/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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 * Version: MPL 1.1/GPL 2.0/LGPL 2.1
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 * 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
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 * 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.
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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.
 * 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>
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#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(false)
    , mNeedsYFlip(false)
    , mHasAlpha(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 */
