gecko/gfx/layers/d3d9/ColorLayerD3D9.cpp

101 lines
3.4 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):
* Robert O'Callahan <robert@ocallahan.org>
* 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 ***** */
#include "ColorLayerD3D9.h"
namespace mozilla {
namespace layers {
Layer*
ColorLayerD3D9::GetLayer()
{
return this;
}
static void
RenderColorLayerD3D9(ColorLayer* aLayer, LayerManagerD3D9 *aManager)
{
// XXX we might be able to improve performance by using
// IDirect3DDevice9::Clear
nsIntRect visibleRect = aLayer->GetEffectiveVisibleRegion().GetBounds();
aManager->device()->SetVertexShaderConstantF(
CBvLayerQuad,
ShaderConstantRect(visibleRect.x,
visibleRect.y,
visibleRect.width,
visibleRect.height),
1);
const gfx3DMatrix& transform = aLayer->GetEffectiveTransform();
aManager->device()->SetVertexShaderConstantF(CBmLayerTransform, &transform._11, 4);
gfxRGBA layerColor(aLayer->GetColor());
float color[4];
float opacity = aLayer->GetEffectiveOpacity() * layerColor.a;
// output color is premultiplied, so we need to adjust all channels.
// mColor is not premultiplied.
color[0] = (float)(layerColor.r * opacity);
color[1] = (float)(layerColor.g * opacity);
color[2] = (float)(layerColor.b * opacity);
color[3] = (float)(opacity);
aManager->device()->SetPixelShaderConstantF(0, color, 1);
aManager->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER,
aLayer->GetMaskLayer());
aManager->device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
void
ColorLayerD3D9::RenderLayer()
{
return RenderColorLayerD3D9(this, mD3DManager);
}
void
ShadowColorLayerD3D9::RenderLayer()
{
return RenderColorLayerD3D9(this, mD3DManager);
}
} /* layers */
} /* mozilla */