gfx/layers/d3d9/ShadowBufferD3D9.cpp
author Kyle Huey <khuey@kylehuey.com>
Fri, 12 Aug 2011 12:07:09 -0400
changeset 75101 27023581b24ac987d8ccb789b169316addc5fd8a
parent 72731 627489bb6288437a40d3b10ae9c2aa7c9a26c5c1
child 81056 a56d922453c736da7b5a27b10857a18dec741f33
permissions -rw-r--r--
Bug 678479: Add a makefile target in xpcom/ to regenerate the IDL parser. r=ted

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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 * The Original Code is Mozilla Corporation code.
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 * The Initial Developer of the Original Code is Mozilla Foundation.
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 * Contributor(s):
 *  Benoit Girard <bgirard@mozilla.com>
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#include "LayerManagerD3D9.h"
#include "ShadowBufferD3D9.h"

#include "gfxWindowsSurface.h"
#include "gfxWindowsPlatform.h"


namespace mozilla {
namespace layers {

void 
ShadowBufferD3D9::Upload(gfxASurface* aUpdate, 
                         const nsIntRect& aVisibleRect)
{

  gfxIntSize size = aUpdate->GetSize();

  if (GetSize() != nsIntSize(size.width, size.height)) {
    mLayer->device()->CreateTexture(size.width, size.height, 1,
                          D3DUSAGE_DYNAMIC,
                          D3DFMT_A8R8G8B8,
                          D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);

    mTextureRect = aVisibleRect;
  }

  LockTextureRectD3D9 textureLock(mTexture);
  if (!textureLock.HasLock()) {
    NS_WARNING("Failed to lock ShadowBufferD3D9 texture.");
    return;
  }

  D3DLOCKED_RECT r = textureLock.GetLockRect();

  nsRefPtr<gfxImageSurface> imgSurface =
    new gfxImageSurface((unsigned char *)r.pBits,
                        GetSize(),
                        r.Pitch,
                        gfxASurface::ImageFormatARGB32);

  nsRefPtr<gfxContext> context = new gfxContext(imgSurface);
  context->SetSource(aUpdate);
  context->SetOperator(gfxContext::OPERATOR_SOURCE);
  context->Paint();

  imgSurface = NULL;
}

void 
ShadowBufferD3D9::RenderTo(LayerManagerD3D9 *aD3DManager, 
                           const nsIntRegion& aVisibleRegion)
{
  mLayer->SetShaderTransformAndOpacity();

  aD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
  mLayer->device()->SetTexture(0, mTexture);

  nsIntRegionRectIterator iter(aVisibleRegion);

  const nsIntRect *iterRect;
  while ((iterRect = iter.Next())) {
    mLayer->device()->SetVertexShaderConstantF(CBvLayerQuad,
                                       ShaderConstantRect(iterRect->x,
                                                          iterRect->y,
                                                          iterRect->width,
                                                          iterRect->height),
                                       1);

    mLayer->device()->SetVertexShaderConstantF(CBvTextureCoords,
      ShaderConstantRect(
        (float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width,
        (float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height,
        (float)iterRect->width / (float)mTextureRect.width,
        (float)iterRect->height / (float)mTextureRect.height), 1);

    mLayer->device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
  }
}

} /* namespace layers */
} /* namespace mozilla */