зеркало из https://github.com/mozilla/gecko-dev.git
119 строки
4.2 KiB
C++
119 строки
4.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2011
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Benoit Girard <bgirard@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "LayerManagerD3D9.h"
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#include "ShadowBufferD3D9.h"
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#include "gfxWindowsSurface.h"
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#include "gfxWindowsPlatform.h"
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namespace mozilla {
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namespace layers {
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void
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ShadowBufferD3D9::Upload(gfxASurface* aUpdate,
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const nsIntRect& aVisibleRect)
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{
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gfxIntSize size = aUpdate->GetSize();
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if (GetSize() != nsIntSize(size.width, size.height)) {
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mLayer->device()->CreateTexture(size.width, size.height, 1,
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D3DUSAGE_DYNAMIC,
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D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
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mTextureRect = aVisibleRect;
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}
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LockTextureRectD3D9 textureLock(mTexture);
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if (!textureLock.HasLock()) {
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NS_WARNING("Failed to lock ShadowBufferD3D9 texture.");
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return;
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}
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D3DLOCKED_RECT r = textureLock.GetLockRect();
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nsRefPtr<gfxImageSurface> imgSurface =
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new gfxImageSurface((unsigned char *)r.pBits,
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GetSize(),
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r.Pitch,
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gfxASurface::ImageFormatARGB32);
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nsRefPtr<gfxContext> context = new gfxContext(imgSurface);
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context->SetSource(aUpdate);
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context->SetOperator(gfxContext::OPERATOR_SOURCE);
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context->Paint();
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imgSurface = NULL;
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}
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void
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ShadowBufferD3D9::RenderTo(LayerManagerD3D9 *aD3DManager,
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const nsIntRegion& aVisibleRegion)
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{
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mLayer->SetShaderTransformAndOpacity();
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aD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
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mLayer->device()->SetTexture(0, mTexture);
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nsIntRegionRectIterator iter(aVisibleRegion);
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const nsIntRect *iterRect;
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while ((iterRect = iter.Next())) {
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mLayer->device()->SetVertexShaderConstantF(CBvLayerQuad,
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ShaderConstantRect(iterRect->x,
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iterRect->y,
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iterRect->width,
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iterRect->height),
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1);
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mLayer->device()->SetVertexShaderConstantF(CBvTextureCoords,
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ShaderConstantRect(
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(float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width,
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(float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height,
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(float)iterRect->width / (float)mTextureRect.width,
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(float)iterRect->height / (float)mTextureRect.height), 1);
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mLayer->device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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}
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} /* namespace layers */
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} /* namespace mozilla */
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