+ return m_transparencyLayerStack.last().renderTarget.get();
+
+ return m_renderTarget.get();
+}
+
+void GraphicsContextPlatformPrivate::setAlpha(float alpha)
+{
+ ASSERT(m_transparencyLayerStack.isEmpty());
+ m_alpha = alpha;
+}
+
+float GraphicsContextPlatformPrivate::currentGlobalAlpha() const
+{
+ if (!m_transparencyLayerStack.isEmpty())
+ return m_transparencyLayerStack.last().opacity;
+
+ return m_alpha;
+}
+
</ins><span class="cx"> void GraphicsContext::savePlatformState()
</span><span class="cx"> {
</span><span class="cx"> ASSERT(!paintingDisabled());
</span><span class="lines">@@ -489,8 +510,8 @@
</span><span class="cx">
</span><span class="cx"> D2D1_COLOR_F GraphicsContext::colorWithGlobalAlpha(const Color& color) const
</span><span class="cx"> {
</span><del>- float colorAlpha = color.alpha() / 255.0f;
- float globalAlpha = m_state.alpha;
</del><ins>+ float colorAlpha = color.alphaAsFloat();
+ float globalAlpha = m_data->currentGlobalAlpha();
</ins><span class="cx">
</span><span class="cx"> return D2D1::ColorF(color.rgb(), globalAlpha * colorAlpha);
</span><span class="cx"> }
</span><span class="lines">@@ -919,26 +940,10 @@
</span><span class="cx"> drawCommands(platformContext());
</span><span class="cx"> }
</span><span class="cx">
</span><del>-void GraphicsContext::drawWithShadow(const FloatRect& boundingRect, const std::function<void(ID2D1RenderTarget*)>& drawCommands)
</del><ins>+static void drawWithShadowHelper(ID2D1RenderTarget* context, ID2D1Bitmap* bitmap, const Color& shadowColor, const FloatSize& shadowOffset, float shadowBlur)
</ins><span class="cx"> {
</span><del>- auto context = platformContext();
-
- // Render the current geometry to a bitmap context
- COMPtr<ID2D1BitmapRenderTarget> bitmapTarget;
- HRESULT hr = context->CreateCompatibleRenderTarget(&bitmapTarget);
- RELEASE_ASSERT(SUCCEEDED(hr));
-
- bitmapTarget->BeginDraw();
- drawCommands(bitmapTarget.get());
- hr = bitmapTarget->EndDraw();
- RELEASE_ASSERT(SUCCEEDED(hr));
-
- COMPtr<ID2D1Bitmap> bitmap;
- hr = bitmapTarget->GetBitmap(&bitmap);
- RELEASE_ASSERT(SUCCEEDED(hr));
-
</del><span class="cx"> COMPtr<ID2D1DeviceContext> deviceContext;
</span><del>- hr = context->QueryInterface(&deviceContext);
</del><ins>+ HRESULT hr = context->QueryInterface(&deviceContext);
</ins><span class="cx"> RELEASE_ASSERT(SUCCEEDED(hr));
</span><span class="cx">
</span><span class="cx"> // Create the shadow effect
</span><span class="lines">@@ -946,9 +951,9 @@
</span><span class="cx"> hr = deviceContext->CreateEffect(CLSID_D2D1Shadow, &shadowEffect);
</span><span class="cx"> RELEASE_ASSERT(SUCCEEDED(hr));
</span><span class="cx">
</span><del>- shadowEffect->SetInput(0, bitmap.get());
- shadowEffect->SetValue(D2D1_SHADOW_PROP_COLOR, static_cast<D2D1_VECTOR_4F>(m_state.shadowColor));
- shadowEffect->SetValue(D2D1_SHADOW_PROP_BLUR_STANDARD_DEVIATION, m_state.shadowBlur);
</del><ins>+ shadowEffect->SetInput(0, bitmap);
+ shadowEffect->SetValue(D2D1_SHADOW_PROP_COLOR, static_cast<D2D1_VECTOR_4F>(shadowColor));
+ shadowEffect->SetValue(D2D1_SHADOW_PROP_BLUR_STANDARD_DEVIATION, shadowBlur);
</ins><span class="cx">
</span><span class="cx"> COMPtr<ID2D1Effect> transformEffect;
</span><span class="cx"> hr = deviceContext->CreateEffect(CLSID_D2D12DAffineTransform, &transformEffect);
</span><span class="lines">@@ -956,7 +961,7 @@
</span><span class="cx">
</span><span class="cx"> transformEffect->SetInputEffect(0, shadowEffect.get());
</span><span class="cx">
</span><del>- auto translation = D2D1::Matrix3x2F::Translation(m_state.shadowOffset.width(), m_state.shadowOffset.height());
</del><ins>+ auto translation = D2D1::Matrix3x2F::Translation(shadowOffset.width(), shadowOffset.height());
</ins><span class="cx"> transformEffect->SetValue(D2D1_2DAFFINETRANSFORM_PROP_TRANSFORM_MATRIX, translation);
</span><span class="cx">
</span><span class="cx"> COMPtr<ID2D1Effect> compositor;
</span><span class="lines">@@ -964,7 +969,7 @@
</span><span class="cx"> RELEASE_ASSERT(SUCCEEDED(hr));
</span><span class="cx">
</span><span class="cx"> compositor->SetInputEffect(0, transformEffect.get());
</span><del>- compositor->SetInput(1, bitmap.get());
</del><ins>+ compositor->SetInput(1, bitmap);
</ins><span class="cx">
</span><span class="cx"> // Flip the context
</span><span class="cx"> D2D1_MATRIX_3X2_F ctm;
</span><span class="lines">@@ -976,6 +981,27 @@
</span><span class="cx"> deviceContext->DrawImage(compositor.get(), D2D1_INTERPOLATION_MODE_LINEAR);
</span><span class="cx"> }
</span><span class="cx">
</span><ins>+void GraphicsContext::drawWithShadow(const FloatRect& boundingRect, const std::function<void(ID2D1RenderTarget*)>& drawCommands)
+{
+ auto context = platformContext();
+
+ // Render the current geometry to a bitmap context
+ COMPtr<ID2D1BitmapRenderTarget> bitmapTarget;
+ HRESULT hr = context->CreateCompatibleRenderTarget(&bitmapTarget);
+ RELEASE_ASSERT(SUCCEEDED(hr));
+
+ bitmapTarget->BeginDraw();
+ drawCommands(bitmapTarget.get());
+ hr = bitmapTarget->EndDraw();
+ RELEASE_ASSERT(SUCCEEDED(hr));
+
+ COMPtr<ID2D1Bitmap> bitmap;
+ hr = bitmapTarget->GetBitmap(&bitmap);
+ RELEASE_ASSERT(SUCCEEDED(hr));
+
+ drawWithShadowHelper(context, bitmap.get(), m_state.shadowColor, m_state.shadowOffset, m_state.shadowBlur);
+}
+
</ins><span class="cx"> void GraphicsContext::fillPath(const Path& path)
</span><span class="cx"> {
</span><span class="cx"> if (paintingDisabled() || path.isEmpty())
</span><span class="lines">@@ -1335,6 +1361,19 @@
</span><span class="cx"> return enclosingIntRect(clipBounds);
</span><span class="cx"> }
</span><span class="cx">
</span><ins>+void GraphicsContextPlatformPrivate::beginTransparencyLayer(float opacity)
+{
+ TransparencyLayerState transparencyLayer;
+ transparencyLayer.opacity = opacity;
+
+ HRESULT hr = m_renderTarget->CreateCompatibleRenderTarget(&transparencyLayer.renderTarget);
+ RELEASE_ASSERT(SUCCEEDED(hr));
+ m_transparencyLayerStack.append(WTFMove(transparencyLayer));
+
+ m_transparencyLayerStack.last().renderTarget->BeginDraw();
+ m_transparencyLayerStack.last().renderTarget->Clear(D2D1::ColorF(0, 0, 0, 0));
+}
+
</ins><span class="cx"> void GraphicsContext::beginPlatformTransparencyLayer(float opacity)
</span><span class="cx"> {
</span><span class="cx"> if (paintingDisabled())
</span><span class="lines">@@ -1344,17 +1383,52 @@
</span><span class="cx">
</span><span class="cx"> save();
</span><span class="cx">
</span><del>- notImplemented();
</del><ins>+ m_state.alpha = opacity;
+
+ m_data->beginTransparencyLayer(opacity);
</ins><span class="cx"> }
</span><span class="cx">
</span><ins>+void GraphicsContextPlatformPrivate::endTransparencyLayer()
+{
+ auto currentLayer = m_transparencyLayerStack.takeLast();
+ auto renderTarget = currentLayer.renderTarget;
+ if (!renderTarget)
+ return;
+
+ HRESULT hr = renderTarget->EndDraw();
+ RELEASE_ASSERT(SUCCEEDED(hr));
+
+ COMPtr<ID2D1Bitmap> bitmap;
+ hr = renderTarget->GetBitmap(&bitmap);
+ RELEASE_ASSERT(SUCCEEDED(hr));
+
+ auto context = this->renderTarget();
+
+ if (currentLayer.hasShadow)
+ drawWithShadowHelper(context, bitmap.get(), currentLayer.shadowColor, currentLayer.shadowOffset, currentLayer.shadowBlur);
+ else {
+ COMPtr<ID2D1BitmapBrush> bitmapBrush;
+ auto bitmapBrushProperties = D2D1::BitmapBrushProperties();
+ auto brushProperties = D2D1::BrushProperties();
+ HRESULT hr = context->CreateBitmapBrush(bitmap.get(), bitmapBrushProperties, brushProperties, &bitmapBrush);
+ RELEASE_ASSERT(SUCCEEDED(hr));
+
+ auto size = bitmap->GetSize();
+ auto rectInDIP = D2D1::RectF(0, 0, size.width, size.height);
+ context->FillRectangle(rectInDIP, bitmapBrush.get());
+ }
+}
+
</ins><span class="cx"> void GraphicsContext::endPlatformTransparencyLayer()
</span><span class="cx"> {
</span><span class="cx"> if (paintingDisabled())
</span><span class="cx"> return;
</span><span class="cx">
</span><ins>+ m_data->endTransparencyLayer();
+
</ins><span class="cx"> ASSERT(!isRecording());
</span><span class="cx">
</span><del>- notImplemented();
</del><ins>+ m_state.alpha = m_data->currentGlobalAlpha();
</ins><span class="cx">
</span><span class="cx"> restore();
</span><span class="cx"> }
</span><span class="lines">@@ -1417,7 +1491,7 @@
</span><span class="cx">
</span><span class="cx"> if (rectToClear.contains(renderTargetRect)) {
</span><span class="cx"> renderTarget->SetTags(1, __LINE__);
</span><del>- renderTarget->Clear();
</del><ins>+ renderTarget->Clear(D2D1::ColorF(0, 0, 0, 0));
</ins><span class="cx"> return;
</span><span class="cx"> }
</span><span class="cx">
</span><span class="lines">@@ -1426,7 +1500,7 @@
</span><span class="cx">
</span><span class="cx"> renderTarget->SetTags(1, __LINE__);
</span><span class="cx"> rectToClear.intersect(renderTargetRect);
</span><del>- renderTarget->FillRectangle(rectToClear, solidFillBrush());
</del><ins>+ renderTarget->FillRectangle(rectToClear, brushWithColor(Color(D2D1::ColorF(0, 0, 0, 0))));
</ins><span class="cx"> });
</span><span class="cx"> }
</span><span class="cx">
</span><span class="lines">@@ -1789,9 +1863,13 @@
</span><span class="cx"> platformContext()->SetTextAntialiasMode(fontSmoothingMode);
</span><span class="cx"> }
</span><span class="cx">
</span><del>-void GraphicsContext::setPlatformAlpha(float)
</del><ins>+void GraphicsContext::setPlatformAlpha(float alpha)
</ins><span class="cx"> {
</span><del>- /* No-op on this platform */
</del><ins>+ if (paintingDisabled())
+ return;
+
+ ASSERT(m_state.alpha == alpha);
+ m_data->setAlpha(alpha);
</ins><span class="cx"> }
</span><span class="cx">
</span><span class="cx"> void GraphicsContext::setPlatformCompositeOperation(CompositeOperator mode, BlendMode blendMode)
</span></span></pre></div>
<a id="trunkSourceWebCoreplatformgraphicswinGraphicsContextPlatformPrivateDirect2Dh"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/platform/graphics/win/GraphicsContextPlatformPrivateDirect2D.h (208572 => 208573)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/platform/graphics/win/GraphicsContextPlatformPrivateDirect2D.h        2016-11-11 00:49:06 UTC (rev 208572)
+++ trunk/Source/WebCore/platform/graphics/win/GraphicsContextPlatformPrivateDirect2D.h        2016-11-11 00:59:53 UTC (rev 208573)
</span><span class="lines">@@ -44,6 +44,9 @@
</span><span class="cx">
</span><span class="cx"> enum Direct2DLayerType { AxisAlignedClip, LayerClip };
</span><span class="cx">
</span><ins>+ void beginTransparencyLayer(float opacity);
+ void endTransparencyLayer();
+
</ins><span class="cx"> void clip(const FloatRect&);
</span><span class="cx"> void clip(const Path&);
</span><span class="cx"> void clip(ID2D1Geometry*);
</span><span class="lines">@@ -68,8 +71,9 @@
</span><span class="cx"> void setPatternOffset(float);
</span><span class="cx"> void setStrokeThickness(float);
</span><span class="cx"> void setDashes(const DashArray&);
</span><ins>+ void setAlpha(float);
</ins><span class="cx">
</span><del>- ID2D1RenderTarget* renderTarget() { return m_renderTarget.get(); }
</del><ins>+ ID2D1RenderTarget* renderTarget();
</ins><span class="cx"> ID2D1Layer* clipLayer() const { return m_renderStates.last().m_activeLayer.get(); }
</span><span class="cx"> ID2D1StrokeStyle* strokeStyle();
</span><span class="cx">
</span><span class="lines">@@ -86,6 +90,8 @@
</span><span class="cx"> COMPtr<ID2D1BitmapBrush> m_patternStrokeBrush;
</span><span class="cx"> COMPtr<ID2D1BitmapBrush> m_patternFillBrush;
</span><span class="cx">
</span><ins>+ float currentGlobalAlpha() const;
+
</ins><span class="cx"> private:
</span><span class="cx"> void recomputeStrokeStyle();
</span><span class="cx">
</span><span class="lines">@@ -103,15 +109,27 @@
</span><span class="cx">
</span><span class="cx"> Vector<RenderState> m_renderStates;
</span><span class="cx">
</span><ins>+ struct TransparencyLayerState {
+ COMPtr<ID2D1BitmapRenderTarget> renderTarget;
+ Color shadowColor;
+ FloatSize shadowOffset;
+ float opacity { 1.0 };
+ float shadowBlur { 0 };
+ bool hasShadow { false };
+ };
+ Vector<TransparencyLayerState> m_transparencyLayerStack;
+
</ins><span class="cx"> D2D1_CAP_STYLE m_lineCap { D2D1_CAP_STYLE_FLAT };
</span><span class="cx"> D2D1_LINE_JOIN m_lineJoin { D2D1_LINE_JOIN_MITER };
</span><span class="cx"> StrokeStyle m_strokeStyle { SolidStroke };
</span><span class="cx"> DashArray m_dashes;
</span><ins>+
</ins><span class="cx"> float m_miterLimit { 1.0f };
</span><span class="cx"> float m_dashOffset { 0 };
</span><span class="cx"> float m_patternWidth { 1.0f };
</span><span class="cx"> float m_patternOffset { 0 };
</span><span class="cx"> float m_strokeThickness { 0 };
</span><ins>+ float m_alpha { 1.0 };
</ins><span class="cx"> };
</span><span class="cx">
</span><span class="cx"> class D2DContextStateSaver {
</span></span></pre>
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