gecko/gfx/layers/d3d9/ColorLayerD3D9.cpp
Bas Schouten 7d182a2102 Bug 825928: Land layers refactoring. r=jrmuizel,bas,nical,mattwoodrow,roc,nrc,benwa,bjacob,jgilbert,kchen CLOSED TREE
Please contact Bas Schouten <bschouten@mozilla.com>, Nicolas Silva <nsilva@mozilla.com> or Nicholas Cameron <ncameron@mozilla.com> with general questions. Below is a rough list of authors to contact with specific questions.

Authors:
gfx/layers/Compositor.* gfx/layers/Effects.h - Compositor Interface - bas,nrc,nical
gfx/layers/d3d* - D3D9/D3D10 - bas
gfx/layers/ThebesLayer* - ThebesLayers - nrc,bas
gfx/layers/composite/* - CompositeLayers - nrc,nical
gfx/layers/client/* - Client - nrc,nical,bas
gfx/layers/*Image* - nical
gfx/layers/ipc ipc - IPC - nical
gfx/layers/opengl - CompositorOGL - nrc,nical
gfx/2d - bas,nrc
gfx/gl - GLContext - bjacob
dom/* layout/* - DOM - mattwoodrow
2013-04-10 09:20:52 +00:00

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 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);
}
} /* layers */
} /* mozilla */