/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef GFX_THEBESLAYERD3D10_H #define GFX_THEBESLAYERD3D10_H #include "LayerManagerD3D10.h" namespace mozilla { namespace layers { class ThebesLayerD3D10 : public ThebesLayer, public LayerD3D10 { public: ThebesLayerD3D10(LayerManagerD3D10 *aManager); virtual ~ThebesLayerD3D10(); void Validate(ReadbackProcessor *aReadback); /* ThebesLayer implementation */ void InvalidateRegion(const nsIntRegion& aRegion); /* LayerD3D10 implementation */ virtual Layer* GetLayer(); virtual void RenderLayer(); virtual void Validate() { Validate(nsnull); } virtual void LayerManagerDestroyed(); private: /* Texture with our surface data */ nsRefPtr mTexture; /* Shader resource view for our texture */ nsRefPtr mSRView; /* Texture for render-on-whitew when doing component alpha */ nsRefPtr mTextureOnWhite; /* Shader resource view for our render-on-white texture */ nsRefPtr mSRViewOnWhite; /* Area of layer currently stored in texture(s) */ nsIntRect mTextureRect; /* Last surface mode set in Validate() */ SurfaceMode mCurrentSurfaceMode; /* Checks if our D2D surface has the right content type */ void VerifyContentType(SurfaceMode aMode); /* This contains the thebes surface */ nsRefPtr mD2DSurface; mozilla::RefPtr mDrawTarget; /* This contains the thebes surface for our render-on-white texture */ nsRefPtr mD2DSurfaceOnWhite; /* Have a region of our layer drawn */ void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode); /* Create a new texture */ void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode); void SetupDualViewports(const gfxIntSize &aSize); // Fill textures with opaque black and white in the specified region. void FillTexturesBlackWhite(const nsIntRegion& aRegion, const nsIntPoint& aOffset); /* Copy a texture region */ void CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset, ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset, const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion); }; class ShadowThebesLayerD3D10 : public ShadowThebesLayer, public LayerD3D10 { public: ShadowThebesLayerD3D10(LayerManagerD3D10* aManager); virtual ~ShadowThebesLayerD3D10(); virtual void Swap(const ThebesBuffer& aNewFront, const nsIntRegion& aUpdatedRegion, OptionalThebesBuffer* aNewBack, nsIntRegion* aNewBackValidRegion, OptionalThebesBuffer* aReadOnlyFront, nsIntRegion* aFrontUpdatedRegion); virtual void DestroyFrontBuffer(); virtual void Disconnect(); /* LayerD3D10 implementation */ virtual Layer* GetLayer() { return this; } virtual void RenderLayer(); virtual void Validate(); virtual void LayerManagerDestroyed(); private: /* Texture with our surface data */ nsRefPtr mTexture; }; } /* layers */ } /* mozilla */ #endif /* GFX_THEBESLAYERD3D10_H */