/* -*- 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): * 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_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(nsnull); } 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 */