Numerous whitespace fixes in D3D9 layers code.

This commit is contained in:
Bas Schouten 2010-05-29 05:27:03 +02:00
Родитель 0b53d0c3d4
Коммит cb83242bf3
13 изменённых файлов: 44 добавлений и 44 удалений

Просмотреть файл

@ -162,7 +162,7 @@ CanvasLayerD3D9::Updated(const nsIntRect& aRect)
aRect.width * 4);
}
mTexture->UnlockRect(0);
mTexture->UnlockRect(0);
}
}
@ -187,7 +187,7 @@ CanvasLayerD3D9::RenderLayer()
* and size. To get pixel perfect mapping we offset the quad half a pixel
* to the top-left. We also flip the Y axis here, note we can only do this
* because we are in CULL_NONE mode!
*
*
* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
*/
memset(&quadTransform, 0, sizeof(quadTransform));

Просмотреть файл

@ -57,7 +57,7 @@ public:
mTexture(0),
mGLBufferIsPremultiplied(PR_FALSE),
mNeedsYFlip(PR_FALSE)
{
{
mImplData = static_cast<LayerD3D9*>(this);
}

Просмотреть файл

@ -56,7 +56,7 @@ ColorLayerD3D9::GetLayer()
void
ColorLayerD3D9::RenderLayer()
{
// XXX we might be able to improve performance by using
// XXX we might be able to improve performance by using
// IDirect3DDevice9::Clear
float quadTransform[4][4];

Просмотреть файл

@ -51,7 +51,7 @@ public:
ColorLayerD3D9(LayerManagerD3D9 *aManager)
: ColorLayer(aManager, NULL)
, LayerD3D9(aManager)
{
{
mImplData = static_cast<LayerD3D9*>(this);
}

Просмотреть файл

@ -86,7 +86,7 @@ ContainerLayerD3D9::InsertAfter(Layer* aChild, Layer* aAfter)
NS_ADDREF(aChild);
return;
}
for (Layer *child = GetFirstChild();
for (Layer *child = GetFirstChild();
child; child = child->GetNextSibling()) {
if (aAfter == child) {
Layer *oldNextSibling = child->GetNextSibling();
@ -116,7 +116,7 @@ ContainerLayerD3D9::RemoveChild(Layer *aChild)
return;
}
Layer *lastChild = nsnull;
for (Layer *child = GetFirstChild(); child;
for (Layer *child = GetFirstChild(); child;
child = child->GetNextSibling()) {
if (child == aChild) {
// We're sure this is not our first child. So lastChild != NULL.
@ -170,8 +170,8 @@ ContainerLayerD3D9::RenderLayer()
if (useIntermediate) {
device()->GetRenderTarget(0, getter_AddRefs(previousRenderTarget));
device()->CreateTexture(mVisibleRect.width, mVisibleRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(renderTexture),
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(renderTexture),
NULL);
nsRefPtr<IDirect3DSurface9> renderSurface;
renderTexture->GetSurfaceLevel(0, getter_AddRefs(renderSurface));
@ -183,7 +183,7 @@ ContainerLayerD3D9::RenderLayer()
float viewMatrix[4][4];
/*
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
* <1.0, -1.0> bottomright)
*/
memset(&viewMatrix, 0, sizeof(viewMatrix));
@ -193,7 +193,7 @@ ContainerLayerD3D9::RenderLayer()
viewMatrix[3][0] = -1.0f;
viewMatrix[3][1] = 1.0f;
viewMatrix[3][3] = 1.0f;
device()->GetVertexShaderConstantF(8, &oldViewMatrix[0][0], 4);
device()->SetVertexShaderConstantF(8, &viewMatrix[0][0], 4);
}
@ -252,7 +252,7 @@ ContainerLayerD3D9::RenderLayer()
* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
* and size. To get pixel perfect mapping we offset the quad half a pixel
* to the top-left.
*
*
* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
*/
memset(&quadTransform, 0, sizeof(quadTransform));

Просмотреть файл

@ -44,7 +44,7 @@
namespace mozilla {
namespace layers {
class ContainerLayerD3D9 : public ContainerLayer,
class ContainerLayerD3D9 : public ContainerLayer,
public LayerD3D9
{
public:

Просмотреть файл

@ -270,7 +270,7 @@ PlanarYCbCrImageD3D9::SetData(const PlanarYCbCrImage::Data &aData)
mData.mCbCrSize.height = aData.mPicSize.height >> height_shift;
mData.mYSize = aData.mPicSize;
mData.mYStride = mData.mYSize.width;
mBuffer = new PRUint8[mData.mCbCrStride * mData.mCbCrSize.height * 2 +
mData.mYStride * mData.mYSize.height];
mData.mYChannel = mBuffer;
@ -390,7 +390,7 @@ PlanarYCbCrImageD3D9::GetAsSurface()
{
nsRefPtr<gfxImageSurface> imageSurface =
new gfxImageSurface(mSize, gfxASurface::ImageFormatRGB24);
// Convert from YCbCr to RGB now
gfx::ConvertYCbCrToRGB32(mData.mYChannel,
mData.mCbChannel,
@ -403,7 +403,7 @@ PlanarYCbCrImageD3D9::GetAsSurface()
mData.mYStride,
mData.mCbCrStride,
imageSurface->Stride(),
gfx::YV12);
gfx::YV12);
return imageSurface.forget().get();
}

Просмотреть файл

@ -77,7 +77,7 @@ public:
ImageLayerD3D9(LayerManagerD3D9 *aManager)
: ImageLayer(aManager, NULL)
, LayerD3D9(aManager)
{
{
mImplData = static_cast<LayerD3D9*>(this);
}
@ -120,7 +120,7 @@ public:
PRBool HasData() { return mHasData; }
virtual already_AddRefed<gfxASurface> GetAsSurface();
nsAutoArrayPtr<PRUint8> mBuffer;
LayerManagerD3D9 *mManager;
Data mData;

Просмотреть файл

@ -163,7 +163,7 @@ LayerManagerD3D9::Initialize()
if (FAILED(hr)) {
return PR_FALSE;
}
vertices[0].x = vertices[0].y = 0;
vertices[1].x = 1; vertices[1].y = 0;
vertices[2].x = 0; vertices[2].y = 1;
@ -181,12 +181,12 @@ LayerManagerD3D9::Initialize()
D3DDECLUSAGE_POSITION, 0 },
D3DDECL_END()
};
mDevice->CreateVertexDeclaration(elements, getter_AddRefs(mVD));
SetupRenderState();
nsCOMPtr<nsIConsoleService>
nsCOMPtr<nsIConsoleService>
console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
D3DADAPTER_IDENTIFIER9 identifier;
@ -328,7 +328,7 @@ LayerManagerD3D9::Render()
mDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0, 0);
mDevice->BeginScene();
if (mRootLayer) {
const nsIntRect *clipRect = mRootLayer->GetLayer()->GetClipRect();
RECT r;
@ -374,7 +374,7 @@ LayerManagerD3D9::SetupPipeline()
float viewMatrix[4][4];
/*
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
* <1.0, -1.0> bottomright)
*/
memset(&viewMatrix, 0, sizeof(viewMatrix));
@ -384,7 +384,7 @@ LayerManagerD3D9::SetupPipeline()
viewMatrix[3][0] = -1.0f;
viewMatrix[3][1] = 1.0f;
viewMatrix[3][3] = 1.0f;
HRESULT hr = mDevice->SetVertexShaderConstantF(8, &viewMatrix[0][0], 4);
if (FAILED(hr)) {
@ -397,7 +397,7 @@ LayerManagerD3D9::SetupBackBuffer()
{
nsRefPtr<IDirect3DSurface9> backBuffer;
mDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO,
getter_AddRefs(backBuffer));
getter_AddRefs(backBuffer));
D3DSURFACE_DESC desc;
nsIntRect rect;

Просмотреть файл

@ -72,7 +72,7 @@ public:
PRBool Initialize();
/*
* Sets the clipping region for this layer manager. This is important on
* Sets the clipping region for this layer manager. This is important on
* windows because using OGL we no longer have GDI's native clipping. Therefor
* widget must tell us what part of the screen is being invalidated,
* and we should clip to this.
@ -102,7 +102,7 @@ public:
const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
void SetRoot(Layer* aLayer);
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
@ -140,7 +140,7 @@ private:
/* Widget associated with this layer manager */
nsIWidget *mWidget;
/*
/*
* Context target, NULL when drawing directly to our swap chain.
*/
nsRefPtr<gfxContext> mTarget;
@ -170,7 +170,7 @@ private:
/* Callback info for current transaction */
CallbackInfo mCurrentCallbackInfo;
/*
* Region we're clipping our current drawing to.
*/
@ -214,7 +214,7 @@ public:
enum LayerType { TYPE_THEBES, TYPE_CONTAINER, TYPE_IMAGE, TYPE_COLOR,
TYPE_CANVAS };
virtual LayerType GetType() = 0;
virtual LayerD3D9 *GetFirstChildD3D9() { return nsnull; }

Просмотреть файл

@ -51,7 +51,7 @@ float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR
color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
color.b = yuv.g * 1.164 + yuv.b * 2.018;
color.a = 1.0f;
return color * fLayerOpacity;
}

Просмотреть файл

@ -64,8 +64,8 @@ ThebesLayerD3D9::SetVisibleRegion(const nsIntRegion &aRegion)
mVisibleRect = aRegion.GetBounds();
device()->CreateTexture(mVisibleRect.width, mVisibleRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
mInvalidatedRect = mVisibleRect;
}
@ -97,8 +97,8 @@ ThebesLayerD3D9::RenderLayer()
{
if (!mTexture) {
device()->CreateTexture(mVisibleRect.width, mVisibleRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
mInvalidatedRect = mVisibleRect;
}
if (!mInvalidatedRect.IsEmpty()) {
@ -118,11 +118,11 @@ ThebesLayerD3D9::RenderLayer()
context->Translate(gfxPoint(-mInvalidatedRect.x, -mInvalidatedRect.y));
LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, region, cbInfo.CallbackData);
nsRefPtr<IDirect3DTexture9> tmpTexture;
device()->CreateTexture(mInvalidatedRect.width, mInvalidatedRect.height, 1,
0, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
0, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
D3DLOCKED_RECT r;
tmpTexture->LockRect(0, &r, NULL, 0);
@ -145,22 +145,22 @@ ThebesLayerD3D9::RenderLayer()
nsRefPtr<IDirect3DSurface9> srcSurface;
nsRefPtr<IDirect3DSurface9> dstSurface;
mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
tmpTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
POINT point;
point.x = mInvalidatedRect.x - mVisibleRect.x;
point.y = mInvalidatedRect.y - mVisibleRect.y;
device()->UpdateSurface(srcSurface, NULL, dstSurface, &point);
}
float quadTransform[4][4];
/*
* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
* and size. To get pixel perfect mapping we offset the quad half a pixel
* to the top-left.
*
*
* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
*/
memset(&quadTransform, 0, sizeof(quadTransform));

Просмотреть файл

@ -46,7 +46,7 @@
namespace mozilla {
namespace layers {
class ThebesLayerD3D9 : public ThebesLayer,
class ThebesLayerD3D9 : public ThebesLayer,
public LayerD3D9
{
public:
@ -71,7 +71,7 @@ public:
const nsIntRect &GetInvalidatedRect();
private:
/*
/*
* Visible rectangle, this is used to know the size and position of the quad
* when doing the rendering of this layer.
*/