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https://gitlab.winehq.org/wine/wine-gecko.git
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120 lines
2.9 KiB
C++
120 lines
2.9 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_CANVASLAYERD3D9_H
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#define GFX_CANVASLAYERD3D9_H
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#include "LayerManagerD3D9.h"
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#include "GLContext.h"
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#include "gfxASurface.h"
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namespace mozilla {
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namespace layers {
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class ShadowBufferD3D9;
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class THEBES_API CanvasLayerD3D9 :
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public CanvasLayer,
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public LayerD3D9
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{
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public:
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CanvasLayerD3D9(LayerManagerD3D9 *aManager)
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: CanvasLayer(aManager, NULL)
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, LayerD3D9(aManager)
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, mDataIsPremultiplied(false)
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, mNeedsYFlip(false)
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, mHasAlpha(true)
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{
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mImplData = static_cast<LayerD3D9*>(this);
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aManager->deviceManager()->mLayersWithResources.AppendElement(this);
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}
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~CanvasLayerD3D9();
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// CanvasLayer implementation
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virtual void Initialize(const Data& aData);
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// LayerD3D9 implementation
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virtual Layer* GetLayer();
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virtual void RenderLayer();
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virtual void CleanResources();
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virtual void LayerManagerDestroyed();
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void CreateTexture();
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protected:
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typedef mozilla::gl::GLContext GLContext;
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void UpdateSurface();
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nsRefPtr<gfxASurface> mSurface;
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nsRefPtr<GLContext> mGLContext;
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nsRefPtr<IDirect3DTexture9> mTexture;
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RefPtr<gfx::DrawTarget> mDrawTarget;
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bool mDataIsPremultiplied;
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bool mNeedsYFlip;
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bool mHasAlpha;
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nsAutoArrayPtr<PRUint8> mCachedTempBlob;
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PRUint32 mCachedTempBlob_Size;
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PRUint8* GetTempBlob(const PRUint32 aSize)
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{
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if (!mCachedTempBlob || aSize != mCachedTempBlob_Size) {
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mCachedTempBlob = new PRUint8[aSize];
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mCachedTempBlob_Size = aSize;
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}
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return mCachedTempBlob;
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}
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void DiscardTempBlob()
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{
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mCachedTempBlob = nullptr;
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}
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};
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// NB: eventually we'll have separate shadow canvas2d and shadow
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// canvas3d layers, but currently they look the same from the
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// perspective of the compositor process
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class ShadowCanvasLayerD3D9 : public ShadowCanvasLayer,
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public LayerD3D9
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{
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public:
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ShadowCanvasLayerD3D9(LayerManagerD3D9* aManager);
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virtual ~ShadowCanvasLayerD3D9();
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// CanvasLayer impl
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virtual void Initialize(const Data& aData);
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// This isn't meaningful for shadow canvas.
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virtual void Updated(const nsIntRect&) {}
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// ShadowCanvasLayer impl
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virtual void Swap(const CanvasSurface& aNewFront,
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bool needYFlip,
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CanvasSurface* aNewBack);
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virtual void DestroyFrontBuffer();
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virtual void Disconnect();
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virtual void Destroy();
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// LayerD3D9 implementation
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virtual Layer* GetLayer();
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virtual void RenderLayer();
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virtual void CleanResources();
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virtual void LayerManagerDestroyed();
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private:
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virtual void Init(bool needYFlip);
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bool mNeedsYFlip;
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nsRefPtr<ShadowBufferD3D9> mBuffer;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_CANVASLAYERD3D9_H */
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