зеркало из https://github.com/mozilla/gecko-dev.git
216 строки
6.6 KiB
C++
216 строки
6.6 KiB
C++
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "ThebesLayerD3D9.h"
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#include "gfxPlatform.h"
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namespace mozilla {
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namespace layers {
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ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager)
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: ThebesLayer(aManager, NULL)
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, LayerD3D9(aManager)
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{
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mImplData = static_cast<LayerD3D9*>(this);
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aManager->mThebesLayers.AppendElement(this);
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}
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ThebesLayerD3D9::~ThebesLayerD3D9()
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{
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mD3DManager->mThebesLayers.RemoveElement(this);
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}
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void
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ThebesLayerD3D9::SetVisibleRegion(const nsIntRegion &aRegion)
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{
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if (aRegion.GetBounds() == mVisibleRect) {
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return;
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}
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mVisibleRect = aRegion.GetBounds();
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device()->CreateTexture(mVisibleRect.width, mVisibleRect.height, 1,
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D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
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mInvalidatedRect = mVisibleRect;
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}
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void
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ThebesLayerD3D9::InvalidateRegion(const nsIntRegion &aRegion)
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{
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nsIntRegion invalidatedRegion;
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invalidatedRegion.Or(aRegion, mInvalidatedRect);
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invalidatedRegion.And(invalidatedRegion, mVisibleRect);
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mInvalidatedRect = invalidatedRegion.GetBounds();
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}
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LayerD3D9::LayerType
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ThebesLayerD3D9::GetType()
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{
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return TYPE_THEBES;
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}
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const nsIntRect&
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ThebesLayerD3D9::GetVisibleRect()
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{
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return mVisibleRect;
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}
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void
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ThebesLayerD3D9::RenderLayer()
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{
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if (!mTexture) {
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device()->CreateTexture(mVisibleRect.width, mVisibleRect.height, 1,
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D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
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mInvalidatedRect = mVisibleRect;
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}
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if (!mInvalidatedRect.IsEmpty()) {
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nsIntRegion region = mInvalidatedRect;
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gfxASurface::gfxImageFormat imageFormat = gfxASurface::ImageFormatARGB32;;
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nsRefPtr<gfxASurface> destinationSurface;
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nsRefPtr<gfxContext> context;
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destinationSurface =
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gfxPlatform::GetPlatform()->
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CreateOffscreenSurface(gfxIntSize(mInvalidatedRect.width,
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mInvalidatedRect.height),
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imageFormat);
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context = new gfxContext(destinationSurface);
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context->Translate(gfxPoint(-mInvalidatedRect.x, -mInvalidatedRect.y));
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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cbInfo.Callback(this, context, region, cbInfo.CallbackData);
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nsRefPtr<IDirect3DTexture9> tmpTexture;
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device()->CreateTexture(mInvalidatedRect.width, mInvalidatedRect.height, 1,
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0, D3DFMT_A8R8G8B8,
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D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
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D3DLOCKED_RECT r;
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tmpTexture->LockRect(0, &r, NULL, 0);
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nsRefPtr<gfxImageSurface> imgSurface =
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new gfxImageSurface((unsigned char *)r.pBits,
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gfxIntSize(mInvalidatedRect.width,
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mInvalidatedRect.height),
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r.Pitch,
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imageFormat);
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context = new gfxContext(imgSurface);
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context->SetSource(destinationSurface);
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context->SetOperator(gfxContext::OPERATOR_SOURCE);
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context->Paint();
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imgSurface = NULL;
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tmpTexture->UnlockRect(0);
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nsRefPtr<IDirect3DSurface9> srcSurface;
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nsRefPtr<IDirect3DSurface9> dstSurface;
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mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
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tmpTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
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POINT point;
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point.x = mInvalidatedRect.x - mVisibleRect.x;
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point.y = mInvalidatedRect.y - mVisibleRect.y;
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device()->UpdateSurface(srcSurface, NULL, dstSurface, &point);
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}
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float quadTransform[4][4];
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/*
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* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
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* and size. To get pixel perfect mapping we offset the quad half a pixel
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* to the top-left.
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*
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* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
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*/
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[0][0] = (float)GetVisibleRect().width;
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quadTransform[1][1] = (float)GetVisibleRect().height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = (float)GetVisibleRect().x - 0.5f;
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quadTransform[3][1] = (float)GetVisibleRect().y - 0.5f;
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quadTransform[3][3] = 1.0f;
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device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
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device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
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float opacity[4];
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/*
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* We always upload a 4 component float, but the shader will use only the
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* first component since it's declared as a 'float'.
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*/
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opacity[0] = GetOpacity();
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device()->SetPixelShaderConstantF(0, opacity, 1);
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mD3DManager->SetShaderMode(LayerManagerD3D9::RGBLAYER);
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device()->SetTexture(0, mTexture);
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device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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void
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ThebesLayerD3D9::CleanResources()
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{
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mTexture = nsnull;
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}
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const nsIntRect&
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ThebesLayerD3D9::GetInvalidatedRect()
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{
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return mInvalidatedRect;
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}
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Layer*
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ThebesLayerD3D9::GetLayer()
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{
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return this;
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}
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PRBool
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ThebesLayerD3D9::IsEmpty()
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{
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return !mTexture;
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}
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} /* namespace layers */
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} /* namespace mozilla */
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