michael@0: /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- michael@0: * This Source Code Form is subject to the terms of the Mozilla Public michael@0: * License, v. 2.0. If a copy of the MPL was not distributed with this michael@0: * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ michael@0: michael@0: #include "DeviceManagerD3D9.h" michael@0: #include "LayerManagerD3D9Shaders.h" michael@0: #include "ThebesLayerD3D9.h" michael@0: #include "nsIServiceManager.h" michael@0: #include "nsIConsoleService.h" michael@0: #include "nsPrintfCString.h" michael@0: #include "Nv3DVUtils.h" michael@0: #include "plstr.h" michael@0: #include michael@0: #include "gfx2DGlue.h" michael@0: #include "gfxPlatform.h" michael@0: #include "gfxWindowsPlatform.h" michael@0: #include "TextureD3D9.h" michael@0: #include "mozilla/gfx/Point.h" michael@0: michael@0: using namespace mozilla::gfx; michael@0: michael@0: namespace mozilla { michael@0: namespace layers { michael@0: michael@0: const LPCWSTR kClassName = L"D3D9WindowClass"; michael@0: michael@0: #define USE_D3D9EX michael@0: michael@0: struct vertex { michael@0: float x, y; michael@0: }; michael@0: michael@0: SwapChainD3D9::SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager) michael@0: : mDeviceManager(aDeviceManager) michael@0: , mWnd(0) michael@0: { michael@0: mDeviceManager->mSwapChains.AppendElement(this); michael@0: } michael@0: michael@0: SwapChainD3D9::~SwapChainD3D9() michael@0: { michael@0: mDeviceManager->mSwapChains.RemoveElement(this); michael@0: } michael@0: michael@0: bool michael@0: SwapChainD3D9::Init(HWND hWnd) michael@0: { michael@0: RECT r; michael@0: ::GetClientRect(hWnd, &r); michael@0: michael@0: mWnd = hWnd; michael@0: michael@0: D3DPRESENT_PARAMETERS pp; michael@0: memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS)); michael@0: michael@0: pp.BackBufferFormat = D3DFMT_A8R8G8B8; michael@0: pp.SwapEffect = D3DSWAPEFFECT_COPY; michael@0: pp.Windowed = TRUE; michael@0: pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; michael@0: pp.hDeviceWindow = mWnd; michael@0: if (r.left == r.right || r.top == r.bottom) { michael@0: pp.BackBufferHeight = 1; michael@0: pp.BackBufferWidth = 1; michael@0: } michael@0: michael@0: HRESULT hr = mDeviceManager->device()-> michael@0: CreateAdditionalSwapChain(&pp, michael@0: getter_AddRefs(mSwapChain)); michael@0: michael@0: if (FAILED(hr)) { michael@0: NS_WARNING("Failed to create swap chain for window."); michael@0: return false; michael@0: } michael@0: michael@0: return true; michael@0: } michael@0: michael@0: already_AddRefed michael@0: SwapChainD3D9::GetBackBuffer() michael@0: { michael@0: nsRefPtr backBuffer; michael@0: mSwapChain->GetBackBuffer(0, michael@0: D3DBACKBUFFER_TYPE_MONO, michael@0: getter_AddRefs(backBuffer)); michael@0: return backBuffer.forget(); michael@0: } michael@0: michael@0: DeviceManagerState michael@0: SwapChainD3D9::PrepareForRendering() michael@0: { michael@0: RECT r; michael@0: if (!::GetClientRect(mWnd, &r)) { michael@0: return DeviceFail; michael@0: } michael@0: michael@0: DeviceManagerState deviceState = mDeviceManager->VerifyReadyForRendering(); michael@0: if (deviceState != DeviceOK) { michael@0: return deviceState; michael@0: } michael@0: michael@0: if (!mSwapChain) { michael@0: Init(mWnd); michael@0: } michael@0: michael@0: if (mSwapChain) { michael@0: nsRefPtr backBuffer = GetBackBuffer(); michael@0: michael@0: D3DSURFACE_DESC desc; michael@0: backBuffer->GetDesc(&desc); michael@0: michael@0: if (desc.Width == r.right - r.left && desc.Height == r.bottom - r.top) { michael@0: mDeviceManager->device()->SetRenderTarget(0, backBuffer); michael@0: return DeviceOK; michael@0: } michael@0: michael@0: mSwapChain = nullptr; michael@0: michael@0: Init(mWnd); michael@0: michael@0: if (!mSwapChain) { michael@0: return DeviceFail; michael@0: } michael@0: michael@0: backBuffer = GetBackBuffer(); michael@0: mDeviceManager->device()->SetRenderTarget(0, backBuffer); michael@0: michael@0: return DeviceOK; michael@0: } michael@0: michael@0: return DeviceFail; michael@0: } michael@0: michael@0: void michael@0: SwapChainD3D9::Present(const nsIntRect &aRect) michael@0: { michael@0: RECT r; michael@0: r.left = aRect.x; michael@0: r.top = aRect.y; michael@0: r.right = aRect.XMost(); michael@0: r.bottom = aRect.YMost(); michael@0: michael@0: mSwapChain->Present(&r, &r, 0, 0, 0); michael@0: } michael@0: michael@0: void michael@0: SwapChainD3D9::Present() michael@0: { michael@0: mSwapChain->Present(nullptr, nullptr, 0, 0, 0); michael@0: } michael@0: michael@0: void michael@0: SwapChainD3D9::Reset() michael@0: { michael@0: mSwapChain = nullptr; michael@0: } michael@0: michael@0: #define HAS_CAP(a, b) (((a) & (b)) == (b)) michael@0: #define LACKS_CAP(a, b) !(((a) & (b)) == (b)) michael@0: michael@0: uint32_t DeviceManagerD3D9::sMaskQuadRegister = 11; michael@0: michael@0: DeviceManagerD3D9::DeviceManagerD3D9() michael@0: : mTextureHostList(nullptr) michael@0: , mDeviceResetCount(0) michael@0: , mMaxTextureSize(0) michael@0: , mTextureAddressingMode(D3DTADDRESS_CLAMP) michael@0: , mHasDynamicTextures(false) michael@0: , mDeviceWasRemoved(false) michael@0: { michael@0: } michael@0: michael@0: DeviceManagerD3D9::~DeviceManagerD3D9() michael@0: { michael@0: DestroyDevice(); michael@0: } michael@0: michael@0: bool michael@0: DeviceManagerD3D9::Init() michael@0: { michael@0: WNDCLASSW wc; michael@0: HRESULT hr; michael@0: michael@0: if (!GetClassInfoW(GetModuleHandle(nullptr), kClassName, &wc)) { michael@0: ZeroMemory(&wc, sizeof(WNDCLASSW)); michael@0: wc.hInstance = GetModuleHandle(nullptr); michael@0: wc.lpfnWndProc = ::DefWindowProc; michael@0: wc.lpszClassName = kClassName; michael@0: if (!RegisterClassW(&wc)) { michael@0: NS_WARNING("Failed to register window class for DeviceManager."); michael@0: return false; michael@0: } michael@0: } michael@0: michael@0: mFocusWnd = ::CreateWindowW(kClassName, L"D3D9Window", WS_OVERLAPPEDWINDOW, michael@0: CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, michael@0: nullptr, GetModuleHandle(nullptr), nullptr); michael@0: michael@0: if (!mFocusWnd) { michael@0: NS_WARNING("Failed to create DeviceManagerD3D9 Window."); michael@0: return false; michael@0: } michael@0: michael@0: /* Create an Nv3DVUtils instance */ michael@0: if (!mNv3DVUtils) { michael@0: mNv3DVUtils = new Nv3DVUtils(); michael@0: if (!mNv3DVUtils) { michael@0: NS_WARNING("Could not create a new instance of Nv3DVUtils.\n"); michael@0: } michael@0: } michael@0: michael@0: /* Initialize the Nv3DVUtils object */ michael@0: if (mNv3DVUtils) { michael@0: mNv3DVUtils->Initialize(); michael@0: } michael@0: michael@0: HMODULE d3d9 = LoadLibraryW(L"d3d9.dll"); michael@0: decltype(Direct3DCreate9)* d3d9Create = (decltype(Direct3DCreate9)*) michael@0: GetProcAddress(d3d9, "Direct3DCreate9"); michael@0: decltype(Direct3DCreate9Ex)* d3d9CreateEx = (decltype(Direct3DCreate9Ex)*) michael@0: GetProcAddress(d3d9, "Direct3DCreate9Ex"); michael@0: michael@0: #ifdef USE_D3D9EX michael@0: if (d3d9CreateEx) { michael@0: hr = d3d9CreateEx(D3D_SDK_VERSION, getter_AddRefs(mD3D9Ex)); michael@0: if (SUCCEEDED(hr)) { michael@0: mD3D9 = mD3D9Ex; michael@0: } michael@0: } michael@0: #endif michael@0: michael@0: if (!mD3D9) { michael@0: if (!d3d9Create) { michael@0: return false; michael@0: } michael@0: michael@0: mD3D9 = dont_AddRef(d3d9Create(D3D_SDK_VERSION)); michael@0: michael@0: if (!mD3D9) { michael@0: return false; michael@0: } michael@0: } michael@0: michael@0: D3DADAPTER_IDENTIFIER9 ident; michael@0: hr = mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &ident); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: D3DPRESENT_PARAMETERS pp; michael@0: memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS)); michael@0: michael@0: pp.BackBufferWidth = 1; michael@0: pp.BackBufferHeight = 1; michael@0: pp.BackBufferFormat = D3DFMT_A8R8G8B8; michael@0: pp.SwapEffect = D3DSWAPEFFECT_DISCARD; michael@0: pp.Windowed = TRUE; michael@0: pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; michael@0: pp.hDeviceWindow = mFocusWnd; michael@0: michael@0: if (mD3D9Ex) { michael@0: hr = mD3D9Ex->CreateDeviceEx(D3DADAPTER_DEFAULT, michael@0: D3DDEVTYPE_HAL, michael@0: mFocusWnd, michael@0: D3DCREATE_FPU_PRESERVE | michael@0: D3DCREATE_MULTITHREADED | michael@0: D3DCREATE_MIXED_VERTEXPROCESSING, michael@0: &pp, michael@0: nullptr, michael@0: getter_AddRefs(mDeviceEx)); michael@0: if (SUCCEEDED(hr)) { michael@0: mDevice = mDeviceEx; michael@0: } michael@0: michael@0: D3DCAPS9 caps; michael@0: if (mDeviceEx && mDeviceEx->GetDeviceCaps(&caps)) { michael@0: if (LACKS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) { michael@0: // XXX - Should we actually hit this we'll need a CanvasLayer that michael@0: // supports static D3DPOOL_DEFAULT textures. michael@0: NS_WARNING("D3D9Ex device not used because of lack of support for \ michael@0: dynamic textures. This is unexpected."); michael@0: mDevice = nullptr; michael@0: mDeviceEx = nullptr; michael@0: } michael@0: } michael@0: } michael@0: michael@0: if (!mDevice) { michael@0: hr = mD3D9->CreateDevice(D3DADAPTER_DEFAULT, michael@0: D3DDEVTYPE_HAL, michael@0: mFocusWnd, michael@0: D3DCREATE_FPU_PRESERVE | michael@0: D3DCREATE_MULTITHREADED | michael@0: D3DCREATE_MIXED_VERTEXPROCESSING, michael@0: &pp, michael@0: getter_AddRefs(mDevice)); michael@0: michael@0: if (FAILED(hr)) { michael@0: NS_WARNING("Failed to create Device for DeviceManagerD3D9."); michael@0: return false; michael@0: } michael@0: } michael@0: michael@0: if (!VerifyCaps()) { michael@0: return false; michael@0: } michael@0: michael@0: /* Grab the associated HMONITOR so that we can find out michael@0: * if it changed later */ michael@0: D3DDEVICE_CREATION_PARAMETERS parameters; michael@0: if (FAILED(mDevice->GetCreationParameters(¶meters))) michael@0: return false; michael@0: mDeviceMonitor = mD3D9->GetAdapterMonitor(parameters.AdapterOrdinal); michael@0: michael@0: michael@0: /* michael@0: * Do some post device creation setup michael@0: */ michael@0: if (mNv3DVUtils) { michael@0: IUnknown* devUnknown = nullptr; michael@0: if (mDevice) { michael@0: mDevice->QueryInterface(IID_IUnknown, (void **)&devUnknown); michael@0: } michael@0: mNv3DVUtils->SetDeviceInfo(devUnknown); michael@0: } michael@0: michael@0: hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVS, michael@0: getter_AddRefs(mLayerVS)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPS, michael@0: getter_AddRefs(mRGBPS)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPS, michael@0: getter_AddRefs(mRGBAPS)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPS, michael@0: getter_AddRefs(mComponentPass1PS)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPS, michael@0: getter_AddRefs(mComponentPass2PS)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPS, michael@0: getter_AddRefs(mYCbCrPS)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPS, michael@0: getter_AddRefs(mSolidColorPS)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask, michael@0: getter_AddRefs(mLayerVSMask)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask3D, michael@0: getter_AddRefs(mLayerVSMask3D)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPSMask, michael@0: getter_AddRefs(mRGBPSMask)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask, michael@0: getter_AddRefs(mRGBAPSMask)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask3D, michael@0: getter_AddRefs(mRGBAPSMask3D)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPSMask, michael@0: getter_AddRefs(mComponentPass1PSMask)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPSMask, michael@0: getter_AddRefs(mComponentPass2PSMask)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPSMask, michael@0: getter_AddRefs(mYCbCrPSMask)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPSMask, michael@0: getter_AddRefs(mSolidColorPSMask)); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: if (!CreateVertexBuffer()) { michael@0: return false; michael@0: } michael@0: michael@0: hr = mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex)); michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: D3DVERTEXELEMENT9 elements[] = { michael@0: { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, michael@0: D3DDECLUSAGE_POSITION, 0 }, michael@0: D3DDECL_END() michael@0: }; michael@0: michael@0: mDevice->CreateVertexDeclaration(elements, getter_AddRefs(mVD)); michael@0: michael@0: nsCOMPtr michael@0: console(do_GetService(NS_CONSOLESERVICE_CONTRACTID)); michael@0: michael@0: D3DADAPTER_IDENTIFIER9 identifier; michael@0: mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier); michael@0: michael@0: if (console) { michael@0: nsString msg; michael@0: msg += michael@0: NS_LITERAL_STRING("Direct3D 9 DeviceManager Initialized Successfully.\nDriver: "); michael@0: msg += NS_ConvertUTF8toUTF16( michael@0: nsDependentCString((const char*)identifier.Driver)); michael@0: msg += NS_LITERAL_STRING("\nDescription: "); michael@0: msg += NS_ConvertUTF8toUTF16( michael@0: nsDependentCString((const char*)identifier.Description)); michael@0: msg += NS_LITERAL_STRING("\nVersion: "); michael@0: msg += NS_ConvertUTF8toUTF16( michael@0: nsPrintfCString("%d.%d.%d.%d", michael@0: HIWORD(identifier.DriverVersion.HighPart), michael@0: LOWORD(identifier.DriverVersion.HighPart), michael@0: HIWORD(identifier.DriverVersion.LowPart), michael@0: LOWORD(identifier.DriverVersion.LowPart))); michael@0: console->LogStringMessage(msg.get()); michael@0: } michael@0: michael@0: return true; michael@0: } michael@0: michael@0: void michael@0: DeviceManagerD3D9::SetupRenderState() michael@0: { michael@0: mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex)); michael@0: mDevice->SetVertexDeclaration(mVD); michael@0: mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); michael@0: mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); michael@0: mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); michael@0: mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); michael@0: mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); michael@0: mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); michael@0: mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); michael@0: mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); michael@0: mDevice->SetRenderState(D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD); michael@0: mDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); michael@0: mDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); michael@0: mDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); michael@0: mDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); michael@0: mDevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); michael@0: mDevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); michael@0: mDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, mTextureAddressingMode); michael@0: mDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, mTextureAddressingMode); michael@0: mDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, mTextureAddressingMode); michael@0: mDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, mTextureAddressingMode); michael@0: mDevice->SetSamplerState(2, D3DSAMP_ADDRESSU, mTextureAddressingMode); michael@0: mDevice->SetSamplerState(2, D3DSAMP_ADDRESSV, mTextureAddressingMode); michael@0: } michael@0: michael@0: already_AddRefed michael@0: DeviceManagerD3D9::CreateSwapChain(HWND hWnd) michael@0: { michael@0: nsRefPtr swapChain = new SwapChainD3D9(this); michael@0: michael@0: // See bug 604647. This line means that if we create a window while the michael@0: // device is lost LayerManager initialization will fail, this window michael@0: // will be permanently unaccelerated. This should be a rare situation michael@0: // though and the need for a low-risk fix for this bug outweighs the michael@0: // downside. michael@0: if (VerifyReadyForRendering() != DeviceOK) { michael@0: return nullptr; michael@0: } michael@0: michael@0: if (!swapChain->Init(hWnd)) { michael@0: return nullptr; michael@0: } michael@0: michael@0: return swapChain.forget(); michael@0: } michael@0: michael@0: /* michael@0: * Finds a texture for the mask layer and sets it as an michael@0: * input to the shaders. michael@0: * Returns true if a texture is loaded, false if michael@0: * a texture for the mask layer could not be loaded. michael@0: */ michael@0: bool michael@0: LoadMaskTexture(Layer* aMask, IDirect3DDevice9* aDevice, michael@0: uint32_t aMaskTexRegister) michael@0: { michael@0: IntSize size; michael@0: nsRefPtr texture = michael@0: static_cast(aMask->ImplData())->GetAsTexture(&size); michael@0: michael@0: if (!texture) { michael@0: return false; michael@0: } michael@0: michael@0: Matrix maskTransform; michael@0: Matrix4x4 effectiveTransform = aMask->GetEffectiveTransform(); michael@0: bool maskIs2D = effectiveTransform.CanDraw2D(&maskTransform); michael@0: NS_ASSERTION(maskIs2D, "How did we end up with a 3D transform here?!"); michael@0: Rect bounds = Rect(Point(), Size(size)); michael@0: bounds = maskTransform.TransformBounds(bounds); michael@0: michael@0: aDevice->SetVertexShaderConstantF(DeviceManagerD3D9::sMaskQuadRegister, michael@0: ShaderConstantRect((float)bounds.x, michael@0: (float)bounds.y, michael@0: (float)bounds.width, michael@0: (float)bounds.height), michael@0: 1); michael@0: michael@0: aDevice->SetTexture(aMaskTexRegister, texture); michael@0: return true; michael@0: } michael@0: michael@0: uint32_t michael@0: DeviceManagerD3D9::SetShaderMode(ShaderMode aMode, MaskType aMaskType) michael@0: { michael@0: if (aMaskType == MaskNone) { michael@0: switch (aMode) { michael@0: case RGBLAYER: michael@0: mDevice->SetVertexShader(mLayerVS); michael@0: mDevice->SetPixelShader(mRGBPS); michael@0: break; michael@0: case RGBALAYER: michael@0: mDevice->SetVertexShader(mLayerVS); michael@0: mDevice->SetPixelShader(mRGBAPS); michael@0: break; michael@0: case COMPONENTLAYERPASS1: michael@0: mDevice->SetVertexShader(mLayerVS); michael@0: mDevice->SetPixelShader(mComponentPass1PS); michael@0: break; michael@0: case COMPONENTLAYERPASS2: michael@0: mDevice->SetVertexShader(mLayerVS); michael@0: mDevice->SetPixelShader(mComponentPass2PS); michael@0: break; michael@0: case YCBCRLAYER: michael@0: mDevice->SetVertexShader(mLayerVS); michael@0: mDevice->SetPixelShader(mYCbCrPS); michael@0: break; michael@0: case SOLIDCOLORLAYER: michael@0: mDevice->SetVertexShader(mLayerVS); michael@0: mDevice->SetPixelShader(mSolidColorPS); michael@0: break; michael@0: } michael@0: return 0; michael@0: } michael@0: michael@0: uint32_t maskTexRegister; michael@0: switch (aMode) { michael@0: case RGBLAYER: michael@0: mDevice->SetVertexShader(mLayerVSMask); michael@0: mDevice->SetPixelShader(mRGBPSMask); michael@0: maskTexRegister = 1; michael@0: break; michael@0: case RGBALAYER: michael@0: if (aMaskType == Mask2d) { michael@0: mDevice->SetVertexShader(mLayerVSMask); michael@0: mDevice->SetPixelShader(mRGBAPSMask); michael@0: } else { michael@0: mDevice->SetVertexShader(mLayerVSMask3D); michael@0: mDevice->SetPixelShader(mRGBAPSMask3D); michael@0: } michael@0: maskTexRegister = 1; michael@0: break; michael@0: case COMPONENTLAYERPASS1: michael@0: mDevice->SetVertexShader(mLayerVSMask); michael@0: mDevice->SetPixelShader(mComponentPass1PSMask); michael@0: maskTexRegister = 2; michael@0: break; michael@0: case COMPONENTLAYERPASS2: michael@0: mDevice->SetVertexShader(mLayerVSMask); michael@0: mDevice->SetPixelShader(mComponentPass2PSMask); michael@0: maskTexRegister = 2; michael@0: break; michael@0: case YCBCRLAYER: michael@0: mDevice->SetVertexShader(mLayerVSMask); michael@0: mDevice->SetPixelShader(mYCbCrPSMask); michael@0: maskTexRegister = 3; michael@0: break; michael@0: case SOLIDCOLORLAYER: michael@0: mDevice->SetVertexShader(mLayerVSMask); michael@0: mDevice->SetPixelShader(mSolidColorPSMask); michael@0: maskTexRegister = 0; michael@0: break; michael@0: } michael@0: return maskTexRegister; michael@0: } michael@0: michael@0: void michael@0: DeviceManagerD3D9::SetShaderMode(ShaderMode aMode, Layer* aMask, bool aIs2D) michael@0: { michael@0: MaskType maskType = MaskNone; michael@0: if (aMask) { michael@0: maskType = aIs2D ? Mask2d : Mask3d; michael@0: } michael@0: uint32_t maskTexRegister = SetShaderMode(aMode, maskType); michael@0: if (aMask) { michael@0: // register allocations are taken from LayerManagerD3D9Shaders.h after michael@0: // the shaders are compiled (genshaders.sh) michael@0: if (!LoadMaskTexture(aMask, mDevice, maskTexRegister)) { michael@0: // if we can't load the mask, fall back to unmasked rendering michael@0: NS_WARNING("Could not load texture for mask layer."); michael@0: SetShaderMode(aMode, MaskNone); michael@0: } michael@0: } michael@0: } michael@0: michael@0: void michael@0: DeviceManagerD3D9::DestroyDevice() michael@0: { michael@0: ++mDeviceResetCount; michael@0: mDeviceWasRemoved = true; michael@0: if (!IsD3D9Ex()) { michael@0: ReleaseTextureResources(); michael@0: } michael@0: gfxWindowsPlatform::GetPlatform()->OnDeviceManagerDestroy(this); michael@0: } michael@0: michael@0: DeviceManagerState michael@0: DeviceManagerD3D9::VerifyReadyForRendering() michael@0: { michael@0: if (mDeviceWasRemoved) { michael@0: return DeviceMustRecreate; michael@0: } michael@0: michael@0: HRESULT hr = mDevice->TestCooperativeLevel(); michael@0: michael@0: if (SUCCEEDED(hr)) { michael@0: if (IsD3D9Ex()) { michael@0: hr = mDeviceEx->CheckDeviceState(mFocusWnd); michael@0: michael@0: if (FAILED(hr)) { michael@0: DestroyDevice(); michael@0: return DeviceMustRecreate; michael@0: } michael@0: } michael@0: return DeviceOK; michael@0: } michael@0: michael@0: // We need to release all texture resources and swap chains before resetting. michael@0: for (unsigned int i = 0; i < mLayersWithResources.Length(); i++) { michael@0: mLayersWithResources[i]->CleanResources(); michael@0: } michael@0: ReleaseTextureResources(); michael@0: for (unsigned int i = 0; i < mSwapChains.Length(); i++) { michael@0: mSwapChains[i]->Reset(); michael@0: } michael@0: michael@0: mVB = nullptr; michael@0: michael@0: D3DPRESENT_PARAMETERS pp; michael@0: memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS)); michael@0: michael@0: pp.BackBufferWidth = 1; michael@0: pp.BackBufferHeight = 1; michael@0: pp.BackBufferFormat = D3DFMT_A8R8G8B8; michael@0: pp.SwapEffect = D3DSWAPEFFECT_DISCARD; michael@0: pp.Windowed = TRUE; michael@0: pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; michael@0: pp.hDeviceWindow = mFocusWnd; michael@0: michael@0: // Whatever happens from now on, either we reset the device, or we should michael@0: // pretend we reset the device so that the layer manager or compositor michael@0: // doesn't ignore it. michael@0: ++mDeviceResetCount; michael@0: michael@0: // if we got this far, we know !SUCCEEDEED(hr), that means hr is one of michael@0: // D3DERR_DEVICELOST, D3DERR_DEVICENOTRESET, D3DERR_DRIVERINTERNALERROR. michael@0: // It is only worth resetting if we get D3DERR_DEVICENOTRESET. If we get michael@0: // D3DERR_DEVICELOST we can wait and see if we get D3DERR_DEVICENOTRESET michael@0: // later, then reset. michael@0: if (hr == D3DERR_DEVICELOST) { michael@0: HMONITOR hMonitorWindow; michael@0: hMonitorWindow = MonitorFromWindow(mFocusWnd, MONITOR_DEFAULTTOPRIMARY); michael@0: if (hMonitorWindow != mDeviceMonitor) { michael@0: /* jrmuizel: I'm not sure how to trigger this case. Usually, we get michael@0: * DEVICENOTRESET right away and Reset() succeeds without going through a michael@0: * set of DEVICELOSTs. This is presumeably because we don't call michael@0: * VerifyReadyForRendering when we don't have any reason to paint. michael@0: * Hopefully comparing HMONITORs is not overly aggressive. michael@0: * See bug 626678. michael@0: */ michael@0: /* The monitor has changed. We have to assume that the michael@0: * DEVICENOTRESET will not be coming. */ michael@0: DestroyDevice(); michael@0: return DeviceMustRecreate; michael@0: } michael@0: return DeviceFail; michael@0: } michael@0: if (hr == D3DERR_DEVICENOTRESET) { michael@0: hr = mDevice->Reset(&pp); michael@0: } michael@0: michael@0: if (FAILED(hr) || !CreateVertexBuffer()) { michael@0: DestroyDevice(); michael@0: return DeviceMustRecreate; michael@0: } michael@0: michael@0: return DeviceOK; michael@0: } michael@0: michael@0: bool michael@0: DeviceManagerD3D9::VerifyCaps() michael@0: { michael@0: D3DCAPS9 caps; michael@0: HRESULT hr = mDevice->GetDeviceCaps(&caps); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: if (LACKS_CAP(caps.DevCaps, D3DDEVCAPS_TEXTUREVIDEOMEMORY)) { michael@0: return false; michael@0: } michael@0: michael@0: if (LACKS_CAP(caps.PrimitiveMiscCaps, D3DPMISCCAPS_CULLNONE)) { michael@0: return false; michael@0: } michael@0: michael@0: if (LACKS_CAP(caps.SrcBlendCaps, D3DPBLENDCAPS_ONE) || michael@0: LACKS_CAP(caps.SrcBlendCaps, D3DBLEND_SRCALPHA) || michael@0: LACKS_CAP(caps.DestBlendCaps, D3DPBLENDCAPS_INVSRCALPHA)) { michael@0: return false; michael@0: } michael@0: michael@0: if (LACKS_CAP(caps.RasterCaps, D3DPRASTERCAPS_SCISSORTEST)) { michael@0: return false; michael@0: } michael@0: michael@0: if (LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_ALPHA) || michael@0: HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_SQUAREONLY) || michael@0: (HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_POW2) && michael@0: LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL))) { michael@0: return false; michael@0: } michael@0: michael@0: if (LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MAGFLINEAR) || michael@0: LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MINFLINEAR)) { michael@0: return false; michael@0: } michael@0: michael@0: if (LACKS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_CLAMP)) { michael@0: return false; michael@0: } michael@0: michael@0: if (caps.MaxTextureHeight < 4096 || michael@0: caps.MaxTextureWidth < 4096) { michael@0: return false; michael@0: } michael@0: mMaxTextureSize = std::min(caps.MaxTextureHeight, caps.MaxTextureWidth); michael@0: michael@0: if ((caps.PixelShaderVersion & 0xffff) < 0x200 || michael@0: (caps.VertexShaderVersion & 0xffff) < 0x200) { michael@0: return false; michael@0: } michael@0: michael@0: if (HAS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) { michael@0: mHasDynamicTextures = true; michael@0: } michael@0: michael@0: if (HAS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_WRAP) && michael@0: LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) { michael@0: mTextureAddressingMode = D3DTADDRESS_WRAP; michael@0: } else { michael@0: gfxPlatform::DisableBufferRotation(); michael@0: } michael@0: michael@0: return true; michael@0: } michael@0: michael@0: bool michael@0: DeviceManagerD3D9::CreateVertexBuffer() michael@0: { michael@0: HRESULT hr; michael@0: michael@0: hr = mDevice->CreateVertexBuffer(sizeof(vertex) * 4, michael@0: D3DUSAGE_WRITEONLY, michael@0: 0, michael@0: D3DPOOL_DEFAULT, michael@0: getter_AddRefs(mVB), michael@0: nullptr); michael@0: michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: vertex *vertices; michael@0: hr = mVB->Lock(0, 0, (void**)&vertices, 0); michael@0: if (FAILED(hr)) { michael@0: return false; michael@0: } michael@0: michael@0: vertices[0].x = vertices[0].y = 0; michael@0: vertices[1].x = 1; vertices[1].y = 0; michael@0: vertices[2].x = 0; vertices[2].y = 1; michael@0: vertices[3].x = 1; vertices[3].y = 1; michael@0: michael@0: mVB->Unlock(); michael@0: michael@0: return true; michael@0: } michael@0: michael@0: TemporaryRef michael@0: DeviceManagerD3D9::CreateTexture(const IntSize &aSize, michael@0: _D3DFORMAT aFormat, michael@0: D3DPOOL aPool, michael@0: TextureSourceD3D9* aTextureHost) michael@0: { michael@0: if (mDeviceWasRemoved) { michael@0: return nullptr; michael@0: } michael@0: RefPtr result; michael@0: if (FAILED(device()->CreateTexture(aSize.width, aSize.height, michael@0: 1, 0, aFormat, aPool, michael@0: byRef(result), nullptr))) { michael@0: return nullptr; michael@0: } michael@0: michael@0: NS_ASSERTION(aPool != D3DPOOL_MANAGED, michael@0: "Should not be using MANAGED texture pool. We will get an error when we have to recreate the device"); michael@0: if (aPool == D3DPOOL_DEFAULT) { michael@0: MOZ_ASSERT(aTextureHost, "We need a texture host to track so we can release the texture."); michael@0: RegisterTextureHost(aTextureHost); michael@0: } michael@0: michael@0: return result; michael@0: } michael@0: michael@0: #ifdef DEBUG michael@0: bool michael@0: DeviceManagerD3D9::IsInTextureHostList(TextureSourceD3D9* aFind) michael@0: { michael@0: TextureSourceD3D9* cur = mTextureHostList; michael@0: while(cur) { michael@0: if (cur == aFind) { michael@0: return true; michael@0: } michael@0: cur = cur->mNextHost; michael@0: } michael@0: michael@0: return false; michael@0: } michael@0: #endif michael@0: michael@0: void michael@0: DeviceManagerD3D9::RegisterTextureHost(TextureSourceD3D9* aHost) michael@0: { michael@0: if (!aHost) { michael@0: return; michael@0: } michael@0: michael@0: // Don't add aHost to the list twice. michael@0: if (aHost->mPreviousHost || michael@0: mTextureHostList == aHost) { michael@0: MOZ_ASSERT(IsInTextureHostList(aHost)); michael@0: return; michael@0: } michael@0: michael@0: MOZ_ASSERT(!aHost->mNextHost); michael@0: MOZ_ASSERT(!IsInTextureHostList(aHost)); michael@0: michael@0: if (mTextureHostList) { michael@0: MOZ_ASSERT(!mTextureHostList->mPreviousHost); michael@0: mTextureHostList->mPreviousHost = aHost; michael@0: aHost->mNextHost = mTextureHostList; michael@0: } michael@0: mTextureHostList = aHost; michael@0: MOZ_ASSERT(!aHost->mCreatingDeviceManager, "Already created texture?"); michael@0: MOZ_ASSERT(IsInTextureHostList(aHost)); michael@0: aHost->mCreatingDeviceManager = this; michael@0: } michael@0: michael@0: void michael@0: DeviceManagerD3D9::ReleaseTextureResources() michael@0: { michael@0: TextureSourceD3D9* host = mTextureHostList; michael@0: while (host) { michael@0: host->ReleaseTextureResources(); michael@0: TextureSourceD3D9* oldHost = host; michael@0: host = oldHost->mNextHost; michael@0: oldHost->mPreviousHost = nullptr; michael@0: oldHost->mNextHost = nullptr; michael@0: oldHost->mCreatingDeviceManager = nullptr; michael@0: } michael@0: mTextureHostList = nullptr; michael@0: } michael@0: michael@0: void michael@0: DeviceManagerD3D9::RemoveTextureListHead(TextureSourceD3D9* aHost) michael@0: { michael@0: MOZ_ASSERT(!aHost->mCreatingDeviceManager || aHost->mCreatingDeviceManager == this, michael@0: "Wrong device manager"); michael@0: MOZ_ASSERT(aHost && mTextureHostList == aHost, michael@0: "aHost is not the head of the texture host list"); michael@0: mTextureHostList = aHost->mNextHost; michael@0: } michael@0: michael@0: } /* namespace layers */ michael@0: } /* namespace mozilla */