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https://github.com/mozilla/gecko-dev.git
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342 lines
10 KiB
C++
342 lines
10 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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#ifndef GFX_DEVICEMANAGERD3D9_H
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#define GFX_DEVICEMANAGERD3D9_H
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#include "gfxTypes.h"
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#include "nsAutoPtr.h"
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#include "d3d9.h"
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#include "nsTArray.h"
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#include "mozilla/layers/CompositorTypes.h"
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#include "mozilla/RefPtr.h"
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struct nsIntRect;
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namespace mozilla {
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namespace layers {
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class DeviceManagerD3D9;
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class LayerD3D9;
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class Nv3DVUtils;
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class Layer;
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class TextureSourceD3D9;
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// Shader Constant locations
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const int CBmLayerTransform = 0;
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const int CBmProjection = 4;
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const int CBvRenderTargetOffset = 8;
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const int CBvTextureCoords = 9;
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const int CBvLayerQuad = 10;
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// we don't use opacity with solid color shaders
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const int CBfLayerOpacity = 0;
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const int CBvColor = 0;
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enum DeviceManagerState {
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// The device and swap chain are OK.
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DeviceOK,
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// The device or swap chain are in a bad state, and we should not render.
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DeviceFail,
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// The device is lost and cannot be reset, the user should forget the
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// current device manager and create a new one.
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DeviceMustRecreate,
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};
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/**
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* This structure is used to pass rectangles to our shader constant. We can use
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* this for passing rectangular areas to SetVertexShaderConstant. In the format
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* of a 4 component float(x,y,width,height). Our vertex shader can then use
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* this to construct rectangular positions from the 0,0-1,1 quad that we source
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* it with.
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*/
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struct ShaderConstantRect
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{
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float mX, mY, mWidth, mHeight;
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// Provide all the commonly used argument types to prevent all the local
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// casts in the code.
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ShaderConstantRect(float aX, float aY, float aWidth, float aHeight)
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: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
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{ }
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ShaderConstantRect(int32_t aX, int32_t aY, int32_t aWidth, int32_t aHeight)
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: mX((float)aX), mY((float)aY)
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, mWidth((float)aWidth), mHeight((float)aHeight)
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{ }
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ShaderConstantRect(int32_t aX, int32_t aY, float aWidth, float aHeight)
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: mX((float)aX), mY((float)aY), mWidth(aWidth), mHeight(aHeight)
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{ }
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// For easy passing to SetVertexShaderConstantF.
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operator float* () { return &mX; }
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};
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/**
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* SwapChain class, this class manages the swap chain belonging to a
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* LayerManagerD3D9.
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*/
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class SwapChainD3D9
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{
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NS_INLINE_DECL_REFCOUNTING(SwapChainD3D9)
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public:
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~SwapChainD3D9();
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/**
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* This function will prepare the device this swap chain belongs to for
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* rendering to this swap chain. Only after calling this function can the
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* swap chain be drawn to, and only until this function is called on another
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* swap chain belonging to this device will the device draw to it. Passed in
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* is the size of the swap chain. If the window size differs from the size
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* during the last call to this function the swap chain will resize. Note that
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* in no case does this function guarantee the backbuffer to still have its
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* old content.
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*/
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DeviceManagerState PrepareForRendering();
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already_AddRefed<IDirect3DSurface9> GetBackBuffer();
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/**
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* This function will present the selected rectangle of the swap chain to
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* its associated window.
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*/
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void Present(const nsIntRect &aRect);
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void Present();
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private:
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friend class DeviceManagerD3D9;
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SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager);
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bool Init(HWND hWnd);
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/**
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* This causes us to release our swap chain, clearing out our resource usage
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* so the master device may reset.
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*/
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void Reset();
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nsRefPtr<IDirect3DSwapChain9> mSwapChain;
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nsRefPtr<DeviceManagerD3D9> mDeviceManager;
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HWND mWnd;
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};
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/**
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* Device manager, this class is used by the layer managers to share the D3D9
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* device and create swap chains for the individual windows the layer managers
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* belong to.
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*/
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class DeviceManagerD3D9 MOZ_FINAL
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{
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public:
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DeviceManagerD3D9();
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceManagerD3D9)
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/**
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* Initialises the device manager, the underlying device, and everything else
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* the manager needs.
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* Returns true if initialisation succeeds, false otherwise.
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* Note that if initisalisation fails, you cannot try again - you must throw
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* away the DeviceManagerD3D9 and create a new one.
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*/
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bool Init();
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/**
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* Sets up the render state for the device for layer rendering.
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*/
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void SetupRenderState();
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/**
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* Create a swap chain setup to work with the specified window.
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*/
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already_AddRefed<SwapChainD3D9> CreateSwapChain(HWND hWnd);
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IDirect3DDevice9 *device() { return mDevice; }
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bool IsD3D9Ex() { return mDeviceEx; }
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bool HasDynamicTextures() { return mHasDynamicTextures; }
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enum ShaderMode {
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RGBLAYER,
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RGBALAYER,
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COMPONENTLAYERPASS1,
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COMPONENTLAYERPASS2,
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YCBCRLAYER,
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SOLIDCOLORLAYER
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};
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void SetShaderMode(ShaderMode aMode, Layer* aMask, bool aIs2D);
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// returns the register to be used for the mask texture, if appropriate
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uint32_t SetShaderMode(ShaderMode aMode, MaskType aMaskType);
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/**
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* Return pointer to the Nv3DVUtils instance
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*/
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Nv3DVUtils *GetNv3DVUtils() { return mNv3DVUtils; }
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/**
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* Returns true if this device was removed.
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*/
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bool DeviceWasRemoved() { return mDeviceWasRemoved; }
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uint32_t GetDeviceResetCount() { return mDeviceResetCount; }
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/**
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* We keep a list of all layers here that may have hardware resource allocated
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* so we can clean their resources on reset.
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*/
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nsTArray<LayerD3D9*> mLayersWithResources;
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int32_t GetMaxTextureSize() { return mMaxTextureSize; }
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// Removes aHost from our list of texture hosts if it is the head.
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void RemoveTextureListHead(TextureSourceD3D9* aHost);
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/**
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* Creates a texture using our device.
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* If needed, we keep a record of the new texture, so the texture can be
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* released. In this case, aTextureHostIDirect3DTexture9 must be non-null.
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*/
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TemporaryRef<IDirect3DTexture9> CreateTexture(const gfx::IntSize &aSize,
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_D3DFORMAT aFormat,
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D3DPOOL aPool,
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TextureSourceD3D9* aTextureHostIDirect3DTexture9);
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#ifdef DEBUG
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// Looks for aFind in the list of texture hosts.
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// O(n) so only use for assertions.
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bool IsInTextureHostList(TextureSourceD3D9* aFind);
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#endif
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/**
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* This function verifies the device is ready for rendering, internally this
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* will test the cooperative level of the device and reset the device if
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* needed. If this returns false subsequent rendering calls may return errors.
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*/
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DeviceManagerState VerifyReadyForRendering();
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static uint32_t sMaskQuadRegister;
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private:
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friend class SwapChainD3D9;
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~DeviceManagerD3D9();
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void DestroyDevice();
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/**
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* This will fill our vertex buffer with the data of our quad, it may be
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* called when the vertex buffer is recreated.
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*/
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bool CreateVertexBuffer();
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/**
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* Release all textures created by this device manager.
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*/
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void ReleaseTextureResources();
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/**
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* Add aHost to our list of texture hosts.
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*/
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void RegisterTextureHost(TextureSourceD3D9* aHost);
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/* Array used to store all swap chains for device resets */
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nsTArray<SwapChainD3D9*> mSwapChains;
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/* The D3D device we use */
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nsRefPtr<IDirect3DDevice9> mDevice;
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/* The D3D9Ex device - only valid on Vista+ with WDDM */
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nsRefPtr<IDirect3DDevice9Ex> mDeviceEx;
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/* An instance of the D3D9 object */
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nsRefPtr<IDirect3D9> mD3D9;
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/* An instance of the D3D9Ex object - only valid on Vista+ with WDDM */
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nsRefPtr<IDirect3D9Ex> mD3D9Ex;
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/* Vertex shader used for layer quads */
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nsRefPtr<IDirect3DVertexShader9> mLayerVS;
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/* Pixel shader used for RGB textures */
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nsRefPtr<IDirect3DPixelShader9> mRGBPS;
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/* Pixel shader used for RGBA textures */
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nsRefPtr<IDirect3DPixelShader9> mRGBAPS;
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/* Pixel shader used for component alpha textures (pass 1) */
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nsRefPtr<IDirect3DPixelShader9> mComponentPass1PS;
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/* Pixel shader used for component alpha textures (pass 2) */
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nsRefPtr<IDirect3DPixelShader9> mComponentPass2PS;
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/* Pixel shader used for RGB textures */
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nsRefPtr<IDirect3DPixelShader9> mYCbCrPS;
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/* Pixel shader used for solid colors */
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nsRefPtr<IDirect3DPixelShader9> mSolidColorPS;
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/* As above, but using a mask layer */
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nsRefPtr<IDirect3DVertexShader9> mLayerVSMask;
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nsRefPtr<IDirect3DVertexShader9> mLayerVSMask3D;
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nsRefPtr<IDirect3DPixelShader9> mRGBPSMask;
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nsRefPtr<IDirect3DPixelShader9> mRGBAPSMask;
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nsRefPtr<IDirect3DPixelShader9> mRGBAPSMask3D;
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nsRefPtr<IDirect3DPixelShader9> mComponentPass1PSMask;
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nsRefPtr<IDirect3DPixelShader9> mComponentPass2PSMask;
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nsRefPtr<IDirect3DPixelShader9> mYCbCrPSMask;
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nsRefPtr<IDirect3DPixelShader9> mSolidColorPSMask;
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/* Vertex buffer containing our basic vertex structure */
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nsRefPtr<IDirect3DVertexBuffer9> mVB;
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/* Our vertex declaration */
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nsRefPtr<IDirect3DVertexDeclaration9> mVD;
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/* We maintain a doubly linked list of all d3d9 texture hosts which host
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* d3d9 textures created by this device manager.
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* Texture hosts must remove themselves when they disappear (i.e., we
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* expect all hosts in the list to be valid).
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* The list is cleared when we release the textures.
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*/
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TextureSourceD3D9* mTextureHostList;
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/* Our focus window - this is really a dummy window we can associate our
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* device with.
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*/
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HWND mFocusWnd;
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/* we use this to help track if our device temporarily or permanently lost */
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HMONITOR mDeviceMonitor;
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uint32_t mDeviceResetCount;
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uint32_t mMaxTextureSize;
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/**
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* Wrap (repeat) or clamp textures. We prefer the former so we can do buffer
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* rotation, but some older hardware doesn't support it.
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*/
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D3DTEXTUREADDRESS mTextureAddressingMode;
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/* If this device supports dynamic textures */
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bool mHasDynamicTextures;
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/* If this device was removed */
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bool mDeviceWasRemoved;
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/* Nv3DVUtils instance */
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nsAutoPtr<Nv3DVUtils> mNv3DVUtils;
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/**
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* Verifies all required device capabilities are present.
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*/
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bool VerifyCaps();
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};
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} /* namespace layers */
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} /* namespace mozilla */
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#endif /* GFX_DEVICEMANAGERD3D9_H */
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