fune/gfx/layers/mlgpu/MaskOperation.h
Daniel Holbert 126bd9e1a4 Bug 1412427 part 8: (automated patch) Switch a bunch of C++ files in gfx to use our standard mode lines. r=jrmuizel
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py

For every file that is modified in this patch, the changes are as follows:
 (1) The patch changes the file to use the exact C++ mode lines from the
     Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line

 (2) The patch deletes any blank lines between the mode line & the MPL
     boilerplate comment.

 (3) If the file previously had the mode lines and MPL boilerplate in a
     single contiguous C++ comment, then the patch splits them into
     separate C++ comments, to match the boilerplate in the coding style.

MozReview-Commit-ID: 77D61xpSmIl

--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
2017-10-27 16:10:06 -07:00

100 lines
2.5 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_gfx_layers_mlgpu_MaskOperation_h
#define mozilla_gfx_layers_mlgpu_MaskOperation_h
#include "mozilla/RefPtr.h"
#include "mozilla/gfx/Rect.h"
#include "SharedBufferMLGPU.h"
#include <vector>
namespace mozilla {
namespace layers {
class FrameBuilder;
class Layer;
class MLGDevice;
class MLGRenderTarget;
class MLGTexture;
class TextureSource;
class MaskOperation
{
NS_INLINE_DECL_REFCOUNTING(MaskOperation)
public:
// For when the exact texture is known ahead of time.
MaskOperation(FrameBuilder* aBuilder, MLGTexture* aSource);
// Return the mask rectangle in screen coordinates. This function takes a
// layer because a single-texture mask operation is not dependent on a
// specific mask transform. (Multiple mask layer operations are, and they
// ignore the layer parameter).
virtual gfx::Rect ComputeMaskRect(Layer* aLayer) const;
MLGTexture* GetTexture() const {
return mTexture;
}
bool IsEmpty() const {
return !mTexture;
}
protected:
explicit MaskOperation(FrameBuilder* aBuilder);
virtual ~MaskOperation();
protected:
RefPtr<MLGTexture> mTexture;
};
struct MaskTexture
{
MaskTexture() : mSource(nullptr)
{}
MaskTexture(const gfx::Rect& aRect, TextureSource* aSource)
: mRect(aRect), mSource(aSource)
{}
bool operator <(const MaskTexture& aOther) const;
gfx::Rect mRect;
RefPtr<TextureSource> mSource;
};
typedef std::vector<MaskTexture> MaskTextureList;
class MaskCombineOperation final : public MaskOperation
{
public:
explicit MaskCombineOperation(FrameBuilder* aBuilder);
~MaskCombineOperation() override;
void Init(const MaskTextureList& aTextures);
void PrepareForRendering();
void Render();
gfx::Rect ComputeMaskRect(Layer* aLayer) const override {
return mArea;
}
private:
FrameBuilder* mBuilder;
gfx::Rect mArea;
MaskTextureList mTextures;
RefPtr<MLGRenderTarget> mTarget;
std::vector<VertexBufferSection> mInputBuffers;
};
RefPtr<TextureSource> GetMaskLayerTexture(Layer* aLayer);
void AppendToMaskTextureList(MaskTextureList& aList, Layer* aLayer);
} // namespace layers
} // namespace mozilla
#endif // mozilla_gfx_layers_mlgpu_MaskOperation_h