/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef GFX_LAYERMANAGERD3D9_H #define GFX_LAYERMANAGERD3D9_H #include "Layers.h" #include #include #include "gfxContext.h" #include "nsIWidget.h" #include "DeviceManagerD3D9.h" namespace mozilla { namespace layers { class LayerD3D9; class ThebesLayerD3D9; /** * 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 ShaderConstantRect { float mX, mY, mWidth, mHeight; // Provide all the commonly used argument types to prevent all the local // casts in the code. ShaderConstantRect(float aX, float aY, float aWidth, float aHeight) : mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight) { } ShaderConstantRect(PRInt32 aX, PRInt32 aY, PRInt32 aWidth, PRInt32 aHeight) : mX((float)aX), mY((float)aY) , mWidth((float)aWidth), mHeight((float)aHeight) { } ShaderConstantRect(PRInt32 aX, PRInt32 aY, float aWidth, float aHeight) : mX((float)aX), mY((float)aY), mWidth(aWidth), mHeight(aHeight) { } // For easy passing to SetVertexShaderConstantF. operator float* () { return &mX; } }; /* * This is the LayerManager used for Direct3D 9. For now this will render on * the main thread. */ class THEBES_API LayerManagerD3D9 : public LayerManager { public: LayerManagerD3D9(nsIWidget *aWidget); virtual ~LayerManagerD3D9(); /* * 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. */ PRBool Initialize(); /* * Sets the clipping region for this layer manager. This is important on * windows because using OGL we no longer have GDI's native clipping. Therefor * widget must tell us what part of the screen is being invalidated, * and we should clip to this. * * \param aClippingRegion Region to clip to. Setting an empty region * will disable clipping. */ void SetClippingRegion(const nsIntRegion& aClippingRegion); /* * LayerManager implementation. */ virtual void Destroy(); virtual void BeginTransaction(); virtual void BeginTransactionWithTarget(gfxContext* aTarget); void EndConstruction(); virtual bool EndEmptyTransaction(); struct CallbackInfo { DrawThebesLayerCallback Callback; void *CallbackData; }; virtual void EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData); const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; } void SetRoot(Layer* aLayer); virtual already_AddRefed CreateThebesLayer(); virtual already_AddRefed CreateContainerLayer(); virtual already_AddRefed CreateImageLayer(); virtual already_AddRefed CreateColorLayer(); virtual already_AddRefed CreateCanvasLayer(); virtual already_AddRefed CreateReadbackLayer(); virtual already_AddRefed CreateImageContainer(); virtual LayersBackend GetBackendType() { return LAYERS_D3D9; } virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 9"); } bool DeviceWasRemoved() { return deviceManager()->DeviceWasRemoved(); } /* * Helper methods. */ void SetClippingEnabled(PRBool aEnabled); void SetShaderMode(DeviceManagerD3D9::ShaderMode aMode) { mDeviceManager->SetShaderMode(aMode); } IDirect3DDevice9 *device() const { return mDeviceManager->device(); } DeviceManagerD3D9 *deviceManager() const { return mDeviceManager; } /** * Return pointer to the Nv3DVUtils instance. Re-direct to mDeviceManager. */ Nv3DVUtils *GetNv3DVUtils() { return mDeviceManager ? mDeviceManager->GetNv3DVUtils() : NULL; } static void OnDeviceManagerDestroy(DeviceManagerD3D9 *aDeviceManager) { if(aDeviceManager == mDefaultDeviceManager) mDefaultDeviceManager = nsnull; } #ifdef MOZ_LAYERS_HAVE_LOG virtual const char* Name() const { return "D3D9"; } #endif // MOZ_LAYERS_HAVE_LOG void ReportFailure(const nsACString &aMsg, HRESULT aCode); private: /* Default device manager instance */ static DeviceManagerD3D9 *mDefaultDeviceManager; /* Device manager instance for this layer manager */ nsRefPtr mDeviceManager; /* Swap chain associated with this layer manager */ nsRefPtr mSwapChain; /* Widget associated with this layer manager */ nsIWidget *mWidget; /* * Context target, NULL when drawing directly to our swap chain. */ nsRefPtr mTarget; /* Callback info for current transaction */ CallbackInfo mCurrentCallbackInfo; /* * Region we're clipping our current drawing to. */ nsIntRegion mClippingRegion; /* * Device reset count at last paint. Whenever this changes, we need to * do a full layer tree update. */ PRUint32 mDeviceResetCount; /* * Render the current layer tree to the active target. */ void Render(); /* * Setup the pipeline. */ void SetupPipeline(); /* * Copies the content of our backbuffer to the set transaction target. */ void PaintToTarget(); }; /* * General information and tree management for OGL layers. */ class LayerD3D9 { public: LayerD3D9(LayerManagerD3D9 *aManager); virtual LayerD3D9 *GetFirstChildD3D9() { return nsnull; } void SetFirstChild(LayerD3D9 *aParent); virtual Layer* GetLayer() = 0; virtual void RenderLayer() = 0; /** /* This function may be used on device resets to clear all VRAM resources * that a layer might be using. */ virtual void CleanResources() {} IDirect3DDevice9 *device() const { return mD3DManager->device(); } /* Called by the layer manager when it's destroyed */ virtual void LayerManagerDestroyed() {} void ReportFailure(const nsACString &aMsg, HRESULT aCode) { return mD3DManager->ReportFailure(aMsg, aCode); } void SetShaderTransformAndOpacity() { Layer* layer = GetLayer(); const gfx3DMatrix& transform = layer->GetEffectiveTransform(); device()->SetVertexShaderConstantF(CBmLayerTransform, &transform._11, 4); float opacity[4]; /* * We always upload a 4 component float, but the shader will use only the * first component since it's declared as a 'float'. */ opacity[0] = layer->GetEffectiveOpacity(); device()->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1); } protected: LayerManagerD3D9 *mD3DManager; }; } /* layers */ } /* mozilla */ #endif /* GFX_LAYERMANAGERD3D9_H */