зеркало из https://github.com/mozilla/gecko-dev.git
61 строка
1.6 KiB
C++
61 строка
1.6 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 "ColorLayerD3D10.h"
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#include "../d3d9/Nv3DVUtils.h"
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namespace mozilla {
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namespace layers {
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ColorLayerD3D10::ColorLayerD3D10(LayerManagerD3D10 *aManager)
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: ColorLayer(aManager, nullptr)
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, LayerD3D10(aManager)
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{
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mImplData = static_cast<LayerD3D10*>(this);
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}
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Layer*
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ColorLayerD3D10::GetLayer()
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{
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return this;
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}
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void
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ColorLayerD3D10::RenderLayer()
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{
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float color[4];
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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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float opacity = GetEffectiveOpacity() * mColor.a;
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color[0] = (float)(mColor.r * opacity);
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color[1] = (float)(mColor.g * opacity);
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color[2] = (float)(mColor.b * opacity);
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color[3] = opacity;
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const gfx::Matrix4x4& transform = GetEffectiveTransform();
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void* raw = &const_cast<gfx::Matrix4x4&>(transform)._11;
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effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
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effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color);
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ID3D10EffectTechnique *technique = SelectShader(SHADER_SOLID | LoadMaskTexture());
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nsIntRect bounds = GetBounds();
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effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)bounds.x,
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(float)bounds.y,
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(float)bounds.width,
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(float)bounds.height)
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);
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technique->GetPassByIndex(0)->Apply(0);
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device()->Draw(4, 0);
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}
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} /* layers */
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} /* mozilla */
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