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01583602a9
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 --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
91 lines
3.1 KiB
C++
91 lines
3.1 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* vim: set ts=8 sts=4 et sw=4 tw=80: */
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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 GLREADTEXIMAGEHELPER_H_
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#define GLREADTEXIMAGEHELPER_H_
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#include "GLContextTypes.h"
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#include "mozilla/Attributes.h"
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#include "nsSize.h"
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#include "nsAutoPtr.h"
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#include "mozilla/RefPtr.h"
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#include "mozilla/gfx/Types.h"
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namespace mozilla {
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namespace gfx {
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class DataSourceSurface;
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} // namespace gfx
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namespace gl {
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// Returns true if the `dest{Format,Type}` are the same as the
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// `read{Format,Type}`.
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bool GetActualReadFormats(GLContext* gl,
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GLenum destFormat, GLenum destType,
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GLenum* out_readFormat, GLenum* out_readType);
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void ReadPixelsIntoDataSurface(GLContext* aGL,
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gfx::DataSourceSurface* aSurface);
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already_AddRefed<gfx::DataSourceSurface>
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ReadBackSurface(GLContext* gl, GLuint aTexture, bool aYInvert, gfx::SurfaceFormat aFormat);
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already_AddRefed<gfx::DataSourceSurface>
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YInvertImageSurface(gfx::DataSourceSurface* aSurf);
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void
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SwapRAndBComponents(gfx::DataSourceSurface* surf);
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class GLReadTexImageHelper final
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{
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// The GLContext is the sole owner of the GLBlitHelper.
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GLContext* mGL;
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GLuint mPrograms[4];
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GLuint TextureImageProgramFor(GLenum aTextureTarget, int aShader);
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bool DidGLErrorOccur(const char* str);
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public:
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explicit GLReadTexImageHelper(GLContext* gl);
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~GLReadTexImageHelper();
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/**
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* Read the image data contained in aTexture, and return it as an ImageSurface.
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* If GL_RGBA is given as the format, a gfxImageFormat::ARGB32 surface is returned.
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* Not implemented yet:
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* If GL_RGB is given as the format, a gfxImageFormat::RGB24 surface is returned.
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* If GL_LUMINANCE is given as the format, a gfxImageFormat::A8 surface is returned.
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*
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* THIS IS EXPENSIVE. It is ridiculously expensive. Only do this
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* if you absolutely positively must, and never in any performance
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* critical path.
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*
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* NOTE: aShaderProgram is really mozilla::layers::ShaderProgramType. It is
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* passed as int to eliminate including LayerManagerOGLProgram.h here.
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*/
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already_AddRefed<gfx::DataSourceSurface> ReadTexImage(GLuint aTextureId,
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GLenum aTextureTarget,
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const gfx::IntSize& aSize,
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/* ShaderProgramType */ int aShaderProgram,
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bool aYInvert = false);
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bool ReadTexImage(gfx::DataSourceSurface* aDest,
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GLuint aTextureId,
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GLenum aTextureTarget,
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const gfx::IntSize& aSize,
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int aShaderProgram,
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bool aYInvert = false);
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};
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} // namespace gl
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} // namespace mozilla
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#endif
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