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01583602a9
The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
182 lines
6.1 KiB
C++
182 lines
6.1 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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 MOZILLA_GFX_COMPOSITORD3D9_H
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#define MOZILLA_GFX_COMPOSITORD3D9_H
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#include "mozilla/gfx/2D.h"
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#include "mozilla/gfx/Point.h"
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#include "gfx2DGlue.h"
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#include "mozilla/layers/Compositor.h"
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#include "mozilla/layers/TextureD3D9.h"
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#include "DeviceManagerD3D9.h"
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class nsWidget;
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namespace mozilla {
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namespace layers {
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class CompositorD3D9 : public Compositor
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{
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public:
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CompositorD3D9(PCompositorParent* aParent, nsIWidget *aWidget);
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~CompositorD3D9();
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virtual bool Initialize() override;
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virtual void Destroy() override {}
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virtual TextureFactoryIdentifier
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GetTextureFactoryIdentifier() override;
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virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override;
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virtual int32_t GetMaxTextureSize() const final;
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virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override {}
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virtual already_AddRefed<CompositingRenderTarget>
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CreateRenderTarget(const gfx::IntRect &aRect,
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SurfaceInitMode aInit) override;
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virtual already_AddRefed<CompositingRenderTarget>
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CreateRenderTargetFromSource(const gfx::IntRect &aRect,
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const CompositingRenderTarget *aSource,
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const gfx::IntPoint &aSourcePoint) override;
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virtual void SetRenderTarget(CompositingRenderTarget *aSurface);
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virtual CompositingRenderTarget* GetCurrentRenderTarget() const override
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{
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return mCurrentRT;
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}
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virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override {}
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virtual void ClearRect(const gfx::Rect& aRect) override;
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virtual void DrawQuad(const gfx::Rect &aRect,
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const gfx::Rect &aClipRect,
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const EffectChain &aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect) override;
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virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
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const gfx::Rect *aClipRectIn,
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const gfx::Rect& aRenderBounds,
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gfx::Rect *aClipRectOut = nullptr,
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gfx::Rect *aRenderBoundsOut = nullptr) override;
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virtual void EndFrame() override;
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virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) override {}
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virtual void PrepareViewport(const gfx::IntSize& aSize);
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virtual bool SupportsPartialTextureUpdate() override{ return true; }
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#ifdef MOZ_DUMP_PAINTING
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virtual const char* Name() const override { return "Direct3D9"; }
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#endif
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virtual LayersBackend GetBackendType() const override {
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return LayersBackend::LAYERS_D3D9;
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}
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virtual nsIWidget* GetWidget() const override { return mWidget; }
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IDirect3DDevice9* device() const
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{
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// If the reset counts don't match it means the device was lost and we are
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// in the process of recreating a new one or will be soon.
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// cf. comment in EnsureSwapChain.
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return mDeviceManager && mDeviceResetCount == mDeviceManager->GetDeviceResetCount()
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? mDeviceManager->device()
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: nullptr;
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}
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/**
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* Returns true if the Compositor is ready to go.
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* D3D9 devices can be awkward and there is a bunch of logic around
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* resetting/recreating devices and swap chains. That is handled by this method.
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* If we don't have a device and swap chain ready for rendering, we will return
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* false and if necessary destroy the device and/or swap chain. We will also
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* schedule another composite so we get another go at rendering, thus we shouldn't
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* miss a composite due to re-creating a device.
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*/
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virtual bool Ready() override;
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/**
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* Declare an offset to use when rendering layers. This will be ignored when
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* rendering to a target instead of the screen.
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*/
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virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override
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{
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if (aOffset.x || aOffset.y) {
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NS_RUNTIMEABORT("SetScreenRenderOffset not supported by CompositorD3D9.");
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}
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// If the offset is 0, 0 that's okay.
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}
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virtual already_AddRefed<DataTextureSource>
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CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
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private:
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// ensure mSize is up to date with respect to mWidget
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void EnsureSize();
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void SetSamplerForFilter(gfx::Filter aFilter);
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void PaintToTarget();
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void SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture);
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/**
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* Ensure we have a swap chain and it is ready for rendering.
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* Requires mDeviceManger to be non-null.
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* Returns true if we have a working swap chain; false otherwise.
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* If we cannot create or validate the swap chain due to a bad device manager,
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* then the device will be destroyed and set mDeviceManager to null. We will
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* schedule another composite if it is a good idea to try again or we need to
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* recreate the device.
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*/
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bool EnsureSwapChain();
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/**
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* DeviceManagerD3D9 keeps a count of the number of times its device is
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* reset or recreated. We keep a parallel count (mDeviceResetCount). It
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* is possible that we miss a reset if it is 'caused' by another
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* compositor (for another window). In which case we need to invalidate
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* everything and render it all. This method checks the reset counts
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* match and if not invalidates everything (a long comment on that in
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* the cpp file).
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*/
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void CheckResetCount();
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void FailedToResetDevice();
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void ReportFailure(const nsACString &aMsg, HRESULT aCode);
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virtual gfx::IntSize GetWidgetSize() const override
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{
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return mSize;
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}
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/* Device manager instance for this compositor */
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RefPtr<DeviceManagerD3D9> mDeviceManager;
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/* Swap chain associated with this compositor */
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RefPtr<SwapChainD3D9> mSwapChain;
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/* Widget associated with this layer manager */
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nsIWidget *mWidget;
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RefPtr<CompositingRenderTargetD3D9> mDefaultRT;
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RefPtr<CompositingRenderTargetD3D9> mCurrentRT;
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gfx::IntSize mSize;
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uint32_t mDeviceResetCount;
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uint32_t mFailedResetAttempts;
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};
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}
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}
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#endif
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