gfx/layers/d3d11/CompositorD3D11.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/layers/d3d11/CompositorD3D11.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,1026 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
     1.5 + * This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "CompositorD3D11.h"
    1.10 +
    1.11 +#include "TextureD3D11.h"
    1.12 +#include "CompositorD3D11Shaders.h"
    1.13 +
    1.14 +#include "gfxWindowsPlatform.h"
    1.15 +#include "nsIWidget.h"
    1.16 +#include "mozilla/layers/ImageHost.h"
    1.17 +#include "mozilla/layers/ContentHost.h"
    1.18 +#include "mozilla/layers/Effects.h"
    1.19 +#include "nsWindowsHelpers.h"
    1.20 +#include "gfxPrefs.h"
    1.21 +
    1.22 +#ifdef MOZ_METRO
    1.23 +#include <DXGI1_2.h>
    1.24 +#endif
    1.25 +
    1.26 +namespace mozilla {
    1.27 +
    1.28 +using namespace gfx;
    1.29 +
    1.30 +namespace layers {
    1.31 +
    1.32 +struct Vertex
    1.33 +{
    1.34 +    float position[2];
    1.35 +};
    1.36 +
    1.37 +// {1E4D7BEB-D8EC-4A0B-BF0A-63E6DE129425}
    1.38 +static const GUID sDeviceAttachmentsD3D11 =
    1.39 +{ 0x1e4d7beb, 0xd8ec, 0x4a0b, { 0xbf, 0xa, 0x63, 0xe6, 0xde, 0x12, 0x94, 0x25 } };
    1.40 +// {88041664-C835-4AA8-ACB8-7EC832357ED8}
    1.41 +static const GUID sLayerManagerCount =
    1.42 +{ 0x88041664, 0xc835, 0x4aa8, { 0xac, 0xb8, 0x7e, 0xc8, 0x32, 0x35, 0x7e, 0xd8 } };
    1.43 +
    1.44 +const FLOAT sBlendFactor[] = { 0, 0, 0, 0 };
    1.45 +
    1.46 +struct DeviceAttachmentsD3D11
    1.47 +{
    1.48 +  RefPtr<ID3D11InputLayout> mInputLayout;
    1.49 +  RefPtr<ID3D11Buffer> mVertexBuffer;
    1.50 +  RefPtr<ID3D11VertexShader> mVSQuadShader[3];
    1.51 +  RefPtr<ID3D11PixelShader> mSolidColorShader[2];
    1.52 +  RefPtr<ID3D11PixelShader> mRGBAShader[3];
    1.53 +  RefPtr<ID3D11PixelShader> mRGBShader[2];
    1.54 +  RefPtr<ID3D11PixelShader> mYCbCrShader[2];
    1.55 +  RefPtr<ID3D11PixelShader> mComponentAlphaShader[2];
    1.56 +  RefPtr<ID3D11Buffer> mPSConstantBuffer;
    1.57 +  RefPtr<ID3D11Buffer> mVSConstantBuffer;
    1.58 +  RefPtr<ID3D11RasterizerState> mRasterizerState;
    1.59 +  RefPtr<ID3D11SamplerState> mLinearSamplerState;
    1.60 +  RefPtr<ID3D11SamplerState> mPointSamplerState;
    1.61 +  RefPtr<ID3D11BlendState> mPremulBlendState;
    1.62 +  RefPtr<ID3D11BlendState> mNonPremulBlendState;
    1.63 +  RefPtr<ID3D11BlendState> mComponentBlendState;
    1.64 +  RefPtr<ID3D11BlendState> mDisabledBlendState;
    1.65 +};
    1.66 +
    1.67 +CompositorD3D11::CompositorD3D11(nsIWidget* aWidget)
    1.68 +  : mAttachments(nullptr)
    1.69 +  , mWidget(aWidget)
    1.70 +  , mHwnd(nullptr)
    1.71 +  , mDisableSequenceForNextFrame(false)
    1.72 +{
    1.73 +  SetBackend(LayersBackend::LAYERS_D3D11);
    1.74 +}
    1.75 +
    1.76 +CompositorD3D11::~CompositorD3D11()
    1.77 +{
    1.78 +  if (mDevice) {
    1.79 +    int referenceCount = 0;
    1.80 +    UINT size = sizeof(referenceCount);
    1.81 +    HRESULT hr = mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount);
    1.82 +    NS_ASSERTION(SUCCEEDED(hr), "Reference count not found on device.");
    1.83 +    referenceCount--;
    1.84 +    mDevice->SetPrivateData(sLayerManagerCount,
    1.85 +                            sizeof(referenceCount),
    1.86 +                            &referenceCount);
    1.87 +
    1.88 +    if (!referenceCount) {
    1.89 +      DeviceAttachmentsD3D11 *attachments;
    1.90 +      size = sizeof(attachments);
    1.91 +      mDevice->GetPrivateData(sDeviceAttachmentsD3D11, &size, &attachments);
    1.92 +      // No LayerManagers left for this device. Clear out interfaces stored
    1.93 +      // which hold a reference to the device.
    1.94 +      mDevice->SetPrivateData(sDeviceAttachmentsD3D11, 0, nullptr);
    1.95 +
    1.96 +      delete attachments;
    1.97 +    }
    1.98 +  }
    1.99 +}
   1.100 +
   1.101 +bool
   1.102 +CompositorD3D11::Initialize()
   1.103 +{
   1.104 +  HRESULT hr;
   1.105 +
   1.106 +  mDevice = gfxWindowsPlatform::GetPlatform()->GetD3D11Device();
   1.107 +
   1.108 +  if (!mDevice) {
   1.109 +    return false;
   1.110 +  }
   1.111 +
   1.112 +  mDevice->GetImmediateContext(byRef(mContext));
   1.113 +
   1.114 +  if (!mContext) {
   1.115 +    return false;
   1.116 +  }
   1.117 +
   1.118 +  mHwnd = (HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW);
   1.119 +
   1.120 +  memset(&mVSConstants, 0, sizeof(VertexShaderConstants));
   1.121 +
   1.122 +  int referenceCount = 0;
   1.123 +  UINT size = sizeof(referenceCount);
   1.124 +  // If this isn't there yet it'll fail, count will remain 0, which is correct.
   1.125 +  mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount);
   1.126 +  referenceCount++;
   1.127 +  mDevice->SetPrivateData(sLayerManagerCount,
   1.128 +                          sizeof(referenceCount),
   1.129 +                          &referenceCount);
   1.130 +
   1.131 +  size = sizeof(DeviceAttachmentsD3D11*);
   1.132 +  if (FAILED(mDevice->GetPrivateData(sDeviceAttachmentsD3D11,
   1.133 +                                     &size,
   1.134 +                                     &mAttachments))) {
   1.135 +    mAttachments = new DeviceAttachmentsD3D11;
   1.136 +    mDevice->SetPrivateData(sDeviceAttachmentsD3D11,
   1.137 +                            sizeof(mAttachments),
   1.138 +                            &mAttachments);
   1.139 +
   1.140 +    D3D11_INPUT_ELEMENT_DESC layout[] =
   1.141 +    {
   1.142 +      { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
   1.143 +    };
   1.144 +
   1.145 +    hr = mDevice->CreateInputLayout(layout,
   1.146 +                                    sizeof(layout) / sizeof(D3D11_INPUT_ELEMENT_DESC),
   1.147 +                                    LayerQuadVS,
   1.148 +                                    sizeof(LayerQuadVS),
   1.149 +                                    byRef(mAttachments->mInputLayout));
   1.150 +
   1.151 +    if (FAILED(hr)) {
   1.152 +      return false;
   1.153 +    }
   1.154 +
   1.155 +    Vertex vertices[] = { {0.0, 0.0}, {1.0, 0.0}, {0.0, 1.0}, {1.0, 1.0} };
   1.156 +    CD3D11_BUFFER_DESC bufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
   1.157 +    D3D11_SUBRESOURCE_DATA data;
   1.158 +    data.pSysMem = (void*)vertices;
   1.159 +
   1.160 +    hr = mDevice->CreateBuffer(&bufferDesc, &data, byRef(mAttachments->mVertexBuffer));
   1.161 +
   1.162 +    if (FAILED(hr)) {
   1.163 +      return false;
   1.164 +    }
   1.165 +
   1.166 +    if (!CreateShaders()) {
   1.167 +      return false;
   1.168 +    }
   1.169 +
   1.170 +    CD3D11_BUFFER_DESC cBufferDesc(sizeof(VertexShaderConstants),
   1.171 +                                   D3D11_BIND_CONSTANT_BUFFER,
   1.172 +                                   D3D11_USAGE_DYNAMIC,
   1.173 +                                   D3D11_CPU_ACCESS_WRITE);
   1.174 +
   1.175 +    hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, byRef(mAttachments->mVSConstantBuffer));
   1.176 +    if (FAILED(hr)) {
   1.177 +      return false;
   1.178 +    }
   1.179 +
   1.180 +    cBufferDesc.ByteWidth = sizeof(PixelShaderConstants);
   1.181 +    hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, byRef(mAttachments->mPSConstantBuffer));
   1.182 +    if (FAILED(hr)) {
   1.183 +      return false;
   1.184 +    }
   1.185 +
   1.186 +    CD3D11_RASTERIZER_DESC rastDesc(D3D11_DEFAULT);
   1.187 +    rastDesc.CullMode = D3D11_CULL_NONE;
   1.188 +    rastDesc.ScissorEnable = TRUE;
   1.189 +
   1.190 +    hr = mDevice->CreateRasterizerState(&rastDesc, byRef(mAttachments->mRasterizerState));
   1.191 +    if (FAILED(hr)) {
   1.192 +      return false;
   1.193 +    }
   1.194 +
   1.195 +    CD3D11_SAMPLER_DESC samplerDesc(D3D11_DEFAULT);
   1.196 +    samplerDesc.AddressU = samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
   1.197 +    hr = mDevice->CreateSamplerState(&samplerDesc, byRef(mAttachments->mLinearSamplerState));
   1.198 +    if (FAILED(hr)) {
   1.199 +      return false;
   1.200 +    }
   1.201 +
   1.202 +    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
   1.203 +    hr = mDevice->CreateSamplerState(&samplerDesc, byRef(mAttachments->mPointSamplerState));
   1.204 +    if (FAILED(hr)) {
   1.205 +      return false;
   1.206 +    }
   1.207 +
   1.208 +    CD3D11_BLEND_DESC blendDesc(D3D11_DEFAULT);
   1.209 +    D3D11_RENDER_TARGET_BLEND_DESC rtBlendPremul = {
   1.210 +      TRUE,
   1.211 +      D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
   1.212 +      D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
   1.213 +      D3D11_COLOR_WRITE_ENABLE_ALL
   1.214 +    };
   1.215 +    blendDesc.RenderTarget[0] = rtBlendPremul;
   1.216 +    hr = mDevice->CreateBlendState(&blendDesc, byRef(mAttachments->mPremulBlendState));
   1.217 +    if (FAILED(hr)) {
   1.218 +      return false;
   1.219 +    }
   1.220 +
   1.221 +    D3D11_RENDER_TARGET_BLEND_DESC rtBlendNonPremul = {
   1.222 +      TRUE,
   1.223 +      D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
   1.224 +      D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
   1.225 +      D3D11_COLOR_WRITE_ENABLE_ALL
   1.226 +    };
   1.227 +    blendDesc.RenderTarget[0] = rtBlendNonPremul;
   1.228 +    hr = mDevice->CreateBlendState(&blendDesc, byRef(mAttachments->mNonPremulBlendState));
   1.229 +    if (FAILED(hr)) {
   1.230 +      return false;
   1.231 +    }
   1.232 +
   1.233 +    if (gfxPrefs::ComponentAlphaEnabled()) {
   1.234 +      D3D11_RENDER_TARGET_BLEND_DESC rtBlendComponent = {
   1.235 +        TRUE,
   1.236 +        D3D11_BLEND_ONE,
   1.237 +        D3D11_BLEND_INV_SRC1_COLOR,
   1.238 +        D3D11_BLEND_OP_ADD,
   1.239 +        D3D11_BLEND_ONE,
   1.240 +        D3D11_BLEND_INV_SRC_ALPHA,
   1.241 +        D3D11_BLEND_OP_ADD,
   1.242 +        D3D11_COLOR_WRITE_ENABLE_ALL
   1.243 +      };
   1.244 +      blendDesc.RenderTarget[0] = rtBlendComponent;
   1.245 +      hr = mDevice->CreateBlendState(&blendDesc, byRef(mAttachments->mComponentBlendState));
   1.246 +      if (FAILED(hr)) {
   1.247 +        return false;
   1.248 +      }
   1.249 +    }
   1.250 +
   1.251 +    D3D11_RENDER_TARGET_BLEND_DESC rtBlendDisabled = {
   1.252 +      FALSE,
   1.253 +      D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
   1.254 +      D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
   1.255 +      D3D11_COLOR_WRITE_ENABLE_ALL
   1.256 +    };
   1.257 +    blendDesc.RenderTarget[0] = rtBlendDisabled;
   1.258 +    hr = mDevice->CreateBlendState(&blendDesc, byRef(mAttachments->mDisabledBlendState));
   1.259 +    if (FAILED(hr)) {
   1.260 +      return false;
   1.261 +    }
   1.262 +  }
   1.263 +
   1.264 +  nsRefPtr<IDXGIDevice> dxgiDevice;
   1.265 +  nsRefPtr<IDXGIAdapter> dxgiAdapter;
   1.266 +
   1.267 +  mDevice->QueryInterface(dxgiDevice.StartAssignment());
   1.268 +  dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter));
   1.269 +
   1.270 +#ifdef MOZ_METRO
   1.271 +  if (IsRunningInWindowsMetro()) {
   1.272 +    nsRefPtr<IDXGIFactory2> dxgiFactory;
   1.273 +    dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
   1.274 +
   1.275 +    nsIntRect rect;
   1.276 +    mWidget->GetClientBounds(rect);
   1.277 +
   1.278 +    DXGI_SWAP_CHAIN_DESC1 swapDesc = { 0 };
   1.279 +    // Automatically detect the width and the height from the winrt CoreWindow
   1.280 +    swapDesc.Width = rect.width;
   1.281 +    swapDesc.Height = rect.height;
   1.282 +    // This is the most common swapchain format
   1.283 +    swapDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
   1.284 +    swapDesc.Stereo = false;
   1.285 +    // Don't use multi-sampling
   1.286 +    swapDesc.SampleDesc.Count = 1;
   1.287 +    swapDesc.SampleDesc.Quality = 0;
   1.288 +    swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
   1.289 +    // Use double buffering to enable flip
   1.290 +    swapDesc.BufferCount = 2;
   1.291 +    swapDesc.Scaling = DXGI_SCALING_NONE;
   1.292 +    // All Metro style apps must use this SwapEffect
   1.293 +    swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
   1.294 +    swapDesc.Flags = 0;
   1.295 +
   1.296 +    /**
   1.297 +     * Create a swap chain, this swap chain will contain the backbuffer for
   1.298 +     * the window we draw to. The front buffer is the full screen front
   1.299 +     * buffer.
   1.300 +    */
   1.301 +    nsRefPtr<IDXGISwapChain1> swapChain1;
   1.302 +    hr = dxgiFactory->CreateSwapChainForCoreWindow(
   1.303 +           dxgiDevice, (IUnknown *)mWidget->GetNativeData(NS_NATIVE_ICOREWINDOW),
   1.304 +           &swapDesc, nullptr, getter_AddRefs(swapChain1));
   1.305 +    if (FAILED(hr)) {
   1.306 +        return false;
   1.307 +    }
   1.308 +    mSwapChain = swapChain1;
   1.309 +  } else
   1.310 +#endif
   1.311 +  {
   1.312 +    nsRefPtr<IDXGIFactory> dxgiFactory;
   1.313 +    dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
   1.314 +
   1.315 +    DXGI_SWAP_CHAIN_DESC swapDesc;
   1.316 +    ::ZeroMemory(&swapDesc, sizeof(swapDesc));
   1.317 +    swapDesc.BufferDesc.Width = 0;
   1.318 +    swapDesc.BufferDesc.Height = 0;
   1.319 +    swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
   1.320 +    swapDesc.BufferDesc.RefreshRate.Numerator = 60;
   1.321 +    swapDesc.BufferDesc.RefreshRate.Denominator = 1;
   1.322 +    swapDesc.SampleDesc.Count = 1;
   1.323 +    swapDesc.SampleDesc.Quality = 0;
   1.324 +    swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
   1.325 +    swapDesc.BufferCount = 1;
   1.326 +    swapDesc.OutputWindow = mHwnd;
   1.327 +    swapDesc.Windowed = TRUE;
   1.328 +    // We don't really need this flag, however it seems on some NVidia hardware
   1.329 +    // smaller area windows do not present properly without this flag. This flag
   1.330 +    // should have no negative consequences by itself. See bug 613790. This flag
   1.331 +    // is broken on optimus devices. As a temporary solution we don't set it
   1.332 +    // there, the only way of reliably detecting we're on optimus is looking for
   1.333 +    // the DLL. See Bug 623807.
   1.334 +    if (gfxWindowsPlatform::IsOptimus()) {
   1.335 +      swapDesc.Flags = 0;
   1.336 +    } else {
   1.337 +      swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE;
   1.338 +    }
   1.339 +
   1.340 +    /**
   1.341 +     * Create a swap chain, this swap chain will contain the backbuffer for
   1.342 +     * the window we draw to. The front buffer is the full screen front
   1.343 +     * buffer.
   1.344 +     */
   1.345 +    hr = dxgiFactory->CreateSwapChain(dxgiDevice, &swapDesc, byRef(mSwapChain));
   1.346 +    if (FAILED(hr)) {
   1.347 +     return false;
   1.348 +    }
   1.349 +
   1.350 +    // We need this because we don't want DXGI to respond to Alt+Enter.
   1.351 +    dxgiFactory->MakeWindowAssociation(swapDesc.OutputWindow,
   1.352 +                                       DXGI_MWA_NO_WINDOW_CHANGES);
   1.353 +  }
   1.354 +
   1.355 +  return true;
   1.356 +}
   1.357 +
   1.358 +TemporaryRef<DataTextureSource>
   1.359 +CompositorD3D11::CreateDataTextureSource(TextureFlags aFlags)
   1.360 +{
   1.361 +  RefPtr<DataTextureSource> result = new DataTextureSourceD3D11(gfx::SurfaceFormat::UNKNOWN,
   1.362 +                                                                this, aFlags);
   1.363 +  return result.forget();
   1.364 +}
   1.365 +
   1.366 +TextureFactoryIdentifier
   1.367 +CompositorD3D11::GetTextureFactoryIdentifier()
   1.368 +{
   1.369 +  TextureFactoryIdentifier ident;
   1.370 +  ident.mMaxTextureSize = GetMaxTextureSize();
   1.371 +  ident.mParentProcessId = XRE_GetProcessType();
   1.372 +  ident.mParentBackend = LayersBackend::LAYERS_D3D11;
   1.373 +  return ident;
   1.374 +}
   1.375 +
   1.376 +bool
   1.377 +CompositorD3D11::CanUseCanvasLayerForSize(const gfx::IntSize& aSize)
   1.378 +{
   1.379 +  int32_t maxTextureSize = GetMaxTextureSize();
   1.380 +
   1.381 +  if (aSize.width > maxTextureSize || aSize.height > maxTextureSize) {
   1.382 +    return false;
   1.383 +  }
   1.384 +
   1.385 +  return true;
   1.386 +}
   1.387 +
   1.388 +int32_t
   1.389 +CompositorD3D11::GetMaxTextureSize() const
   1.390 +{
   1.391 +  return GetMaxTextureSizeForFeatureLevel(mFeatureLevel);
   1.392 +}
   1.393 +
   1.394 +TemporaryRef<CompositingRenderTarget>
   1.395 +CompositorD3D11::CreateRenderTarget(const gfx::IntRect& aRect,
   1.396 +                                    SurfaceInitMode aInit)
   1.397 +{
   1.398 +  CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aRect.width, aRect.height, 1, 1,
   1.399 +                             D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
   1.400 +
   1.401 +  RefPtr<ID3D11Texture2D> texture;
   1.402 +  mDevice->CreateTexture2D(&desc, nullptr, byRef(texture));
   1.403 +  NS_ASSERTION(texture, "Could not create texture");
   1.404 +  if (!texture) {
   1.405 +    return nullptr;
   1.406 +  }
   1.407 +
   1.408 +  RefPtr<CompositingRenderTargetD3D11> rt = new CompositingRenderTargetD3D11(texture, aRect.TopLeft());
   1.409 +  rt->SetSize(IntSize(aRect.width, aRect.height));
   1.410 +
   1.411 +  if (aInit == INIT_MODE_CLEAR) {
   1.412 +    FLOAT clear[] = { 0, 0, 0, 0 };
   1.413 +    mContext->ClearRenderTargetView(rt->mRTView, clear);
   1.414 +  }
   1.415 +
   1.416 +  return rt;
   1.417 +}
   1.418 +
   1.419 +TemporaryRef<CompositingRenderTarget>
   1.420 +CompositorD3D11::CreateRenderTargetFromSource(const gfx::IntRect &aRect,
   1.421 +                                              const CompositingRenderTarget* aSource,
   1.422 +                                              const gfx::IntPoint &aSourcePoint)
   1.423 +{
   1.424 +  CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
   1.425 +                             aRect.width, aRect.height, 1, 1,
   1.426 +                             D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
   1.427 +
   1.428 +  RefPtr<ID3D11Texture2D> texture;
   1.429 +  mDevice->CreateTexture2D(&desc, nullptr, byRef(texture));
   1.430 +  NS_ASSERTION(texture, "Could not create texture");
   1.431 +  if (!texture) {
   1.432 +    return nullptr;
   1.433 +  }
   1.434 +
   1.435 +  if (aSource) {
   1.436 +    const CompositingRenderTargetD3D11* sourceD3D11 =
   1.437 +      static_cast<const CompositingRenderTargetD3D11*>(aSource);
   1.438 +
   1.439 +    D3D11_BOX srcBox;
   1.440 +    srcBox.left = aSourcePoint.x;
   1.441 +    srcBox.top = aSourcePoint.y;
   1.442 +    srcBox.front = 0;
   1.443 +    srcBox.right = aSourcePoint.x + aRect.width;
   1.444 +    srcBox.bottom = aSourcePoint.y + aRect.height;
   1.445 +    srcBox.back = 0;
   1.446 +
   1.447 +    const IntSize& srcSize = sourceD3D11->GetSize();
   1.448 +    MOZ_ASSERT(srcSize.width >= 0 && srcSize.height >= 0,
   1.449 +               "render targets should have nonnegative sizes");
   1.450 +    if (srcBox.right <= static_cast<uint32_t>(srcSize.width) &&
   1.451 +        srcBox.bottom <= static_cast<uint32_t>(srcSize.height)) {
   1.452 +      mContext->CopySubresourceRegion(texture, 0,
   1.453 +                                      0, 0, 0,
   1.454 +                                      sourceD3D11->GetD3D11Texture(), 0,
   1.455 +                                      &srcBox);
   1.456 +    } else {
   1.457 +      NS_WARNING("Could not copy render target - source rect out of bounds");
   1.458 +    }
   1.459 +  }
   1.460 +
   1.461 +  RefPtr<CompositingRenderTargetD3D11> rt =
   1.462 +    new CompositingRenderTargetD3D11(texture, aRect.TopLeft());
   1.463 +  rt->SetSize(aRect.Size());
   1.464 +
   1.465 +  return rt;
   1.466 +}
   1.467 +
   1.468 +void
   1.469 +CompositorD3D11::SetRenderTarget(CompositingRenderTarget* aRenderTarget)
   1.470 +{
   1.471 +  MOZ_ASSERT(aRenderTarget);
   1.472 +  CompositingRenderTargetD3D11* newRT =
   1.473 +    static_cast<CompositingRenderTargetD3D11*>(aRenderTarget);
   1.474 +  ID3D11RenderTargetView* view = newRT->mRTView;
   1.475 +  mCurrentRT = newRT;
   1.476 +  mContext->OMSetRenderTargets(1, &view, nullptr);
   1.477 +  PrepareViewport(newRT->GetSize(), gfx::Matrix());
   1.478 +}
   1.479 +
   1.480 +void
   1.481 +CompositorD3D11::SetPSForEffect(Effect* aEffect, MaskType aMaskType, gfx::SurfaceFormat aFormat)
   1.482 +{
   1.483 +  switch (aEffect->mType) {
   1.484 +  case EFFECT_SOLID_COLOR:
   1.485 +    mContext->PSSetShader(mAttachments->mSolidColorShader[aMaskType], nullptr, 0);
   1.486 +    return;
   1.487 +  case EFFECT_RENDER_TARGET:
   1.488 +    mContext->PSSetShader(mAttachments->mRGBAShader[aMaskType], nullptr, 0);
   1.489 +    return;
   1.490 +  case EFFECT_RGB:
   1.491 +    mContext->PSSetShader((aFormat == SurfaceFormat::B8G8R8A8 || aFormat == SurfaceFormat::R8G8B8A8)
   1.492 +                          ? mAttachments->mRGBAShader[aMaskType]
   1.493 +                          : mAttachments->mRGBShader[aMaskType], nullptr, 0);
   1.494 +    return;
   1.495 +  case EFFECT_YCBCR:
   1.496 +    mContext->PSSetShader(mAttachments->mYCbCrShader[aMaskType], nullptr, 0);
   1.497 +    return;
   1.498 +  case EFFECT_COMPONENT_ALPHA:
   1.499 +    mContext->PSSetShader(mAttachments->mComponentAlphaShader[aMaskType], nullptr, 0);
   1.500 +    return;
   1.501 +  default:
   1.502 +    NS_WARNING("No shader to load");
   1.503 +    return;
   1.504 +  }
   1.505 +}
   1.506 +
   1.507 +void
   1.508 +CompositorD3D11::ClearRect(const gfx::Rect& aRect)
   1.509 +{
   1.510 +  mContext->OMSetBlendState(mAttachments->mDisabledBlendState, sBlendFactor, 0xFFFFFFFF);
   1.511 +
   1.512 +  Matrix4x4 identity;
   1.513 +  memcpy(&mVSConstants.layerTransform, &identity._11, 64);
   1.514 +
   1.515 +  mVSConstants.layerQuad = aRect;
   1.516 +  mVSConstants.renderTargetOffset[0] = 0;
   1.517 +  mVSConstants.renderTargetOffset[1] = 0;
   1.518 +  mPSConstants.layerOpacity[0] = 1.0f;
   1.519 +
   1.520 +  D3D11_RECT scissor;
   1.521 +  scissor.left = aRect.x;
   1.522 +  scissor.right = aRect.XMost();
   1.523 +  scissor.top = aRect.y;
   1.524 +  scissor.bottom = aRect.YMost();
   1.525 +  mContext->RSSetScissorRects(1, &scissor);
   1.526 +  mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
   1.527 +  mContext->VSSetShader(mAttachments->mVSQuadShader[MaskNone], nullptr, 0);
   1.528 +
   1.529 +  mContext->PSSetShader(mAttachments->mSolidColorShader[MaskNone], nullptr, 0);
   1.530 +  mPSConstants.layerColor[0] = 0;
   1.531 +  mPSConstants.layerColor[1] = 0;
   1.532 +  mPSConstants.layerColor[2] = 0;
   1.533 +  mPSConstants.layerColor[3] = 0;
   1.534 +
   1.535 +  UpdateConstantBuffers();
   1.536 +
   1.537 +  mContext->Draw(4, 0);
   1.538 +
   1.539 +  mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor, 0xFFFFFFFF);
   1.540 +}
   1.541 +
   1.542 +void
   1.543 +CompositorD3D11::DrawQuad(const gfx::Rect& aRect,
   1.544 +                          const gfx::Rect& aClipRect,
   1.545 +                          const EffectChain& aEffectChain,
   1.546 +                          gfx::Float aOpacity,
   1.547 +                          const gfx::Matrix4x4& aTransform)
   1.548 +{
   1.549 +  MOZ_ASSERT(mCurrentRT, "No render target");
   1.550 +  memcpy(&mVSConstants.layerTransform, &aTransform._11, 64);
   1.551 +  IntPoint origin = mCurrentRT->GetOrigin();
   1.552 +  mVSConstants.renderTargetOffset[0] = origin.x;
   1.553 +  mVSConstants.renderTargetOffset[1] = origin.y;
   1.554 +  mVSConstants.layerQuad = aRect;
   1.555 +
   1.556 +  mPSConstants.layerOpacity[0] = aOpacity;
   1.557 +
   1.558 +  bool restoreBlendMode = false;
   1.559 +
   1.560 +  MaskType maskType = MaskNone;
   1.561 +
   1.562 +  if (aEffectChain.mSecondaryEffects[EFFECT_MASK]) {
   1.563 +    if (aTransform.Is2D()) {
   1.564 +      maskType = Mask2d;
   1.565 +    } else {
   1.566 +      MOZ_ASSERT(aEffectChain.mPrimaryEffect->mType == EFFECT_RGB);
   1.567 +      maskType = Mask3d;
   1.568 +    }
   1.569 +
   1.570 +    EffectMask* maskEffect =
   1.571 +      static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EFFECT_MASK].get());
   1.572 +    TextureSourceD3D11* source = maskEffect->mMaskTexture->AsSourceD3D11();
   1.573 +
   1.574 +    if (!source) {
   1.575 +      NS_WARNING("Missing texture source!");
   1.576 +      return;
   1.577 +    }
   1.578 +
   1.579 +    RefPtr<ID3D11ShaderResourceView> view;
   1.580 +    mDevice->CreateShaderResourceView(source->GetD3D11Texture(), nullptr, byRef(view));
   1.581 +
   1.582 +    ID3D11ShaderResourceView* srView = view;
   1.583 +    mContext->PSSetShaderResources(3, 1, &srView);
   1.584 +
   1.585 +    const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform;
   1.586 +    NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!");
   1.587 +    Rect bounds = Rect(Point(), Size(maskEffect->mSize));
   1.588 +
   1.589 +    mVSConstants.maskQuad = maskTransform.As2D().TransformBounds(bounds);
   1.590 +  }
   1.591 +
   1.592 +
   1.593 +  D3D11_RECT scissor;
   1.594 +  scissor.left = aClipRect.x;
   1.595 +  scissor.right = aClipRect.XMost();
   1.596 +  scissor.top = aClipRect.y;
   1.597 +  scissor.bottom = aClipRect.YMost();
   1.598 +  mContext->RSSetScissorRects(1, &scissor);
   1.599 +  mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
   1.600 +  mContext->VSSetShader(mAttachments->mVSQuadShader[maskType], nullptr, 0);
   1.601 +
   1.602 +
   1.603 +  switch (aEffectChain.mPrimaryEffect->mType) {
   1.604 +  case EFFECT_SOLID_COLOR: {
   1.605 +      SetPSForEffect(aEffectChain.mPrimaryEffect, maskType, SurfaceFormat::UNKNOWN);
   1.606 +
   1.607 +      Color color =
   1.608 +        static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
   1.609 +      mPSConstants.layerColor[0] = color.r * color.a * aOpacity;
   1.610 +      mPSConstants.layerColor[1] = color.g * color.a * aOpacity;
   1.611 +      mPSConstants.layerColor[2] = color.b * color.a * aOpacity;
   1.612 +      mPSConstants.layerColor[3] = color.a * aOpacity;
   1.613 +    }
   1.614 +    break;
   1.615 +  case EFFECT_RGB:
   1.616 +  case EFFECT_RENDER_TARGET:
   1.617 +    {
   1.618 +      TexturedEffect* texturedEffect =
   1.619 +        static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
   1.620 +
   1.621 +      mVSConstants.textureCoords = texturedEffect->mTextureCoords;
   1.622 +
   1.623 +      TextureSourceD3D11* source = texturedEffect->mTexture->AsSourceD3D11();
   1.624 +
   1.625 +      if (!source) {
   1.626 +        NS_WARNING("Missing texture source!");
   1.627 +        return;
   1.628 +      }
   1.629 +
   1.630 +      SetPSForEffect(aEffectChain.mPrimaryEffect, maskType, texturedEffect->mTexture->GetFormat());
   1.631 +
   1.632 +      RefPtr<ID3D11ShaderResourceView> view;
   1.633 +      mDevice->CreateShaderResourceView(source->GetD3D11Texture(), nullptr, byRef(view));
   1.634 +
   1.635 +      ID3D11ShaderResourceView* srView = view;
   1.636 +      mContext->PSSetShaderResources(0, 1, &srView);
   1.637 +
   1.638 +      if (!texturedEffect->mPremultiplied) {
   1.639 +        mContext->OMSetBlendState(mAttachments->mNonPremulBlendState, sBlendFactor, 0xFFFFFFFF);
   1.640 +        restoreBlendMode = true;
   1.641 +      }
   1.642 +
   1.643 +      SetSamplerForFilter(texturedEffect->mFilter);
   1.644 +    }
   1.645 +    break;
   1.646 +  case EFFECT_YCBCR: {
   1.647 +      EffectYCbCr* ycbcrEffect =
   1.648 +        static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
   1.649 +
   1.650 +      SetSamplerForFilter(Filter::LINEAR);
   1.651 +
   1.652 +      mVSConstants.textureCoords = ycbcrEffect->mTextureCoords;
   1.653 +
   1.654 +      const int Y = 0, Cb = 1, Cr = 2;
   1.655 +      TextureSource* source = ycbcrEffect->mTexture;
   1.656 +
   1.657 +      if (!source) {
   1.658 +        NS_WARNING("No texture to composite");
   1.659 +        return;
   1.660 +      }
   1.661 +
   1.662 +      SetPSForEffect(aEffectChain.mPrimaryEffect, maskType, ycbcrEffect->mTexture->GetFormat());
   1.663 +
   1.664 +      if (!source->GetSubSource(Y) || !source->GetSubSource(Cb) || !source->GetSubSource(Cr)) {
   1.665 +        // This can happen if we failed to upload the textures, most likely
   1.666 +        // because of unsupported dimensions (we don't tile YCbCr textures).
   1.667 +        return;
   1.668 +      }
   1.669 +
   1.670 +      TextureSourceD3D11* sourceY  = source->GetSubSource(Y)->AsSourceD3D11();
   1.671 +      TextureSourceD3D11* sourceCb = source->GetSubSource(Cb)->AsSourceD3D11();
   1.672 +      TextureSourceD3D11* sourceCr = source->GetSubSource(Cr)->AsSourceD3D11();
   1.673 +
   1.674 +      RefPtr<ID3D11ShaderResourceView> views[3];
   1.675 +      mDevice->CreateShaderResourceView(sourceY->GetD3D11Texture(),
   1.676 +                                        nullptr, byRef(views[0]));
   1.677 +      mDevice->CreateShaderResourceView(sourceCb->GetD3D11Texture(),
   1.678 +                                        nullptr, byRef(views[1]));
   1.679 +      mDevice->CreateShaderResourceView(sourceCr->GetD3D11Texture(),
   1.680 +                                        nullptr, byRef(views[2]));
   1.681 +
   1.682 +      ID3D11ShaderResourceView* srViews[3] = { views[0], views[1], views[2] };
   1.683 +      mContext->PSSetShaderResources(0, 3, srViews);
   1.684 +    }
   1.685 +    break;
   1.686 +  case EFFECT_COMPONENT_ALPHA:
   1.687 +    {
   1.688 +      MOZ_ASSERT(gfxPrefs::ComponentAlphaEnabled());
   1.689 +      MOZ_ASSERT(mAttachments->mComponentBlendState);
   1.690 +      EffectComponentAlpha* effectComponentAlpha =
   1.691 +        static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get());
   1.692 +
   1.693 +      TextureSourceD3D11* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceD3D11();
   1.694 +      TextureSourceD3D11* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceD3D11();
   1.695 +
   1.696 +      if (!sourceOnWhite || !sourceOnBlack) {
   1.697 +        NS_WARNING("Missing texture source(s)!");
   1.698 +        return;
   1.699 +      }
   1.700 +
   1.701 +      SetPSForEffect(aEffectChain.mPrimaryEffect, maskType, effectComponentAlpha->mOnWhite->GetFormat());
   1.702 +
   1.703 +      SetSamplerForFilter(effectComponentAlpha->mFilter);
   1.704 +
   1.705 +      mVSConstants.textureCoords = effectComponentAlpha->mTextureCoords;
   1.706 +      RefPtr<ID3D11ShaderResourceView> views[2];
   1.707 +      mDevice->CreateShaderResourceView(sourceOnBlack->GetD3D11Texture(), nullptr, byRef(views[0]));
   1.708 +      mDevice->CreateShaderResourceView(sourceOnWhite->GetD3D11Texture(), nullptr, byRef(views[1]));
   1.709 +
   1.710 +      ID3D11ShaderResourceView* srViews[2] = { views[0], views[1] };
   1.711 +      mContext->PSSetShaderResources(0, 2, srViews);
   1.712 +
   1.713 +      mContext->OMSetBlendState(mAttachments->mComponentBlendState, sBlendFactor, 0xFFFFFFFF);
   1.714 +      restoreBlendMode = true;
   1.715 +    }
   1.716 +    break;
   1.717 +  default:
   1.718 +    NS_WARNING("Unknown shader type");
   1.719 +    return;
   1.720 +  }
   1.721 +  UpdateConstantBuffers();
   1.722 +
   1.723 +  mContext->Draw(4, 0);
   1.724 +  if (restoreBlendMode) {
   1.725 +    mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor, 0xFFFFFFFF);
   1.726 +  }
   1.727 +}
   1.728 +
   1.729 +void
   1.730 +CompositorD3D11::BeginFrame(const nsIntRegion& aInvalidRegion,
   1.731 +                            const Rect* aClipRectIn,
   1.732 +                            const gfx::Matrix& aTransform,
   1.733 +                            const Rect& aRenderBounds,
   1.734 +                            Rect* aClipRectOut,
   1.735 +                            Rect* aRenderBoundsOut)
   1.736 +{
   1.737 +  // Don't composite if we are minimised. Other than for the sake of efficency,
   1.738 +  // this is important because resizing our buffers when mimised will fail and
   1.739 +  // cause a crash when we're restored.
   1.740 +  NS_ASSERTION(mHwnd, "Couldn't find an HWND when initialising?");
   1.741 +  if (::IsIconic(mHwnd)) {
   1.742 +    *aRenderBoundsOut = Rect();
   1.743 +    return;
   1.744 +  }
   1.745 +
   1.746 +  UpdateRenderTarget();
   1.747 +
   1.748 +  // Failed to create a render target or the view.
   1.749 +  if (!mDefaultRT || !mDefaultRT->mRTView ||
   1.750 +      mSize.width == 0 || mSize.height == 0) {
   1.751 +    *aRenderBoundsOut = Rect();
   1.752 +    return;
   1.753 +  }
   1.754 +
   1.755 +  mContext->IASetInputLayout(mAttachments->mInputLayout);
   1.756 +
   1.757 +  ID3D11Buffer* buffer = mAttachments->mVertexBuffer;
   1.758 +  UINT size = sizeof(Vertex);
   1.759 +  UINT offset = 0;
   1.760 +  mContext->IASetVertexBuffers(0, 1, &buffer, &size, &offset);
   1.761 +
   1.762 +  if (aClipRectOut) {
   1.763 +    *aClipRectOut = Rect(0, 0, mSize.width, mSize.height);
   1.764 +  }
   1.765 +  if (aRenderBoundsOut) {
   1.766 +    *aRenderBoundsOut = Rect(0, 0, mSize.width, mSize.height);
   1.767 +  }
   1.768 +
   1.769 +  D3D11_RECT scissor;
   1.770 +  if (aClipRectIn) {
   1.771 +    scissor.left = aClipRectIn->x;
   1.772 +    scissor.right = aClipRectIn->XMost();
   1.773 +    scissor.top = aClipRectIn->y;
   1.774 +    scissor.bottom = aClipRectIn->YMost();
   1.775 +  } else {
   1.776 +    scissor.left = scissor.top = 0;
   1.777 +    scissor.right = mSize.width;
   1.778 +    scissor.bottom = mSize.height;
   1.779 +  }
   1.780 +  mContext->RSSetScissorRects(1, &scissor);
   1.781 +
   1.782 +  FLOAT black[] = { 0, 0, 0, 0 };
   1.783 +  mContext->ClearRenderTargetView(mDefaultRT->mRTView, black);
   1.784 +
   1.785 +  mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor, 0xFFFFFFFF);
   1.786 +  mContext->RSSetState(mAttachments->mRasterizerState);
   1.787 +
   1.788 +  SetRenderTarget(mDefaultRT);
   1.789 +}
   1.790 +
   1.791 +void
   1.792 +CompositorD3D11::EndFrame()
   1.793 +{
   1.794 +  mContext->Flush();
   1.795 +
   1.796 +  nsIntSize oldSize = mSize;
   1.797 +  EnsureSize();
   1.798 +  if (oldSize == mSize) {
   1.799 +    mSwapChain->Present(0, mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0);
   1.800 +    mDisableSequenceForNextFrame = false;
   1.801 +    if (mTarget) {
   1.802 +      PaintToTarget();
   1.803 +    }
   1.804 +  }
   1.805 +  
   1.806 +  mCurrentRT = nullptr;
   1.807 +}
   1.808 +
   1.809 +void
   1.810 +CompositorD3D11::PrepareViewport(const gfx::IntSize& aSize,
   1.811 +                                 const gfx::Matrix& aWorldTransform)
   1.812 +{
   1.813 +  D3D11_VIEWPORT viewport;
   1.814 +  viewport.MaxDepth = 1.0f;
   1.815 +  viewport.MinDepth = 0;
   1.816 +  viewport.Width = aSize.width;
   1.817 +  viewport.Height = aSize.height;
   1.818 +  viewport.TopLeftX = 0;
   1.819 +  viewport.TopLeftY = 0;
   1.820 +
   1.821 +  mContext->RSSetViewports(1, &viewport);
   1.822 +
   1.823 +  Matrix viewMatrix;
   1.824 +  viewMatrix.Translate(-1.0, 1.0);
   1.825 +  viewMatrix.Scale(2.0f / float(aSize.width), 2.0f / float(aSize.height));
   1.826 +  viewMatrix.Scale(1.0f, -1.0f);
   1.827 +
   1.828 +  viewMatrix = aWorldTransform * viewMatrix;
   1.829 +
   1.830 +  Matrix4x4 projection = Matrix4x4::From2D(viewMatrix);
   1.831 +  projection._33 = 0.0f;
   1.832 +
   1.833 +  memcpy(&mVSConstants.projection, &projection, sizeof(mVSConstants.projection));
   1.834 +}
   1.835 +
   1.836 +void
   1.837 +CompositorD3D11::EnsureSize()
   1.838 +{
   1.839 +  nsIntRect rect;
   1.840 +  mWidget->GetClientBounds(rect);
   1.841 +
   1.842 +  mSize = rect.Size();
   1.843 +}
   1.844 +
   1.845 +void
   1.846 +CompositorD3D11::VerifyBufferSize()
   1.847 +{
   1.848 +  DXGI_SWAP_CHAIN_DESC swapDesc;
   1.849 +  mSwapChain->GetDesc(&swapDesc);
   1.850 +
   1.851 +  if ((swapDesc.BufferDesc.Width == mSize.width &&
   1.852 +       swapDesc.BufferDesc.Height == mSize.height) ||
   1.853 +      mSize.width == 0 || mSize.height == 0) {
   1.854 +    return;
   1.855 +  }
   1.856 +
   1.857 +  mDefaultRT = nullptr;
   1.858 +
   1.859 +  if (IsRunningInWindowsMetro()) {
   1.860 +    mSwapChain->ResizeBuffers(2, mSize.width, mSize.height,
   1.861 +                              DXGI_FORMAT_B8G8R8A8_UNORM,
   1.862 +                              0);
   1.863 +    mDisableSequenceForNextFrame = true;
   1.864 +  } else if (gfxWindowsPlatform::IsOptimus()) {
   1.865 +    mSwapChain->ResizeBuffers(1, mSize.width, mSize.height,
   1.866 +                              DXGI_FORMAT_B8G8R8A8_UNORM,
   1.867 +                              0);
   1.868 +  } else {
   1.869 +    mSwapChain->ResizeBuffers(1, mSize.width, mSize.height,
   1.870 +                              DXGI_FORMAT_B8G8R8A8_UNORM,
   1.871 +                              DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE);
   1.872 +  }
   1.873 +}
   1.874 +
   1.875 +void
   1.876 +CompositorD3D11::UpdateRenderTarget()
   1.877 +{
   1.878 +  EnsureSize();
   1.879 +  VerifyBufferSize();
   1.880 +
   1.881 +  if (mDefaultRT) {
   1.882 +    return;
   1.883 +  }
   1.884 +
   1.885 +  HRESULT hr;
   1.886 +
   1.887 +  nsRefPtr<ID3D11Texture2D> backBuf;
   1.888 +
   1.889 +  hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)backBuf.StartAssignment());
   1.890 +  if (FAILED(hr)) {
   1.891 +    return;
   1.892 +  }
   1.893 +
   1.894 +  mDefaultRT = new CompositingRenderTargetD3D11(backBuf, IntPoint(0, 0));
   1.895 +  mDefaultRT->SetSize(mSize.ToIntSize());
   1.896 +}
   1.897 +
   1.898 +bool
   1.899 +CompositorD3D11::CreateShaders()
   1.900 +{
   1.901 +  HRESULT hr;
   1.902 +
   1.903 +  hr = mDevice->CreateVertexShader(LayerQuadVS,
   1.904 +                                   sizeof(LayerQuadVS),
   1.905 +                                   nullptr,
   1.906 +                                   byRef(mAttachments->mVSQuadShader[MaskNone]));
   1.907 +  if (FAILED(hr)) {
   1.908 +    return false;
   1.909 +  }
   1.910 +
   1.911 +  hr = mDevice->CreateVertexShader(LayerQuadMaskVS,
   1.912 +                                   sizeof(LayerQuadMaskVS),
   1.913 +                                   nullptr,
   1.914 +                                   byRef(mAttachments->mVSQuadShader[Mask2d]));
   1.915 +  if (FAILED(hr)) {
   1.916 +    return false;
   1.917 +  }
   1.918 +
   1.919 +  hr = mDevice->CreateVertexShader(LayerQuadMask3DVS,
   1.920 +                                   sizeof(LayerQuadMask3DVS),
   1.921 +                                   nullptr,
   1.922 +                                   byRef(mAttachments->mVSQuadShader[Mask3d]));
   1.923 +  if (FAILED(hr)) {
   1.924 +    return false;
   1.925 +  }
   1.926 +
   1.927 +#define LOAD_PIXEL_SHADER(x) hr = mDevice->CreatePixelShader(x, sizeof(x), nullptr, byRef(mAttachments->m##x[MaskNone])); \
   1.928 +  if (FAILED(hr)) { \
   1.929 +    return false; \
   1.930 +  } \
   1.931 +  hr = mDevice->CreatePixelShader(x##Mask, sizeof(x##Mask), nullptr, byRef(mAttachments->m##x[Mask2d])); \
   1.932 +  if (FAILED(hr)) { \
   1.933 +    return false; \
   1.934 +  }
   1.935 +
   1.936 +  LOAD_PIXEL_SHADER(SolidColorShader);
   1.937 +  LOAD_PIXEL_SHADER(RGBShader);
   1.938 +  LOAD_PIXEL_SHADER(RGBAShader);
   1.939 +  LOAD_PIXEL_SHADER(YCbCrShader);
   1.940 +  if (gfxPrefs::ComponentAlphaEnabled()) {
   1.941 +    LOAD_PIXEL_SHADER(ComponentAlphaShader);
   1.942 +  }
   1.943 +
   1.944 +#undef LOAD_PIXEL_SHADER
   1.945 +
   1.946 +  hr = mDevice->CreatePixelShader(RGBAShaderMask3D,
   1.947 +                                  sizeof(RGBAShaderMask3D),
   1.948 +                                  nullptr,
   1.949 +                                  byRef(mAttachments->mRGBAShader[Mask3d]));
   1.950 +  if (FAILED(hr)) {
   1.951 +    return false;
   1.952 +  }
   1.953 +
   1.954 +  return true;
   1.955 +}
   1.956 +
   1.957 +void
   1.958 +CompositorD3D11::UpdateConstantBuffers()
   1.959 +{
   1.960 +  D3D11_MAPPED_SUBRESOURCE resource;
   1.961 +  mContext->Map(mAttachments->mVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource);
   1.962 +  *(VertexShaderConstants*)resource.pData = mVSConstants;
   1.963 +  mContext->Unmap(mAttachments->mVSConstantBuffer, 0);
   1.964 +  mContext->Map(mAttachments->mPSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource);
   1.965 +  *(PixelShaderConstants*)resource.pData = mPSConstants;
   1.966 +  mContext->Unmap(mAttachments->mPSConstantBuffer, 0);
   1.967 +
   1.968 +  ID3D11Buffer *buffer = mAttachments->mVSConstantBuffer;
   1.969 +
   1.970 +  mContext->VSSetConstantBuffers(0, 1, &buffer);
   1.971 +
   1.972 +  buffer = mAttachments->mPSConstantBuffer;
   1.973 +  mContext->PSSetConstantBuffers(0, 1, &buffer);
   1.974 +}
   1.975 +
   1.976 +void
   1.977 +CompositorD3D11::SetSamplerForFilter(Filter aFilter)
   1.978 +{
   1.979 +  ID3D11SamplerState *sampler;
   1.980 +  switch (aFilter) {
   1.981 +  default:
   1.982 +  case Filter::LINEAR:
   1.983 +    sampler = mAttachments->mLinearSamplerState;
   1.984 +    break;
   1.985 +  case Filter::POINT:
   1.986 +    sampler = mAttachments->mPointSamplerState;
   1.987 +    break;
   1.988 +  }
   1.989 +
   1.990 +  mContext->PSSetSamplers(0, 1, &sampler);
   1.991 +}
   1.992 +
   1.993 +void
   1.994 +CompositorD3D11::PaintToTarget()
   1.995 +{
   1.996 +  nsRefPtr<ID3D11Texture2D> backBuf;
   1.997 +
   1.998 +  mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)backBuf.StartAssignment());
   1.999 +
  1.1000 +  D3D11_TEXTURE2D_DESC bbDesc;
  1.1001 +  backBuf->GetDesc(&bbDesc);
  1.1002 +
  1.1003 +  CD3D11_TEXTURE2D_DESC softDesc(bbDesc.Format, bbDesc.Width, bbDesc.Height);
  1.1004 +  softDesc.MipLevels = 1;
  1.1005 +  softDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1.1006 +  softDesc.Usage = D3D11_USAGE_STAGING;
  1.1007 +  softDesc.BindFlags = 0;
  1.1008 +
  1.1009 +  nsRefPtr<ID3D11Texture2D> readTexture;
  1.1010 +
  1.1011 +  HRESULT hr = mDevice->CreateTexture2D(&softDesc, nullptr, getter_AddRefs(readTexture));
  1.1012 +  mContext->CopyResource(readTexture, backBuf);
  1.1013 +
  1.1014 +  D3D11_MAPPED_SUBRESOURCE map;
  1.1015 +  mContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &map);
  1.1016 +  RefPtr<DataSourceSurface> sourceSurface =
  1.1017 +    Factory::CreateWrappingDataSourceSurface((uint8_t*)map.pData,
  1.1018 +                                             map.RowPitch,
  1.1019 +                                             IntSize(bbDesc.Width, bbDesc.Height),
  1.1020 +                                             SurfaceFormat::B8G8R8A8);
  1.1021 +  mTarget->CopySurface(sourceSurface,
  1.1022 +                       IntRect(0, 0, bbDesc.Width, bbDesc.Height),
  1.1023 +                       IntPoint());
  1.1024 +  mTarget->Flush();
  1.1025 +  mContext->Unmap(readTexture, 0);
  1.1026 +}
  1.1027 +
  1.1028 +}
  1.1029 +}

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