gecko/gfx/layers/d3d10/ThebesLayerD3D10.h

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3.0 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_THEBESLAYERD3D10_H
#define GFX_THEBESLAYERD3D10_H
#include "Layers.h"
#include "LayerManagerD3D10.h"
namespace mozilla {
namespace layers {
class ThebesLayerD3D10 : public ThebesLayer,
public LayerD3D10
{
public:
ThebesLayerD3D10(LayerManagerD3D10 *aManager);
virtual ~ThebesLayerD3D10();
/* Layer implementation */
void SetVisibleRegion(const nsIntRegion& aRegion);
/* ThebesLayer implementation */
void InvalidateRegion(const nsIntRegion& aRegion);
/* LayerD3D10 implementation */
Layer* GetLayer();
virtual void RenderLayer(float aOpacity, const gfx3DMatrix &aTransform);
virtual void Validate();
virtual void LayerManagerDestroyed();
private:
/* Texture with our surface data */
nsRefPtr<ID3D10Texture2D> mTexture;
/* Shader resource view for our texture */
nsRefPtr<ID3D10ShaderResourceView> mSRView;
/* Checks if our D2D surface has the right content type */
void VerifyContentType();
/* This contains the thebes surface */
nsRefPtr<gfxASurface> mD2DSurface;
/* Have a region of our layer drawn */
void DrawRegion(const nsIntRegion &aRegion);
/* Create a new texture */
void CreateNewTexture(const gfxIntSize &aSize);
};
} /* layers */
} /* mozilla */
#endif /* GFX_THEBESLAYERD3D10_H */