/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * 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/. */ #ifndef GFX_CANVASLAYERD3D9_H #define GFX_CANVASLAYERD3D9_H #include "LayerManagerD3D9.h" #include "GLContext.h" #include "gfxASurface.h" namespace mozilla { namespace layers { class ShadowBufferD3D9; class THEBES_API CanvasLayerD3D9 : public CanvasLayer, public LayerD3D9 { public: CanvasLayerD3D9(LayerManagerD3D9 *aManager) : CanvasLayer(aManager, NULL) , LayerD3D9(aManager) , mDataIsPremultiplied(false) , mNeedsYFlip(false) , mHasAlpha(true) { mImplData = static_cast(this); aManager->deviceManager()->mLayersWithResources.AppendElement(this); } ~CanvasLayerD3D9(); // CanvasLayer implementation virtual void Initialize(const Data& aData); // LayerD3D9 implementation virtual Layer* GetLayer(); virtual void RenderLayer(); virtual void CleanResources(); virtual void LayerManagerDestroyed(); void CreateTexture(); protected: typedef mozilla::gl::GLContext GLContext; void UpdateSurface(); nsRefPtr mSurface; nsRefPtr mGLContext; nsRefPtr mTexture; RefPtr mDrawTarget; bool mDataIsPremultiplied; bool mNeedsYFlip; bool mHasAlpha; nsAutoArrayPtr mCachedTempBlob; PRUint32 mCachedTempBlob_Size; PRUint8* GetTempBlob(const PRUint32 aSize) { if (!mCachedTempBlob || aSize != mCachedTempBlob_Size) { mCachedTempBlob = new PRUint8[aSize]; mCachedTempBlob_Size = aSize; } return mCachedTempBlob; } void DiscardTempBlob() { mCachedTempBlob = nullptr; } }; // NB: eventually we'll have separate shadow canvas2d and shadow // canvas3d layers, but currently they look the same from the // perspective of the compositor process class ShadowCanvasLayerD3D9 : public ShadowCanvasLayer, public LayerD3D9 { public: ShadowCanvasLayerD3D9(LayerManagerD3D9* aManager); virtual ~ShadowCanvasLayerD3D9(); // CanvasLayer impl virtual void Initialize(const Data& aData); // This isn't meaningful for shadow canvas. virtual void Updated(const nsIntRect&) {} // ShadowCanvasLayer impl virtual void Swap(const CanvasSurface& aNewFront, bool needYFlip, CanvasSurface* aNewBack); virtual void DestroyFrontBuffer(); virtual void Disconnect(); virtual void Destroy(); // LayerD3D9 implementation virtual Layer* GetLayer(); virtual void RenderLayer(); virtual void CleanResources(); virtual void LayerManagerDestroyed(); private: virtual void Init(bool needYFlip); bool mNeedsYFlip; nsRefPtr mBuffer; }; } /* layers */ } /* mozilla */ #endif /* GFX_CANVASLAYERD3D9_H */