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86 lines
3.1 KiB
C++
86 lines
3.1 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Robert O'Callahan <robert@ocallahan.org>
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "ColorLayerD3D9.h"
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namespace mozilla {
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namespace layers {
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Layer*
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ColorLayerD3D9::GetLayer()
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{
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return this;
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}
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void
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ColorLayerD3D9::RenderLayer()
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{
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// XXX we might be able to improve performance by using
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// IDirect3DDevice9::Clear
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float quadTransform[4][4];
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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// Transform the quad to the size of the visible area.
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[0][0] = (float)visibleRect.width;
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quadTransform[1][1] = (float)visibleRect.height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = (float)visibleRect.x;
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quadTransform[3][1] = (float)visibleRect.y;
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quadTransform[3][3] = 1.0f;
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device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
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device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
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float color[4];
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// color is premultiplied, so we need to adjust all channels
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color[0] = (float)(mColor.r * GetOpacity());
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color[1] = (float)(mColor.g * GetOpacity());
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color[2] = (float)(mColor.b * GetOpacity());
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color[3] = (float)(mColor.a * GetOpacity());
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device()->SetPixelShaderConstantF(0, color, 1);
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mD3DManager->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER);
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device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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} /* layers */
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} /* mozilla */
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