зеркало из https://github.com/mozilla/pjs.git
78 строки
2.6 KiB
C++
78 строки
2.6 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2011
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Benoit Girard <bgirard@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_SHADOWBUFFERD3D9_H
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#define GFX_SHADOWBUFFERD3D9_H
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#include "LayerManagerD3D9.h"
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namespace mozilla {
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namespace layers {
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class LayerManagerD3D9;
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class LayerD3D9;
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class ShadowBufferD3D9
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{
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NS_INLINE_DECL_REFCOUNTING(ShadowBufferD3D9)
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public:
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ShadowBufferD3D9(LayerD3D9* aLayer)
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: mLayer(aLayer)
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{
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}
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virtual ~ShadowBufferD3D9() {}
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void Upload(gfxASurface* aUpdate, const nsIntRect& aVisibleRect);
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void RenderTo(LayerManagerD3D9 *aD3DManager, const nsIntRegion& aVisibleRegion);
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nsIntSize GetSize() {
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if (mTexture)
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return nsIntSize(mTextureRect.Width(), mTextureRect.Height());
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return nsIntSize(0, 0);
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}
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protected:
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nsRefPtr<IDirect3DTexture9> mTexture;
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nsIntRect mTextureRect;
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LayerD3D9* mLayer;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_SHADOWBUFFERD3D9_H */
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