gecko/gfx/layers/d3d10/ThebesLayerD3D10.h
2012-05-21 12:12:37 +01:00

106 lines
3.2 KiB
C++

/* -*- 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(nsnull); }
virtual void LayerManagerDestroyed();
private:
/* Texture with our surface data */
nsRefPtr<ID3D10Texture2D> mTexture;
/* Shader resource view for our texture */
nsRefPtr<ID3D10ShaderResourceView> mSRView;
/* Texture for render-on-whitew when doing component alpha */
nsRefPtr<ID3D10Texture2D> mTextureOnWhite;
/* Shader resource view for our render-on-white texture */
nsRefPtr<ID3D10ShaderResourceView> 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<gfxASurface> mD2DSurface;
mozilla::RefPtr<mozilla::gfx::DrawTarget> mDrawTarget;
/* This contains the thebes surface for our render-on-white texture */
nsRefPtr<gfxASurface> 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<ID3D10Texture2D> mTexture;
};
} /* layers */
} /* mozilla */
#endif /* GFX_THEBESLAYERD3D10_H */