pjs/gfx/layers/d3d10/ImageLayerD3D10.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* 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
* http://www.mozilla.org/MPL/
*
* 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.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.org>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GFX_IMAGELAYERD3D10_H
#define GFX_IMAGELAYERD3D10_H
#include "LayerManagerD3D10.h"
#include "ImageLayers.h"
#include "yuv_convert.h"
namespace mozilla {
namespace layers {
class THEBES_API ImageContainerD3D10 : public ImageContainer
{
public:
ImageContainerD3D10(ID3D10Device1 *aDevice);
virtual ~ImageContainerD3D10() {}
virtual already_AddRefed<Image> CreateImage(const Image::Format* aFormats,
PRUint32 aNumFormats);
virtual void SetCurrentImage(Image* aImage);
virtual already_AddRefed<Image> GetCurrentImage();
virtual already_AddRefed<gfxASurface> GetCurrentAsSurface(gfxIntSize* aSize);
virtual gfxIntSize GetCurrentSize();
virtual PRBool SetLayerManager(LayerManager *aManager);
virtual LayerManager::LayersBackend GetBackendType() { return LayerManager::LAYERS_D3D10; }
ID3D10Device1 *device() { return mDevice; }
void SetDevice(ID3D10Device1 *aDevice) { mDevice = aDevice; }
private:
nsRefPtr<Image> mActiveImage;
nsRefPtr<ID3D10Device1> mDevice;
};
class THEBES_API ImageLayerD3D10 : public ImageLayer,
public LayerD3D10
{
public:
ImageLayerD3D10(LayerManagerD3D10 *aManager)
: ImageLayer(aManager, NULL)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
// LayerD3D10 Implementation
virtual Layer* GetLayer();
virtual void RenderLayer();
};
class THEBES_API ImageD3D10
{
public:
virtual already_AddRefed<gfxASurface> GetAsSurface() = 0;
};
class THEBES_API PlanarYCbCrImageD3D10 : public PlanarYCbCrImage,
public ImageD3D10
{
public:
PlanarYCbCrImageD3D10(ID3D10Device1 *aDevice);
~PlanarYCbCrImageD3D10() {}
virtual void SetData(const Data &aData);
/*
* Upload the data from out mData into our textures. For now we use this to
* make sure the textures are created and filled on the main thread.
*/
void AllocateTextures();
PRBool HasData() { return mHasData; }
virtual already_AddRefed<gfxASurface> GetAsSurface();
nsAutoArrayPtr<PRUint8> mBuffer;
nsRefPtr<ID3D10Device1> mDevice;
Data mData;
gfxIntSize mSize;
nsRefPtr<ID3D10Texture2D> mYTexture;
nsRefPtr<ID3D10Texture2D> mCrTexture;
nsRefPtr<ID3D10Texture2D> mCbTexture;
nsRefPtr<ID3D10ShaderResourceView> mYView;
nsRefPtr<ID3D10ShaderResourceView> mCbView;
nsRefPtr<ID3D10ShaderResourceView> mCrView;
PRPackedBool mHasData;
gfx::YUVType mType;
};
class THEBES_API CairoImageD3D10 : public CairoImage,
public ImageD3D10
{
public:
CairoImageD3D10(ID3D10Device1 *aDevice)
: CairoImage(static_cast<ImageD3D10*>(this))
, mDevice(aDevice)
, mHasAlpha(true)
{ }
~CairoImageD3D10();
virtual void SetData(const Data &aData);
virtual already_AddRefed<gfxASurface> GetAsSurface();
nsRefPtr<ID3D10Device1> mDevice;
nsRefPtr<ID3D10Texture2D> mTexture;
nsRefPtr<ID3D10ShaderResourceView> mSRView;
gfxIntSize mSize;
bool mHasAlpha;
};
} /* layers */
} /* mozilla */
#endif /* GFX_IMAGELAYERD3D10_H */