/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** 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) 2011 * 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 MOZILLA_GFX_SOURCESURFACED2DTARGET_H_ #define MOZILLA_GFX_SOURCESURFACED2DTARGET_H_ #include "2D.h" #include "HelpersD2D.h" #include #include namespace mozilla { namespace gfx { class DrawTargetD2D; class SourceSurfaceD2DTarget : public SourceSurface { public: SourceSurfaceD2DTarget(DrawTargetD2D* aDrawTarget, ID3D10Texture2D* aTexture, SurfaceFormat aFormat); ~SourceSurfaceD2DTarget(); virtual SurfaceType GetType() const { return SURFACE_D2D1_DRAWTARGET; } virtual IntSize GetSize() const; virtual SurfaceFormat GetFormat() const; virtual TemporaryRef GetDataSurface(); private: friend class DrawTargetD2D; ID3D10ShaderResourceView *GetSRView(); // This function is called by the draw target this texture belongs to when // it is about to be changed. The texture will be required to make a copy // of itself when this happens. void DrawTargetWillChange(); // This will mark the surface as no longer depending on its drawtarget, // this may happen on destruction or copying. void MarkIndependent(); ID2D1Bitmap *GetBitmap(ID2D1RenderTarget *aRT); RefPtr mSRView; RefPtr mBitmap; // Non-null if this is a "lazy copy" of the given draw target. // Null if we've made a copy. The target is not kept alive, otherwise we'd // have leaks since it might keep us alive. If the target is destroyed, it // will notify us. DrawTargetD2D* mDrawTarget; mutable RefPtr mTexture; SurfaceFormat mFormat; }; class DataSourceSurfaceD2DTarget : public DataSourceSurface { public: DataSourceSurfaceD2DTarget(); ~DataSourceSurfaceD2DTarget(); virtual SurfaceType GetType() const { return SURFACE_DATA; } virtual IntSize GetSize() const; virtual SurfaceFormat GetFormat() const; virtual unsigned char *GetData(); virtual int32_t Stride(); private: friend class SourceSurfaceD2DTarget; void EnsureMapped(); mutable RefPtr mTexture; SurfaceFormat mFormat; D3D10_MAPPED_TEXTURE2D mMap; bool mMapped; }; } } #endif /* MOZILLA_GFX_SOURCESURFACED2DTARGET_H_ */