gecko/gfx/layers/d3d10/PaintedLayerD3D10.h
Markus Stange 131bfce4c5 Bug 1073103 - Rename ThebesLayer to PaintedLayer. r=roc
--HG--
rename : gfx/layers/basic/BasicThebesLayer.cpp => gfx/layers/basic/BasicPaintedLayer.cpp
rename : gfx/layers/basic/BasicThebesLayer.h => gfx/layers/basic/BasicPaintedLayer.h
rename : gfx/layers/client/ClientThebesLayer.cpp => gfx/layers/client/ClientPaintedLayer.cpp
rename : gfx/layers/client/ClientThebesLayer.h => gfx/layers/client/ClientPaintedLayer.h
rename : gfx/layers/client/ClientTiledThebesLayer.cpp => gfx/layers/client/ClientTiledPaintedLayer.cpp
rename : gfx/layers/client/ClientTiledThebesLayer.h => gfx/layers/client/ClientTiledPaintedLayer.h
rename : gfx/layers/composite/ThebesLayerComposite.cpp => gfx/layers/composite/PaintedLayerComposite.cpp
rename : gfx/layers/composite/ThebesLayerComposite.h => gfx/layers/composite/PaintedLayerComposite.h
rename : gfx/layers/d3d10/ThebesLayerD3D10.cpp => gfx/layers/d3d10/PaintedLayerD3D10.cpp
rename : gfx/layers/d3d10/ThebesLayerD3D10.h => gfx/layers/d3d10/PaintedLayerD3D10.h
rename : gfx/layers/d3d9/ThebesLayerD3D9.cpp => gfx/layers/d3d9/PaintedLayerD3D9.cpp
rename : gfx/layers/d3d9/ThebesLayerD3D9.h => gfx/layers/d3d9/PaintedLayerD3D9.h
2014-09-26 13:06:08 -04:00

74 lines
2.3 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_PAINTEDLAYERD3D10_H
#define GFX_PAINTEDLAYERD3D10_H
#include "LayerManagerD3D10.h"
namespace mozilla {
namespace layers {
class PaintedLayerD3D10 : public PaintedLayer,
public LayerD3D10
{
public:
PaintedLayerD3D10(LayerManagerD3D10 *aManager);
virtual ~PaintedLayerD3D10();
void Validate(ReadbackProcessor *aReadback);
/* PaintedLayer implementation */
void InvalidateRegion(const nsIntRegion& aRegion);
/* LayerD3D10 implementation */
virtual Layer* GetLayer();
virtual void RenderLayer();
virtual void Validate() { Validate(nullptr); }
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);
mozilla::RefPtr<mozilla::gfx::DrawTarget> mDrawTarget;
/* Have a region of our layer drawn */
void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode);
/* Create a new texture */
void CreateNewTextures(const gfx::IntSize &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);
};
} /* layers */
} /* mozilla */
#endif /* GFX_PAINTEDLAYERD3D10_H */