/* -*- 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 MOZILLA_GFX_COMPOSITORD3D9_H #define MOZILLA_GFX_COMPOSITORD3D9_H #include "mozilla/gfx/2D.h" #include "gfx2DGlue.h" #include "mozilla/layers/Compositor.h" #include "mozilla/layers/TextureD3D9.h" #include "DeviceManagerD3D9.h" class nsWidget; namespace mozilla { namespace layers { class CompositorD3D9 : public Compositor { public: CompositorD3D9(PCompositorParent* aParent, nsIWidget *aWidget); ~CompositorD3D9(); virtual bool Initialize() MOZ_OVERRIDE; virtual void Destroy() MOZ_OVERRIDE {} virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() MOZ_OVERRIDE; virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) MOZ_OVERRIDE; virtual int32_t GetMaxTextureSize() const MOZ_FINAL; virtual void SetTargetContext(gfx::DrawTarget *aTarget) MOZ_OVERRIDE { mTarget = aTarget; } virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) MOZ_OVERRIDE {} virtual TemporaryRef CreateRenderTarget(const gfx::IntRect &aRect, SurfaceInitMode aInit) MOZ_OVERRIDE; virtual TemporaryRef CreateRenderTargetFromSource(const gfx::IntRect &aRect, const CompositingRenderTarget *aSource, const gfx::IntPoint &aSourcePoint) MOZ_OVERRIDE; virtual void SetRenderTarget(CompositingRenderTarget *aSurface); virtual CompositingRenderTarget* GetCurrentRenderTarget() const MOZ_OVERRIDE { return mCurrentRT; } virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) MOZ_OVERRIDE {} virtual void ClearRect(const gfx::Rect& aRect) MOZ_OVERRIDE; virtual void DrawQuad(const gfx::Rect &aRect, const gfx::Rect &aClipRect, const EffectChain &aEffectChain, gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform) MOZ_OVERRIDE; virtual void BeginFrame(const nsIntRegion& aInvalidRegion, const gfx::Rect *aClipRectIn, const gfx::Matrix& aTransform, const gfx::Rect& aRenderBounds, gfx::Rect *aClipRectOut = nullptr, gfx::Rect *aRenderBoundsOut = nullptr) MOZ_OVERRIDE; virtual void EndFrame() MOZ_OVERRIDE; virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) MOZ_OVERRIDE {} virtual void AbortFrame() MOZ_OVERRIDE {} virtual void PrepareViewport(const gfx::IntSize& aSize, const gfx::Matrix& aWorldTransform) MOZ_OVERRIDE; virtual bool SupportsPartialTextureUpdate() MOZ_OVERRIDE{ return true; } #ifdef MOZ_DUMP_PAINTING virtual const char* Name() const MOZ_OVERRIDE { return "Direct3D9"; } #endif virtual LayersBackend GetBackendType() const MOZ_OVERRIDE { return LayersBackend::LAYERS_D3D9; } virtual nsIWidget* GetWidget() const MOZ_OVERRIDE { return mWidget; } IDirect3DDevice9* device() const { return mDeviceManager ? mDeviceManager->device() : nullptr; } /** * Returns true if the Compositor is ready to go. * D3D9 devices can be awkward and there is a bunch of logic around * resetting/recreating devices and swap chains. That is handled by this method. * If we don't have a device and swap chain ready for rendering, we will return * false and if necessary destroy the device and/or swap chain. We will also * schedule another composite so we get another go at rendering, thus we shouldn't * miss a composite due to re-creating a device. */ virtual bool Ready() MOZ_OVERRIDE; /** * Declare an offset to use when rendering layers. This will be ignored when * rendering to a target instead of the screen. */ virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) MOZ_OVERRIDE { if (aOffset.x || aOffset.y) { NS_RUNTIMEABORT("SetScreenRenderOffset not supported by CompositorD3D9."); } // If the offset is 0, 0 that's okay. } virtual TemporaryRef CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) MOZ_OVERRIDE; private: // ensure mSize is up to date with respect to mWidget void EnsureSize(); void SetSamplerForFilter(gfx::Filter aFilter); void PaintToTarget(); void SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture); /** * Ensure we have a swap chain and it is ready for rendering. * Requires mDeviceManger to be non-null. * Returns true if we have a working swap chain; false otherwise. * If we cannot create or validate the swap chain due to a bad device manager, * then the device will be destroyed and set mDeviceManager to null. We will * schedule another composite if it is a good idea to try again or we need to * recreate the device. */ bool EnsureSwapChain(); /** * DeviceManagerD3D9 keeps a count of the number of times its device is * reset or recreated. We keep a parallel count (mDeviceResetCount). It * is possible that we miss a reset if it is 'caused' by another * compositor (for another window). In which case we need to invalidate * everything and render it all. This method checks the reset counts * match and if not invalidates everything (a long comment on that in * the cpp file). */ void CheckResetCount(); void ReportFailure(const nsACString &aMsg, HRESULT aCode); virtual gfx::IntSize GetWidgetSize() const MOZ_OVERRIDE { return gfx::ToIntSize(mSize); } /* Device manager instance for this compositor */ nsRefPtr mDeviceManager; /* Swap chain associated with this compositor */ nsRefPtr mSwapChain; /* Widget associated with this layer manager */ nsIWidget *mWidget; /* * Context target, nullptr when drawing directly to our swap chain. */ RefPtr mTarget; RefPtr mDefaultRT; RefPtr mCurrentRT; nsIntSize mSize; uint32_t mDeviceResetCount; }; } } #endif