gecko-dev/gfx/layers/d3d11/DeviceAttachmentsD3D11.h
Jean-Yves Avenard 11ac9e9cf8 Bug 1540581 - P6. Tidy some C++ declarations in gfx/. r=gerald,jrmuizel
* Remove redundant virtual keywords
* Mark all destructors of inheriting classes as virtual for clarity
* Mark all classes without virtual destructor as final (exposed errors)
* Make destructor virtual where it needed to be (some were missing)
* Replace empty ({}) code declaration in header with = default
* Remove virtual unused methods

I probably missed some, it quickly became a rabbit hole.

Differential Revision: https://phabricator.services.mozilla.com/D26060

--HG--
extra : moz-landing-system : lando
2019-04-11 12:36:51 +00:00

117 lines
3.6 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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_layers_d3d11_DeviceAttachmentsD3D11_h
#define mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
#include "mozilla/EnumeratedArray.h"
#include "mozilla/RefPtr.h"
#include "mozilla/gfx/DeviceManagerDx.h"
#include "mozilla/layers/CompositorTypes.h"
#include "mozilla/layers/SyncObject.h"
#include <d3d11.h>
#include <dxgi1_2.h>
namespace mozilla {
namespace layers {
struct ShaderBytes;
class DeviceAttachmentsD3D11 final {
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceAttachmentsD3D11);
public:
static RefPtr<DeviceAttachmentsD3D11> Create(ID3D11Device* aDevice);
bool InitBlendShaders();
bool EnsureTriangleBuffer(size_t aNumTriangles);
bool IsValid() const { return mInitialized; }
const nsCString& GetFailureId() const {
MOZ_ASSERT(!IsValid());
return mInitFailureId;
}
typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes,
RefPtr<ID3D11VertexShader>>
VertexShaderArray;
typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes,
RefPtr<ID3D11PixelShader>>
PixelShaderArray;
RefPtr<ID3D11InputLayout> mInputLayout;
RefPtr<ID3D11InputLayout> mDynamicInputLayout;
RefPtr<ID3D11Buffer> mVertexBuffer;
RefPtr<ID3D11Buffer> mDynamicVertexBuffer;
VertexShaderArray mVSQuadShader;
VertexShaderArray mVSQuadBlendShader;
VertexShaderArray mVSDynamicShader;
VertexShaderArray mVSDynamicBlendShader;
PixelShaderArray mSolidColorShader;
PixelShaderArray mRGBAShader;
PixelShaderArray mRGBShader;
PixelShaderArray mYCbCrShader;
PixelShaderArray mNV12Shader;
PixelShaderArray mComponentAlphaShader;
PixelShaderArray mBlendShader;
RefPtr<ID3D11Buffer> mPSConstantBuffer;
RefPtr<ID3D11Buffer> mVSConstantBuffer;
RefPtr<ID3D11RasterizerState> mRasterizerState;
RefPtr<ID3D11SamplerState> mLinearSamplerState;
RefPtr<ID3D11SamplerState> mPointSamplerState;
RefPtr<ID3D11BlendState> mPremulBlendState;
RefPtr<ID3D11BlendState> mNonPremulBlendState;
RefPtr<ID3D11BlendState> mComponentBlendState;
RefPtr<ID3D11BlendState> mDisabledBlendState;
RefPtr<SyncObjectHost> mSyncObject;
void SetDeviceReset() { mDeviceReset = true; }
bool IsDeviceReset() const { return mDeviceReset; }
private:
explicit DeviceAttachmentsD3D11(ID3D11Device* device);
~DeviceAttachmentsD3D11();
bool Initialize();
bool CreateShaders();
bool InitSyncObject();
void InitVertexShader(const ShaderBytes& aShader, VertexShaderArray& aArray,
MaskType aMaskType) {
InitVertexShader(aShader, getter_AddRefs(aArray[aMaskType]));
}
void InitPixelShader(const ShaderBytes& aShader, PixelShaderArray& aArray,
MaskType aMaskType) {
InitPixelShader(aShader, getter_AddRefs(aArray[aMaskType]));
}
void InitVertexShader(const ShaderBytes& aShader, ID3D11VertexShader** aOut);
void InitPixelShader(const ShaderBytes& aShader, ID3D11PixelShader** aOut);
bool Failed(HRESULT hr, const char* aContext);
private:
size_t mMaximumTriangles;
// Only used during initialization.
RefPtr<ID3D11Device> mDevice;
bool mContinueInit;
bool mInitialized;
bool mDeviceReset;
nsCString mInitFailureId;
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h