mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
758 lines
24 KiB
C++
758 lines
24 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "CompositorD3D9.h"
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#include "LayerManagerD3D9Shaders.h"
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#include "gfxWindowsPlatform.h"
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#include "nsIWidget.h"
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#include "mozilla/layers/ImageHost.h"
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#include "mozilla/layers/ContentHost.h"
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#include "mozilla/layers/Effects.h"
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#include "nsWindowsHelpers.h"
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#include "Nv3DVUtils.h"
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#include "gfxFailure.h"
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#include "mozilla/layers/PCompositorParent.h"
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#include "mozilla/layers/LayerManagerComposite.h"
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#include "gfxPrefs.h"
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namespace mozilla {
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namespace layers {
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using namespace mozilla::gfx;
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CompositorD3D9::CompositorD3D9(PCompositorParent* aParent, nsIWidget *aWidget)
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: Compositor(aParent)
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, mWidget(aWidget)
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, mDeviceResetCount(0)
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{
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Compositor::SetBackend(LayersBackend::LAYERS_D3D9);
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}
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CompositorD3D9::~CompositorD3D9()
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{
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mSwapChain = nullptr;
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mDeviceManager = nullptr;
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}
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bool
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CompositorD3D9::Initialize()
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{
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if (!gfxPlatform::CanUseDirect3D9()) {
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NS_WARNING("Direct3D 9-accelerated layers are not supported on this system.");
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return false;
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}
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mDeviceManager = gfxWindowsPlatform::GetPlatform()->GetD3D9DeviceManager();
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if (!mDeviceManager) {
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return false;
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}
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mSwapChain = mDeviceManager->
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CreateSwapChain((HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW));
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if (!mSwapChain) {
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return false;
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}
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return true;
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}
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TextureFactoryIdentifier
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CompositorD3D9::GetTextureFactoryIdentifier()
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{
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TextureFactoryIdentifier ident;
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ident.mMaxTextureSize = GetMaxTextureSize();
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ident.mParentBackend = LayersBackend::LAYERS_D3D9;
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ident.mParentProcessId = XRE_GetProcessType();
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return ident;
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}
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bool
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CompositorD3D9::CanUseCanvasLayerForSize(const IntSize &aSize)
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{
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int32_t maxTextureSize = GetMaxTextureSize();
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if (aSize.width > maxTextureSize || aSize.height > maxTextureSize) {
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return false;
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}
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return true;
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}
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int32_t
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CompositorD3D9::GetMaxTextureSize() const
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{
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return mDeviceManager ? mDeviceManager->GetMaxTextureSize() : INT32_MAX;
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}
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TemporaryRef<DataTextureSource>
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CompositorD3D9::CreateDataTextureSource(TextureFlags aFlags)
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{
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return new DataTextureSourceD3D9(SurfaceFormat::UNKNOWN, this, aFlags);
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}
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TemporaryRef<CompositingRenderTarget>
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CompositorD3D9::CreateRenderTarget(const gfx::IntRect &aRect,
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SurfaceInitMode aInit)
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{
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if (!mDeviceManager) {
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return nullptr;
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}
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RefPtr<IDirect3DTexture9> texture;
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HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
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D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, byRef(texture),
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nullptr);
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if (FAILED(hr)) {
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ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTarget: Failed to create texture"),
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hr);
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return nullptr;
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}
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RefPtr<CompositingRenderTargetD3D9> rt =
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new CompositingRenderTargetD3D9(texture, aInit, aRect);
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return rt;
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}
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TemporaryRef<CompositingRenderTarget>
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CompositorD3D9::CreateRenderTargetFromSource(const gfx::IntRect &aRect,
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const CompositingRenderTarget *aSource,
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const gfx::IntPoint &aSourcePoint)
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{
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if (!mDeviceManager) {
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return nullptr;
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}
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RefPtr<IDirect3DTexture9> texture;
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HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
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D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, byRef(texture),
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nullptr);
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if (FAILED(hr)) {
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ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to create texture"),
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hr);
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return nullptr;
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}
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if (aSource) {
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nsRefPtr<IDirect3DSurface9> sourceSurface =
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static_cast<const CompositingRenderTargetD3D9*>(aSource)->GetD3D9Surface();
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nsRefPtr<IDirect3DSurface9> destSurface;
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hr = texture->GetSurfaceLevel(0, getter_AddRefs(destSurface));
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if (FAILED(hr)) {
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NS_WARNING("Failed to get texture surface level for dest.");
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}
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if (sourceSurface && destSurface) {
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RECT sourceRect;
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sourceRect.left = aSourcePoint.x;
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sourceRect.right = aSourcePoint.x + aRect.width;
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sourceRect.top = aSourcePoint.y;
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sourceRect.bottom = aSourcePoint.y + aRect.height;
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RECT destRect;
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destRect.left = 0;
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destRect.right = aRect.width;
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destRect.top = 0;
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destRect.bottom = aRect.height;
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// copy the source to the dest
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hr = device()->StretchRect(sourceSurface,
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&sourceRect,
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destSurface,
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&destRect,
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D3DTEXF_NONE);
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if (FAILED(hr)) {
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ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to update texture"),
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hr);
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}
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}
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}
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RefPtr<CompositingRenderTargetD3D9> rt =
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new CompositingRenderTargetD3D9(texture,
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INIT_MODE_NONE,
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aRect);
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return rt;
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}
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void
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CompositorD3D9::SetRenderTarget(CompositingRenderTarget *aRenderTarget)
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{
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MOZ_ASSERT(aRenderTarget && mDeviceManager);
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RefPtr<CompositingRenderTargetD3D9> oldRT = mCurrentRT;
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mCurrentRT = static_cast<CompositingRenderTargetD3D9*>(aRenderTarget);
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mCurrentRT->BindRenderTarget(device());
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PrepareViewport(mCurrentRT->GetSize(), Matrix());
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}
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static DeviceManagerD3D9::ShaderMode
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ShaderModeForEffectType(EffectTypes aEffectType, gfx::SurfaceFormat aFormat)
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{
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switch (aEffectType) {
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case EffectTypes::SOLID_COLOR:
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return DeviceManagerD3D9::SOLIDCOLORLAYER;
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case EffectTypes::RENDER_TARGET:
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return DeviceManagerD3D9::RGBALAYER;
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case EffectTypes::RGB:
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if (aFormat == SurfaceFormat::B8G8R8A8 || aFormat == SurfaceFormat::R8G8B8A8)
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return DeviceManagerD3D9::RGBALAYER;
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return DeviceManagerD3D9::RGBLAYER;
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case EffectTypes::YCBCR:
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return DeviceManagerD3D9::YCBCRLAYER;
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}
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MOZ_CRASH("Bad effect type");
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}
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void
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CompositorD3D9::ClearRect(const gfx::Rect& aRect)
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{
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D3DRECT rect;
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rect.x1 = aRect.X();
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rect.y1 = aRect.Y();
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rect.x2 = aRect.XMost();
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rect.y2 = aRect.YMost();
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device()->Clear(1, &rect, D3DCLEAR_TARGET,
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0x00000000, 0, 0);
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}
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void
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CompositorD3D9::DrawQuad(const gfx::Rect &aRect,
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const gfx::Rect &aClipRect,
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const EffectChain &aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4 &aTransform)
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{
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if (!mDeviceManager) {
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return;
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}
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IDirect3DDevice9* d3d9Device = device();
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MOZ_ASSERT(d3d9Device, "We should be able to get a device now");
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MOZ_ASSERT(mCurrentRT, "No render target");
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d3d9Device->SetVertexShaderConstantF(CBmLayerTransform, &aTransform._11, 4);
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IntPoint origin = mCurrentRT->GetOrigin();
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float renderTargetOffset[] = { origin.x, origin.y, 0, 0 };
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d3d9Device->SetVertexShaderConstantF(CBvRenderTargetOffset,
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renderTargetOffset,
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1);
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d3d9Device->SetVertexShaderConstantF(CBvLayerQuad,
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ShaderConstantRect(aRect.x,
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aRect.y,
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aRect.width,
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aRect.height),
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1);
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bool target = false;
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if (aEffectChain.mPrimaryEffect->mType != EffectTypes::SOLID_COLOR) {
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float opacity[4];
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/*
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* We always upload a 4 component float, but the shader will use only the
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* first component since it's declared as a 'float'.
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*/
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opacity[0] = aOpacity;
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d3d9Device->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
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}
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bool isPremultiplied = true;
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MaskType maskType = MaskType::MaskNone;
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if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
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if (aTransform.Is2D()) {
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maskType = MaskType::Mask2d;
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} else {
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maskType = MaskType::Mask3d;
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}
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}
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RECT scissor;
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scissor.left = aClipRect.x;
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scissor.right = aClipRect.XMost();
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scissor.top = aClipRect.y;
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scissor.bottom = aClipRect.YMost();
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d3d9Device->SetScissorRect(&scissor);
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uint32_t maskTexture = 0;
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switch (aEffectChain.mPrimaryEffect->mType) {
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case EffectTypes::SOLID_COLOR:
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{
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// output color is premultiplied, so we need to adjust all channels.
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Color layerColor =
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static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
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float color[4];
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color[0] = layerColor.r * layerColor.a * aOpacity;
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color[1] = layerColor.g * layerColor.a * aOpacity;
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color[2] = layerColor.b * layerColor.a * aOpacity;
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color[3] = layerColor.a * aOpacity;
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d3d9Device->SetPixelShaderConstantF(CBvColor, color, 1);
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maskTexture = mDeviceManager
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->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER, maskType);
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}
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break;
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case EffectTypes::RENDER_TARGET:
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case EffectTypes::RGB:
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{
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TexturedEffect* texturedEffect =
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static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
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Rect textureCoords = texturedEffect->mTextureCoords;
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d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
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ShaderConstantRect(
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textureCoords.x,
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textureCoords.y,
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textureCoords.width,
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textureCoords.height),
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1);
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SetSamplerForFilter(texturedEffect->mFilter);
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TextureSourceD3D9* source = texturedEffect->mTexture->AsSourceD3D9();
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d3d9Device->SetTexture(0, source->GetD3D9Texture());
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maskTexture = mDeviceManager
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->SetShaderMode(ShaderModeForEffectType(aEffectChain.mPrimaryEffect->mType,
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texturedEffect->mTexture->GetFormat()),
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maskType);
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isPremultiplied = texturedEffect->mPremultiplied;
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}
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break;
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case EffectTypes::YCBCR:
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{
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EffectYCbCr* ycbcrEffect =
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static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
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SetSamplerForFilter(Filter::LINEAR);
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Rect textureCoords = ycbcrEffect->mTextureCoords;
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d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
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ShaderConstantRect(
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textureCoords.x,
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textureCoords.y,
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textureCoords.width,
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textureCoords.height),
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1);
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const int Y = 0, Cb = 1, Cr = 2;
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TextureSource* source = ycbcrEffect->mTexture;
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if (!source) {
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NS_WARNING("No texture to composite");
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return;
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}
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if (!source->GetSubSource(Y) || !source->GetSubSource(Cb) || !source->GetSubSource(Cr)) {
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// This can happen if we failed to upload the textures, most likely
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// because of unsupported dimensions (we don't tile YCbCr textures).
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return;
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}
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TextureSourceD3D9* sourceY = source->GetSubSource(Y)->AsSourceD3D9();
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TextureSourceD3D9* sourceCb = source->GetSubSource(Cb)->AsSourceD3D9();
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TextureSourceD3D9* sourceCr = source->GetSubSource(Cr)->AsSourceD3D9();
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MOZ_ASSERT(sourceY->GetD3D9Texture());
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MOZ_ASSERT(sourceCb->GetD3D9Texture());
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MOZ_ASSERT(sourceCr->GetD3D9Texture());
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/*
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* Send 3d control data and metadata
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*/
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if (mDeviceManager->GetNv3DVUtils()) {
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Nv_Stereo_Mode mode;
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switch (source->AsSourceD3D9()->GetStereoMode()) {
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case StereoMode::LEFT_RIGHT:
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mode = NV_STEREO_MODE_LEFT_RIGHT;
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break;
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case StereoMode::RIGHT_LEFT:
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mode = NV_STEREO_MODE_RIGHT_LEFT;
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break;
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case StereoMode::BOTTOM_TOP:
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mode = NV_STEREO_MODE_BOTTOM_TOP;
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break;
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case StereoMode::TOP_BOTTOM:
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mode = NV_STEREO_MODE_TOP_BOTTOM;
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break;
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case StereoMode::MONO:
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mode = NV_STEREO_MODE_MONO;
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break;
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}
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// Send control data even in mono case so driver knows to leave stereo mode.
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mDeviceManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);
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if (source->AsSourceD3D9()->GetStereoMode() != StereoMode::MONO) {
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mDeviceManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);
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nsRefPtr<IDirect3DSurface9> renderTarget;
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d3d9Device->GetRenderTarget(0, getter_AddRefs(renderTarget));
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mDeviceManager->GetNv3DVUtils()->SendNv3DVMetaData((unsigned int)aRect.width,
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(unsigned int)aRect.height,
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(HANDLE)(sourceY->GetD3D9Texture()),
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(HANDLE)(renderTarget));
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}
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}
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// Linear scaling is default here, adhering to mFilter is difficult since
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// presumably even with point filtering we'll still want chroma upsampling
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// to be linear. In the current approach we can't.
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device()->SetTexture(Y, sourceY->GetD3D9Texture());
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device()->SetTexture(Cb, sourceCb->GetD3D9Texture());
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device()->SetTexture(Cr, sourceCr->GetD3D9Texture());
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maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::YCBCRLAYER, maskType);
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}
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break;
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case EffectTypes::COMPONENT_ALPHA:
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{
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MOZ_ASSERT(gfxPrefs::ComponentAlphaEnabled());
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EffectComponentAlpha* effectComponentAlpha =
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static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get());
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TextureSourceD3D9* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceD3D9();
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TextureSourceD3D9* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceD3D9();
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Rect textureCoords = effectComponentAlpha->mTextureCoords;
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d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
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ShaderConstantRect(
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textureCoords.x,
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textureCoords.y,
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textureCoords.width,
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textureCoords.height),
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1);
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SetSamplerForFilter(effectComponentAlpha->mFilter);
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maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1, maskType);
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SetMask(aEffectChain, maskTexture);
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d3d9Device->SetTexture(0, sourceOnBlack->GetD3D9Texture());
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d3d9Device->SetTexture(1, sourceOnWhite->GetD3D9Texture());
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d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
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d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
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d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2, maskType);
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SetMask(aEffectChain, maskTexture);
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d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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// Restore defaults
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d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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d3d9Device->SetTexture(1, nullptr);
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}
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return;
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default:
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NS_WARNING("Unknown shader type");
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return;
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}
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SetMask(aEffectChain, maskTexture);
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if (!isPremultiplied) {
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d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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}
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HRESULT hr = d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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if (!isPremultiplied) {
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d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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}
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}
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void
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CompositorD3D9::SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture)
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{
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EffectMask *maskEffect =
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static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get());
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if (!maskEffect) {
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return;
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}
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TextureSourceD3D9 *source = maskEffect->mMaskTexture->AsSourceD3D9();
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MOZ_ASSERT(aMaskTexture >= 0);
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device()->SetTexture(aMaskTexture, source->GetD3D9Texture());
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|
|
const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform;
|
|
NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!");
|
|
Rect bounds = Rect(Point(), Size(maskEffect->mSize));
|
|
bounds = maskTransform.As2D().TransformBounds(bounds);
|
|
|
|
device()->SetVertexShaderConstantF(DeviceManagerD3D9::sMaskQuadRegister,
|
|
ShaderConstantRect(bounds.x,
|
|
bounds.y,
|
|
bounds.width,
|
|
bounds.height),
|
|
1);
|
|
}
|
|
|
|
/**
|
|
* In the next few methods we call |mParent->SendInvalidateAll()| - that has
|
|
* a few uses - if our device or swap chain is not ready, it causes us to try
|
|
* to render again, that means we keep trying to get a good device and swap
|
|
* chain and don't block the main thread (which we would if we kept trying in
|
|
* a busy loop because this is likely to happen in a sync transaction).
|
|
* If we had to recreate our device, then we have new textures and we
|
|
* need to reupload everything (not just what is currently invalid) from the
|
|
* client side. That means we need to invalidate everything on the client.
|
|
* If we just reset and didn't need to recreate, then we don't need to reupload
|
|
* our textures, but we do need to redraw the whole window, which means we still
|
|
* need to invalidate everything.
|
|
* Currently we probably do this complete invalidation too much. But it is better
|
|
* to do that than to miss an invalidation which would result in a black layer
|
|
* (or multiple layers) until the user moves the mouse. The unnecessary invalidtion
|
|
* only happens when the device is reset, so that should be pretty rare and when
|
|
* other things are happening so the user does not expect super performance.
|
|
*/
|
|
|
|
bool
|
|
CompositorD3D9::EnsureSwapChain()
|
|
{
|
|
MOZ_ASSERT(mDeviceManager, "Don't call EnsureSwapChain without a device manager");
|
|
|
|
if (!mSwapChain) {
|
|
mSwapChain = mDeviceManager->
|
|
CreateSwapChain((HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW));
|
|
// We could not create a swap chain, return false
|
|
if (!mSwapChain) {
|
|
// Check the state of the device too
|
|
DeviceManagerState state = mDeviceManager->VerifyReadyForRendering();
|
|
if (state == DeviceMustRecreate) {
|
|
mDeviceManager = nullptr;
|
|
}
|
|
mParent->SendInvalidateAll();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// We have a swap chain, lets initialise it
|
|
DeviceManagerState state = mSwapChain->PrepareForRendering();
|
|
if (state == DeviceOK) {
|
|
return true;
|
|
}
|
|
// Swap chain could not be initialised, handle the failure
|
|
if (state == DeviceMustRecreate) {
|
|
mDeviceManager = nullptr;
|
|
mSwapChain = nullptr;
|
|
}
|
|
mParent->SendInvalidateAll();
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CompositorD3D9::CheckResetCount()
|
|
{
|
|
if (mDeviceResetCount != mDeviceManager->GetDeviceResetCount()) {
|
|
mParent->SendInvalidateAll();
|
|
}
|
|
mDeviceResetCount = mDeviceManager->GetDeviceResetCount();
|
|
}
|
|
|
|
bool
|
|
CompositorD3D9::Ready()
|
|
{
|
|
if (mDeviceManager) {
|
|
if (EnsureSwapChain()) {
|
|
// We don't need to call VerifyReadyForRendering because that is
|
|
// called by mSwapChain->PrepareForRendering() via EnsureSwapChain().
|
|
|
|
CheckResetCount();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
NS_ASSERTION(!mCurrentRT && !mDefaultRT,
|
|
"Shouldn't have any render targets around, they must be released before our device");
|
|
mSwapChain = nullptr;
|
|
|
|
mDeviceManager = gfxWindowsPlatform::GetPlatform()->GetD3D9DeviceManager();
|
|
if (!mDeviceManager) {
|
|
mParent->SendInvalidateAll();
|
|
return false;
|
|
}
|
|
if (EnsureSwapChain()) {
|
|
CheckResetCount();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CompositorD3D9::BeginFrame(const nsIntRegion& aInvalidRegion,
|
|
const Rect *aClipRectIn,
|
|
const gfx::Matrix& aTransform,
|
|
const Rect& aRenderBounds,
|
|
Rect *aClipRectOut,
|
|
Rect *aRenderBoundsOut)
|
|
{
|
|
MOZ_ASSERT(mDeviceManager && mSwapChain);
|
|
|
|
mDeviceManager->SetupRenderState();
|
|
|
|
EnsureSize();
|
|
|
|
device()->Clear(0, nullptr, D3DCLEAR_TARGET, 0x00000000, 0, 0);
|
|
device()->BeginScene();
|
|
|
|
if (aClipRectOut) {
|
|
*aClipRectOut = Rect(0, 0, mSize.width, mSize.height);
|
|
}
|
|
if (aRenderBoundsOut) {
|
|
*aRenderBoundsOut = Rect(0, 0, mSize.width, mSize.height);
|
|
}
|
|
|
|
RECT r;
|
|
if (aClipRectIn) {
|
|
r.left = (LONG)aClipRectIn->x;
|
|
r.top = (LONG)aClipRectIn->y;
|
|
r.right = (LONG)(aClipRectIn->x + aClipRectIn->width);
|
|
r.bottom = (LONG)(aClipRectIn->y + aClipRectIn->height);
|
|
} else {
|
|
r.left = r.top = 0;
|
|
r.right = mSize.width;
|
|
r.bottom = mSize.height;
|
|
}
|
|
device()->SetScissorRect(&r);
|
|
|
|
nsRefPtr<IDirect3DSurface9> backBuffer = mSwapChain->GetBackBuffer();
|
|
mDefaultRT = new CompositingRenderTargetD3D9(backBuffer,
|
|
INIT_MODE_CLEAR,
|
|
IntRect(0, 0, mSize.width, mSize.height));
|
|
SetRenderTarget(mDefaultRT);
|
|
}
|
|
|
|
void
|
|
CompositorD3D9::EndFrame()
|
|
{
|
|
if (mDeviceManager) {
|
|
device()->EndScene();
|
|
|
|
nsIntSize oldSize = mSize;
|
|
EnsureSize();
|
|
if (oldSize == mSize) {
|
|
if (mTarget) {
|
|
PaintToTarget();
|
|
} else {
|
|
mSwapChain->Present();
|
|
}
|
|
}
|
|
}
|
|
|
|
mCurrentRT = nullptr;
|
|
mDefaultRT = nullptr;
|
|
}
|
|
|
|
void
|
|
CompositorD3D9::PrepareViewport(const gfx::IntSize& aSize,
|
|
const Matrix &aWorldTransform)
|
|
{
|
|
Matrix4x4 viewMatrix;
|
|
/*
|
|
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
|
|
* <1.0, -1.0> bottomright)
|
|
*/
|
|
viewMatrix._11 = 2.0f / aSize.width;
|
|
viewMatrix._22 = -2.0f / aSize.height;
|
|
viewMatrix._41 = -1.0f;
|
|
viewMatrix._42 = 1.0f;
|
|
|
|
viewMatrix = Matrix4x4::From2D(aWorldTransform) * viewMatrix;
|
|
|
|
HRESULT hr = device()->SetVertexShaderConstantF(CBmProjection, &viewMatrix._11, 4);
|
|
|
|
if (FAILED(hr)) {
|
|
NS_WARNING("Failed to set projection matrix");
|
|
}
|
|
}
|
|
|
|
void
|
|
CompositorD3D9::EnsureSize()
|
|
{
|
|
nsIntRect rect;
|
|
mWidget->GetClientBounds(rect);
|
|
|
|
mSize = rect.Size();
|
|
}
|
|
|
|
void
|
|
CompositorD3D9::SetSamplerForFilter(Filter aFilter)
|
|
{
|
|
switch (aFilter) {
|
|
case Filter::LINEAR:
|
|
device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
|
device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
|
return;
|
|
case Filter::POINT:
|
|
device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
|
|
device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
return;
|
|
default:
|
|
device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
|
device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
|
}
|
|
}
|
|
|
|
void
|
|
CompositorD3D9::PaintToTarget()
|
|
{
|
|
if (!mDeviceManager) {
|
|
return;
|
|
}
|
|
|
|
nsRefPtr<IDirect3DSurface9> backBuff;
|
|
nsRefPtr<IDirect3DSurface9> destSurf;
|
|
device()->GetRenderTarget(0, getter_AddRefs(backBuff));
|
|
|
|
D3DSURFACE_DESC desc;
|
|
backBuff->GetDesc(&desc);
|
|
|
|
device()->CreateOffscreenPlainSurface(desc.Width, desc.Height,
|
|
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM,
|
|
getter_AddRefs(destSurf), nullptr);
|
|
|
|
device()->GetRenderTargetData(backBuff, destSurf);
|
|
|
|
D3DLOCKED_RECT rect;
|
|
destSurf->LockRect(&rect, nullptr, D3DLOCK_READONLY);
|
|
RefPtr<DataSourceSurface> sourceSurface =
|
|
Factory::CreateWrappingDataSourceSurface((uint8_t*)rect.pBits,
|
|
rect.Pitch,
|
|
IntSize(desc.Width, desc.Height),
|
|
SurfaceFormat::B8G8R8A8);
|
|
mTarget->CopySurface(sourceSurface,
|
|
IntRect(0, 0, desc.Width, desc.Height),
|
|
IntPoint(-mTargetBounds.x, -mTargetBounds.y));
|
|
mTarget->Flush();
|
|
destSurf->UnlockRect();
|
|
}
|
|
|
|
void
|
|
CompositorD3D9::ReportFailure(const nsACString &aMsg, HRESULT aCode)
|
|
{
|
|
// We could choose to abort here when hr == E_OUTOFMEMORY.
|
|
nsCString msg;
|
|
msg.Append(aMsg);
|
|
msg.AppendLiteral(" Error code: ");
|
|
msg.AppendInt(uint32_t(aCode));
|
|
NS_WARNING(msg.BeginReading());
|
|
|
|
gfx::LogFailure(msg);
|
|
}
|
|
|
|
}
|
|
}
|