pjs/gfx/layers/d3d9/ImageLayerD3D9.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_IMAGELAYERD3D9_H
#define GFX_IMAGELAYERD3D9_H
#include "LayerManagerD3D9.h"
#include "ImageLayers.h"
#include "yuv_convert.h"
namespace mozilla {
namespace layers {
class ShadowBufferD3D9;
class THEBES_API ImageContainerD3D9 : public ImageContainer
{
public:
ImageContainerD3D9(IDirect3DDevice9 *aDevice);
virtual ~ImageContainerD3D9() {}
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 bool SetLayerManager(LayerManager *aManager);
virtual LayerManager::LayersBackend GetBackendType() { return LayerManager::LAYERS_D3D9; }
IDirect3DDevice9 *device() { return mDevice; }
void SetDevice(IDirect3DDevice9 *aDevice) { mDevice = aDevice; }
private:
nsRefPtr<Image> mActiveImage;
nsRefPtr<IDirect3DDevice9> mDevice;
};
class THEBES_API ImageLayerD3D9 : public ImageLayer,
public LayerD3D9
{
public:
ImageLayerD3D9(LayerManagerD3D9 *aManager)
: ImageLayer(aManager, NULL)
, LayerD3D9(aManager)
{
mImplData = static_cast<LayerD3D9*>(this);
}
// LayerD3D9 Implementation
virtual Layer* GetLayer();
virtual void RenderLayer();
};
class THEBES_API ImageD3D9
{
public:
virtual already_AddRefed<gfxASurface> GetAsSurface() = 0;
};
class THEBES_API PlanarYCbCrImageD3D9 : public PlanarYCbCrImage,
public ImageD3D9
{
public:
PlanarYCbCrImageD3D9();
~PlanarYCbCrImageD3D9() {}
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(IDirect3DDevice9 *aDevice);
/*
* XXX
* Free the textures, we call this from the main thread when we're done
* drawing this frame. We cannot free this from the constructor since it may
* be destroyed off the main-thread and might not be able to properly clean
* up its textures
*/
void FreeTextures();
bool HasData() { return mHasData; }
PRUint32 GetDataSize() { return mBuffer ? mBufferSize : 0; }
virtual already_AddRefed<gfxASurface> GetAsSurface();
nsAutoArrayPtr<PRUint8> mBuffer;
PRUint32 mBufferSize;
LayerManagerD3D9 *mManager;
Data mData;
gfxIntSize mSize;
nsRefPtr<IDirect3DTexture9> mYTexture;
nsRefPtr<IDirect3DTexture9> mCrTexture;
nsRefPtr<IDirect3DTexture9> mCbTexture;
bool mHasData;
};
class THEBES_API CairoImageD3D9 : public CairoImage,
public ImageD3D9
{
public:
CairoImageD3D9(IDirect3DDevice9 *aDevice)
: CairoImage(static_cast<ImageD3D9*>(this))
, mDevice(aDevice)
{ }
~CairoImageD3D9();
virtual void SetData(const Data &aData);
virtual already_AddRefed<gfxASurface> GetAsSurface();
IDirect3DDevice9 *device() { return mDevice; }
void SetDevice(IDirect3DDevice9 *aDevice);
/**
* Uploading a texture may fail if the screen is locked. If this happens,
* we need to save the backing surface and retry when we are asked to paint.
*/
virtual IDirect3DTexture9* GetOrCreateTexture();
const gfxIntSize& GetSize() { return mSize; }
bool HasAlpha() {
return mCachedSurface->GetContentType() ==
gfxASurface::CONTENT_COLOR_ALPHA;
}
private:
gfxIntSize mSize;
nsRefPtr<gfxASurface> mCachedSurface;
nsRefPtr<IDirect3DDevice9> mDevice;
nsRefPtr<IDirect3DTexture9> mTexture;
LayerManagerD3D9 *mManager;
};
class ShadowImageLayerD3D9 : public ShadowImageLayer,
public LayerD3D9
{
public:
ShadowImageLayerD3D9(LayerManagerD3D9* aManager);
virtual ~ShadowImageLayerD3D9();
// ShadowImageLayer impl
virtual void Swap(const SharedImage& aFront,
SharedImage* aNewBack);
virtual void Disconnect();
// LayerD3D9 impl
virtual void Destroy();
virtual Layer* GetLayer();
virtual void RenderLayer();
private:
nsRefPtr<ShadowBufferD3D9> mBuffer;
nsRefPtr<PlanarYCbCrImageD3D9> mYCbCrImage;
};
} /* layers */
} /* mozilla */
#endif /* GFX_IMAGELAYERD3D9_H */