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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  &lt;bfulgham@apple.com&gt;
+
+        [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  &lt;dino@apple.com&gt;
</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-&gt;renderTarget());
</del><span class="cx">     return m_data-&gt;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&amp; 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-&gt;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&amp; boundingRect, const std::function&lt;void(ID2D1RenderTarget*)&gt;&amp; drawCommands)
</del><ins>+static void drawWithShadowHelper(ID2D1RenderTarget* context, ID2D1Bitmap* bitmap, const Color&amp; shadowColor, const FloatSize&amp; shadowOffset, float shadowBlur)
</ins><span class="cx"> {
</span><del>-    auto context = platformContext();
-
-    // Render the current geometry to a bitmap context
-    COMPtr&lt;ID2D1BitmapRenderTarget&gt; bitmapTarget;
-    HRESULT hr = context-&gt;CreateCompatibleRenderTarget(&amp;bitmapTarget);
-    RELEASE_ASSERT(SUCCEEDED(hr));
-
-    bitmapTarget-&gt;BeginDraw();
-    drawCommands(bitmapTarget.get());
-    hr = bitmapTarget-&gt;EndDraw();
-    RELEASE_ASSERT(SUCCEEDED(hr));
-
-    COMPtr&lt;ID2D1Bitmap&gt; bitmap;
-    hr = bitmapTarget-&gt;GetBitmap(&amp;bitmap);
-    RELEASE_ASSERT(SUCCEEDED(hr));
-
</del><span class="cx">     COMPtr&lt;ID2D1DeviceContext&gt; deviceContext;
</span><del>-    hr = context-&gt;QueryInterface(&amp;deviceContext);
</del><ins>+    HRESULT hr = context-&gt;QueryInterface(&amp;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-&gt;CreateEffect(CLSID_D2D1Shadow, &amp;shadowEffect);
</span><span class="cx">     RELEASE_ASSERT(SUCCEEDED(hr));
</span><span class="cx"> 
</span><del>-    shadowEffect-&gt;SetInput(0, bitmap.get());
-    shadowEffect-&gt;SetValue(D2D1_SHADOW_PROP_COLOR, static_cast&lt;D2D1_VECTOR_4F&gt;(m_state.shadowColor));
-    shadowEffect-&gt;SetValue(D2D1_SHADOW_PROP_BLUR_STANDARD_DEVIATION, m_state.shadowBlur);
</del><ins>+    shadowEffect-&gt;SetInput(0, bitmap);
+    shadowEffect-&gt;SetValue(D2D1_SHADOW_PROP_COLOR, static_cast&lt;D2D1_VECTOR_4F&gt;(shadowColor));
+    shadowEffect-&gt;SetValue(D2D1_SHADOW_PROP_BLUR_STANDARD_DEVIATION, shadowBlur);
</ins><span class="cx"> 
</span><span class="cx">     COMPtr&lt;ID2D1Effect&gt; transformEffect;
</span><span class="cx">     hr = deviceContext-&gt;CreateEffect(CLSID_D2D12DAffineTransform, &amp;transformEffect);
</span><span class="lines">@@ -956,7 +961,7 @@
</span><span class="cx"> 
</span><span class="cx">     transformEffect-&gt;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-&gt;SetValue(D2D1_2DAFFINETRANSFORM_PROP_TRANSFORM_MATRIX, translation);
</span><span class="cx"> 
</span><span class="cx">     COMPtr&lt;ID2D1Effect&gt; 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-&gt;SetInputEffect(0, transformEffect.get());
</span><del>-    compositor-&gt;SetInput(1, bitmap.get());
</del><ins>+    compositor-&gt;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-&gt;DrawImage(compositor.get(), D2D1_INTERPOLATION_MODE_LINEAR);
</span><span class="cx"> }
</span><span class="cx"> 
</span><ins>+void GraphicsContext::drawWithShadow(const FloatRect&amp; boundingRect, const std::function&lt;void(ID2D1RenderTarget*)&gt;&amp; drawCommands)
+{
+    auto context = platformContext();
+
+    // Render the current geometry to a bitmap context
+    COMPtr&lt;ID2D1BitmapRenderTarget&gt; bitmapTarget;
+    HRESULT hr = context-&gt;CreateCompatibleRenderTarget(&amp;bitmapTarget);
+    RELEASE_ASSERT(SUCCEEDED(hr));
+
+    bitmapTarget-&gt;BeginDraw();
+    drawCommands(bitmapTarget.get());
+    hr = bitmapTarget-&gt;EndDraw();
+    RELEASE_ASSERT(SUCCEEDED(hr));
+
+    COMPtr&lt;ID2D1Bitmap&gt; bitmap;
+    hr = bitmapTarget-&gt;GetBitmap(&amp;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&amp; 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-&gt;CreateCompatibleRenderTarget(&amp;transparencyLayer.renderTarget);
+    RELEASE_ASSERT(SUCCEEDED(hr));
+    m_transparencyLayerStack.append(WTFMove(transparencyLayer));
+
+    m_transparencyLayerStack.last().renderTarget-&gt;BeginDraw();
+    m_transparencyLayerStack.last().renderTarget-&gt;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-&gt;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-&gt;EndDraw();
+    RELEASE_ASSERT(SUCCEEDED(hr));
+
+    COMPtr&lt;ID2D1Bitmap&gt; bitmap;
+    hr = renderTarget-&gt;GetBitmap(&amp;bitmap);
+    RELEASE_ASSERT(SUCCEEDED(hr));
+
+    auto context = this-&gt;renderTarget();
+
+    if (currentLayer.hasShadow)
+        drawWithShadowHelper(context, bitmap.get(), currentLayer.shadowColor, currentLayer.shadowOffset, currentLayer.shadowBlur);
+    else {
+        COMPtr&lt;ID2D1BitmapBrush&gt; bitmapBrush;
+        auto bitmapBrushProperties = D2D1::BitmapBrushProperties();
+        auto brushProperties = D2D1::BrushProperties();
+        HRESULT hr = context-&gt;CreateBitmapBrush(bitmap.get(), bitmapBrushProperties, brushProperties, &amp;bitmapBrush);
+        RELEASE_ASSERT(SUCCEEDED(hr));
+
+        auto size = bitmap-&gt;GetSize();
+        auto rectInDIP = D2D1::RectF(0, 0, size.width, size.height);
+        context-&gt;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-&gt;endTransparencyLayer();
+
</ins><span class="cx">     ASSERT(!isRecording());
</span><span class="cx"> 
</span><del>-    notImplemented();
</del><ins>+    m_state.alpha = m_data-&gt;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-&gt;SetTags(1, __LINE__);
</span><del>-            renderTarget-&gt;Clear();
</del><ins>+            renderTarget-&gt;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-&gt;SetTags(1, __LINE__);
</span><span class="cx">         rectToClear.intersect(renderTargetRect);
</span><del>-        renderTarget-&gt;FillRectangle(rectToClear, solidFillBrush());
</del><ins>+        renderTarget-&gt;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()-&gt;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-&gt;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&amp;);
</span><span class="cx">     void clip(const Path&amp;);
</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&amp;);
</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&lt;ID2D1BitmapBrush&gt; m_patternStrokeBrush;
</span><span class="cx">     COMPtr&lt;ID2D1BitmapBrush&gt; 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&lt;RenderState&gt; m_renderStates;
</span><span class="cx"> 
</span><ins>+    struct TransparencyLayerState {
+        COMPtr&lt;ID2D1BitmapRenderTarget&gt; renderTarget;
+        Color shadowColor;
+        FloatSize shadowOffset;
+        float opacity { 1.0 };
+        float shadowBlur { 0 };
+        bool hasShadow { false };
+    };
+    Vector&lt;TransparencyLayerState&gt; 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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