gecko-dev/gfx/layers/D3D11ShareHandleImage.h
Daniel Holbert 126bd9e1a4 Bug 1412427 part 8: (automated patch) Switch a bunch of C++ files in gfx to use our standard mode lines. r=jrmuizel
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py

For every file that is modified in this patch, the changes are as follows:
 (1) The patch changes the file to use the exact C++ mode lines from the
     Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line

 (2) The patch deletes any blank lines between the mode line & the MPL
     boilerplate comment.

 (3) If the file previously had the mode lines and MPL boilerplate in a
     single contiguous C++ comment, then the patch splits them into
     separate C++ comments, to match the boilerplate in the coding style.

MozReview-Commit-ID: 77D61xpSmIl

--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
2017-10-27 16:10:06 -07:00

74 lines
2.4 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GFX_D311_SHARE_HANDLE_IMAGE_H
#define GFX_D311_SHARE_HANDLE_IMAGE_H
#include "mozilla/RefPtr.h"
#include "ImageContainer.h"
#include "d3d11.h"
#include "mozilla/layers/TextureClient.h"
#include "mozilla/layers/TextureD3D11.h"
#include "mozilla/layers/TextureClientRecycleAllocator.h"
namespace mozilla {
namespace layers {
class D3D11RecycleAllocator : public TextureClientRecycleAllocator
{
public:
explicit D3D11RecycleAllocator(KnowsCompositor* aAllocator,
ID3D11Device* aDevice)
: TextureClientRecycleAllocator(aAllocator)
, mDevice(aDevice)
{}
already_AddRefed<TextureClient>
CreateOrRecycleClient(gfx::SurfaceFormat aFormat,
const gfx::IntSize& aSize);
protected:
virtual already_AddRefed<TextureClient>
Allocate(gfx::SurfaceFormat aFormat,
gfx::IntSize aSize,
BackendSelector aSelector,
TextureFlags aTextureFlags,
TextureAllocationFlags aAllocFlags) override;
RefPtr<ID3D11Device> mDevice;
};
// Image class that wraps a ID3D11Texture2D. This class copies the image
// passed into SetData(), so that it can be accessed from other D3D devices.
// This class also manages the synchronization of the copy, to ensure the
// resource is ready to use.
class D3D11ShareHandleImage final : public Image {
public:
D3D11ShareHandleImage(const gfx::IntSize& aSize,
const gfx::IntRect& aRect);
~D3D11ShareHandleImage() override {}
bool AllocateTexture(D3D11RecycleAllocator* aAllocator, ID3D11Device* aDevice);
gfx::IntSize GetSize() override;
virtual already_AddRefed<gfx::SourceSurface> GetAsSourceSurface() override;
virtual TextureClient* GetTextureClient(KnowsCompositor* aForwarder) override;
virtual gfx::IntRect GetPictureRect() override { return mPictureRect; }
ID3D11Texture2D* GetTexture() const;
private:
gfx::IntSize mSize;
gfx::IntRect mPictureRect;
RefPtr<TextureClient> mTextureClient;
RefPtr<ID3D11Texture2D> mTexture;
};
} // namepace layers
} // namespace mozilla
#endif // GFX_D3DSURFACEIMAGE_H