gecko/gfx/layers/d3d9/ShadowBufferD3D9.cpp

124 lines
4.5 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) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Benoit Girard <bgirard@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 ***** */
#include "LayerManagerD3D9.h"
#include "ShadowBufferD3D9.h"
#include "gfxWindowsSurface.h"
#include "gfxWindowsPlatform.h"
namespace mozilla {
namespace layers {
void
ShadowBufferD3D9::Upload(gfxASurface* aUpdate,
const nsIntRect& aVisibleRect)
{
gfxIntSize size = aUpdate->GetSize();
if (GetSize() != nsIntSize(size.width, size.height)) {
HRESULT hr = mLayer->device()->CreateTexture(size.width, size.height, 1,
D3DUSAGE_DYNAMIC,
D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
if (FAILED(hr)) {
mLayer->ReportFailure(NS_LITERAL_CSTRING("ShadowBufferD3D9::Upload(): Failed to create texture"),
hr);
return;
}
mTextureRect = aVisibleRect;
}
LockTextureRectD3D9 textureLock(mTexture);
if (!textureLock.HasLock()) {
NS_WARNING("Failed to lock ShadowBufferD3D9 texture.");
return;
}
D3DLOCKED_RECT r = textureLock.GetLockRect();
nsRefPtr<gfxImageSurface> imgSurface =
new gfxImageSurface((unsigned char *)r.pBits,
GetSize(),
r.Pitch,
gfxASurface::ImageFormatARGB32);
nsRefPtr<gfxContext> context = new gfxContext(imgSurface);
context->SetSource(aUpdate);
context->SetOperator(gfxContext::OPERATOR_SOURCE);
context->Paint();
imgSurface = NULL;
}
void
ShadowBufferD3D9::RenderTo(LayerManagerD3D9 *aD3DManager,
const nsIntRegion& aVisibleRegion)
{
mLayer->SetShaderTransformAndOpacity();
aD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
mLayer->device()->SetTexture(0, mTexture);
nsIntRegionRectIterator iter(aVisibleRegion);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
mLayer->device()->SetVertexShaderConstantF(CBvLayerQuad,
ShaderConstantRect(iterRect->x,
iterRect->y,
iterRect->width,
iterRect->height),
1);
mLayer->device()->SetVertexShaderConstantF(CBvTextureCoords,
ShaderConstantRect(
(float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width,
(float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height,
(float)iterRect->width / (float)mTextureRect.width,
(float)iterRect->height / (float)mTextureRect.height), 1);
mLayer->device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
}
} /* namespace layers */
} /* namespace mozilla */