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129 lines
4.4 KiB
C++
129 lines
4.4 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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* 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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#ifndef GFX_THEBESLAYERD3D9_H
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#define GFX_THEBESLAYERD3D9_H
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#include "Layers.h"
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#include "LayerManagerD3D9.h"
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#include "gfxImageSurface.h"
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#include "ReadbackProcessor.h"
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namespace mozilla {
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namespace layers {
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class ReadbackProcessor;
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class ThebesLayerD3D9 : public ThebesLayer,
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public LayerD3D9
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{
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public:
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ThebesLayerD3D9(LayerManagerD3D9 *aManager);
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virtual ~ThebesLayerD3D9();
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/* ThebesLayer implementation */
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void InvalidateRegion(const nsIntRegion& aRegion);
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/* LayerD3D9 implementation */
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Layer* GetLayer();
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virtual PRBool IsEmpty();
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virtual void RenderLayer() { RenderThebesLayer(nsnull); }
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virtual void CleanResources();
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virtual void LayerManagerDestroyed();
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void RenderThebesLayer(ReadbackProcessor* aReadback);
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private:
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/*
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* D3D9 texture
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*/
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nsRefPtr<IDirect3DTexture9> mTexture;
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/*
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* D3D9 texture for render-on-white when doing component alpha
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*/
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nsRefPtr<IDirect3DTexture9> mTextureOnWhite;
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/**
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* Visible region bounds used when we drew the contents of the textures
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*/
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nsIntRect mTextureRect;
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bool HaveTextures(SurfaceMode aMode)
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{
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return mTexture && (aMode != SURFACE_COMPONENT_ALPHA || mTextureOnWhite);
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}
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/* Checks if our surface has the right content type */
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void VerifyContentType(SurfaceMode aMode);
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/* Ensures we have the necessary texture object(s) and that they correspond
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* to mVisibleRegion.GetBounds(). This creates new texture objects as
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* necessary and also copies existing valid texture data if necessary.
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*/
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void UpdateTextures(SurfaceMode aMode);
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/* Render the rectangles of mVisibleRegion with D3D9 using the currently
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* bound textures, target, shaders, etc.
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*/
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void RenderRegion(const nsIntRegion& aRegion);
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/* Have a region of our layer drawn */
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void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode,
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const nsTArray<ReadbackProcessor::Update>& aReadbackUpdates);
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/* Create a new texture */
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void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode);
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void CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset,
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IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset,
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const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion,
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float aXRes, float aYRes);
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/**
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* Calculate the desired texture resolution based on
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* the layer managers resolution, and the current
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* transforms scale factor.
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*/
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void GetDesiredResolutions(float& aXRes, float& aYRes);
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/* Check if the current texture resolution matches */
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bool ResolutionChanged(float aXRes, float aYRes);
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_THEBESLAYERD3D9_H */
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