gfx/layers/d3d10/ThebesLayerD3D10.h

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

michael@0 1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
michael@0 2 * This Source Code Form is subject to the terms of the Mozilla Public
michael@0 3 * License, v. 2.0. If a copy of the MPL was not distributed with this
michael@0 4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
michael@0 5
michael@0 6 #ifndef GFX_THEBESLAYERD3D10_H
michael@0 7 #define GFX_THEBESLAYERD3D10_H
michael@0 8
michael@0 9 #include "LayerManagerD3D10.h"
michael@0 10
michael@0 11 namespace mozilla {
michael@0 12 namespace layers {
michael@0 13
michael@0 14 class ThebesLayerD3D10 : public ThebesLayer,
michael@0 15 public LayerD3D10
michael@0 16 {
michael@0 17 public:
michael@0 18 ThebesLayerD3D10(LayerManagerD3D10 *aManager);
michael@0 19 virtual ~ThebesLayerD3D10();
michael@0 20
michael@0 21 void Validate(ReadbackProcessor *aReadback);
michael@0 22
michael@0 23 /* ThebesLayer implementation */
michael@0 24 void InvalidateRegion(const nsIntRegion& aRegion);
michael@0 25
michael@0 26 /* LayerD3D10 implementation */
michael@0 27 virtual Layer* GetLayer();
michael@0 28 virtual void RenderLayer();
michael@0 29 virtual void Validate() { Validate(nullptr); }
michael@0 30 virtual void LayerManagerDestroyed();
michael@0 31
michael@0 32 private:
michael@0 33 /* Texture with our surface data */
michael@0 34 nsRefPtr<ID3D10Texture2D> mTexture;
michael@0 35
michael@0 36 /* Shader resource view for our texture */
michael@0 37 nsRefPtr<ID3D10ShaderResourceView> mSRView;
michael@0 38
michael@0 39 /* Texture for render-on-whitew when doing component alpha */
michael@0 40 nsRefPtr<ID3D10Texture2D> mTextureOnWhite;
michael@0 41
michael@0 42 /* Shader resource view for our render-on-white texture */
michael@0 43 nsRefPtr<ID3D10ShaderResourceView> mSRViewOnWhite;
michael@0 44
michael@0 45 /* Area of layer currently stored in texture(s) */
michael@0 46 nsIntRect mTextureRect;
michael@0 47
michael@0 48 /* Last surface mode set in Validate() */
michael@0 49 SurfaceMode mCurrentSurfaceMode;
michael@0 50
michael@0 51 /* Checks if our D2D surface has the right content type */
michael@0 52 void VerifyContentType(SurfaceMode aMode);
michael@0 53
michael@0 54 /* This contains the thebes surface */
michael@0 55 nsRefPtr<gfxASurface> mD2DSurface;
michael@0 56
michael@0 57 mozilla::RefPtr<mozilla::gfx::DrawTarget> mDrawTarget;
michael@0 58
michael@0 59 /* This contains the thebes surface for our render-on-white texture */
michael@0 60 nsRefPtr<gfxASurface> mD2DSurfaceOnWhite;
michael@0 61
michael@0 62 /* Have a region of our layer drawn */
michael@0 63 void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode);
michael@0 64
michael@0 65 /* Create a new texture */
michael@0 66 void CreateNewTextures(const gfx::IntSize &aSize, SurfaceMode aMode);
michael@0 67
michael@0 68 // Fill textures with opaque black and white in the specified region.
michael@0 69 void FillTexturesBlackWhite(const nsIntRegion& aRegion, const nsIntPoint& aOffset);
michael@0 70
michael@0 71 /* Copy a texture region */
michael@0 72 void CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
michael@0 73 ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
michael@0 74 const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion);
michael@0 75 };
michael@0 76
michael@0 77 } /* layers */
michael@0 78 } /* mozilla */
michael@0 79 #endif /* GFX_THEBESLAYERD3D10_H */

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