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This patch was generated by a script. Here's the source of the script for future reference: function convert() { echo "Converting $1 to $2..." find . ! -wholename "*nsprpub*" \ ! -wholename "*security/nss*" \ ! -wholename "*/.hg*" \ ! -wholename "obj-ff-dbg*" \ ! -name nsXPCOMCID.h \ ! -name prtypes.h \ -type f \ \( -iname "*.cpp" \ -o -iname "*.h" \ -o -iname "*.c" \ -o -iname "*.cc" \ -o -iname "*.idl" \ -o -iname "*.ipdl" \ -o -iname "*.ipdlh" \ -o -iname "*.mm" \) | \ xargs -n 1 sed -i -e "s/\b$1\b/$2/g" } convert PRInt8 int8_t convert PRUint8 uint8_t convert PRInt16 int16_t convert PRUint16 uint16_t convert PRInt32 int32_t convert PRUint32 uint32_t convert PRInt64 int64_t convert PRUint64 uint64_t convert PRIntn int convert PRUintn unsigned convert PRSize size_t convert PROffset32 int32_t convert PROffset64 int64_t convert PRPtrdiff ptrdiff_t convert PRFloat64 double
341 lines
9.5 KiB
C++
341 lines
9.5 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_LAYERMANAGERD3D9_H
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#define GFX_LAYERMANAGERD3D9_H
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#include "Layers.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include <windows.h>
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#include <d3d9.h>
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#include "gfxContext.h"
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#include "nsIWidget.h"
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#include "DeviceManagerD3D9.h"
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namespace mozilla {
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namespace layers {
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class LayerD3D9;
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class ThebesLayerD3D9;
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/**
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* This structure is used to pass rectangles to our shader constant. We can use
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* this for passing rectangular areas to SetVertexShaderConstant. In the format
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* of a 4 component float(x,y,width,height). Our vertex shader can then use
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* this to construct rectangular positions from the 0,0-1,1 quad that we source
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* it with.
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*/
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struct ShaderConstantRect
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{
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float mX, mY, mWidth, mHeight;
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// Provide all the commonly used argument types to prevent all the local
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// casts in the code.
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ShaderConstantRect(float aX, float aY, float aWidth, float aHeight)
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: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
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{ }
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ShaderConstantRect(int32_t aX, int32_t aY, int32_t aWidth, int32_t aHeight)
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: mX((float)aX), mY((float)aY)
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, mWidth((float)aWidth), mHeight((float)aHeight)
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{ }
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ShaderConstantRect(int32_t aX, int32_t aY, float aWidth, float aHeight)
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: mX((float)aX), mY((float)aY), mWidth(aWidth), mHeight(aHeight)
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{ }
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// For easy passing to SetVertexShaderConstantF.
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operator float* () { return &mX; }
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};
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/*
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* This is the LayerManager used for Direct3D 9. For now this will render on
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* the main thread.
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*/
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class THEBES_API LayerManagerD3D9 : public ShadowLayerManager {
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public:
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LayerManagerD3D9(nsIWidget *aWidget);
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virtual ~LayerManagerD3D9();
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/*
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* Initializes the layer manager, this is when the layer manager will
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* actually access the device and attempt to create the swap chain used
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* to draw to the window. If this method fails the device cannot be used.
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* This function is not threadsafe.
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*
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* \return True is initialization was succesful, false when it was not.
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*/
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bool Initialize(bool force = false);
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/*
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* Sets the clipping region for this layer manager. This is important on
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* windows because using OGL we no longer have GDI's native clipping. Therefor
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* widget must tell us what part of the screen is being invalidated,
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* and we should clip to this.
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*
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* \param aClippingRegion Region to clip to. Setting an empty region
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* will disable clipping.
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*/
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void SetClippingRegion(const nsIntRegion& aClippingRegion);
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/*
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* LayerManager implementation.
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*/
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virtual void Destroy();
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virtual ShadowLayerManager* AsShadowManager()
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{ return this; }
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virtual void BeginTransaction();
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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void EndConstruction();
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virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
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struct CallbackInfo {
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DrawThebesLayerCallback Callback;
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void *CallbackData;
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};
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT);
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const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
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void SetRoot(Layer* aLayer);
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virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize)
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{
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if (!mDeviceManager)
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return false;
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int32_t maxSize = mDeviceManager->GetMaxTextureSize();
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return aSize <= gfxIntSize(maxSize, maxSize);
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}
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virtual int32_t GetMaxTextureSize() const
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{
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return mDeviceManager->GetMaxTextureSize();
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}
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
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virtual already_AddRefed<ImageLayer> CreateImageLayer();
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virtual already_AddRefed<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer();
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer();
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer();
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virtual LayersBackend GetBackendType() { return LAYERS_D3D9; }
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 9"); }
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bool DeviceWasRemoved() { return deviceManager()->DeviceWasRemoved(); }
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/*
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* Helper methods.
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*/
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void SetClippingEnabled(bool aEnabled);
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void SetShaderMode(DeviceManagerD3D9::ShaderMode aMode,
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Layer* aMask, bool aIs2D = true)
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{ mDeviceManager->SetShaderMode(aMode, aMask, aIs2D); }
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IDirect3DDevice9 *device() const { return mDeviceManager->device(); }
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DeviceManagerD3D9 *deviceManager() const { return mDeviceManager; }
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/**
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* Return pointer to the Nv3DVUtils instance. Re-direct to mDeviceManager.
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*/
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Nv3DVUtils *GetNv3DVUtils() { return mDeviceManager ? mDeviceManager->GetNv3DVUtils() : NULL; }
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static void OnDeviceManagerDestroy(DeviceManagerD3D9 *aDeviceManager) {
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if(aDeviceManager == mDefaultDeviceManager)
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mDefaultDeviceManager = nullptr;
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}
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual const char* Name() const { return "D3D9"; }
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#endif // MOZ_LAYERS_HAVE_LOG
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void ReportFailure(const nsACString &aMsg, HRESULT aCode);
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bool CompositingDisabled() { return mCompositingDisabled; }
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void SetCompositingDisabled(bool aCompositingDisabled) { mCompositingDisabled = aCompositingDisabled; }
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private:
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/* Default device manager instance */
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static DeviceManagerD3D9 *mDefaultDeviceManager;
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/* Device manager instance for this layer manager */
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nsRefPtr<DeviceManagerD3D9> mDeviceManager;
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/* Swap chain associated with this layer manager */
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nsRefPtr<SwapChainD3D9> mSwapChain;
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/* Widget associated with this layer manager */
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nsIWidget *mWidget;
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/*
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* Context target, NULL when drawing directly to our swap chain.
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*/
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nsRefPtr<gfxContext> mTarget;
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/* Callback info for current transaction */
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CallbackInfo mCurrentCallbackInfo;
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/*
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* Region we're clipping our current drawing to.
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*/
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nsIntRegion mClippingRegion;
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/*
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* Device reset count at last paint. Whenever this changes, we need to
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* do a full layer tree update.
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*/
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uint32_t mDeviceResetCount;
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/*
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* True if we should only be drawing layer contents, not
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* compositing them to the target.
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*/
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bool mCompositingDisabled;
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/*
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* Render the current layer tree to the active target.
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*/
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void Render();
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/*
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* Setup the pipeline.
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*/
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void SetupPipeline();
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/*
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* Copies the content of our backbuffer to the set transaction target.
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*/
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void PaintToTarget();
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};
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/*
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* General information and tree management for OGL layers.
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*/
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class LayerD3D9
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{
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public:
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LayerD3D9(LayerManagerD3D9 *aManager);
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virtual LayerD3D9 *GetFirstChildD3D9() { return nullptr; }
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void SetFirstChild(LayerD3D9 *aParent);
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virtual Layer* GetLayer() = 0;
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virtual void RenderLayer() = 0;
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/**
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/* This function may be used on device resets to clear all VRAM resources
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* that a layer might be using.
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*/
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virtual void CleanResources() {}
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IDirect3DDevice9 *device() const { return mD3DManager->device(); }
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/* Called by the layer manager when it's destroyed */
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virtual void LayerManagerDestroyed() {}
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void ReportFailure(const nsACString &aMsg, HRESULT aCode) {
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return mD3DManager->ReportFailure(aMsg, aCode);
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}
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void SetShaderTransformAndOpacity()
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{
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Layer* layer = GetLayer();
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const gfx3DMatrix& transform = layer->GetEffectiveTransform();
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device()->SetVertexShaderConstantF(CBmLayerTransform, &transform._11, 4);
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float opacity[4];
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/*
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* We always upload a 4 component float, but the shader will use only the
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* first component since it's declared as a 'float'.
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*/
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opacity[0] = layer->GetEffectiveOpacity();
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device()->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
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}
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/*
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* Returns a texture containing the contents of this
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* layer. Will try to return an existing texture if possible, or a temporary
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* one if not. It is the callee's responsibility to release the shader
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* resource view. Will return null if a texture could not be constructed.
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* The texture will not be transformed, i.e., it will be in the same coord
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* space as this.
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* Any layer that can be used as a mask layer should override this method.
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* If aSize is non-null and a texture is successfully returned, aSize will
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* contain the size of the texture.
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*/
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virtual already_AddRefed<IDirect3DTexture9> GetAsTexture(gfxIntSize* aSize)
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{
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return nullptr;
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}
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protected:
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LayerManagerD3D9 *mD3DManager;
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};
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/*
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* RAII helper for locking D3D9 textures.
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*/
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class LockTextureRectD3D9
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{
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public:
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LockTextureRectD3D9(IDirect3DTexture9* aTexture)
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: mTexture(aTexture)
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{
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mLockResult = mTexture->LockRect(0, &mR, NULL, 0);
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}
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~LockTextureRectD3D9()
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{
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mTexture->UnlockRect(0);
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}
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bool HasLock() {
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return SUCCEEDED(mLockResult);
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}
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D3DLOCKED_RECT GetLockRect()
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{
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return mR;
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}
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private:
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LockTextureRectD3D9 (const LockTextureRectD3D9&);
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LockTextureRectD3D9& operator= (const LockTextureRectD3D9&);
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IDirect3DTexture9* mTexture;
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D3DLOCKED_RECT mR;
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HRESULT mLockResult;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_LAYERMANAGERD3D9_H */
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