Bug 1097699 - Part 4: Remove LayerManagerD3D10 code. r=jrmuizel

This commit is contained in:
Bas Schouten 2015-01-23 03:41:21 +00:00
parent f3f0dcbca1
commit bf7969ed0e
23 changed files with 0 additions and 21619 deletions

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@ -35,7 +35,6 @@
#include "gfxD2DSurface.h"
#include "gfxWindowsPlatform.h"
#include <d3d10_1.h>
#include "d3d10/ImageLayerD3D10.h"
#include "D3D9SurfaceImage.h"
#endif

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 "CanvasLayerD3D10.h"
#include "../d3d9/Nv3DVUtils.h"
#include "gfxWindowsSurface.h"
#include "gfxWindowsPlatform.h"
#include "SharedSurfaceANGLE.h"
#include "SharedSurfaceGL.h"
#include "gfxContext.h"
#include "GLContext.h"
#include "gfxPrefs.h"
namespace mozilla {
namespace layers {
using namespace mozilla::gl;
using namespace mozilla::gfx;
CanvasLayerD3D10::CanvasLayerD3D10(LayerManagerD3D10 *aManager)
: CanvasLayer(aManager, nullptr)
, LayerD3D10(aManager)
, mDataIsPremultiplied(true)
, mOriginPos(gl::OriginPos::TopLeft)
, mHasAlpha(true)
{
mImplData = static_cast<LayerD3D10*>(this);
}
CanvasLayerD3D10::~CanvasLayerD3D10()
{
}
void
CanvasLayerD3D10::Initialize(const Data& aData)
{
NS_ASSERTION(mSurface == nullptr, "BasicCanvasLayer::Initialize called twice!");
if (aData.mGLContext) {
mGLContext = aData.mGLContext;
NS_ASSERTION(mGLContext->IsOffscreen(), "Canvas GLContext must be offscreen.");
mDataIsPremultiplied = aData.mIsGLAlphaPremult;
mOriginPos = gl::OriginPos::TopLeft;
GLScreenBuffer* screen = mGLContext->Screen();
UniquePtr<SurfaceFactory> factory = nullptr;
if (!gfxPrefs::WebGLForceLayersReadback()) {
if (mGLContext->IsANGLE()) {
factory = SurfaceFactory_ANGLEShareHandle::Create(mGLContext,
screen->mCaps);
}
}
if (factory) {
screen->Morph(Move(factory));
}
} else if (aData.mDrawTarget) {
mDrawTarget = aData.mDrawTarget;
void *texture = mDrawTarget->GetNativeSurface(NativeSurfaceType::D3D10_TEXTURE);
if (texture) {
mTexture = static_cast<ID3D10Texture2D*>(texture);
NS_ASSERTION(!aData.mGLContext,
"CanvasLayer can't have both DrawTarget and WebGLContext/Surface");
mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height);
device()->CreateShaderResourceView(mTexture, nullptr, getter_AddRefs(mSRView));
return;
}
// XXX we should store mDrawTarget and use it directly in UpdateSurface,
// bypassing Thebes
mSurface = mDrawTarget->Snapshot();
} else {
MOZ_CRASH("CanvasLayer created without mSurface, mDrawTarget or mGLContext?");
}
mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height);
mIsD2DTexture = false;
// Create a texture in case we need to readback.
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, mBounds.width, mBounds.height, 1, 1);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
HRESULT hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(mTexture));
if (FAILED(hr)) {
NS_WARNING("Failed to create texture for CanvasLayer!");
return;
}
device()->CreateShaderResourceView(mTexture, nullptr, getter_AddRefs(mUploadSRView));
}
void
CanvasLayerD3D10::UpdateSurface()
{
if (!IsDirty())
return;
Painted();
if (mDrawTarget) {
mDrawTarget->Flush();
} else if (mIsD2DTexture) {
return;
}
if (!mTexture) {
return;
}
SharedSurface* surf = nullptr;
if (mGLContext) {
auto screen = mGLContext->Screen();
MOZ_ASSERT(screen);
surf = screen->Front()->Surf();
if (!surf)
return;
surf->WaitSync();
if (surf->mType == SharedSurfaceType::EGLSurfaceANGLE) {
SharedSurface_ANGLEShareHandle* shareSurf = SharedSurface_ANGLEShareHandle::Cast(surf);
HANDLE shareHandle = shareSurf->GetShareHandle();
HRESULT hr = device()->OpenSharedResource(shareHandle,
__uuidof(ID3D10Texture2D),
getter_AddRefs(mTexture));
if (FAILED(hr))
return;
hr = device()->CreateShaderResourceView(mTexture,
nullptr,
getter_AddRefs(mSRView));
if (FAILED(hr))
return;
return;
}
}
D3D10_MAPPED_TEXTURE2D map;
HRESULT hr = mTexture->Map(0, D3D10_MAP_WRITE_DISCARD, 0, &map);
if (FAILED(hr)) {
gfxWarning() << "Failed to lock CanvasLayer texture.";
return;
}
RefPtr<DrawTarget> destTarget =
Factory::CreateDrawTargetForD3D10Texture(mTexture,
SurfaceFormat::R8G8B8A8);
if (!destTarget) {
gfxWarning() << "Invalid D3D10 texture target R8G8B8A8";
return;
}
if (surf) {
if (!ReadbackSharedSurface(surf, destTarget)) {
gfxWarning() << "Failed to readback into texture.";
}
} else if (mSurface) {
Rect r(Point(0, 0), ToRect(mBounds).Size());
destTarget->DrawSurface(mSurface, r, r, DrawSurfaceOptions(),
DrawOptions(1.0F, CompositionOp::OP_SOURCE));
}
mTexture->Unmap(0);
mSRView = mUploadSRView;
}
Layer*
CanvasLayerD3D10::GetLayer()
{
return this;
}
void
CanvasLayerD3D10::RenderLayer()
{
FirePreTransactionCallback();
UpdateSurface();
FireDidTransactionCallback();
if (!mTexture)
return;
nsIntRect visibleRect = mVisibleRegion.GetBounds();
SetEffectTransformAndOpacity();
uint8_t shaderFlags = 0;
shaderFlags |= LoadMaskTexture();
shaderFlags |= mDataIsPremultiplied
? SHADER_PREMUL : SHADER_NON_PREMUL | SHADER_RGBA;
shaderFlags |= mHasAlpha ? SHADER_RGBA : SHADER_RGB;
shaderFlags |= mFilter == GraphicsFilter::FILTER_NEAREST
? SHADER_POINT : SHADER_LINEAR;
ID3D10EffectTechnique* technique = SelectShader(shaderFlags);
if (mSRView) {
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView);
}
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)mBounds.x,
(float)mBounds.y,
(float)mBounds.width,
(float)mBounds.height)
);
const bool needsYFlip = (mOriginPos == gl::OriginPos::BottomLeft);
if (needsYFlip) {
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
0,
1.0f,
1.0f,
-1.0f)
);
}
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
if (needsYFlip) {
effect()->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
}
}
} /* namespace layers */
} /* namespace mozilla */

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 GFX_CANVASLAYERD3D10_H
#define GFX_CANVASLAYERD3D10_H
#include "GLContextTypes.h"
#include "LayerManagerD3D10.h"
#include "mozilla/Preferences.h"
namespace mozilla {
namespace gl {
class GLContext;
}
namespace layers {
class CanvasLayerD3D10 : public CanvasLayer,
public LayerD3D10
{
public:
CanvasLayerD3D10(LayerManagerD3D10 *aManager);
~CanvasLayerD3D10();
// CanvasLayer implementation
virtual void Initialize(const Data& aData);
// LayerD3D10 implementation
virtual Layer* GetLayer();
virtual void RenderLayer();
private:
typedef mozilla::gl::GLContext GLContext;
void UpdateSurface();
RefPtr<gfx::SourceSurface> mSurface;
mozilla::RefPtr<mozilla::gfx::DrawTarget> mDrawTarget;
nsRefPtr<GLContext> mGLContext;
nsRefPtr<ID3D10Texture2D> mTexture;
nsRefPtr<ID3D10ShaderResourceView> mUploadSRView;
nsRefPtr<ID3D10ShaderResourceView> mSRView;
bool mDataIsPremultiplied;
gl::OriginPos mOriginPos;
bool mIsD2DTexture;
bool mHasAlpha;
nsAutoArrayPtr<uint8_t> mCachedTempBlob;
uint32_t mCachedTempBlob_Size;
uint8_t* GetTempBlob(const uint32_t aSize)
{
if (!mCachedTempBlob || aSize != mCachedTempBlob_Size) {
mCachedTempBlob = new uint8_t[aSize];
mCachedTempBlob_Size = aSize;
}
return mCachedTempBlob;
}
void DiscardTempBlob()
{
mCachedTempBlob = nullptr;
}
};
} /* layers */
} /* mozilla */
#endif /* GFX_CANVASLAYERD3D10_H */

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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 "ColorLayerD3D10.h"
#include "../d3d9/Nv3DVUtils.h"
namespace mozilla {
namespace layers {
ColorLayerD3D10::ColorLayerD3D10(LayerManagerD3D10 *aManager)
: ColorLayer(aManager, nullptr)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
Layer*
ColorLayerD3D10::GetLayer()
{
return this;
}
void
ColorLayerD3D10::RenderLayer()
{
float color[4];
// output color is premultiplied, so we need to adjust all channels.
// mColor is not premultiplied.
float opacity = GetEffectiveOpacity() * mColor.a;
color[0] = (float)(mColor.r * opacity);
color[1] = (float)(mColor.g * opacity);
color[2] = (float)(mColor.b * opacity);
color[3] = opacity;
const gfx::Matrix4x4& transform = GetEffectiveTransform();
void* raw = &const_cast<gfx::Matrix4x4&>(transform)._11;
effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color);
ID3D10EffectTechnique *technique = SelectShader(SHADER_SOLID | LoadMaskTexture());
nsIntRect bounds = GetBounds();
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)bounds.x,
(float)bounds.y,
(float)bounds.width,
(float)bounds.height)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
} /* layers */
} /* mozilla */

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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/. */
#ifndef GFX_COLORLAYERD3D10_H
#define GFX_COLORLAYERD3D10_H
#include "LayerManagerD3D10.h"
namespace mozilla {
namespace layers {
class ColorLayerD3D10 : public ColorLayer,
public LayerD3D10
{
public:
ColorLayerD3D10(LayerManagerD3D10 *aManager);
/* LayerD3D10 implementation */
virtual Layer* GetLayer();
virtual void RenderLayer();
};
} /* layers */
} /* mozilla */
#endif /* GFX_PAINTEDLAYERD3D10_H */

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 "ContainerLayerD3D10.h"
#include "PaintedLayerD3D10.h"
#include "ReadbackProcessor.h"
using namespace mozilla::gfx;
namespace mozilla {
namespace layers {
ContainerLayerD3D10::ContainerLayerD3D10(LayerManagerD3D10 *aManager)
: ContainerLayer(aManager, nullptr)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
ContainerLayerD3D10::~ContainerLayerD3D10()
{
while (mFirstChild) {
RemoveChild(mFirstChild);
}
}
Layer*
ContainerLayerD3D10::GetLayer()
{
return this;
}
LayerD3D10*
ContainerLayerD3D10::GetFirstChildD3D10()
{
if (!mFirstChild) {
return nullptr;
}
return static_cast<LayerD3D10*>(mFirstChild->ImplData());
}
void
ContainerLayerD3D10::RenderLayer()
{
float renderTargetOffset[] = { 0, 0 };
nsIntRect visibleRect = mVisibleRegion.GetBounds();
float opacity = GetEffectiveOpacity();
bool useIntermediate = UseIntermediateSurface();
nsRefPtr<ID3D10RenderTargetView> previousRTView;
nsRefPtr<ID3D10Texture2D> renderTexture;
nsRefPtr<ID3D10RenderTargetView> rtView;
float previousRenderTargetOffset[2];
nsIntSize previousViewportSize;
gfx3DMatrix oldViewMatrix;
if (useIntermediate) {
device()->OMGetRenderTargets(1, getter_AddRefs(previousRTView), nullptr);
D3D10_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(D3D10_TEXTURE2D_DESC));
desc.ArraySize = 1;
desc.MipLevels = 1;
desc.Width = visibleRect.width;
desc.Height = visibleRect.height;
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.SampleDesc.Count = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
HRESULT hr;
hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(renderTexture));
if (FAILED(hr)) {
LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("Failed to create new texture for ContainerLayerD3D10!"),
hr);
return;
}
hr = device()->CreateRenderTargetView(renderTexture, nullptr, getter_AddRefs(rtView));
NS_ASSERTION(SUCCEEDED(hr), "Failed to create render target view for ContainerLayerD3D10!");
effect()->GetVariableByName("vRenderTargetOffset")->
GetRawValue(previousRenderTargetOffset, 0, 8);
previousViewportSize = mD3DManager->GetViewport();
if (mVisibleRegion.GetNumRects() != 1 || !(GetContentFlags() & CONTENT_OPAQUE)) {
Matrix4x4 transform3D = GetEffectiveTransform();
Matrix transform;
// If we have an opaque ancestor layer, then we can be sure that
// all the pixels we draw into are either opaque already or will be
// covered by something opaque. Otherwise copying up the background is
// not safe.
if (mSupportsComponentAlphaChildren) {
bool is2d = transform3D.Is2D(&transform);
NS_ASSERTION(is2d, "Transform should be 2d when mSupportsComponentAlphaChildren.");
// Copy background up from below. This applies any 2D transform that is
// applied to use relative to our parent, and compensates for the offset
// that was applied on our parent's rendering.
D3D10_BOX srcBox;
srcBox.left = std::max<int32_t>(visibleRect.x + int32_t(transform._31) - int32_t(previousRenderTargetOffset[0]), 0);
srcBox.top = std::max<int32_t>(visibleRect.y + int32_t(transform._32) - int32_t(previousRenderTargetOffset[1]), 0);
srcBox.right = std::min<int32_t>(srcBox.left + visibleRect.width, previousViewportSize.width);
srcBox.bottom = std::min<int32_t>(srcBox.top + visibleRect.height, previousViewportSize.height);
srcBox.back = 1;
srcBox.front = 0;
nsRefPtr<ID3D10Resource> srcResource;
previousRTView->GetResource(getter_AddRefs(srcResource));
device()->CopySubresourceRegion(renderTexture, 0,
0, 0, 0,
srcResource, 0,
&srcBox);
} else {
float black[] = { 0, 0, 0, 0};
device()->ClearRenderTargetView(rtView, black);
}
}
ID3D10RenderTargetView *rtViewPtr = rtView;
device()->OMSetRenderTargets(1, &rtViewPtr, nullptr);
renderTargetOffset[0] = (float)visibleRect.x;
renderTargetOffset[1] = (float)visibleRect.y;
effect()->GetVariableByName("vRenderTargetOffset")->
SetRawValue(renderTargetOffset, 0, 8);
mD3DManager->SetViewport(nsIntSize(visibleRect.Size()));
}
D3D10_RECT oldD3D10Scissor;
UINT numRects = 1;
device()->RSGetScissorRects(&numRects, &oldD3D10Scissor);
// Convert scissor to an nsIntRect. D3D10_RECT's are exclusive
// on the bottom and right values.
nsIntRect oldScissor(oldD3D10Scissor.left,
oldD3D10Scissor.top,
oldD3D10Scissor.right - oldD3D10Scissor.left,
oldD3D10Scissor.bottom - oldD3D10Scissor.top);
nsAutoTArray<Layer*, 12> children;
SortChildrenBy3DZOrder(children);
/*
* Render this container's contents.
*/
for (uint32_t i = 0; i < children.Length(); i++) {
LayerD3D10* layerToRender = static_cast<LayerD3D10*>(children.ElementAt(i)->ImplData());
if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
continue;
}
nsIntRect scissorRect =
RenderTargetPixel::ToUntyped(layerToRender->GetLayer()->CalculateScissorRect(RenderTargetPixel::FromUntyped(oldScissor)));
if (scissorRect.IsEmpty()) {
continue;
}
D3D10_RECT d3drect;
d3drect.left = scissorRect.x;
d3drect.top = scissorRect.y;
d3drect.right = scissorRect.x + scissorRect.width;
d3drect.bottom = scissorRect.y + scissorRect.height;
device()->RSSetScissorRects(1, &d3drect);
layerToRender->RenderLayer();
}
device()->RSSetScissorRects(1, &oldD3D10Scissor);
if (useIntermediate) {
mD3DManager->SetViewport(previousViewportSize);
ID3D10RenderTargetView *rtView = previousRTView;
device()->OMSetRenderTargets(1, &rtView, nullptr);
effect()->GetVariableByName("vRenderTargetOffset")->
SetRawValue(previousRenderTargetOffset, 0, 8);
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
if (LoadMaskTexture()) {
if (GetTransform().CanDraw2D()) {
technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_MASK);
} else {
technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_MASK_3D);
}
} else {
technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | SHADER_NO_MASK);
}
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)visibleRect.x,
(float)visibleRect.y,
(float)visibleRect.width,
(float)visibleRect.height)
);
technique->GetPassByIndex(0)->Apply(0);
ID3D10ShaderResourceView *view;
device()->CreateShaderResourceView(renderTexture, nullptr, &view);
device()->PSSetShaderResources(0, 1, &view);
device()->Draw(4, 0);
view->Release();
}
}
void
ContainerLayerD3D10::LayerManagerDestroyed()
{
while (mFirstChild) {
GetFirstChildD3D10()->LayerManagerDestroyed();
RemoveChild(mFirstChild);
}
}
void
ContainerLayerD3D10::Validate()
{
nsIntRect visibleRect = mVisibleRegion.GetBounds();
mSupportsComponentAlphaChildren = false;
if (UseIntermediateSurface()) {
Matrix4x4 transform3D = GetEffectiveTransform();
Matrix transform;
if (mVisibleRegion.GetNumRects() == 1 && (GetContentFlags() & CONTENT_OPAQUE)) {
// don't need a background, we're going to paint all opaque stuff
mSupportsComponentAlphaChildren = true;
} else {
if (HasOpaqueAncestorLayer(this) &&
transform3D.Is2D(&transform) && !ThebesMatrix(transform).HasNonIntegerTranslation() &&
GetParent()->GetEffectiveVisibleRegion().GetBounds().Contains(visibleRect))
{
// In this case we can copy up the background. See RenderLayer.
mSupportsComponentAlphaChildren = true;
}
}
} else {
mSupportsComponentAlphaChildren = (GetContentFlags() & CONTENT_OPAQUE) ||
(mParent && mParent->SupportsComponentAlphaChildren());
}
ReadbackProcessor readback;
readback.BuildUpdates(this);
Layer *layer = GetFirstChild();
while (layer) {
if (layer->GetType() == TYPE_PAINTED) {
static_cast<PaintedLayerD3D10*>(layer)->Validate(&readback);
} else {
static_cast<LayerD3D10*>(layer->ImplData())->Validate();
}
layer = layer->GetNextSibling();
}
}
} /* layers */
} /* mozilla */

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 GFX_CONTAINERLAYERD3D10_H
#define GFX_CONTAINERLAYERD3D10_H
#include "LayerManagerD3D10.h"
namespace mozilla {
namespace layers {
class ContainerLayerD3D10 : public ContainerLayer,
public LayerD3D10
{
public:
ContainerLayerD3D10(LayerManagerD3D10 *aManager);
~ContainerLayerD3D10();
nsIntRect GetVisibleRect() { return mVisibleRegion.GetBounds(); }
/* LayerD3D10 implementation */
virtual Layer* GetLayer();
virtual LayerD3D10* GetFirstChildD3D10();
virtual void RenderLayer();
virtual void Validate();
virtual void LayerManagerDestroyed();
virtual void ComputeEffectiveTransforms(const gfx::Matrix4x4& aTransformToSurface)
{
DefaultComputeEffectiveTransforms(aTransformToSurface);
}
};
} /* layers */
} /* mozilla */
#endif /* GFX_CONTAINERLAYERD3D10_H */

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 "ImageLayerD3D10.h"
#include "gfxD2DSurface.h"
#include "gfxWindowsSurface.h"
#include "yuv_convert.h"
#include "../d3d9/Nv3DVUtils.h"
#include "D3D9SurfaceImage.h"
#include "mozilla/gfx/Point.h"
#include "gfx2DGlue.h"
#include "gfxWindowsPlatform.h"
namespace mozilla {
namespace layers {
using namespace mozilla::gfx;
static already_AddRefed<ID3D10Texture2D>
DataToTexture(ID3D10Device *aDevice,
unsigned char *data,
int stride,
const IntSize &aSize)
{
D3D10_SUBRESOURCE_DATA srdata;
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
aSize.width,
aSize.height,
1, 1);
desc.Usage = D3D10_USAGE_IMMUTABLE;
srdata.pSysMem = data;
srdata.SysMemPitch = stride;
nsRefPtr<ID3D10Texture2D> texture;
HRESULT hr = aDevice->CreateTexture2D(&desc, &srdata, getter_AddRefs(texture));
if (FAILED(hr)) {
LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("Failed to create texture for data"),
hr);
}
return texture.forget();
}
static already_AddRefed<ID3D10Texture2D>
SurfaceToTexture(ID3D10Device *aDevice,
SourceSurface *aSurface,
const IntSize &aSize)
{
if (!aSurface) {
return nullptr;
}
void *nativeSurf =
aSurface->GetNativeSurface(NativeSurfaceType::D3D10_TEXTURE);
if (nativeSurf) {
nsRefPtr<ID3D10Texture2D> texture =
static_cast<ID3D10Texture2D*>(nativeSurf);
ID3D10Device *dev;
texture->GetDevice(&dev);
if (dev == aDevice) {
return texture.forget();
}
}
RefPtr<DataSourceSurface> dataSurface = aSurface->GetDataSurface();
if (!dataSurface) {
return nullptr;
}
DataSourceSurface::MappedSurface map;
if (!dataSurface->Map(DataSourceSurface::MapType::READ, &map)) {
return nullptr;
}
nsRefPtr<ID3D10Texture2D> texture =
DataToTexture(aDevice, map.mData, map.mStride, aSize);
dataSurface->Unmap();
return texture.forget();
}
Layer*
ImageLayerD3D10::GetLayer()
{
return this;
}
/**
* Returns a shader resource view for an image.
* Returns nullptr if unsuccessful.
* If successful, aHasAlpha will be true iff the resulting texture
* has an alpha component.
*/
ID3D10ShaderResourceView*
ImageLayerD3D10::GetImageSRView(Image* aImage, bool& aHasAlpha, IDXGIKeyedMutex **aMutex)
{
NS_ASSERTION(aImage, "Null image.");
if (aImage->GetFormat() == ImageFormat::CAIRO_SURFACE) {
CairoImage *cairoImage =
static_cast<CairoImage*>(aImage);
RefPtr<SourceSurface> surf = cairoImage->GetAsSourceSurface();
if (!surf) {
return nullptr;
}
if (!aImage->GetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D10)) {
nsAutoPtr<TextureD3D10BackendData> dat(new TextureD3D10BackendData());
dat->mTexture = SurfaceToTexture(device(), surf, cairoImage->GetSize());
if (dat->mTexture) {
device()->CreateShaderResourceView(dat->mTexture, nullptr, getter_AddRefs(dat->mSRView));
aImage->SetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D10, dat.forget());
}
}
aHasAlpha = surf->GetFormat() == SurfaceFormat::B8G8R8A8;
} else if (aImage->GetFormat() == ImageFormat::D3D9_RGB32_TEXTURE) {
if (!aImage->GetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D10)) {
// Use resource sharing to open the D3D9 texture as a D3D10 texture,
HRESULT hr;
D3D9SurfaceImage* d3dImage = reinterpret_cast<D3D9SurfaceImage*>(aImage);
nsRefPtr<ID3D10Texture2D> texture;
hr = device()->OpenSharedResource(d3dImage->GetShareHandle(),
IID_ID3D10Texture2D,
(void**)getter_AddRefs(texture));
NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);
nsAutoPtr<TextureD3D10BackendData> dat(new TextureD3D10BackendData());
dat->mTexture = texture;
hr = device()->CreateShaderResourceView(dat->mTexture, nullptr, getter_AddRefs(dat->mSRView));
NS_ENSURE_TRUE(SUCCEEDED(hr) && dat->mSRView, nullptr);
aImage->SetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D10, dat.forget());
}
aHasAlpha = false;
} else {
NS_WARNING("Incorrect image type.");
return nullptr;
}
TextureD3D10BackendData *data =
static_cast<TextureD3D10BackendData*>(aImage->GetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D10));
if (!data) {
return nullptr;
}
if (aMutex &&
SUCCEEDED(data->mTexture->QueryInterface(IID_IDXGIKeyedMutex, (void**)aMutex))) {
if (FAILED((*aMutex)->AcquireSync(0, 0))) {
NS_WARNING("Failed to acquire sync on keyed mutex, plugin forgot to release?");
return nullptr;
}
}
nsRefPtr<ID3D10Device> dev;
data->mTexture->GetDevice(getter_AddRefs(dev));
if (dev != device()) {
return nullptr;
}
return data->mSRView;
}
void
ImageLayerD3D10::RenderLayer()
{
ImageContainer *container = GetContainer();
if (!container) {
return;
}
AutoLockImage autoLock(container);
Image *image = autoLock.GetImage();
if (!image) {
return;
}
IntSize size = image->GetSize();
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
nsRefPtr<IDXGIKeyedMutex> keyedMutex;
if (image->GetFormat() == ImageFormat::CAIRO_SURFACE ||
image->GetFormat() == ImageFormat::D3D9_RGB32_TEXTURE) {
NS_ASSERTION(image->GetFormat() != ImageFormat::CAIRO_SURFACE ||
!static_cast<CairoImage*>(image)->mSourceSurface ||
static_cast<CairoImage*>(image)->mSourceSurface->GetFormat() != SurfaceFormat::A8,
"Image layer has alpha image");
bool hasAlpha = false;
nsRefPtr<ID3D10ShaderResourceView> srView = GetImageSRView(image, hasAlpha, getter_AddRefs(keyedMutex));
if (!srView) {
return;
}
uint8_t shaderFlags = SHADER_PREMUL;
shaderFlags |= LoadMaskTexture();
shaderFlags |= hasAlpha
? SHADER_RGBA : SHADER_RGB;
shaderFlags |= mFilter == GraphicsFilter::FILTER_NEAREST
? SHADER_POINT : SHADER_LINEAR;
technique = SelectShader(shaderFlags);
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(srView);
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)0,
(float)0,
(float)size.width,
(float)size.height)
);
} else if (image->GetFormat() == ImageFormat::PLANAR_YCBCR) {
PlanarYCbCrImage *yuvImage =
static_cast<PlanarYCbCrImage*>(image);
if (!yuvImage->IsValid()) {
return;
}
if (!yuvImage->GetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D10)) {
AllocateTexturesYCbCr(yuvImage);
}
PlanarYCbCrD3D10BackendData *data =
static_cast<PlanarYCbCrD3D10BackendData*>(yuvImage->GetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D10));
if (!data) {
return;
}
nsRefPtr<ID3D10Device> dev;
data->mYTexture->GetDevice(getter_AddRefs(dev));
if (dev != device()) {
return;
}
// TODO: At some point we should try to deal with mFilter here, you don't
// really want to use point filtering in the case of NEAREST, since that
// would also use point filtering for Chroma upsampling. Where most likely
// the user would only want point filtering for final RGB image upsampling.
technique = SelectShader(SHADER_YCBCR | LoadMaskTexture());
effect()->GetVariableByName("tY")->AsShaderResource()->SetResource(data->mYView);
effect()->GetVariableByName("tCb")->AsShaderResource()->SetResource(data->mCbView);
effect()->GetVariableByName("tCr")->AsShaderResource()->SetResource(data->mCrView);
/*
* Send 3d control data and metadata to NV3DVUtils
*/
if (GetNv3DVUtils()) {
Nv_Stereo_Mode mode;
switch (yuvImage->GetData()->mStereoMode) {
case StereoMode::LEFT_RIGHT:
mode = NV_STEREO_MODE_LEFT_RIGHT;
break;
case StereoMode::RIGHT_LEFT:
mode = NV_STEREO_MODE_RIGHT_LEFT;
break;
case StereoMode::BOTTOM_TOP:
mode = NV_STEREO_MODE_BOTTOM_TOP;
break;
case StereoMode::TOP_BOTTOM:
mode = NV_STEREO_MODE_TOP_BOTTOM;
break;
case StereoMode::MONO:
mode = NV_STEREO_MODE_MONO;
break;
}
// Send control data even in mono case so driver knows to leave stereo mode.
GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);
if (yuvImage->GetData()->mStereoMode != StereoMode::MONO) {
// Dst resource is optional
GetNv3DVUtils()->SendNv3DVMetaData((unsigned int)yuvImage->GetData()->mYSize.width,
(unsigned int)yuvImage->GetData()->mYSize.height, (HANDLE)(data->mYTexture), (HANDLE)(nullptr));
}
}
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)0,
(float)0,
(float)size.width,
(float)size.height)
);
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)yuvImage->GetData()->mPicX / yuvImage->GetData()->mYSize.width,
(float)yuvImage->GetData()->mPicY / yuvImage->GetData()->mYSize.height,
(float)yuvImage->GetData()->mPicSize.width / yuvImage->GetData()->mYSize.width,
(float)yuvImage->GetData()->mPicSize.height / yuvImage->GetData()->mYSize.height)
);
} else {
MOZ_CRASH("unexpected image format");
}
bool resetTexCoords = image->GetFormat() == ImageFormat::PLANAR_YCBCR;
image = nullptr;
autoLock.Unlock();
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
if (keyedMutex) {
keyedMutex->ReleaseSync(0);
}
if (resetTexCoords) {
effect()->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
}
GetContainer()->NotifyPaintedImage(image);
}
void ImageLayerD3D10::AllocateTexturesYCbCr(PlanarYCbCrImage *aImage)
{
nsAutoPtr<PlanarYCbCrD3D10BackendData> backendData(
new PlanarYCbCrD3D10BackendData);
const PlanarYCbCrData *data = aImage->GetData();
D3D10_SUBRESOURCE_DATA dataY;
D3D10_SUBRESOURCE_DATA dataCb;
D3D10_SUBRESOURCE_DATA dataCr;
CD3D10_TEXTURE2D_DESC descY(DXGI_FORMAT_A8_UNORM,
data->mYSize.width,
data->mYSize.height, 1, 1);
CD3D10_TEXTURE2D_DESC descCbCr(DXGI_FORMAT_A8_UNORM,
data->mCbCrSize.width,
data->mCbCrSize.height, 1, 1);
descY.Usage = descCbCr.Usage = D3D10_USAGE_IMMUTABLE;
dataY.pSysMem = data->mYChannel;
dataY.SysMemPitch = data->mYStride;
dataCb.pSysMem = data->mCbChannel;
dataCb.SysMemPitch = data->mCbCrStride;
dataCr.pSysMem = data->mCrChannel;
dataCr.SysMemPitch = data->mCbCrStride;
HRESULT hr = device()->CreateTexture2D(&descY, &dataY, getter_AddRefs(backendData->mYTexture));
if (!FAILED(hr)) {
hr = device()->CreateTexture2D(&descCbCr, &dataCb, getter_AddRefs(backendData->mCbTexture));
}
if (!FAILED(hr)) {
hr = device()->CreateTexture2D(&descCbCr, &dataCr, getter_AddRefs(backendData->mCrTexture));
}
if (FAILED(hr)) {
LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("PlanarYCbCrImageD3D10::AllocateTextures(): Failed to create texture"),
hr);
return;
}
device()->CreateShaderResourceView(backendData->mYTexture, nullptr, getter_AddRefs(backendData->mYView));
device()->CreateShaderResourceView(backendData->mCbTexture, nullptr, getter_AddRefs(backendData->mCbView));
device()->CreateShaderResourceView(backendData->mCrTexture, nullptr, getter_AddRefs(backendData->mCrView));
aImage->SetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D10, backendData.forget());
}
already_AddRefed<ID3D10ShaderResourceView>
ImageLayerD3D10::GetAsTexture(gfx::IntSize* aSize)
{
if (!GetContainer()) {
return nullptr;
}
AutoLockImage autoLock(GetContainer());
Image *image = autoLock.GetImage();
if (!image) {
return nullptr;
}
if (image->GetFormat() != ImageFormat::CAIRO_SURFACE) {
return nullptr;
}
*aSize = image->GetSize();
bool dontCare;
nsRefPtr<ID3D10ShaderResourceView> result = GetImageSRView(image, dontCare);
return result.forget();
}
} /* layers */
} /* mozilla */

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@ -1,60 +0,0 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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/. */
#ifndef GFX_IMAGELAYERD3D10_H
#define GFX_IMAGELAYERD3D10_H
#include "LayerManagerD3D10.h"
#include "ImageLayers.h"
#include "ImageContainer.h"
#include "yuv_convert.h"
namespace mozilla {
namespace layers {
class ImageLayerD3D10 : public ImageLayer,
public LayerD3D10
{
public:
ImageLayerD3D10(LayerManagerD3D10 *aManager)
: ImageLayer(aManager, nullptr)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
// LayerD3D10 Implementation
virtual Layer* GetLayer();
virtual void RenderLayer();
void AllocateTexturesYCbCr(PlanarYCbCrImage *aImage);
virtual already_AddRefed<ID3D10ShaderResourceView> GetAsTexture(gfx::IntSize* aSize);
private:
ID3D10ShaderResourceView* GetImageSRView(Image* aImage, bool& aHasAlpha,
IDXGIKeyedMutex **aMutex = nullptr);
};
struct PlanarYCbCrD3D10BackendData : public ImageBackendData
{
nsRefPtr<ID3D10Texture2D> mYTexture;
nsRefPtr<ID3D10Texture2D> mCrTexture;
nsRefPtr<ID3D10Texture2D> mCbTexture;
nsRefPtr<ID3D10ShaderResourceView> mYView;
nsRefPtr<ID3D10ShaderResourceView> mCbView;
nsRefPtr<ID3D10ShaderResourceView> mCrView;
};
struct TextureD3D10BackendData : public ImageBackendData
{
nsRefPtr<ID3D10Texture2D> mTexture;
nsRefPtr<ID3D10ShaderResourceView> mSRView;
};
} /* layers */
} /* mozilla */
#endif /* GFX_IMAGELAYERD3D10_H */

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@ -1,888 +0,0 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 <algorithm>
#include "LayerManagerD3D10.h"
#include "LayerManagerD3D10Effect.h"
#include "gfxWindowsPlatform.h"
#include "gfx2DGlue.h"
#include "gfxD2DSurface.h"
#include "gfxFailure.h"
#include "cairo-win32.h"
#include "dxgi.h"
#include "ContainerLayerD3D10.h"
#include "PaintedLayerD3D10.h"
#include "ColorLayerD3D10.h"
#include "CanvasLayerD3D10.h"
#include "ReadbackLayerD3D10.h"
#include "ImageLayerD3D10.h"
#include "mozilla/layers/PLayerChild.h"
#include "mozilla/WidgetUtils.h"
#include "../d3d9/Nv3DVUtils.h"
#include "gfxCrashReporterUtils.h"
#include "nsWindowsHelpers.h"
#ifdef MOZ_METRO
#include "DXGI1_2.h"
#endif
namespace mozilla {
namespace layers {
using namespace std;
using namespace mozilla::gfx;
struct Vertex
{
float position[2];
};
// {592BF306-0EED-4F76-9D03-A0846450F472}
static const GUID sDeviceAttachments =
{ 0x592bf306, 0xeed, 0x4f76, { 0x9d, 0x3, 0xa0, 0x84, 0x64, 0x50, 0xf4, 0x72 } };
// {716AEDB1-C9C3-4B4D-8332-6F65D44AF6A8}
static const GUID sLayerManagerCount =
{ 0x716aedb1, 0xc9c3, 0x4b4d, { 0x83, 0x32, 0x6f, 0x65, 0xd4, 0x4a, 0xf6, 0xa8 } };
LayerManagerD3D10::LayerManagerD3D10(nsIWidget *aWidget)
: mWidget(aWidget)
, mDisableSequenceForNextFrame(false)
{
}
struct DeviceAttachments
{
nsRefPtr<ID3D10Effect> mEffect;
nsRefPtr<ID3D10InputLayout> mInputLayout;
nsRefPtr<ID3D10Buffer> mVertexBuffer;
nsRefPtr<ReadbackManagerD3D10> mReadbackManager;
};
LayerManagerD3D10::~LayerManagerD3D10()
{
if (mDevice) {
int referenceCount = 0;
UINT size = sizeof(referenceCount);
HRESULT hr = mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount);
NS_ASSERTION(SUCCEEDED(hr), "Reference count not found on device.");
referenceCount--;
mDevice->SetPrivateData(sLayerManagerCount, sizeof(referenceCount), &referenceCount);
if (!referenceCount) {
DeviceAttachments *attachments;
size = sizeof(attachments);
mDevice->GetPrivateData(sDeviceAttachments, &size, &attachments);
// No LayerManagers left for this device. Clear out interfaces stored which
// hold a reference to the device.
mDevice->SetPrivateData(sDeviceAttachments, 0, nullptr);
delete attachments;
}
}
Destroy();
}
static inline void
SetHRESULT(HRESULT* aHresultPtr, HRESULT aHresult)
{
if (aHresultPtr) {
*aHresultPtr = aHresult;
}
}
bool
LayerManagerD3D10::Initialize(bool force, HRESULT* aHresultPtr)
{
ScopedGfxFeatureReporter reporter("D3D10 Layers", force);
HRESULT hr = E_UNEXPECTED;
/* Create an Nv3DVUtils instance */
if (!mNv3DVUtils) {
mNv3DVUtils = new Nv3DVUtils();
if (!mNv3DVUtils) {
NS_WARNING("Could not create a new instance of Nv3DVUtils.\n");
}
}
/* Initialize the Nv3DVUtils object */
if (mNv3DVUtils) {
mNv3DVUtils->Initialize();
}
mDevice = gfxWindowsPlatform::GetPlatform()->GetD3D10Device();
if (!mDevice) {
SetHRESULT(aHresultPtr, hr);
return false;
}
/*
* Do some post device creation setup
*/
if (mNv3DVUtils) {
IUnknown* devUnknown = nullptr;
if (mDevice) {
mDevice->QueryInterface(IID_IUnknown, (void **)&devUnknown);
}
mNv3DVUtils->SetDeviceInfo(devUnknown);
}
int referenceCount = 0;
UINT size = sizeof(referenceCount);
// If this isn't there yet it'll fail, count will remain 0, which is correct.
mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount);
referenceCount++;
mDevice->SetPrivateData(sLayerManagerCount, sizeof(referenceCount), &referenceCount);
DeviceAttachments *attachments;
size = sizeof(DeviceAttachments*);
if (FAILED(mDevice->GetPrivateData(sDeviceAttachments, &size, &attachments))) {
attachments = new DeviceAttachments;
mDevice->SetPrivateData(sDeviceAttachments, sizeof(attachments), &attachments);
SetLastError(0);
decltype(D3D10CreateEffectFromMemory)* createEffect =
(decltype(D3D10CreateEffectFromMemory)*)
GetProcAddress(LoadLibraryA("d3d10_1.dll"), "D3D10CreateEffectFromMemory");
if (!createEffect) {
SetHRESULT(aHresultPtr, HRESULT_FROM_WIN32(GetLastError()));
return false;
}
hr = createEffect((void*)g_main,
sizeof(g_main),
D3D10_EFFECT_SINGLE_THREADED,
mDevice,
nullptr,
getter_AddRefs(mEffect));
if (FAILED(hr)) {
SetHRESULT(aHresultPtr, hr);
return false;
}
attachments->mEffect = mEffect;
D3D10_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
D3D10_PASS_DESC passDesc;
mEffect->GetTechniqueByName("RenderRGBLayerPremul")->GetPassByIndex(0)->
GetDesc(&passDesc);
hr = mDevice->CreateInputLayout(layout,
sizeof(layout) / sizeof(D3D10_INPUT_ELEMENT_DESC),
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
getter_AddRefs(mInputLayout));
if (FAILED(hr)) {
SetHRESULT(aHresultPtr, hr);
return false;
}
attachments->mInputLayout = mInputLayout;
Vertex vertices[] = { {{0.0, 0.0}}, {{1.0, 0.0}}, {{0.0, 1.0}}, {{1.0, 1.0}} };
CD3D10_BUFFER_DESC bufferDesc(sizeof(vertices), D3D10_BIND_VERTEX_BUFFER);
D3D10_SUBRESOURCE_DATA data;
data.pSysMem = (void*)vertices;
hr = mDevice->CreateBuffer(&bufferDesc, &data, getter_AddRefs(mVertexBuffer));
if (FAILED(hr)) {
SetHRESULT(aHresultPtr, hr);
return false;
}
attachments->mVertexBuffer = mVertexBuffer;
} else {
mEffect = attachments->mEffect;
mVertexBuffer = attachments->mVertexBuffer;
mInputLayout = attachments->mInputLayout;
}
nsRefPtr<IDXGIDevice> dxgiDevice;
nsRefPtr<IDXGIAdapter> dxgiAdapter;
mDevice->QueryInterface(dxgiDevice.StartAssignment());
dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter));
#ifdef MOZ_METRO
if (IsRunningInWindowsMetro()) {
nsRefPtr<IDXGIFactory2> dxgiFactory;
dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
nsIntRect rect;
mWidget->GetClientBounds(rect);
DXGI_SWAP_CHAIN_DESC1 swapDesc = { 0 };
// Automatically detect the width and the height from the winrt CoreWindow
swapDesc.Width = rect.width;
swapDesc.Height = rect.height;
// This is the most common swapchain format
swapDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapDesc.Stereo = false;
// Don't use multi-sampling
swapDesc.SampleDesc.Count = 1;
swapDesc.SampleDesc.Quality = 0;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
// Use double buffering to enable flip
swapDesc.BufferCount = 2;
swapDesc.Scaling = DXGI_SCALING_NONE;
// All Metro style apps must use this SwapEffect
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapDesc.Flags = 0;
/**
* Create a swap chain, this swap chain will contain the backbuffer for
* the window we draw to. The front buffer is the full screen front
* buffer.
*/
nsRefPtr<IDXGISwapChain1> swapChain1;
hr = dxgiFactory->CreateSwapChainForCoreWindow(
dxgiDevice, (IUnknown *)mWidget->GetNativeData(NS_NATIVE_ICOREWINDOW),
&swapDesc, nullptr, getter_AddRefs(swapChain1));
if (FAILED(hr)) {
SetHRESULT(aHresultPtr, hr);
return false;
}
mSwapChain = swapChain1;
} else
#endif
{
nsRefPtr<IDXGIFactory> dxgiFactory;
dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
DXGI_SWAP_CHAIN_DESC swapDesc;
::ZeroMemory(&swapDesc, sizeof(swapDesc));
swapDesc.BufferDesc.Width = 0;
swapDesc.BufferDesc.Height = 0;
swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapDesc.BufferDesc.RefreshRate.Numerator = 60;
swapDesc.BufferDesc.RefreshRate.Denominator = 1;
swapDesc.SampleDesc.Count = 1;
swapDesc.SampleDesc.Quality = 0;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapDesc.BufferCount = 1;
swapDesc.OutputWindow = (HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW);
swapDesc.Windowed = TRUE;
// We don't really need this flag, however it seems on some NVidia hardware
// smaller area windows do not present properly without this flag. This flag
// should have no negative consequences by itself. See bug 613790. This flag
// is broken on optimus devices. As a temporary solution we don't set it
// there, the only way of reliably detecting we're on optimus is looking for
// the DLL. See Bug 623807.
if (gfxWindowsPlatform::IsOptimus()) {
swapDesc.Flags = 0;
} else {
swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE;
}
/**
* Create a swap chain, this swap chain will contain the backbuffer for
* the window we draw to. The front buffer is the full screen front
* buffer.
*/
hr = dxgiFactory->CreateSwapChain(dxgiDevice, &swapDesc, getter_AddRefs(mSwapChain));
if (FAILED(hr)) {
return false;
}
// We need this because we don't want DXGI to respond to Alt+Enter.
dxgiFactory->MakeWindowAssociation(swapDesc.OutputWindow, DXGI_MWA_NO_WINDOW_CHANGES);
}
reporter.SetSuccessful();
return true;
}
void
LayerManagerD3D10::Destroy()
{
if (!IsDestroyed()) {
if (mRoot) {
static_cast<LayerD3D10*>(mRoot->ImplData())->LayerManagerDestroyed();
}
// XXX need to be careful here about surface destruction
// racing with share-to-chrome message
}
LayerManager::Destroy();
}
void
LayerManagerD3D10::SetRoot(Layer *aRoot)
{
mRoot = aRoot;
}
void
LayerManagerD3D10::BeginTransaction()
{
mInTransaction = true;
#ifdef MOZ_LAYERS_HAVE_LOG
MOZ_LAYERS_LOG(("[----- BeginTransaction"));
Log();
#endif
}
void
LayerManagerD3D10::BeginTransactionWithTarget(gfxContext* aTarget)
{
mInTransaction = true;
mTarget = aTarget;
}
bool
LayerManagerD3D10::EndEmptyTransaction(EndTransactionFlags aFlags)
{
mInTransaction = false;
if (!mRoot)
return false;
EndTransaction(nullptr, nullptr, aFlags);
return true;
}
void
LayerManagerD3D10::EndTransaction(DrawPaintedLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags)
{
mInTransaction = false;
if (mRoot && !(aFlags & END_NO_IMMEDIATE_REDRAW)) {
mCurrentCallbackInfo.Callback = aCallback;
mCurrentCallbackInfo.CallbackData = aCallbackData;
if (aFlags & END_NO_COMPOSITE) {
// Apply pending tree updates before recomputing effective
// properties.
mRoot->ApplyPendingUpdatesToSubtree();
}
// The results of our drawing always go directly into a pixel buffer,
// so we don't need to pass any global transform here.
mRoot->ComputeEffectiveTransforms(Matrix4x4());
#ifdef MOZ_LAYERS_HAVE_LOG
MOZ_LAYERS_LOG((" ----- (beginning paint)"));
Log();
#endif
Render(aFlags);
mCurrentCallbackInfo.Callback = nullptr;
mCurrentCallbackInfo.CallbackData = nullptr;
}
#ifdef MOZ_LAYERS_HAVE_LOG
Log();
MOZ_LAYERS_LOG(("]----- EndTransaction"));
#endif
mTarget = nullptr;
}
already_AddRefed<PaintedLayer>
LayerManagerD3D10::CreatePaintedLayer()
{
nsRefPtr<PaintedLayer> layer = new PaintedLayerD3D10(this);
return layer.forget();
}
already_AddRefed<ContainerLayer>
LayerManagerD3D10::CreateContainerLayer()
{
nsRefPtr<ContainerLayer> layer = new ContainerLayerD3D10(this);
return layer.forget();
}
already_AddRefed<ImageLayer>
LayerManagerD3D10::CreateImageLayer()
{
nsRefPtr<ImageLayer> layer = new ImageLayerD3D10(this);
return layer.forget();
}
already_AddRefed<ColorLayer>
LayerManagerD3D10::CreateColorLayer()
{
nsRefPtr<ColorLayer> layer = new ColorLayerD3D10(this);
return layer.forget();
}
already_AddRefed<CanvasLayer>
LayerManagerD3D10::CreateCanvasLayer()
{
nsRefPtr<CanvasLayer> layer = new CanvasLayerD3D10(this);
return layer.forget();
}
already_AddRefed<ReadbackLayer>
LayerManagerD3D10::CreateReadbackLayer()
{
nsRefPtr<ReadbackLayer> layer = new ReadbackLayerD3D10(this);
return layer.forget();
}
TemporaryRef<DrawTarget>
LayerManagerD3D10::CreateOptimalDrawTarget(const IntSize &aSize,
SurfaceFormat aFormat)
{
if ((aFormat != SurfaceFormat::B8G8R8X8 &&
aFormat != SurfaceFormat::B8G8R8A8)) {
return LayerManager::CreateOptimalDrawTarget(aSize, aFormat);
}
nsRefPtr<ID3D10Texture2D> texture;
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE;
HRESULT hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
if (FAILED(hr)) {
NS_WARNING("Failed to create new texture for CreateOptimalDrawTarget!");
return LayerManager::CreateOptimalDrawTarget(aSize, aFormat);
}
RefPtr<DrawTarget> dt =
Factory::CreateDrawTargetForD3D10Texture(texture, aFormat);
if (!dt) {
return LayerManager::CreateOptimalDrawTarget(aSize, aFormat);
}
return dt;
}
TemporaryRef<DrawTarget>
LayerManagerD3D10::CreateOptimalMaskDrawTarget(const IntSize &aSize)
{
return CreateOptimalDrawTarget(aSize, SurfaceFormat::B8G8R8A8);
}
TemporaryRef<DrawTarget>
LayerManagerD3D10::CreateDrawTarget(const IntSize &aSize,
SurfaceFormat aFormat)
{
if ((aFormat != SurfaceFormat::B8G8R8A8 &&
aFormat != SurfaceFormat::B8G8R8X8) ||
gfxPlatform::GetPlatform()->GetPreferredCanvasBackend() != BackendType::DIRECT2D) {
return LayerManager::CreateDrawTarget(aSize, aFormat);
}
nsRefPtr<ID3D10Texture2D> texture;
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
HRESULT hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
if (FAILED(hr)) {
NS_WARNING("Failed to create new texture for CreateOptimalDrawTarget!");
return LayerManager::CreateDrawTarget(aSize, aFormat);
}
RefPtr<DrawTarget> surface =
Factory::CreateDrawTargetForD3D10Texture(texture, aFormat);
if (!surface) {
return LayerManager::CreateDrawTarget(aSize, aFormat);
}
return surface;
}
ReadbackManagerD3D10*
LayerManagerD3D10::readbackManager()
{
EnsureReadbackManager();
return mReadbackManager;
}
void
LayerManagerD3D10::SetViewport(const nsIntSize &aViewport)
{
mViewport = aViewport;
D3D10_VIEWPORT viewport;
viewport.MaxDepth = 1.0f;
viewport.MinDepth = 0;
viewport.Width = aViewport.width;
viewport.Height = aViewport.height;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
mDevice->RSSetViewports(1, &viewport);
gfx3DMatrix projection;
/*
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
* <1.0, -1.0> bottomright)
*/
projection._11 = 2.0f / aViewport.width;
projection._22 = -2.0f / aViewport.height;
projection._33 = 0.0f;
projection._41 = -1.0f;
projection._42 = 1.0f;
projection._44 = 1.0f;
HRESULT hr = mEffect->GetVariableByName("mProjection")->
SetRawValue(&projection._11, 0, 64);
if (FAILED(hr)) {
NS_WARNING("Failed to set projection matrix.");
}
}
void
LayerManagerD3D10::SetupInputAssembler()
{
mDevice->IASetInputLayout(mInputLayout);
UINT stride = sizeof(Vertex);
UINT offset = 0;
ID3D10Buffer *buffer = mVertexBuffer;
mDevice->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
void
LayerManagerD3D10::SetupPipeline()
{
VerifyBufferSize();
UpdateRenderTarget();
nsIntRect rect;
mWidget->GetClientBounds(rect);
HRESULT hr;
hr = mEffect->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
if (FAILED(hr)) {
NS_WARNING("Failed to set Texture Coordinates.");
return;
}
ID3D10RenderTargetView *view = mRTView;
mDevice->OMSetRenderTargets(1, &view, nullptr);
SetupInputAssembler();
SetViewport(nsIntSize(rect.width, rect.height));
}
void
LayerManagerD3D10::UpdateRenderTarget()
{
if (mRTView || !mSwapChain) {
return;
}
HRESULT hr;
nsRefPtr<ID3D10Texture2D> backBuf;
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (void**)backBuf.StartAssignment());
if (FAILED(hr)) {
return;
}
mDevice->CreateRenderTargetView(backBuf, nullptr, getter_AddRefs(mRTView));
}
void
LayerManagerD3D10::VerifyBufferSize()
{
nsIntRect rect;
mWidget->GetClientBounds(rect);
if (mSwapChain) {
DXGI_SWAP_CHAIN_DESC swapDesc;
mSwapChain->GetDesc(&swapDesc);
if (swapDesc.BufferDesc.Width == rect.width &&
swapDesc.BufferDesc.Height == rect.height) {
return;
}
mRTView = nullptr;
if (IsRunningInWindowsMetro()) {
mSwapChain->ResizeBuffers(2, rect.width, rect.height,
DXGI_FORMAT_B8G8R8A8_UNORM,
0);
mDisableSequenceForNextFrame = true;
} else if (gfxWindowsPlatform::IsOptimus()) {
mSwapChain->ResizeBuffers(1, rect.width, rect.height,
DXGI_FORMAT_B8G8R8A8_UNORM,
0);
} else {
mSwapChain->ResizeBuffers(1, rect.width, rect.height,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE);
}
}
}
void
LayerManagerD3D10::EnsureReadbackManager()
{
if (mReadbackManager) {
return;
}
DeviceAttachments *attachments;
UINT size = sizeof(DeviceAttachments*);
if (FAILED(mDevice->GetPrivateData(sDeviceAttachments, &size, &attachments))) {
// Strange! This shouldn't happen ... return a readback manager for this
// layer manager only.
mReadbackManager = new ReadbackManagerD3D10();
gfx::LogFailure(NS_LITERAL_CSTRING("Couldn't get device attachments for device."));
return;
}
if (attachments->mReadbackManager) {
mReadbackManager = attachments->mReadbackManager;
return;
}
mReadbackManager = new ReadbackManagerD3D10();
attachments->mReadbackManager = mReadbackManager;
}
void
LayerManagerD3D10::Render(EndTransactionFlags aFlags)
{
static_cast<LayerD3D10*>(mRoot->ImplData())->Validate();
if (aFlags & END_NO_COMPOSITE) {
return;
}
SetupPipeline();
float black[] = { 0, 0, 0, 0 };
device()->ClearRenderTargetView(mRTView, black);
nsIntRect rect;
mWidget->GetClientBounds(rect);
const nsIntRect *clipRect = mRoot->GetClipRect();
D3D10_RECT r;
if (clipRect) {
r.left = (LONG)clipRect->x;
r.top = (LONG)clipRect->y;
r.right = (LONG)(clipRect->x + clipRect->width);
r.bottom = (LONG)(clipRect->y + clipRect->height);
} else {
r.left = r.top = 0;
r.right = rect.width;
r.bottom = rect.height;
}
device()->RSSetScissorRects(1, &r);
static_cast<LayerD3D10*>(mRoot->ImplData())->RenderLayer();
if (!mRegionToClear.IsEmpty()) {
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
gfx::Matrix4x4 transform;
effect()->GetVariableByName("mLayerTransform")->SetRawValue(&transform, 0, 64);
effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color);
ID3D10EffectTechnique *technique = effect()->GetTechniqueByName("RenderClearLayer");
nsIntRegionRectIterator iter(mRegionToClear);
const nsIntRect *r;
while ((r = iter.Next())) {
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)r->x,
(float)r->y,
(float)r->width,
(float)r->height)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
}
// See bug 630197 - we have some reasons to believe if an earlier call
// returned an error, the upcoming present call may raise an exception.
// This will check if any of the calls done recently has returned an error
// and bails on composition. On the -next- frame we will then abandon
// hardware acceleration from gfxWindowsPlatform::VerifyD2DDevice.
// This might not be the 'optimal' solution but it will help us assert
// whether our thoughts of the causes of the issues are correct.
if (FAILED(mDevice->GetDeviceRemovedReason())) {
return;
}
if (mTarget) {
PaintToTarget();
} else {
mSwapChain->Present(0, mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0);
mDisableSequenceForNextFrame = false;
}
RecordFrame();
PostPresent();
}
void
LayerManagerD3D10::PaintToTarget()
{
nsRefPtr<ID3D10Texture2D> backBuf;
mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (void**)backBuf.StartAssignment());
D3D10_TEXTURE2D_DESC bbDesc;
backBuf->GetDesc(&bbDesc);
CD3D10_TEXTURE2D_DESC softDesc(bbDesc.Format, bbDesc.Width, bbDesc.Height);
softDesc.MipLevels = 1;
softDesc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
softDesc.Usage = D3D10_USAGE_STAGING;
softDesc.BindFlags = 0;
nsRefPtr<ID3D10Texture2D> readTexture;
HRESULT hr = device()->CreateTexture2D(&softDesc, nullptr, getter_AddRefs(readTexture));
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("LayerManagerD3D10::PaintToTarget(): Failed to create texture"),
hr);
return;
}
device()->CopyResource(readTexture, backBuf);
D3D10_MAPPED_TEXTURE2D map;
readTexture->Map(0, D3D10_MAP_READ, 0, &map);
nsRefPtr<gfxImageSurface> tmpSurface =
new gfxImageSurface((unsigned char*)map.pData,
gfxIntSize(bbDesc.Width, bbDesc.Height),
map.RowPitch,
gfxImageFormat::ARGB32);
mTarget->SetSource(tmpSurface);
mTarget->SetOperator(gfxContext::OPERATOR_OVER);
mTarget->Paint();
readTexture->Unmap(0);
}
void
LayerManagerD3D10::ReportFailure(const nsACString &aMsg, HRESULT aCode)
{
// We could choose to abort here when hr == E_OUTOFMEMORY.
nsCString msg;
msg.Append(aMsg);
msg.AppendLiteral(" Error code: ");
msg.AppendInt(uint32_t(aCode));
NS_WARNING(msg.BeginReading());
gfx::LogFailure(msg);
}
LayerD3D10::LayerD3D10(LayerManagerD3D10 *aManager)
: mD3DManager(aManager)
{
}
ID3D10EffectTechnique*
LayerD3D10::SelectShader(uint8_t aFlags)
{
switch (aFlags) {
case (SHADER_RGBA | SHADER_NON_PREMUL | SHADER_LINEAR | SHADER_MASK):
return effect()->GetTechniqueByName("RenderRGBALayerNonPremulMask");
case (SHADER_RGBA | SHADER_NON_PREMUL | SHADER_LINEAR | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderRGBALayerNonPremul");
case (SHADER_RGBA | SHADER_NON_PREMUL | SHADER_POINT | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderRGBALayerNonPremulPoint");
case (SHADER_RGBA | SHADER_NON_PREMUL | SHADER_POINT | SHADER_MASK):
return effect()->GetTechniqueByName("RenderRGBALayerNonPremulPointMask");
case (SHADER_RGBA | SHADER_PREMUL | SHADER_LINEAR | SHADER_MASK_3D):
return effect()->GetTechniqueByName("RenderRGBALayerPremulMask3D");
case (SHADER_RGBA | SHADER_PREMUL | SHADER_LINEAR | SHADER_MASK):
return effect()->GetTechniqueByName("RenderRGBALayerPremulMask");
case (SHADER_RGBA | SHADER_PREMUL | SHADER_LINEAR | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderRGBALayerPremul");
case (SHADER_RGBA | SHADER_PREMUL | SHADER_POINT | SHADER_MASK):
return effect()->GetTechniqueByName("RenderRGBALayerPremulPointMask");
case (SHADER_RGBA | SHADER_PREMUL | SHADER_POINT | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderRGBALayerPremulPoint");
case (SHADER_RGB | SHADER_PREMUL | SHADER_POINT | SHADER_MASK):
return effect()->GetTechniqueByName("RenderRGBLayerPremulPointMask");
case (SHADER_RGB | SHADER_PREMUL | SHADER_POINT | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderRGBLayerPremulPoint");
case (SHADER_RGB | SHADER_PREMUL | SHADER_LINEAR | SHADER_MASK):
return effect()->GetTechniqueByName("RenderRGBLayerPremulMask");
case (SHADER_RGB | SHADER_PREMUL | SHADER_LINEAR | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderRGBLayerPremul");
case (SHADER_SOLID | SHADER_MASK):
return effect()->GetTechniqueByName("RenderSolidColorLayerMask");
case (SHADER_SOLID | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderSolidColorLayer");
case (SHADER_COMPONENT_ALPHA | SHADER_MASK):
return effect()->GetTechniqueByName("RenderComponentAlphaLayerMask");
case (SHADER_COMPONENT_ALPHA | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderComponentAlphaLayer");
case (SHADER_YCBCR | SHADER_MASK):
return effect()->GetTechniqueByName("RenderYCbCrLayerMask");
case (SHADER_YCBCR | SHADER_NO_MASK):
return effect()->GetTechniqueByName("RenderYCbCrLayer");
default:
NS_ERROR("Invalid shader.");
return nullptr;
}
}
uint8_t
LayerD3D10::LoadMaskTexture()
{
if (Layer* maskLayer = GetLayer()->GetMaskLayer()) {
IntSize size;
nsRefPtr<ID3D10ShaderResourceView> maskSRV =
static_cast<LayerD3D10*>(maskLayer->ImplData())->GetAsTexture(&size);
if (!maskSRV) {
return SHADER_NO_MASK;
}
Matrix maskTransform;
Matrix4x4 effectiveTransform = maskLayer->GetEffectiveTransform();
bool maskIs2D = effectiveTransform.CanDraw2D(&maskTransform);
NS_ASSERTION(maskIs2D, "How did we end up with a 3D transform here?!");
Rect bounds = Rect(Point(), Size(size));
bounds = maskTransform.TransformBounds(bounds);
effect()->GetVariableByName("vMaskQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)bounds.x,
(float)bounds.y,
(float)bounds.width,
(float)bounds.height)
);
effect()->GetVariableByName("tMask")->AsShaderResource()->SetResource(maskSRV);
return SHADER_MASK;
}
return SHADER_NO_MASK;
}
}
}

View File

@ -1,605 +0,0 @@
typedef float4 rect;
cbuffer PerLayer {
rect vTextureCoords;
rect vLayerQuad;
rect vMaskQuad;
float fLayerOpacity;
float4x4 mLayerTransform;
}
cbuffer PerOccasionalLayer {
float4 vRenderTargetOffset;
float4 fLayerColor;
}
cbuffer PerLayerManager {
float4x4 mProjection;
}
BlendState Premul
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = One;
DestBlend = Inv_Src_Alpha;
BlendOp = Add;
SrcBlendAlpha = One;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0x0F; // All
};
BlendState NonPremul
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = Src_Alpha;
DestBlend = Inv_Src_Alpha;
BlendOp = Add;
SrcBlendAlpha = One;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0x0F; // All
};
BlendState NoBlendDual
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = FALSE;
BlendEnable[1] = FALSE;
RenderTargetWriteMask[0] = 0x0F; // All
RenderTargetWriteMask[1] = 0x0F; // All
};
BlendState ComponentAlphaBlend
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = One;
DestBlend = Inv_Src1_Color;
BlendOp = Add;
SrcBlendAlpha = One;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0x0F; // All
};
RasterizerState LayerRast
{
ScissorEnable = True;
CullMode = None;
};
Texture2D tRGB;
Texture2D tY;
Texture2D tCb;
Texture2D tCr;
Texture2D tRGBWhite;
Texture2D tMask;
SamplerState LayerTextureSamplerLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
SamplerState LayerTextureSamplerPoint
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
};
struct VS_INPUT {
float2 vPosition : POSITION;
};
struct VS_OUTPUT {
float4 vPosition : SV_Position;
float2 vTexCoords : TEXCOORD0;
};
struct VS_MASK_OUTPUT {
float4 vPosition : SV_Position;
float2 vTexCoords : TEXCOORD0;
float2 vMaskCoords : TEXCOORD1;
};
struct VS_MASK_3D_OUTPUT {
float4 vPosition : SV_Position;
float2 vTexCoords : TEXCOORD0;
float3 vMaskCoords : TEXCOORD1;
};
struct PS_OUTPUT {
float4 vSrc;
float4 vAlpha;
};
struct PS_DUAL_OUTPUT {
float4 vOutput1 : SV_Target0;
float4 vOutput2 : SV_Target1;
};
float2 TexCoords(const float2 aPosition)
{
float2 result;
const float2 size = vTextureCoords.zw;
result.x = vTextureCoords.x + aPosition.x * size.x;
result.y = vTextureCoords.y + aPosition.y * size.y;
return result;
}
float4 TransformedPostion(float2 aInPosition)
{
// the current vertex's position on the quad
float4 position = float4(0, 0, 0, 1);
// We use 4 component floats to uniquely describe a rectangle, by the structure
// of x, y, width, height. This allows us to easily generate the 4 corners
// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
// stream source for our LayerQuad vertex shader. We do this by doing:
// Xout = x + Xin * width
// Yout = y + Yin * height
float2 size = vLayerQuad.zw;
position.x = vLayerQuad.x + aInPosition.x * size.x;
position.y = vLayerQuad.y + aInPosition.y * size.y;
position = mul(mLayerTransform, position);
return position;
}
float4 VertexPosition(float4 aTransformedPosition)
{
float4 result;
result.w = aTransformedPosition.w;
result.xyz = aTransformedPosition.xyz / aTransformedPosition.w;
result -= vRenderTargetOffset;
result.xyz *= result.w;
result = mul(mProjection, result);
return result;
}
VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
{
VS_OUTPUT outp;
float4 position = TransformedPostion(aVertex.vPosition);
outp.vPosition = VertexPosition(position);
outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
return outp;
}
VS_MASK_OUTPUT LayerQuadMaskVS(const VS_INPUT aVertex)
{
VS_MASK_OUTPUT outp;
float4 position = TransformedPostion(aVertex.vPosition);
outp.vPosition = VertexPosition(position);
// calculate the position on the mask texture
outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
return outp;
}
VS_MASK_3D_OUTPUT LayerQuadMask3DVS(const VS_INPUT aVertex)
{
VS_MASK_3D_OUTPUT outp;
float4 position = TransformedPostion(aVertex.vPosition);
outp.vPosition = VertexPosition(position);
// calculate the position on the mask texture
position.xyz /= position.w;
outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
// We use the w coord to do non-perspective correct interpolation:
// the quad might be transformed in 3D, in which case it will have some
// perspective. The graphics card will do perspective-correct interpolation
// of the texture, but our mask is already transformed and so we require
// linear interpolation. Therefore, we must correct the interpolation
// ourselves, we do this by multiplying all coords by w here, and dividing by
// w in the pixel shader (post-interpolation), we pass w in outp.vMaskCoords.z.
// See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness
outp.vMaskCoords.z = 1;
outp.vMaskCoords *= position.w;
outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
return outp;
}
float4 RGBAShaderMask(const VS_MASK_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
{
float2 maskCoords = aVertex.vMaskCoords;
float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
return tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity * mask;
}
float4 RGBAShaderLinearMask3D(const VS_MASK_3D_OUTPUT aVertex) : SV_Target
{
float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
return tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) * fLayerOpacity * mask;
}
float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
{
float4 result;
result = tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity;
result.a = fLayerOpacity;
float2 maskCoords = aVertex.vMaskCoords;
float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
return result * mask;
}
/* From Rec601:
[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
For [0,1] instead of [0,255], and to 5 places:
[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
*/
float4 CalculateYCbCrColor(const float2 aTexCoords)
{
float4 yuv;
float4 color;
yuv.r = tCr.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.50196;
yuv.g = tY.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.06275;
yuv.b = tCb.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.50196;
color.r = yuv.g * 1.16438 + yuv.r * 1.59603;
color.g = yuv.g * 1.16438 - 0.81297 * yuv.r - 0.39176 * yuv.b;
color.b = yuv.g * 1.16438 + yuv.b * 2.01723;
color.a = 1.0f;
return color;
}
float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
{
float2 maskCoords = aVertex.vMaskCoords;
float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask;
}
PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
{
PS_OUTPUT result;
result.vSrc = tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords);
result.vAlpha = 1.0 - tRGBWhite.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) + result.vSrc;
result.vSrc.a = result.vAlpha.g;
float2 maskCoords = aVertex.vMaskCoords;
float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
result.vSrc *= fLayerOpacity * mask;
result.vAlpha *= fLayerOpacity * mask;
return result;
}
float4 SolidColorShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
{
float2 maskCoords = aVertex.vMaskCoords;
float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
return fLayerColor * mask;
}
/*
* Un-masked versions
*************************************************************
*/
float4 RGBAShader(const VS_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
{
return tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity;
}
float4 RGBShader(const VS_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
{
float4 result;
result = tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity;
result.a = fLayerOpacity;
return result;
}
float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
{
return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity;
}
PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target
{
PS_OUTPUT result;
result.vSrc = tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords);
result.vAlpha = 1.0 - tRGBWhite.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) + result.vSrc;
result.vSrc.a = result.vAlpha.g;
result.vSrc *= fLayerOpacity;
result.vAlpha *= fLayerOpacity;
return result;
}
float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
{
return fLayerColor;
}
PS_DUAL_OUTPUT AlphaExtractionPrepareShader(const VS_OUTPUT aVertex)
{
PS_DUAL_OUTPUT result;
result.vOutput1 = float4(0, 0, 0, 1);
result.vOutput2 = float4(1, 1, 1, 1);
return result;
}
technique10 RenderRGBLayerPremul
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShader(LayerTextureSamplerLinear) ) );
}
}
technique10 RenderRGBLayerPremulPoint
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShader(LayerTextureSamplerPoint) ) );
}
}
technique10 RenderRGBALayerPremul
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShader(LayerTextureSamplerLinear) ) );
}
}
technique10 RenderRGBALayerNonPremul
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShader(LayerTextureSamplerLinear) ) );
}
}
technique10 RenderRGBALayerPremulPoint
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShader(LayerTextureSamplerPoint) ) );
}
}
technique10 RenderRGBALayerNonPremulPoint
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShader(LayerTextureSamplerPoint) ) );
}
}
technique10 RenderYCbCrLayer
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, YCbCrShader() ) );
}
}
technique10 RenderComponentAlphaLayer
{
Pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( ComponentAlphaBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, ComponentAlphaShader() ) );
}
}
technique10 RenderSolidColorLayer
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShader() ) );
}
}
technique10 RenderClearLayer
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( NoBlendDual, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShader() ) );
}
}
technique10 PrepareAlphaExtractionTextures
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( NoBlendDual, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, AlphaExtractionPrepareShader() ) );
}
}
technique10 RenderRGBLayerPremulMask
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderMask(LayerTextureSamplerLinear) ) );
}
}
technique10 RenderRGBLayerPremulPointMask
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderMask(LayerTextureSamplerPoint) ) );
}
}
technique10 RenderRGBALayerPremulMask
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerLinear) ) );
}
}
technique10 RenderRGBALayerPremulMask3D
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMask3DVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderLinearMask3D() ) );
}
}
technique10 RenderRGBALayerNonPremulMask
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerLinear) ) );
}
}
technique10 RenderRGBALayerPremulPointMask
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerPoint) ) );
}
}
technique10 RenderRGBALayerNonPremulPointMask
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerPoint) ) );
}
}
technique10 RenderYCbCrLayerMask
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, YCbCrShaderMask() ) );
}
}
technique10 RenderComponentAlphaLayerMask
{
Pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( ComponentAlphaBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, ComponentAlphaShaderMask() ) );
}
}
technique10 RenderSolidColorLayerMask
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShaderMask() ) );
}
}

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@ -1,288 +0,0 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 GFX_LAYERMANAGERD3D10_H
#define GFX_LAYERMANAGERD3D10_H
#include "Layers.h"
#include <windows.h>
#include <d3d10_1.h>
#include "gfxContext.h"
#include "mozilla/gfx/UserData.h"
#include "nsIWidget.h"
#include "ReadbackManagerD3D10.h"
namespace mozilla {
namespace layers {
class DummyRoot;
class Nv3DVUtils;
/**
* This structure is used to pass rectangles to our shader constant. We can use
* this for passing rectangular areas to SetVertexShaderConstant. In the format
* of a 4 component float(x,y,width,height). Our vertex shader can then use
* this to construct rectangular positions from the 0,0-1,1 quad that we source
* it with.
*/
struct ShaderConstantRectD3D10
{
float mX, mY, mWidth, mHeight;
ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
{ }
// For easy passing to SetVertexShaderConstantF.
operator float* () { return &mX; }
};
/*
* This is the LayerManager used for Direct3D 10. For now this will
* render on the main thread.
*
* For the time being, LayerManagerD3D10 forwards layers
* transactions.
*/
class LayerManagerD3D10 : public LayerManager {
typedef mozilla::gfx::DrawTarget DrawTarget;
typedef mozilla::gfx::IntSize IntSize;
typedef mozilla::gfx::SurfaceFormat SurfaceFormat;
public:
LayerManagerD3D10(nsIWidget *aWidget);
virtual ~LayerManagerD3D10();
/*
* Initializes the layer manager, this is when the layer manager will
* actually access the device and attempt to create the swap chain used
* to draw to the window. If this method fails the device cannot be used.
* This function is not threadsafe.
*
* return True is initialization was succesful, false when it was not.
*/
bool Initialize(bool force = false, HRESULT* aHresultPtr = nullptr);
/*
* LayerManager implementation.
*/
virtual void Destroy();
virtual void SetRoot(Layer *aLayer);
virtual void BeginTransaction();
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
struct CallbackInfo {
DrawPaintedLayerCallback Callback;
void *CallbackData;
};
virtual void EndTransaction(DrawPaintedLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
// D3D10 guarantees textures can be at least this size
enum {
MAX_TEXTURE_SIZE = 8192
};
virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize)
{
return aSize <= gfx::IntSize(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE);
}
virtual int32_t GetMaxTextureSize() const
{
return MAX_TEXTURE_SIZE;
}
virtual already_AddRefed<PaintedLayer> CreatePaintedLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
virtual TemporaryRef<DrawTarget>
CreateOptimalDrawTarget(const IntSize &aSize,
SurfaceFormat aSurfaceFormat);
virtual TemporaryRef<DrawTarget>
CreateOptimalMaskDrawTarget(const IntSize &aSize);
virtual TemporaryRef<mozilla::gfx::DrawTarget>
CreateDrawTarget(const gfx::IntSize &aSize,
mozilla::gfx::SurfaceFormat aFormat);
virtual LayersBackend GetBackendType() { return LayersBackend::LAYERS_D3D10; }
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 10"); }
virtual const char* Name() const { return "D3D10"; }
// Public helpers
ID3D10Device1 *device() const { return mDevice; }
ID3D10Effect *effect() const { return mEffect; }
IDXGISwapChain *SwapChain() const
{
return mSwapChain;
}
ReadbackManagerD3D10 *readbackManager();
void SetupInputAssembler();
void SetViewport(const nsIntSize &aViewport);
const nsIntSize &GetViewport() { return mViewport; }
/**
* Return pointer to the Nv3DVUtils instance
*/
Nv3DVUtils *GetNv3DVUtils() { return mNv3DVUtils; }
static void ReportFailure(const nsACString &aMsg, HRESULT aCode);
private:
void SetupPipeline();
void UpdateRenderTarget();
void VerifyBufferSize();
void EnsureReadbackManager();
void Render(EndTransactionFlags aFlags);
nsRefPtr<ID3D10Device1> mDevice;
nsRefPtr<ID3D10Effect> mEffect;
nsRefPtr<ID3D10InputLayout> mInputLayout;
nsRefPtr<ID3D10Buffer> mVertexBuffer;
nsRefPtr<ReadbackManagerD3D10> mReadbackManager;
nsRefPtr<ID3D10RenderTargetView> mRTView;
nsRefPtr<IDXGISwapChain> mSwapChain;
nsIWidget *mWidget;
bool mDisableSequenceForNextFrame;
CallbackInfo mCurrentCallbackInfo;
nsIntSize mViewport;
/* Nv3DVUtils instance */
nsAutoPtr<Nv3DVUtils> mNv3DVUtils;
/*
* Context target, nullptr when drawing directly to our swap chain.
*/
nsRefPtr<gfxContext> mTarget;
/*
* Copies the content of our backbuffer to the set transaction target.
*/
void PaintToTarget();
};
/*
* General information and tree management for OGL layers.
*/
class LayerD3D10
{
public:
LayerD3D10(LayerManagerD3D10 *aManager);
virtual LayerD3D10 *GetFirstChildD3D10() { return nullptr; }
void SetFirstChild(LayerD3D10 *aParent);
virtual Layer* GetLayer() = 0;
/**
* This will render a child layer to whatever render target is currently
* active.
*/
virtual void RenderLayer() = 0;
virtual void Validate() {}
ID3D10Device1 *device() const { return mD3DManager->device(); }
ID3D10Effect *effect() const { return mD3DManager->effect(); }
/* Called by the layer manager when it's destroyed */
virtual void LayerManagerDestroyed() {}
/**
* Return pointer to the Nv3DVUtils instance. Calls equivalent method in LayerManager.
*/
Nv3DVUtils *GetNv3DVUtils() { return mD3DManager->GetNv3DVUtils(); }
/*
* Returns a shader resource view of a texture containing the contents of this
* layer. Will try to return an existing texture if possible, or a temporary
* one if not. It is the callee's responsibility to release the shader
* resource view. Will return null if a texture could not be constructed.
* The texture will not be transformed, i.e., it will be in the same coord
* space as this.
* Any layer that can be used as a mask layer should override this method.
* If aSize is non-null, it will contain the size of the texture.
*/
virtual already_AddRefed<ID3D10ShaderResourceView> GetAsTexture(gfx::IntSize* aSize)
{
return nullptr;
}
void SetEffectTransformAndOpacity()
{
Layer* layer = GetLayer();
const gfx::Matrix4x4& transform = layer->GetEffectiveTransform();
void* raw = &const_cast<gfx::Matrix4x4&>(transform)._11;
effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
effect()->GetVariableByName("fLayerOpacity")->AsScalar()->SetFloat(layer->GetEffectiveOpacity());
}
protected:
/*
* Finds a texture for this layer's mask layer (if it has one) and sets it
* as an input to the shaders.
* Returns SHADER_MASK if a texture is loaded, SHADER_NO_MASK if there was no
* mask layer, or a texture for the mask layer could not be loaded.
*/
uint8_t LoadMaskTexture();
/**
* Select a shader technique using a combination of the following flags.
* Not all combinations of flags are supported, and might cause an error,
* check the fx file to see which shaders exist. In particular, aFlags should
* include any combination of the 0x20 bit = 0 flags OR one of the 0x20 bit = 1
* flags. Mask flags can be used in either case.
*/
ID3D10EffectTechnique* SelectShader(uint8_t aFlags);
const static uint8_t SHADER_NO_MASK = 0;
const static uint8_t SHADER_MASK = 0x1;
const static uint8_t SHADER_MASK_3D = 0x2;
// 0x20 bit = 0
const static uint8_t SHADER_RGB = 0;
const static uint8_t SHADER_RGBA = 0x4;
const static uint8_t SHADER_NON_PREMUL = 0;
const static uint8_t SHADER_PREMUL = 0x8;
const static uint8_t SHADER_LINEAR = 0;
const static uint8_t SHADER_POINT = 0x10;
// 0x20 bit = 1
const static uint8_t SHADER_YCBCR = 0x20;
const static uint8_t SHADER_COMPONENT_ALPHA = 0x24;
const static uint8_t SHADER_SOLID = 0x28;
LayerManagerD3D10 *mD3DManager;
};
} /* layers */
} /* mozilla */
#endif /* GFX_LAYERMANAGERD3D9_H */

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 "mozilla/layers/PLayerTransaction.h"
// This must occur *after* layers/PLayerTransaction.h to avoid
// typedefs conflicts.
#include "mozilla/ArrayUtils.h"
#include "PaintedLayerD3D10.h"
#include "gfxPlatform.h"
#include "gfxWindowsPlatform.h"
#ifdef CAIRO_HAS_D2D_SURFACE
#include "gfxD2DSurface.h"
#endif
#include "../d3d9/Nv3DVUtils.h"
#include "gfxTeeSurface.h"
#include "gfxUtils.h"
#include "ReadbackLayer.h"
#include "ReadbackProcessor.h"
#include "mozilla/Preferences.h"
#include "mozilla/gfx/2D.h"
namespace mozilla {
namespace layers {
using namespace mozilla::gfx;
PaintedLayerD3D10::PaintedLayerD3D10(LayerManagerD3D10 *aManager)
: PaintedLayer(aManager, nullptr)
, LayerD3D10(aManager)
, mCurrentSurfaceMode(SurfaceMode::SURFACE_OPAQUE)
{
mImplData = static_cast<LayerD3D10*>(this);
}
PaintedLayerD3D10::~PaintedLayerD3D10()
{
}
void
PaintedLayerD3D10::InvalidateRegion(const nsIntRegion &aRegion)
{
mInvalidRegion.Or(mInvalidRegion, aRegion);
mInvalidRegion.SimplifyOutward(20);
mValidRegion.Sub(mValidRegion, mInvalidRegion);
}
void PaintedLayerD3D10::CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion)
{
nsIntRegion retainedRegion;
nsIntRegionRectIterator iter(aCopyRegion);
const nsIntRect *r;
while ((r = iter.Next())) {
// Calculate the retained rectangle's position on the old and the new
// surface.
D3D10_BOX box;
box.left = r->x - aSrcOffset.x;
box.top = r->y - aSrcOffset.y;
box.right = box.left + r->width;
box.bottom = box.top + r->height;
box.back = 1;
box.front = 0;
device()->CopySubresourceRegion(aDest, 0,
r->x - aDestOffset.x,
r->y - aDestOffset.y,
0,
aSrc, 0,
&box);
retainedRegion.Or(retainedRegion, *r);
}
// Areas which were valid and were retained are still valid
aValidRegion->And(*aValidRegion, retainedRegion);
}
void
PaintedLayerD3D10::RenderLayer()
{
if (!mTexture) {
return;
}
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
switch (mCurrentSurfaceMode) {
case SurfaceMode::SURFACE_COMPONENT_ALPHA:
technique = SelectShader(SHADER_COMPONENT_ALPHA | LoadMaskTexture());
break;
case SurfaceMode::SURFACE_OPAQUE:
technique = SelectShader(SHADER_RGB | SHADER_PREMUL | LoadMaskTexture());
break;
case SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA:
technique = SelectShader(SHADER_RGBA | SHADER_PREMUL | LoadMaskTexture());
break;
default:
NS_ERROR("Unknown mode");
return;
}
nsIntRegionRectIterator iter(mVisibleRegion);
const nsIntRect *iterRect;
if (mSRView) {
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(mSRView);
}
if (mSRViewOnWhite) {
effect()->GetVariableByName("tRGBWhite")->AsShaderResource()->SetResource(mSRViewOnWhite);
}
while ((iterRect = iter.Next())) {
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)iterRect->x,
(float)iterRect->y,
(float)iterRect->width,
(float)iterRect->height)
);
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)(iterRect->x - mTextureRect.x) / (float)mTextureRect.width,
(float)(iterRect->y - mTextureRect.y) / (float)mTextureRect.height,
(float)iterRect->width / (float)mTextureRect.width,
(float)iterRect->height / (float)mTextureRect.height)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
// Set back to default.
effect()->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
}
void
PaintedLayerD3D10::Validate(ReadbackProcessor *aReadback)
{
if (mVisibleRegion.IsEmpty()) {
return;
}
if (FAILED(gfxWindowsPlatform::GetPlatform()->GetD3D10Device()->GetDeviceRemovedReason())) {
// Device removed, this will be discovered on the next rendering pass.
// Do no validate.
return;
}
nsIntRect newTextureRect = mVisibleRegion.GetBounds();
SurfaceMode mode = GetSurfaceMode();
if (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA &&
(!mParent || !mParent->SupportsComponentAlphaChildren())) {
mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
}
// If we have a transform that requires resampling of our texture, then
// we need to make sure we don't sample pixels that haven't been drawn.
// We clamp sample coordinates to the texture rect, but when the visible region
// doesn't fill the entire texture rect we need to make sure we draw all the
// pixels in the texture rect anyway in case they get sampled.
nsIntRegion neededRegion = mVisibleRegion;
if (!neededRegion.GetBounds().IsEqualInterior(newTextureRect) ||
neededRegion.GetNumRects() > 1) {
if (MayResample()) {
neededRegion = newTextureRect;
if (mode == SurfaceMode::SURFACE_OPAQUE) {
// We're going to paint outside the visible region, but layout hasn't
// promised that it will paint opaquely there, so we'll have to
// treat this layer as transparent.
mode = SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA;
}
}
}
mCurrentSurfaceMode = mode;
VerifyContentType(mode);
nsTArray<ReadbackProcessor::Update> readbackUpdates;
nsIntRegion readbackRegion;
if (aReadback && UsedForReadback()) {
aReadback->GetPaintedLayerUpdates(this, &readbackUpdates, &readbackRegion);
}
if (mTexture) {
if (!mTextureRect.IsEqualInterior(newTextureRect)) {
nsRefPtr<ID3D10Texture2D> oldTexture = mTexture;
mTexture = nullptr;
nsRefPtr<ID3D10Texture2D> oldTextureOnWhite = mTextureOnWhite;
mTextureOnWhite = nullptr;
nsIntRegion retainRegion = mTextureRect;
// Old visible region will become the region that is covered by both the
// old and the new visible region.
retainRegion.And(retainRegion, mVisibleRegion);
// No point in retaining parts which were not valid.
retainRegion.And(retainRegion, mValidRegion);
CreateNewTextures(gfx::IntSize(newTextureRect.width, newTextureRect.height), mode);
nsIntRect largeRect = retainRegion.GetLargestRectangle();
// If we had no hardware texture before, or have no retained area larger than
// the retention threshold, we're not retaining and are done here.
// If our texture creation failed this can mean a device reset is pending
// and we should silently ignore the failure. In the future when device
// failures are properly handled we should test for the type of failure
// and gracefully handle different failures. See bug 569081.
if (!oldTexture || !mTexture) {
mValidRegion.SetEmpty();
} else {
CopyRegion(oldTexture, mTextureRect.TopLeft(),
mTexture, newTextureRect.TopLeft(),
retainRegion, &mValidRegion);
if (oldTextureOnWhite) {
CopyRegion(oldTextureOnWhite, mTextureRect.TopLeft(),
mTextureOnWhite, newTextureRect.TopLeft(),
retainRegion, &mValidRegion);
}
}
}
}
mTextureRect = newTextureRect;
if (!mTexture || (mode == SurfaceMode::SURFACE_COMPONENT_ALPHA && !mTextureOnWhite)) {
CreateNewTextures(gfx::IntSize(newTextureRect.width, newTextureRect.height), mode);
mValidRegion.SetEmpty();
}
nsIntRegion drawRegion;
drawRegion.Sub(neededRegion, mValidRegion);
if (!drawRegion.IsEmpty()) {
LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
if (!cbInfo.Callback) {
NS_ERROR("D3D10 should never need to update PaintedLayers in an empty transaction");
return;
}
DrawRegion(drawRegion, mode);
if (readbackUpdates.Length() > 0) {
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
newTextureRect.width, newTextureRect.height,
1, 1, 0, D3D10_USAGE_STAGING,
D3D10_CPU_ACCESS_READ);
nsRefPtr<ID3D10Texture2D> readbackTexture;
HRESULT hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(readbackTexture));
if (FAILED(hr)) {
LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("PaintedLayerD3D10::Validate(): Failed to create texture"),
hr);
return;
}
device()->CopyResource(readbackTexture, mTexture);
for (uint32_t i = 0; i < readbackUpdates.Length(); i++) {
mD3DManager->readbackManager()->PostTask(readbackTexture,
&readbackUpdates[i],
gfxPoint(newTextureRect.x, newTextureRect.y));
}
}
mValidRegion = neededRegion;
}
}
void
PaintedLayerD3D10::LayerManagerDestroyed()
{
mD3DManager = nullptr;
}
Layer*
PaintedLayerD3D10::GetLayer()
{
return this;
}
void
PaintedLayerD3D10::VerifyContentType(SurfaceMode aMode)
{
if (mDrawTarget) {
SurfaceFormat format = aMode != SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA ?
SurfaceFormat::B8G8R8X8 : SurfaceFormat::B8G8R8A8;
if (format != mDrawTarget->GetFormat()) {
mDrawTarget = Factory::CreateDrawTargetForD3D10Texture(mTexture, format);
if (!mDrawTarget) {
gfxWarning() << "Failed to create drawtarget for PaintedLayerD3D10.";
return;
}
mValidRegion.SetEmpty();
}
}
if (aMode != SurfaceMode::SURFACE_COMPONENT_ALPHA && mTextureOnWhite) {
// If we've transitioned away from component alpha, we can delete those resources.
mSRViewOnWhite = nullptr;
mTextureOnWhite = nullptr;
mValidRegion.SetEmpty();
}
}
void
PaintedLayerD3D10::FillTexturesBlackWhite(const nsIntRegion& aRegion, const nsIntPoint& aOffset)
{
if (mTexture && mTextureOnWhite) {
// It would be more optimal to draw the actual geometry, but more code
// and probably not worth the win here as this will often be a single
// rect.
nsRefPtr<ID3D10RenderTargetView> oldRT;
device()->OMGetRenderTargets(1, getter_AddRefs(oldRT), nullptr);
nsRefPtr<ID3D10RenderTargetView> viewBlack;
nsRefPtr<ID3D10RenderTargetView> viewWhite;
device()->CreateRenderTargetView(mTexture, nullptr, getter_AddRefs(viewBlack));
device()->CreateRenderTargetView(mTextureOnWhite, nullptr, getter_AddRefs(viewWhite));
D3D10_RECT oldScissor;
UINT numRects = 1;
device()->RSGetScissorRects(&numRects, &oldScissor);
D3D10_TEXTURE2D_DESC desc;
mTexture->GetDesc(&desc);
D3D10_RECT scissor = { 0, 0, desc.Width, desc.Height };
device()->RSSetScissorRects(1, &scissor);
mD3DManager->SetupInputAssembler();
nsIntSize oldVP = mD3DManager->GetViewport();
mD3DManager->SetViewport(nsIntSize(desc.Width, desc.Height));
ID3D10RenderTargetView *views[2] = { viewBlack, viewWhite };
device()->OMSetRenderTargets(2, views, nullptr);
gfx3DMatrix transform;
transform.Translate(Point3D(-aOffset.x, -aOffset.y, 0));
void* raw = &const_cast<gfx3DMatrix&>(transform)._11;
effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
ID3D10EffectTechnique *technique =
effect()->GetTechniqueByName("PrepareAlphaExtractionTextures");
nsIntRegionRectIterator iter(aRegion);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)iterRect->x,
(float)iterRect->y,
(float)iterRect->width,
(float)iterRect->height)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
views[0] = oldRT;
device()->OMSetRenderTargets(1, views, nullptr);
mD3DManager->SetViewport(oldVP);
device()->RSSetScissorRects(1, &oldScissor);
}
}
void
PaintedLayerD3D10::DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode)
{
nsIntRect visibleRect = mVisibleRegion.GetBounds();
if (!mDrawTarget) {
return;
}
aRegion.SimplifyOutwardByArea(100 * 100);
if (aMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
FillTexturesBlackWhite(aRegion, visibleRect.TopLeft());
}
nsRefPtr<gfxContext> context = new gfxContext(mDrawTarget);
context->SetMatrix(
context->CurrentMatrix().Translate(-visibleRect.x, -visibleRect.y));
if (aMode == SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA) {
nsIntRegionRectIterator iter(aRegion);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
mDrawTarget->ClearRect(Rect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
}
}
mDrawTarget->SetPermitSubpixelAA(!(mContentFlags & CONTENT_COMPONENT_ALPHA));
LayerManagerD3D10::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
cbInfo.Callback(this, context, aRegion, DrawRegionClip::DRAW, nsIntRegion(), cbInfo.CallbackData);
}
void
PaintedLayerD3D10::CreateNewTextures(const gfx::IntSize &aSize, SurfaceMode aMode)
{
if (aSize.width == 0 || aSize.height == 0) {
// Nothing to do.
return;
}
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1);
desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE;
HRESULT hr;
if (!mTexture) {
hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(mTexture));
if (FAILED(hr)) {
NS_WARNING("Failed to create new texture for PaintedLayerD3D10!");
return;
}
hr = device()->CreateShaderResourceView(mTexture, nullptr, getter_AddRefs(mSRView));
if (FAILED(hr)) {
NS_WARNING("Failed to create shader resource view for PaintedLayerD3D10.");
}
mDrawTarget = nullptr;
}
if (aMode == SurfaceMode::SURFACE_COMPONENT_ALPHA && !mTextureOnWhite) {
hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(mTextureOnWhite));
if (FAILED(hr)) {
NS_WARNING("Failed to create new texture for PaintedLayerD3D10!");
return;
}
hr = device()->CreateShaderResourceView(mTextureOnWhite, nullptr, getter_AddRefs(mSRViewOnWhite));
if (FAILED(hr)) {
NS_WARNING("Failed to create shader resource view for PaintedLayerD3D10.");
}
mDrawTarget = nullptr;
}
if (!mDrawTarget) {
if (aMode == SurfaceMode::SURFACE_COMPONENT_ALPHA) {
mDrawTarget = Factory::CreateDualDrawTargetForD3D10Textures(mTexture, mTextureOnWhite, SurfaceFormat::B8G8R8X8);
} else {
mDrawTarget = Factory::CreateDrawTargetForD3D10Texture(mTexture, aMode != SurfaceMode::SURFACE_SINGLE_CHANNEL_ALPHA ?
SurfaceFormat::B8G8R8X8 : SurfaceFormat::B8G8R8A8);
}
if (!mDrawTarget) {
gfxWarning() << "Failed to create DrawTarget for PaintedLayerD3D10.";
return;
}
}
}
} /* namespace layers */
} /* namespace mozilla */

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@ -1,73 +0,0 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 GFX_PAINTEDLAYERD3D10_H
#define GFX_PAINTEDLAYERD3D10_H
#include "LayerManagerD3D10.h"
namespace mozilla {
namespace layers {
class PaintedLayerD3D10 : public PaintedLayer,
public LayerD3D10
{
public:
PaintedLayerD3D10(LayerManagerD3D10 *aManager);
virtual ~PaintedLayerD3D10();
void Validate(ReadbackProcessor *aReadback);
/* PaintedLayer implementation */
void InvalidateRegion(const nsIntRegion& aRegion);
/* LayerD3D10 implementation */
virtual Layer* GetLayer();
virtual void RenderLayer();
virtual void Validate() { Validate(nullptr); }
virtual void LayerManagerDestroyed();
private:
/* Texture with our surface data */
nsRefPtr<ID3D10Texture2D> mTexture;
/* Shader resource view for our texture */
nsRefPtr<ID3D10ShaderResourceView> mSRView;
/* Texture for render-on-whitew when doing component alpha */
nsRefPtr<ID3D10Texture2D> mTextureOnWhite;
/* Shader resource view for our render-on-white texture */
nsRefPtr<ID3D10ShaderResourceView> mSRViewOnWhite;
/* Area of layer currently stored in texture(s) */
nsIntRect mTextureRect;
/* Last surface mode set in Validate() */
SurfaceMode mCurrentSurfaceMode;
/* Checks if our D2D surface has the right content type */
void VerifyContentType(SurfaceMode aMode);
mozilla::RefPtr<mozilla::gfx::DrawTarget> mDrawTarget;
/* Have a region of our layer drawn */
void DrawRegion(nsIntRegion &aRegion, SurfaceMode aMode);
/* Create a new texture */
void CreateNewTextures(const gfx::IntSize &aSize, SurfaceMode aMode);
// Fill textures with opaque black and white in the specified region.
void FillTexturesBlackWhite(const nsIntRegion& aRegion, const nsIntPoint& aOffset);
/* Copy a texture region */
void CopyRegion(ID3D10Texture2D* aSrc, const nsIntPoint &aSrcOffset,
ID3D10Texture2D* aDest, const nsIntPoint &aDestOffset,
const nsIntRegion &aCopyRegion, nsIntRegion* aValidRegion);
};
} /* layers */
} /* mozilla */
#endif /* GFX_PAINTEDLAYERD3D10_H */

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@ -1,33 +0,0 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 GFX_READBACKLAYERD3D10_H
#define GFX_READBACKLAYERD3D10_H
#include "LayerManagerD3D10.h"
#include "ReadbackLayer.h"
namespace mozilla {
namespace layers {
class ReadbackLayerD3D10 :
public ReadbackLayer,
public LayerD3D10
{
public:
ReadbackLayerD3D10(LayerManagerD3D10 *aManager)
: ReadbackLayer(aManager, nullptr),
LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
virtual Layer* GetLayer() { return this; }
virtual void RenderLayer() {}
};
} /* layers */
} /* mozilla */
#endif /* GFX_READBACKLAYERD3D10_H */

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@ -1,225 +0,0 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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 "ReadbackManagerD3D10.h"
#include "ReadbackProcessor.h"
#include "ReadbackLayer.h"
#include "nsIThread.h"
#include "nsThreadUtils.h"
#include "gfxImageSurface.h"
#include "gfxContext.h"
namespace mozilla {
namespace layers {
// Structure that contains the information required to execute a readback task,
// the only member accessed off the main thread here is mReadbackTexture. Since
// mLayer may be released only on the main thread this object should always be
// destroyed on the main thread!
struct ReadbackTask {
// The texture that we copied the contents of the paintedlayer to.
nsRefPtr<ID3D10Texture2D> mReadbackTexture;
// This exists purely to keep the ReadbackLayer alive for the lifetime of
// mUpdate. Note that this addref and release should occur -solely- on the
// main thread.
nsRefPtr<ReadbackLayer> mLayer;
ReadbackProcessor::Update mUpdate;
// The origin in PaintedLayer coordinates of mReadbackTexture.
gfxPoint mOrigin;
// mLayer->GetBackgroundOffset() when the task is created. We have
// to save this in the ReadbackTask because it might change before
// the update is delivered to the readback sink.
nsIntPoint mBackgroundOffset;
};
// This class is created and dispatched from the Readback thread but it must be
// destroyed by the main thread.
class ReadbackResultWriter MOZ_FINAL : public nsIRunnable
{
~ReadbackResultWriter() {}
NS_DECL_THREADSAFE_ISUPPORTS
public:
ReadbackResultWriter(ReadbackTask *aTask) : mTask(aTask) {}
NS_IMETHODIMP Run()
{
ReadbackProcessor::Update *update = &mTask->mUpdate;
if (!update->mLayer->GetSink()) {
// This can happen when a plugin is destroyed.
return NS_OK;
}
nsIntPoint offset = mTask->mBackgroundOffset;
D3D10_TEXTURE2D_DESC desc;
mTask->mReadbackTexture->GetDesc(&desc);
D3D10_MAPPED_TEXTURE2D mappedTex;
// We know this map will immediately succeed, as we've already mapped this
// copied data on our task thread.
HRESULT hr = mTask->mReadbackTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex);
if (FAILED(hr)) {
// If this fails we're never going to get our PaintedLayer content.
update->mLayer->GetSink()->SetUnknown(update->mSequenceCounter);
return NS_OK;
}
nsRefPtr<gfxImageSurface> sourceSurface =
new gfxImageSurface((unsigned char*)mappedTex.pData,
gfxIntSize(desc.Width, desc.Height),
mappedTex.RowPitch,
gfxImageFormat::RGB24);
nsRefPtr<gfxContext> ctx =
update->mLayer->GetSink()->BeginUpdate(update->mUpdateRect + offset,
update->mSequenceCounter);
if (ctx) {
ctx->SetMatrix(
ctx->CurrentMatrix().Translate(offset.x, offset.y));
ctx->SetSource(sourceSurface, gfxPoint(mTask->mOrigin.x,
mTask->mOrigin.y));
ctx->Paint();
update->mLayer->GetSink()->EndUpdate(ctx, update->mUpdateRect + offset);
}
mTask->mReadbackTexture->Unmap(0);
return NS_OK;
}
private:
nsAutoPtr<ReadbackTask> mTask;
};
NS_IMPL_ISUPPORTS(ReadbackResultWriter, nsIRunnable)
DWORD WINAPI StartTaskThread(void *aManager)
{
static_cast<ReadbackManagerD3D10*>(aManager)->ProcessTasks();
return 0;
}
ReadbackManagerD3D10::ReadbackManagerD3D10()
: mRefCnt(0)
{
::InitializeCriticalSection(&mTaskMutex);
mShutdownEvent = ::CreateEventA(nullptr, FALSE, FALSE, nullptr);
mTaskSemaphore = ::CreateSemaphoreA(nullptr, 0, 1000000, nullptr);
mTaskThread = ::CreateThread(nullptr, 0, StartTaskThread, this, 0, 0);
}
ReadbackManagerD3D10::~ReadbackManagerD3D10()
{
::SetEvent(mShutdownEvent);
// This shouldn't take longer than 5 seconds, if it does we're going to choose
// to leak the thread and its synchronisation in favor of crashing or freezing
DWORD result = ::WaitForSingleObject(mTaskThread, 5000);
if (result != WAIT_TIMEOUT) {
::DeleteCriticalSection(&mTaskMutex);
::CloseHandle(mShutdownEvent);
::CloseHandle(mTaskSemaphore);
::CloseHandle(mTaskThread);
} else {
NS_RUNTIMEABORT("ReadbackManager: Task thread did not shutdown in 5 seconds.");
}
}
void
ReadbackManagerD3D10::PostTask(ID3D10Texture2D *aTexture, void *aUpdate, const gfxPoint &aOrigin)
{
ReadbackTask *task = new ReadbackTask;
task->mReadbackTexture = aTexture;
task->mUpdate = *static_cast<ReadbackProcessor::Update*>(aUpdate);
task->mOrigin = aOrigin;
task->mLayer = task->mUpdate.mLayer;
task->mBackgroundOffset = task->mLayer->GetBackgroundLayerOffset();
::EnterCriticalSection(&mTaskMutex);
mPendingReadbackTasks.AppendElement(task);
::LeaveCriticalSection(&mTaskMutex);
::ReleaseSemaphore(mTaskSemaphore, 1, nullptr);
}
HRESULT
ReadbackManagerD3D10::QueryInterface(REFIID riid, void **ppvObject)
{
if (!ppvObject) {
return E_POINTER;
}
if (riid == IID_IUnknown) {
*ppvObject = this;
} else {
return E_NOINTERFACE;
}
return S_OK;
}
ULONG
ReadbackManagerD3D10::AddRef()
{
NS_ASSERTION(NS_IsMainThread(),
"ReadbackManagerD3D10 should only be refcounted on main thread.");
return ++mRefCnt;
}
ULONG
ReadbackManagerD3D10::Release()
{
NS_ASSERTION(NS_IsMainThread(),
"ReadbackManagerD3D10 should only be refcounted on main thread.");
ULONG newRefCnt = --mRefCnt;
if (!newRefCnt) {
mRefCnt++;
delete this;
}
return newRefCnt;
}
void
ReadbackManagerD3D10::ProcessTasks()
{
HANDLE handles[] = { mTaskSemaphore, mShutdownEvent };
while (true) {
DWORD result = ::WaitForMultipleObjects(2, handles, FALSE, INFINITE);
if (result != WAIT_OBJECT_0) {
return;
}
::EnterCriticalSection(&mTaskMutex);
if (mPendingReadbackTasks.Length() == 0) {
NS_RUNTIMEABORT("Trying to read from an empty array, bad bad bad");
}
ReadbackTask *nextReadbackTask = mPendingReadbackTasks[0].forget();
mPendingReadbackTasks.RemoveElementAt(0);
::LeaveCriticalSection(&mTaskMutex);
// We want to block here until the texture contents are available, the
// easiest thing is to simply map and unmap.
D3D10_MAPPED_TEXTURE2D mappedTex;
nextReadbackTask->mReadbackTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex);
nextReadbackTask->mReadbackTexture->Unmap(0);
// We can only send the update to the sink on the main thread, so post an
// event there to do so. Ownership of the task is passed from
// mPendingReadbackTasks to ReadbackResultWriter here.
nsCOMPtr<nsIThread> thread = do_GetMainThread();
thread->Dispatch(new ReadbackResultWriter(nextReadbackTask),
nsIEventTarget::DISPATCH_NORMAL);
}
}
}
}

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@ -1,75 +0,0 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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/. */
#ifndef GFX_READBACKMANAGERD3D10_H
#define GFX_READBACKMANAGERD3D10_H
#include <windows.h>
#include <d3d10_1.h>
#include "nsTArray.h"
#include "nsAutoPtr.h"
#include "gfxPoint.h"
namespace mozilla {
namespace layers {
DWORD WINAPI StartTaskThread(void *aManager);
struct ReadbackTask;
class ReadbackManagerD3D10 MOZ_FINAL : public IUnknown
{
public:
ReadbackManagerD3D10();
~ReadbackManagerD3D10();
/**
* Tell the readback manager to post a readback task.
*
* @param aTexture D3D10_USAGE_STAGING texture that will contain the data that
* was readback.
* @param aUpdate ReadbackProcessor::Update object. This is a void pointer
* since we cannot forward declare a nested class, and do not
* export ReadbackProcessor.h
* @param aOrigin Origin of the aTexture surface in the PaintedLayer
* coordinate system.
*/
void PostTask(ID3D10Texture2D *aTexture, void *aUpdate, const gfxPoint &aOrigin);
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid,
void **ppvObject);
virtual ULONG STDMETHODCALLTYPE AddRef(void);
virtual ULONG STDMETHODCALLTYPE Release(void);
private:
friend DWORD WINAPI StartTaskThread(void *aManager);
void ProcessTasks();
// The invariant maintained by |mTaskSemaphore| is that the readback thread
// will awaken from WaitForMultipleObjects() at least once per readback
// task enqueued by the main thread. Since the readback thread processes
// exactly one task per wakeup (with one exception), no tasks are lost. The
// exception is when the readback thread is shut down, which orphans the
// remaining tasks, on purpose.
HANDLE mTaskSemaphore;
// Event signaled when the task thread should shutdown
HANDLE mShutdownEvent;
// Handle to the task thread
HANDLE mTaskThread;
// FiFo list of readback tasks that are to be executed. Access is synchronized
// by mTaskMutex.
CRITICAL_SECTION mTaskMutex;
nsTArray<nsAutoPtr<ReadbackTask>> mPendingReadbackTasks;
ULONG mRefCnt;
};
}
}
#endif /* GFX_READBACKMANAGERD3D10_H */

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@ -1,5 +0,0 @@
# 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/.
fxc LayerManagerD3D10.fx -nologo -FhLayerManagerD3D10Effect.h -Tfx_4_0

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@ -13,10 +13,6 @@
#include "SurfaceTypes.h"
#include "mozilla/WidgetUtils.h"
#if defined(MOZ_ENABLE_D3D10_LAYER)
# include "mozilla/layers/ShadowLayerUtilsD3D10.h"
#endif
#if defined(XP_MACOSX)
#define MOZ_HAVE_PLATFORM_SPECIFIC_LAYER_BUFFERS
#endif

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@ -1,68 +0,0 @@
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: sw=2 ts=8 et :
*/
/* 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 <d3d10_1.h>
#include <dxgi.h>
#include "mozilla/gfx/Point.h"
#include "mozilla/layers/LayerManagerComposite.h"
#include "mozilla/layers/PLayerTransaction.h"
#include "ShadowLayers.h"
using namespace mozilla::gl;
namespace mozilla {
namespace layers {
/*static*/ void
ShadowLayerForwarder::PlatformSyncBeforeUpdate()
{
}
/*static*/ bool
LayerManagerComposite::SupportsDirectTexturing()
{
return true;
}
/*static*/ void
LayerManagerComposite::PlatformSyncBeforeReplyUpdate()
{
}
bool
GetDescriptor(ID3D10Texture2D* aTexture, SurfaceDescriptorD3D10* aDescr)
{
NS_ABORT_IF_FALSE(aTexture && aDescr, "Params must be nonnull");
HRESULT hr;
IDXGIResource* dr = nullptr;
hr = aTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&dr);
if (!SUCCEEDED(hr) || !dr)
return false;
hr = dr->GetSharedHandle(reinterpret_cast<HANDLE*>(&aDescr->handle()));
return !!SUCCEEDED(hr);
}
already_AddRefed<ID3D10Texture2D>
OpenForeign(ID3D10Device* aDevice, const SurfaceDescriptorD3D10& aDescr)
{
HRESULT hr;
ID3D10Texture2D* tex = nullptr;
hr = aDevice->OpenSharedResource(reinterpret_cast<HANDLE>(aDescr.handle()),
__uuidof(ID3D10Texture2D),
(void**)&tex);
if (!SUCCEEDED(hr) || !tex)
return nullptr;
return nsRefPtr<ID3D10Texture2D>(tex).forget();
}
} // namespace layers
} // namespace mozilla

View File

@ -1,34 +0,0 @@
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: sw=2 ts=8 et :
*/
/* 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_layers_ShadowLayerUtilsD3D10_h
#define mozilla_layers_ShadowLayerUtilsD3D10_h
#define MOZ_HAVE_PLATFORM_SPECIFIC_LAYER_BUFFERS
struct ID3D10Device;
struct ID3D10Texture2D;
namespace mozilla {
namespace layers {
class SurfaceDescriptorD3D10;
/**
* Write into |aDescr| a cross-process descriptor of |aTexture|, if
* possible. Return true iff |aDescr| was successfully set.
*/
bool
GetDescriptor(ID3D10Texture2D* aTexture, SurfaceDescriptorD3D10* aDescr);
already_AddRefed<ID3D10Texture2D>
OpenForeign(ID3D10Device* aDevice, const SurfaceDescriptorD3D10& aDescr);
} // namespace layers
} // namespace mozilla
#endif // mozilla_layers_ShadowLayerUtilsD3D10_h

View File

@ -66,26 +66,13 @@ if CONFIG['MOZ_WIDGET_TOOLKIT'] == 'windows':
'd3d9/Nv3DVUtils.cpp',
]
if CONFIG['MOZ_ENABLE_D3D10_LAYER']:
EXPORTS += [
'd3d10/LayerManagerD3D10.h',
'd3d10/ReadbackManagerD3D10.h',
]
EXPORTS.mozilla.layers += [
'd3d11/CompositorD3D11.h',
'd3d11/ReadbackManagerD3D11.h',
'd3d11/TextureD3D11.h',
'ipc/ShadowLayerUtilsD3D10.h',
]
UNIFIED_SOURCES += [
'd3d10/CanvasLayerD3D10.cpp',
'd3d10/ColorLayerD3D10.cpp',
'd3d10/ContainerLayerD3D10.cpp',
'd3d10/ImageLayerD3D10.cpp',
'd3d10/LayerManagerD3D10.cpp',
'd3d10/PaintedLayerD3D10.cpp',
'd3d10/ReadbackManagerD3D10.cpp',
'd3d11/TextureD3D11.cpp',
'ipc/ShadowLayerUtilsD3D10.cpp',
]
SOURCES += [
'd3d11/CompositorD3D11.cpp',