зеркало из https://github.com/mozilla/pjs.git
596 строки
16 KiB
C++
596 строки
16 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) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@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 "LayerManagerD3D10.h"
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#include "LayerManagerD3D10Effect.h"
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#include "gfxWindowsPlatform.h"
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#include "gfxD2DSurface.h"
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#include "gfxFailure.h"
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#include "cairo-win32.h"
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#include "dxgi.h"
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#include "ContainerLayerD3D10.h"
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#include "ThebesLayerD3D10.h"
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#include "ColorLayerD3D10.h"
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#include "CanvasLayerD3D10.h"
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#include "ImageLayerD3D10.h"
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#include "../d3d9/Nv3DVUtils.h"
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namespace mozilla {
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namespace layers {
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typedef HRESULT (WINAPI*D3D10CreateEffectFromMemoryFunc)(
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void *pData,
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SIZE_T DataLength,
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UINT FXFlags,
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ID3D10Device *pDevice,
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ID3D10EffectPool *pEffectPool,
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ID3D10Effect **ppEffect
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);
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struct Vertex
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{
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float position[2];
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};
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// {17F88CCB-1F49-4c08-8002-ADA7BD44856D}
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static const GUID sEffect =
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{ 0x17f88ccb, 0x1f49, 0x4c08, { 0x80, 0x2, 0xad, 0xa7, 0xbd, 0x44, 0x85, 0x6d } };
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// {19599D91-912C-4C2F-A8C5-299DE85FBD34}
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static const GUID sInputLayout =
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{ 0x19599d91, 0x912c, 0x4c2f, { 0xa8, 0xc5, 0x29, 0x9d, 0xe8, 0x5f, 0xbd, 0x34 } };
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// {293157D2-09C7-4680-AE27-C28E370E418B}
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static const GUID sVertexBuffer =
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{ 0x293157d2, 0x9c7, 0x4680, { 0xae, 0x27, 0xc2, 0x8e, 0x37, 0xe, 0x41, 0x8b } };
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cairo_user_data_key_t gKeyD3D10Texture;
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LayerManagerD3D10::LayerManagerD3D10(nsIWidget *aWidget)
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: mWidget(aWidget)
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{
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}
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LayerManagerD3D10::~LayerManagerD3D10()
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{
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Destroy();
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}
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static bool
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IsOptimus()
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{
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return GetModuleHandleA("nvumdshim.dll");
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}
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bool
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LayerManagerD3D10::Initialize()
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{
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HRESULT hr;
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/* Create an Nv3DVUtils instance */
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if (!mNv3DVUtils) {
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mNv3DVUtils = new Nv3DVUtils();
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if (!mNv3DVUtils) {
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NS_WARNING("Could not create a new instance of Nv3DVUtils.\n");
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}
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}
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/* Initialize the Nv3DVUtils object */
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if (mNv3DVUtils) {
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mNv3DVUtils->Initialize();
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}
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mDevice = gfxWindowsPlatform::GetPlatform()->GetD3D10Device();
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if (!mDevice) {
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return false;
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}
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/*
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* Do some post device creation setup
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*/
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if (mNv3DVUtils) {
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IUnknown* devUnknown = NULL;
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if (mDevice) {
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mDevice->QueryInterface(IID_IUnknown, (void **)&devUnknown);
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}
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mNv3DVUtils->SetDeviceInfo(devUnknown);
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}
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UINT size = sizeof(ID3D10Effect*);
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if (FAILED(mDevice->GetPrivateData(sEffect, &size, mEffect.StartAssignment()))) {
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D3D10CreateEffectFromMemoryFunc createEffect = (D3D10CreateEffectFromMemoryFunc)
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GetProcAddress(LoadLibraryA("d3d10_1.dll"), "D3D10CreateEffectFromMemory");
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if (!createEffect) {
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return false;
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}
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hr = createEffect((void*)g_main,
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sizeof(g_main),
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D3D10_EFFECT_SINGLE_THREADED,
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mDevice,
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NULL,
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getter_AddRefs(mEffect));
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if (FAILED(hr)) {
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return false;
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}
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mDevice->SetPrivateDataInterface(sEffect, mEffect);
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}
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size = sizeof(ID3D10InputLayout*);
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if (FAILED(mDevice->GetPrivateData(sInputLayout, &size, mInputLayout.StartAssignment()))) {
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D3D10_INPUT_ELEMENT_DESC layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
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};
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D3D10_PASS_DESC passDesc;
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mEffect->GetTechniqueByName("RenderRGBLayerPremul")->GetPassByIndex(0)->
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GetDesc(&passDesc);
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hr = mDevice->CreateInputLayout(layout,
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sizeof(layout) / sizeof(D3D10_INPUT_ELEMENT_DESC),
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passDesc.pIAInputSignature,
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passDesc.IAInputSignatureSize,
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getter_AddRefs(mInputLayout));
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if (FAILED(hr)) {
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return false;
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}
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mDevice->SetPrivateDataInterface(sInputLayout, mInputLayout);
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}
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size = sizeof(ID3D10Buffer*);
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if (FAILED(mDevice->GetPrivateData(sVertexBuffer, &size, mVertexBuffer.StartAssignment()))) {
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Vertex vertices[] = { {0.0, 0.0}, {1.0, 0.0}, {0.0, 1.0}, {1.0, 1.0} };
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CD3D10_BUFFER_DESC bufferDesc(sizeof(vertices), D3D10_BIND_VERTEX_BUFFER);
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D3D10_SUBRESOURCE_DATA data;
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data.pSysMem = (void*)vertices;
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hr = mDevice->CreateBuffer(&bufferDesc, &data, getter_AddRefs(mVertexBuffer));
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if (FAILED(hr)) {
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return false;
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}
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mDevice->SetPrivateDataInterface(sVertexBuffer, mVertexBuffer);
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}
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nsRefPtr<IDXGIDevice> dxgiDevice;
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nsRefPtr<IDXGIAdapter> dxgiAdapter;
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nsRefPtr<IDXGIFactory> dxgiFactory;
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mDevice->QueryInterface(dxgiDevice.StartAssignment());
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dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter));
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dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
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DXGI_SWAP_CHAIN_DESC swapDesc;
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::ZeroMemory(&swapDesc, sizeof(swapDesc));
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swapDesc.BufferDesc.Width = 0;
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swapDesc.BufferDesc.Height = 0;
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swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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swapDesc.BufferDesc.RefreshRate.Numerator = 60;
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swapDesc.BufferDesc.RefreshRate.Denominator = 1;
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swapDesc.SampleDesc.Count = 1;
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swapDesc.SampleDesc.Quality = 0;
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swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapDesc.BufferCount = 1;
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// We don't really need this flag, however it seems on some NVidia hardware
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// smaller area windows do not present properly without this flag. This flag
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// should have no negative consequences by itself. See bug 613790. This flag
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// is broken on optimus devices. As a temporary solution we don't set it
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// there, the only way of reliably detecting we're on optimus is looking for
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// the DLL. See Bug 623807.
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if (IsOptimus()) {
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swapDesc.Flags = 0;
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} else {
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swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE;
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}
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swapDesc.OutputWindow = (HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW);
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swapDesc.Windowed = TRUE;
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/**
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* Create a swap chain, this swap chain will contain the backbuffer for
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* the window we draw to. The front buffer is the full screen front
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* buffer.
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*/
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hr = dxgiFactory->CreateSwapChain(dxgiDevice, &swapDesc, getter_AddRefs(mSwapChain));
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if (FAILED(hr)) {
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return false;
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}
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// We need this because we don't want DXGI to respond to Alt+Enter.
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dxgiFactory->MakeWindowAssociation(swapDesc.OutputWindow, DXGI_MWA_NO_WINDOW_CHANGES);
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return true;
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}
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void
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LayerManagerD3D10::Destroy()
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{
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if (!IsDestroyed()) {
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if (mRoot) {
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static_cast<LayerD3D10*>(mRoot->ImplData())->LayerManagerDestroyed();
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}
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}
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LayerManager::Destroy();
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}
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void
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LayerManagerD3D10::SetRoot(Layer *aRoot)
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{
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mRoot = aRoot;
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}
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void
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LayerManagerD3D10::BeginTransaction()
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{
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}
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void
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LayerManagerD3D10::BeginTransactionWithTarget(gfxContext* aTarget)
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{
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mTarget = aTarget;
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}
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bool
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LayerManagerD3D10::EndEmptyTransaction()
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{
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if (!mRoot)
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return false;
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EndTransaction(nsnull, nsnull);
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return true;
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}
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void
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LayerManagerD3D10::EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{
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if (mRoot) {
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mCurrentCallbackInfo.Callback = aCallback;
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mCurrentCallbackInfo.CallbackData = aCallbackData;
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// The results of our drawing always go directly into a pixel buffer,
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// so we don't need to pass any global transform here.
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mRoot->ComputeEffectiveTransforms(gfx3DMatrix());
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Render();
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mCurrentCallbackInfo.Callback = nsnull;
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mCurrentCallbackInfo.CallbackData = nsnull;
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}
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mTarget = nsnull;
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}
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already_AddRefed<ThebesLayer>
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LayerManagerD3D10::CreateThebesLayer()
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{
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nsRefPtr<ThebesLayer> layer = new ThebesLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<ContainerLayer>
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LayerManagerD3D10::CreateContainerLayer()
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{
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nsRefPtr<ContainerLayer> layer = new ContainerLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<ImageLayer>
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LayerManagerD3D10::CreateImageLayer()
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{
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nsRefPtr<ImageLayer> layer = new ImageLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<ColorLayer>
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LayerManagerD3D10::CreateColorLayer()
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{
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nsRefPtr<ColorLayer> layer = new ColorLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<CanvasLayer>
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LayerManagerD3D10::CreateCanvasLayer()
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{
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nsRefPtr<CanvasLayer> layer = new CanvasLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<ImageContainer>
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LayerManagerD3D10::CreateImageContainer()
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{
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nsRefPtr<ImageContainer> layer = new ImageContainerD3D10(mDevice);
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return layer.forget();
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}
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static void ReleaseTexture(void *texture)
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{
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static_cast<ID3D10Texture2D*>(texture)->Release();
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}
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already_AddRefed<gfxASurface>
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LayerManagerD3D10::CreateOptimalSurface(const gfxIntSize &aSize,
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gfxASurface::gfxImageFormat aFormat)
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{
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if ((aFormat != gfxASurface::ImageFormatRGB24 &&
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aFormat != gfxASurface::ImageFormatARGB32)) {
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return LayerManager::CreateOptimalSurface(aSize, aFormat);
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}
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nsRefPtr<ID3D10Texture2D> texture;
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CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1);
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desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
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desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE;
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HRESULT hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(texture));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create new texture for CreateOptimalSurface!");
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return LayerManager::CreateOptimalSurface(aSize, aFormat);
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}
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nsRefPtr<gfxD2DSurface> surface =
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new gfxD2DSurface(texture, aFormat == gfxASurface::ImageFormatRGB24 ?
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gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA);
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if (!surface || surface->CairoStatus()) {
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return LayerManager::CreateOptimalSurface(aSize, aFormat);
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}
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surface->SetData(&gKeyD3D10Texture,
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texture.forget().get(),
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ReleaseTexture);
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return surface.forget();
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}
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void
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LayerManagerD3D10::SetViewport(const nsIntSize &aViewport)
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{
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mViewport = aViewport;
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D3D10_VIEWPORT viewport;
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viewport.MaxDepth = 1.0f;
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viewport.MinDepth = 0;
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viewport.Width = aViewport.width;
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viewport.Height = aViewport.height;
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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mDevice->RSSetViewports(1, &viewport);
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gfx3DMatrix projection;
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/*
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* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
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* <1.0, -1.0> bottomright)
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*/
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projection._11 = 2.0f / aViewport.width;
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projection._22 = -2.0f / aViewport.height;
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projection._33 = 1.0f;
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projection._41 = -1.0f;
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projection._42 = 1.0f;
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projection._44 = 1.0f;
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HRESULT hr = mEffect->GetVariableByName("mProjection")->
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SetRawValue(&projection._11, 0, 64);
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if (FAILED(hr)) {
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NS_WARNING("Failed to set projection matrix.");
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}
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}
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void
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LayerManagerD3D10::SetupPipeline()
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{
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VerifyBufferSize();
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UpdateRenderTarget();
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nsIntRect rect;
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mWidget->GetClientBounds(rect);
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HRESULT hr;
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hr = mEffect->GetVariableByName("vTextureCoords")->AsVector()->
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SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
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if (FAILED(hr)) {
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NS_WARNING("Failed to set Texture Coordinates.");
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return;
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}
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ID3D10RenderTargetView *view = mRTView;
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mDevice->OMSetRenderTargets(1, &view, NULL);
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mDevice->IASetInputLayout(mInputLayout);
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UINT stride = sizeof(Vertex);
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UINT offset = 0;
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ID3D10Buffer *buffer = mVertexBuffer;
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mDevice->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
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mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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SetViewport(nsIntSize(rect.width, rect.height));
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}
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void
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LayerManagerD3D10::UpdateRenderTarget()
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{
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if (mRTView) {
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return;
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}
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HRESULT hr;
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nsRefPtr<ID3D10Texture2D> backBuf;
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hr = mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (void**)backBuf.StartAssignment());
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if (FAILED(hr)) {
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return;
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}
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mDevice->CreateRenderTargetView(backBuf, NULL, getter_AddRefs(mRTView));
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}
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void
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LayerManagerD3D10::VerifyBufferSize()
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{
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DXGI_SWAP_CHAIN_DESC swapDesc;
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mSwapChain->GetDesc(&swapDesc);
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nsIntRect rect;
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mWidget->GetClientBounds(rect);
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if (swapDesc.BufferDesc.Width == rect.width &&
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swapDesc.BufferDesc.Height == rect.height) {
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return;
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}
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mRTView = nsnull;
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if (IsOptimus()) {
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mSwapChain->ResizeBuffers(1, rect.width, rect.height,
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DXGI_FORMAT_B8G8R8A8_UNORM,
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0);
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} else {
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mSwapChain->ResizeBuffers(1, rect.width, rect.height,
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DXGI_FORMAT_B8G8R8A8_UNORM,
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DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE);
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}
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}
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void
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LayerManagerD3D10::Render()
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{
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static_cast<LayerD3D10*>(mRoot->ImplData())->Validate();
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SetupPipeline();
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float black[] = { 0, 0, 0, 0 };
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device()->ClearRenderTargetView(mRTView, black);
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nsIntRect rect;
|
|
mWidget->GetClientBounds(rect);
|
|
|
|
const nsIntRect *clipRect = mRoot->GetClipRect();
|
|
D3D10_RECT r;
|
|
if (clipRect) {
|
|
r.left = (LONG)clipRect->x;
|
|
r.top = (LONG)clipRect->y;
|
|
r.right = (LONG)(clipRect->x + clipRect->width);
|
|
r.bottom = (LONG)(clipRect->y + clipRect->height);
|
|
} else {
|
|
r.left = r.top = 0;
|
|
r.right = rect.width;
|
|
r.bottom = rect.height;
|
|
}
|
|
device()->RSSetScissorRects(1, &r);
|
|
|
|
static_cast<LayerD3D10*>(mRoot->ImplData())->RenderLayer();
|
|
|
|
if (mTarget) {
|
|
PaintToTarget();
|
|
} else {
|
|
mSwapChain->Present(0, 0);
|
|
}
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::PaintToTarget()
|
|
{
|
|
nsRefPtr<ID3D10Texture2D> backBuf;
|
|
|
|
mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (void**)backBuf.StartAssignment());
|
|
|
|
D3D10_TEXTURE2D_DESC bbDesc;
|
|
backBuf->GetDesc(&bbDesc);
|
|
|
|
CD3D10_TEXTURE2D_DESC softDesc(bbDesc.Format, bbDesc.Width, bbDesc.Height);
|
|
softDesc.MipLevels = 1;
|
|
softDesc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
|
|
softDesc.Usage = D3D10_USAGE_STAGING;
|
|
softDesc.BindFlags = 0;
|
|
|
|
nsRefPtr<ID3D10Texture2D> readTexture;
|
|
|
|
device()->CreateTexture2D(&softDesc, NULL, getter_AddRefs(readTexture));
|
|
|
|
device()->CopyResource(readTexture, backBuf);
|
|
|
|
D3D10_MAPPED_TEXTURE2D map;
|
|
readTexture->Map(0, D3D10_MAP_READ, 0, &map);
|
|
|
|
nsRefPtr<gfxImageSurface> tmpSurface =
|
|
new gfxImageSurface((unsigned char*)map.pData,
|
|
gfxIntSize(bbDesc.Width, bbDesc.Height),
|
|
map.RowPitch,
|
|
gfxASurface::ImageFormatARGB32);
|
|
|
|
mTarget->SetSource(tmpSurface);
|
|
mTarget->SetOperator(gfxContext::OPERATOR_OVER);
|
|
mTarget->Paint();
|
|
|
|
readTexture->Unmap(0);
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::ReportFailure(const nsACString &aMsg, HRESULT aCode)
|
|
{
|
|
// We could choose to abort here when hr == E_OUTOFMEMORY.
|
|
nsCString msg;
|
|
msg.Append(aMsg);
|
|
msg.AppendLiteral(" Error code: ");
|
|
msg.AppendInt(PRUint32(aCode));
|
|
NS_WARNING(msg.BeginReading());
|
|
|
|
gfx::LogFailure(msg);
|
|
}
|
|
|
|
LayerD3D10::LayerD3D10(LayerManagerD3D10 *aManager)
|
|
: mD3DManager(aManager)
|
|
{
|
|
}
|
|
|
|
}
|
|
}
|