mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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298 lines
9.2 KiB
C++
298 lines
9.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Vladimir Vukicevic <vladimir@pobox.com>
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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 "CanvasLayerD3D10.h"
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#include "gfxImageSurface.h"
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#include "gfxWindowsSurface.h"
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#include "gfxWindowsPlatform.h"
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namespace mozilla {
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namespace layers {
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CanvasLayerD3D10::~CanvasLayerD3D10()
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{
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}
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void
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CanvasLayerD3D10::Initialize(const Data& aData)
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{
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NS_ASSERTION(mSurface == nsnull, "BasicCanvasLayer::Initialize called twice!");
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if (aData.mSurface) {
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mSurface = aData.mSurface;
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NS_ASSERTION(aData.mGLContext == nsnull,
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"CanvasLayer can't have both surface and GLContext");
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mNeedsYFlip = PR_FALSE;
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mDataIsPremultiplied = PR_TRUE;
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} else if (aData.mGLContext) {
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NS_ASSERTION(aData.mGLContext->IsOffscreen(), "canvas gl context isn't offscreen");
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mGLContext = aData.mGLContext;
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mCanvasFramebuffer = mGLContext->GetOffscreenFBO();
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mDataIsPremultiplied = aData.mGLBufferIsPremultiplied;
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mNeedsYFlip = PR_TRUE;
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} else {
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NS_ERROR("CanvasLayer created without mSurface or mGLContext?");
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}
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mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height);
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if (mSurface && mSurface->GetType() == gfxASurface::SurfaceTypeD2D) {
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void *data = mSurface->GetData(&gKeyD3D10Texture);
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if (data) {
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mTexture = static_cast<ID3D10Texture2D*>(data);
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mIsD2DTexture = PR_TRUE;
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device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
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mHasAlpha =
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mSurface->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA;
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return;
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}
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}
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mIsD2DTexture = PR_FALSE;
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mUsingSharedTexture = PR_FALSE;
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HANDLE shareHandle = mGLContext ? mGLContext->GetD3DShareHandle() : nsnull;
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if (shareHandle) {
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HRESULT hr = device()->OpenSharedResource(shareHandle, __uuidof(ID3D10Texture2D), getter_AddRefs(mTexture));
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if (SUCCEEDED(hr)) {
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mUsingSharedTexture = PR_TRUE;
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// XXX for ANGLE, it's already the right-way up. If we start using NV GL-D3D interop
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// however, we'll need to do the right thing.
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mNeedsYFlip = PR_FALSE;
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}
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}
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if (!mUsingSharedTexture) {
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CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, mBounds.width, mBounds.height, 1, 1);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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HRESULT hr = device()->CreateTexture2D(&desc, NULL, getter_AddRefs(mTexture));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create texture for CanvasLayer!");
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return;
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}
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}
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device()->CreateShaderResourceView(mTexture, NULL, getter_AddRefs(mSRView));
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}
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void
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CanvasLayerD3D10::Updated(const nsIntRect& aRect)
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{
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if (mIsD2DTexture) {
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mSurface->Flush();
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return;
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}
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if (mUsingSharedTexture) {
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// need to sync on the d3d9 device
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if (mGLContext) {
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mGLContext->MakeCurrent();
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mGLContext->fFinish();
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}
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return;
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}
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if (mGLContext) {
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// WebGL reads entire surface.
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D3D10_MAPPED_TEXTURE2D map;
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HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map);
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if (FAILED(hr)) {
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NS_WARNING("Failed to map CanvasLayer texture.");
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return;
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}
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PRUint8 *destination;
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if (map.RowPitch != mBounds.width * 4) {
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destination = new PRUint8[mBounds.width * mBounds.height * 4];
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} else {
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destination = (PRUint8*)map.pData;
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}
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// We have to flush to ensure that any buffered GL operations are
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// in the framebuffer before we read.
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mGLContext->fFlush();
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PRUint32 currentFramebuffer = 0;
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mGLContext->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, (GLint*)¤tFramebuffer);
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// Make sure that we read pixels from the correct framebuffer, regardless
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// of what's currently bound.
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if (currentFramebuffer != mCanvasFramebuffer)
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mCanvasFramebuffer);
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// For simplicity, we read the entire framebuffer for now -- in
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// the future we should use aRect, though with WebGL we don't
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// have an easy way to generate one.
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nsRefPtr<gfxImageSurface> tmpSurface =
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new gfxImageSurface(destination,
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gfxIntSize(mBounds.width, mBounds.height),
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mBounds.width * 4,
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gfxASurface::ImageFormatARGB32);
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mGLContext->ReadPixelsIntoImageSurface(0, 0,
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mBounds.width, mBounds.height,
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tmpSurface);
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tmpSurface = nsnull;
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// Put back the previous framebuffer binding.
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if (currentFramebuffer != mCanvasFramebuffer)
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, currentFramebuffer);
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if (map.RowPitch != mBounds.width * 4) {
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for (int y = 0; y < mBounds.height; y++) {
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memcpy((PRUint8*)map.pData + map.RowPitch * y,
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destination + mBounds.width * 4 * y,
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mBounds.width * 4);
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}
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delete [] destination;
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}
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mTexture->Unmap(0);
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} else if (mSurface) {
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RECT r;
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r.left = aRect.x;
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r.top = aRect.y;
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r.right = aRect.XMost();
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r.bottom = aRect.YMost();
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D3D10_MAPPED_TEXTURE2D map;
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HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map);
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if (FAILED(hr)) {
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NS_WARNING("Failed to lock CanvasLayer texture.");
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return;
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}
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PRUint8 *startBits;
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PRUint32 sourceStride;
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nsRefPtr<gfxImageSurface> dstSurface;
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dstSurface = new gfxImageSurface((unsigned char*)map.pData,
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gfxIntSize(aRect.width, aRect.height),
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map.RowPitch,
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gfxASurface::ImageFormatARGB32);
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nsRefPtr<gfxContext> ctx = new gfxContext(dstSurface);
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ctx->Translate(gfxPoint(-aRect.x, -aRect.y));
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ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
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ctx->SetSource(mSurface);
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ctx->Paint();
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mTexture->Unmap(0);
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}
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}
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Layer*
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CanvasLayerD3D10::GetLayer()
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{
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return this;
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}
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void
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CanvasLayerD3D10::RenderLayer()
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{
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if (!mTexture) {
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return;
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}
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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SetEffectTransformAndOpacity();
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ID3D10EffectTechnique *technique;
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if (mDataIsPremultiplied) {
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if (!mHasAlpha) {
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if (mFilter == gfxPattern::FILTER_NEAREST) {
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technique = effect()->GetTechniqueByName("RenderRGBLayerPremulPoint");
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} else {
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technique = effect()->GetTechniqueByName("RenderRGBLayerPremul");
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}
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} else {
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if (mFilter == gfxPattern::FILTER_NEAREST) {
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technique = effect()->GetTechniqueByName("RenderRGBALayerPremulPoint");
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} else {
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technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
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}
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}
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} else {
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if (mFilter == gfxPattern::FILTER_NEAREST) {
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technique = effect()->GetTechniqueByName("RenderRGBALayerNonPremulPoint");
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} else {
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technique = effect()->GetTechniqueByName("RenderRGBALayerNonPremul");
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}
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}
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if (mSRView) {
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effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView);
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}
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effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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(float)mBounds.x,
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(float)mBounds.y,
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(float)mBounds.width,
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(float)mBounds.height)
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);
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if (mNeedsYFlip) {
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effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
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ShaderConstantRectD3D10(
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0,
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1.0f,
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1.0f,
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-1.0f)
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);
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}
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technique->GetPassByIndex(0)->Apply(0);
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device()->Draw(4, 0);
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if (mNeedsYFlip) {
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effect()->GetVariableByName("vTextureCoords")->AsVector()->
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SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
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}
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}
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} /* namespace layers */
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} /* namespace mozilla */
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