gecko-dev/gfx/layers/d3d9/CanvasLayerD3D9.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GFX_CANVASLAYERD3D9_H
#define GFX_CANVASLAYERD3D9_H
#include "LayerManagerD3D9.h"
#include "GLContext.h"
#include "gfxASurface.h"
namespace mozilla {
namespace layers {
class ShadowBufferD3D9;
class THEBES_API CanvasLayerD3D9 :
public CanvasLayer,
public LayerD3D9
{
public:
CanvasLayerD3D9(LayerManagerD3D9 *aManager)
: CanvasLayer(aManager, NULL)
, LayerD3D9(aManager)
, mDataIsPremultiplied(false)
, mNeedsYFlip(false)
, mHasAlpha(true)
{
mImplData = static_cast<LayerD3D9*>(this);
aManager->deviceManager()->mLayersWithResources.AppendElement(this);
}
~CanvasLayerD3D9();
// CanvasLayer implementation
virtual void Initialize(const Data& aData);
// LayerD3D9 implementation
virtual Layer* GetLayer();
virtual void RenderLayer();
virtual void CleanResources();
virtual void LayerManagerDestroyed();
void CreateTexture();
protected:
typedef mozilla::gl::GLContext GLContext;
void UpdateSurface();
nsRefPtr<gfxASurface> mSurface;
nsRefPtr<GLContext> mGLContext;
nsRefPtr<IDirect3DTexture9> mTexture;
RefPtr<gfx::DrawTarget> mDrawTarget;
bool mDataIsPremultiplied;
bool mNeedsYFlip;
bool mHasAlpha;
nsAutoArrayPtr<uint8_t> mCachedTempBlob;
uint32_t mCachedTempBlob_Size;
uint8_t* GetTempBlob(const uint32_t aSize)
{
if (!mCachedTempBlob || aSize != mCachedTempBlob_Size) {
mCachedTempBlob = new uint8_t[aSize];
mCachedTempBlob_Size = aSize;
}
return mCachedTempBlob;
}
void DiscardTempBlob()
{
mCachedTempBlob = nullptr;
}
};
// NB: eventually we'll have separate shadow canvas2d and shadow
// canvas3d layers, but currently they look the same from the
// perspective of the compositor process
class ShadowCanvasLayerD3D9 : public ShadowCanvasLayer,
public LayerD3D9
{
public:
ShadowCanvasLayerD3D9(LayerManagerD3D9* aManager);
virtual ~ShadowCanvasLayerD3D9();
// CanvasLayer impl
virtual void Initialize(const Data& aData);
// This isn't meaningful for shadow canvas.
virtual void Updated(const nsIntRect&) {}
// ShadowCanvasLayer impl
virtual void Swap(const CanvasSurface& aNewFront,
bool needYFlip,
CanvasSurface* aNewBack);
virtual void DestroyFrontBuffer();
virtual void Disconnect();
virtual void Destroy();
// LayerD3D9 implementation
virtual Layer* GetLayer();
virtual void RenderLayer();
virtual void CleanResources();
virtual void LayerManagerDestroyed();
private:
virtual void Init(bool needYFlip);
bool mNeedsYFlip;
nsRefPtr<ShadowBufferD3D9> mBuffer;
};
} /* layers */
} /* mozilla */
#endif /* GFX_CANVASLAYERD3D9_H */