gfx/layers/d3d10/ThebesLayerD3D10.h

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/layers/d3d10/ThebesLayerD3D10.h	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,79 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
     1.5 + * This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#ifndef GFX_THEBESLAYERD3D10_H
    1.10 +#define GFX_THEBESLAYERD3D10_H
    1.11 +
    1.12 +#include "LayerManagerD3D10.h"
    1.13 +
    1.14 +namespace mozilla {
    1.15 +namespace layers {
    1.16 +
    1.17 +class ThebesLayerD3D10 : public ThebesLayer,
    1.18 +                         public LayerD3D10
    1.19 +{
    1.20 +public:
    1.21 +  ThebesLayerD3D10(LayerManagerD3D10 *aManager);
    1.22 +  virtual ~ThebesLayerD3D10();
    1.23 +
    1.24 +  void Validate(ReadbackProcessor *aReadback);
    1.25 +
    1.26 +  /* ThebesLayer implementation */
    1.27 +  void InvalidateRegion(const nsIntRegion& aRegion);
    1.28 +
    1.29 +  /* LayerD3D10 implementation */
    1.30 +  virtual Layer* GetLayer();
    1.31 +  virtual void RenderLayer();
    1.32 +  virtual void Validate() { Validate(nullptr); }
    1.33 +  virtual void LayerManagerDestroyed();
    1.34 +
    1.35 +private:
    1.36 +  /* Texture with our surface data */
    1.37 +  nsRefPtr<ID3D10Texture2D> mTexture;
    1.38 +
    1.39 +  /* Shader resource view for our texture */
    1.40 +  nsRefPtr<ID3D10ShaderResourceView> mSRView;
    1.41 +
    1.42 +  /* Texture for render-on-whitew when doing component alpha */
    1.43 +  nsRefPtr<ID3D10Texture2D> mTextureOnWhite;
    1.44 +
    1.45 +  /* Shader resource view for our render-on-white texture */
    1.46 +  nsRefPtr<ID3D10ShaderResourceView> mSRViewOnWhite;
    1.47 +
    1.48 +  /* Area of layer currently stored in texture(s) */
    1.49 +  nsIntRect mTextureRect;
    1.50 +
    1.51 +  /* Last surface mode set in Validate() */
    1.52 +  SurfaceMode mCurrentSurfaceMode;
    1.53 +
    1.54 +  /* Checks if our D2D surface has the right content type */
    1.55 +  void VerifyContentType(SurfaceMode aMode);
    1.56 +
    1.57 +  /* This contains the thebes surface */
    1.58 +  nsRefPtr<gfxASurface> mD2DSurface;
    1.59 +
    1.60 +  mozilla::RefPtr<mozilla::gfx::DrawTarget> mDrawTarget;
    1.61 +
    1.62 +  /* This contains the thebes surface for our render-on-white texture */
    1.63 +  nsRefPtr<gfxASurface> mD2DSurfaceOnWhite;
    1.64 +
    1.65 +  /* Have a region of our layer drawn */
    1.66 +  void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode);
    1.67 +
    1.68 +  /* Create a new texture */
    1.69 +  void CreateNewTextures(const gfx::IntSize &aSize, SurfaceMode aMode);
    1.70 +
    1.71 +  // Fill textures with opaque black and white in the specified region.
    1.72 +  void FillTexturesBlackWhite(const nsIntRegion& aRegion, const nsIntPoint& aOffset);
    1.73 +
    1.74 +  /* Copy a texture region */
    1.75 +  void CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
    1.76 +                  ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
    1.77 +                  const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion);
    1.78 +};
    1.79 +
    1.80 +} /* layers */
    1.81 +} /* mozilla */
    1.82 +#endif /* GFX_THEBESLAYERD3D10_H */

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