Don't create a D3D11 compositor device on content processes. (bug 1183910 part 8, r=bas,mattwoodrow)

This commit is contained in:
David Anderson 2015-08-05 02:45:06 -07:00
parent 75e7593459
commit 377a84198d
4 changed files with 64 additions and 41 deletions

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@ -110,7 +110,7 @@ ClientCanvasLayer::Initialize(const Data& aData)
// are both WARP or both not WARP
if (mGLContext->IsANGLE() &&
(mGLContext->IsWARP() == gfxWindowsPlatform::GetPlatform()->IsWARP()) &&
gfxWindowsPlatform::GetPlatform()->DoesD3D11TextureSharingWork())
gfxWindowsPlatform::GetPlatform()->CompositorD3D11TextureSharingWorks())
{
factory = SurfaceFactory_ANGLEShareHandle::Create(mGLContext, caps, forwarder,
mFlags);

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@ -388,7 +388,7 @@ gfxWindowsPlatform::gfxWindowsPlatform()
, mIsWARP(false)
, mHasDeviceReset(false)
, mHasFakeDeviceReset(false)
, mDoesD3D11TextureSharingWork(false)
, mCompositorD3D11TextureSharingWorks(false)
, mAcceleration(FeatureStatus::Unused)
, mD3D11Status(FeatureStatus::Unused)
, mD2DStatus(FeatureStatus::Unused)
@ -451,10 +451,10 @@ gfxWindowsPlatform::GetDPIScale()
bool
gfxWindowsPlatform::CanUseHardwareVideoDecoding()
{
if (!gfxPrefs::LayersPreferD3D9() && !mDoesD3D11TextureSharingWork) {
return false;
}
return !IsWARP() && gfxPlatform::CanUseHardwareVideoDecoding();
if (!gfxPrefs::LayersPreferD3D9() && !mCompositorD3D11TextureSharingWorks) {
return false;
}
return !IsWARP() && gfxPlatform::CanUseHardwareVideoDecoding();
}
bool
@ -522,7 +522,7 @@ gfxWindowsPlatform::HandleDeviceReset()
// will be recomputed by InitializeDevices().
mHasDeviceReset = false;
mHasFakeDeviceReset = false;
mDoesD3D11TextureSharingWork = false;
mCompositorD3D11TextureSharingWorks = false;
mDeviceResetReason = DeviceResetReason::OK;
imgLoader::Singleton()->ClearCache(true);
@ -1965,9 +1965,7 @@ gfxWindowsPlatform::CheckD3D11Support(bool* aCanUseHardware)
}
// If we've used WARP once, we continue to use it after device resets.
if (!GetDXGIAdapter() || mIsWARP) {
*aCanUseHardware = false;
}
*aCanUseHardware = !mIsWARP;
return FeatureStatus::Available;
}
@ -1980,7 +1978,9 @@ void
gfxWindowsPlatform::AttemptD3D11DeviceCreation()
{
RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
MOZ_ASSERT(adapter);
if (!adapter) {
return;
}
HRESULT hr = E_INVALIDARG;
MOZ_SEH_TRY {
@ -2009,13 +2009,7 @@ gfxWindowsPlatform::AttemptD3D11DeviceCreation()
// Only test this when not using WARP since it can fail and cause
// GetDeviceRemovedReason to return weird values.
mDoesD3D11TextureSharingWork = ::DoesD3D11TextureSharingWork(mD3D11Device);
// Assert that the child and parent process both computed texture sharing
// properly.
MOZ_ASSERT_IF(XRE_IsContentProcess(),
mDoesD3D11TextureSharingWork == GetParentDevicePrefs().d3d11TextureSharingWorks());
mCompositorD3D11TextureSharingWorks = ::DoesD3D11TextureSharingWork(mD3D11Device);
mD3D11Device->SetExceptionMode(0);
mIsWARP = false;
}
@ -2051,7 +2045,7 @@ gfxWindowsPlatform::AttemptWARPDeviceCreation()
// Only test for texture sharing on Windows 8 since it puts the device into
// an unusable state if used on Windows 7
if (IsWin8OrLater()) {
mDoesD3D11TextureSharingWork = ::DoesD3D11TextureSharingWork(mD3D11Device);
mCompositorD3D11TextureSharingWorks = ::DoesD3D11TextureSharingWork(mD3D11Device);
}
mD3D11Device->SetExceptionMode(0);
mIsWARP = true;
@ -2060,10 +2054,18 @@ gfxWindowsPlatform::AttemptWARPDeviceCreation()
bool
gfxWindowsPlatform::AttemptD3D11ContentDeviceCreation()
{
RefPtr<IDXGIAdapter1> adapter;
if (!mIsWARP) {
adapter = GetDXGIAdapter();
if (!adapter) {
return false;
}
}
HRESULT hr = E_INVALIDARG;
MOZ_SEH_TRY {
hr =
sD3D11CreateDeviceFn(mIsWARP ? nullptr : GetDXGIAdapter(),
sD3D11CreateDeviceFn(adapter,
mIsWARP ? D3D_DRIVER_TYPE_WARP : D3D_DRIVER_TYPE_UNKNOWN,
nullptr,
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
@ -2077,6 +2079,17 @@ gfxWindowsPlatform::AttemptD3D11ContentDeviceCreation()
return false;
}
// InitializeD2D() will abort early if the compositor device did not support
// texture sharing. If we're in the content process, we can't rely on the
// parent device alone: some systems have dual GPUs that are capable of
// binding the parent and child processes to different GPUs. As a safety net,
// we re-check texture sharing against the newly created D3D11 content device.
// If it fails, we won't use Direct2D.
if (XRE_IsContentProcess() && !DoesD3D11TextureSharingWork(mD3D11ContentDevice)) {
mD3D11ContentDevice = nullptr;
return false;
}
mD3D11ContentDevice->SetExceptionMode(0);
nsRefPtr<ID3D10Multithread> multi;
@ -2216,25 +2229,31 @@ gfxWindowsPlatform::InitializeD3D11()
return;
}
// First try to create a hardware accelerated device.
if (canUseHardware) {
AttemptD3D11DeviceCreation();
if (XRE_IsParentProcess()) {
// First try to create a hardware accelerated device.
if (canUseHardware) {
AttemptD3D11DeviceCreation();
}
// If that failed, see if we can use WARP.
if (!mD3D11Device && CanUseWARP()) {
AttemptWARPDeviceCreation();
}
if (!mD3D11Device) {
// Nothing more we can do.
mD3D11Status = FeatureStatus::Failed;
return;
}
} else {
// Child processes do not need a compositor, but they do need to know
// whether the parent process is using WARP and whether or not texture
// sharing works.
mIsWARP = !canUseHardware;
mCompositorD3D11TextureSharingWorks = GetParentDevicePrefs().d3d11TextureSharingWorks();
}
// If that failed, see if we can use WARP.
if (!mD3D11Device && CanUseWARP()) {
AttemptWARPDeviceCreation();
}
if (!mD3D11Device) {
// Nothing more we can do.
mD3D11Status = FeatureStatus::Failed;
return;
}
// If we got here, we successfully got a D3D11 device.
mD3D11Status = FeatureStatus::Available;
MOZ_ASSERT(mD3D11Device);
if (CanUseD3D11ImageBridge()) {
AttemptD3D11ImageBridgeDeviceCreation();
@ -2304,7 +2323,7 @@ gfxWindowsPlatform::InitializeD2D()
return;
}
if (!mDoesD3D11TextureSharingWork) {
if (!mCompositorD3D11TextureSharingWorks) {
mD2DStatus = FeatureStatus::Failed;
return;
}
@ -2702,7 +2721,7 @@ gfxWindowsPlatform::GetDeviceInitData(DeviceInitData* aOut)
aOut->useD3D11() = true;
aOut->useD3D11ImageBridge() = !!mD3D11ImageBridgeDevice;
aOut->d3d11TextureSharingWorks() = mDoesD3D11TextureSharingWork;
aOut->d3d11TextureSharingWorks() = mCompositorD3D11TextureSharingWorks;
aOut->useD3D11WARP() = mIsWARP;
aOut->useD2D() = (GetD2DStatus() == FeatureStatus::Available);
aOut->useD2D1() = (GetD2D1Status() == FeatureStatus::Available);

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@ -255,7 +255,11 @@ public:
static bool IsOptimus();
bool IsWARP() { return mIsWARP; }
bool DoesD3D11TextureSharingWork() { return mDoesD3D11TextureSharingWork; }
// Returns whether the compositor's D3D11 device supports texture sharing.
bool CompositorD3D11TextureSharingWorks() const {
return mCompositorD3D11TextureSharingWorks;
}
bool SupportsApzWheelInput() const override {
return true;
@ -338,7 +342,7 @@ private:
bool mIsWARP;
bool mHasDeviceReset;
bool mHasFakeDeviceReset;
bool mDoesD3D11TextureSharingWork;
bool mCompositorD3D11TextureSharingWorks;
DeviceResetReason mDeviceResetReason;
// These should not be accessed directly. Use the Get[Feature]Status

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@ -1270,7 +1270,7 @@ GfxInfo::DescribeFeatures(JSContext* aCx, JS::Handle<JSObject*> aObj)
val = JS::BooleanValue(platform->IsWARP());
JS_SetProperty(aCx, obj, "warp", val);
val = JS::BooleanValue(platform->DoesD3D11TextureSharingWork());
val = JS::BooleanValue(platform->CompositorD3D11TextureSharingWorks());
JS_SetProperty(aCx, obj, "textureSharing", val);
val = JS::BooleanValue(!platform->CanUseDirect3D11());