/* -*- 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) 2011 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Benoit Girard * * 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 "LayerManagerD3D9.h" #include "ShadowBufferD3D9.h" #include "gfxWindowsSurface.h" #include "gfxWindowsPlatform.h" namespace mozilla { namespace layers { void ShadowBufferD3D9::Upload(gfxASurface* aUpdate, const nsIntRect& aVisibleRect) { gfxIntSize size = aUpdate->GetSize(); if (GetSize() != nsIntSize(size.width, size.height)) { mLayer->device()->CreateTexture(size.width, size.height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL); mTextureRect = aVisibleRect; } LockTextureRectD3D9 textureLock(mTexture); if (!textureLock.HasLock()) { NS_WARNING("Failed to lock ShadowBufferD3D9 texture."); return; } D3DLOCKED_RECT r = textureLock.GetLockRect(); nsRefPtr imgSurface = new gfxImageSurface((unsigned char *)r.pBits, GetSize(), r.Pitch, gfxASurface::ImageFormatARGB32); nsRefPtr context = new gfxContext(imgSurface); context->SetSource(aUpdate); context->SetOperator(gfxContext::OPERATOR_SOURCE); context->Paint(); imgSurface = NULL; } void ShadowBufferD3D9::RenderTo(LayerManagerD3D9 *aD3DManager, const nsIntRegion& aVisibleRegion) { mLayer->SetShaderTransformAndOpacity(); aD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER); mLayer->device()->SetTexture(0, mTexture); nsIntRegionRectIterator iter(aVisibleRegion); const nsIntRect *iterRect; while ((iterRect = iter.Next())) { mLayer->device()->SetVertexShaderConstantF(CBvLayerQuad, ShaderConstantRect(iterRect->x, iterRect->y, iterRect->width, iterRect->height), 1); mLayer->device()->SetVertexShaderConstantF(CBvTextureCoords, ShaderConstantRect( (float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width, (float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height, (float)iterRect->width / (float)mTextureRect.width, (float)iterRect->height / (float)mTextureRect.height), 1); mLayer->device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } } } /* namespace layers */ } /* namespace mozilla */