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115 lines
3.9 KiB
C++
115 lines
3.9 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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 Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (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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* Bas Schouten <bschouten@mozilla.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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#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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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 SURFACE_D2D1_DRAWTARGET; }
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virtual IntSize GetSize() const;
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virtual SurfaceFormat GetFormat() const;
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virtual TemporaryRef<DataSourceSurface> GetDataSurface();
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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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ID2D1Bitmap *GetBitmap(ID2D1RenderTarget *aRT);
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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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};
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class DataSourceSurfaceD2DTarget : public DataSourceSurface
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{
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public:
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DataSourceSurfaceD2DTarget();
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~DataSourceSurfaceD2DTarget();
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virtual SurfaceType GetType() const { return SURFACE_DATA; }
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virtual IntSize GetSize() const;
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virtual SurfaceFormat GetFormat() const;
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virtual unsigned char *GetData();
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virtual int32_t Stride();
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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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