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e4e2da55c9
The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi
91 lines
2.8 KiB
C++
91 lines
2.8 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_GFX_SOURCESURFACED2DTARGET_H_
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#define MOZILLA_GFX_SOURCESURFACED2DTARGET_H_
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#include "2D.h"
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#include "HelpersD2D.h"
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#include <vector>
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#include <d3d10_1.h>
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namespace mozilla {
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namespace gfx {
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class DrawTargetD2D;
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class SourceSurfaceD2DTarget : public SourceSurface
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{
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public:
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MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(SourceSurfaceD2DTarget)
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SourceSurfaceD2DTarget(DrawTargetD2D* aDrawTarget, ID3D10Texture2D* aTexture,
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SurfaceFormat aFormat);
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~SourceSurfaceD2DTarget();
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virtual SurfaceType GetType() const { return SurfaceType::D2D1_DRAWTARGET; }
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virtual IntSize GetSize() const;
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virtual SurfaceFormat GetFormat() const;
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virtual already_AddRefed<DataSourceSurface> GetDataSurface();
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virtual void *GetNativeSurface(NativeSurfaceType aType);
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DrawTargetD2D* GetDT() { return mDrawTarget; }
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ID2D1Bitmap *GetBitmap(ID2D1RenderTarget *aRT);
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private:
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friend class DrawTargetD2D;
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ID3D10ShaderResourceView *GetSRView();
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// This function is called by the draw target this texture belongs to when
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// it is about to be changed. The texture will be required to make a copy
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// of itself when this happens.
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void DrawTargetWillChange();
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// This will mark the surface as no longer depending on its drawtarget,
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// this may happen on destruction or copying.
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void MarkIndependent();
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RefPtr<ID3D10ShaderResourceView> mSRView;
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RefPtr<ID2D1Bitmap> mBitmap;
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// Non-null if this is a "lazy copy" of the given draw target.
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// Null if we've made a copy. The target is not kept alive, otherwise we'd
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// have leaks since it might keep us alive. If the target is destroyed, it
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// will notify us.
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DrawTargetD2D* mDrawTarget;
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mutable RefPtr<ID3D10Texture2D> mTexture;
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SurfaceFormat mFormat;
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bool mOwnsCopy;
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};
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class DataSourceSurfaceD2DTarget : public DataSourceSurface
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{
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public:
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MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(DataSourceSurfaceD2DTarget)
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DataSourceSurfaceD2DTarget(SurfaceFormat aFormat);
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~DataSourceSurfaceD2DTarget();
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virtual SurfaceType GetType() const { return SurfaceType::DATA; }
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virtual IntSize GetSize() const;
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virtual SurfaceFormat GetFormat() const;
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virtual uint8_t *GetData();
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virtual int32_t Stride();
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virtual bool Map(MapType, MappedSurface *aMappedSurface);
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virtual void Unmap();
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private:
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friend class SourceSurfaceD2DTarget;
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void EnsureMapped();
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mutable RefPtr<ID3D10Texture2D> mTexture;
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SurfaceFormat mFormat;
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D3D10_MAPPED_TEXTURE2D mMap;
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bool mMapped;
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};
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}
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}
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#endif /* MOZILLA_GFX_SOURCESURFACED2DTARGET_H_ */
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