зеркало из https://github.com/mozilla/gecko-dev.git
115 строки
3.4 KiB
C++
115 строки
3.4 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_THEBESLAYERD3D9_H
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#define GFX_THEBESLAYERD3D9_H
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#include "Layers.h"
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#include "LayerManagerD3D9.h"
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#include "gfxImageSurface.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace layers {
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class ReadbackProcessor;
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class ShadowBufferD3D9;
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class ThebesLayerD3D9 : public ThebesLayer,
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public LayerD3D9
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{
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public:
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ThebesLayerD3D9(LayerManagerD3D9 *aManager);
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virtual ~ThebesLayerD3D9();
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/* ThebesLayer implementation */
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void InvalidateRegion(const nsIntRegion& aRegion);
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/* LayerD3D9 implementation */
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Layer* GetLayer();
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virtual bool IsEmpty();
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virtual void RenderLayer() { RenderThebesLayer(nsnull); }
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virtual void CleanResources();
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virtual void LayerManagerDestroyed();
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void RenderThebesLayer(ReadbackProcessor* aReadback);
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private:
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/*
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* D3D9 texture
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*/
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nsRefPtr<IDirect3DTexture9> mTexture;
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/*
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* D3D9 texture for render-on-white when doing component alpha
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*/
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nsRefPtr<IDirect3DTexture9> mTextureOnWhite;
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/**
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* Visible region bounds used when we drew the contents of the textures
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*/
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nsIntRect mTextureRect;
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bool HaveTextures(SurfaceMode aMode)
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{
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return mTexture && (aMode != SURFACE_COMPONENT_ALPHA || mTextureOnWhite);
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}
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/* Checks if our surface has the right content type */
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void VerifyContentType(SurfaceMode aMode);
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/* Ensures we have the necessary texture object(s) and that they correspond
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* to mVisibleRegion.GetBounds(). This creates new texture objects as
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* necessary and also copies existing valid texture data if necessary.
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*/
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void UpdateTextures(SurfaceMode aMode);
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/* Render the rectangles of mVisibleRegion with D3D9 using the currently
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* bound textures, target, shaders, etc.
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*/
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void RenderRegion(const nsIntRegion& aRegion);
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/* Have a region of our layer drawn */
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void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode,
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const nsTArray<ReadbackProcessor::Update>& aReadbackUpdates);
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/* Create a new texture */
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void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode);
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void CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset,
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IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset,
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const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion);
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};
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class ShadowThebesLayerD3D9 : public ShadowThebesLayer,
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public LayerD3D9
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{
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public:
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ShadowThebesLayerD3D9(LayerManagerD3D9 *aManager);
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virtual ~ShadowThebesLayerD3D9();
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virtual void
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Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion,
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OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion,
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OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion);
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virtual void DestroyFrontBuffer();
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virtual void Disconnect();
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// LayerD3D9 impl
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Layer* GetLayer();
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virtual bool IsEmpty();
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virtual void RenderLayer() { RenderThebesLayer(); }
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virtual void CleanResources();
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virtual void LayerManagerDestroyed();
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void RenderThebesLayer();
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private:
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nsRefPtr<ShadowBufferD3D9> mBuffer;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_THEBESLAYERD3D9_H */
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