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2a602a5685
Landing on a CLOSED TREE
129 lines
3.9 KiB
C++
129 lines
3.9 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* vim: sw=2 ts=8 et :
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*/
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at:
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Code.
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*
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* The Initial Developer of the Original Code is
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* The Mozilla Foundation
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* Portions created by the Initial Developer are Copyrigght (C) 2011
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Chris Jones <jones.chris.g@gmail.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include <d3d10_1.h>
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#include <dxgi.h>
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#include "mozilla/layers/PLayers.h"
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#include "ShadowLayers.h"
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namespace mozilla {
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namespace layers {
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// Platform-specific shadow-layers interfaces. See ShadowLayers.h.
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// D3D10 doesn't need all these yet.
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bool
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ShadowLayerForwarder::PlatformAllocDoubleBuffer(const gfxIntSize&,
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gfxASurface::gfxContentType,
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SurfaceDescriptor*,
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SurfaceDescriptor*)
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{
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return false;
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}
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bool
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ShadowLayerForwarder::PlatformAllocBuffer(const gfxIntSize&,
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gfxASurface::gfxContentType,
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SurfaceDescriptor*)
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{
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return false;
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}
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/*static*/ already_AddRefed<gfxASurface>
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ShadowLayerForwarder::PlatformOpenDescriptor(const SurfaceDescriptor&)
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{
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return nsnull;
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}
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bool
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ShadowLayerForwarder::PlatformDestroySharedSurface(SurfaceDescriptor*)
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{
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return false;
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}
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/*static*/ void
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ShadowLayerForwarder::PlatformSyncBeforeUpdate()
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{
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}
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bool
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ShadowLayerManager::PlatformDestroySharedSurface(SurfaceDescriptor*)
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{
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return false;
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}
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/*static*/ void
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ShadowLayerManager::PlatformSyncBeforeReplyUpdate()
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{
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}
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bool
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GetDescriptor(ID3D10Texture2D* aTexture, SurfaceDescriptorD3D10* aDescr)
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{
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NS_ABORT_IF_FALSE(aTexture && aDescr, "Params must be nonnull");
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HRESULT hr;
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IDXGIResource* dr = nsnull;
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hr = aTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&dr);
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if (!SUCCEEDED(hr) || !dr)
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return false;
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hr = dr->GetSharedHandle(reinterpret_cast<HANDLE*>(&aDescr->handle()));
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return !!SUCCEEDED(hr);
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}
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already_AddRefed<ID3D10Texture2D>
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OpenForeign(ID3D10Device* aDevice, const SurfaceDescriptorD3D10& aDescr)
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{
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HRESULT hr;
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ID3D10Texture2D* tex = nsnull;
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hr = aDevice->OpenSharedResource(reinterpret_cast<HANDLE>(aDescr.handle()),
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__uuidof(ID3D10Texture2D),
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(void**)&tex);
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if (!SUCCEEDED(hr) || !tex)
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return nsnull;
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// XXX FIXME TODO do we need this???
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return nsRefPtr<ID3D10Texture2D>(tex).forget();
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}
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} // namespace layers
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} // namespace mozilla
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