gecko-dev/gfx/layers/d3d10/LayerManagerD3D10.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** 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) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* 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_LAYERMANAGERD3D10_H
#define GFX_LAYERMANAGERD3D10_H
#include "Layers.h"
#include <windows.h>
#include <d3d10_1.h>
#include "gfxContext.h"
#include "nsIWidget.h"
namespace mozilla {
namespace layers {
/**
* This structure is used to pass rectangles to our shader constant. We can use
* this for passing rectangular areas to SetVertexShaderConstant. In the format
* of a 4 component float(x,y,width,height). Our vertex shader can then use
* this to construct rectangular positions from the 0,0-1,1 quad that we source
* it with.
*/
struct ShaderConstantRectD3D10
{
float mX, mY, mWidth, mHeight;
ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
{ }
// For easy passing to SetVertexShaderConstantF.
operator float* () { return &mX; }
};
extern cairo_user_data_key_t gKeyD3D10Texture;
/*
* This is the LayerManager used for Direct3D 9. For now this will render on
* the main thread.
*/
class THEBES_API LayerManagerD3D10 : public LayerManager {
public:
LayerManagerD3D10(nsIWidget *aWidget);
virtual ~LayerManagerD3D10();
/*
* Initializes the layer manager, this is when the layer manager will
* actually access the device and attempt to create the swap chain used
* to draw to the window. If this method fails the device cannot be used.
* This function is not threadsafe.
*
* \return True is initialization was succesful, false when it was not.
*/
bool Initialize();
/*
* LayerManager implementation.
*/
virtual void Destroy();
virtual void SetRoot(Layer *aLayer);
void BeginTransaction();
void BeginTransactionWithTarget(gfxContext* aTarget);
struct CallbackInfo {
DrawThebesLayerCallback Callback;
void *CallbackData;
};
bool EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData);
const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ImageContainer> CreateImageContainer();
virtual already_AddRefed<gfxASurface>
CreateOptimalSurface(const gfxIntSize &aSize,
gfxASurface::gfxImageFormat imageFormat);
virtual LayersBackend GetBackendType() { return LAYERS_D3D10; }
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 10"); }
#ifdef MOZ_LAYERS_HAVE_LOG
virtual const char* Name() const { return "D3D9"; }
#endif // MOZ_LAYERS_HAVE_LOG
// Public helpers
ID3D10Device1 *device() const { return mDevice; }
ID3D10Effect *effect() const { return mEffect; }
void SetViewport(const nsIntSize &aViewport);
const nsIntSize &GetViewport() { return mViewport; }
private:
void SetupPipeline();
void UpdateRenderTarget();
void VerifyBufferSize();
void Render();
nsRefPtr<ID3D10Device1> mDevice;
nsRefPtr<ID3D10Effect> mEffect;
nsRefPtr<ID3D10InputLayout> mInputLayout;
nsRefPtr<ID3D10Buffer> mVertexBuffer;
nsRefPtr<ID3D10RenderTargetView> mRTView;
nsRefPtr<IDXGISwapChain> mSwapChain;
nsIWidget *mWidget;
CallbackInfo mCurrentCallbackInfo;
nsIntSize mViewport;
/*
* Context target, NULL when drawing directly to our swap chain.
*/
nsRefPtr<gfxContext> mTarget;
/*
* Copies the content of our backbuffer to the set transaction target.
*/
void PaintToTarget();
};
/*
* General information and tree management for OGL layers.
*/
class LayerD3D10
{
public:
LayerD3D10(LayerManagerD3D10 *aManager);
virtual LayerD3D10 *GetFirstChildD3D10() { return nsnull; }
void SetFirstChild(LayerD3D10 *aParent);
virtual Layer* GetLayer() = 0;
/**
* This will render a child layer to whatever render target is currently
* active.
*/
virtual void RenderLayer() = 0;
virtual void Validate() {}
ID3D10Device1 *device() const { return mD3DManager->device(); }
ID3D10Effect *effect() const { return mD3DManager->effect(); }
/* Called by the layer manager when it's destroyed */
virtual void LayerManagerDestroyed() {}
void SetEffectTransformAndOpacity()
{
Layer* layer = GetLayer();
const gfx3DMatrix& transform = layer->GetEffectiveTransform();
void* raw = &const_cast<gfx3DMatrix&>(transform)._11;
effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
effect()->GetVariableByName("fLayerOpacity")->AsScalar()->SetFloat(layer->GetEffectiveOpacity());
}
protected:
LayerManagerD3D10 *mD3DManager;
};
} /* layers */
} /* mozilla */
#endif /* GFX_LAYERMANAGERD3D9_H */