/* -*- 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_LAYERMANAGERD3D9_H #define GFX_LAYERMANAGERD3D9_H #include "Layers.h" #include #include #include "gfxContext.h" #include "nsIWidget.h" namespace mozilla { namespace layers { class LayerD3D9; class ThebesLayerD3D9; /* * This is the LayerManager used for Direct3D 9. For now this will render on * the main thread. */ class THEBES_API LayerManagerD3D9 : public LayerManager { public: LayerManagerD3D9(nsIWidget *aWidget); virtual ~LayerManagerD3D9(); /* * Initializes the layer manager, this is when the layer manager will * actually access the device and attempt to create the swap chain used * to draw to the window. If this method fails the device cannot be used. * This function is not threadsafe. * * \return True is initialization was succesful, false when it was not. */ PRBool Initialize(); /* * Sets the clipping region for this layer manager. This is important on * windows because using OGL we no longer have GDI's native clipping. Therefor * widget must tell us what part of the screen is being invalidated, * and we should clip to this. * * \param aClippingRegion Region to clip to. Setting an empty region * will disable clipping. */ void SetClippingRegion(const nsIntRegion& aClippingRegion); /* * LayerManager implementation. */ void BeginTransaction(); void BeginTransactionWithTarget(gfxContext* aTarget); void EndConstruction(); struct CallbackInfo { DrawThebesLayerCallback Callback; void *CallbackData; }; void EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData); const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; } void SetRoot(Layer* aLayer); virtual already_AddRefed CreateThebesLayer(); virtual already_AddRefed CreateContainerLayer(); virtual already_AddRefed CreateImageLayer(); virtual already_AddRefed CreateColorLayer(); virtual already_AddRefed CreateCanvasLayer(); virtual already_AddRefed CreateImageContainer(); virtual LayersBackend GetBackendType() { return LAYERS_D3D9; } /* * Helper methods. */ void SetClippingEnabled(PRBool aEnabled); IDirect3DDevice9 *device() const { return mDevice; } enum ShaderMode { RGBLAYER, YCBCRLAYER, SOLIDCOLORLAYER }; void SetShaderMode(ShaderMode aMode); nsTArray mThebesLayers; private: /* Direct3D9 instance */ static IDirect3D9 *mD3D9; /* Widget associated with this layer manager */ nsIWidget *mWidget; /* * Context target, NULL when drawing directly to our swap chain. */ nsRefPtr mTarget; nsRefPtr mDevice; /* Vertex shader used for layer quads */ nsRefPtr mLayerVS; /* Pixel shader used for RGB textures */ nsRefPtr mRGBPS; /* Pixel shader used for RGB textures */ nsRefPtr mYCbCrPS; /* Pixel shader used for solid colors */ nsRefPtr mSolidColorPS; /* Vertex buffer containing our basic vertex structure */ nsRefPtr mVB; /* Our vertex declaration */ nsRefPtr mVD; /* Current root layer. */ LayerD3D9 *mRootLayer; /* Callback info for current transaction */ CallbackInfo mCurrentCallbackInfo; /* * Region we're clipping our current drawing to. */ nsIntRegion mClippingRegion; /* * Render the current layer tree to the active target. */ void Render(); /* * Setup the pipeline. */ void SetupPipeline(); /* * Setup the backbuffer. * * \return PR_TRUE if setup was succesful */ PRBool SetupBackBuffer(); /* * Setup the render state for the surface. */ void SetupRenderState(); /* * Copies the content of our backbuffer to the set transaction target. */ void PaintToTarget(); /* * Verifies all required device capabilities are present. */ PRBool VerifyCaps(); }; /* * General information and tree management for OGL layers. */ class LayerD3D9 { public: LayerD3D9(LayerManagerD3D9 *aManager); virtual LayerD3D9 *GetFirstChildD3D9() { return nsnull; } void SetFirstChild(LayerD3D9 *aParent); virtual Layer* GetLayer() = 0; virtual void RenderLayer() = 0; IDirect3DDevice9 *device() const { return mD3DManager->device(); } protected: LayerManagerD3D9 *mD3DManager; }; } /* layers */ } /* mozilla */ #endif /* GFX_LAYERMANAGERD3D9_H */