зеркало из https://github.com/mozilla/gecko-dev.git
208 строки
6.0 KiB
C++
208 строки
6.0 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.org>
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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_IMAGELAYERD3D9_H
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#define GFX_IMAGELAYERD3D9_H
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#include "LayerManagerD3D9.h"
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#include "ImageLayers.h"
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#include "yuv_convert.h"
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namespace mozilla {
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namespace layers {
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class ShadowBufferD3D9;
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class THEBES_API ImageContainerD3D9 : public ImageContainer
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{
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public:
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ImageContainerD3D9(IDirect3DDevice9 *aDevice);
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virtual ~ImageContainerD3D9() {}
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virtual already_AddRefed<Image> CreateImage(const Image::Format* aFormats,
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PRUint32 aNumFormats);
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virtual void SetCurrentImage(Image* aImage);
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virtual already_AddRefed<Image> GetCurrentImage();
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virtual already_AddRefed<gfxASurface> GetCurrentAsSurface(gfxIntSize* aSize);
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virtual gfxIntSize GetCurrentSize();
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virtual bool SetLayerManager(LayerManager *aManager);
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virtual LayerManager::LayersBackend GetBackendType() { return LayerManager::LAYERS_D3D9; }
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IDirect3DDevice9 *device() { return mDevice; }
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void SetDevice(IDirect3DDevice9 *aDevice) { mDevice = aDevice; }
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private:
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nsRefPtr<Image> mActiveImage;
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nsRefPtr<IDirect3DDevice9> mDevice;
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};
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class THEBES_API ImageLayerD3D9 : public ImageLayer,
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public LayerD3D9
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{
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public:
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ImageLayerD3D9(LayerManagerD3D9 *aManager)
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: ImageLayer(aManager, NULL)
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, LayerD3D9(aManager)
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{
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mImplData = static_cast<LayerD3D9*>(this);
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}
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// LayerD3D9 Implementation
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virtual Layer* GetLayer();
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virtual void RenderLayer();
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};
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class THEBES_API ImageD3D9
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{
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public:
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virtual already_AddRefed<gfxASurface> GetAsSurface() = 0;
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};
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class THEBES_API PlanarYCbCrImageD3D9 : public PlanarYCbCrImage,
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public ImageD3D9
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{
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public:
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PlanarYCbCrImageD3D9();
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~PlanarYCbCrImageD3D9() {}
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virtual void SetData(const Data &aData);
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/*
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* Upload the data from out mData into our textures. For now we use this to
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* make sure the textures are created and filled on the main thread.
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*/
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void AllocateTextures(IDirect3DDevice9 *aDevice);
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/*
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* XXX
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* Free the textures, we call this from the main thread when we're done
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* drawing this frame. We cannot free this from the constructor since it may
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* be destroyed off the main-thread and might not be able to properly clean
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* up its textures
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*/
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void FreeTextures();
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bool HasData() { return mHasData; }
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PRUint32 GetDataSize() { return mBuffer ? mBufferSize : 0; }
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virtual already_AddRefed<gfxASurface> GetAsSurface();
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nsAutoArrayPtr<PRUint8> mBuffer;
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PRUint32 mBufferSize;
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LayerManagerD3D9 *mManager;
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Data mData;
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gfxIntSize mSize;
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nsRefPtr<IDirect3DTexture9> mYTexture;
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nsRefPtr<IDirect3DTexture9> mCrTexture;
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nsRefPtr<IDirect3DTexture9> mCbTexture;
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bool mHasData;
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};
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class THEBES_API CairoImageD3D9 : public CairoImage,
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public ImageD3D9
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{
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public:
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CairoImageD3D9(IDirect3DDevice9 *aDevice)
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: CairoImage(static_cast<ImageD3D9*>(this))
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, mDevice(aDevice)
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{ }
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~CairoImageD3D9();
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virtual void SetData(const Data &aData);
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virtual already_AddRefed<gfxASurface> GetAsSurface();
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IDirect3DDevice9 *device() { return mDevice; }
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void SetDevice(IDirect3DDevice9 *aDevice);
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/**
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* Uploading a texture may fail if the screen is locked. If this happens,
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* we need to save the backing surface and retry when we are asked to paint.
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*/
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virtual IDirect3DTexture9* GetOrCreateTexture();
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const gfxIntSize& GetSize() { return mSize; }
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bool HasAlpha() {
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return mCachedSurface->GetContentType() ==
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gfxASurface::CONTENT_COLOR_ALPHA;
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}
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private:
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gfxIntSize mSize;
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nsRefPtr<gfxASurface> mCachedSurface;
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nsRefPtr<IDirect3DDevice9> mDevice;
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nsRefPtr<IDirect3DTexture9> mTexture;
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LayerManagerD3D9 *mManager;
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};
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class ShadowImageLayerD3D9 : public ShadowImageLayer,
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public LayerD3D9
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{
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public:
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ShadowImageLayerD3D9(LayerManagerD3D9* aManager);
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virtual ~ShadowImageLayerD3D9();
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// ShadowImageLayer impl
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virtual void Swap(const SharedImage& aFront,
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SharedImage* aNewBack);
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virtual void Disconnect();
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// LayerD3D9 impl
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virtual void Destroy();
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virtual Layer* GetLayer();
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virtual void RenderLayer();
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private:
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nsRefPtr<ShadowBufferD3D9> mBuffer;
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nsRefPtr<PlanarYCbCrImageD3D9> mYCbCrImage;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_IMAGELAYERD3D9_H */
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