2010-05-24 08:28:51 -07:00
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/* -*- 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 "ContainerLayerD3D9.h"
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namespace mozilla {
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namespace layers {
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ContainerLayerD3D9::ContainerLayerD3D9(LayerManagerD3D9 *aManager)
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: ContainerLayer(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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2010-05-25 00:37:19 -07:00
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ContainerLayerD3D9::~ContainerLayerD3D9()
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{
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while (mFirstChild) {
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2010-05-31 16:32:05 -07:00
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RemoveChild(mFirstChild);
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2010-05-25 00:37:19 -07:00
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}
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}
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2010-05-24 08:28:51 -07:00
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void
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ContainerLayerD3D9::InsertAfter(Layer* aChild, Layer* aAfter)
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{
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aChild->SetParent(this);
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if (!aAfter) {
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2010-05-25 00:37:19 -07:00
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Layer *oldFirstChild = GetFirstChild();
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mFirstChild = aChild;
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aChild->SetNextSibling(oldFirstChild);
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aChild->SetPrevSibling(nsnull);
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if (oldFirstChild) {
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oldFirstChild->SetPrevSibling(aChild);
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}
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2010-05-24 19:43:59 -07:00
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NS_ADDREF(aChild);
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2010-05-24 08:28:51 -07:00
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return;
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}
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2010-05-28 20:27:03 -07:00
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for (Layer *child = GetFirstChild();
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child; child = child->GetNextSibling()) {
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if (aAfter == child) {
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Layer *oldNextSibling = child->GetNextSibling();
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child->SetNextSibling(aChild);
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aChild->SetNextSibling(oldNextSibling);
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if (oldNextSibling) {
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oldNextSibling->SetPrevSibling(aChild);
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}
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aChild->SetPrevSibling(child);
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NS_ADDREF(aChild);
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2010-05-24 08:28:51 -07:00
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return;
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}
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}
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NS_WARNING("Failed to find aAfter layer!");
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}
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void
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ContainerLayerD3D9::RemoveChild(Layer *aChild)
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{
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if (GetFirstChild() == aChild) {
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mFirstChild = GetFirstChild()->GetNextSibling();
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if (mFirstChild) {
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mFirstChild->SetPrevSibling(nsnull);
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}
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aChild->SetNextSibling(nsnull);
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aChild->SetPrevSibling(nsnull);
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aChild->SetParent(nsnull);
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NS_RELEASE(aChild);
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2010-05-24 08:28:51 -07:00
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return;
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}
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Layer *lastChild = nsnull;
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for (Layer *child = GetFirstChild(); child;
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child = child->GetNextSibling()) {
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if (child == aChild) {
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// We're sure this is not our first child. So lastChild != NULL.
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lastChild->SetNextSibling(child->GetNextSibling());
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if (child->GetNextSibling()) {
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child->GetNextSibling()->SetPrevSibling(lastChild);
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}
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child->SetNextSibling(nsnull);
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child->SetPrevSibling(nsnull);
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child->SetParent(nsnull);
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2010-05-24 19:43:59 -07:00
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NS_RELEASE(aChild);
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2010-05-24 08:28:51 -07:00
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return;
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}
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lastChild = child;
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}
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}
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LayerD3D9::LayerType
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ContainerLayerD3D9::GetType()
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{
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return TYPE_CONTAINER;
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}
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Layer*
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ContainerLayerD3D9::GetLayer()
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{
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return this;
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}
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LayerD3D9*
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ContainerLayerD3D9::GetFirstChildD3D9()
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{
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if (!mFirstChild) {
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return nsnull;
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}
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return static_cast<LayerD3D9*>(mFirstChild->ImplData());
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}
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void
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ContainerLayerD3D9::RenderLayer()
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{
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float opacity = GetOpacity();
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nsRefPtr<IDirect3DSurface9> previousRenderTarget;
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nsRefPtr<IDirect3DTexture9> renderTexture;
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float previousRenderTargetOffset[4];
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float renderTargetOffset[] = { 0, 0, 0, 0 };
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float oldViewMatrix[4][4];
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2010-05-31 16:29:37 -07:00
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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2010-05-24 08:28:51 -07:00
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PRBool useIntermediate = (opacity != 1.0 || !mTransform.IsIdentity());
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if (useIntermediate) {
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device()->GetRenderTarget(0, getter_AddRefs(previousRenderTarget));
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device()->CreateTexture(visibleRect.width, visibleRect.height, 1,
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D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(renderTexture),
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NULL);
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nsRefPtr<IDirect3DSurface9> renderSurface;
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renderTexture->GetSurfaceLevel(0, getter_AddRefs(renderSurface));
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device()->SetRenderTarget(0, renderSurface);
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device()->GetVertexShaderConstantF(12, previousRenderTargetOffset, 1);
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renderTargetOffset[0] = (float)visibleRect.x;
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renderTargetOffset[1] = (float)visibleRect.y;
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device()->SetVertexShaderConstantF(12, renderTargetOffset, 1);
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float viewMatrix[4][4];
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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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memset(&viewMatrix, 0, sizeof(viewMatrix));
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viewMatrix[0][0] = 2.0f / visibleRect.width;
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viewMatrix[1][1] = -2.0f / visibleRect.height;
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viewMatrix[2][2] = 1.0f;
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viewMatrix[3][0] = -1.0f;
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viewMatrix[3][1] = 1.0f;
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viewMatrix[3][3] = 1.0f;
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2010-05-24 08:28:51 -07:00
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device()->GetVertexShaderConstantF(8, &oldViewMatrix[0][0], 4);
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device()->SetVertexShaderConstantF(8, &viewMatrix[0][0], 4);
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}
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/*
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* Render this container's contents.
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*/
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LayerD3D9 *layerToRender = GetFirstChildD3D9();
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while (layerToRender) {
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const nsIntRect *clipRect = layerToRender->GetLayer()->GetClipRect();
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RECT r;
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if (clipRect) {
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r.left = (LONG)(clipRect->x - renderTargetOffset[0]);
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r.top = (LONG)(clipRect->y - renderTargetOffset[1]);
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r.right = (LONG)(clipRect->x - renderTargetOffset[0] + clipRect->width);
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r.bottom = (LONG)(clipRect->y - renderTargetOffset[1] + clipRect->height);
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} else {
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if (useIntermediate) {
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r.left = 0;
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r.top = 0;
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} else {
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r.left = visibleRect.x;
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r.top = visibleRect.y;
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}
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r.right = r.left + visibleRect.width;
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r.bottom = r.top + visibleRect.height;
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}
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nsRefPtr<IDirect3DSurface9> renderSurface;
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device()->GetRenderTarget(0, getter_AddRefs(renderSurface));
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D3DSURFACE_DESC desc;
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renderSurface->GetDesc(&desc);
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r.left = NS_MAX<LONG>(0, r.left);
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r.top = NS_MAX<LONG>(0, r.top);
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r.bottom = NS_MIN<LONG>(r.bottom, desc.Height);
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r.right = NS_MIN<LONG>(r.right, desc.Width);
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device()->SetScissorRect(&r);
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layerToRender->RenderLayer();
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Layer *nextSibling = layerToRender->GetLayer()->GetNextSibling();
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layerToRender = nextSibling ? static_cast<LayerD3D9*>(nextSibling->
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ImplData())
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: nsnull;
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2010-05-24 08:28:51 -07:00
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}
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if (useIntermediate) {
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device()->SetRenderTarget(0, previousRenderTarget);
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device()->SetVertexShaderConstantF(12, previousRenderTargetOffset, 1);
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device()->SetVertexShaderConstantF(8, &oldViewMatrix[0][0], 4);
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float quadTransform[4][4];
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/*
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* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
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* and size. To get pixel perfect mapping we offset the quad half a pixel
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* to the top-left.
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*
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* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
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*/
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[0][0] = (float)visibleRect.width;
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quadTransform[1][1] = (float)visibleRect.height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = (float)visibleRect.x - 0.5f;
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quadTransform[3][1] = (float)visibleRect.y - 0.5f;
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quadTransform[3][3] = 1.0f;
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device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
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device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
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float opacityVector[4];
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/*
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* We always upload a 4 component float, but the shader will use only the
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* first component since it's declared as a 'float'.
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*/
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opacityVector[0] = opacity;
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device()->SetPixelShaderConstantF(0, opacityVector, 1);
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mD3DManager->SetShaderMode(LayerManagerD3D9::RGBLAYER);
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device()->SetTexture(0, renderTexture);
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device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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}
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} /* layers */
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} /* mozilla */
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