gfx/layers/d3d10/ColorLayerD3D10.cpp

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.

     1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
     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 #include "ColorLayerD3D10.h"
     8 #include "../d3d9/Nv3DVUtils.h"
    10 namespace mozilla {
    11 namespace layers {
    13 ColorLayerD3D10::ColorLayerD3D10(LayerManagerD3D10 *aManager)
    14   : ColorLayer(aManager, nullptr)
    15   , LayerD3D10(aManager)
    16 {
    17   mImplData = static_cast<LayerD3D10*>(this);
    18 }
    20 Layer*
    21 ColorLayerD3D10::GetLayer()
    22 {
    23   return this;
    24 }
    26 void
    27 ColorLayerD3D10::RenderLayer()
    28 {
    29   float color[4];
    30   // output color is premultiplied, so we need to adjust all channels.
    31   // mColor is not premultiplied.
    32   float opacity = GetEffectiveOpacity() * mColor.a;
    33   color[0] = (float)(mColor.r * opacity);
    34   color[1] = (float)(mColor.g * opacity);
    35   color[2] = (float)(mColor.b * opacity);
    36   color[3] = opacity;
    38   const gfx::Matrix4x4& transform = GetEffectiveTransform();
    39   void* raw = &const_cast<gfx::Matrix4x4&>(transform)._11;
    40   effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
    41   effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color);
    43   ID3D10EffectTechnique *technique = SelectShader(SHADER_SOLID | LoadMaskTexture());
    45   nsIntRect bounds = GetBounds();
    47   effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
    48     ShaderConstantRectD3D10(
    49       (float)bounds.x,
    50       (float)bounds.y,
    51       (float)bounds.width,
    52       (float)bounds.height)
    53     );
    55   technique->GetPassByIndex(0)->Apply(0);
    56   device()->Draw(4, 0);
    57 }
    59 } /* layers */
    60 } /* mozilla */

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