gecko-dev/gfx/layers/ipc/ShadowLayerUtilsD3D10.cpp
2011-10-17 10:59:28 -04:00

129 lines
3.9 KiB
C++

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