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136 lines
4.1 KiB
C++
136 lines
4.1 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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#ifndef GFX_CANVASLAYERD3D9_H
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#define GFX_CANVASLAYERD3D9_H
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#include "LayerManagerD3D9.h"
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#include "GLContext.h"
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#include "gfxASurface.h"
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namespace mozilla {
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namespace layers {
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class ShadowBufferD3D9;
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class THEBES_API CanvasLayerD3D9 :
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public CanvasLayer,
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public LayerD3D9
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{
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public:
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CanvasLayerD3D9(LayerManagerD3D9 *aManager)
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: CanvasLayer(aManager, NULL)
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, LayerD3D9(aManager)
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, mDataIsPremultiplied(false)
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, mNeedsYFlip(false)
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, mHasAlpha(true)
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{
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mImplData = static_cast<LayerD3D9*>(this);
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aManager->deviceManager()->mLayersWithResources.AppendElement(this);
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}
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~CanvasLayerD3D9();
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// CanvasLayer implementation
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virtual void Initialize(const Data& aData);
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// LayerD3D9 implementation
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virtual Layer* GetLayer();
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virtual void RenderLayer();
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virtual void CleanResources();
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virtual void LayerManagerDestroyed();
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void CreateTexture();
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protected:
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typedef mozilla::gl::GLContext GLContext;
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void UpdateSurface();
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nsRefPtr<gfxASurface> mSurface;
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nsRefPtr<GLContext> mGLContext;
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nsRefPtr<IDirect3DTexture9> mTexture;
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PRUint32 mCanvasFramebuffer;
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bool mDataIsPremultiplied;
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bool mNeedsYFlip;
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bool mHasAlpha;
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};
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// NB: eventually we'll have separate shadow canvas2d and shadow
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// canvas3d layers, but currently they look the same from the
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// perspective of the compositor process
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class ShadowCanvasLayerD3D9 : public ShadowCanvasLayer,
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public LayerD3D9
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{
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public:
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ShadowCanvasLayerD3D9(LayerManagerD3D9* aManager);
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virtual ~ShadowCanvasLayerD3D9();
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// CanvasLayer impl
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virtual void Initialize(const Data& aData);
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// This isn't meaningful for shadow canvas.
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virtual void Updated(const nsIntRect&) {}
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// ShadowCanvasLayer impl
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virtual void Swap(const CanvasSurface& aNewFront,
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bool needYFlip,
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CanvasSurface* aNewBack);
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virtual void DestroyFrontBuffer();
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virtual void Disconnect();
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virtual void Destroy();
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// LayerD3D9 implementation
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virtual Layer* GetLayer();
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virtual void RenderLayer();
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virtual void CleanResources();
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virtual void LayerManagerDestroyed();
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private:
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virtual void Init(bool needYFlip);
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bool mNeedsYFlip;
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nsRefPtr<ShadowBufferD3D9> mBuffer;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_CANVASLAYERD3D9_H */
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