gecko/gfx/layers/d3d9/ThebesLayerD3D9.h

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4.4 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GFX_THEBESLAYERD3D9_H
#define GFX_THEBESLAYERD3D9_H
#include "Layers.h"
#include "LayerManagerD3D9.h"
#include "gfxImageSurface.h"
#include "ReadbackProcessor.h"
namespace mozilla {
namespace layers {
class ReadbackProcessor;
class ThebesLayerD3D9 : public ThebesLayer,
public LayerD3D9
{
public:
ThebesLayerD3D9(LayerManagerD3D9 *aManager);
virtual ~ThebesLayerD3D9();
/* ThebesLayer implementation */
void InvalidateRegion(const nsIntRegion& aRegion);
/* LayerD3D9 implementation */
Layer* GetLayer();
virtual PRBool IsEmpty();
virtual void RenderLayer() { RenderThebesLayer(nsnull); }
virtual void CleanResources();
virtual void LayerManagerDestroyed();
void RenderThebesLayer(ReadbackProcessor* aReadback);
private:
/*
* D3D9 texture
*/
nsRefPtr<IDirect3DTexture9> mTexture;
/*
* D3D9 texture for render-on-white when doing component alpha
*/
nsRefPtr<IDirect3DTexture9> mTextureOnWhite;
/**
* Visible region bounds used when we drew the contents of the textures
*/
nsIntRect mTextureRect;
bool HaveTextures(SurfaceMode aMode)
{
return mTexture && (aMode != SURFACE_COMPONENT_ALPHA || mTextureOnWhite);
}
/* Checks if our surface has the right content type */
void VerifyContentType(SurfaceMode aMode);
/* Ensures we have the necessary texture object(s) and that they correspond
* to mVisibleRegion.GetBounds(). This creates new texture objects as
* necessary and also copies existing valid texture data if necessary.
*/
void UpdateTextures(SurfaceMode aMode);
/* Render the rectangles of mVisibleRegion with D3D9 using the currently
* bound textures, target, shaders, etc.
*/
void RenderRegion(const nsIntRegion& aRegion);
/* Have a region of our layer drawn */
void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode,
const nsTArray<ReadbackProcessor::Update>& aReadbackUpdates);
/* Create a new texture */
void CreateNewTextures(const gfxIntSize &aSize, SurfaceMode aMode);
void CopyRegion(IDirect3DTexture9* aSrc, const nsIntPoint &aSrcOffset,
IDirect3DTexture9* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion,
float aXRes, float aYRes);
/**
* Calculate the desired texture resolution based on
* the layer managers resolution, and the current
* transforms scale factor.
*/
void GetDesiredResolutions(float& aXRes, float& aYRes);
/* Check if the current texture resolution matches */
bool ResolutionChanged(float aXRes, float aYRes);
};
} /* layers */
} /* mozilla */
#endif /* GFX_THEBESLAYERD3D9_H */