зеркало из https://github.com/mozilla/pjs.git
Bug 626602. Part 5: Implement ReadbackLayers for D3D9. r=bas
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Коммит
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@ -38,6 +38,8 @@
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#include "ContainerLayerD3D9.h"
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#include "ContainerLayerD3D9.h"
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#include "gfxUtils.h"
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#include "gfxUtils.h"
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#include "nsRect.h"
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#include "nsRect.h"
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#include "ThebesLayerD3D9.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace mozilla {
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namespace layers {
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namespace layers {
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@ -179,6 +181,9 @@ ContainerLayerD3D9::RenderLayer()
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device()->GetScissorRect(&containerClipRect);
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device()->GetScissorRect(&containerClipRect);
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ReadbackProcessor readback;
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readback.BuildUpdates(this);
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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PRBool useIntermediate = UseIntermediateSurface();
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PRBool useIntermediate = UseIntermediateSurface();
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@ -319,7 +324,11 @@ ContainerLayerD3D9::RenderLayer()
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device()->SetScissorRect(&r);
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device()->SetScissorRect(&r);
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}
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}
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if (layerToRender->GetLayer()->GetType() == TYPE_THEBES) {
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static_cast<ThebesLayerD3D9*>(layerToRender)->RenderThebesLayer(&readback);
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} else {
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layerToRender->RenderLayer();
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layerToRender->RenderLayer();
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}
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if (clipRect && !useIntermediate) {
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if (clipRect && !useIntermediate) {
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// In this situation we've set a new scissor rect and we will continue
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// In this situation we've set a new scissor rect and we will continue
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@ -42,6 +42,7 @@
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#include "ImageLayerD3D9.h"
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#include "ImageLayerD3D9.h"
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#include "ColorLayerD3D9.h"
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#include "ColorLayerD3D9.h"
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#include "CanvasLayerD3D9.h"
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#include "CanvasLayerD3D9.h"
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#include "ReadbackLayerD3D9.h"
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#include "gfxWindowsPlatform.h"
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#include "gfxWindowsPlatform.h"
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#include "nsIGfxInfo.h"
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#include "nsIGfxInfo.h"
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#include "nsServiceManagerUtils.h"
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#include "nsServiceManagerUtils.h"
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@ -232,6 +233,13 @@ LayerManagerD3D9::CreateCanvasLayer()
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return layer.forget();
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return layer.forget();
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}
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}
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already_AddRefed<ReadbackLayer>
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LayerManagerD3D9::CreateReadbackLayer()
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{
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nsRefPtr<ReadbackLayer> layer = new ReadbackLayerD3D9(this);
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return layer.forget();
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}
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already_AddRefed<ImageContainer>
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already_AddRefed<ImageContainer>
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LayerManagerD3D9::CreateImageContainer()
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LayerManagerD3D9::CreateImageContainer()
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{
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{
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@ -149,6 +149,8 @@ public:
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
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virtual already_AddRefed<ImageContainer> CreateImageContainer();
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virtual already_AddRefed<ImageContainer> CreateImageContainer();
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virtual LayersBackend GetBackendType() { return LAYERS_D3D9; }
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virtual LayersBackend GetBackendType() { return LAYERS_D3D9; }
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@ -0,0 +1,65 @@
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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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* Robert O'Callahan <rocallahan@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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#ifndef GFX_READBACKLAYERD3D9_H
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#define GFX_READBACKLAYERD3D9_H
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#include "LayerManagerD3D9.h"
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#include "ReadbackLayer.h"
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namespace mozilla {
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namespace layers {
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class THEBES_API ReadbackLayerD3D9 :
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public ReadbackLayer,
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public LayerD3D9
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{
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public:
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ReadbackLayerD3D9(LayerManagerD3D9 *aManager)
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: ReadbackLayer(aManager, NULL),
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LayerD3D9(aManager)
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{
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mImplData = static_cast<LayerD3D9*>(this);
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}
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virtual Layer* GetLayer() { return this; }
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virtual void RenderLayer() {}
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_READBACKLAYERD3D9_H */
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@ -41,6 +41,7 @@
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#include "gfxWindowsPlatform.h"
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#include "gfxWindowsPlatform.h"
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#include "gfxTeeSurface.h"
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#include "gfxTeeSurface.h"
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#include "gfxUtils.h"
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#include "gfxUtils.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace mozilla {
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namespace layers {
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namespace layers {
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@ -201,7 +202,7 @@ ThebesLayerD3D9::RenderVisibleRegion()
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}
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}
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void
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void
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ThebesLayerD3D9::RenderLayer()
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ThebesLayerD3D9::RenderThebesLayer(ReadbackProcessor* aReadback)
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{
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{
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if (mVisibleRegion.IsEmpty()) {
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if (mVisibleRegion.IsEmpty()) {
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return;
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return;
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@ -219,22 +220,30 @@ ThebesLayerD3D9::RenderLayer()
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return;
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return;
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}
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}
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if (!mValidRegion.IsEqual(mVisibleRegion)) {
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nsTArray<ReadbackProcessor::Update> readbackUpdates;
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nsIntRegion readbackRegion;
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if (aReadback && UsedForReadback()) {
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aReadback->GetThebesLayerUpdates(this, &readbackUpdates, &readbackRegion);
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}
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// Because updates to D3D9 ThebesLayers are rendered with the CPU, we don't
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// have to do readback from D3D9 surfaces. Instead we make sure that any area
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// needed for readback is included in the drawRegion we ask layout to render.
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// Then the readback areas we need can be copied out of the temporary
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// destinationSurface in DrawRegion.
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nsIntRegion drawRegion;
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drawRegion.Sub(mVisibleRegion, mValidRegion);
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drawRegion.Or(drawRegion, readbackRegion);
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// NS_ASSERTION(mVisibleRegion.Contains(region), "Bad readback region!");
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if (!drawRegion.IsEmpty()) {
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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if (!cbInfo.Callback) {
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if (!cbInfo.Callback) {
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NS_ERROR("D3D9 should never need to update ThebesLayers in an empty transaction");
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NS_ERROR("D3D9 should never need to update ThebesLayers in an empty transaction");
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return;
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return;
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}
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}
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/* We use the bounds of the visible region because we draw the bounds of
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DrawRegion(drawRegion, mode, readbackUpdates);
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* this region when we draw this entire texture. We have to make sure that
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* the areas that aren't filled with content get their background drawn.
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* This is an issue for opaque surfaces, which otherwise won't get their
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* background painted.
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*/
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nsIntRegion region;
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region.Sub(mVisibleRegion, mValidRegion);
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DrawRegion(region, mode);
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mValidRegion = mVisibleRegion;
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mValidRegion = mVisibleRegion;
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}
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}
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@ -407,7 +416,8 @@ FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
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}
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}
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void
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void
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ThebesLayerD3D9::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode)
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ThebesLayerD3D9::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode,
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const nsTArray<ReadbackProcessor::Update>& aReadbackUpdates)
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{
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{
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HRESULT hr;
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HRESULT hr;
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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@ -480,6 +490,22 @@ ThebesLayerD3D9::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode)
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
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cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
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for (PRUint32 i = 0; i < aReadbackUpdates.Length(); ++i) {
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NS_ASSERTION(aMode == SURFACE_OPAQUE,
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"Transparent surfaces should not be used for readback");
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const ReadbackProcessor::Update& update = aReadbackUpdates[i];
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nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset();
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nsRefPtr<gfxContext> ctx =
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update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset,
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update.mSequenceCounter);
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if (ctx) {
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ctx->Translate(gfxPoint(offset.x, offset.y));
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ctx->SetSource(destinationSurface, gfxPoint(bounds.x, bounds.y));
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ctx->Paint();
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update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset);
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}
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}
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nsAutoTArray<IDirect3DTexture9*,2> srcTextures;
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nsAutoTArray<IDirect3DTexture9*,2> srcTextures;
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nsAutoTArray<IDirect3DTexture9*,2> destTextures;
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nsAutoTArray<IDirect3DTexture9*,2> destTextures;
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switch (aMode)
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switch (aMode)
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@ -41,10 +41,13 @@
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#include "Layers.h"
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#include "Layers.h"
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#include "LayerManagerD3D9.h"
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#include "LayerManagerD3D9.h"
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#include "gfxImageSurface.h"
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#include "gfxImageSurface.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace mozilla {
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namespace layers {
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namespace layers {
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class ReadbackProcessor;
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class ThebesLayerD3D9 : public ThebesLayer,
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class ThebesLayerD3D9 : public ThebesLayer,
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public LayerD3D9
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public LayerD3D9
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{
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{
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@ -58,10 +61,12 @@ public:
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/* LayerD3D9 implementation */
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/* LayerD3D9 implementation */
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Layer* GetLayer();
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Layer* GetLayer();
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virtual PRBool IsEmpty();
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virtual PRBool IsEmpty();
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virtual void RenderLayer();
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virtual void RenderLayer() { RenderThebesLayer(nsnull); }
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virtual void CleanResources();
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virtual void CleanResources();
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virtual void LayerManagerDestroyed();
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virtual void LayerManagerDestroyed();
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void RenderThebesLayer(ReadbackProcessor* aReadback);
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private:
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private:
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/*
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/*
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* D3D9 texture
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* D3D9 texture
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@ -96,7 +101,8 @@ private:
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void RenderVisibleRegion();
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void RenderVisibleRegion();
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/* Have a region of our layer drawn */
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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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void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode,
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const nsTArray<ReadbackProcessor::Update>& aReadbackUpdates);
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/* Create a new texture */
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/* Create a new texture */
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void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode);
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void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode);
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