Thu, 22 Jan 2015 13:21:57 +0100
Incorporate requested changes from Mozilla in review:
https://bugzilla.mozilla.org/show_bug.cgi?id=1123480#c6
michael@0 | 1 | /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- |
michael@0 | 2 | * This Source Code Form is subject to the terms of the Mozilla Public |
michael@0 | 3 | * License, v. 2.0. If a copy of the MPL was not distributed with this |
michael@0 | 4 | * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
michael@0 | 5 | |
michael@0 | 6 | #ifndef GFX_DEVICEMANAGERD3D9_H |
michael@0 | 7 | #define GFX_DEVICEMANAGERD3D9_H |
michael@0 | 8 | |
michael@0 | 9 | #include "gfxTypes.h" |
michael@0 | 10 | #include "nsAutoPtr.h" |
michael@0 | 11 | #include "d3d9.h" |
michael@0 | 12 | #include "nsTArray.h" |
michael@0 | 13 | #include "mozilla/layers/CompositorTypes.h" |
michael@0 | 14 | #include "mozilla/RefPtr.h" |
michael@0 | 15 | |
michael@0 | 16 | struct nsIntRect; |
michael@0 | 17 | |
michael@0 | 18 | namespace mozilla { |
michael@0 | 19 | namespace layers { |
michael@0 | 20 | |
michael@0 | 21 | class DeviceManagerD3D9; |
michael@0 | 22 | class LayerD3D9; |
michael@0 | 23 | class Nv3DVUtils; |
michael@0 | 24 | class Layer; |
michael@0 | 25 | class TextureSourceD3D9; |
michael@0 | 26 | |
michael@0 | 27 | // Shader Constant locations |
michael@0 | 28 | const int CBmLayerTransform = 0; |
michael@0 | 29 | const int CBmProjection = 4; |
michael@0 | 30 | const int CBvRenderTargetOffset = 8; |
michael@0 | 31 | const int CBvTextureCoords = 9; |
michael@0 | 32 | const int CBvLayerQuad = 10; |
michael@0 | 33 | // we don't use opacity with solid color shaders |
michael@0 | 34 | const int CBfLayerOpacity = 0; |
michael@0 | 35 | const int CBvColor = 0; |
michael@0 | 36 | |
michael@0 | 37 | enum DeviceManagerState { |
michael@0 | 38 | // The device and swap chain are OK. |
michael@0 | 39 | DeviceOK, |
michael@0 | 40 | // The device or swap chain are in a bad state, and we should not render. |
michael@0 | 41 | DeviceFail, |
michael@0 | 42 | // The device is lost and cannot be reset, the user should forget the |
michael@0 | 43 | // current device manager and create a new one. |
michael@0 | 44 | DeviceMustRecreate, |
michael@0 | 45 | }; |
michael@0 | 46 | |
michael@0 | 47 | |
michael@0 | 48 | /** |
michael@0 | 49 | * This structure is used to pass rectangles to our shader constant. We can use |
michael@0 | 50 | * this for passing rectangular areas to SetVertexShaderConstant. In the format |
michael@0 | 51 | * of a 4 component float(x,y,width,height). Our vertex shader can then use |
michael@0 | 52 | * this to construct rectangular positions from the 0,0-1,1 quad that we source |
michael@0 | 53 | * it with. |
michael@0 | 54 | */ |
michael@0 | 55 | struct ShaderConstantRect |
michael@0 | 56 | { |
michael@0 | 57 | float mX, mY, mWidth, mHeight; |
michael@0 | 58 | |
michael@0 | 59 | // Provide all the commonly used argument types to prevent all the local |
michael@0 | 60 | // casts in the code. |
michael@0 | 61 | ShaderConstantRect(float aX, float aY, float aWidth, float aHeight) |
michael@0 | 62 | : mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight) |
michael@0 | 63 | { } |
michael@0 | 64 | |
michael@0 | 65 | ShaderConstantRect(int32_t aX, int32_t aY, int32_t aWidth, int32_t aHeight) |
michael@0 | 66 | : mX((float)aX), mY((float)aY) |
michael@0 | 67 | , mWidth((float)aWidth), mHeight((float)aHeight) |
michael@0 | 68 | { } |
michael@0 | 69 | |
michael@0 | 70 | ShaderConstantRect(int32_t aX, int32_t aY, float aWidth, float aHeight) |
michael@0 | 71 | : mX((float)aX), mY((float)aY), mWidth(aWidth), mHeight(aHeight) |
michael@0 | 72 | { } |
michael@0 | 73 | |
michael@0 | 74 | // For easy passing to SetVertexShaderConstantF. |
michael@0 | 75 | operator float* () { return &mX; } |
michael@0 | 76 | }; |
michael@0 | 77 | |
michael@0 | 78 | /** |
michael@0 | 79 | * SwapChain class, this class manages the swap chain belonging to a |
michael@0 | 80 | * LayerManagerD3D9. |
michael@0 | 81 | */ |
michael@0 | 82 | class SwapChainD3D9 MOZ_FINAL |
michael@0 | 83 | { |
michael@0 | 84 | NS_INLINE_DECL_REFCOUNTING(SwapChainD3D9) |
michael@0 | 85 | public: |
michael@0 | 86 | |
michael@0 | 87 | /** |
michael@0 | 88 | * This function will prepare the device this swap chain belongs to for |
michael@0 | 89 | * rendering to this swap chain. Only after calling this function can the |
michael@0 | 90 | * swap chain be drawn to, and only until this function is called on another |
michael@0 | 91 | * swap chain belonging to this device will the device draw to it. Passed in |
michael@0 | 92 | * is the size of the swap chain. If the window size differs from the size |
michael@0 | 93 | * during the last call to this function the swap chain will resize. Note that |
michael@0 | 94 | * in no case does this function guarantee the backbuffer to still have its |
michael@0 | 95 | * old content. |
michael@0 | 96 | */ |
michael@0 | 97 | DeviceManagerState PrepareForRendering(); |
michael@0 | 98 | |
michael@0 | 99 | already_AddRefed<IDirect3DSurface9> GetBackBuffer(); |
michael@0 | 100 | |
michael@0 | 101 | /** |
michael@0 | 102 | * This function will present the selected rectangle of the swap chain to |
michael@0 | 103 | * its associated window. |
michael@0 | 104 | */ |
michael@0 | 105 | void Present(const nsIntRect &aRect); |
michael@0 | 106 | void Present(); |
michael@0 | 107 | |
michael@0 | 108 | private: |
michael@0 | 109 | friend class DeviceManagerD3D9; |
michael@0 | 110 | |
michael@0 | 111 | SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager); |
michael@0 | 112 | |
michael@0 | 113 | // Private destructor, to discourage deletion outside of Release(): |
michael@0 | 114 | ~SwapChainD3D9(); |
michael@0 | 115 | |
michael@0 | 116 | bool Init(HWND hWnd); |
michael@0 | 117 | |
michael@0 | 118 | /** |
michael@0 | 119 | * This causes us to release our swap chain, clearing out our resource usage |
michael@0 | 120 | * so the master device may reset. |
michael@0 | 121 | */ |
michael@0 | 122 | void Reset(); |
michael@0 | 123 | |
michael@0 | 124 | nsRefPtr<IDirect3DSwapChain9> mSwapChain; |
michael@0 | 125 | nsRefPtr<DeviceManagerD3D9> mDeviceManager; |
michael@0 | 126 | HWND mWnd; |
michael@0 | 127 | }; |
michael@0 | 128 | |
michael@0 | 129 | /** |
michael@0 | 130 | * Device manager, this class is used by the layer managers to share the D3D9 |
michael@0 | 131 | * device and create swap chains for the individual windows the layer managers |
michael@0 | 132 | * belong to. |
michael@0 | 133 | */ |
michael@0 | 134 | class DeviceManagerD3D9 MOZ_FINAL |
michael@0 | 135 | { |
michael@0 | 136 | public: |
michael@0 | 137 | DeviceManagerD3D9(); |
michael@0 | 138 | NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceManagerD3D9) |
michael@0 | 139 | |
michael@0 | 140 | /** |
michael@0 | 141 | * Initialises the device manager, the underlying device, and everything else |
michael@0 | 142 | * the manager needs. |
michael@0 | 143 | * Returns true if initialisation succeeds, false otherwise. |
michael@0 | 144 | * Note that if initisalisation fails, you cannot try again - you must throw |
michael@0 | 145 | * away the DeviceManagerD3D9 and create a new one. |
michael@0 | 146 | */ |
michael@0 | 147 | bool Init(); |
michael@0 | 148 | |
michael@0 | 149 | /** |
michael@0 | 150 | * Sets up the render state for the device for layer rendering. |
michael@0 | 151 | */ |
michael@0 | 152 | void SetupRenderState(); |
michael@0 | 153 | |
michael@0 | 154 | /** |
michael@0 | 155 | * Create a swap chain setup to work with the specified window. |
michael@0 | 156 | */ |
michael@0 | 157 | already_AddRefed<SwapChainD3D9> CreateSwapChain(HWND hWnd); |
michael@0 | 158 | |
michael@0 | 159 | IDirect3DDevice9 *device() { return mDevice; } |
michael@0 | 160 | |
michael@0 | 161 | bool IsD3D9Ex() { return mDeviceEx; } |
michael@0 | 162 | |
michael@0 | 163 | bool HasDynamicTextures() { return mHasDynamicTextures; } |
michael@0 | 164 | |
michael@0 | 165 | enum ShaderMode { |
michael@0 | 166 | RGBLAYER, |
michael@0 | 167 | RGBALAYER, |
michael@0 | 168 | COMPONENTLAYERPASS1, |
michael@0 | 169 | COMPONENTLAYERPASS2, |
michael@0 | 170 | YCBCRLAYER, |
michael@0 | 171 | SOLIDCOLORLAYER |
michael@0 | 172 | }; |
michael@0 | 173 | |
michael@0 | 174 | void SetShaderMode(ShaderMode aMode, Layer* aMask, bool aIs2D); |
michael@0 | 175 | // returns the register to be used for the mask texture, if appropriate |
michael@0 | 176 | uint32_t SetShaderMode(ShaderMode aMode, MaskType aMaskType); |
michael@0 | 177 | |
michael@0 | 178 | /** |
michael@0 | 179 | * Return pointer to the Nv3DVUtils instance |
michael@0 | 180 | */ |
michael@0 | 181 | Nv3DVUtils *GetNv3DVUtils() { return mNv3DVUtils; } |
michael@0 | 182 | |
michael@0 | 183 | /** |
michael@0 | 184 | * Returns true if this device was removed. |
michael@0 | 185 | */ |
michael@0 | 186 | bool DeviceWasRemoved() { return mDeviceWasRemoved; } |
michael@0 | 187 | |
michael@0 | 188 | uint32_t GetDeviceResetCount() { return mDeviceResetCount; } |
michael@0 | 189 | |
michael@0 | 190 | /** |
michael@0 | 191 | * We keep a list of all layers here that may have hardware resource allocated |
michael@0 | 192 | * so we can clean their resources on reset. |
michael@0 | 193 | */ |
michael@0 | 194 | nsTArray<LayerD3D9*> mLayersWithResources; |
michael@0 | 195 | |
michael@0 | 196 | int32_t GetMaxTextureSize() { return mMaxTextureSize; } |
michael@0 | 197 | |
michael@0 | 198 | // Removes aHost from our list of texture hosts if it is the head. |
michael@0 | 199 | void RemoveTextureListHead(TextureSourceD3D9* aHost); |
michael@0 | 200 | |
michael@0 | 201 | /** |
michael@0 | 202 | * Creates a texture using our device. |
michael@0 | 203 | * If needed, we keep a record of the new texture, so the texture can be |
michael@0 | 204 | * released. In this case, aTextureHostIDirect3DTexture9 must be non-null. |
michael@0 | 205 | */ |
michael@0 | 206 | TemporaryRef<IDirect3DTexture9> CreateTexture(const gfx::IntSize &aSize, |
michael@0 | 207 | _D3DFORMAT aFormat, |
michael@0 | 208 | D3DPOOL aPool, |
michael@0 | 209 | TextureSourceD3D9* aTextureHostIDirect3DTexture9); |
michael@0 | 210 | #ifdef DEBUG |
michael@0 | 211 | // Looks for aFind in the list of texture hosts. |
michael@0 | 212 | // O(n) so only use for assertions. |
michael@0 | 213 | bool IsInTextureHostList(TextureSourceD3D9* aFind); |
michael@0 | 214 | #endif |
michael@0 | 215 | |
michael@0 | 216 | /** |
michael@0 | 217 | * This function verifies the device is ready for rendering, internally this |
michael@0 | 218 | * will test the cooperative level of the device and reset the device if |
michael@0 | 219 | * needed. If this returns false subsequent rendering calls may return errors. |
michael@0 | 220 | */ |
michael@0 | 221 | DeviceManagerState VerifyReadyForRendering(); |
michael@0 | 222 | |
michael@0 | 223 | static uint32_t sMaskQuadRegister; |
michael@0 | 224 | |
michael@0 | 225 | private: |
michael@0 | 226 | friend class SwapChainD3D9; |
michael@0 | 227 | |
michael@0 | 228 | ~DeviceManagerD3D9(); |
michael@0 | 229 | void DestroyDevice(); |
michael@0 | 230 | |
michael@0 | 231 | /** |
michael@0 | 232 | * This will fill our vertex buffer with the data of our quad, it may be |
michael@0 | 233 | * called when the vertex buffer is recreated. |
michael@0 | 234 | */ |
michael@0 | 235 | bool CreateVertexBuffer(); |
michael@0 | 236 | |
michael@0 | 237 | /** |
michael@0 | 238 | * Release all textures created by this device manager. |
michael@0 | 239 | */ |
michael@0 | 240 | void ReleaseTextureResources(); |
michael@0 | 241 | /** |
michael@0 | 242 | * Add aHost to our list of texture hosts. |
michael@0 | 243 | */ |
michael@0 | 244 | void RegisterTextureHost(TextureSourceD3D9* aHost); |
michael@0 | 245 | |
michael@0 | 246 | /* Array used to store all swap chains for device resets */ |
michael@0 | 247 | nsTArray<SwapChainD3D9*> mSwapChains; |
michael@0 | 248 | |
michael@0 | 249 | /* The D3D device we use */ |
michael@0 | 250 | nsRefPtr<IDirect3DDevice9> mDevice; |
michael@0 | 251 | |
michael@0 | 252 | /* The D3D9Ex device - only valid on Vista+ with WDDM */ |
michael@0 | 253 | nsRefPtr<IDirect3DDevice9Ex> mDeviceEx; |
michael@0 | 254 | |
michael@0 | 255 | /* An instance of the D3D9 object */ |
michael@0 | 256 | nsRefPtr<IDirect3D9> mD3D9; |
michael@0 | 257 | |
michael@0 | 258 | /* An instance of the D3D9Ex object - only valid on Vista+ with WDDM */ |
michael@0 | 259 | nsRefPtr<IDirect3D9Ex> mD3D9Ex; |
michael@0 | 260 | |
michael@0 | 261 | /* Vertex shader used for layer quads */ |
michael@0 | 262 | nsRefPtr<IDirect3DVertexShader9> mLayerVS; |
michael@0 | 263 | |
michael@0 | 264 | /* Pixel shader used for RGB textures */ |
michael@0 | 265 | nsRefPtr<IDirect3DPixelShader9> mRGBPS; |
michael@0 | 266 | |
michael@0 | 267 | /* Pixel shader used for RGBA textures */ |
michael@0 | 268 | nsRefPtr<IDirect3DPixelShader9> mRGBAPS; |
michael@0 | 269 | |
michael@0 | 270 | /* Pixel shader used for component alpha textures (pass 1) */ |
michael@0 | 271 | nsRefPtr<IDirect3DPixelShader9> mComponentPass1PS; |
michael@0 | 272 | |
michael@0 | 273 | /* Pixel shader used for component alpha textures (pass 2) */ |
michael@0 | 274 | nsRefPtr<IDirect3DPixelShader9> mComponentPass2PS; |
michael@0 | 275 | |
michael@0 | 276 | /* Pixel shader used for RGB textures */ |
michael@0 | 277 | nsRefPtr<IDirect3DPixelShader9> mYCbCrPS; |
michael@0 | 278 | |
michael@0 | 279 | /* Pixel shader used for solid colors */ |
michael@0 | 280 | nsRefPtr<IDirect3DPixelShader9> mSolidColorPS; |
michael@0 | 281 | |
michael@0 | 282 | /* As above, but using a mask layer */ |
michael@0 | 283 | nsRefPtr<IDirect3DVertexShader9> mLayerVSMask; |
michael@0 | 284 | nsRefPtr<IDirect3DVertexShader9> mLayerVSMask3D; |
michael@0 | 285 | nsRefPtr<IDirect3DPixelShader9> mRGBPSMask; |
michael@0 | 286 | nsRefPtr<IDirect3DPixelShader9> mRGBAPSMask; |
michael@0 | 287 | nsRefPtr<IDirect3DPixelShader9> mRGBAPSMask3D; |
michael@0 | 288 | nsRefPtr<IDirect3DPixelShader9> mComponentPass1PSMask; |
michael@0 | 289 | nsRefPtr<IDirect3DPixelShader9> mComponentPass2PSMask; |
michael@0 | 290 | nsRefPtr<IDirect3DPixelShader9> mYCbCrPSMask; |
michael@0 | 291 | nsRefPtr<IDirect3DPixelShader9> mSolidColorPSMask; |
michael@0 | 292 | |
michael@0 | 293 | /* Vertex buffer containing our basic vertex structure */ |
michael@0 | 294 | nsRefPtr<IDirect3DVertexBuffer9> mVB; |
michael@0 | 295 | |
michael@0 | 296 | /* Our vertex declaration */ |
michael@0 | 297 | nsRefPtr<IDirect3DVertexDeclaration9> mVD; |
michael@0 | 298 | |
michael@0 | 299 | /* We maintain a doubly linked list of all d3d9 texture hosts which host |
michael@0 | 300 | * d3d9 textures created by this device manager. |
michael@0 | 301 | * Texture hosts must remove themselves when they disappear (i.e., we |
michael@0 | 302 | * expect all hosts in the list to be valid). |
michael@0 | 303 | * The list is cleared when we release the textures. |
michael@0 | 304 | */ |
michael@0 | 305 | TextureSourceD3D9* mTextureHostList; |
michael@0 | 306 | |
michael@0 | 307 | /* Our focus window - this is really a dummy window we can associate our |
michael@0 | 308 | * device with. |
michael@0 | 309 | */ |
michael@0 | 310 | HWND mFocusWnd; |
michael@0 | 311 | |
michael@0 | 312 | /* we use this to help track if our device temporarily or permanently lost */ |
michael@0 | 313 | HMONITOR mDeviceMonitor; |
michael@0 | 314 | |
michael@0 | 315 | uint32_t mDeviceResetCount; |
michael@0 | 316 | |
michael@0 | 317 | uint32_t mMaxTextureSize; |
michael@0 | 318 | |
michael@0 | 319 | /** |
michael@0 | 320 | * Wrap (repeat) or clamp textures. We prefer the former so we can do buffer |
michael@0 | 321 | * rotation, but some older hardware doesn't support it. |
michael@0 | 322 | */ |
michael@0 | 323 | D3DTEXTUREADDRESS mTextureAddressingMode; |
michael@0 | 324 | |
michael@0 | 325 | /* If this device supports dynamic textures */ |
michael@0 | 326 | bool mHasDynamicTextures; |
michael@0 | 327 | |
michael@0 | 328 | /* If this device was removed */ |
michael@0 | 329 | bool mDeviceWasRemoved; |
michael@0 | 330 | |
michael@0 | 331 | /* Nv3DVUtils instance */ |
michael@0 | 332 | nsAutoPtr<Nv3DVUtils> mNv3DVUtils; |
michael@0 | 333 | |
michael@0 | 334 | /** |
michael@0 | 335 | * Verifies all required device capabilities are present. |
michael@0 | 336 | */ |
michael@0 | 337 | bool VerifyCaps(); |
michael@0 | 338 | }; |
michael@0 | 339 | |
michael@0 | 340 | } /* namespace layers */ |
michael@0 | 341 | } /* namespace mozilla */ |
michael@0 | 342 | |
michael@0 | 343 | #endif /* GFX_DEVICEMANAGERD3D9_H */ |