gecko/gfx/layers/d3d10/ColorLayerD3D10.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
2012-05-21 04:12:37 -07:00
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ColorLayerD3D10.h"
#include "../d3d9/Nv3DVUtils.h"
namespace mozilla {
namespace layers {
ColorLayerD3D10::ColorLayerD3D10(LayerManagerD3D10 *aManager)
: ColorLayer(aManager, nullptr)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
Layer*
ColorLayerD3D10::GetLayer()
{
return this;
}
void
ColorLayerD3D10::RenderLayer()
{
float color[4];
// output color is premultiplied, so we need to adjust all channels.
// mColor is not premultiplied.
float opacity = GetEffectiveOpacity() * mColor.a;
color[0] = (float)(mColor.r * opacity);
color[1] = (float)(mColor.g * opacity);
color[2] = (float)(mColor.b * opacity);
color[3] = opacity;
const gfx::Matrix4x4& transform = GetEffectiveTransform();
void* raw = &const_cast<gfx::Matrix4x4&>(transform)._11;
effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color);
ID3D10EffectTechnique *technique = SelectShader(SHADER_SOLID | LoadMaskTexture());
nsIntRect bounds = GetBounds();
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)bounds.x,
(float)bounds.y,
(float)bounds.width,
(float)bounds.height)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
} /* layers */
} /* mozilla */