зеркало из https://github.com/mozilla/gecko-dev.git
106 строки
3.2 KiB
C++
106 строки
3.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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_THEBESLAYERD3D10_H
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#define GFX_THEBESLAYERD3D10_H
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#include "LayerManagerD3D10.h"
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namespace mozilla {
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namespace layers {
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class ThebesLayerD3D10 : public ThebesLayer,
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public LayerD3D10
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{
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public:
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ThebesLayerD3D10(LayerManagerD3D10 *aManager);
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virtual ~ThebesLayerD3D10();
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void Validate(ReadbackProcessor *aReadback);
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/* ThebesLayer implementation */
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void InvalidateRegion(const nsIntRegion& aRegion);
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/* LayerD3D10 implementation */
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virtual Layer* GetLayer();
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virtual void RenderLayer();
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virtual void Validate() { Validate(nsnull); }
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virtual void LayerManagerDestroyed();
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private:
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/* Texture with our surface data */
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nsRefPtr<ID3D10Texture2D> mTexture;
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/* Shader resource view for our texture */
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nsRefPtr<ID3D10ShaderResourceView> mSRView;
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/* Texture for render-on-whitew when doing component alpha */
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nsRefPtr<ID3D10Texture2D> mTextureOnWhite;
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/* Shader resource view for our render-on-white texture */
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nsRefPtr<ID3D10ShaderResourceView> mSRViewOnWhite;
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/* Area of layer currently stored in texture(s) */
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nsIntRect mTextureRect;
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/* Last surface mode set in Validate() */
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SurfaceMode mCurrentSurfaceMode;
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/* Checks if our D2D surface has the right content type */
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void VerifyContentType(SurfaceMode aMode);
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/* This contains the thebes surface */
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nsRefPtr<gfxASurface> mD2DSurface;
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mozilla::RefPtr<mozilla::gfx::DrawTarget> mDrawTarget;
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/* This contains the thebes surface for our render-on-white texture */
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nsRefPtr<gfxASurface> mD2DSurfaceOnWhite;
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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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/* Create a new texture */
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void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode);
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// Fill textures with opaque black and white in the specified region.
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void FillTexturesBlackWhite(const nsIntRegion& aRegion, const nsIntPoint& aOffset);
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/* Copy a texture region */
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void CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
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ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
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const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion);
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};
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class ShadowThebesLayerD3D10 : public ShadowThebesLayer,
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public LayerD3D10
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{
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public:
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ShadowThebesLayerD3D10(LayerManagerD3D10* aManager);
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virtual ~ShadowThebesLayerD3D10();
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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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/* LayerD3D10 implementation */
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virtual Layer* GetLayer() { return this; }
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virtual void RenderLayer();
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virtual void Validate();
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virtual void LayerManagerDestroyed();
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private:
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/* Texture with our surface data */
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nsRefPtr<ID3D10Texture2D> mTexture;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_THEBESLAYERD3D10_H */
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