зеркало из https://github.com/mozilla/gecko-dev.git
Back out changeset 98bd7a8e4705 (bug 1225645) for Windows build bustage
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73f2fbe016
Коммит
04f94361ed
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@ -472,9 +472,6 @@ DrawTargetD2D::DrawSurfaceWithShadow(SourceSurface *aSurface,
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}
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srView = static_cast<SourceSurfaceD2DTarget*>(aSurface)->GetSRView();
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if (!srView) {
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return;
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}
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EnsureViews();
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@ -762,11 +759,6 @@ DrawTargetD2D::DrawSurfaceWithShadow(SourceSurface *aSurface,
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mDevice->Draw(4, 0);
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RefPtr<ID3D10ShaderResourceView> srView = static_cast<SourceSurfaceD2DTarget*>(aSurface)->GetSRView();
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if (!srView) {
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return;
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}
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mPrivateData->mEffect->GetVariableByName("QuadDesc")->AsVector()->
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SetFloatVector(ShaderConstantRectD3D10(-1.0f + ((aDest.x / mSize.width) * 2.0f),
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1.0f - (aDest.y / mSize.height * 2.0f),
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@ -96,11 +96,6 @@ SourceSurfaceD2DTarget::GetSRView()
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return mSRView;
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}
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if (!Factory::GetDirect3D10Device()) {
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gfxCriticalError() << "Invalid D3D10 device in D2D target surface";
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return nullptr;
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}
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HRESULT hr = Factory::GetDirect3D10Device()->CreateShaderResourceView(mTexture, nullptr, getter_AddRefs(mSRView));
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if (FAILED(hr)) {
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@ -370,9 +370,6 @@ TextureClientD3D11::Unlock()
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if (NS_IsMainThread() && mReadbackSink && mTexture10) {
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ID3D10Device* device = gfxWindowsPlatform::GetPlatform()->GetD3D10Device();
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if (!device) {
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return;
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}
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D3D10_TEXTURE2D_DESC desc;
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mTexture10->GetDesc(&desc);
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@ -591,9 +588,6 @@ TextureClientD3D11::AllocateForSurface(gfx::IntSize aSize, TextureAllocationFlag
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}
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} else {
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ID3D10Device* device = gfxWindowsPlatform::GetPlatform()->GetD3D10Device();
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if (!device) {
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return false;
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}
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CD3D10_TEXTURE2D_DESC newDesc(DXGI_FORMAT_B8G8R8A8_UNORM,
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aSize.width, aSize.height, 1, 1,
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@ -1241,9 +1235,6 @@ SyncObjectD3D11::FinalizeFrame()
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if (!mD3D10Texture && mD3D10SyncedTextures.size()) {
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ID3D10Device* device = gfxWindowsPlatform::GetPlatform()->GetD3D10Device();
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if (!device) {
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return;
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}
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hr = device->OpenSharedResource(mHandle, __uuidof(ID3D10Texture2D), (void**)(ID3D10Texture2D**)getter_AddRefs(mD3D10Texture));
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@ -1314,9 +1305,6 @@ SyncObjectD3D11::FinalizeFrame()
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box.back = box.bottom = box.right = 1;
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ID3D10Device* device = gfxWindowsPlatform::GetPlatform()->GetD3D10Device();
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if (!device) {
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return;
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}
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for (auto iter = mD3D10SyncedTextures.begin(); iter != mD3D10SyncedTextures.end(); iter++) {
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device->CopySubresourceRegion(mD3D10Texture, 0, 0, 0, 0, *iter, 0, &box);
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