mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-08 04:27:37 +00:00
290 lines
8.5 KiB
C++
290 lines
8.5 KiB
C++
/* -*- 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
|
|
* http://www.mozilla.org/MPL/
|
|
*
|
|
* Software distributed under the License is distributed on an "AS IS" basis,
|
|
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
|
|
* for the specific language governing rights and limitations under the
|
|
* License.
|
|
*
|
|
* The Original Code is Mozilla 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 <bschouten@mozilla.com>
|
|
*
|
|
* Alternatively, the contents of this file may be used under the terms of
|
|
* either the GNU General Public License Version 2 or later (the "GPL"), or
|
|
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
|
|
* in which case the provisions of the GPL or the LGPL are applicable instead
|
|
* of those above. If you wish to allow use of your version of this file only
|
|
* under the terms of either the GPL or the LGPL, and not to allow others to
|
|
* use your version of this file under the terms of the MPL, indicate your
|
|
* decision by deleting the provisions above and replace them with the notice
|
|
* and other provisions required by the GPL or the LGPL. If you do not delete
|
|
* the provisions above, a recipient may use your version of this file under
|
|
* the terms of any one of the MPL, the GPL or the LGPL.
|
|
*
|
|
* ***** END LICENSE BLOCK ***** */
|
|
|
|
#ifndef GFX_LAYERMANAGERD3D9_H
|
|
#define GFX_LAYERMANAGERD3D9_H
|
|
|
|
#include "Layers.h"
|
|
|
|
#include <windows.h>
|
|
#include <d3d9.h>
|
|
|
|
#include "gfxContext.h"
|
|
#include "nsIWidget.h"
|
|
|
|
#include "DeviceManagerD3D9.h"
|
|
|
|
namespace mozilla {
|
|
namespace layers {
|
|
|
|
class LayerD3D9;
|
|
class ThebesLayerD3D9;
|
|
|
|
/**
|
|
* This structure is used to pass rectangles to our shader constant. We can use
|
|
* this for passing rectangular areas to SetVertexShaderConstant. In the format
|
|
* of a 4 component float(x,y,width,height). Our vertex shader can then use
|
|
* this to construct rectangular positions from the 0,0-1,1 quad that we source
|
|
* it with.
|
|
*/
|
|
struct ShaderConstantRect
|
|
{
|
|
float mX, mY, mWidth, mHeight;
|
|
|
|
// Provide all the commonly used argument types to prevent all the local
|
|
// casts in the code.
|
|
ShaderConstantRect(float aX, float aY, float aWidth, float aHeight)
|
|
: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
|
|
{ }
|
|
|
|
ShaderConstantRect(PRInt32 aX, PRInt32 aY, PRInt32 aWidth, PRInt32 aHeight)
|
|
: mX((float)aX), mY((float)aY)
|
|
, mWidth((float)aWidth), mHeight((float)aHeight)
|
|
{ }
|
|
|
|
ShaderConstantRect(PRInt32 aX, PRInt32 aY, float aWidth, float aHeight)
|
|
: mX((float)aX), mY((float)aY), mWidth(aWidth), mHeight(aHeight)
|
|
{ }
|
|
|
|
// For easy passing to SetVertexShaderConstantF.
|
|
operator float* () { return &mX; }
|
|
};
|
|
|
|
/*
|
|
* This is the LayerManager used for Direct3D 9. For now this will render on
|
|
* the main thread.
|
|
*/
|
|
class THEBES_API LayerManagerD3D9 : public LayerManager {
|
|
public:
|
|
LayerManagerD3D9(nsIWidget *aWidget);
|
|
virtual ~LayerManagerD3D9();
|
|
|
|
/*
|
|
* Initializes the layer manager, this is when the layer manager will
|
|
* actually access the device and attempt to create the swap chain used
|
|
* to draw to the window. If this method fails the device cannot be used.
|
|
* This function is not threadsafe.
|
|
*
|
|
* \return True is initialization was succesful, false when it was not.
|
|
*/
|
|
PRBool Initialize();
|
|
|
|
/*
|
|
* Sets the clipping region for this layer manager. This is important on
|
|
* windows because using OGL we no longer have GDI's native clipping. Therefor
|
|
* widget must tell us what part of the screen is being invalidated,
|
|
* and we should clip to this.
|
|
*
|
|
* \param aClippingRegion Region to clip to. Setting an empty region
|
|
* will disable clipping.
|
|
*/
|
|
void SetClippingRegion(const nsIntRegion& aClippingRegion);
|
|
|
|
/*
|
|
* LayerManager implementation.
|
|
*/
|
|
virtual void Destroy();
|
|
|
|
virtual void BeginTransaction();
|
|
|
|
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
|
|
|
|
void EndConstruction();
|
|
|
|
virtual bool EndEmptyTransaction();
|
|
|
|
struct CallbackInfo {
|
|
DrawThebesLayerCallback Callback;
|
|
void *CallbackData;
|
|
};
|
|
|
|
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
|
|
void* aCallbackData);
|
|
|
|
const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
|
|
|
|
void SetRoot(Layer* aLayer);
|
|
|
|
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
|
|
|
|
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
|
|
|
|
virtual already_AddRefed<ImageLayer> CreateImageLayer();
|
|
|
|
virtual already_AddRefed<ColorLayer> CreateColorLayer();
|
|
|
|
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
|
|
|
|
virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
|
|
|
|
virtual already_AddRefed<ImageContainer> CreateImageContainer();
|
|
|
|
virtual LayersBackend GetBackendType() { return LAYERS_D3D9; }
|
|
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 9"); }
|
|
bool DeviceWasRemoved() { return deviceManager()->DeviceWasRemoved(); }
|
|
|
|
/*
|
|
* Helper methods.
|
|
*/
|
|
void SetClippingEnabled(PRBool aEnabled);
|
|
|
|
void SetShaderMode(DeviceManagerD3D9::ShaderMode aMode)
|
|
{ mDeviceManager->SetShaderMode(aMode); }
|
|
|
|
IDirect3DDevice9 *device() const { return mDeviceManager->device(); }
|
|
DeviceManagerD3D9 *deviceManager() const { return mDeviceManager; }
|
|
|
|
/**
|
|
* Return pointer to the Nv3DVUtils instance. Re-direct to mDeviceManager.
|
|
*/
|
|
Nv3DVUtils *GetNv3DVUtils() { return mDeviceManager ? mDeviceManager->GetNv3DVUtils() : NULL; }
|
|
|
|
static void OnDeviceManagerDestroy(DeviceManagerD3D9 *aDeviceManager) {
|
|
if(aDeviceManager == mDefaultDeviceManager)
|
|
mDefaultDeviceManager = nsnull;
|
|
}
|
|
|
|
#ifdef MOZ_LAYERS_HAVE_LOG
|
|
virtual const char* Name() const { return "D3D9"; }
|
|
#endif // MOZ_LAYERS_HAVE_LOG
|
|
|
|
void ReportFailure(const nsACString &aMsg, HRESULT aCode);
|
|
|
|
private:
|
|
/* Default device manager instance */
|
|
static DeviceManagerD3D9 *mDefaultDeviceManager;
|
|
|
|
/* Device manager instance for this layer manager */
|
|
nsRefPtr<DeviceManagerD3D9> mDeviceManager;
|
|
|
|
/* Swap chain associated with this layer manager */
|
|
nsRefPtr<SwapChainD3D9> mSwapChain;
|
|
|
|
/* Widget associated with this layer manager */
|
|
nsIWidget *mWidget;
|
|
|
|
/*
|
|
* Context target, NULL when drawing directly to our swap chain.
|
|
*/
|
|
nsRefPtr<gfxContext> mTarget;
|
|
|
|
/* Callback info for current transaction */
|
|
CallbackInfo mCurrentCallbackInfo;
|
|
|
|
/*
|
|
* Region we're clipping our current drawing to.
|
|
*/
|
|
nsIntRegion mClippingRegion;
|
|
|
|
/*
|
|
* Device reset count at last paint. Whenever this changes, we need to
|
|
* do a full layer tree update.
|
|
*/
|
|
PRUint32 mDeviceResetCount;
|
|
|
|
/*
|
|
* Render the current layer tree to the active target.
|
|
*/
|
|
void Render();
|
|
|
|
/*
|
|
* Setup the pipeline.
|
|
*/
|
|
void SetupPipeline();
|
|
|
|
/*
|
|
* Copies the content of our backbuffer to the set transaction target.
|
|
*/
|
|
void PaintToTarget();
|
|
|
|
};
|
|
|
|
/*
|
|
* General information and tree management for OGL layers.
|
|
*/
|
|
class LayerD3D9
|
|
{
|
|
public:
|
|
LayerD3D9(LayerManagerD3D9 *aManager);
|
|
|
|
virtual LayerD3D9 *GetFirstChildD3D9() { return nsnull; }
|
|
|
|
void SetFirstChild(LayerD3D9 *aParent);
|
|
|
|
virtual Layer* GetLayer() = 0;
|
|
|
|
virtual void RenderLayer() = 0;
|
|
|
|
/**
|
|
/* This function may be used on device resets to clear all VRAM resources
|
|
* that a layer might be using.
|
|
*/
|
|
virtual void CleanResources() {}
|
|
|
|
IDirect3DDevice9 *device() const { return mD3DManager->device(); }
|
|
|
|
/* Called by the layer manager when it's destroyed */
|
|
virtual void LayerManagerDestroyed() {}
|
|
|
|
void ReportFailure(const nsACString &aMsg, HRESULT aCode) {
|
|
return mD3DManager->ReportFailure(aMsg, aCode);
|
|
}
|
|
|
|
void SetShaderTransformAndOpacity()
|
|
{
|
|
Layer* layer = GetLayer();
|
|
const gfx3DMatrix& transform = layer->GetEffectiveTransform();
|
|
device()->SetVertexShaderConstantF(CBmLayerTransform, &transform._11, 4);
|
|
|
|
float opacity[4];
|
|
/*
|
|
* We always upload a 4 component float, but the shader will use only the
|
|
* first component since it's declared as a 'float'.
|
|
*/
|
|
opacity[0] = layer->GetEffectiveOpacity();
|
|
device()->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
|
|
}
|
|
|
|
protected:
|
|
LayerManagerD3D9 *mD3DManager;
|
|
};
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|
|
|
|
#endif /* GFX_LAYERMANAGERD3D9_H */
|