/* -*- 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 "ColorLayerD3D9.h" namespace mozilla { namespace layers { Layer* ColorLayerD3D9::GetLayer() { return this; } void ColorLayerD3D9::RenderLayer() { // XXX we might be able to improve performance by using // IDirect3DDevice9::Clear float quadTransform[4][4]; nsIntRect visibleRect = mVisibleRegion.GetBounds(); // Transform the quad to the size of the visible area. memset(&quadTransform, 0, sizeof(quadTransform)); quadTransform[0][0] = (float)visibleRect.width; quadTransform[1][1] = (float)visibleRect.height; quadTransform[2][2] = 1.0f; quadTransform[3][0] = (float)visibleRect.x; quadTransform[3][1] = (float)visibleRect.y; quadTransform[3][3] = 1.0f; device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4); device()->SetVertexShaderConstantF(4, &mTransform._11, 4); float color[4]; // color is premultiplied, so we need to adjust all channels color[0] = (float)(mColor.r * GetOpacity()); color[1] = (float)(mColor.g * GetOpacity()); color[2] = (float)(mColor.b * GetOpacity()); color[3] = (float)(mColor.a * GetOpacity()); device()->SetPixelShaderConstantF(0, color, 1); mD3DManager->SetShaderMode(LayerManagerD3D9::SOLIDCOLORLAYER); device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } } /* layers */ } /* mozilla */