gfx/layers/d3d9/CompositorD3D9.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/layers/d3d9/CompositorD3D9.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,765 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
     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 "CompositorD3D9.h"
    1.10 +#include "LayerManagerD3D9Shaders.h"
    1.11 +#include "gfxWindowsPlatform.h"
    1.12 +#include "nsIWidget.h"
    1.13 +#include "mozilla/layers/ImageHost.h"
    1.14 +#include "mozilla/layers/ContentHost.h"
    1.15 +#include "mozilla/layers/Effects.h"
    1.16 +#include "nsWindowsHelpers.h"
    1.17 +#include "Nv3DVUtils.h"
    1.18 +#include "gfxFailure.h"
    1.19 +#include "mozilla/layers/PCompositorParent.h"
    1.20 +#include "mozilla/layers/LayerManagerComposite.h"
    1.21 +#include "gfxPrefs.h"
    1.22 +
    1.23 +using namespace mozilla::gfx;
    1.24 +
    1.25 +namespace mozilla {
    1.26 +namespace layers {
    1.27 +
    1.28 +CompositorD3D9::CompositorD3D9(PCompositorParent* aParent, nsIWidget *aWidget)
    1.29 +  : Compositor(aParent)
    1.30 +  , mWidget(aWidget)
    1.31 +  , mDeviceResetCount(0)
    1.32 +{
    1.33 +  Compositor::SetBackend(LayersBackend::LAYERS_D3D9);
    1.34 +}
    1.35 +
    1.36 +CompositorD3D9::~CompositorD3D9()
    1.37 +{
    1.38 +  mSwapChain = nullptr;
    1.39 +  mDeviceManager = nullptr;
    1.40 +}
    1.41 +
    1.42 +bool
    1.43 +CompositorD3D9::Initialize()
    1.44 +{
    1.45 +  if (!gfxPlatform::CanUseDirect3D9()) {
    1.46 +    NS_WARNING("Direct3D 9-accelerated layers are not supported on this system.");
    1.47 +    return false;
    1.48 +  }
    1.49 +
    1.50 +  mDeviceManager = gfxWindowsPlatform::GetPlatform()->GetD3D9DeviceManager();
    1.51 +  if (!mDeviceManager) {
    1.52 +    return false;
    1.53 +  }
    1.54 +
    1.55 +  mSwapChain = mDeviceManager->
    1.56 +    CreateSwapChain((HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW));
    1.57 +
    1.58 +  if (!mSwapChain) {
    1.59 +    return false;
    1.60 +  }
    1.61 +
    1.62 +  return true;
    1.63 +}
    1.64 +
    1.65 +TextureFactoryIdentifier
    1.66 +CompositorD3D9::GetTextureFactoryIdentifier()
    1.67 +{
    1.68 +  TextureFactoryIdentifier ident;
    1.69 +  ident.mMaxTextureSize = GetMaxTextureSize();
    1.70 +  ident.mParentBackend = LayersBackend::LAYERS_D3D9;
    1.71 +  ident.mParentProcessId = XRE_GetProcessType();
    1.72 +  return ident;
    1.73 +}
    1.74 +
    1.75 +bool
    1.76 +CompositorD3D9::CanUseCanvasLayerForSize(const IntSize &aSize)
    1.77 +{
    1.78 +  int32_t maxTextureSize = GetMaxTextureSize();
    1.79 +
    1.80 +  if (aSize.width > maxTextureSize || aSize.height > maxTextureSize) {
    1.81 +    return false;
    1.82 +  }
    1.83 +
    1.84 +  return true;
    1.85 +}
    1.86 +
    1.87 +int32_t
    1.88 +CompositorD3D9::GetMaxTextureSize() const
    1.89 +{
    1.90 +  return mDeviceManager ? mDeviceManager->GetMaxTextureSize() : INT32_MAX;
    1.91 +}
    1.92 +
    1.93 +TemporaryRef<DataTextureSource>
    1.94 +CompositorD3D9::CreateDataTextureSource(TextureFlags aFlags)
    1.95 +{
    1.96 +  return new DataTextureSourceD3D9(SurfaceFormat::UNKNOWN, this, aFlags);
    1.97 +}
    1.98 +
    1.99 +TemporaryRef<CompositingRenderTarget>
   1.100 +CompositorD3D9::CreateRenderTarget(const gfx::IntRect &aRect,
   1.101 +                                   SurfaceInitMode aInit)
   1.102 +{
   1.103 +  if (!mDeviceManager) {
   1.104 +    return nullptr;
   1.105 +  }
   1.106 +
   1.107 +  RefPtr<IDirect3DTexture9> texture;
   1.108 +  HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
   1.109 +                                       D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
   1.110 +                                       D3DPOOL_DEFAULT, byRef(texture),
   1.111 +                                       nullptr);
   1.112 +  if (FAILED(hr)) {
   1.113 +    ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTarget: Failed to create texture"),
   1.114 +                  hr);
   1.115 +    return nullptr;
   1.116 +  }
   1.117 +
   1.118 +  RefPtr<CompositingRenderTargetD3D9> rt =
   1.119 +    new CompositingRenderTargetD3D9(texture, aInit, aRect);
   1.120 +
   1.121 +  return rt;
   1.122 +}
   1.123 +
   1.124 +TemporaryRef<CompositingRenderTarget>
   1.125 +CompositorD3D9::CreateRenderTargetFromSource(const gfx::IntRect &aRect,
   1.126 +                                             const CompositingRenderTarget *aSource,
   1.127 +                                             const gfx::IntPoint &aSourcePoint)
   1.128 +{
   1.129 +  if (!mDeviceManager) {
   1.130 +    return nullptr;
   1.131 +  }
   1.132 +
   1.133 +  RefPtr<IDirect3DTexture9> texture;
   1.134 +  HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
   1.135 +                                       D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
   1.136 +                                       D3DPOOL_DEFAULT, byRef(texture),
   1.137 +                                       nullptr);
   1.138 +  if (FAILED(hr)) {
   1.139 +    ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to create texture"),
   1.140 +                  hr);
   1.141 +    return nullptr;
   1.142 +  }
   1.143 +
   1.144 +  if (aSource) {
   1.145 +    nsRefPtr<IDirect3DSurface9> sourceSurface =
   1.146 +      static_cast<const CompositingRenderTargetD3D9*>(aSource)->GetD3D9Surface();
   1.147 +
   1.148 +    nsRefPtr<IDirect3DSurface9> destSurface;
   1.149 +    hr = texture->GetSurfaceLevel(0, getter_AddRefs(destSurface));
   1.150 +    if (FAILED(hr)) {
   1.151 +      NS_WARNING("Failed to get texture surface level for dest.");
   1.152 +    }
   1.153 +
   1.154 +    if (sourceSurface && destSurface) {
   1.155 +      RECT sourceRect;
   1.156 +      sourceRect.left = aSourcePoint.x;
   1.157 +      sourceRect.right = aSourcePoint.x + aRect.width;
   1.158 +      sourceRect.top = aSourcePoint.y;
   1.159 +      sourceRect.bottom = aSourcePoint.y + aRect.height;
   1.160 +      RECT destRect;
   1.161 +      destRect.left = 0;
   1.162 +      destRect.right = aRect.width;
   1.163 +      destRect.top = 0;
   1.164 +      destRect.bottom = aRect.height;
   1.165 +
   1.166 +      // copy the source to the dest
   1.167 +      hr = device()->StretchRect(sourceSurface,
   1.168 +                                 &sourceRect,
   1.169 +                                 destSurface,
   1.170 +                                 &destRect,
   1.171 +                                 D3DTEXF_NONE);
   1.172 +      if (FAILED(hr)) {
   1.173 +        ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to update texture"),
   1.174 +                      hr);
   1.175 +      }
   1.176 +    }
   1.177 +  }
   1.178 +
   1.179 +  RefPtr<CompositingRenderTargetD3D9> rt =
   1.180 +    new CompositingRenderTargetD3D9(texture,
   1.181 +                                    INIT_MODE_NONE,
   1.182 +                                    aRect);
   1.183 +
   1.184 +  return rt;
   1.185 +}
   1.186 +
   1.187 +void
   1.188 +CompositorD3D9::SetRenderTarget(CompositingRenderTarget *aRenderTarget)
   1.189 +{
   1.190 +  MOZ_ASSERT(aRenderTarget && mDeviceManager);
   1.191 +  RefPtr<CompositingRenderTargetD3D9> oldRT = mCurrentRT;
   1.192 +  mCurrentRT = static_cast<CompositingRenderTargetD3D9*>(aRenderTarget);
   1.193 +  mCurrentRT->BindRenderTarget(device());
   1.194 +  PrepareViewport(mCurrentRT->GetSize(), Matrix());
   1.195 +}
   1.196 +
   1.197 +static DeviceManagerD3D9::ShaderMode
   1.198 +ShaderModeForEffectType(EffectTypes aEffectType, gfx::SurfaceFormat aFormat)
   1.199 +{
   1.200 +  switch (aEffectType) {
   1.201 +  case EFFECT_SOLID_COLOR:
   1.202 +    return DeviceManagerD3D9::SOLIDCOLORLAYER;
   1.203 +  case EFFECT_RENDER_TARGET:
   1.204 +    return DeviceManagerD3D9::RGBALAYER;
   1.205 +  case EFFECT_RGB:
   1.206 +    if (aFormat == SurfaceFormat::B8G8R8A8 || aFormat == SurfaceFormat::R8G8B8A8)
   1.207 +      return DeviceManagerD3D9::RGBALAYER;
   1.208 +    return DeviceManagerD3D9::RGBLAYER;
   1.209 +  case EFFECT_YCBCR:
   1.210 +    return DeviceManagerD3D9::YCBCRLAYER;
   1.211 +  }
   1.212 +
   1.213 +  MOZ_CRASH("Bad effect type");
   1.214 +}
   1.215 +
   1.216 +void
   1.217 +CompositorD3D9::ClearRect(const gfx::Rect& aRect)
   1.218 +{
   1.219 +  D3DRECT rect;
   1.220 +  rect.x1 = aRect.X();
   1.221 +  rect.y1 = aRect.Y();
   1.222 +  rect.x2 = aRect.XMost();
   1.223 +  rect.y2 = aRect.YMost();
   1.224 +
   1.225 +  device()->Clear(1, &rect, D3DCLEAR_TARGET,
   1.226 +                  0x00000000, 0, 0);
   1.227 +}
   1.228 +
   1.229 +void
   1.230 +CompositorD3D9::DrawQuad(const gfx::Rect &aRect,
   1.231 +                         const gfx::Rect &aClipRect,
   1.232 +                         const EffectChain &aEffectChain,
   1.233 +                         gfx::Float aOpacity,
   1.234 +                         const gfx::Matrix4x4 &aTransform)
   1.235 +{
   1.236 +  if (!mDeviceManager) {
   1.237 +    return;
   1.238 +  }
   1.239 +
   1.240 +  IDirect3DDevice9* d3d9Device = device();
   1.241 +  MOZ_ASSERT(d3d9Device, "We should be able to get a device now");
   1.242 +
   1.243 +  MOZ_ASSERT(mCurrentRT, "No render target");
   1.244 +  d3d9Device->SetVertexShaderConstantF(CBmLayerTransform, &aTransform._11, 4);
   1.245 +
   1.246 +  IntPoint origin = mCurrentRT->GetOrigin();
   1.247 +  float renderTargetOffset[] = { origin.x, origin.y, 0, 0 };
   1.248 +  d3d9Device->SetVertexShaderConstantF(CBvRenderTargetOffset,
   1.249 +                                       renderTargetOffset,
   1.250 +                                       1);
   1.251 +  d3d9Device->SetVertexShaderConstantF(CBvLayerQuad,
   1.252 +                                       ShaderConstantRect(aRect.x,
   1.253 +                                                          aRect.y,
   1.254 +                                                          aRect.width,
   1.255 +                                                          aRect.height),
   1.256 +                                       1);
   1.257 +  bool target = false;
   1.258 +
   1.259 +  if (aEffectChain.mPrimaryEffect->mType != EFFECT_SOLID_COLOR) {
   1.260 +    float opacity[4];
   1.261 +    /*
   1.262 +     * We always upload a 4 component float, but the shader will use only the
   1.263 +     * first component since it's declared as a 'float'.
   1.264 +     */
   1.265 +    opacity[0] = aOpacity;
   1.266 +    d3d9Device->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
   1.267 +  }
   1.268 +
   1.269 +  bool isPremultiplied = true;
   1.270 +
   1.271 +  MaskType maskType = MaskNone;
   1.272 +
   1.273 +  if (aEffectChain.mSecondaryEffects[EFFECT_MASK]) {
   1.274 +    if (aTransform.Is2D()) {
   1.275 +      maskType = Mask2d;
   1.276 +    } else {
   1.277 +      maskType = Mask3d;
   1.278 +    }
   1.279 +  }
   1.280 +
   1.281 +  RECT scissor;
   1.282 +  scissor.left = aClipRect.x;
   1.283 +  scissor.right = aClipRect.XMost();
   1.284 +  scissor.top = aClipRect.y;
   1.285 +  scissor.bottom = aClipRect.YMost();
   1.286 +  d3d9Device->SetScissorRect(&scissor);
   1.287 +
   1.288 +  uint32_t maskTexture = 0;
   1.289 +  switch (aEffectChain.mPrimaryEffect->mType) {
   1.290 +  case EFFECT_SOLID_COLOR:
   1.291 +    {
   1.292 +      // output color is premultiplied, so we need to adjust all channels.
   1.293 +      Color layerColor =
   1.294 +        static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
   1.295 +      float color[4];
   1.296 +      color[0] = layerColor.r * layerColor.a * aOpacity;
   1.297 +      color[1] = layerColor.g * layerColor.a * aOpacity;
   1.298 +      color[2] = layerColor.b * layerColor.a * aOpacity;
   1.299 +      color[3] = layerColor.a * aOpacity;
   1.300 +
   1.301 +      d3d9Device->SetPixelShaderConstantF(CBvColor, color, 1);
   1.302 +
   1.303 +      maskTexture = mDeviceManager
   1.304 +        ->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER, maskType);
   1.305 +    }
   1.306 +    break;
   1.307 +  case EFFECT_RENDER_TARGET:
   1.308 +  case EFFECT_RGB:
   1.309 +    {
   1.310 +      TexturedEffect* texturedEffect =
   1.311 +        static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
   1.312 +
   1.313 +      Rect textureCoords = texturedEffect->mTextureCoords;
   1.314 +      d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
   1.315 +                                           ShaderConstantRect(
   1.316 +                                             textureCoords.x,
   1.317 +                                             textureCoords.y,
   1.318 +                                             textureCoords.width,
   1.319 +                                             textureCoords.height),
   1.320 +                                           1);
   1.321 +
   1.322 +      SetSamplerForFilter(texturedEffect->mFilter);
   1.323 +
   1.324 +      TextureSourceD3D9* source = texturedEffect->mTexture->AsSourceD3D9();
   1.325 +      d3d9Device->SetTexture(0, source->GetD3D9Texture());
   1.326 +
   1.327 +      maskTexture = mDeviceManager
   1.328 +        ->SetShaderMode(ShaderModeForEffectType(aEffectChain.mPrimaryEffect->mType,
   1.329 +                                                texturedEffect->mTexture->GetFormat()),
   1.330 +                        maskType);
   1.331 +
   1.332 +      isPremultiplied = texturedEffect->mPremultiplied;
   1.333 +    }
   1.334 +    break;
   1.335 +  case EFFECT_YCBCR:
   1.336 +    {
   1.337 +      EffectYCbCr* ycbcrEffect =
   1.338 +        static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
   1.339 +
   1.340 +      SetSamplerForFilter(Filter::LINEAR);
   1.341 +
   1.342 +      Rect textureCoords = ycbcrEffect->mTextureCoords;
   1.343 +      d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
   1.344 +                                           ShaderConstantRect(
   1.345 +                                             textureCoords.x,
   1.346 +                                             textureCoords.y,
   1.347 +                                             textureCoords.width,
   1.348 +                                             textureCoords.height),
   1.349 +                                           1);
   1.350 +
   1.351 +      const int Y = 0, Cb = 1, Cr = 2;
   1.352 +      TextureSource* source = ycbcrEffect->mTexture;
   1.353 +
   1.354 +      if (!source) {
   1.355 +        NS_WARNING("No texture to composite");
   1.356 +        return;
   1.357 +      }
   1.358 +
   1.359 +      if (!source->GetSubSource(Y) || !source->GetSubSource(Cb) || !source->GetSubSource(Cr)) {
   1.360 +        // This can happen if we failed to upload the textures, most likely
   1.361 +        // because of unsupported dimensions (we don't tile YCbCr textures).
   1.362 +        return;
   1.363 +      }
   1.364 +
   1.365 +      TextureSourceD3D9* sourceY  = source->GetSubSource(Y)->AsSourceD3D9();
   1.366 +      TextureSourceD3D9* sourceCb = source->GetSubSource(Cb)->AsSourceD3D9();
   1.367 +      TextureSourceD3D9* sourceCr = source->GetSubSource(Cr)->AsSourceD3D9();
   1.368 +
   1.369 +
   1.370 +      MOZ_ASSERT(sourceY->GetD3D9Texture());
   1.371 +      MOZ_ASSERT(sourceCb->GetD3D9Texture());
   1.372 +      MOZ_ASSERT(sourceCr->GetD3D9Texture());
   1.373 +
   1.374 +      /*
   1.375 +       * Send 3d control data and metadata
   1.376 +       */
   1.377 +      if (mDeviceManager->GetNv3DVUtils()) {
   1.378 +        Nv_Stereo_Mode mode;
   1.379 +        switch (source->AsSourceD3D9()->GetStereoMode()) {
   1.380 +        case StereoMode::LEFT_RIGHT:
   1.381 +          mode = NV_STEREO_MODE_LEFT_RIGHT;
   1.382 +          break;
   1.383 +        case StereoMode::RIGHT_LEFT:
   1.384 +          mode = NV_STEREO_MODE_RIGHT_LEFT;
   1.385 +          break;
   1.386 +        case StereoMode::BOTTOM_TOP:
   1.387 +          mode = NV_STEREO_MODE_BOTTOM_TOP;
   1.388 +          break;
   1.389 +        case StereoMode::TOP_BOTTOM:
   1.390 +          mode = NV_STEREO_MODE_TOP_BOTTOM;
   1.391 +          break;
   1.392 +        case StereoMode::MONO:
   1.393 +          mode = NV_STEREO_MODE_MONO;
   1.394 +          break;
   1.395 +        }
   1.396 +
   1.397 +        // Send control data even in mono case so driver knows to leave stereo mode.
   1.398 +        mDeviceManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);
   1.399 +
   1.400 +        if (source->AsSourceD3D9()->GetStereoMode() != StereoMode::MONO) {
   1.401 +          mDeviceManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);
   1.402 +
   1.403 +          nsRefPtr<IDirect3DSurface9> renderTarget;
   1.404 +          d3d9Device->GetRenderTarget(0, getter_AddRefs(renderTarget));
   1.405 +          mDeviceManager->GetNv3DVUtils()->SendNv3DVMetaData((unsigned int)aRect.width,
   1.406 +                                                             (unsigned int)aRect.height,
   1.407 +                                                             (HANDLE)(sourceY->GetD3D9Texture()),
   1.408 +                                                             (HANDLE)(renderTarget));
   1.409 +        }
   1.410 +      }
   1.411 +
   1.412 +      // Linear scaling is default here, adhering to mFilter is difficult since
   1.413 +      // presumably even with point filtering we'll still want chroma upsampling
   1.414 +      // to be linear. In the current approach we can't.
   1.415 +      device()->SetTexture(Y, sourceY->GetD3D9Texture());
   1.416 +      device()->SetTexture(Cb, sourceCb->GetD3D9Texture());
   1.417 +      device()->SetTexture(Cr, sourceCr->GetD3D9Texture());
   1.418 +      maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::YCBCRLAYER, maskType);
   1.419 +    }
   1.420 +    break;
   1.421 +  case EFFECT_COMPONENT_ALPHA:
   1.422 +    {
   1.423 +      MOZ_ASSERT(gfxPrefs::ComponentAlphaEnabled());
   1.424 +      EffectComponentAlpha* effectComponentAlpha =
   1.425 +        static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get());
   1.426 +      TextureSourceD3D9* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceD3D9();
   1.427 +      TextureSourceD3D9* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceD3D9();
   1.428 +
   1.429 +      Rect textureCoords = effectComponentAlpha->mTextureCoords;
   1.430 +      d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
   1.431 +                                           ShaderConstantRect(
   1.432 +                                             textureCoords.x,
   1.433 +                                             textureCoords.y,
   1.434 +                                             textureCoords.width,
   1.435 +                                             textureCoords.height),
   1.436 +                                           1);
   1.437 +
   1.438 +      SetSamplerForFilter(effectComponentAlpha->mFilter);
   1.439 +
   1.440 +      maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1, maskType);
   1.441 +      SetMask(aEffectChain, maskTexture);
   1.442 +      d3d9Device->SetTexture(0, sourceOnBlack->GetD3D9Texture());
   1.443 +      d3d9Device->SetTexture(1, sourceOnWhite->GetD3D9Texture());
   1.444 +      d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
   1.445 +      d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
   1.446 +      d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
   1.447 +
   1.448 +      maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2, maskType);
   1.449 +      SetMask(aEffectChain, maskTexture);
   1.450 +      d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
   1.451 +      d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
   1.452 +      d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
   1.453 +
   1.454 +      // Restore defaults
   1.455 +      d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
   1.456 +      d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
   1.457 +      d3d9Device->SetTexture(1, nullptr);
   1.458 +    }
   1.459 +    return;
   1.460 +  default:
   1.461 +    NS_WARNING("Unknown shader type");
   1.462 +    return;
   1.463 +  }
   1.464 +
   1.465 +  SetMask(aEffectChain, maskTexture);
   1.466 +
   1.467 +  if (!isPremultiplied) {
   1.468 +    d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
   1.469 +  }
   1.470 +
   1.471 +  HRESULT hr = d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
   1.472 +
   1.473 +  if (!isPremultiplied) {
   1.474 +    d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
   1.475 +  }
   1.476 +}
   1.477 +
   1.478 +void
   1.479 +CompositorD3D9::SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture)
   1.480 +{
   1.481 +  EffectMask *maskEffect =
   1.482 +    static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EFFECT_MASK].get());
   1.483 +  if (!maskEffect) {
   1.484 +    return;
   1.485 +  }
   1.486 +
   1.487 +  TextureSourceD3D9 *source = maskEffect->mMaskTexture->AsSourceD3D9();
   1.488 +
   1.489 +  MOZ_ASSERT(aMaskTexture >= 0);
   1.490 +  device()->SetTexture(aMaskTexture, source->GetD3D9Texture());
   1.491 +
   1.492 +  const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform;
   1.493 +  NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!");
   1.494 +  Rect bounds = Rect(Point(), Size(maskEffect->mSize));
   1.495 +  bounds = maskTransform.As2D().TransformBounds(bounds);
   1.496 +
   1.497 +  device()->SetVertexShaderConstantF(DeviceManagerD3D9::sMaskQuadRegister, 
   1.498 +                                     ShaderConstantRect(bounds.x,
   1.499 +                                                        bounds.y,
   1.500 +                                                        bounds.width,
   1.501 +                                                        bounds.height),
   1.502 +                                     1);
   1.503 +}
   1.504 +
   1.505 +/**
   1.506 + * In the next few methods we call |mParent->SendInvalidateAll()| - that has
   1.507 + * a few uses - if our device or swap chain is not ready, it causes us to try
   1.508 + * to render again, that means we keep trying to get a good device and swap
   1.509 + * chain and don't block the main thread (which we would if we kept trying in
   1.510 + * a busy loop because this is likely to happen in a sync transaction).
   1.511 + * If we had to recreate our device, then we have new textures and we
   1.512 + * need to reupload everything (not just what is currently invalid) from the
   1.513 + * client side. That means we need to invalidate everything on the client.
   1.514 + * If we just reset and didn't need to recreate, then we don't need to reupload
   1.515 + * our textures, but we do need to redraw the whole window, which means we still
   1.516 + * need to invalidate everything.
   1.517 + * Currently we probably do this complete invalidation too much. But it is better
   1.518 + * to do that than to miss an invalidation which would result in a black layer
   1.519 + * (or multiple layers) until the user moves the mouse. The unnecessary invalidtion
   1.520 + * only happens when the device is reset, so that should be pretty rare and when
   1.521 + * other things are happening so the user does not expect super performance.
   1.522 + */
   1.523 +
   1.524 +bool
   1.525 +CompositorD3D9::EnsureSwapChain()
   1.526 +{
   1.527 +  MOZ_ASSERT(mDeviceManager, "Don't call EnsureSwapChain without a device manager");
   1.528 +
   1.529 +  if (!mSwapChain) {
   1.530 +    mSwapChain = mDeviceManager->
   1.531 +      CreateSwapChain((HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW));
   1.532 +    // We could not create a swap chain, return false
   1.533 +    if (!mSwapChain) {
   1.534 +      // Check the state of the device too
   1.535 +      DeviceManagerState state = mDeviceManager->VerifyReadyForRendering();
   1.536 +      if (state == DeviceMustRecreate) {
   1.537 +        mDeviceManager = nullptr;
   1.538 +      }
   1.539 +      mParent->SendInvalidateAll();
   1.540 +      return false;
   1.541 +    }
   1.542 +  }
   1.543 +
   1.544 +  // We have a swap chain, lets initialise it
   1.545 +  DeviceManagerState state = mSwapChain->PrepareForRendering();
   1.546 +  if (state == DeviceOK) {
   1.547 +    return true;
   1.548 +  }
   1.549 +  // Swap chain could not be initialised, handle the failure
   1.550 +  if (state == DeviceMustRecreate) {
   1.551 +    mDeviceManager = nullptr;
   1.552 +    mSwapChain = nullptr;
   1.553 +  }
   1.554 +  mParent->SendInvalidateAll();
   1.555 +  return false;
   1.556 +}
   1.557 +
   1.558 +void
   1.559 +CompositorD3D9::CheckResetCount()
   1.560 +{
   1.561 +  if (mDeviceResetCount != mDeviceManager->GetDeviceResetCount()) {
   1.562 +    mParent->SendInvalidateAll();
   1.563 +  }
   1.564 +  mDeviceResetCount = mDeviceManager->GetDeviceResetCount();
   1.565 +}
   1.566 +
   1.567 +bool
   1.568 +CompositorD3D9::Ready()
   1.569 +{
   1.570 +  if (mDeviceManager) {
   1.571 +    if (EnsureSwapChain()) {
   1.572 +      // We don't need to call VerifyReadyForRendering because that is
   1.573 +      // called by mSwapChain->PrepareForRendering() via EnsureSwapChain().
   1.574 +
   1.575 +      CheckResetCount();
   1.576 +      return true;
   1.577 +    }
   1.578 +    return false;
   1.579 +  }
   1.580 +
   1.581 +  NS_ASSERTION(!mCurrentRT && !mDefaultRT,
   1.582 +               "Shouldn't have any render targets around, they must be released before our device");
   1.583 +  mSwapChain = nullptr;
   1.584 +
   1.585 +  mDeviceManager = gfxWindowsPlatform::GetPlatform()->GetD3D9DeviceManager();
   1.586 +  if (!mDeviceManager) {
   1.587 +    mParent->SendInvalidateAll();
   1.588 +    return false;
   1.589 +  }
   1.590 +  if (EnsureSwapChain()) {
   1.591 +    CheckResetCount();
   1.592 +    return true;
   1.593 +  }
   1.594 +  return false;
   1.595 +}
   1.596 +
   1.597 +static void
   1.598 +CancelCompositing(Rect* aRenderBoundsOut)
   1.599 +{
   1.600 +  if (aRenderBoundsOut) {
   1.601 +    *aRenderBoundsOut = Rect(0, 0, 0, 0);
   1.602 +  }
   1.603 +}
   1.604 +
   1.605 +void
   1.606 +CompositorD3D9::BeginFrame(const nsIntRegion& aInvalidRegion,
   1.607 +                           const Rect *aClipRectIn,
   1.608 +                           const gfx::Matrix& aTransform,
   1.609 +                           const Rect& aRenderBounds,
   1.610 +                           Rect *aClipRectOut,
   1.611 +                           Rect *aRenderBoundsOut)
   1.612 +{
   1.613 +  MOZ_ASSERT(mDeviceManager && mSwapChain);
   1.614 +
   1.615 +  mDeviceManager->SetupRenderState();
   1.616 +
   1.617 +  EnsureSize();
   1.618 +
   1.619 +  device()->Clear(0, nullptr, D3DCLEAR_TARGET, 0x00000000, 0, 0);
   1.620 +  device()->BeginScene();
   1.621 +
   1.622 +  if (aClipRectOut) {
   1.623 +    *aClipRectOut = Rect(0, 0, mSize.width, mSize.height);
   1.624 +  }
   1.625 +  if (aRenderBoundsOut) {
   1.626 +    *aRenderBoundsOut = Rect(0, 0, mSize.width, mSize.height);
   1.627 +  }
   1.628 +
   1.629 +  RECT r;
   1.630 +  if (aClipRectIn) {
   1.631 +    r.left = (LONG)aClipRectIn->x;
   1.632 +    r.top = (LONG)aClipRectIn->y;
   1.633 +    r.right = (LONG)(aClipRectIn->x + aClipRectIn->width);
   1.634 +    r.bottom = (LONG)(aClipRectIn->y + aClipRectIn->height);
   1.635 +  } else {
   1.636 +    r.left = r.top = 0;
   1.637 +    r.right = mSize.width;
   1.638 +    r.bottom = mSize.height;
   1.639 +  }
   1.640 +  device()->SetScissorRect(&r);
   1.641 +
   1.642 +  nsRefPtr<IDirect3DSurface9> backBuffer = mSwapChain->GetBackBuffer();
   1.643 +  mDefaultRT = new CompositingRenderTargetD3D9(backBuffer,
   1.644 +                                               INIT_MODE_CLEAR,
   1.645 +                                               IntRect(0, 0, mSize.width, mSize.height));
   1.646 +  SetRenderTarget(mDefaultRT);
   1.647 +}
   1.648 +
   1.649 +void
   1.650 +CompositorD3D9::EndFrame()
   1.651 +{
   1.652 +  if (mDeviceManager) {
   1.653 +    device()->EndScene();
   1.654 +
   1.655 +    nsIntSize oldSize = mSize;
   1.656 +    EnsureSize();
   1.657 +    if (oldSize == mSize) {
   1.658 +      if (mTarget) {
   1.659 +        PaintToTarget();
   1.660 +      } else {
   1.661 +        mSwapChain->Present();
   1.662 +      }
   1.663 +    }
   1.664 +  }
   1.665 +
   1.666 +  mCurrentRT = nullptr;
   1.667 +  mDefaultRT = nullptr;
   1.668 +}
   1.669 +
   1.670 +void
   1.671 +CompositorD3D9::PrepareViewport(const gfx::IntSize& aSize,
   1.672 +                                const Matrix &aWorldTransform)
   1.673 +{
   1.674 +  Matrix4x4 viewMatrix;
   1.675 +  /*
   1.676 +   * Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
   1.677 +   * <1.0, -1.0> bottomright)
   1.678 +   */
   1.679 +  viewMatrix._11 = 2.0f / aSize.width;
   1.680 +  viewMatrix._22 = -2.0f / aSize.height;
   1.681 +  viewMatrix._41 = -1.0f;
   1.682 +  viewMatrix._42 = 1.0f;
   1.683 +
   1.684 +  viewMatrix = Matrix4x4::From2D(aWorldTransform) * viewMatrix;
   1.685 +
   1.686 +  HRESULT hr = device()->SetVertexShaderConstantF(CBmProjection, &viewMatrix._11, 4);
   1.687 +
   1.688 +  if (FAILED(hr)) {
   1.689 +    NS_WARNING("Failed to set projection matrix");
   1.690 +  }
   1.691 +}
   1.692 +
   1.693 +void
   1.694 +CompositorD3D9::EnsureSize()
   1.695 +{
   1.696 +  nsIntRect rect;
   1.697 +  mWidget->GetClientBounds(rect);
   1.698 +
   1.699 +  mSize = rect.Size();
   1.700 +}
   1.701 +
   1.702 +void
   1.703 +CompositorD3D9::SetSamplerForFilter(Filter aFilter)
   1.704 +{
   1.705 +  switch (aFilter) {
   1.706 +  case Filter::LINEAR:
   1.707 +    device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
   1.708 +    device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
   1.709 +    return;
   1.710 +  case Filter::POINT:
   1.711 +    device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
   1.712 +    device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
   1.713 +    return;
   1.714 +  default:
   1.715 +    device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
   1.716 +    device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
   1.717 +  }
   1.718 +}
   1.719 +
   1.720 +void
   1.721 +CompositorD3D9::PaintToTarget()
   1.722 +{
   1.723 +  if (!mDeviceManager) {
   1.724 +    return;
   1.725 +  }
   1.726 +
   1.727 +  nsRefPtr<IDirect3DSurface9> backBuff;
   1.728 +  nsRefPtr<IDirect3DSurface9> destSurf;
   1.729 +  device()->GetRenderTarget(0, getter_AddRefs(backBuff));
   1.730 +
   1.731 +  D3DSURFACE_DESC desc;
   1.732 +  backBuff->GetDesc(&desc);
   1.733 +
   1.734 +  device()->CreateOffscreenPlainSurface(desc.Width, desc.Height,
   1.735 +                                        D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM,
   1.736 +                                        getter_AddRefs(destSurf), nullptr);
   1.737 +
   1.738 +  device()->GetRenderTargetData(backBuff, destSurf);
   1.739 +
   1.740 +  D3DLOCKED_RECT rect;
   1.741 +  destSurf->LockRect(&rect, nullptr, D3DLOCK_READONLY);
   1.742 +  RefPtr<DataSourceSurface> sourceSurface =
   1.743 +    Factory::CreateWrappingDataSourceSurface((uint8_t*)rect.pBits,
   1.744 +                                             rect.Pitch,
   1.745 +                                             IntSize(desc.Width, desc.Height),
   1.746 +                                             SurfaceFormat::B8G8R8A8);
   1.747 +  mTarget->CopySurface(sourceSurface,
   1.748 +                       IntRect(0, 0, desc.Width, desc.Height),
   1.749 +                       IntPoint());
   1.750 +  mTarget->Flush();
   1.751 +  destSurf->UnlockRect();
   1.752 +}
   1.753 +
   1.754 +void
   1.755 +CompositorD3D9::ReportFailure(const nsACString &aMsg, HRESULT aCode)
   1.756 +{
   1.757 +  // We could choose to abort here when hr == E_OUTOFMEMORY.
   1.758 +  nsCString msg;
   1.759 +  msg.Append(aMsg);
   1.760 +  msg.AppendLiteral(" Error code: ");
   1.761 +  msg.AppendInt(uint32_t(aCode));
   1.762 +  NS_WARNING(msg.BeginReading());
   1.763 +
   1.764 +  gfx::LogFailure(msg);
   1.765 +}
   1.766 +
   1.767 +}
   1.768 +}

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