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342 lines
11 KiB
C++
342 lines
11 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_LAYERMANAGERD3D10_H
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#define GFX_LAYERMANAGERD3D10_H
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#include "mozilla/layers/PLayers.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "Layers.h"
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#include <windows.h>
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#include <d3d10_1.h>
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#include "gfxContext.h"
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#include "nsIWidget.h"
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#include "ReadbackManagerD3D10.h"
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namespace mozilla {
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namespace layers {
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class DummyRoot;
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class Nv3DVUtils;
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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 ShaderConstantRectD3D10
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{
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float mX, mY, mWidth, mHeight;
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ShaderConstantRectD3D10(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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// For easy passing to SetVertexShaderConstantF.
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operator float* () { return &mX; }
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};
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extern cairo_user_data_key_t gKeyD3D10Texture;
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/*
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* This is the LayerManager used for Direct3D 10. For now this will
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* render on the main thread.
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*
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* For the time being, LayerManagerD3D10 both forwards layers
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* transactions and receives forwarded transactions. In the Azure
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* future, it will only be a ShadowLayerManager.
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*/
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class THEBES_API LayerManagerD3D10 : public ShadowLayerManager,
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public ShadowLayerForwarder {
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public:
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typedef LayerManager::LayersBackend LayersBackend;
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LayerManagerD3D10(nsIWidget *aWidget);
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virtual ~LayerManagerD3D10();
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/*
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* Initializes the layer manager, this is when the layer manager will
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* actually access the device and attempt to create the swap chain used
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* to draw to the window. If this method fails the device cannot be used.
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* This function is not threadsafe.
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*
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* \return True is initialization was succesful, false when it was not.
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*/
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bool Initialize();
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/*
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* LayerManager implementation.
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*/
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virtual void Destroy();
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virtual ShadowLayerForwarder* AsShadowForwarder()
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{ return this; }
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virtual ShadowLayerManager* AsShadowManager()
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{ return this; }
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virtual void SetRoot(Layer *aLayer);
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virtual void BeginTransaction();
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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virtual bool EndEmptyTransaction();
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struct CallbackInfo {
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DrawThebesLayerCallback Callback;
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void *CallbackData;
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};
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData);
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const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
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// D3D10 guarantees textures can be at least this size
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enum {
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MAX_TEXTURE_SIZE = 8192
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};
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virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize)
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{
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return aSize <= gfxIntSize(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE);
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}
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
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virtual already_AddRefed<ImageLayer> CreateImageLayer();
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer()
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{ return nsnull; }
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virtual already_AddRefed<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer()
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{ return nsnull; }
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer()
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{ return nsnull; }
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virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
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virtual already_AddRefed<ImageContainer> CreateImageContainer();
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virtual already_AddRefed<gfxASurface>
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CreateOptimalSurface(const gfxIntSize &aSize,
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gfxASurface::gfxImageFormat imageFormat);
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virtual TemporaryRef<mozilla::gfx::DrawTarget>
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CreateDrawTarget(const mozilla::gfx::IntSize &aSize,
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mozilla::gfx::SurfaceFormat aFormat);
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virtual LayersBackend GetBackendType() { return LAYERS_D3D10; }
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 10"); }
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual const char* Name() const { return "D3D10"; }
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#endif // MOZ_LAYERS_HAVE_LOG
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// Public helpers
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ID3D10Device1 *device() const { return mDevice; }
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ID3D10Effect *effect() const { return mEffect; }
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ReadbackManagerD3D10 *readbackManager();
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void SetViewport(const nsIntSize &aViewport);
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const nsIntSize &GetViewport() { return mViewport; }
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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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static void ReportFailure(const nsACString &aMsg, HRESULT aCode);
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private:
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void SetupPipeline();
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void UpdateRenderTarget();
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void VerifyBufferSize();
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void EnsureReadbackManager();
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void Render();
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nsRefPtr<ID3D10Device1> mDevice;
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nsRefPtr<ID3D10Effect> mEffect;
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nsRefPtr<ID3D10InputLayout> mInputLayout;
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nsRefPtr<ID3D10Buffer> mVertexBuffer;
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nsRefPtr<ReadbackManagerD3D10> mReadbackManager;
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nsRefPtr<ID3D10RenderTargetView> mRTView;
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nsRefPtr<IDXGISwapChain> mSwapChain;
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nsIWidget *mWidget;
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CallbackInfo mCurrentCallbackInfo;
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nsIntSize mViewport;
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/* Nv3DVUtils instance */
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nsAutoPtr<Nv3DVUtils> mNv3DVUtils;
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/*
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* Context target, NULL when drawing directly to our swap chain.
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*/
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nsRefPtr<gfxContext> mTarget;
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/*
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* We use a double-buffered "window surface" to display our content
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* in the compositor process, if we're remote. The textures act
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* like the backing store for an OS window --- we render the layer
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* tree into the back texture and send it to the compositor, then
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* swap back/front textures. This means, obviously, that we've lost
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* all layer tree information after rendering.
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*
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* The remote front buffer is the texture currently being displayed
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* by chrome. We keep a reference to it to simplify resource
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* management; if we didn't, then there can be periods during IPC
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* transport when neither process holds a "real" ref. That's
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* solvable but not worth the complexity.
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*/
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nsRefPtr<ID3D10Texture2D> mBackBuffer;
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nsRefPtr<ID3D10Texture2D> mRemoteFrontBuffer;
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/*
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* Copies the content of our backbuffer to the set transaction target.
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*/
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void PaintToTarget();
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};
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/*
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* General information and tree management for OGL layers.
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*/
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class LayerD3D10
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{
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public:
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LayerD3D10(LayerManagerD3D10 *aManager);
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virtual LayerD3D10 *GetFirstChildD3D10() { return nsnull; }
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void SetFirstChild(LayerD3D10 *aParent);
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virtual Layer* GetLayer() = 0;
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/**
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* This will render a child layer to whatever render target is currently
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* active.
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*/
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virtual void RenderLayer() = 0;
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virtual void Validate() {}
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ID3D10Device1 *device() const { return mD3DManager->device(); }
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ID3D10Effect *effect() const { return mD3DManager->effect(); }
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/* Called by the layer manager when it's destroyed */
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virtual void LayerManagerDestroyed() {}
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/**
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* Return pointer to the Nv3DVUtils instance. Calls equivalent method in LayerManager.
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*/
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Nv3DVUtils *GetNv3DVUtils() { return mD3DManager->GetNv3DVUtils(); }
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void SetEffectTransformAndOpacity()
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{
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Layer* layer = GetLayer();
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const gfx3DMatrix& transform = layer->GetEffectiveTransform();
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void* raw = &const_cast<gfx3DMatrix&>(transform)._11;
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effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
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effect()->GetVariableByName("fLayerOpacity")->AsScalar()->SetFloat(layer->GetEffectiveOpacity());
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}
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protected:
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LayerManagerD3D10 *mD3DManager;
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};
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/**
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* WindowLayer is a simple, special kinds of shadowable layer into
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* which layer trees are rendered. It represents something like an OS
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* window. It exists only to allow sharing textures with the
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* compositor while reusing existing shadow-layer machinery.
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*
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* WindowLayer being implemented as a thebes layer isn't an important
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* detail; other layer types could have been used.
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*/
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class WindowLayer : public ThebesLayer, public ShadowableLayer {
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public:
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WindowLayer(LayerManagerD3D10* aManager);
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virtual ~WindowLayer();
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void InvalidateRegion(const nsIntRegion&) {}
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Layer* AsLayer() { return this; }
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void SetShadow(PLayerChild* aChild) { mShadow = aChild; }
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};
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/**
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* DummyRoot is the root of the shadowable layer tree created by
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* remote content. It exists only to contain WindowLayers. It always
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* has exactly one child WindowLayer.
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*/
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class DummyRoot : public ContainerLayer, public ShadowableLayer {
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public:
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DummyRoot(LayerManagerD3D10* aManager);
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virtual ~DummyRoot();
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void ComputeEffectiveTransforms(const gfx3DMatrix&) {}
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void InsertAfter(Layer*, Layer*);
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void RemoveChild(Layer*);
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Layer* AsLayer() { return this; }
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void SetShadow(PLayerChild* aChild) { mShadow = aChild; }
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_LAYERMANAGERD3D9_H */
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