/* -*- 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 "DeviceManagerD3D9.h" #include "LayerManagerD3D9Shaders.h" #include "ThebesLayerD3D9.h" #include "nsIServiceManager.h" #include "nsIConsoleService.h" #include "nsPrintfCString.h" #include "Nv3DVUtils.h" #include "plstr.h" #include #include "gfxPlatform.h" namespace mozilla { namespace layers { const LPCWSTR kClassName = L"D3D9WindowClass"; #define USE_D3D9EX typedef IDirect3D9* (WINAPI*Direct3DCreate9Func)( UINT SDKVersion ); typedef HRESULT (WINAPI*Direct3DCreate9ExFunc)( UINT SDKVersion, IDirect3D9Ex **ppD3D ); struct vertex { float x, y; }; SwapChainD3D9::SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager) : mDeviceManager(aDeviceManager) , mWnd(0) { mDeviceManager->mSwapChains.AppendElement(this); } SwapChainD3D9::~SwapChainD3D9() { mDeviceManager->mSwapChains.RemoveElement(this); } bool SwapChainD3D9::Init(HWND hWnd) { RECT r; ::GetClientRect(hWnd, &r); mWnd = hWnd; D3DPRESENT_PARAMETERS pp; memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS)); pp.BackBufferFormat = D3DFMT_A8R8G8B8; pp.SwapEffect = D3DSWAPEFFECT_COPY; pp.Windowed = TRUE; pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; pp.hDeviceWindow = mWnd; if (r.left == r.right || r.top == r.bottom) { pp.BackBufferHeight = 1; pp.BackBufferWidth = 1; } HRESULT hr = mDeviceManager->device()-> CreateAdditionalSwapChain(&pp, getter_AddRefs(mSwapChain)); if (FAILED(hr)) { NS_WARNING("Failed to create swap chain for window."); return false; } return true; } already_AddRefed SwapChainD3D9::GetBackBuffer() { nsRefPtr backBuffer; mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, getter_AddRefs(backBuffer)); return backBuffer.forget(); } bool SwapChainD3D9::PrepareForRendering() { RECT r; if (!::GetClientRect(mWnd, &r)) { return false; } if (!mDeviceManager->VerifyReadyForRendering()) { return false; } if (!mSwapChain) { Init(mWnd); } if (mSwapChain) { nsRefPtr backBuffer = GetBackBuffer(); D3DSURFACE_DESC desc; backBuffer->GetDesc(&desc); if (desc.Width == r.right - r.left && desc.Height == r.bottom - r.top) { mDeviceManager->device()->SetRenderTarget(0, backBuffer); return true; } mSwapChain = nullptr; Init(mWnd); if (!mSwapChain) { return false; } backBuffer = GetBackBuffer(); mDeviceManager->device()->SetRenderTarget(0, backBuffer); return true; } return false; } void SwapChainD3D9::Present(const nsIntRect &aRect) { RECT r; r.left = aRect.x; r.top = aRect.y; r.right = aRect.XMost(); r.bottom = aRect.YMost(); mSwapChain->Present(&r, &r, 0, 0, 0); } void SwapChainD3D9::Present() { mSwapChain->Present(NULL, NULL, 0, 0, 0); } void SwapChainD3D9::Reset() { mSwapChain = nullptr; } #define HAS_CAP(a, b) (((a) & (b)) == (b)) #define LACKS_CAP(a, b) !(((a) & (b)) == (b)) uint32_t DeviceManagerD3D9::sMaskQuadRegister = 11; DeviceManagerD3D9::DeviceManagerD3D9() : mDeviceResetCount(0) , mMaxTextureSize(0) , mTextureAddressingMode(D3DTADDRESS_CLAMP) , mHasDynamicTextures(false) , mDeviceWasRemoved(false) { } DeviceManagerD3D9::~DeviceManagerD3D9() { LayerManagerD3D9::OnDeviceManagerDestroy(this); } bool DeviceManagerD3D9::Init() { WNDCLASSW wc; HRESULT hr; if (!GetClassInfoW(GetModuleHandle(nullptr), kClassName, &wc)) { ZeroMemory(&wc, sizeof(WNDCLASSW)); wc.hInstance = GetModuleHandle(nullptr); wc.lpfnWndProc = ::DefWindowProc; wc.lpszClassName = kClassName; if (!RegisterClassW(&wc)) { NS_WARNING("Failed to register window class for DeviceManager."); return false; } } mFocusWnd = ::CreateWindowW(kClassName, L"D3D9Window", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, GetModuleHandle(nullptr), nullptr); if (!mFocusWnd) { NS_WARNING("Failed to create DeviceManagerD3D9 Window."); return false; } /* 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(); } HMODULE d3d9 = LoadLibraryW(L"d3d9.dll"); Direct3DCreate9Func d3d9Create = (Direct3DCreate9Func) GetProcAddress(d3d9, "Direct3DCreate9"); Direct3DCreate9ExFunc d3d9CreateEx = (Direct3DCreate9ExFunc) GetProcAddress(d3d9, "Direct3DCreate9Ex"); #ifdef USE_D3D9EX if (d3d9CreateEx) { hr = d3d9CreateEx(D3D_SDK_VERSION, getter_AddRefs(mD3D9Ex)); if (SUCCEEDED(hr)) { mD3D9 = mD3D9Ex; } } #endif if (!mD3D9) { if (!d3d9Create) { return false; } mD3D9 = dont_AddRef(d3d9Create(D3D_SDK_VERSION)); if (!mD3D9) { return false; } } D3DADAPTER_IDENTIFIER9 ident; hr = mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &ident); if (FAILED(hr)) { return false; } D3DPRESENT_PARAMETERS pp; memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS)); pp.BackBufferWidth = 1; pp.BackBufferHeight = 1; pp.BackBufferFormat = D3DFMT_A8R8G8B8; pp.SwapEffect = D3DSWAPEFFECT_DISCARD; pp.Windowed = TRUE; pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; pp.hDeviceWindow = mFocusWnd; if (mD3D9Ex) { hr = mD3D9Ex->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, mFocusWnd, D3DCREATE_FPU_PRESERVE | D3DCREATE_MULTITHREADED | D3DCREATE_MIXED_VERTEXPROCESSING, &pp, nullptr, getter_AddRefs(mDeviceEx)); if (SUCCEEDED(hr)) { mDevice = mDeviceEx; } D3DCAPS9 caps; if (mDeviceEx && mDeviceEx->GetDeviceCaps(&caps)) { if (LACKS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) { // XXX - Should we actually hit this we'll need a CanvasLayer that // supports static D3DPOOL_DEFAULT textures. NS_WARNING("D3D9Ex device not used because of lack of support for \ dynamic textures. This is unexpected."); mDevice = nullptr; mDeviceEx = nullptr; } } } if (!mDevice) { hr = mD3D9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, mFocusWnd, D3DCREATE_FPU_PRESERVE | D3DCREATE_MULTITHREADED | D3DCREATE_MIXED_VERTEXPROCESSING, &pp, getter_AddRefs(mDevice)); if (FAILED(hr)) { NS_WARNING("Failed to create Device for DeviceManagerD3D9."); return false; } } if (!VerifyCaps()) { return false; } /* Grab the associated HMONITOR so that we can find out * if it changed later */ D3DDEVICE_CREATION_PARAMETERS parameters; if (FAILED(mDevice->GetCreationParameters(¶meters))) return false; mDeviceMonitor = mD3D9->GetAdapterMonitor(parameters.AdapterOrdinal); /* * Do some post device creation setup */ if (mNv3DVUtils) { IUnknown* devUnknown = nullptr; if (mDevice) { mDevice->QueryInterface(IID_IUnknown, (void **)&devUnknown); } mNv3DVUtils->SetDeviceInfo(devUnknown); } hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVS, getter_AddRefs(mLayerVS)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPS, getter_AddRefs(mRGBPS)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPS, getter_AddRefs(mRGBAPS)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPS, getter_AddRefs(mComponentPass1PS)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPS, getter_AddRefs(mComponentPass2PS)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPS, getter_AddRefs(mYCbCrPS)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPS, getter_AddRefs(mSolidColorPS)); if (FAILED(hr)) { return false; } hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask, getter_AddRefs(mLayerVSMask)); if (FAILED(hr)) { return false; } hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask3D, getter_AddRefs(mLayerVSMask3D)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPSMask, getter_AddRefs(mRGBPSMask)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask, getter_AddRefs(mRGBAPSMask)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask3D, getter_AddRefs(mRGBAPSMask3D)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPSMask, getter_AddRefs(mComponentPass1PSMask)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPSMask, getter_AddRefs(mComponentPass2PSMask)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPSMask, getter_AddRefs(mYCbCrPSMask)); if (FAILED(hr)) { return false; } hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPSMask, getter_AddRefs(mSolidColorPSMask)); if (FAILED(hr)) { return false; } if (!CreateVertexBuffer()) { return false; } hr = mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex)); if (FAILED(hr)) { return false; } D3DVERTEXELEMENT9 elements[] = { { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END() }; mDevice->CreateVertexDeclaration(elements, getter_AddRefs(mVD)); nsCOMPtr console(do_GetService(NS_CONSOLESERVICE_CONTRACTID)); D3DADAPTER_IDENTIFIER9 identifier; mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier); if (console) { nsString msg; msg += NS_LITERAL_STRING("Direct3D 9 DeviceManager Initialized Successfully.\nDriver: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)identifier.Driver)); msg += NS_LITERAL_STRING("\nDescription: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)identifier.Description)); msg += NS_LITERAL_STRING("\nVersion: "); msg += NS_ConvertUTF8toUTF16( nsPrintfCString("%d.%d.%d.%d", HIWORD(identifier.DriverVersion.HighPart), LOWORD(identifier.DriverVersion.HighPart), HIWORD(identifier.DriverVersion.LowPart), LOWORD(identifier.DriverVersion.LowPart))); console->LogStringMessage(msg.get()); } return true; } void DeviceManagerD3D9::SetupRenderState() { mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex)); mDevice->SetVertexDeclaration(mVD); mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); mDevice->SetRenderState(D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD); mDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); mDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); mDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); mDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); mDevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); mDevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); mDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, mTextureAddressingMode); mDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, mTextureAddressingMode); mDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, mTextureAddressingMode); mDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, mTextureAddressingMode); mDevice->SetSamplerState(2, D3DSAMP_ADDRESSU, mTextureAddressingMode); mDevice->SetSamplerState(2, D3DSAMP_ADDRESSV, mTextureAddressingMode); } already_AddRefed DeviceManagerD3D9::CreateSwapChain(HWND hWnd) { nsRefPtr swapChain = new SwapChainD3D9(this); // See bug 604647. This line means that if we create a window while the // device is lost LayerManager initialization will fail, this window // will be permanently unaccelerated. This should be a rare situation // though and the need for a low-risk fix for this bug outweighs the // downside. if (!VerifyReadyForRendering()) { return nullptr; } if (!swapChain->Init(hWnd)) { return nullptr; } return swapChain.forget(); } /* * Finds a texture for the mask layer and sets it as an * input to the shaders. * Returns true if a texture is loaded, false if * a texture for the mask layer could not be loaded. */ bool LoadMaskTexture(Layer* aMask, IDirect3DDevice9* aDevice, uint32_t aMaskTexRegister) { gfxIntSize size; nsRefPtr texture = static_cast(aMask->ImplData())->GetAsTexture(&size); if (!texture) { return false; } gfxMatrix maskTransform; bool maskIs2D = aMask->GetEffectiveTransform().CanDraw2D(&maskTransform); NS_ASSERTION(maskIs2D, "How did we end up with a 3D transform here?!"); gfxRect bounds = gfxRect(gfxPoint(), size); bounds = maskTransform.TransformBounds(bounds); aDevice->SetVertexShaderConstantF(DeviceManagerD3D9::sMaskQuadRegister, ShaderConstantRect((float)bounds.x, (float)bounds.y, (float)bounds.width, (float)bounds.height), 1); aDevice->SetTexture(aMaskTexRegister, texture); return true; } uint32_t DeviceManagerD3D9::SetShaderMode(ShaderMode aMode, MaskType aMaskType) { if (aMaskType == MaskNone) { switch (aMode) { case RGBLAYER: mDevice->SetVertexShader(mLayerVS); mDevice->SetPixelShader(mRGBPS); break; case RGBALAYER: mDevice->SetVertexShader(mLayerVS); mDevice->SetPixelShader(mRGBAPS); break; case COMPONENTLAYERPASS1: mDevice->SetVertexShader(mLayerVS); mDevice->SetPixelShader(mComponentPass1PS); break; case COMPONENTLAYERPASS2: mDevice->SetVertexShader(mLayerVS); mDevice->SetPixelShader(mComponentPass2PS); break; case YCBCRLAYER: mDevice->SetVertexShader(mLayerVS); mDevice->SetPixelShader(mYCbCrPS); break; case SOLIDCOLORLAYER: mDevice->SetVertexShader(mLayerVS); mDevice->SetPixelShader(mSolidColorPS); break; } return 0; } uint32_t maskTexRegister; switch (aMode) { case RGBLAYER: mDevice->SetVertexShader(mLayerVSMask); mDevice->SetPixelShader(mRGBPSMask); maskTexRegister = 1; break; case RGBALAYER: if (aMaskType == Mask2d) { mDevice->SetVertexShader(mLayerVSMask); mDevice->SetPixelShader(mRGBAPSMask); } else { mDevice->SetVertexShader(mLayerVSMask3D); mDevice->SetPixelShader(mRGBAPSMask3D); } maskTexRegister = 1; break; case COMPONENTLAYERPASS1: mDevice->SetVertexShader(mLayerVSMask); mDevice->SetPixelShader(mComponentPass1PSMask); maskTexRegister = 2; break; case COMPONENTLAYERPASS2: mDevice->SetVertexShader(mLayerVSMask); mDevice->SetPixelShader(mComponentPass2PSMask); maskTexRegister = 2; break; case YCBCRLAYER: mDevice->SetVertexShader(mLayerVSMask); mDevice->SetPixelShader(mYCbCrPSMask); maskTexRegister = 3; break; case SOLIDCOLORLAYER: mDevice->SetVertexShader(mLayerVSMask); mDevice->SetPixelShader(mSolidColorPSMask); maskTexRegister = 0; break; } return maskTexRegister; } void DeviceManagerD3D9::SetShaderMode(ShaderMode aMode, Layer* aMask, bool aIs2D) { MaskType maskType = MaskNone; if (aMask) { maskType = aIs2D ? Mask2d : Mask3d; } uint32_t maskTexRegister = SetShaderMode(aMode, maskType); if (aMask) { // register allocations are taken from LayerManagerD3D9Shaders.h after // the shaders are compiled (genshaders.sh) if (!LoadMaskTexture(aMask, mDevice, maskTexRegister)) { // if we can't load the mask, fall back to unmasked rendering NS_WARNING("Could not load texture for mask layer."); SetShaderMode(aMode, MaskNone); } } } bool DeviceManagerD3D9::VerifyReadyForRendering() { HRESULT hr = mDevice->TestCooperativeLevel(); if (SUCCEEDED(hr)) { if (IsD3D9Ex()) { hr = mDeviceEx->CheckDeviceState(mFocusWnd); if (FAILED(hr)) { mDeviceWasRemoved = true; LayerManagerD3D9::OnDeviceManagerDestroy(this); ++mDeviceResetCount; return false; } } return true; } for(unsigned int i = 0; i < mLayersWithResources.Length(); i++) { mLayersWithResources[i]->CleanResources(); } for(unsigned int i = 0; i < mSwapChains.Length(); i++) { mSwapChains[i]->Reset(); } mVB = nullptr; D3DPRESENT_PARAMETERS pp; memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS)); pp.BackBufferWidth = 1; pp.BackBufferHeight = 1; pp.BackBufferFormat = D3DFMT_A8R8G8B8; pp.SwapEffect = D3DSWAPEFFECT_DISCARD; pp.Windowed = TRUE; pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; pp.hDeviceWindow = mFocusWnd; hr = mDevice->Reset(&pp); ++mDeviceResetCount; if (hr == D3DERR_DEVICELOST) { /* It is not unusual for Reset to return DEVICELOST * we're supposed to continue trying until we get * DEVICENOTRESET and then Reset is supposed to succeed. * Unfortunately, it seems like when we dock or undock * DEVICELOST happens and we never get DEVICENOTRESET. */ HMONITOR hMonitorWindow; hMonitorWindow = MonitorFromWindow(mFocusWnd, MONITOR_DEFAULTTOPRIMARY); if (hMonitorWindow == mDeviceMonitor) { /* The monitor has not changed. So, let's assume that the * DEVICENOTRESET will be comming. */ /* jrmuizel: I'm not sure how to trigger this case. Usually, we get * DEVICENOTRESET right away and Reset() succeeds without going through a * set of DEVICELOSTs. This is presumeably because we don't call * VerifyReadyForRendering when we don't have any reason to paint. * Hopefully comparing HMONITORs is not overly aggressive. */ return false; } /* otherwise fall through and recreate the device */ } if (FAILED(hr) || !CreateVertexBuffer()) { mDeviceWasRemoved = true; LayerManagerD3D9::OnDeviceManagerDestroy(this); return false; } return true; } bool DeviceManagerD3D9::VerifyCaps() { D3DCAPS9 caps; HRESULT hr = mDevice->GetDeviceCaps(&caps); if (FAILED(hr)) { return false; } if (LACKS_CAP(caps.DevCaps, D3DDEVCAPS_TEXTUREVIDEOMEMORY)) { return false; } if (LACKS_CAP(caps.PrimitiveMiscCaps, D3DPMISCCAPS_CULLNONE)) { return false; } if (LACKS_CAP(caps.SrcBlendCaps, D3DPBLENDCAPS_ONE) || LACKS_CAP(caps.SrcBlendCaps, D3DBLEND_SRCALPHA) || LACKS_CAP(caps.DestBlendCaps, D3DPBLENDCAPS_INVSRCALPHA)) { return false; } if (LACKS_CAP(caps.RasterCaps, D3DPRASTERCAPS_SCISSORTEST)) { return false; } if (LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_ALPHA) || HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_SQUAREONLY) || (HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_POW2) && LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL))) { return false; } if (LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MAGFLINEAR) || LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MINFLINEAR)) { return false; } if (LACKS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_CLAMP)) { return false; } if (caps.MaxTextureHeight < 4096 || caps.MaxTextureWidth < 4096) { return false; } mMaxTextureSize = std::min(caps.MaxTextureHeight, caps.MaxTextureWidth); if ((caps.PixelShaderVersion & 0xffff) < 0x200 || (caps.VertexShaderVersion & 0xffff) < 0x200) { return false; } if (HAS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) { mHasDynamicTextures = true; } if (HAS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_WRAP) && LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) { mTextureAddressingMode = D3DTADDRESS_WRAP; } else { gfxPlatform::DisableBufferRotation(); } return true; } bool DeviceManagerD3D9::CreateVertexBuffer() { HRESULT hr; hr = mDevice->CreateVertexBuffer(sizeof(vertex) * 4, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, getter_AddRefs(mVB), nullptr); if (FAILED(hr)) { return false; } vertex *vertices; hr = mVB->Lock(0, 0, (void**)&vertices, 0); if (FAILED(hr)) { return false; } vertices[0].x = vertices[0].y = 0; vertices[1].x = 1; vertices[1].y = 0; vertices[2].x = 0; vertices[2].y = 1; vertices[3].x = 1; vertices[3].y = 1; mVB->Unlock(); return true; } } /* namespace layers */ } /* namespace mozilla */