Sat, 03 Jan 2015 20:18:00 +0100
Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.
1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
2 * This Source Code Form is subject to the terms of the Mozilla Public
3 * License, v. 2.0. If a copy of the MPL was not distributed with this
4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 #ifndef GFX_LAYERMANAGERD3D10_H
7 #define GFX_LAYERMANAGERD3D10_H
9 #include "Layers.h"
11 #include <windows.h>
12 #include <d3d10_1.h>
14 #include "gfxContext.h"
15 #include "mozilla/gfx/UserData.h"
16 #include "nsIWidget.h"
18 #include "ReadbackManagerD3D10.h"
20 namespace mozilla {
21 namespace layers {
23 class DummyRoot;
24 class Nv3DVUtils;
26 /**
27 * This structure is used to pass rectangles to our shader constant. We can use
28 * this for passing rectangular areas to SetVertexShaderConstant. In the format
29 * of a 4 component float(x,y,width,height). Our vertex shader can then use
30 * this to construct rectangular positions from the 0,0-1,1 quad that we source
31 * it with.
32 */
33 struct ShaderConstantRectD3D10
34 {
35 float mX, mY, mWidth, mHeight;
36 ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
37 : mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
38 { }
40 // For easy passing to SetVertexShaderConstantF.
41 operator float* () { return &mX; }
42 };
44 /*
45 * This is the LayerManager used for Direct3D 10. For now this will
46 * render on the main thread.
47 *
48 * For the time being, LayerManagerD3D10 forwards layers
49 * transactions.
50 */
51 class LayerManagerD3D10 : public LayerManager {
52 typedef mozilla::gfx::DrawTarget DrawTarget;
53 typedef mozilla::gfx::IntSize IntSize;
54 typedef mozilla::gfx::SurfaceFormat SurfaceFormat;
56 public:
57 LayerManagerD3D10(nsIWidget *aWidget);
58 virtual ~LayerManagerD3D10();
60 /*
61 * Initializes the layer manager, this is when the layer manager will
62 * actually access the device and attempt to create the swap chain used
63 * to draw to the window. If this method fails the device cannot be used.
64 * This function is not threadsafe.
65 *
66 * return True is initialization was succesful, false when it was not.
67 */
68 bool Initialize(bool force = false, HRESULT* aHresultPtr = nullptr);
70 /*
71 * LayerManager implementation.
72 */
73 virtual void Destroy();
75 virtual void SetRoot(Layer *aLayer);
77 virtual void BeginTransaction();
79 virtual void BeginTransactionWithTarget(gfxContext* aTarget);
81 virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
83 struct CallbackInfo {
84 DrawThebesLayerCallback Callback;
85 void *CallbackData;
86 };
88 virtual void EndTransaction(DrawThebesLayerCallback aCallback,
89 void* aCallbackData,
90 EndTransactionFlags aFlags = END_DEFAULT);
92 const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
94 // D3D10 guarantees textures can be at least this size
95 enum {
96 MAX_TEXTURE_SIZE = 8192
97 };
98 virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize)
99 {
100 return aSize <= gfx::IntSize(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE);
101 }
103 virtual int32_t GetMaxTextureSize() const
104 {
105 return MAX_TEXTURE_SIZE;
106 }
108 virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
109 virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
110 virtual already_AddRefed<ImageLayer> CreateImageLayer();
111 virtual already_AddRefed<ColorLayer> CreateColorLayer();
112 virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
113 virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
115 virtual TemporaryRef<DrawTarget>
116 CreateOptimalDrawTarget(const IntSize &aSize,
117 SurfaceFormat aSurfaceFormat);
119 virtual TemporaryRef<DrawTarget>
120 CreateOptimalMaskDrawTarget(const IntSize &aSize);
122 virtual TemporaryRef<mozilla::gfx::DrawTarget>
123 CreateDrawTarget(const gfx::IntSize &aSize,
124 mozilla::gfx::SurfaceFormat aFormat);
126 virtual LayersBackend GetBackendType() { return LayersBackend::LAYERS_D3D10; }
127 virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 10"); }
129 virtual const char* Name() const { return "D3D10"; }
131 // Public helpers
133 ID3D10Device1 *device() const { return mDevice; }
135 ID3D10Effect *effect() const { return mEffect; }
136 IDXGISwapChain *SwapChain() const
137 {
138 return mSwapChain;
139 }
140 ReadbackManagerD3D10 *readbackManager();
142 void SetupInputAssembler();
143 void SetViewport(const nsIntSize &aViewport);
144 const nsIntSize &GetViewport() { return mViewport; }
146 /**
147 * Return pointer to the Nv3DVUtils instance
148 */
149 Nv3DVUtils *GetNv3DVUtils() { return mNv3DVUtils; }
151 static void ReportFailure(const nsACString &aMsg, HRESULT aCode);
153 private:
154 void SetupPipeline();
155 void UpdateRenderTarget();
156 void VerifyBufferSize();
157 void EnsureReadbackManager();
159 void Render(EndTransactionFlags aFlags);
161 nsRefPtr<ID3D10Device1> mDevice;
163 nsRefPtr<ID3D10Effect> mEffect;
164 nsRefPtr<ID3D10InputLayout> mInputLayout;
165 nsRefPtr<ID3D10Buffer> mVertexBuffer;
166 nsRefPtr<ReadbackManagerD3D10> mReadbackManager;
168 nsRefPtr<ID3D10RenderTargetView> mRTView;
170 nsRefPtr<IDXGISwapChain> mSwapChain;
172 nsIWidget *mWidget;
174 bool mDisableSequenceForNextFrame;
176 CallbackInfo mCurrentCallbackInfo;
178 nsIntSize mViewport;
180 /* Nv3DVUtils instance */
181 nsAutoPtr<Nv3DVUtils> mNv3DVUtils;
183 /*
184 * Context target, nullptr when drawing directly to our swap chain.
185 */
186 nsRefPtr<gfxContext> mTarget;
188 /*
189 * Copies the content of our backbuffer to the set transaction target.
190 */
191 void PaintToTarget();
192 };
194 /*
195 * General information and tree management for OGL layers.
196 */
197 class LayerD3D10
198 {
199 public:
200 LayerD3D10(LayerManagerD3D10 *aManager);
202 virtual LayerD3D10 *GetFirstChildD3D10() { return nullptr; }
204 void SetFirstChild(LayerD3D10 *aParent);
206 virtual Layer* GetLayer() = 0;
208 /**
209 * This will render a child layer to whatever render target is currently
210 * active.
211 */
212 virtual void RenderLayer() = 0;
213 virtual void Validate() {}
215 ID3D10Device1 *device() const { return mD3DManager->device(); }
216 ID3D10Effect *effect() const { return mD3DManager->effect(); }
218 /* Called by the layer manager when it's destroyed */
219 virtual void LayerManagerDestroyed() {}
221 /**
222 * Return pointer to the Nv3DVUtils instance. Calls equivalent method in LayerManager.
223 */
224 Nv3DVUtils *GetNv3DVUtils() { return mD3DManager->GetNv3DVUtils(); }
226 /*
227 * Returns a shader resource view of a texture containing the contents of this
228 * layer. Will try to return an existing texture if possible, or a temporary
229 * one if not. It is the callee's responsibility to release the shader
230 * resource view. Will return null if a texture could not be constructed.
231 * The texture will not be transformed, i.e., it will be in the same coord
232 * space as this.
233 * Any layer that can be used as a mask layer should override this method.
234 * If aSize is non-null, it will contain the size of the texture.
235 */
236 virtual already_AddRefed<ID3D10ShaderResourceView> GetAsTexture(gfx::IntSize* aSize)
237 {
238 return nullptr;
239 }
241 void SetEffectTransformAndOpacity()
242 {
243 Layer* layer = GetLayer();
244 const gfx::Matrix4x4& transform = layer->GetEffectiveTransform();
245 void* raw = &const_cast<gfx::Matrix4x4&>(transform)._11;
246 effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
247 effect()->GetVariableByName("fLayerOpacity")->AsScalar()->SetFloat(layer->GetEffectiveOpacity());
248 }
250 protected:
251 /*
252 * Finds a texture for this layer's mask layer (if it has one) and sets it
253 * as an input to the shaders.
254 * Returns SHADER_MASK if a texture is loaded, SHADER_NO_MASK if there was no
255 * mask layer, or a texture for the mask layer could not be loaded.
256 */
257 uint8_t LoadMaskTexture();
259 /**
260 * Select a shader technique using a combination of the following flags.
261 * Not all combinations of flags are supported, and might cause an error,
262 * check the fx file to see which shaders exist. In particular, aFlags should
263 * include any combination of the 0x20 bit = 0 flags OR one of the 0x20 bit = 1
264 * flags. Mask flags can be used in either case.
265 */
266 ID3D10EffectTechnique* SelectShader(uint8_t aFlags);
267 const static uint8_t SHADER_NO_MASK = 0;
268 const static uint8_t SHADER_MASK = 0x1;
269 const static uint8_t SHADER_MASK_3D = 0x2;
270 // 0x20 bit = 0
271 const static uint8_t SHADER_RGB = 0;
272 const static uint8_t SHADER_RGBA = 0x4;
273 const static uint8_t SHADER_NON_PREMUL = 0;
274 const static uint8_t SHADER_PREMUL = 0x8;
275 const static uint8_t SHADER_LINEAR = 0;
276 const static uint8_t SHADER_POINT = 0x10;
277 // 0x20 bit = 1
278 const static uint8_t SHADER_YCBCR = 0x20;
279 const static uint8_t SHADER_COMPONENT_ALPHA = 0x24;
280 const static uint8_t SHADER_SOLID = 0x28;
282 LayerManagerD3D10 *mD3DManager;
283 };
285 } /* layers */
286 } /* mozilla */
288 #endif /* GFX_LAYERMANAGERD3D9_H */