/* -*- 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_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(int32_t aX, int32_t aY, int32_t aWidth, int32_t aHeight) : mX((float)aX), mY((float)aY) , mWidth((float)aWidth), mHeight((float)aHeight) { } ShaderConstantRect(int32_t aX, int32_t 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. */ bool Initialize(bool force = false); /* * 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(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; } void SetRoot(Layer* aLayer); virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize) { if (!mDeviceManager) return false; int32_t maxSize = mDeviceManager->GetMaxTextureSize(); return aSize <= gfxIntSize(maxSize, maxSize); } virtual int32_t GetMaxTextureSize() const { return mDeviceManager->GetMaxTextureSize(); } 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 LayersBackend GetBackendType() { return LAYERS_D3D9; } virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 9"); } bool DeviceWasRemoved() { return deviceManager()->DeviceWasRemoved(); } /* * Helper methods. */ void SetClippingEnabled(bool aEnabled); void SetShaderMode(DeviceManagerD3D9::ShaderMode aMode, Layer* aMask, bool aIs2D = true) { mDeviceManager->SetShaderMode(aMode, aMask, aIs2D); } 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 = nullptr; } #ifdef MOZ_LAYERS_HAVE_LOG virtual const char* Name() const { return "D3D9"; } #endif // MOZ_LAYERS_HAVE_LOG void ReportFailure(const nsACString &aMsg, HRESULT aCode); bool CompositingDisabled() { return mCompositingDisabled; } void SetCompositingDisabled(bool aCompositingDisabled) { mCompositingDisabled = aCompositingDisabled; } 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. */ uint32_t mDeviceResetCount; /* * True if we should only be drawing layer contents, not * compositing them to the target. */ bool mCompositingDisabled; /* * 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 nullptr; } 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); } /* * Returns 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 and a texture is successfully returned, aSize will * contain the size of the texture. */ virtual already_AddRefed GetAsTexture(gfxIntSize* aSize) { return nullptr; } protected: LayerManagerD3D9 *mD3DManager; }; /* * RAII helper for locking D3D9 textures. */ class LockTextureRectD3D9 { public: LockTextureRectD3D9(IDirect3DTexture9* aTexture) : mTexture(aTexture) { mLockResult = mTexture->LockRect(0, &mR, NULL, 0); } ~LockTextureRectD3D9() { mTexture->UnlockRect(0); } bool HasLock() { return SUCCEEDED(mLockResult); } D3DLOCKED_RECT GetLockRect() { return mR; } private: LockTextureRectD3D9 (const LockTextureRectD3D9&); LockTextureRectD3D9& operator= (const LockTextureRectD3D9&); IDirect3DTexture9* mTexture; D3DLOCKED_RECT mR; HRESULT mLockResult; }; } /* layers */ } /* mozilla */ #endif /* GFX_LAYERMANAGERD3D9_H */