gfx/layers/d3d9/LayerManagerD3D9.h

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/layers/d3d9/LayerManagerD3D9.h	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,289 @@
     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 +#ifndef GFX_LAYERMANAGERD3D9_H
    1.10 +#define GFX_LAYERMANAGERD3D9_H
    1.11 +
    1.12 +#include "Layers.h"
    1.13 +
    1.14 +#include <windows.h>
    1.15 +#include <d3d9.h>
    1.16 +
    1.17 +#include "gfxContext.h"
    1.18 +#include "nsIWidget.h"
    1.19 +
    1.20 +#include "DeviceManagerD3D9.h"
    1.21 +
    1.22 +namespace mozilla {
    1.23 +namespace layers {
    1.24 +
    1.25 +class LayerD3D9;
    1.26 +class ThebesLayerD3D9;
    1.27 +
    1.28 +/*
    1.29 + * This is the LayerManager used for Direct3D 9. For now this will render on
    1.30 + * the main thread.
    1.31 + */
    1.32 +class LayerManagerD3D9 : public LayerManager {
    1.33 +public:
    1.34 +  LayerManagerD3D9(nsIWidget *aWidget);
    1.35 +  virtual ~LayerManagerD3D9();
    1.36 +
    1.37 +  /*
    1.38 +   * Initializes the layer manager, this is when the layer manager will
    1.39 +   * actually access the device and attempt to create the swap chain used
    1.40 +   * to draw to the window. If this method fails the device cannot be used.
    1.41 +   * This function is not threadsafe.
    1.42 +   *
    1.43 +   * \return True is initialization was succesful, false when it was not.
    1.44 +   */
    1.45 +  bool Initialize(bool force = false);
    1.46 +
    1.47 +  /*
    1.48 +   * Sets the clipping region for this layer manager. This is important on
    1.49 +   * windows because using OGL we no longer have GDI's native clipping. Therefor
    1.50 +   * widget must tell us what part of the screen is being invalidated,
    1.51 +   * and we should clip to this.
    1.52 +   *
    1.53 +   * \param aClippingRegion Region to clip to. Setting an empty region
    1.54 +   * will disable clipping.
    1.55 +   */
    1.56 +  void SetClippingRegion(const nsIntRegion& aClippingRegion);
    1.57 +
    1.58 +  /*
    1.59 +   * LayerManager implementation.
    1.60 +   */
    1.61 +  virtual void Destroy();
    1.62 +
    1.63 +  virtual void BeginTransaction();
    1.64 +
    1.65 +  virtual void BeginTransactionWithTarget(gfxContext* aTarget);
    1.66 +
    1.67 +  void EndConstruction();
    1.68 +
    1.69 +  virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
    1.70 +
    1.71 +  struct CallbackInfo {
    1.72 +    DrawThebesLayerCallback Callback;
    1.73 +    void *CallbackData;
    1.74 +  };
    1.75 +
    1.76 +  virtual void EndTransaction(DrawThebesLayerCallback aCallback,
    1.77 +                              void* aCallbackData,
    1.78 +                              EndTransactionFlags aFlags = END_DEFAULT);
    1.79 +
    1.80 +  const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
    1.81 +
    1.82 +  void SetRoot(Layer* aLayer);
    1.83 +
    1.84 +  virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize)
    1.85 +  {
    1.86 +    if (!mDeviceManager)
    1.87 +      return false;
    1.88 +    int32_t maxSize = mDeviceManager->GetMaxTextureSize();
    1.89 +    return aSize <= gfx::IntSize(maxSize, maxSize);
    1.90 +  }
    1.91 +
    1.92 +  virtual int32_t GetMaxTextureSize() const
    1.93 +  {
    1.94 +    return mDeviceManager->GetMaxTextureSize();
    1.95 +  }
    1.96 +
    1.97 +  virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
    1.98 +
    1.99 +  virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
   1.100 +
   1.101 +  virtual already_AddRefed<ImageLayer> CreateImageLayer();
   1.102 +
   1.103 +  virtual already_AddRefed<ColorLayer> CreateColorLayer();
   1.104 +
   1.105 +  virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
   1.106 +
   1.107 +  virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
   1.108 +
   1.109 +  virtual LayersBackend GetBackendType() { return LayersBackend::LAYERS_D3D9; }
   1.110 +  virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 9"); }
   1.111 +  bool DeviceWasRemoved() { return deviceManager()->DeviceWasRemoved(); }
   1.112 +
   1.113 +  /*
   1.114 +   * Helper methods.
   1.115 +   */
   1.116 +  void SetClippingEnabled(bool aEnabled);
   1.117 +
   1.118 +  void SetShaderMode(DeviceManagerD3D9::ShaderMode aMode,
   1.119 +                     Layer* aMask, bool aIs2D = true)
   1.120 +    { mDeviceManager->SetShaderMode(aMode, aMask, aIs2D); }
   1.121 +
   1.122 +  IDirect3DDevice9 *device() const { return mDeviceManager->device(); }
   1.123 +  DeviceManagerD3D9 *deviceManager() const { return mDeviceManager; }
   1.124 +
   1.125 +  /** 
   1.126 +   * Return pointer to the Nv3DVUtils instance. Re-direct to mDeviceManager.
   1.127 +   */ 
   1.128 +  Nv3DVUtils *GetNv3DVUtils() { return mDeviceManager ? mDeviceManager->GetNv3DVUtils() : nullptr; } 
   1.129 +
   1.130 +  virtual const char* Name() const { return "D3D9"; }
   1.131 +
   1.132 +  void ReportFailure(const nsACString &aMsg, HRESULT aCode);
   1.133 +
   1.134 +  bool CompositingDisabled() { return mCompositingDisabled; }
   1.135 +  void SetCompositingDisabled(bool aCompositingDisabled) { mCompositingDisabled = aCompositingDisabled; }
   1.136 +
   1.137 +private:
   1.138 +  /* Device manager instance for this layer manager */
   1.139 +  nsRefPtr<DeviceManagerD3D9> mDeviceManager;
   1.140 +
   1.141 +  /* Swap chain associated with this layer manager */
   1.142 +  nsRefPtr<SwapChainD3D9> mSwapChain;
   1.143 +
   1.144 +  /* Widget associated with this layer manager */
   1.145 +  nsIWidget *mWidget;
   1.146 +
   1.147 +  /*
   1.148 +   * Context target, nullptr when drawing directly to our swap chain.
   1.149 +   */
   1.150 +  nsRefPtr<gfxContext> mTarget;
   1.151 +
   1.152 +  /* Callback info for current transaction */
   1.153 +  CallbackInfo mCurrentCallbackInfo;
   1.154 +
   1.155 +  /*
   1.156 +   * Region we're clipping our current drawing to.
   1.157 +   */
   1.158 +  nsIntRegion mClippingRegion;
   1.159 +
   1.160 +  /*
   1.161 +   * Device reset count at last paint. Whenever this changes, we need to
   1.162 +   * do a full layer tree update.
   1.163 +   */
   1.164 +  uint32_t mDeviceResetCount;
   1.165 +
   1.166 +  /*
   1.167 +   * True if we should only be drawing layer contents, not
   1.168 +   * compositing them to the target.
   1.169 +   */
   1.170 +  bool mCompositingDisabled;
   1.171 +
   1.172 +  /*
   1.173 +   * Render the current layer tree to the active target.
   1.174 +   */
   1.175 +  void Render();
   1.176 +
   1.177 +  /*
   1.178 +   * Setup the pipeline.
   1.179 +   */
   1.180 +  void SetupPipeline();
   1.181 +
   1.182 +  /*
   1.183 +   * Copies the content of our backbuffer to the set transaction target.
   1.184 +   */
   1.185 +  void PaintToTarget();
   1.186 +
   1.187 +};
   1.188 +
   1.189 +/*
   1.190 + * General information and tree management for OGL layers.
   1.191 + */
   1.192 +class LayerD3D9
   1.193 +{
   1.194 +public:
   1.195 +  LayerD3D9(LayerManagerD3D9 *aManager);
   1.196 +
   1.197 +  virtual LayerD3D9 *GetFirstChildD3D9() { return nullptr; }
   1.198 +
   1.199 +  void SetFirstChild(LayerD3D9 *aParent);
   1.200 +
   1.201 +  virtual Layer* GetLayer() = 0;
   1.202 +
   1.203 +  virtual void RenderLayer() = 0;
   1.204 +
   1.205 +  /**
   1.206 +  /* This function may be used on device resets to clear all VRAM resources
   1.207 +   * that a layer might be using.
   1.208 +   */
   1.209 +  virtual void CleanResources() {}
   1.210 +
   1.211 +  IDirect3DDevice9 *device() const { return mD3DManager->device(); }
   1.212 +
   1.213 +  /* Called by the layer manager when it's destroyed */
   1.214 +  virtual void LayerManagerDestroyed() {}
   1.215 +
   1.216 +  void ReportFailure(const nsACString &aMsg, HRESULT aCode) {
   1.217 +    return mD3DManager->ReportFailure(aMsg, aCode);
   1.218 +  }
   1.219 +
   1.220 +  void SetShaderTransformAndOpacity()
   1.221 +  {
   1.222 +    Layer* layer = GetLayer();
   1.223 +    const gfx::Matrix4x4& transform = layer->GetEffectiveTransform();
   1.224 +    device()->SetVertexShaderConstantF(CBmLayerTransform, &transform._11, 4);
   1.225 +
   1.226 +    float opacity[4];
   1.227 +    /*
   1.228 +     * We always upload a 4 component float, but the shader will use only the
   1.229 +     * first component since it's declared as a 'float'.
   1.230 +     */
   1.231 +    opacity[0] = layer->GetEffectiveOpacity();
   1.232 +    device()->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
   1.233 +  }
   1.234 +
   1.235 +  /*
   1.236 +   * Returns a texture containing the contents of this
   1.237 +   * layer. Will try to return an existing texture if possible, or a temporary
   1.238 +   * one if not. It is the callee's responsibility to release the shader
   1.239 +   * resource view. Will return null if a texture could not be constructed.
   1.240 +   * The texture will not be transformed, i.e., it will be in the same coord
   1.241 +   * space as this.
   1.242 +   * Any layer that can be used as a mask layer should override this method.
   1.243 +   * If aSize is non-null and a texture is successfully returned, aSize will
   1.244 +   * contain the size of the texture.
   1.245 +   */
   1.246 +  virtual already_AddRefed<IDirect3DTexture9> GetAsTexture(gfx::IntSize* aSize)
   1.247 +  {
   1.248 +    return nullptr;
   1.249 +  }
   1.250 + 
   1.251 +protected:
   1.252 +  LayerManagerD3D9 *mD3DManager;
   1.253 +};
   1.254 +
   1.255 +/*
   1.256 + * RAII helper for locking D3D9 textures.
   1.257 + */
   1.258 +class LockTextureRectD3D9 
   1.259 +{
   1.260 +public:
   1.261 +  LockTextureRectD3D9(IDirect3DTexture9* aTexture) 
   1.262 +    : mTexture(aTexture)
   1.263 +  {
   1.264 +    mLockResult = mTexture->LockRect(0, &mR, nullptr, 0);
   1.265 +  }
   1.266 +
   1.267 +  ~LockTextureRectD3D9()
   1.268 +  {
   1.269 +    mTexture->UnlockRect(0);
   1.270 +  }
   1.271 +
   1.272 +  bool HasLock() {
   1.273 +    return SUCCEEDED(mLockResult);
   1.274 +  }
   1.275 +
   1.276 +  D3DLOCKED_RECT GetLockRect() 
   1.277 +  {
   1.278 +    return mR;
   1.279 +  }
   1.280 +private:
   1.281 +  LockTextureRectD3D9 (const LockTextureRectD3D9&);
   1.282 +  LockTextureRectD3D9& operator= (const LockTextureRectD3D9&);
   1.283 +
   1.284 +  IDirect3DTexture9* mTexture;
   1.285 +  D3DLOCKED_RECT mR;
   1.286 +  HRESULT mLockResult;
   1.287 +};
   1.288 +
   1.289 +} /* layers */
   1.290 +} /* mozilla */
   1.291 +
   1.292 +#endif /* GFX_LAYERMANAGERD3D9_H */

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