gecko-dev/gfx/thebes/DeviceManagerDx.h
Jean-Yves Avenard 237243edf2 Bug 1497294 - P4. Use EnumSet with D3D11DeviceStatus and checks for P010 and P016 support. r=mattwoodrow
This allows to more easily construct it and add new values as needed.

The other bool members could be made to be part of the set, but this would require more significant code change.

Depends on D8082

Differential Revision: https://phabricator.services.mozilla.com/D8129

--HG--
extra : moz-landing-system : lando
2018-10-10 22:14:51 +00:00

190 lines
5.6 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* 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/. */
#ifndef mozilla_gfx_thebes_DeviceManagerDx_h
#define mozilla_gfx_thebes_DeviceManagerDx_h
#include "gfxPlatform.h"
#include "gfxTelemetry.h"
#include "mozilla/Maybe.h"
#include "mozilla/Mutex.h"
#include "mozilla/RefPtr.h"
#include "mozilla/StaticPtr.h"
#include "mozilla/gfx/GraphicsMessages.h"
#include "nsTArray.h"
#include "nsWindowsHelpers.h"
#include <windows.h>
#include <objbase.h>
#include <dxgi.h>
// This header is available in the June 2010 SDK and in the Win8 SDK
#include <d3dcommon.h>
// Win 8.0 SDK types we'll need when building using older sdks.
#if !defined(D3D_FEATURE_LEVEL_11_1) // defined in the 8.0 SDK only
#define D3D_FEATURE_LEVEL_11_1 static_cast<D3D_FEATURE_LEVEL>(0xb100)
#define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048
#define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096
#endif
struct ID3D11Device;
struct IDCompositionDevice;
struct IDirectDraw7;
namespace mozilla {
class ScopedGfxFeatureReporter;
namespace layers {
class DeviceAttachmentsD3D11;
class MLGDevice;
} // namespace layers
namespace gfx {
class FeatureState;
class DeviceManagerDx final
{
public:
static void Init();
static void Shutdown();
DeviceManagerDx();
static DeviceManagerDx* Get() {
return sInstance;
}
RefPtr<ID3D11Device> GetCompositorDevice();
RefPtr<ID3D11Device> GetContentDevice();
RefPtr<ID3D11Device> GetImageDevice();
RefPtr<IDCompositionDevice> GetDirectCompositionDevice();
RefPtr<ID3D11Device> GetVRDevice();
RefPtr<ID3D11Device> CreateDecoderDevice();
RefPtr<layers::MLGDevice> GetMLGDevice();
IDirectDraw7* GetDirectDraw();
unsigned GetCompositorFeatureLevel() const;
bool TextureSharingWorks();
bool IsWARP();
bool CanUseNV12();
bool CanUseP010();
bool CanUseP016();
bool CanUseDComp();
// Returns true if we can create a texture with
// D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX and also
// upload texture data during the CreateTexture2D
// call. This crashes on some devices, so we might
// need to avoid it.
bool CanInitializeKeyedMutexTextures();
// Intel devices on older windows versions seem to occasionally have
// stability issues when supplying InitData to CreateTexture2D.
bool HasCrashyInitData();
bool CreateCompositorDevices();
void CreateContentDevices();
void CreateDirectCompositionDevice();
void GetCompositorDevices(RefPtr<ID3D11Device>* aOutDevice,
RefPtr<layers::DeviceAttachmentsD3D11>* aOutAttachments);
void ImportDeviceInfo(const D3D11DeviceStatus& aDeviceStatus);
void ExportDeviceInfo(D3D11DeviceStatus* aOut);
void ResetDevices();
void InitializeDirectDraw();
// Reset and reacquire the devices if a reset has happened.
// Returns whether a reset occurred not whether reacquiring
// was successful.
bool MaybeResetAndReacquireDevices();
// Test whether we can acquire a DXGI 1.2-compatible adapter. This should
// only be called on startup before devices are initialized.
bool CheckRemotePresentSupport();
// Device reset helpers.
bool HasDeviceReset(DeviceResetReason* aOutReason = nullptr);
// Note: these set the cached device reset reason, which will be picked up
// on the next frame.
void ForceDeviceReset(ForcedDeviceResetReason aReason);
private:
// Pre-load any compositor resources that are expensive, and are needed when we
// attempt to create a compositor.
static void PreloadAttachmentsOnCompositorThread();
IDXGIAdapter1 *GetDXGIAdapter();
void DisableD3D11AfterCrash();
void CreateCompositorDevice(mozilla::gfx::FeatureState& d3d11);
bool CreateCompositorDeviceHelper(
mozilla::gfx::FeatureState& aD3d11,
IDXGIAdapter1* aAdapter,
bool aAttemptVideoSupport,
RefPtr<ID3D11Device>& aOutDevice);
void CreateWARPCompositorDevice();
void CreateMLGDevice();
bool CreateVRDevice();
mozilla::gfx::FeatureStatus CreateContentDevice();
bool CreateDevice(IDXGIAdapter* aAdapter,
D3D_DRIVER_TYPE aDriverType,
UINT aFlags,
HRESULT& aResOut,
RefPtr<ID3D11Device>& aOutDevice);
bool ContentAdapterIsParentAdapter(ID3D11Device* device);
bool LoadD3D11();
bool LoadDcomp();
void ReleaseD3D11();
// Call GetDeviceRemovedReason on each device until one returns
// a failure.
bool GetAnyDeviceRemovedReason(DeviceResetReason* aOutReason);
private:
static StaticAutoPtr<DeviceManagerDx> sInstance;
// This is assigned during device creation. Afterwards, it is released if
// devices failed, and "forgotten" if devices succeeded (meaning, we leak
// the ref and unassign the module).
nsModuleHandle mD3D11Module;
nsModuleHandle mDcompModule;
mozilla::Mutex mDeviceLock;
nsTArray<D3D_FEATURE_LEVEL> mFeatureLevels;
RefPtr<IDXGIAdapter1> mAdapter;
RefPtr<ID3D11Device> mCompositorDevice;
RefPtr<ID3D11Device> mContentDevice;
RefPtr<ID3D11Device> mImageDevice;
RefPtr<ID3D11Device> mVRDevice;
RefPtr<ID3D11Device> mDecoderDevice;
RefPtr<IDCompositionDevice> mDirectCompositionDevice;
RefPtr<layers::DeviceAttachmentsD3D11> mCompositorAttachments;
RefPtr<layers::MLGDevice> mMLGDevice;
bool mCompositorDeviceSupportsVideo;
Maybe<D3D11DeviceStatus> mDeviceStatus;
nsModuleHandle mDirectDrawDLL;
RefPtr<IDirectDraw7> mDirectDraw;
Maybe<DeviceResetReason> mDeviceResetReason;
};
} // namespace gfx
} // namespace mozilla
#endif // mozilla_gfx_thebes_DeviceManagerDx_h