/* -*- 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 #include #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 { DrawThebesLayerCallback Callback; void *CallbackData; }; virtual void EndTransaction(DrawThebesLayerCallback 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 CreateThebesLayer(); virtual already_AddRefed CreateContainerLayer(); virtual already_AddRefed CreateImageLayer(); virtual already_AddRefed CreateColorLayer(); virtual already_AddRefed CreateCanvasLayer(); virtual already_AddRefed CreateReadbackLayer(); virtual TemporaryRef CreateOptimalDrawTarget(const IntSize &aSize, SurfaceFormat aSurfaceFormat); virtual TemporaryRef CreateOptimalMaskDrawTarget(const IntSize &aSize); virtual TemporaryRef 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 mDevice; nsRefPtr mEffect; nsRefPtr mInputLayout; nsRefPtr mVertexBuffer; nsRefPtr mReadbackManager; nsRefPtr mRTView; nsRefPtr mSwapChain; nsIWidget *mWidget; bool mDisableSequenceForNextFrame; CallbackInfo mCurrentCallbackInfo; nsIntSize mViewport; /* Nv3DVUtils instance */ nsAutoPtr mNv3DVUtils; /* * Context target, nullptr when drawing directly to our swap chain. */ nsRefPtr 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 GetAsTexture(gfx::IntSize* aSize) { return nullptr; } void SetEffectTransformAndOpacity() { Layer* layer = GetLayer(); const gfx::Matrix4x4& transform = layer->GetEffectiveTransform(); void* raw = &const_cast(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 */