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222 lines
6.5 KiB
C++
222 lines
6.5 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_LAYERMANAGERD3D10_H
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#define GFX_LAYERMANAGERD3D10_H
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#include "Layers.h"
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#include <windows.h>
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#include <d3d10_1.h>
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#include "gfxContext.h"
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#include "nsIWidget.h"
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namespace mozilla {
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namespace layers {
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/**
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* This structure is used to pass rectangles to our shader constant. We can use
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* this for passing rectangular areas to SetVertexShaderConstant. In the format
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* of a 4 component float(x,y,width,height). Our vertex shader can then use
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* this to construct rectangular positions from the 0,0-1,1 quad that we source
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* it with.
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*/
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struct ShaderConstantRectD3D10
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{
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float mX, mY, mWidth, mHeight;
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ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
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: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
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{ }
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// For easy passing to SetVertexShaderConstantF.
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operator float* () { return &mX; }
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};
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extern cairo_user_data_key_t gKeyD3D10Texture;
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/*
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* This is the LayerManager used for Direct3D 9. For now this will render on
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* the main thread.
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*/
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class THEBES_API LayerManagerD3D10 : public LayerManager {
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public:
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LayerManagerD3D10(nsIWidget *aWidget);
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virtual ~LayerManagerD3D10();
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/*
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* Initializes the layer manager, this is when the layer manager will
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* actually access the device and attempt to create the swap chain used
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* to draw to the window. If this method fails the device cannot be used.
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* This function is not threadsafe.
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*
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* \return True is initialization was succesful, false when it was not.
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*/
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bool Initialize();
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/*
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* LayerManager implementation.
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*/
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virtual void Destroy();
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virtual void SetRoot(Layer *aLayer);
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void BeginTransaction();
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void BeginTransactionWithTarget(gfxContext* aTarget);
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struct CallbackInfo {
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DrawThebesLayerCallback Callback;
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void *CallbackData;
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};
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bool EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
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virtual already_AddRefed<ImageLayer> CreateImageLayer();
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virtual already_AddRefed<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ImageContainer> CreateImageContainer();
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virtual already_AddRefed<gfxASurface>
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CreateOptimalSurface(const gfxIntSize &aSize,
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gfxASurface::gfxImageFormat imageFormat);
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virtual LayersBackend GetBackendType() { return LAYERS_D3D10; }
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 10"); }
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual const char* Name() const { return "D3D9"; }
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#endif // MOZ_LAYERS_HAVE_LOG
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// Public helpers
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ID3D10Device1 *device() const { return mDevice; }
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ID3D10Effect *effect() const { return mEffect; }
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void SetViewport(const nsIntSize &aViewport);
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const nsIntSize &GetViewport() { return mViewport; }
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private:
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void SetupPipeline();
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void UpdateRenderTarget();
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void VerifyBufferSize();
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void Render();
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nsRefPtr<ID3D10Device1> mDevice;
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nsRefPtr<ID3D10Effect> mEffect;
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nsRefPtr<ID3D10InputLayout> mInputLayout;
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nsRefPtr<ID3D10Buffer> mVertexBuffer;
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nsRefPtr<ID3D10RenderTargetView> mRTView;
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nsRefPtr<IDXGISwapChain> mSwapChain;
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nsIWidget *mWidget;
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CallbackInfo mCurrentCallbackInfo;
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nsIntSize mViewport;
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/*
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* Context target, NULL when drawing directly to our swap chain.
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*/
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nsRefPtr<gfxContext> mTarget;
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/*
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* Copies the content of our backbuffer to the set transaction target.
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*/
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void PaintToTarget();
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};
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/*
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* General information and tree management for OGL layers.
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*/
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class LayerD3D10
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{
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public:
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LayerD3D10(LayerManagerD3D10 *aManager);
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virtual LayerD3D10 *GetFirstChildD3D10() { return nsnull; }
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void SetFirstChild(LayerD3D10 *aParent);
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virtual Layer* GetLayer() = 0;
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/**
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* This will render a child layer to whatever render target is currently
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* active.
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*/
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virtual void RenderLayer() = 0;
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virtual void Validate() {}
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ID3D10Device1 *device() const { return mD3DManager->device(); }
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ID3D10Effect *effect() const { return mD3DManager->effect(); }
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/* Called by the layer manager when it's destroyed */
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virtual void LayerManagerDestroyed() {}
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void SetEffectTransformAndOpacity()
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{
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Layer* layer = GetLayer();
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const gfx3DMatrix& transform = layer->GetEffectiveTransform();
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void* raw = &const_cast<gfx3DMatrix&>(transform)._11;
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effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
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effect()->GetVariableByName("fLayerOpacity")->AsScalar()->SetFloat(layer->GetEffectiveOpacity());
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}
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protected:
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LayerManagerD3D10 *mD3DManager;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_LAYERMANAGERD3D9_H */
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