author Jeff Muizelaar <>
Fri, 13 Apr 2012 14:56:51 -0400
changeset 91758 773b2db48d0cbb43eb33896b2073e27cf8dfbecb
parent 89293 17c65d32c7b891e70435561b965b71c355bd28ac
child 92927 563f352362d72816407ee377bb2dd19f3cceaf3c
child 105989 7d23c3ea2afe4f01716d32f376176036151c6419
permissions -rw-r--r--
Bug 735262. Make leaf address printing saner. r=bgirard We don't need to store an mLeafAddress field for each profile entry. Instead just add a 'l' tag for the leaf entries.

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
 * ***** 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
 * 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 Corporation code.
 * The Initial Developer of the Original Code is Mozilla Foundation.
 * Portions created by the Initial Developer are Copyright (C) 2009
 * the Initial Developer. All Rights Reserved.
 * Contributor(s):
 *   Bas Schouten <>
 * 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
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 * the provisions above, a recipient may use your version of this file under
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 * ***** END LICENSE BLOCK ***** */


#include "LayerManagerD3D10.h"
#include "ImageLayers.h"
#include "yuv_convert.h"

namespace mozilla {
namespace layers {

class THEBES_API ImageLayerD3D10 : public ImageLayer,
                                   public LayerD3D10
  ImageLayerD3D10(LayerManagerD3D10 *aManager)
    : ImageLayer(aManager, NULL)
    , LayerD3D10(aManager)
    mImplData = static_cast<LayerD3D10*>(this);

  // LayerD3D10 Implementation
  virtual Layer* GetLayer();

  virtual void RenderLayer();

  void AllocateTexturesYCbCr(PlanarYCbCrImage *aImage);

struct PlanarYCbCrD3D10BackendData : public ImageBackendData
  nsRefPtr<ID3D10Texture2D> mYTexture;
  nsRefPtr<ID3D10Texture2D> mCrTexture;
  nsRefPtr<ID3D10Texture2D> mCbTexture;
  nsRefPtr<ID3D10ShaderResourceView> mYView;
  nsRefPtr<ID3D10ShaderResourceView> mCbView;
  nsRefPtr<ID3D10ShaderResourceView> mCrView;

struct TextureD3D10BackendData : public ImageBackendData
  nsRefPtr<ID3D10Texture2D> mTexture;
  nsRefPtr<ID3D10ShaderResourceView> mSRView;

} /* layers */
} /* mozilla */
#endif /* GFX_IMAGELAYERD3D10_H */