/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * 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_THEBESLAYERD3D9_H #define GFX_THEBESLAYERD3D9_H #include "Layers.h" #include "LayerManagerD3D9.h" #include "gfxImageSurface.h" #include "ReadbackProcessor.h" namespace mozilla { namespace layers { class ReadbackProcessor; class ShadowBufferD3D9; class ThebesLayerD3D9 : public ThebesLayer, public LayerD3D9 { public: ThebesLayerD3D9(LayerManagerD3D9 *aManager); virtual ~ThebesLayerD3D9(); /* ThebesLayer implementation */ void InvalidateRegion(const nsIntRegion& aRegion); /* LayerD3D9 implementation */ Layer* GetLayer(); virtual bool IsEmpty(); virtual void RenderLayer() { RenderThebesLayer(nullptr); } virtual void CleanResources(); virtual void LayerManagerDestroyed(); void RenderThebesLayer(ReadbackProcessor* aReadback); private: /* * D3D9 texture */ nsRefPtr mTexture; /* * D3D9 texture for render-on-white when doing component alpha */ nsRefPtr mTextureOnWhite; /** * Visible region bounds used when we drew the contents of the textures */ nsIntRect mTextureRect; bool HaveTextures(SurfaceMode aMode) { return mTexture && (aMode != SURFACE_COMPONENT_ALPHA || mTextureOnWhite); } /* Checks if our surface has the right content type */ void VerifyContentType(SurfaceMode aMode); /* Ensures we have the necessary texture object(s) and that they correspond * to mVisibleRegion.GetBounds(). This creates new texture objects as * necessary and also copies existing valid texture data if necessary. */ void UpdateTextures(SurfaceMode aMode); /* Render the rectangles of mVisibleRegion with D3D9 using the currently * bound textures, target, shaders, etc. */ void RenderRegion(const nsIntRegion& aRegion); /* Have a region of our layer drawn */ void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode, const nsTArray& aReadbackUpdates); /* Create a new texture */ void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode); void CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset, IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset, const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion); }; class ShadowThebesLayerD3D9 : public ShadowThebesLayer, public LayerD3D9 { public: ShadowThebesLayerD3D9(LayerManagerD3D9 *aManager); virtual ~ShadowThebesLayerD3D9(); virtual void Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion, OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion, OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion); virtual void DestroyFrontBuffer(); virtual void Disconnect(); // LayerD3D9 impl Layer* GetLayer(); virtual bool IsEmpty(); virtual void RenderLayer() { RenderThebesLayer(); } virtual void CleanResources(); virtual void LayerManagerDestroyed(); void RenderThebesLayer(); private: nsRefPtr mBuffer; }; } /* layers */ } /* mozilla */ #endif /* GFX_THEBESLAYERD3D9_H */