/* -*- 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_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 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_D3D9; } IDirect3DDevice9 *device() { return mDevice; } void SetDevice(IDirect3DDevice9 *aDevice) { mDevice = aDevice; } private: nsRefPtr mActiveImage; nsRefPtr mDevice; }; class THEBES_API ImageLayerD3D9 : public ImageLayer, public LayerD3D9 { public: ImageLayerD3D9(LayerManagerD3D9 *aManager) : ImageLayer(aManager, NULL) , LayerD3D9(aManager) { mImplData = static_cast(this); } // LayerD3D9 Implementation virtual Layer* GetLayer(); virtual void RenderLayer(); }; class THEBES_API ImageD3D9 { public: virtual already_AddRefed 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 GetAsSurface(); nsAutoArrayPtr mBuffer; PRUint32 mBufferSize; LayerManagerD3D9 *mManager; Data mData; gfxIntSize mSize; nsRefPtr mYTexture; nsRefPtr mCrTexture; nsRefPtr mCbTexture; bool mHasData; }; class THEBES_API CairoImageD3D9 : public CairoImage, public ImageD3D9 { public: CairoImageD3D9(IDirect3DDevice9 *aDevice) : CairoImage(static_cast(this)) , mDevice(aDevice) { } ~CairoImageD3D9(); virtual void SetData(const Data &aData); virtual already_AddRefed 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 mCachedSurface; nsRefPtr mDevice; nsRefPtr 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 mBuffer; nsRefPtr mYCbCrImage; }; } /* layers */ } /* mozilla */ #endif /* GFX_IMAGELAYERD3D9_H */