/* -*- 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 * * 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 CreateImage(const Image::Format* aFormats, PRUint32 aNumFormats); virtual void SetCurrentImage(Image* aImage); virtual already_AddRefed GetCurrentImage(); virtual already_AddRefed GetCurrentAsSurface(gfxIntSize* aSize); virtual gfxIntSize GetCurrentSize(); virtual bool SetLayerManager(LayerManager *aManager); virtual LayerManager::LayersBackend GetBackendType() { return LayerManager::LAYERS_D3D10; } ID3D10Device1 *device() { return mDevice; } void SetDevice(ID3D10Device1 *aDevice) { mDevice = aDevice; } private: nsRefPtr mActiveImage; nsRefPtr mDevice; }; class THEBES_API ImageLayerD3D10 : public ImageLayer, public LayerD3D10 { public: ImageLayerD3D10(LayerManagerD3D10 *aManager) : ImageLayer(aManager, NULL) , LayerD3D10(aManager) { mImplData = static_cast(this); } // LayerD3D10 Implementation virtual Layer* GetLayer(); virtual void RenderLayer(); }; class THEBES_API ImageD3D10 { public: virtual already_AddRefed 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(); bool HasData() { return mHasData; } PRUint32 GetDataSize() { return mBuffer ? mBufferSize : 0; } virtual already_AddRefed GetAsSurface(); nsAutoArrayPtr mBuffer; PRUint32 mBufferSize; nsRefPtr mDevice; Data mData; gfxIntSize mSize; nsRefPtr mYTexture; nsRefPtr mCrTexture; nsRefPtr mCbTexture; nsRefPtr mYView; nsRefPtr mCbView; nsRefPtr mCrView; bool mHasData; }; class THEBES_API CairoImageD3D10 : public CairoImage, public ImageD3D10 { public: CairoImageD3D10(ID3D10Device1 *aDevice) : CairoImage(static_cast(this)) , mDevice(aDevice) , mHasAlpha(true) { } ~CairoImageD3D10(); virtual void SetData(const Data &aData); virtual already_AddRefed GetAsSurface(); nsRefPtr mDevice; nsRefPtr mTexture; nsRefPtr mSRView; gfxIntSize mSize; bool mHasAlpha; }; } /* layers */ } /* mozilla */ #endif /* GFX_IMAGELAYERD3D10_H */