pjs/gfx/layers/d3d9/ThebesLayerD3D9.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "mozilla/layers/PLayers.h"
#include "mozilla/layers/ShadowLayers.h"
#include "ShadowBufferD3D9.h"
#include "ThebesLayerD3D9.h"
#include "gfxPlatform.h"
#include "gfxWindowsPlatform.h"
#include "gfxTeeSurface.h"
#include "gfxUtils.h"
#include "ReadbackProcessor.h"
namespace mozilla {
namespace layers {
ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager)
: ThebesLayer(aManager, NULL)
, LayerD3D9(aManager)
{
mImplData = static_cast<LayerD3D9*>(this);
aManager->deviceManager()->mLayersWithResources.AppendElement(this);
}
ThebesLayerD3D9::~ThebesLayerD3D9()
{
if (mD3DManager) {
mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
}
}
/**
* Retention threshold - amount of pixels intersection required to enable
* layer content retention. This is a guesstimate. Profiling could be done to
* figure out the optimal threshold.
*/
#define RETENTION_THRESHOLD 16384
void
ThebesLayerD3D9::InvalidateRegion(const nsIntRegion &aRegion)
{
mValidRegion.Sub(mValidRegion, aRegion);
}
void
ThebesLayerD3D9::CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset,
IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion)
{
nsRefPtr<IDirect3DSurface9> srcSurface, dstSurface;
aSrc->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
aDest->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
nsIntRegion retainedRegion;
nsIntRegionRectIterator iter(aCopyRegion);
const nsIntRect *r;
while ((r = iter.Next())) {
if (r->width * r->height > RETENTION_THRESHOLD) {
RECT oldRect, newRect;
// Calculate the retained rectangle's position on the old and the new
// surface.
oldRect.left = r->x - aSrcOffset.x;
oldRect.top = r->y - aSrcOffset.y;
oldRect.right = oldRect.left + r->width;
oldRect.bottom = oldRect.top + r->height;
newRect.left = r->x - aDestOffset.x;
newRect.top = r->y - aDestOffset.y;
newRect.right = newRect.left + r->width;
newRect.bottom = newRect.top + r->height;
// Copy data from our old texture to the new one
HRESULT hr = device()->
StretchRect(srcSurface, &oldRect, dstSurface, &newRect, D3DTEXF_NONE);
if (SUCCEEDED(hr)) {
retainedRegion.Or(retainedRegion, *r);
}
}
}
// Areas which were valid and were retained are still valid
aValidRegion->And(*aValidRegion, retainedRegion);
}
static PRUint64 RectArea(const nsIntRect& aRect)
{
return aRect.width*PRUint64(aRect.height);
}
void
ThebesLayerD3D9::UpdateTextures(SurfaceMode aMode)
{
nsIntRect visibleRect = mVisibleRegion.GetBounds();
if (HaveTextures(aMode)) {
if (!mTextureRect.IsEqualInterior(visibleRect)) {
nsRefPtr<IDirect3DTexture9> oldTexture = mTexture;
nsRefPtr<IDirect3DTexture9> oldTextureOnWhite = mTextureOnWhite;
NS_ASSERTION(mTextureRect.Contains(mValidRegion.GetBounds()),
"How can we have valid data outside the texture?");
nsIntRegion retainRegion;
// The region we want to retain is the valid data that is inside
// the new visible region
retainRegion.And(mValidRegion, mVisibleRegion);
CreateNewTextures(gfxIntSize(visibleRect.width, visibleRect.height), aMode);
// If our texture creation failed this can mean a device reset is pending and we
// should silently ignore the failure. In the future when device failures
// are properly handled we should test for the type of failure and gracefully
// handle different failures. See bug 569081.
if (!HaveTextures(aMode)) {
mValidRegion.SetEmpty();
} else {
CopyRegion(oldTexture, mTextureRect.TopLeft(), mTexture, visibleRect.TopLeft(),
retainRegion, &mValidRegion);
if (aMode == SURFACE_COMPONENT_ALPHA) {
CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(), mTextureOnWhite, visibleRect.TopLeft(),
retainRegion, &mValidRegion);
}
}
mTextureRect = visibleRect;
}
} else {
CreateNewTextures(gfxIntSize(visibleRect.width, visibleRect.height), aMode);
mTextureRect = visibleRect;
NS_ASSERTION(mValidRegion.IsEmpty(), "Someone forgot to empty the region");
}
}
void
ThebesLayerD3D9::RenderRegion(const nsIntRegion& aRegion)
{
nsIntRegionRectIterator iter(aRegion);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
device()->SetVertexShaderConstantF(CBvLayerQuad,
ShaderConstantRect(iterRect->x,
iterRect->y,
iterRect->width,
iterRect->height),
1);
device()->SetVertexShaderConstantF(CBvTextureCoords,
ShaderConstantRect(
(float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width,
(float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height,
(float)iterRect->width / (float)mTextureRect.width,
(float)iterRect->height / (float)mTextureRect.height), 1);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
}
void
ThebesLayerD3D9::RenderThebesLayer(ReadbackProcessor* aReadback)
{
if (mVisibleRegion.IsEmpty()) {
return;
}
nsIntRect newTextureRect = mVisibleRegion.GetBounds();
SurfaceMode mode = GetSurfaceMode();
if (mode == SURFACE_COMPONENT_ALPHA &&
(!mParent || !mParent->SupportsComponentAlphaChildren())) {
mode = SURFACE_SINGLE_CHANNEL_ALPHA;
}
// If we have a transform that requires resampling of our texture, then
// we need to make sure we don't sample pixels that haven't been drawn.
// We clamp sample coordinates to the texture rect, but when the visible region
// doesn't fill the entire texture rect we need to make sure we draw all the
// pixels in the texture rect anyway in case they get sampled.
nsIntRegion neededRegion = mVisibleRegion;
if (!neededRegion.GetBounds().IsEqualInterior(newTextureRect) ||
neededRegion.GetNumRects() > 1) {
gfxMatrix transform2d;
if (!GetEffectiveTransform().Is2D(&transform2d) ||
transform2d.HasNonIntegerTranslation()) {
neededRegion = newTextureRect;
if (mode == SURFACE_OPAQUE) {
// We're going to paint outside the visible region, but layout hasn't
// promised that it will paint opaquely there, so we'll have to
// treat this layer as transparent.
mode = SURFACE_SINGLE_CHANNEL_ALPHA;
}
}
}
VerifyContentType(mode);
UpdateTextures(mode);
if (!HaveTextures(mode)) {
NS_WARNING("Texture creation failed");
return;
}
nsTArray<ReadbackProcessor::Update> readbackUpdates;
nsIntRegion readbackRegion;
if (aReadback && UsedForReadback()) {
aReadback->GetThebesLayerUpdates(this, &readbackUpdates, &readbackRegion);
}
// Because updates to D3D9 ThebesLayers are rendered with the CPU, we don't
// have to do readback from D3D9 surfaces. Instead we make sure that any area
// needed for readback is included in the drawRegion we ask layout to render.
// Then the readback areas we need can be copied out of the temporary
// destinationSurface in DrawRegion.
nsIntRegion drawRegion;
drawRegion.Sub(neededRegion, mValidRegion);
drawRegion.Or(drawRegion, readbackRegion);
// NS_ASSERTION(mVisibleRegion.Contains(region), "Bad readback region!");
if (!drawRegion.IsEmpty()) {
LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
if (!cbInfo.Callback) {
NS_ERROR("D3D9 should never need to update ThebesLayers in an empty transaction");
return;
}
DrawRegion(drawRegion, mode, readbackUpdates);
mValidRegion = neededRegion;
}
SetShaderTransformAndOpacity();
if (mode == SURFACE_COMPONENT_ALPHA) {
mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1);
device()->SetTexture(0, mTexture);
device()->SetTexture(1, mTextureOnWhite);
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
RenderRegion(neededRegion);
mD3DManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2);
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
RenderRegion(neededRegion);
// Restore defaults
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
device()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
device()->SetTexture(1, NULL);
} else {
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
device()->SetTexture(0, mTexture);
RenderRegion(neededRegion);
}
// Set back to default.
device()->SetVertexShaderConstantF(CBvTextureCoords,
ShaderConstantRect(0, 0, 1.0f, 1.0f),
1);
}
void
ThebesLayerD3D9::CleanResources()
{
mTexture = nsnull;
mTextureOnWhite = nsnull;
mValidRegion.SetEmpty();
}
void
ThebesLayerD3D9::LayerManagerDestroyed()
{
mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
mD3DManager = nsnull;
}
Layer*
ThebesLayerD3D9::GetLayer()
{
return this;
}
bool
ThebesLayerD3D9::IsEmpty()
{
return !mTexture;
}
void
ThebesLayerD3D9::VerifyContentType(SurfaceMode aMode)
{
if (!mTexture)
return;
D3DSURFACE_DESC desc;
mTexture->GetLevelDesc(0, &desc);
switch (aMode) {
case SURFACE_OPAQUE:
if (desc.Format == D3DFMT_X8R8G8B8 && !mTextureOnWhite)
return;
break;
case SURFACE_SINGLE_CHANNEL_ALPHA:
if (desc.Format == D3DFMT_A8R8G8B8 && !mTextureOnWhite)
return;
break;
case SURFACE_COMPONENT_ALPHA:
if (mTextureOnWhite) {
NS_ASSERTION(desc.Format == D3DFMT_X8R8G8B8, "Wrong format for component alpha texture");
return;
}
break;
}
// The new format isn't compatible with the old texture(s), toss out the old
// texture(s).
mTexture = nsnull;
mTextureOnWhite = nsnull;
mValidRegion.SetEmpty();
}
class OpaqueRenderer {
public:
OpaqueRenderer(const nsIntRegion& aUpdateRegion) :
mUpdateRegion(aUpdateRegion), mDC(NULL) {}
~OpaqueRenderer() { End(); }
already_AddRefed<gfxWindowsSurface> Begin(LayerD3D9* aLayer);
void End();
IDirect3DTexture9* GetTexture() { return mTmpTexture; }
private:
const nsIntRegion& mUpdateRegion;
nsRefPtr<IDirect3DTexture9> mTmpTexture;
nsRefPtr<IDirect3DSurface9> mSurface;
HDC mDC;
};
already_AddRefed<gfxWindowsSurface>
OpaqueRenderer::Begin(LayerD3D9* aLayer)
{
nsIntRect bounds = mUpdateRegion.GetBounds();
HRESULT hr = aLayer->device()->
CreateTexture(bounds.width, bounds.height, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, getter_AddRefs(mTmpTexture), NULL);
if (FAILED(hr)) {
aLayer->ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr);
return nsnull;
}
hr = mTmpTexture->GetSurfaceLevel(0, getter_AddRefs(mSurface));
if (FAILED(hr)) {
// Uh-oh, bail.
NS_WARNING("Failed to get texture surface level.");
return nsnull;
}
hr = mSurface->GetDC(&mDC);
if (FAILED(hr)) {
NS_WARNING("Failed to get device context for texture surface.");
return nsnull;
}
nsRefPtr<gfxWindowsSurface> result = new gfxWindowsSurface(mDC);
return result.forget();
}
void
OpaqueRenderer::End()
{
if (mSurface && mDC) {
mSurface->ReleaseDC(mDC);
mSurface = NULL;
mDC = NULL;
}
}
static void
FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
const nsIntPoint& aOffset, const gfxRGBA& aColor)
{
nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
gfxUtils::ClipToRegion(ctx, aRegion);
ctx->SetColor(aColor);
ctx->Paint();
}
void
ThebesLayerD3D9::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode,
const nsTArray<ReadbackProcessor::Update>& aReadbackUpdates)
{
HRESULT hr;
nsIntRect visibleRect = mVisibleRegion.GetBounds();
nsRefPtr<gfxASurface> destinationSurface;
nsIntRect bounds = aRegion.GetBounds();
nsRefPtr<IDirect3DTexture9> tmpTexture;
OpaqueRenderer opaqueRenderer(aRegion);
OpaqueRenderer opaqueRendererOnWhite(aRegion);
switch (aMode)
{
case SURFACE_OPAQUE:
destinationSurface = opaqueRenderer.Begin(this);
break;
case SURFACE_SINGLE_CHANNEL_ALPHA: {
hr = device()->CreateTexture(bounds.width, bounds.height, 1,
0, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("Failed to create temporary texture in system memory."), hr);
return;
}
// XXX - We may consider retaining a SYSTEMMEM texture texture the size
// of our DEFAULT texture and then use UpdateTexture and add dirty rects
// to update in a single call.
nsRefPtr<gfxWindowsSurface> dest = new gfxWindowsSurface(
gfxIntSize(bounds.width, bounds.height), gfxASurface::ImageFormatARGB32);
// If the contents of this layer don't require component alpha in the
// end of rendering, it's safe to enable Cleartype since all the Cleartype
// glyphs must be over (or under) opaque pixels.
dest->SetSubpixelAntialiasingEnabled(!(mContentFlags & CONTENT_COMPONENT_ALPHA));
destinationSurface = dest.forget();
break;
}
case SURFACE_COMPONENT_ALPHA: {
nsRefPtr<gfxWindowsSurface> onBlack = opaqueRenderer.Begin(this);
nsRefPtr<gfxWindowsSurface> onWhite = opaqueRendererOnWhite.Begin(this);
if (onBlack && onWhite) {
FillSurface(onBlack, aRegion, bounds.TopLeft(), gfxRGBA(0.0, 0.0, 0.0, 1.0));
FillSurface(onWhite, aRegion, bounds.TopLeft(), gfxRGBA(1.0, 1.0, 1.0, 1.0));
gfxASurface* surfaces[2] = { onBlack.get(), onWhite.get() };
destinationSurface = new gfxTeeSurface(surfaces, NS_ARRAY_LENGTH(surfaces));
// Using this surface as a source will likely go horribly wrong, since
// only the onBlack surface will really be used, so alpha information will
// be incorrect.
destinationSurface->SetAllowUseAsSource(PR_FALSE);
}
break;
}
}
if (!destinationSurface)
return;
nsRefPtr<gfxContext> context = new gfxContext(destinationSurface);
context->Translate(gfxPoint(-bounds.x, -bounds.y));
LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
for (PRUint32 i = 0; i < aReadbackUpdates.Length(); ++i) {
NS_ASSERTION(aMode == SURFACE_OPAQUE,
"Transparent surfaces should not be used for readback");
const ReadbackProcessor::Update& update = aReadbackUpdates[i];
nsIntPoint offset = update.mLayer->GetBackgroundLayerOffset();
nsRefPtr<gfxContext> ctx =
update.mLayer->GetSink()->BeginUpdate(update.mUpdateRect + offset,
update.mSequenceCounter);
if (ctx) {
ctx->Translate(gfxPoint(offset.x, offset.y));
ctx->SetSource(destinationSurface, gfxPoint(bounds.x, bounds.y));
ctx->Paint();
update.mLayer->GetSink()->EndUpdate(ctx, update.mUpdateRect + offset);
}
}
nsAutoTArray<IDirect3DTexture9*,2> srcTextures;
nsAutoTArray<IDirect3DTexture9*,2> destTextures;
switch (aMode)
{
case SURFACE_OPAQUE:
opaqueRenderer.End();
srcTextures.AppendElement(opaqueRenderer.GetTexture());
destTextures.AppendElement(mTexture);
break;
case SURFACE_SINGLE_CHANNEL_ALPHA: {
LockTextureRectD3D9 textureLock(tmpTexture);
if (!textureLock.HasLock()) {
NS_WARNING("Failed to lock ThebesLayer tmpTexture texture.");
return;
}
D3DLOCKED_RECT r = textureLock.GetLockRect();
nsRefPtr<gfxImageSurface> imgSurface =
new gfxImageSurface((unsigned char *)r.pBits,
bounds.Size(),
r.Pitch,
gfxASurface::ImageFormatARGB32);
if (destinationSurface) {
nsRefPtr<gfxContext> context = new gfxContext(imgSurface);
context->SetSource(destinationSurface);
context->SetOperator(gfxContext::OPERATOR_SOURCE);
context->Paint();
}
imgSurface = NULL;
srcTextures.AppendElement(tmpTexture);
destTextures.AppendElement(mTexture);
break;
}
case SURFACE_COMPONENT_ALPHA: {
opaqueRenderer.End();
opaqueRendererOnWhite.End();
srcTextures.AppendElement(opaqueRenderer.GetTexture());
destTextures.AppendElement(mTexture);
srcTextures.AppendElement(opaqueRendererOnWhite.GetTexture());
destTextures.AppendElement(mTextureOnWhite);
break;
}
}
NS_ASSERTION(srcTextures.Length() == destTextures.Length(), "Mismatched lengths");
// Copy to the texture.
for (PRUint32 i = 0; i < srcTextures.Length(); ++i) {
nsRefPtr<IDirect3DSurface9> srcSurface;
nsRefPtr<IDirect3DSurface9> dstSurface;
destTextures[i]->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
srcTextures[i]->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
nsIntRegionRectIterator iter(aRegion);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
RECT rect;
rect.left = iterRect->x - bounds.x;
rect.top = iterRect->y - bounds.y;
rect.right = iterRect->XMost() - bounds.x;
rect.bottom = iterRect->YMost() - bounds.y;
POINT point;
point.x = iterRect->x - visibleRect.x;
point.y = iterRect->y - visibleRect.y;
device()->UpdateSurface(srcSurface, &rect, dstSurface, &point);
}
}
}
void
ThebesLayerD3D9::CreateNewTextures(const gfxIntSize &aSize,
SurfaceMode aMode)
{
if (aSize.width == 0 || aSize.height == 0) {
// Nothing to do.
return;
}
mTexture = nsnull;
mTextureOnWhite = nsnull;
device()->CreateTexture(aSize.width, aSize.height, 1,
D3DUSAGE_RENDERTARGET,
aMode != SURFACE_SINGLE_CHANNEL_ALPHA ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
if (aMode == SURFACE_COMPONENT_ALPHA) {
device()->CreateTexture(aSize.width, aSize.height, 1,
D3DUSAGE_RENDERTARGET,
D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTextureOnWhite), NULL);
}
}
ShadowThebesLayerD3D9::ShadowThebesLayerD3D9(LayerManagerD3D9 *aManager)
: ShadowThebesLayer(aManager, nsnull)
, LayerD3D9(aManager)
{
mImplData = static_cast<LayerD3D9*>(this);
}
ShadowThebesLayerD3D9::~ShadowThebesLayerD3D9()
{}
void
ShadowThebesLayerD3D9::SetFrontBuffer(const OptionalThebesBuffer& aNewFront,
const nsIntRegion& aValidRegion)
{
if (!mBuffer) {
mBuffer = new ShadowBufferD3D9(this);
}
NS_ASSERTION(OptionalThebesBuffer::Tnull_t == aNewFront.type(),
"Only one system-memory buffer expected");
}
void
ShadowThebesLayerD3D9::Swap(const ThebesBuffer& aNewFront,
const nsIntRegion& aUpdatedRegion,
ThebesBuffer* aNewBack,
nsIntRegion* aNewBackValidRegion,
OptionalThebesBuffer* aReadOnlyFront,
nsIntRegion* aFrontUpdatedRegion)
{
if (mBuffer) {
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
mBuffer->Upload(surf, GetVisibleRegion().GetBounds());
}
*aNewBack = aNewFront;
*aNewBackValidRegion = mValidRegion;
*aReadOnlyFront = null_t();
aFrontUpdatedRegion->SetEmpty();
}
void
ShadowThebesLayerD3D9::DestroyFrontBuffer()
{
mBuffer = nsnull;
}
void
ShadowThebesLayerD3D9::Disconnect()
{
mBuffer = nsnull;
}
Layer*
ShadowThebesLayerD3D9::GetLayer()
{
return this;
}
bool
ShadowThebesLayerD3D9::IsEmpty()
{
return !mBuffer;
}
void
ShadowThebesLayerD3D9::RenderThebesLayer()
{
if (!mBuffer) {
return;
}
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
mBuffer->RenderTo(mD3DManager, GetEffectiveVisibleRegion());
}
void
ShadowThebesLayerD3D9::CleanResources()
{
mBuffer = nsnull;
mValidRegion.SetEmpty();
}
void
ShadowThebesLayerD3D9::LayerManagerDestroyed()
{
mD3DManager->deviceManager()->mLayersWithResources.RemoveElement(this);
mD3DManager = nsnull;
}
} /* namespace layers */
} /* namespace mozilla */