gfx/layers/d3d10/ThebesLayerD3D10.h

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

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

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