gecko-dev/gfx/gl/SharedSurfaceD3D11Interop.cpp
2017-09-02 21:52:16 -07:00

536 lines
19 KiB
C++

/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "SharedSurfaceD3D11Interop.h"
#include <d3d11.h>
#include <d3d11_1.h>
#include "gfxPrefs.h"
#include "GLContext.h"
#include "WGLLibrary.h"
#include "nsPrintfCString.h"
#include "mozilla/gfx/DeviceManagerDx.h"
namespace mozilla {
namespace gl {
/*
Sample Code for WGL_NV_DX_interop2:
Example: Render to Direct3D 11 backbuffer with openGL:
// create D3D11 device, context and swap chain.
ID3D11Device *device;
ID3D11DeviceContext *devCtx;
IDXGISwapChain *swapChain;
DXGI_SWAP_CHAIN_DESC scd;
<set appropriate swap chain parameters in scd>
hr = D3D11CreateDeviceAndSwapChain(NULL, // pAdapter
D3D_DRIVER_TYPE_HARDWARE, // DriverType
NULL, // Software
0, // Flags (Do not set D3D11_CREATE_DEVICE_SINGLETHREADED)
NULL, // pFeatureLevels
0, // FeatureLevels
D3D11_SDK_VERSION, // SDKVersion
&scd, // pSwapChainDesc
&swapChain, // ppSwapChain
&device, // ppDevice
NULL, // pFeatureLevel
&devCtx); // ppImmediateContext
// Fetch the swapchain backbuffer
ID3D11Texture2D *dxColorbuffer;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&dxColorbuffer);
// Create depth stencil texture
ID3D11Texture2D *dxDepthBuffer;
D3D11_TEXTURE2D_DESC depthDesc;
depthDesc.Usage = D3D11_USAGE_DEFAULT;
<set other depthDesc parameters appropriately>
// Create Views
ID3D11RenderTargetView *colorBufferView;
D3D11_RENDER_TARGET_VIEW_DESC rtd;
<set rtd parameters appropriately>
device->CreateRenderTargetView(dxColorbuffer, &rtd, &colorBufferView);
ID3D11DepthStencilView *depthBufferView;
D3D11_DEPTH_STENCIL_VIEW_DESC dsd;
<set dsd parameters appropriately>
device->CreateDepthStencilView(dxDepthBuffer, &dsd, &depthBufferView);
// Attach back buffer and depth texture to redertarget for the device.
devCtx->OMSetRenderTargets(1, &colorBufferView, depthBufferView);
// Register D3D11 device with GL
HANDLE gl_handleD3D;
gl_handleD3D = wglDXOpenDeviceNV(device);
// register the Direct3D color and depth/stencil buffers as
// renderbuffers in opengl
GLuint gl_names[2];
HANDLE gl_handles[2];
glGenRenderbuffers(2, gl_names);
gl_handles[0] = wglDXRegisterObjectNV(gl_handleD3D, dxColorBuffer,
gl_names[0],
GL_RENDERBUFFER,
WGL_ACCESS_READ_WRITE_NV);
gl_handles[1] = wglDXRegisterObjectNV(gl_handleD3D, dxDepthBuffer,
gl_names[1],
GL_RENDERBUFFER,
WGL_ACCESS_READ_WRITE_NV);
// attach the Direct3D buffers to an FBO
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, gl_names[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl_names[1]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl_names[1]);
while (!done) {
<direct3d renders to the render targets>
// lock the render targets for GL access
wglDXLockObjectsNVX(gl_handleD3D, 2, gl_handles);
<opengl renders to the render targets>
// unlock the render targets
wglDXUnlockObjectsNVX(gl_handleD3D, 2, gl_handles);
<direct3d renders to the render targets and presents
the results on the screen>
}
*/
////////////////////////////////////////////////////////////////////////////////
// DXInterop2Device
class ScopedContextState final
{
ID3D11DeviceContext1* const mD3DContext;
RefPtr<ID3DDeviceContextState> mOldContextState;
public:
ScopedContextState(ID3D11DeviceContext1* d3dContext,
ID3DDeviceContextState* newContextState)
: mD3DContext(d3dContext)
, mOldContextState(nullptr)
{
if (!mD3DContext)
return;
mD3DContext->SwapDeviceContextState(newContextState,
getter_AddRefs(mOldContextState));
}
~ScopedContextState()
{
if (!mD3DContext)
return;
mD3DContext->SwapDeviceContextState(mOldContextState, nullptr);
}
};
class DXInterop2Device : public RefCounted<DXInterop2Device>
{
public:
MOZ_DECLARE_REFCOUNTED_TYPENAME(DXInterop2Device)
WGLLibrary* const mWGL;
const RefPtr<ID3D11Device> mD3D; // Only needed for lifetime guarantee.
const HANDLE mInteropDevice;
GLContext* const mGL;
// AMD workaround.
const RefPtr<ID3D11DeviceContext1> mD3DContext;
const RefPtr<ID3DDeviceContextState> mContextState;
static already_AddRefed<DXInterop2Device> Open(WGLLibrary* wgl, GLContext* gl)
{
MOZ_ASSERT(wgl->HasDXInterop2());
const RefPtr<ID3D11Device> d3d = gfx::DeviceManagerDx::Get()->GetContentDevice();
if (!d3d) {
gfxCriticalNote << "DXInterop2Device::Open: Failed to create D3D11 device.";
return nullptr;
}
if (!gl->MakeCurrent())
return nullptr;
RefPtr<ID3D11DeviceContext1> d3dContext;
RefPtr<ID3DDeviceContextState> contextState;
if (gl->WorkAroundDriverBugs() && gl->Vendor() == GLVendor::ATI) {
// AMD calls ID3D10Device::Flush, so we need to be in ID3D10Device mode.
RefPtr<ID3D11Device1> d3d11_1;
auto hr = d3d->QueryInterface(__uuidof(ID3D11Device1),
getter_AddRefs(d3d11_1));
if (!SUCCEEDED(hr))
return nullptr;
d3d11_1->GetImmediateContext1(getter_AddRefs(d3dContext));
MOZ_ASSERT(d3dContext);
const D3D_FEATURE_LEVEL featureLevel10_0 = D3D_FEATURE_LEVEL_10_0;
hr = d3d11_1->CreateDeviceContextState(0, &featureLevel10_0, 1,
D3D11_SDK_VERSION,
__uuidof(ID3D10Device), nullptr,
getter_AddRefs(contextState));
if (!SUCCEEDED(hr))
return nullptr;
}
const auto interopDevice = wgl->mSymbols.fDXOpenDeviceNV(d3d);
if (!interopDevice) {
gfxCriticalNote << "DXInterop2Device::Open: DXOpenDevice failed.";
return nullptr;
}
return MakeAndAddRef<DXInterop2Device>(wgl, d3d, interopDevice, gl, d3dContext,
contextState);
}
DXInterop2Device(WGLLibrary* wgl, ID3D11Device* d3d, HANDLE interopDevice,
GLContext* gl, ID3D11DeviceContext1* d3dContext,
ID3DDeviceContextState* contextState)
: mWGL(wgl)
, mD3D(d3d)
, mInteropDevice(interopDevice)
, mGL(gl)
, mD3DContext(d3dContext)
, mContextState(contextState)
{ }
~DXInterop2Device() {
const auto isCurrent = mGL->MakeCurrent();
if (mWGL->mSymbols.fDXCloseDeviceNV(mInteropDevice))
return;
if (isCurrent) {
// That shouldn't have failed.
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage("wglDXCloseDevice(0x%p) failed:"
" GetLastError(): %u\n",
mInteropDevice, error);
gfxCriticalError() << errorMessage.BeginReading();
}
}
HANDLE RegisterObject(void* d3dObject, GLuint name, GLenum type,
GLenum access) const
{
if (!mGL->MakeCurrent())
return nullptr;
const ScopedContextState autoCS(mD3DContext, mContextState);
const auto ret = mWGL->mSymbols.fDXRegisterObjectNV(mInteropDevice, d3dObject,
name, type, access);
if (ret)
return ret;
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage("wglDXRegisterObject(0x%p, 0x%p, %u, 0x%04x,"
" 0x%04x) failed: GetLastError(): %u\n",
mInteropDevice, d3dObject, name, type, access,
error);
gfxCriticalNote << errorMessage.BeginReading();
return nullptr;
}
bool UnregisterObject(HANDLE lockHandle) const {
const auto isCurrent = mGL->MakeCurrent();
const ScopedContextState autoCS(mD3DContext, mContextState);
if (mWGL->mSymbols.fDXUnregisterObjectNV(mInteropDevice, lockHandle))
return true;
if (!isCurrent) {
// That shouldn't have failed.
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage("wglDXUnregisterObject(0x%p, 0x%p) failed:"
" GetLastError(): %u\n",
mInteropDevice, lockHandle, error);
gfxCriticalError() << errorMessage.BeginReading();
}
return false;
}
bool LockObject(HANDLE lockHandle) const {
MOZ_ASSERT(mGL->IsCurrent());
if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
return true;
if (!mGL->MakeCurrent())
return false;
gfxCriticalNote << "wglDXLockObjects called without mGL being current."
<< " Retrying after MakeCurrent.";
if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
return true;
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage("wglDXLockObjects(0x%p, 1, {0x%p}) failed:"
" GetLastError(): %u\n",
mInteropDevice, lockHandle, error);
gfxCriticalError() << errorMessage.BeginReading();
return false;
}
bool UnlockObject(HANDLE lockHandle) const {
MOZ_ASSERT(mGL->IsCurrent());
if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
return true;
if (!mGL->MakeCurrent())
return false;
gfxCriticalNote << "wglDXUnlockObjects called without mGL being current."
<< " Retrying after MakeCurrent.";
if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
return true;
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage("wglDXUnlockObjects(0x%p, 1, {0x%p}) failed:"
" GetLastError(): %u\n",
mInteropDevice, lockHandle, error);
gfxCriticalError() << errorMessage.BeginReading();
return false;
}
};
////////////////////////////////////////////////////////////////////////////////
// Shared Surface
/*static*/ UniquePtr<SharedSurface_D3D11Interop>
SharedSurface_D3D11Interop::Create(DXInterop2Device* interop,
GLContext* gl,
const gfx::IntSize& size,
bool hasAlpha)
{
const auto& d3d = interop->mD3D;
// Create a texture in case we need to readback.
DXGI_FORMAT format = hasAlpha ? DXGI_FORMAT_B8G8R8A8_UNORM
: DXGI_FORMAT_B8G8R8X8_UNORM;
CD3D11_TEXTURE2D_DESC desc(format, size.width, size.height, 1, 1);
desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
RefPtr<ID3D11Texture2D> texD3D;
auto hr = d3d->CreateTexture2D(&desc, nullptr, getter_AddRefs(texD3D));
if (FAILED(hr)) {
NS_WARNING("Failed to create texture for CanvasLayer!");
return nullptr;
}
RefPtr<IDXGIResource> texDXGI;
hr = texD3D->QueryInterface(__uuidof(IDXGIResource), getter_AddRefs(texDXGI));
if (FAILED(hr)) {
NS_WARNING("Failed to open texture for sharing!");
return nullptr;
}
HANDLE dxgiHandle;
texDXGI->GetSharedHandle(&dxgiHandle);
////
if (!gl->MakeCurrent()) {
NS_WARNING("MakeCurrent failed.");
return nullptr;
}
GLuint interopRB = 0;
gl->fGenRenderbuffers(1, &interopRB);
const auto lockHandle = interop->RegisterObject(texD3D, interopRB,
LOCAL_GL_RENDERBUFFER,
LOCAL_WGL_ACCESS_WRITE_DISCARD_NV);
if (!lockHandle) {
NS_WARNING("Failed to register D3D object with WGL.");
gl->fDeleteRenderbuffers(1, &interopRB);
return nullptr;
}
////
GLuint prodTex = 0;
GLuint interopFB = 0;
{
GLint samples = 0;
{
const ScopedBindRenderbuffer bindRB(gl, interopRB);
gl->fGetRenderbufferParameteriv(LOCAL_GL_RENDERBUFFER,
LOCAL_GL_RENDERBUFFER_SAMPLES, &samples);
}
if (samples > 0) { // Intel
// Intel's dx_interop GL-side textures have SAMPLES=1, likely because that's
// what the D3DTextures technically have. However, SAMPLES=1 is very different
// from SAMPLES=0 in GL.
// For more, see https://bugzilla.mozilla.org/show_bug.cgi?id=1325835
// Our ShSurf tex or rb must be single-sampled.
gl->fGenTextures(1, &prodTex);
const ScopedBindTexture bindTex(gl, prodTex);
gl->TexParams_SetClampNoMips();
const GLenum format = (hasAlpha ? LOCAL_GL_RGBA : LOCAL_GL_RGB);
const ScopedBindPBO nullPBO(gl, LOCAL_GL_PIXEL_UNPACK_BUFFER);
gl->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, format, size.width, size.height, 0,
format, LOCAL_GL_UNSIGNED_BYTE, nullptr);
gl->fGenFramebuffers(1, &interopFB);
ScopedBindFramebuffer bindFB(gl, interopFB);
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER, interopRB);
MOZ_ASSERT(gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) ==
LOCAL_GL_FRAMEBUFFER_COMPLETE);
}
}
////
typedef SharedSurface_D3D11Interop ptrT;
UniquePtr<ptrT> ret ( new ptrT(gl, size, hasAlpha, prodTex, interopFB, interopRB,
interop, lockHandle, texD3D, dxgiHandle) );
return Move(ret);
}
SharedSurface_D3D11Interop::SharedSurface_D3D11Interop(GLContext* gl,
const gfx::IntSize& size,
bool hasAlpha, GLuint prodTex,
GLuint interopFB, GLuint interopRB,
DXInterop2Device* interop,
HANDLE lockHandle,
ID3D11Texture2D* texD3D,
HANDLE dxgiHandle)
: SharedSurface(SharedSurfaceType::DXGLInterop2,
prodTex ? AttachmentType::GLTexture
: AttachmentType::GLRenderbuffer,
gl,
size,
hasAlpha,
true)
, mProdTex(prodTex)
, mInteropFB(interopFB)
, mInteropRB(interopRB)
, mInterop(interop)
, mLockHandle(lockHandle)
, mTexD3D(texD3D)
, mDXGIHandle(dxgiHandle)
, mNeedsFinish(gfxPrefs::WebGLDXGLNeedsFinish())
, mLockedForGL(false)
{
MOZ_ASSERT(bool(mProdTex) == bool(mInteropFB));
}
SharedSurface_D3D11Interop::~SharedSurface_D3D11Interop()
{
MOZ_ASSERT(!IsProducerAcquired());
if (!mGL || !mGL->MakeCurrent())
return;
if (!mInterop->UnregisterObject(mLockHandle)) {
NS_WARNING("Failed to release mLockHandle, possibly leaking it.");
}
mGL->fDeleteTextures(1, &mProdTex);
mGL->fDeleteFramebuffers(1, &mInteropFB);
mGL->fDeleteRenderbuffers(1, &mInteropRB);
}
void
SharedSurface_D3D11Interop::ProducerAcquireImpl()
{
MOZ_ASSERT(!mLockedForGL);
// Now we have the mutex, we can lock for GL.
MOZ_ALWAYS_TRUE( mInterop->LockObject(mLockHandle) );
mLockedForGL = true;
}
void
SharedSurface_D3D11Interop::ProducerReleaseImpl()
{
MOZ_ASSERT(mLockedForGL);
if (mProdTex) {
const ScopedBindFramebuffer bindFB(mGL, mInteropFB);
mGL->BlitHelper()->DrawBlitTextureToFramebuffer(mProdTex, mSize, mSize);
}
if (mNeedsFinish) {
mGL->fFinish();
} else {
// We probably don't even need this.
mGL->fFlush();
}
MOZ_ALWAYS_TRUE( mInterop->UnlockObject(mLockHandle) );
mLockedForGL = false;
}
bool
SharedSurface_D3D11Interop::ToSurfaceDescriptor(layers::SurfaceDescriptor* const out_descriptor)
{
const auto format = (mHasAlpha ? gfx::SurfaceFormat::B8G8R8A8
: gfx::SurfaceFormat::B8G8R8X8);
*out_descriptor = layers::SurfaceDescriptorD3D10(WindowsHandle(mDXGIHandle), format,
mSize);
return true;
}
//////////////////////////////////////////////////////////////////////////////////////////
// Factory
/*static*/ UniquePtr<SurfaceFactory_D3D11Interop>
SurfaceFactory_D3D11Interop::Create(GLContext* gl, const SurfaceCaps& caps,
layers::LayersIPCChannel* allocator,
const layers::TextureFlags& flags)
{
WGLLibrary* wgl = &sWGLLib;
if (!wgl || !wgl->HasDXInterop2())
return nullptr;
const RefPtr<DXInterop2Device> interop = DXInterop2Device::Open(wgl, gl);
if (!interop) {
NS_WARNING("Failed to open D3D device for use by WGL.");
return nullptr;
}
typedef SurfaceFactory_D3D11Interop ptrT;
UniquePtr<ptrT> ret(new ptrT(gl, caps, allocator, flags, interop));
return Move(ret);
}
SurfaceFactory_D3D11Interop::SurfaceFactory_D3D11Interop(GLContext* gl,
const SurfaceCaps& caps,
layers::LayersIPCChannel* allocator,
const layers::TextureFlags& flags,
DXInterop2Device* interop)
: SurfaceFactory(SharedSurfaceType::DXGLInterop2, gl, caps, allocator, flags)
, mInterop(interop)
{ }
SurfaceFactory_D3D11Interop::~SurfaceFactory_D3D11Interop()
{ }
} // namespace gl
} // namespace mozilla