/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #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(nullptr); } 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); // 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 */