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/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 4; -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "SharedSurfaceD3D11Interop.h"
#include <d3d11.h>
#include <d3d11_1.h>
#include "GLContext.h"
#include "MozFramebuffer.h"
#include "WGLLibrary.h"
#include "nsPrintfCString.h"
#include "mozilla/gfx/DeviceManagerDx.h"
#include "mozilla/StaticPrefs_webgl.h"
namespace mozilla {
namespace gl {
/*
Sample Code for WGL_NV_DX_interop2:
Example: Render to Direct3D 11 backbuffer with openGL:
// create D3D11 device, context and swap chain.
ID3D11Device *device;
ID3D11DeviceContext *devCtx;
IDXGISwapChain *swapChain;
DXGI_SWAP_CHAIN_DESC scd;
<set appropriate swap chain parameters in scd>
hr = D3D11CreateDeviceAndSwapChain(
NULL, // pAdapter
D3D_DRIVER_TYPE_HARDWARE, // DriverType
NULL, // Software
0, // Flags (Do not set
// D3D11_CREATE_DEVICE_SINGLETHREADED)
NULL, // pFeatureLevels
0, // FeatureLevels
D3D11_SDK_VERSION, // SDKVersion
&scd, // pSwapChainDesc
&swapChain, // ppSwapChain
&device, // ppDevice
NULL, // pFeatureLevel
&devCtx); // ppImmediateContext
// Fetch the swapchain backbuffer
ID3D11Texture2D *dxColorbuffer;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&dxColorbuffer);
// Create depth stencil texture
ID3D11Texture2D *dxDepthBuffer;
D3D11_TEXTURE2D_DESC depthDesc;
depthDesc.Usage = D3D11_USAGE_DEFAULT;
<set other depthDesc parameters appropriately>
// Create Views
ID3D11RenderTargetView *colorBufferView;
D3D11_RENDER_TARGET_VIEW_DESC rtd;
<set rtd parameters appropriately>
device->CreateRenderTargetView(dxColorbuffer, &rtd, &colorBufferView);
ID3D11DepthStencilView *depthBufferView;
D3D11_DEPTH_STENCIL_VIEW_DESC dsd;
<set dsd parameters appropriately>
device->CreateDepthStencilView(dxDepthBuffer, &dsd, &depthBufferView);
// Attach back buffer and depth texture to redertarget for the device.
devCtx->OMSetRenderTargets(1, &colorBufferView, depthBufferView);
// Register D3D11 device with GL
HANDLE gl_handleD3D;
gl_handleD3D = wglDXOpenDeviceNV(device);
// register the Direct3D color and depth/stencil buffers as
// renderbuffers in opengl
GLuint gl_names[2];
HANDLE gl_handles[2];
glGenRenderbuffers(2, gl_names);
gl_handles[0] = wglDXRegisterObjectNV(gl_handleD3D, dxColorBuffer,
gl_names[0],
GL_RENDERBUFFER,
WGL_ACCESS_READ_WRITE_NV);
gl_handles[1] = wglDXRegisterObjectNV(gl_handleD3D, dxDepthBuffer,
gl_names[1],
GL_RENDERBUFFER,
WGL_ACCESS_READ_WRITE_NV);
// attach the Direct3D buffers to an FBO
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, gl_names[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl_names[1]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl_names[1]);
while (!done) {
<direct3d renders to the render targets>
// lock the render targets for GL access
wglDXLockObjectsNVX(gl_handleD3D, 2, gl_handles);
<opengl renders to the render targets>
// unlock the render targets
wglDXUnlockObjectsNVX(gl_handleD3D, 2, gl_handles);
<direct3d renders to the render targets and presents
the results on the screen>
}
*/
////////////////////////////////////////////////////////////////////////////////
// DXInterop2Device
class ScopedContextState final {
ID3D11DeviceContext1* const mD3DContext;
RefPtr<ID3DDeviceContextState> mOldContextState;
public:
ScopedContextState(ID3D11DeviceContext1* d3dContext,
ID3DDeviceContextState* newContextState)
: mD3DContext(d3dContext), mOldContextState(nullptr) {
if (!mD3DContext) return;
mD3DContext->SwapDeviceContextState(newContextState,
getter_AddRefs(mOldContextState));
}
~ScopedContextState() {
if (!mD3DContext) return;
mD3DContext->SwapDeviceContextState(mOldContextState, nullptr);
}
};
class DXInterop2Device : public RefCounted<DXInterop2Device> {
public:
MOZ_DECLARE_REFCOUNTED_TYPENAME(DXInterop2Device)
WGLLibrary* const mWGL;
const RefPtr<ID3D11Device> mD3D; // Only needed for lifetime guarantee.
const HANDLE mInteropDevice;
GLContext* const mGL;
// AMD workaround.
const RefPtr<ID3D11DeviceContext1> mD3DContext;
const RefPtr<ID3DDeviceContextState> mContextState;
static already_AddRefed<DXInterop2Device> Open(WGLLibrary* wgl,
GLContext* gl) {
MOZ_ASSERT(wgl->HasDXInterop2());
const RefPtr<ID3D11Device> d3d =
gfx::DeviceManagerDx::Get()->GetContentDevice();
if (!d3d) {
gfxCriticalNote
<< "DXInterop2Device::Open: Failed to create D3D11 device.";
return nullptr;
}
if (!gl->MakeCurrent()) return nullptr;
RefPtr<ID3D11DeviceContext1> d3dContext;
RefPtr<ID3DDeviceContextState> contextState;
if (gl->WorkAroundDriverBugs() && gl->Vendor() == GLVendor::ATI) {
// AMD calls ID3D10Device::Flush, so we need to be in ID3D10Device mode.
RefPtr<ID3D11Device1> d3d11_1;
auto hr =
d3d->QueryInterface(__uuidof(ID3D11Device1), getter_AddRefs(d3d11_1));
if (!SUCCEEDED(hr)) return nullptr;
d3d11_1->GetImmediateContext1(getter_AddRefs(d3dContext));
MOZ_ASSERT(d3dContext);
const D3D_FEATURE_LEVEL featureLevel10_0 = D3D_FEATURE_LEVEL_10_0;
hr = d3d11_1->CreateDeviceContextState(
0, &featureLevel10_0, 1, D3D11_SDK_VERSION, __uuidof(ID3D10Device),
nullptr, getter_AddRefs(contextState));
if (!SUCCEEDED(hr)) return nullptr;
}
const auto interopDevice = wgl->mSymbols.fDXOpenDeviceNV(d3d);
if (!interopDevice) {
gfxCriticalNote << "DXInterop2Device::Open: DXOpenDevice failed.";
return nullptr;
}
return MakeAndAddRef<DXInterop2Device>(wgl, d3d, interopDevice, gl,
d3dContext, contextState);
}
DXInterop2Device(WGLLibrary* wgl, ID3D11Device* d3d, HANDLE interopDevice,
GLContext* gl, ID3D11DeviceContext1* d3dContext,
ID3DDeviceContextState* contextState)
: mWGL(wgl),
mD3D(d3d),
mInteropDevice(interopDevice),
mGL(gl),
mD3DContext(d3dContext),
mContextState(contextState) {}
~DXInterop2Device() {
const auto isCurrent = mGL->MakeCurrent();
if (mWGL->mSymbols.fDXCloseDeviceNV(mInteropDevice)) return;
if (isCurrent) {
// That shouldn't have failed.
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage(
"wglDXCloseDevice(0x%p) failed:"
" GetLastError(): %u\n",
mInteropDevice, error);
gfxCriticalError() << errorMessage.BeginReading();
}
}
HANDLE RegisterObject(void* d3dObject, GLuint name, GLenum type,
GLenum access) const {
if (!mGL->MakeCurrent()) return nullptr;
const ScopedContextState autoCS(mD3DContext, mContextState);
const auto ret = mWGL->mSymbols.fDXRegisterObjectNV(
mInteropDevice, d3dObject, name, type, access);
if (ret) return ret;
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage(
"wglDXRegisterObject(0x%p, 0x%p, %u, 0x%04x,"
" 0x%04x) failed: GetLastError(): %u\n",
mInteropDevice, d3dObject, name, type, access, error);
gfxCriticalNote << errorMessage.BeginReading();
return nullptr;
}
bool UnregisterObject(HANDLE lockHandle) const {
const auto isCurrent = mGL->MakeCurrent();
const ScopedContextState autoCS(mD3DContext, mContextState);
if (mWGL->mSymbols.fDXUnregisterObjectNV(mInteropDevice, lockHandle))
return true;
if (!isCurrent) {
// That shouldn't have failed.
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage(
"wglDXUnregisterObject(0x%p, 0x%p) failed:"
" GetLastError(): %u\n",
mInteropDevice, lockHandle, error);
gfxCriticalError() << errorMessage.BeginReading();
}
return false;
}
bool LockObject(HANDLE lockHandle) const {
MOZ_ASSERT(mGL->IsCurrent());
if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
return true;
if (!mGL->MakeCurrent()) return false;
gfxCriticalNote << "wglDXLockObjects called without mGL being current."
<< " Retrying after MakeCurrent.";
if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
return true;
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage(
"wglDXLockObjects(0x%p, 1, {0x%p}) failed:"
" GetLastError(): %u\n",
mInteropDevice, lockHandle, error);
gfxCriticalError() << errorMessage.BeginReading();
return false;
}
bool UnlockObject(HANDLE lockHandle) const {
MOZ_ASSERT(mGL->IsCurrent());
if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
return true;
if (!mGL->MakeCurrent()) return false;
gfxCriticalNote << "wglDXUnlockObjects called without mGL being current."
<< " Retrying after MakeCurrent.";
if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
return true;
const uint32_t error = GetLastError();
const nsPrintfCString errorMessage(
"wglDXUnlockObjects(0x%p, 1, {0x%p}) failed:"
" GetLastError(): %u\n",
mInteropDevice, lockHandle, error);
gfxCriticalError() << errorMessage.BeginReading();
return false;
}
};
////////////////////////////////////////////////////////////////////////////////
// Shared Surface
/*static*/
UniquePtr<SharedSurface_D3D11Interop> SharedSurface_D3D11Interop::Create(
const SharedSurfaceDesc& desc, DXInterop2Device* interop) {
const auto& gl = desc.gl;
const auto& size = desc.size;
const auto& d3d = interop->mD3D;
auto data = Data{interop};
// Create a texture in case we need to readback.
const DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
CD3D11_TEXTURE2D_DESC texDesc(format, size.width, size.height, 1, 1);
texDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
auto hr =
d3d->CreateTexture2D(&texDesc, nullptr, getter_AddRefs(data.texD3D));
if (FAILED(hr)) {
NS_WARNING("Failed to create texture for CanvasLayer!");
return nullptr;
}
RefPtr<IDXGIResource> texDXGI;
hr = data.texD3D->QueryInterface(__uuidof(IDXGIResource),
getter_AddRefs(texDXGI));
if (FAILED(hr)) {
NS_WARNING("Failed to open texture for sharing!");
return nullptr;
}
texDXGI->GetSharedHandle(&data.dxgiHandle);
////
if (!gl->MakeCurrent()) {
NS_WARNING("MakeCurrent failed.");
return nullptr;
}
data.interopRb = MakeUnique<Renderbuffer>(*gl);
data.lockHandle = interop->RegisterObject(data.texD3D, data.interopRb->name,
LOCAL_GL_RENDERBUFFER,
LOCAL_WGL_ACCESS_WRITE_DISCARD_NV);
if (!data.lockHandle) {
NS_WARNING("Failed to register D3D object with WGL.");
return nullptr;
}
auto fbForDrawing = MozFramebuffer::CreateForBacking(
gl, size, 0, false, LOCAL_GL_RENDERBUFFER, data.interopRb->name);
if (!fbForDrawing) return nullptr;
// -
{
GLint samples = 0;
{
const ScopedBindRenderbuffer bindRB(gl, data.interopRb->name);
gl->fGetRenderbufferParameteriv(LOCAL_GL_RENDERBUFFER,
LOCAL_GL_RENDERBUFFER_SAMPLES, &samples);
}
if (samples > 0) { // Intel
// Intel's dx_interop GL-side textures have SAMPLES=1, likely because
// that's what the D3DTextures technically have. However, SAMPLES=1 is
// very different from SAMPLES=0 in GL. For more, see
// Our ShSurf tex or rb must be single-sampled.
data.interopFbIfNeedsIndirect = std::move(fbForDrawing);
fbForDrawing = MozFramebuffer::Create(gl, size, 0, false);
}
}
// -
return AsUnique(new SharedSurface_D3D11Interop(desc, std::move(fbForDrawing),
std::move(data)));
}
SharedSurface_D3D11Interop::SharedSurface_D3D11Interop(
const SharedSurfaceDesc& desc, UniquePtr<MozFramebuffer>&& fbForDrawing,
Data&& data)
: SharedSurface(desc, std::move(fbForDrawing)),
mData(std::move(data)),
mNeedsFinish(StaticPrefs::webgl_dxgl_needs_finish()) {}
SharedSurface_D3D11Interop::~SharedSurface_D3D11Interop() {
MOZ_ASSERT(!IsProducerAcquired());
const auto& gl = mDesc.gl;
if (!gl || !gl->MakeCurrent()) return;
if (!mData.interop->UnregisterObject(mData.lockHandle)) {
NS_WARNING("Failed to release mLockHandle, possibly leaking it.");
}
}
void SharedSurface_D3D11Interop::ProducerAcquireImpl() {
MOZ_ASSERT(!mLockedForGL);
// Now we have the mutex, we can lock for GL.
MOZ_ALWAYS_TRUE(mData.interop->LockObject(mData.lockHandle));
mLockedForGL = true;
}
void SharedSurface_D3D11Interop::ProducerReleaseImpl() {
const auto& gl = mDesc.gl;
MOZ_ASSERT(mLockedForGL);
if (mData.interopFbIfNeedsIndirect) {
const ScopedBindFramebuffer bindFB(gl, mData.interopFbIfNeedsIndirect->mFB);
gl->BlitHelper()->DrawBlitTextureToFramebuffer(mFb->ColorTex(), mDesc.size,
mDesc.size);
}
if (mNeedsFinish) {
gl->fFinish();
} else {
// We probably don't even need this.
gl->fFlush();
}
MOZ_ALWAYS_TRUE(mData.interop->UnlockObject(mData.lockHandle));
mLockedForGL = false;
}
Maybe<layers::SurfaceDescriptor>
SharedSurface_D3D11Interop::ToSurfaceDescriptor() {
const auto format = gfx::SurfaceFormat::B8G8R8A8;
return Some(layers::SurfaceDescriptorD3D10(
WindowsHandle(mData.dxgiHandle), /* gpuProcessTextureId */ Nothing(),
/* arrayIndex */ 0, format, mDesc.size, gfx::YUVColorSpace::Identity,
gfx::ColorRange::FULL));
}
//////////////////////////////////////////////////////////////////////////////////////////
// Factory
/*static*/
UniquePtr<SurfaceFactory_D3D11Interop> SurfaceFactory_D3D11Interop::Create(
GLContext& gl) {
WGLLibrary* wgl = &sWGLLib;
if (!wgl || !wgl->HasDXInterop2()) return nullptr;
if (XRE_IsContentProcess()) {
gfxPlatform::GetPlatform()->EnsureDevicesInitialized();
}
const RefPtr<DXInterop2Device> interop = DXInterop2Device::Open(wgl, &gl);
if (!interop) {
NS_WARNING("Failed to open D3D device for use by WGL.");
return nullptr;
}
return AsUnique(new SurfaceFactory_D3D11Interop(
{&gl, SharedSurfaceType::DXGLInterop2, layers::TextureType::D3D11, true},
interop));
}
SurfaceFactory_D3D11Interop::SurfaceFactory_D3D11Interop(
const PartialSharedSurfaceDesc& desc, DXInterop2Device* interop)
: SurfaceFactory(desc), mInterop(interop) {}
SurfaceFactory_D3D11Interop::~SurfaceFactory_D3D11Interop() = default;
} // namespace gl
} // namespace mozilla