gecko/gfx/layers/d3d9/ColorLayerD3D9.cpp

65 lines
1.8 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#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
if (aManager->CompositingDisabled()) {
return;
}
nsIntRect bounds = aLayer->GetBounds();
aManager->device()->SetVertexShaderConstantF(
CBvLayerQuad,
ShaderConstantRect(bounds.x,
bounds.y,
bounds.width,
bounds.height),
1);
const gfx::Matrix4x4& 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(CBvColor, color, 1);
aManager->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER,
aLayer->GetMaskLayer());
aManager->device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
void
ColorLayerD3D9::RenderLayer()
{
return RenderColorLayerD3D9(this, mD3DManager);
}
} /* layers */
} /* mozilla */