Source code

Revision control

Copy as Markdown

Other Tools

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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/. */
#ifndef MOZILLA_GFX_COMPOSITORD3D11_H
#define MOZILLA_GFX_COMPOSITORD3D11_H
#include "mozilla/gfx/2D.h"
#include "gfx2DGlue.h"
#include "mozilla/layers/Compositor.h"
#include "TextureD3D11.h"
#include <d3d11.h>
#include <dxgi1_2.h>
#include "ShaderDefinitionsD3D11.h"
class nsWidget;
namespace mozilla {
namespace layers {
#define LOGD3D11(param)
class DeviceAttachmentsD3D11;
class CompositorD3D11 : public Compositor {
public:
explicit CompositorD3D11(widget::CompositorWidget* aWidget);
virtual ~CompositorD3D11();
CompositorD3D11* AsCompositorD3D11() override { return this; }
bool Initialize(nsCString* const out_failureReason) override;
already_AddRefed<DataTextureSource> CreateDataTextureSource(
TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
int32_t GetMaxTextureSize() const final;
already_AddRefed<CompositingRenderTarget> CreateRenderTarget(
const gfx::IntRect& aRect, SurfaceInitMode aInit) override;
void SetRenderTarget(CompositingRenderTarget* aSurface) override;
already_AddRefed<CompositingRenderTarget> GetCurrentRenderTarget()
const override {
return do_AddRef(mCurrentRT);
}
already_AddRefed<CompositingRenderTarget> GetWindowRenderTarget()
const override;
bool ReadbackRenderTarget(CompositingRenderTarget* aSource,
AsyncReadbackBuffer* aDest) override;
already_AddRefed<AsyncReadbackBuffer> CreateAsyncReadbackBuffer(
const gfx::IntSize& aSize) override;
bool BlitRenderTarget(CompositingRenderTarget* aSource,
const gfx::IntSize& aSourceSize,
const gfx::IntSize& aDestSize) override;
void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override {}
void ClearRect(const gfx::Rect& aRect);
void DrawQuad(const gfx::Rect& aRect, const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain, gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) override;
/**
* Start a new frame.
*/
Maybe<gfx::IntRect> BeginFrameForWindow(
const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
const gfx::IntRect& aRenderBounds,
const nsIntRegion& aOpaqueRegion) override;
/**
* Flush the current frame to the screen.
*/
void EndFrame() override;
void CancelFrame(bool aNeedFlush = true) override;
/**
* Setup the viewport and projection matrix for rendering
* to a window of the given dimensions.
*/
virtual void PrepareViewport(const gfx::IntSize& aSize);
virtual void PrepareViewport(const gfx::IntSize& aSize,
const gfx::Matrix4x4& aProjection, float aZNear,
float aZFar);
#ifdef MOZ_DUMP_PAINTING
const char* Name() const override { return "Direct3D 11"; }
#endif
// For TextureSourceProvider.
ID3D11Device* GetD3D11Device() const override { return mDevice; }
ID3D11Device* GetDevice() { return mDevice; }
ID3D11DeviceContext* GetDC() { return mContext; }
virtual void RequestAllowFrameRecording(bool aWillRecord) override {
mAllowFrameRecording = aWillRecord;
}
void Readback(gfx::DrawTarget* aDrawTarget) {
mTarget = aDrawTarget;
mTargetBounds = gfx::IntRect();
PaintToTarget();
mTarget = nullptr;
}
SyncObjectHost* GetSyncObject();
private:
enum Severity {
Recoverable,
DebugAssert,
Critical,
};
void HandleError(HRESULT hr, Severity aSeverity = DebugAssert);
// Same as Failed(), except the severity is critical (with no abort) and
// a string prefix must be provided.
bool Failed(HRESULT hr, const char* aContext);
// ensure mSize is up to date with respect to mWidget
void EnsureSize();
bool VerifyBufferSize();
bool UpdateRenderTarget();
bool UpdateConstantBuffers();
void SetSamplerForSamplingFilter(gfx::SamplingFilter aSamplingFilter);
ID3D11PixelShader* GetPSForEffect(Effect* aEffect);
Maybe<gfx::IntRect> BeginFrame(const nsIntRegion& aInvalidRegion,
const Maybe<gfx::IntRect>& aClipRect,
const gfx::IntRect& aRenderBounds,
const nsIntRegion& aOpaqueRegion);
void PaintToTarget();
RefPtr<ID3D11Texture2D> CreateTexture(const gfx::IntRect& aRect,
const CompositingRenderTarget* aSource,
const gfx::IntPoint& aSourcePoint);
void PrepareStaticVertexBuffer();
void Draw(const gfx::Rect& aGeometry, const gfx::Rect* aTexCoords);
void Present();
template <typename VertexType>
void SetVertexBuffer(ID3D11Buffer* aBuffer);
/**
* Whether or not the recorder should be recording frames.
*
* When this returns true, the CompositorD3D11 will allocate and return window
* render targets from |GetWindowRenderTarget|, which otherwise returns
* nullptr.
*
* This will be true when either we are recording a profile with screenshots
* enabled or the |LayerManagerComposite| has requested us to record frames
* for the |CompositionRecorder|.
*/
bool ShouldAllowFrameRecording() const;
// The DrawTarget from BeginFrameForTarget, which EndFrame needs to copy the
// window contents into.
// Only non-null between BeginFrameForTarget and EndFrame.
RefPtr<gfx::DrawTarget> mTarget;
gfx::IntRect mTargetBounds;
RefPtr<ID3D11DeviceContext> mContext;
RefPtr<ID3D11Device> mDevice;
RefPtr<IDXGISwapChain> mSwapChain;
RefPtr<CompositingRenderTargetD3D11> mDefaultRT;
RefPtr<CompositingRenderTargetD3D11> mCurrentRT;
mutable RefPtr<CompositingRenderTargetD3D11> mWindowRTCopy;
RefPtr<ID3D11Query> mQuery;
RefPtr<ID3D11Query> mRecycledQuery;
RefPtr<DeviceAttachmentsD3D11> mAttachments;
LayoutDeviceIntSize mSize;
// The size that we passed to ResizeBuffers to set
// the swapchain buffer size.
LayoutDeviceIntSize mBufferSize;
HWND mHwnd;
D3D_FEATURE_LEVEL mFeatureLevel;
VertexShaderConstants mVSConstants;
PixelShaderConstants mPSConstants;
bool mDisableSequenceForNextFrame;
bool mAllowPartialPresents;
bool mIsDoubleBuffered;
gfx::IntRegion mFrontBufferInvalid;
gfx::IntRegion mBackBufferInvalid;
// This is the clip rect applied to the default DrawTarget (i.e. the window)
gfx::IntRect mCurrentClip;
bool mVerifyBuffersFailed;
bool mUseMutexOnPresent;
bool mAllowFrameRecording;
};
namespace TexSlot {
static const int RGB = 0;
static const int Y = 1;
static const int Cb = 2;
static const int Cr = 3;
static const int RGBWhite = 4;
static const int Mask = 5;
static const int Backdrop = 6;
} // namespace TexSlot
} // namespace layers
} // namespace mozilla
#endif