gecko/gfx/layers/d3d9/ShadowBufferD3D9.cpp
2012-05-21 12:12:37 +01:00

93 lines
3.1 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* 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/. */
#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)) {
HRESULT hr = mLayer->device()->CreateTexture(size.width, size.height, 1,
D3DUSAGE_DYNAMIC,
D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
if (FAILED(hr)) {
mLayer->ReportFailure(NS_LITERAL_CSTRING("ShadowBufferD3D9::Upload(): Failed to create texture"),
hr);
return;
}
mTextureRect = aVisibleRect;
}
LockTextureRectD3D9 textureLock(mTexture);
if (!textureLock.HasLock()) {
NS_WARNING("Failed to lock ShadowBufferD3D9 texture.");
return;
}
D3DLOCKED_RECT r = textureLock.GetLockRect();
nsRefPtr<gfxImageSurface> imgSurface =
new gfxImageSurface((unsigned char *)r.pBits,
GetSize(),
r.Pitch,
gfxASurface::ImageFormatARGB32);
nsRefPtr<gfxContext> 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->GetLayer()->GetMaskLayer());
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 */