gecko-dev/gfx/layers/d3d9/CanvasLayerD3D9.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GFX_CANVASLAYERD3D9_H
#define GFX_CANVASLAYERD3D9_H
#include "LayerManagerD3D9.h"
#include "GLContext.h"
#include "gfxASurface.h"
namespace mozilla {
namespace layers {
class ShadowBufferD3D9;
class THEBES_API CanvasLayerD3D9 :
public CanvasLayer,
public LayerD3D9
{
public:
CanvasLayerD3D9(LayerManagerD3D9 *aManager)
: CanvasLayer(aManager, NULL)
, LayerD3D9(aManager)
, mDataIsPremultiplied(PR_FALSE)
, mNeedsYFlip(PR_FALSE)
, mHasAlpha(PR_TRUE)
{
mImplData = static_cast<LayerD3D9*>(this);
aManager->deviceManager()->mLayersWithResources.AppendElement(this);
}
~CanvasLayerD3D9();
// CanvasLayer implementation
virtual void Initialize(const Data& aData);
// LayerD3D9 implementation
virtual Layer* GetLayer();
virtual void RenderLayer();
virtual void CleanResources();
virtual void LayerManagerDestroyed();
void CreateTexture();
protected:
typedef mozilla::gl::GLContext GLContext;
void UpdateSurface();
nsRefPtr<gfxASurface> mSurface;
nsRefPtr<GLContext> mGLContext;
nsRefPtr<IDirect3DTexture9> mTexture;
PRUint32 mCanvasFramebuffer;
bool mDataIsPremultiplied;
bool mNeedsYFlip;
bool mHasAlpha;
};
// NB: eventually we'll have separate shadow canvas2d and shadow
// canvas3d layers, but currently they look the same from the
// perspective of the compositor process
class ShadowCanvasLayerD3D9 : public ShadowCanvasLayer,
public LayerD3D9
{
public:
ShadowCanvasLayerD3D9(LayerManagerD3D9* aManager);
virtual ~ShadowCanvasLayerD3D9();
// CanvasLayer impl
virtual void Initialize(const Data& aData);
// This isn't meaningful for shadow canvas.
virtual void Updated(const nsIntRect&) {}
// ShadowCanvasLayer impl
virtual void Swap(const CanvasSurface& aNewFront,
bool needYFlip,
CanvasSurface* aNewBack);
virtual void DestroyFrontBuffer();
virtual void Disconnect();
virtual void Destroy();
// LayerD3D9 implementation
virtual Layer* GetLayer();
virtual void RenderLayer();
virtual void CleanResources();
virtual void LayerManagerDestroyed();
private:
virtual void Init(bool needYFlip);
bool mNeedsYFlip;
nsRefPtr<ShadowBufferD3D9> mBuffer;
};
} /* layers */
} /* mozilla */
#endif /* GFX_CANVASLAYERD3D9_H */