mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-05 16:46:26 +00:00
812 lines
22 KiB
C++
812 lines
22 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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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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#include "DeviceManagerD3D9.h"
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#include "LayerManagerD3D9Shaders.h"
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#include "ThebesLayerD3D9.h"
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#include "nsIServiceManager.h"
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#include "nsIConsoleService.h"
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#include "nsPrintfCString.h"
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#include "Nv3DVUtils.h"
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#include "plstr.h"
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namespace mozilla {
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namespace layers {
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const LPCWSTR kClassName = L"D3D9WindowClass";
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#define USE_D3D9EX
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typedef IDirect3D9* (WINAPI*Direct3DCreate9Func)(
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UINT SDKVersion
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);
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typedef HRESULT (WINAPI*Direct3DCreate9ExFunc)(
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UINT SDKVersion,
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IDirect3D9Ex **ppD3D
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);
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struct vertex {
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float x, y;
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};
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SwapChainD3D9::SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager)
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: mDeviceManager(aDeviceManager)
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, mWnd(0)
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{
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mDeviceManager->mSwapChains.AppendElement(this);
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}
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SwapChainD3D9::~SwapChainD3D9()
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{
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mDeviceManager->mSwapChains.RemoveElement(this);
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}
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bool
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SwapChainD3D9::Init(HWND hWnd)
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{
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RECT r;
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::GetClientRect(hWnd, &r);
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mWnd = hWnd;
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D3DPRESENT_PARAMETERS pp;
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memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
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pp.BackBufferFormat = D3DFMT_A8R8G8B8;
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pp.SwapEffect = D3DSWAPEFFECT_COPY;
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pp.Windowed = TRUE;
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pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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pp.hDeviceWindow = mWnd;
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if (r.left == r.right || r.top == r.bottom) {
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pp.BackBufferHeight = 1;
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pp.BackBufferWidth = 1;
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}
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HRESULT hr = mDeviceManager->device()->
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CreateAdditionalSwapChain(&pp,
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getter_AddRefs(mSwapChain));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create swap chain for window.");
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return false;
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}
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return true;
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}
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bool
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SwapChainD3D9::PrepareForRendering()
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{
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RECT r;
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if (!::GetClientRect(mWnd, &r)) {
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return false;
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}
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if (!mDeviceManager->VerifyReadyForRendering()) {
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return false;
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}
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if (!mSwapChain) {
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Init(mWnd);
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}
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if (mSwapChain) {
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nsRefPtr<IDirect3DSurface9> backBuffer;
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mSwapChain->GetBackBuffer(0,
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D3DBACKBUFFER_TYPE_MONO,
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getter_AddRefs(backBuffer));
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D3DSURFACE_DESC desc;
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backBuffer->GetDesc(&desc);
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if (desc.Width == r.right - r.left && desc.Height == r.bottom - r.top) {
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mDeviceManager->device()->SetRenderTarget(0, backBuffer);
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return true;
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}
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mSwapChain = nullptr;
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Init(mWnd);
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if (!mSwapChain) {
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return false;
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}
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mSwapChain->GetBackBuffer(0,
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D3DBACKBUFFER_TYPE_MONO,
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getter_AddRefs(backBuffer));
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mDeviceManager->device()->SetRenderTarget(0, backBuffer);
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return true;
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}
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return false;
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}
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void
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SwapChainD3D9::Present(const nsIntRect &aRect)
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{
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RECT r;
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r.left = aRect.x;
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r.top = aRect.y;
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r.right = aRect.XMost();
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r.bottom = aRect.YMost();
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mSwapChain->Present(&r, &r, 0, 0, 0);
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}
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void
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SwapChainD3D9::Reset()
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{
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mSwapChain = nullptr;
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}
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#define HAS_CAP(a, b) (((a) & (b)) == (b))
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#define LACKS_CAP(a, b) !(((a) & (b)) == (b))
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DeviceManagerD3D9::DeviceManagerD3D9()
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: mDeviceResetCount(0)
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, mMaxTextureSize(0)
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, mHasDynamicTextures(false)
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, mDeviceWasRemoved(false)
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{
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}
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DeviceManagerD3D9::~DeviceManagerD3D9()
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{
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LayerManagerD3D9::OnDeviceManagerDestroy(this);
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}
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NS_IMPL_ADDREF(DeviceManagerD3D9)
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NS_IMPL_RELEASE(DeviceManagerD3D9)
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bool
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DeviceManagerD3D9::Init()
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{
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WNDCLASSW wc;
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HRESULT hr;
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if (!GetClassInfoW(GetModuleHandle(NULL), kClassName, &wc)) {
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ZeroMemory(&wc, sizeof(WNDCLASSW));
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wc.hInstance = GetModuleHandle(NULL);
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wc.lpfnWndProc = ::DefWindowProc;
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wc.lpszClassName = kClassName;
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if (!RegisterClassW(&wc)) {
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NS_WARNING("Failed to register window class for DeviceManager.");
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return false;
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}
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}
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mFocusWnd = ::CreateWindowW(kClassName, L"D3D9Window", WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL,
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NULL, GetModuleHandle(NULL), NULL);
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if (!mFocusWnd) {
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NS_WARNING("Failed to create DeviceManagerD3D9 Window.");
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return false;
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}
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/* Create an Nv3DVUtils instance */
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if (!mNv3DVUtils) {
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mNv3DVUtils = new Nv3DVUtils();
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if (!mNv3DVUtils) {
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NS_WARNING("Could not create a new instance of Nv3DVUtils.\n");
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}
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}
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/* Initialize the Nv3DVUtils object */
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if (mNv3DVUtils) {
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mNv3DVUtils->Initialize();
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}
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HMODULE d3d9 = LoadLibraryW(L"d3d9.dll");
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Direct3DCreate9Func d3d9Create = (Direct3DCreate9Func)
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GetProcAddress(d3d9, "Direct3DCreate9");
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Direct3DCreate9ExFunc d3d9CreateEx = (Direct3DCreate9ExFunc)
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GetProcAddress(d3d9, "Direct3DCreate9Ex");
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#ifdef USE_D3D9EX
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if (d3d9CreateEx) {
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hr = d3d9CreateEx(D3D_SDK_VERSION, getter_AddRefs(mD3D9Ex));
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if (SUCCEEDED(hr)) {
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mD3D9 = mD3D9Ex;
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}
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}
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#endif
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if (!mD3D9) {
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if (!d3d9Create) {
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return false;
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}
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mD3D9 = dont_AddRef(d3d9Create(D3D_SDK_VERSION));
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if (!mD3D9) {
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return false;
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}
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}
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D3DADAPTER_IDENTIFIER9 ident;
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hr = mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &ident);
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if (FAILED(hr)) {
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return false;
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}
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if (!PL_strncasecmp(ident.Driver, "nvumdshim.dll", PL_strlen(ident.Driver))) {
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// XXX - This is a device using NVidia Optimus. We have no idea how to do
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// interop here so let's fail and use BasicLayers. See bug 597320.
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return false;
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}
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D3DPRESENT_PARAMETERS pp;
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memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
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pp.BackBufferWidth = 1;
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pp.BackBufferHeight = 1;
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pp.BackBufferFormat = D3DFMT_A8R8G8B8;
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pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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pp.Windowed = TRUE;
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pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
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pp.hDeviceWindow = mFocusWnd;
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if (mD3D9Ex) {
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hr = mD3D9Ex->CreateDeviceEx(D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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mFocusWnd,
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D3DCREATE_FPU_PRESERVE |
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D3DCREATE_MULTITHREADED |
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D3DCREATE_MIXED_VERTEXPROCESSING,
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&pp,
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NULL,
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getter_AddRefs(mDeviceEx));
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if (SUCCEEDED(hr)) {
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mDevice = mDeviceEx;
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}
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D3DCAPS9 caps;
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if (mDeviceEx && mDeviceEx->GetDeviceCaps(&caps)) {
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if (LACKS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) {
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// XXX - Should we actually hit this we'll need a CanvasLayer that
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// supports static D3DPOOL_DEFAULT textures.
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NS_WARNING("D3D9Ex device not used because of lack of support for \
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dynamic textures. This is unexpected.");
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mDevice = nullptr;
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mDeviceEx = nullptr;
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}
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}
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}
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if (!mDevice) {
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hr = mD3D9->CreateDevice(D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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mFocusWnd,
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D3DCREATE_FPU_PRESERVE |
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D3DCREATE_MULTITHREADED |
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D3DCREATE_MIXED_VERTEXPROCESSING,
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&pp,
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getter_AddRefs(mDevice));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create Device for DeviceManagerD3D9.");
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return false;
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}
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}
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if (!VerifyCaps()) {
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return false;
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}
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/* Grab the associated HMONITOR so that we can find out
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* if it changed later */
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D3DDEVICE_CREATION_PARAMETERS parameters;
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if (FAILED(mDevice->GetCreationParameters(¶meters)))
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return false;
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mDeviceMonitor = mD3D9->GetAdapterMonitor(parameters.AdapterOrdinal);
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/*
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* Do some post device creation setup
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*/
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if (mNv3DVUtils) {
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IUnknown* devUnknown = NULL;
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if (mDevice) {
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mDevice->QueryInterface(IID_IUnknown, (void **)&devUnknown);
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}
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mNv3DVUtils->SetDeviceInfo(devUnknown);
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}
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hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVS,
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getter_AddRefs(mLayerVS));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPS,
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getter_AddRefs(mRGBPS));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPS,
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getter_AddRefs(mRGBAPS));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPS,
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getter_AddRefs(mComponentPass1PS));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPS,
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getter_AddRefs(mComponentPass2PS));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPS,
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getter_AddRefs(mYCbCrPS));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPS,
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getter_AddRefs(mSolidColorPS));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask,
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getter_AddRefs(mLayerVSMask));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask3D,
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getter_AddRefs(mLayerVSMask3D));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPSMask,
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getter_AddRefs(mRGBPSMask));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask,
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getter_AddRefs(mRGBAPSMask));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask3D,
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getter_AddRefs(mRGBAPSMask3D));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPSMask,
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getter_AddRefs(mComponentPass1PSMask));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPSMask,
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getter_AddRefs(mComponentPass2PSMask));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPSMask,
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getter_AddRefs(mYCbCrPSMask));
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if (FAILED(hr)) {
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return false;
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}
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hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPSMask,
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getter_AddRefs(mSolidColorPSMask));
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if (FAILED(hr)) {
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return false;
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}
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if (!CreateVertexBuffer()) {
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return false;
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}
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hr = mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex));
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if (FAILED(hr)) {
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return false;
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}
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D3DVERTEXELEMENT9 elements[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_POSITION, 0 },
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D3DDECL_END()
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};
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mDevice->CreateVertexDeclaration(elements, getter_AddRefs(mVD));
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nsCOMPtr<nsIConsoleService>
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console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
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D3DADAPTER_IDENTIFIER9 identifier;
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mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier);
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if (console) {
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nsString msg;
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msg +=
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NS_LITERAL_STRING("Direct3D 9 DeviceManager Initialized Successfully.\nDriver: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)identifier.Driver));
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msg += NS_LITERAL_STRING("\nDescription: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)identifier.Description));
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msg += NS_LITERAL_STRING("\nVersion: ");
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msg += NS_ConvertUTF8toUTF16(
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nsPrintfCString("%d.%d.%d.%d",
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HIWORD(identifier.DriverVersion.HighPart),
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LOWORD(identifier.DriverVersion.HighPart),
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HIWORD(identifier.DriverVersion.LowPart),
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LOWORD(identifier.DriverVersion.LowPart)));
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console->LogStringMessage(msg.get());
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}
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return true;
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}
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void
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DeviceManagerD3D9::SetupRenderState()
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{
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mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex));
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mDevice->SetVertexDeclaration(mVD);
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mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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mDevice->SetRenderState(D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
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mDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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mDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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mDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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mDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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mDevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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mDevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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mDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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mDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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mDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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mDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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mDevice->SetSamplerState(2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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mDevice->SetSamplerState(2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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}
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already_AddRefed<SwapChainD3D9>
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DeviceManagerD3D9::CreateSwapChain(HWND hWnd)
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{
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nsRefPtr<SwapChainD3D9> swapChain = new SwapChainD3D9(this);
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// See bug 604647. This line means that if we create a window while the
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// device is lost LayerManager initialization will fail, this window
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// will be permanently unaccelerated. This should be a rare situation
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// though and the need for a low-risk fix for this bug outweighs the
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// downside.
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if (!VerifyReadyForRendering()) {
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|
return nullptr;
|
|
}
|
|
|
|
if (!swapChain->Init(hWnd)) {
|
|
return nullptr;
|
|
}
|
|
|
|
return swapChain.forget();
|
|
}
|
|
|
|
/*
|
|
* Finds a texture for the mask layer and sets it as an
|
|
* input to the shaders.
|
|
* Returns true if a texture is loaded, false if
|
|
* a texture for the mask layer could not be loaded.
|
|
*/
|
|
bool
|
|
LoadMaskTexture(Layer* aMask, IDirect3DDevice9* aDevice,
|
|
uint32_t aMaskQuadTexture, uint32_t aMaskTexRegister)
|
|
{
|
|
gfxIntSize size;
|
|
nsRefPtr<IDirect3DTexture9> texture =
|
|
static_cast<LayerD3D9*>(aMask->ImplData())->GetAsTexture(&size);
|
|
|
|
if (!texture) {
|
|
return false;
|
|
}
|
|
|
|
gfxMatrix maskTransform;
|
|
bool maskIs2D = aMask->GetEffectiveTransform().CanDraw2D(&maskTransform);
|
|
NS_ASSERTION(maskIs2D, "How did we end up with a 3D transform here?!");
|
|
gfxRect bounds = gfxRect(gfxPoint(), size);
|
|
bounds = maskTransform.TransformBounds(bounds);
|
|
|
|
aDevice->SetVertexShaderConstantF(aMaskQuadTexture,
|
|
ShaderConstantRect((float)bounds.x,
|
|
(float)bounds.y,
|
|
(float)bounds.width,
|
|
(float)bounds.height),
|
|
1);
|
|
|
|
aDevice->SetTexture(aMaskTexRegister, texture);
|
|
return true;
|
|
}
|
|
|
|
void
|
|
DeviceManagerD3D9::SetShaderMode(ShaderMode aMode, Layer* aMask, bool aIs2D)
|
|
{
|
|
if (aMask) {
|
|
// register allocations are taken from LayerManagerD3D9Shaders.h after
|
|
// the shaders are compiled (genshaders.sh)
|
|
const uint32_t maskQuadRegister = 11;
|
|
uint32_t maskTexRegister;
|
|
switch (aMode) {
|
|
case RGBLAYER:
|
|
mDevice->SetVertexShader(mLayerVSMask);
|
|
mDevice->SetPixelShader(mRGBPSMask);
|
|
maskTexRegister = 1;
|
|
break;
|
|
case RGBALAYER:
|
|
if (aIs2D) {
|
|
mDevice->SetVertexShader(mLayerVSMask);
|
|
mDevice->SetPixelShader(mRGBAPSMask);
|
|
} else {
|
|
mDevice->SetVertexShader(mLayerVSMask3D);
|
|
mDevice->SetPixelShader(mRGBAPSMask3D);
|
|
}
|
|
maskTexRegister = 1;
|
|
break;
|
|
case COMPONENTLAYERPASS1:
|
|
mDevice->SetVertexShader(mLayerVSMask);
|
|
mDevice->SetPixelShader(mComponentPass1PSMask);
|
|
maskTexRegister = 2;
|
|
break;
|
|
case COMPONENTLAYERPASS2:
|
|
mDevice->SetVertexShader(mLayerVSMask);
|
|
mDevice->SetPixelShader(mComponentPass2PSMask);
|
|
maskTexRegister = 2;
|
|
break;
|
|
case YCBCRLAYER:
|
|
mDevice->SetVertexShader(mLayerVSMask);
|
|
mDevice->SetPixelShader(mYCbCrPSMask);
|
|
maskTexRegister = 3;
|
|
break;
|
|
case SOLIDCOLORLAYER:
|
|
mDevice->SetVertexShader(mLayerVSMask);
|
|
mDevice->SetPixelShader(mSolidColorPSMask);
|
|
maskTexRegister = 0;
|
|
break;
|
|
}
|
|
if (!LoadMaskTexture(aMask, mDevice, maskQuadRegister, maskTexRegister)) {
|
|
// if we can't load the mask, fall back to unmasked rendering
|
|
NS_WARNING("Could not load texture for mask layer.");
|
|
SetShaderMode(aMode, nullptr, true);
|
|
}
|
|
} else {
|
|
switch (aMode) {
|
|
case RGBLAYER:
|
|
mDevice->SetVertexShader(mLayerVS);
|
|
mDevice->SetPixelShader(mRGBPS);
|
|
break;
|
|
case RGBALAYER:
|
|
mDevice->SetVertexShader(mLayerVS);
|
|
mDevice->SetPixelShader(mRGBAPS);
|
|
break;
|
|
case COMPONENTLAYERPASS1:
|
|
mDevice->SetVertexShader(mLayerVS);
|
|
mDevice->SetPixelShader(mComponentPass1PS);
|
|
break;
|
|
case COMPONENTLAYERPASS2:
|
|
mDevice->SetVertexShader(mLayerVS);
|
|
mDevice->SetPixelShader(mComponentPass2PS);
|
|
break;
|
|
case YCBCRLAYER:
|
|
mDevice->SetVertexShader(mLayerVS);
|
|
mDevice->SetPixelShader(mYCbCrPS);
|
|
break;
|
|
case SOLIDCOLORLAYER:
|
|
mDevice->SetVertexShader(mLayerVS);
|
|
mDevice->SetPixelShader(mSolidColorPS);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
DeviceManagerD3D9::VerifyReadyForRendering()
|
|
{
|
|
HRESULT hr = mDevice->TestCooperativeLevel();
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
if (IsD3D9Ex()) {
|
|
hr = mDeviceEx->CheckDeviceState(mFocusWnd);
|
|
|
|
if (FAILED(hr)) {
|
|
mDeviceWasRemoved = true;
|
|
LayerManagerD3D9::OnDeviceManagerDestroy(this);
|
|
++mDeviceResetCount;
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
for(unsigned int i = 0; i < mLayersWithResources.Length(); i++) {
|
|
mLayersWithResources[i]->CleanResources();
|
|
}
|
|
for(unsigned int i = 0; i < mSwapChains.Length(); i++) {
|
|
mSwapChains[i]->Reset();
|
|
}
|
|
|
|
mVB = nullptr;
|
|
|
|
D3DPRESENT_PARAMETERS pp;
|
|
memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
|
|
|
|
pp.BackBufferWidth = 1;
|
|
pp.BackBufferHeight = 1;
|
|
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
|
|
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
pp.Windowed = TRUE;
|
|
pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
|
|
pp.hDeviceWindow = mFocusWnd;
|
|
|
|
hr = mDevice->Reset(&pp);
|
|
++mDeviceResetCount;
|
|
|
|
if (hr == D3DERR_DEVICELOST) {
|
|
/* It is not unusual for Reset to return DEVICELOST
|
|
* we're supposed to continue trying until we get
|
|
* DEVICENOTRESET and then Reset is supposed to succeed.
|
|
* Unfortunately, it seems like when we dock or undock
|
|
* DEVICELOST happens and we never get DEVICENOTRESET. */
|
|
|
|
HMONITOR hMonitorWindow;
|
|
hMonitorWindow = MonitorFromWindow(mFocusWnd, MONITOR_DEFAULTTOPRIMARY);
|
|
if (hMonitorWindow == mDeviceMonitor) {
|
|
/* The monitor has not changed. So, let's assume that the
|
|
* DEVICENOTRESET will be comming. */
|
|
|
|
/* jrmuizel: I'm not sure how to trigger this case. Usually, we get
|
|
* DEVICENOTRESET right away and Reset() succeeds without going through a
|
|
* set of DEVICELOSTs. This is presumeably because we don't call
|
|
* VerifyReadyForRendering when we don't have any reason to paint.
|
|
* Hopefully comparing HMONITORs is not overly aggressive. */
|
|
return false;
|
|
}
|
|
/* otherwise fall through and recreate the device */
|
|
}
|
|
|
|
if (FAILED(hr) || !CreateVertexBuffer()) {
|
|
mDeviceWasRemoved = true;
|
|
LayerManagerD3D9::OnDeviceManagerDestroy(this);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
DeviceManagerD3D9::VerifyCaps()
|
|
{
|
|
D3DCAPS9 caps;
|
|
HRESULT hr = mDevice->GetDeviceCaps(&caps);
|
|
|
|
if (FAILED(hr)) {
|
|
return false;
|
|
}
|
|
|
|
if (LACKS_CAP(caps.DevCaps, D3DDEVCAPS_TEXTUREVIDEOMEMORY)) {
|
|
return false;
|
|
}
|
|
|
|
if (LACKS_CAP(caps.PrimitiveMiscCaps, D3DPMISCCAPS_CULLNONE)) {
|
|
return false;
|
|
}
|
|
|
|
if (LACKS_CAP(caps.SrcBlendCaps, D3DPBLENDCAPS_ONE) ||
|
|
LACKS_CAP(caps.SrcBlendCaps, D3DBLEND_SRCALPHA) ||
|
|
LACKS_CAP(caps.DestBlendCaps, D3DPBLENDCAPS_INVSRCALPHA)) {
|
|
return false;
|
|
}
|
|
|
|
if (LACKS_CAP(caps.RasterCaps, D3DPRASTERCAPS_SCISSORTEST)) {
|
|
return false;
|
|
}
|
|
|
|
if (LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_ALPHA) ||
|
|
HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_SQUAREONLY) ||
|
|
(HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_POW2) &&
|
|
LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL))) {
|
|
return false;
|
|
}
|
|
|
|
if (LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MAGFLINEAR) ||
|
|
LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MINFLINEAR)) {
|
|
return false;
|
|
}
|
|
|
|
if (LACKS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_CLAMP)) {
|
|
return false;
|
|
}
|
|
|
|
if (caps.MaxTextureHeight < 4096 ||
|
|
caps.MaxTextureWidth < 4096) {
|
|
return false;
|
|
}
|
|
mMaxTextureSize = NS_MIN(caps.MaxTextureHeight, caps.MaxTextureWidth);
|
|
|
|
if ((caps.PixelShaderVersion & 0xffff) < 0x200 ||
|
|
(caps.VertexShaderVersion & 0xffff) < 0x200) {
|
|
return false;
|
|
}
|
|
|
|
if (HAS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) {
|
|
mHasDynamicTextures = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
DeviceManagerD3D9::CreateVertexBuffer()
|
|
{
|
|
HRESULT hr;
|
|
|
|
hr = mDevice->CreateVertexBuffer(sizeof(vertex) * 4,
|
|
D3DUSAGE_WRITEONLY,
|
|
0,
|
|
D3DPOOL_DEFAULT,
|
|
getter_AddRefs(mVB),
|
|
NULL);
|
|
|
|
if (FAILED(hr)) {
|
|
return false;
|
|
}
|
|
|
|
vertex *vertices;
|
|
hr = mVB->Lock(0, 0, (void**)&vertices, 0);
|
|
if (FAILED(hr)) {
|
|
return false;
|
|
}
|
|
|
|
vertices[0].x = vertices[0].y = 0;
|
|
vertices[1].x = 1; vertices[1].y = 0;
|
|
vertices[2].x = 0; vertices[2].y = 1;
|
|
vertices[3].x = 1; vertices[3].y = 1;
|
|
|
|
mVB->Unlock();
|
|
|
|
return true;
|
|
}
|
|
|
|
} /* namespace layers */
|
|
} /* namespace mozilla */
|