/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * ***** 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): * Robert O'Callahan * 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 ***** */ #include "ColorLayerD3D10.h" #include "../d3d9/Nv3DVUtils.h" namespace mozilla { namespace layers { ColorLayerD3D10::ColorLayerD3D10(LayerManagerD3D10 *aManager) : ColorLayer(aManager, NULL) , LayerD3D10(aManager) { mImplData = static_cast(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 gfx3DMatrix& transform = GetEffectiveTransform(); void* raw = &const_cast(transform)._11; effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64); effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color); ID3D10EffectTechnique *technique; technique = effect()->GetTechniqueByName("RenderSolidColorLayer"); nsIntRegionRectIterator iter(mVisibleRegion); const nsIntRect *iterRect; while ((iterRect = iter.Next())) { effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector( ShaderConstantRectD3D10( (float)iterRect->x, (float)iterRect->y, (float)iterRect->width, (float)iterRect->height) ); technique->GetPassByIndex(0)->Apply(0); device()->Draw(4, 0); } } } /* layers */ } /* mozilla */