зеркало из https://github.com/mozilla/gecko-dev.git
71 строка
1.9 KiB
C++
71 строка
1.9 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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#include "ColorLayerD3D9.h"
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namespace mozilla {
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namespace layers {
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Layer*
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ColorLayerD3D9::GetLayer()
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{
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return this;
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}
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static void
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RenderColorLayerD3D9(ColorLayer* aLayer, LayerManagerD3D9 *aManager)
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{
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// XXX we might be able to improve performance by using
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// IDirect3DDevice9::Clear
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if (aManager->CompositingDisabled()) {
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return;
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}
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nsIntRect visibleRect = aLayer->GetEffectiveVisibleRegion().GetBounds();
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aManager->device()->SetVertexShaderConstantF(
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CBvLayerQuad,
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ShaderConstantRect(visibleRect.x,
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visibleRect.y,
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visibleRect.width,
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visibleRect.height),
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1);
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const gfx3DMatrix& transform = aLayer->GetEffectiveTransform();
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aManager->device()->SetVertexShaderConstantF(CBmLayerTransform, &transform._11, 4);
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gfxRGBA layerColor(aLayer->GetColor());
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float color[4];
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float opacity = aLayer->GetEffectiveOpacity() * layerColor.a;
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// output color is premultiplied, so we need to adjust all channels.
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// mColor is not premultiplied.
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color[0] = (float)(layerColor.r * opacity);
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color[1] = (float)(layerColor.g * opacity);
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color[2] = (float)(layerColor.b * opacity);
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color[3] = (float)(opacity);
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aManager->device()->SetPixelShaderConstantF(0, color, 1);
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aManager->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER,
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aLayer->GetMaskLayer());
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aManager->device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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void
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ColorLayerD3D9::RenderLayer()
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{
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return RenderColorLayerD3D9(this, mD3DManager);
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}
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void
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ShadowColorLayerD3D9::RenderLayer()
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{
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return RenderColorLayerD3D9(this, mD3DManager);
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}
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} /* layers */
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} /* mozilla */
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