2010-09-30 15:53:49 -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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#ifndef GFX_THEBESLAYERD3D10_H
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#define GFX_THEBESLAYERD3D10_H
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#include "Layers.h"
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#include "LayerManagerD3D10.h"
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namespace mozilla {
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namespace layers {
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class ThebesLayerD3D10 : public ThebesLayer,
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public LayerD3D10
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{
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public:
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ThebesLayerD3D10(LayerManagerD3D10 *aManager);
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virtual ~ThebesLayerD3D10();
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2011-02-04 18:30:00 -08:00
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void Validate(ReadbackProcessor *aReadback);
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2010-09-30 15:53:49 -07:00
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/* ThebesLayer implementation */
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void InvalidateRegion(const nsIntRegion& aRegion);
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/* LayerD3D10 implementation */
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2010-10-19 12:08:27 -07:00
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virtual Layer* GetLayer();
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2010-11-08 01:06:15 -08:00
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virtual void RenderLayer();
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2011-02-04 18:30:00 -08:00
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virtual void Validate() { Validate(nsnull); }
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2010-09-30 15:53:49 -07:00
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virtual void LayerManagerDestroyed();
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private:
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/* Texture with our surface data */
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nsRefPtr<ID3D10Texture2D> mTexture;
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/* Shader resource view for our texture */
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nsRefPtr<ID3D10ShaderResourceView> mSRView;
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2011-01-27 21:34:31 -08:00
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/* Texture for render-on-whitew when doing component alpha */
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nsRefPtr<ID3D10Texture2D> mTextureOnWhite;
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/* Shader resource view for our render-on-white texture */
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nsRefPtr<ID3D10ShaderResourceView> mSRViewOnWhite;
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2011-01-27 21:34:25 -08:00
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/* Visible region used when we drew the contents of the textures */
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nsIntRegion mTextureRegion;
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2010-09-30 15:53:49 -07:00
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/* Checks if our D2D surface has the right content type */
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2011-01-27 21:34:31 -08:00
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void VerifyContentType(SurfaceMode aMode);
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2010-09-30 15:53:49 -07:00
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/* This contains the thebes surface */
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nsRefPtr<gfxASurface> mD2DSurface;
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2011-01-27 21:34:31 -08:00
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/* This contains the thebes surface for our render-on-white texture */
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nsRefPtr<gfxASurface> mD2DSurfaceOnWhite;
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2010-09-30 15:53:49 -07:00
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/* Have a region of our layer drawn */
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2011-02-08 12:40:34 -08:00
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void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode);
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2010-09-30 15:53:49 -07:00
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/* Create a new texture */
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2011-01-27 21:34:31 -08:00
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void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode);
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2011-01-27 21:34:25 -08:00
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/* Copy a texture region */
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void CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
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ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
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2011-02-08 12:40:34 -08:00
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const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion,
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float aXRes, float aYRes);
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/**
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* Calculate the desired texture resolution based on
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* the layer managers resolution, and the current
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* transforms scale factor.
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*/
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void GetDesiredResolutions(float& aXRes, float& aYRes);
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/* Check if the current texture resolution matches the stored resolution. */
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bool ResolutionChanged(float aXRes, float aYRes);
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2010-09-30 15:53:49 -07:00
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_THEBESLAYERD3D10_H */
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