mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
895 lines
26 KiB
C++
895 lines
26 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 <algorithm>
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#include "LayerManagerD3D10.h"
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#include "LayerManagerD3D10Effect.h"
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#include "gfxWindowsPlatform.h"
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#include "gfx2DGlue.h"
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#include "gfxD2DSurface.h"
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#include "gfxFailure.h"
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#include "cairo-win32.h"
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#include "dxgi.h"
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#include "ContainerLayerD3D10.h"
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#include "ThebesLayerD3D10.h"
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#include "ColorLayerD3D10.h"
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#include "CanvasLayerD3D10.h"
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#include "ReadbackLayerD3D10.h"
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#include "ImageLayerD3D10.h"
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#include "mozilla/layers/PLayerChild.h"
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#include "mozilla/WidgetUtils.h"
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#include "../d3d9/Nv3DVUtils.h"
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#include "gfxCrashReporterUtils.h"
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#include "nsWindowsHelpers.h"
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#ifdef MOZ_METRO
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#include "DXGI1_2.h"
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#endif
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using namespace std;
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using namespace mozilla::dom;
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace layers {
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struct Vertex
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{
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float position[2];
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};
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// {592BF306-0EED-4F76-9D03-A0846450F472}
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static const GUID sDeviceAttachments =
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{ 0x592bf306, 0xeed, 0x4f76, { 0x9d, 0x3, 0xa0, 0x84, 0x64, 0x50, 0xf4, 0x72 } };
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// {716AEDB1-C9C3-4B4D-8332-6F65D44AF6A8}
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static const GUID sLayerManagerCount =
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{ 0x716aedb1, 0xc9c3, 0x4b4d, { 0x83, 0x32, 0x6f, 0x65, 0xd4, 0x4a, 0xf6, 0xa8 } };
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LayerManagerD3D10::LayerManagerD3D10(nsIWidget *aWidget)
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: mWidget(aWidget)
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, mDisableSequenceForNextFrame(false)
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{
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}
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struct DeviceAttachments
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{
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nsRefPtr<ID3D10Effect> mEffect;
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nsRefPtr<ID3D10InputLayout> mInputLayout;
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nsRefPtr<ID3D10Buffer> mVertexBuffer;
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nsRefPtr<ReadbackManagerD3D10> mReadbackManager;
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};
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LayerManagerD3D10::~LayerManagerD3D10()
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{
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if (mDevice) {
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int referenceCount = 0;
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UINT size = sizeof(referenceCount);
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HRESULT hr = mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount);
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NS_ASSERTION(SUCCEEDED(hr), "Reference count not found on device.");
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referenceCount--;
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mDevice->SetPrivateData(sLayerManagerCount, sizeof(referenceCount), &referenceCount);
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if (!referenceCount) {
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DeviceAttachments *attachments;
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size = sizeof(attachments);
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mDevice->GetPrivateData(sDeviceAttachments, &size, &attachments);
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// No LayerManagers left for this device. Clear out interfaces stored which
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// hold a reference to the device.
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mDevice->SetPrivateData(sDeviceAttachments, 0, nullptr);
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delete attachments;
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}
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}
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Destroy();
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}
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static inline void
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SetHRESULT(HRESULT* aHresultPtr, HRESULT aHresult)
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{
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if (aHresultPtr) {
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*aHresultPtr = aHresult;
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}
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}
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bool
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LayerManagerD3D10::Initialize(bool force, HRESULT* aHresultPtr)
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{
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ScopedGfxFeatureReporter reporter("D3D10 Layers", force);
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HRESULT hr = E_UNEXPECTED;
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/* Create an Nv3DVUtils instance */
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if (!mNv3DVUtils) {
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mNv3DVUtils = new Nv3DVUtils();
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if (!mNv3DVUtils) {
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NS_WARNING("Could not create a new instance of Nv3DVUtils.\n");
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}
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}
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/* Initialize the Nv3DVUtils object */
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if (mNv3DVUtils) {
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mNv3DVUtils->Initialize();
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}
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mDevice = gfxWindowsPlatform::GetPlatform()->GetD3D10Device();
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if (!mDevice) {
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SetHRESULT(aHresultPtr, hr);
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return false;
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}
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/*
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* Do some post device creation setup
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*/
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if (mNv3DVUtils) {
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IUnknown* devUnknown = nullptr;
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if (mDevice) {
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mDevice->QueryInterface(IID_IUnknown, (void **)&devUnknown);
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}
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mNv3DVUtils->SetDeviceInfo(devUnknown);
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}
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int referenceCount = 0;
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UINT size = sizeof(referenceCount);
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// If this isn't there yet it'll fail, count will remain 0, which is correct.
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mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount);
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referenceCount++;
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mDevice->SetPrivateData(sLayerManagerCount, sizeof(referenceCount), &referenceCount);
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DeviceAttachments *attachments;
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size = sizeof(DeviceAttachments*);
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if (FAILED(mDevice->GetPrivateData(sDeviceAttachments, &size, &attachments))) {
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attachments = new DeviceAttachments;
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mDevice->SetPrivateData(sDeviceAttachments, sizeof(attachments), &attachments);
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SetLastError(0);
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decltype(D3D10CreateEffectFromMemory)* createEffect =
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(decltype(D3D10CreateEffectFromMemory)*)
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GetProcAddress(LoadLibraryA("d3d10_1.dll"), "D3D10CreateEffectFromMemory");
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if (!createEffect) {
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SetHRESULT(aHresultPtr, HRESULT_FROM_WIN32(GetLastError()));
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return false;
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}
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hr = createEffect((void*)g_main,
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sizeof(g_main),
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D3D10_EFFECT_SINGLE_THREADED,
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mDevice,
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nullptr,
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getter_AddRefs(mEffect));
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if (FAILED(hr)) {
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SetHRESULT(aHresultPtr, hr);
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return false;
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}
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attachments->mEffect = mEffect;
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D3D10_INPUT_ELEMENT_DESC layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
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};
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D3D10_PASS_DESC passDesc;
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mEffect->GetTechniqueByName("RenderRGBLayerPremul")->GetPassByIndex(0)->
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GetDesc(&passDesc);
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hr = mDevice->CreateInputLayout(layout,
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sizeof(layout) / sizeof(D3D10_INPUT_ELEMENT_DESC),
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passDesc.pIAInputSignature,
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passDesc.IAInputSignatureSize,
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getter_AddRefs(mInputLayout));
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if (FAILED(hr)) {
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SetHRESULT(aHresultPtr, hr);
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return false;
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}
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attachments->mInputLayout = mInputLayout;
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Vertex vertices[] = { {0.0, 0.0}, {1.0, 0.0}, {0.0, 1.0}, {1.0, 1.0} };
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CD3D10_BUFFER_DESC bufferDesc(sizeof(vertices), D3D10_BIND_VERTEX_BUFFER);
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D3D10_SUBRESOURCE_DATA data;
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data.pSysMem = (void*)vertices;
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hr = mDevice->CreateBuffer(&bufferDesc, &data, getter_AddRefs(mVertexBuffer));
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if (FAILED(hr)) {
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SetHRESULT(aHresultPtr, hr);
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return false;
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}
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attachments->mVertexBuffer = mVertexBuffer;
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} else {
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mEffect = attachments->mEffect;
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mVertexBuffer = attachments->mVertexBuffer;
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mInputLayout = attachments->mInputLayout;
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}
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nsRefPtr<IDXGIDevice> dxgiDevice;
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nsRefPtr<IDXGIAdapter> dxgiAdapter;
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mDevice->QueryInterface(dxgiDevice.StartAssignment());
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dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter));
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#ifdef MOZ_METRO
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if (IsRunningInWindowsMetro()) {
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nsRefPtr<IDXGIFactory2> dxgiFactory;
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dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
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nsIntRect rect;
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mWidget->GetClientBounds(rect);
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DXGI_SWAP_CHAIN_DESC1 swapDesc = { 0 };
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// Automatically detect the width and the height from the winrt CoreWindow
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swapDesc.Width = rect.width;
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swapDesc.Height = rect.height;
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// This is the most common swapchain format
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swapDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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swapDesc.Stereo = false;
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// Don't use multi-sampling
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swapDesc.SampleDesc.Count = 1;
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swapDesc.SampleDesc.Quality = 0;
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swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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// Use double buffering to enable flip
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swapDesc.BufferCount = 2;
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swapDesc.Scaling = DXGI_SCALING_NONE;
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// All Metro style apps must use this SwapEffect
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swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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swapDesc.Flags = 0;
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/**
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* Create a swap chain, this swap chain will contain the backbuffer for
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* the window we draw to. The front buffer is the full screen front
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* buffer.
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*/
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nsRefPtr<IDXGISwapChain1> swapChain1;
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hr = dxgiFactory->CreateSwapChainForCoreWindow(
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dxgiDevice, (IUnknown *)mWidget->GetNativeData(NS_NATIVE_ICOREWINDOW),
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&swapDesc, nullptr, getter_AddRefs(swapChain1));
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if (FAILED(hr)) {
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SetHRESULT(aHresultPtr, hr);
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return false;
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}
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mSwapChain = swapChain1;
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} else
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#endif
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{
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nsRefPtr<IDXGIFactory> dxgiFactory;
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dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
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DXGI_SWAP_CHAIN_DESC swapDesc;
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::ZeroMemory(&swapDesc, sizeof(swapDesc));
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swapDesc.BufferDesc.Width = 0;
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swapDesc.BufferDesc.Height = 0;
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swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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swapDesc.BufferDesc.RefreshRate.Numerator = 60;
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swapDesc.BufferDesc.RefreshRate.Denominator = 1;
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swapDesc.SampleDesc.Count = 1;
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swapDesc.SampleDesc.Quality = 0;
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swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapDesc.BufferCount = 1;
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swapDesc.OutputWindow = (HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW);
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swapDesc.Windowed = TRUE;
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// We don't really need this flag, however it seems on some NVidia hardware
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// smaller area windows do not present properly without this flag. This flag
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// should have no negative consequences by itself. See bug 613790. This flag
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// is broken on optimus devices. As a temporary solution we don't set it
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// there, the only way of reliably detecting we're on optimus is looking for
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// the DLL. See Bug 623807.
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if (gfxWindowsPlatform::IsOptimus()) {
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swapDesc.Flags = 0;
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} else {
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swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE;
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}
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/**
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* Create a swap chain, this swap chain will contain the backbuffer for
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* the window we draw to. The front buffer is the full screen front
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* buffer.
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*/
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hr = dxgiFactory->CreateSwapChain(dxgiDevice, &swapDesc, getter_AddRefs(mSwapChain));
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if (FAILED(hr)) {
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return false;
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}
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// We need this because we don't want DXGI to respond to Alt+Enter.
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dxgiFactory->MakeWindowAssociation(swapDesc.OutputWindow, DXGI_MWA_NO_WINDOW_CHANGES);
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}
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reporter.SetSuccessful();
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return true;
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}
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void
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LayerManagerD3D10::Destroy()
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{
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if (!IsDestroyed()) {
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if (mRoot) {
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static_cast<LayerD3D10*>(mRoot->ImplData())->LayerManagerDestroyed();
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}
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// XXX need to be careful here about surface destruction
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// racing with share-to-chrome message
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}
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LayerManager::Destroy();
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}
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void
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LayerManagerD3D10::SetRoot(Layer *aRoot)
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{
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mRoot = aRoot;
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}
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void
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LayerManagerD3D10::BeginTransaction()
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{
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mInTransaction = true;
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#ifdef MOZ_LAYERS_HAVE_LOG
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MOZ_LAYERS_LOG(("[----- BeginTransaction"));
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Log();
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#endif
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}
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void
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LayerManagerD3D10::BeginTransactionWithTarget(gfxContext* aTarget)
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{
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mInTransaction = true;
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mTarget = aTarget;
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}
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bool
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LayerManagerD3D10::EndEmptyTransaction(EndTransactionFlags aFlags)
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{
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mInTransaction = false;
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if (!mRoot)
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return false;
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EndTransaction(nullptr, nullptr, aFlags);
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return true;
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}
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void
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LayerManagerD3D10::EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags)
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{
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mInTransaction = false;
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if (mRoot && !(aFlags & END_NO_IMMEDIATE_REDRAW)) {
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mCurrentCallbackInfo.Callback = aCallback;
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mCurrentCallbackInfo.CallbackData = aCallbackData;
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if (aFlags & END_NO_COMPOSITE) {
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// Apply pending tree updates before recomputing effective
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// properties.
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mRoot->ApplyPendingUpdatesToSubtree();
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}
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// The results of our drawing always go directly into a pixel buffer,
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// so we don't need to pass any global transform here.
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mRoot->ComputeEffectiveTransforms(Matrix4x4());
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#ifdef MOZ_LAYERS_HAVE_LOG
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MOZ_LAYERS_LOG((" ----- (beginning paint)"));
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Log();
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#endif
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Render(aFlags);
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mCurrentCallbackInfo.Callback = nullptr;
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mCurrentCallbackInfo.CallbackData = nullptr;
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}
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#ifdef MOZ_LAYERS_HAVE_LOG
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Log();
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MOZ_LAYERS_LOG(("]----- EndTransaction"));
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#endif
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mTarget = nullptr;
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}
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already_AddRefed<ThebesLayer>
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LayerManagerD3D10::CreateThebesLayer()
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{
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nsRefPtr<ThebesLayer> layer = new ThebesLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<ContainerLayer>
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LayerManagerD3D10::CreateContainerLayer()
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{
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nsRefPtr<ContainerLayer> layer = new ContainerLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<ImageLayer>
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LayerManagerD3D10::CreateImageLayer()
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{
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nsRefPtr<ImageLayer> layer = new ImageLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<ColorLayer>
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LayerManagerD3D10::CreateColorLayer()
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{
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nsRefPtr<ColorLayer> layer = new ColorLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<CanvasLayer>
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LayerManagerD3D10::CreateCanvasLayer()
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{
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nsRefPtr<CanvasLayer> layer = new CanvasLayerD3D10(this);
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return layer.forget();
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}
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already_AddRefed<ReadbackLayer>
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LayerManagerD3D10::CreateReadbackLayer()
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{
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nsRefPtr<ReadbackLayer> layer = new ReadbackLayerD3D10(this);
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return layer.forget();
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}
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static void ReleaseTexture(void *texture)
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{
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static_cast<ID3D10Texture2D*>(texture)->Release();
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}
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TemporaryRef<DrawTarget>
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LayerManagerD3D10::CreateOptimalDrawTarget(const IntSize &aSize,
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SurfaceFormat aFormat)
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{
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if ((aFormat != SurfaceFormat::B8G8R8X8 &&
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aFormat != SurfaceFormat::B8G8R8A8)) {
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return LayerManager::CreateOptimalDrawTarget(aSize, aFormat);
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}
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nsRefPtr<ID3D10Texture2D> texture;
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CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1);
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desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
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desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE;
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HRESULT hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create new texture for CreateOptimalDrawTarget!");
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return LayerManager::CreateOptimalDrawTarget(aSize, aFormat);
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}
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RefPtr<DrawTarget> dt =
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Factory::CreateDrawTargetForD3D10Texture(texture, aFormat);
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if (!dt) {
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return LayerManager::CreateOptimalDrawTarget(aSize, aFormat);
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}
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return dt;
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}
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TemporaryRef<DrawTarget>
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LayerManagerD3D10::CreateOptimalMaskDrawTarget(const IntSize &aSize)
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{
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return CreateOptimalDrawTarget(aSize, SurfaceFormat::B8G8R8A8);
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}
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TemporaryRef<DrawTarget>
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LayerManagerD3D10::CreateDrawTarget(const IntSize &aSize,
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SurfaceFormat aFormat)
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{
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if ((aFormat != SurfaceFormat::B8G8R8A8 &&
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aFormat != SurfaceFormat::B8G8R8X8) ||
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gfxPlatform::GetPlatform()->GetPreferredCanvasBackend() != BackendType::DIRECT2D) {
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return LayerManager::CreateDrawTarget(aSize, aFormat);
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}
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nsRefPtr<ID3D10Texture2D> texture;
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CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1);
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desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
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HRESULT hr = device()->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create new texture for CreateOptimalDrawTarget!");
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return LayerManager::CreateDrawTarget(aSize, aFormat);
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}
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RefPtr<DrawTarget> surface =
|
|
Factory::CreateDrawTargetForD3D10Texture(texture, aFormat);
|
|
|
|
if (!surface) {
|
|
return LayerManager::CreateDrawTarget(aSize, aFormat);
|
|
}
|
|
|
|
return surface;
|
|
}
|
|
|
|
ReadbackManagerD3D10*
|
|
LayerManagerD3D10::readbackManager()
|
|
{
|
|
EnsureReadbackManager();
|
|
return mReadbackManager;
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::SetViewport(const nsIntSize &aViewport)
|
|
{
|
|
mViewport = aViewport;
|
|
|
|
D3D10_VIEWPORT viewport;
|
|
viewport.MaxDepth = 1.0f;
|
|
viewport.MinDepth = 0;
|
|
viewport.Width = aViewport.width;
|
|
viewport.Height = aViewport.height;
|
|
viewport.TopLeftX = 0;
|
|
viewport.TopLeftY = 0;
|
|
|
|
mDevice->RSSetViewports(1, &viewport);
|
|
|
|
gfx3DMatrix projection;
|
|
/*
|
|
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
|
|
* <1.0, -1.0> bottomright)
|
|
*/
|
|
projection._11 = 2.0f / aViewport.width;
|
|
projection._22 = -2.0f / aViewport.height;
|
|
projection._33 = 0.0f;
|
|
projection._41 = -1.0f;
|
|
projection._42 = 1.0f;
|
|
projection._44 = 1.0f;
|
|
|
|
HRESULT hr = mEffect->GetVariableByName("mProjection")->
|
|
SetRawValue(&projection._11, 0, 64);
|
|
|
|
if (FAILED(hr)) {
|
|
NS_WARNING("Failed to set projection matrix.");
|
|
}
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::SetupInputAssembler()
|
|
{
|
|
mDevice->IASetInputLayout(mInputLayout);
|
|
|
|
UINT stride = sizeof(Vertex);
|
|
UINT offset = 0;
|
|
ID3D10Buffer *buffer = mVertexBuffer;
|
|
mDevice->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
|
|
mDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::SetupPipeline()
|
|
{
|
|
VerifyBufferSize();
|
|
UpdateRenderTarget();
|
|
|
|
nsIntRect rect;
|
|
mWidget->GetClientBounds(rect);
|
|
|
|
HRESULT hr;
|
|
|
|
hr = mEffect->GetVariableByName("vTextureCoords")->AsVector()->
|
|
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
|
|
|
|
if (FAILED(hr)) {
|
|
NS_WARNING("Failed to set Texture Coordinates.");
|
|
return;
|
|
}
|
|
|
|
ID3D10RenderTargetView *view = mRTView;
|
|
mDevice->OMSetRenderTargets(1, &view, nullptr);
|
|
|
|
SetupInputAssembler();
|
|
|
|
SetViewport(nsIntSize(rect.width, rect.height));
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::UpdateRenderTarget()
|
|
{
|
|
if (mRTView || !mSwapChain) {
|
|
return;
|
|
}
|
|
|
|
HRESULT hr;
|
|
|
|
nsRefPtr<ID3D10Texture2D> backBuf;
|
|
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (void**)backBuf.StartAssignment());
|
|
if (FAILED(hr)) {
|
|
return;
|
|
}
|
|
mDevice->CreateRenderTargetView(backBuf, nullptr, getter_AddRefs(mRTView));
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::VerifyBufferSize()
|
|
{
|
|
nsIntRect rect;
|
|
mWidget->GetClientBounds(rect);
|
|
|
|
if (mSwapChain) {
|
|
DXGI_SWAP_CHAIN_DESC swapDesc;
|
|
mSwapChain->GetDesc(&swapDesc);
|
|
|
|
if (swapDesc.BufferDesc.Width == rect.width &&
|
|
swapDesc.BufferDesc.Height == rect.height) {
|
|
return;
|
|
}
|
|
|
|
mRTView = nullptr;
|
|
if (IsRunningInWindowsMetro()) {
|
|
mSwapChain->ResizeBuffers(2, rect.width, rect.height,
|
|
DXGI_FORMAT_B8G8R8A8_UNORM,
|
|
0);
|
|
mDisableSequenceForNextFrame = true;
|
|
} else if (gfxWindowsPlatform::IsOptimus()) {
|
|
mSwapChain->ResizeBuffers(1, rect.width, rect.height,
|
|
DXGI_FORMAT_B8G8R8A8_UNORM,
|
|
0);
|
|
} else {
|
|
mSwapChain->ResizeBuffers(1, rect.width, rect.height,
|
|
DXGI_FORMAT_B8G8R8A8_UNORM,
|
|
DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::EnsureReadbackManager()
|
|
{
|
|
if (mReadbackManager) {
|
|
return;
|
|
}
|
|
|
|
DeviceAttachments *attachments;
|
|
UINT size = sizeof(DeviceAttachments*);
|
|
if (FAILED(mDevice->GetPrivateData(sDeviceAttachments, &size, &attachments))) {
|
|
// Strange! This shouldn't happen ... return a readback manager for this
|
|
// layer manager only.
|
|
mReadbackManager = new ReadbackManagerD3D10();
|
|
gfx::LogFailure(NS_LITERAL_CSTRING("Couldn't get device attachments for device."));
|
|
return;
|
|
}
|
|
|
|
if (attachments->mReadbackManager) {
|
|
mReadbackManager = attachments->mReadbackManager;
|
|
return;
|
|
}
|
|
|
|
mReadbackManager = new ReadbackManagerD3D10();
|
|
attachments->mReadbackManager = mReadbackManager;
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::Render(EndTransactionFlags aFlags)
|
|
{
|
|
static_cast<LayerD3D10*>(mRoot->ImplData())->Validate();
|
|
|
|
if (aFlags & END_NO_COMPOSITE) {
|
|
return;
|
|
}
|
|
|
|
SetupPipeline();
|
|
|
|
float black[] = { 0, 0, 0, 0 };
|
|
device()->ClearRenderTargetView(mRTView, black);
|
|
|
|
nsIntRect rect;
|
|
mWidget->GetClientBounds(rect);
|
|
|
|
const nsIntRect *clipRect = mRoot->GetClipRect();
|
|
D3D10_RECT r;
|
|
if (clipRect) {
|
|
r.left = (LONG)clipRect->x;
|
|
r.top = (LONG)clipRect->y;
|
|
r.right = (LONG)(clipRect->x + clipRect->width);
|
|
r.bottom = (LONG)(clipRect->y + clipRect->height);
|
|
} else {
|
|
r.left = r.top = 0;
|
|
r.right = rect.width;
|
|
r.bottom = rect.height;
|
|
}
|
|
device()->RSSetScissorRects(1, &r);
|
|
|
|
static_cast<LayerD3D10*>(mRoot->ImplData())->RenderLayer();
|
|
|
|
if (!mRegionToClear.IsEmpty()) {
|
|
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
gfx::Matrix4x4 transform;
|
|
effect()->GetVariableByName("mLayerTransform")->SetRawValue(&transform, 0, 64);
|
|
effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color);
|
|
|
|
ID3D10EffectTechnique *technique = effect()->GetTechniqueByName("RenderClearLayer");
|
|
|
|
nsIntRegionRectIterator iter(mRegionToClear);
|
|
const nsIntRect *r;
|
|
while ((r = iter.Next())) {
|
|
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
|
|
ShaderConstantRectD3D10(
|
|
(float)r->x,
|
|
(float)r->y,
|
|
(float)r->width,
|
|
(float)r->height)
|
|
);
|
|
|
|
technique->GetPassByIndex(0)->Apply(0);
|
|
device()->Draw(4, 0);
|
|
}
|
|
}
|
|
|
|
// See bug 630197 - we have some reasons to believe if an earlier call
|
|
// returned an error, the upcoming present call may raise an exception.
|
|
// This will check if any of the calls done recently has returned an error
|
|
// and bails on composition. On the -next- frame we will then abandon
|
|
// hardware acceleration from gfxWindowsPlatform::VerifyD2DDevice.
|
|
// This might not be the 'optimal' solution but it will help us assert
|
|
// whether our thoughts of the causes of the issues are correct.
|
|
if (FAILED(mDevice->GetDeviceRemovedReason())) {
|
|
return;
|
|
}
|
|
|
|
if (mTarget) {
|
|
PaintToTarget();
|
|
} else {
|
|
mSwapChain->Present(0, mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0);
|
|
mDisableSequenceForNextFrame = false;
|
|
}
|
|
RecordFrame();
|
|
PostPresent();
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::PaintToTarget()
|
|
{
|
|
nsRefPtr<ID3D10Texture2D> backBuf;
|
|
|
|
mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (void**)backBuf.StartAssignment());
|
|
|
|
D3D10_TEXTURE2D_DESC bbDesc;
|
|
backBuf->GetDesc(&bbDesc);
|
|
|
|
CD3D10_TEXTURE2D_DESC softDesc(bbDesc.Format, bbDesc.Width, bbDesc.Height);
|
|
softDesc.MipLevels = 1;
|
|
softDesc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
|
|
softDesc.Usage = D3D10_USAGE_STAGING;
|
|
softDesc.BindFlags = 0;
|
|
|
|
nsRefPtr<ID3D10Texture2D> readTexture;
|
|
|
|
HRESULT hr = device()->CreateTexture2D(&softDesc, nullptr, getter_AddRefs(readTexture));
|
|
if (FAILED(hr)) {
|
|
ReportFailure(NS_LITERAL_CSTRING("LayerManagerD3D10::PaintToTarget(): Failed to create texture"),
|
|
hr);
|
|
return;
|
|
}
|
|
|
|
device()->CopyResource(readTexture, backBuf);
|
|
|
|
D3D10_MAPPED_TEXTURE2D map;
|
|
readTexture->Map(0, D3D10_MAP_READ, 0, &map);
|
|
|
|
nsRefPtr<gfxImageSurface> tmpSurface =
|
|
new gfxImageSurface((unsigned char*)map.pData,
|
|
gfxIntSize(bbDesc.Width, bbDesc.Height),
|
|
map.RowPitch,
|
|
gfxImageFormat::ARGB32);
|
|
|
|
mTarget->SetSource(tmpSurface);
|
|
mTarget->SetOperator(gfxContext::OPERATOR_OVER);
|
|
mTarget->Paint();
|
|
|
|
readTexture->Unmap(0);
|
|
}
|
|
|
|
void
|
|
LayerManagerD3D10::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);
|
|
}
|
|
|
|
LayerD3D10::LayerD3D10(LayerManagerD3D10 *aManager)
|
|
: mD3DManager(aManager)
|
|
{
|
|
}
|
|
|
|
ID3D10EffectTechnique*
|
|
LayerD3D10::SelectShader(uint8_t aFlags)
|
|
{
|
|
switch (aFlags) {
|
|
case (SHADER_RGBA | SHADER_NON_PREMUL | SHADER_LINEAR | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerNonPremulMask");
|
|
case (SHADER_RGBA | SHADER_NON_PREMUL | SHADER_LINEAR | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerNonPremul");
|
|
case (SHADER_RGBA | SHADER_NON_PREMUL | SHADER_POINT | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerNonPremulPoint");
|
|
case (SHADER_RGBA | SHADER_NON_PREMUL | SHADER_POINT | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerNonPremulPointMask");
|
|
case (SHADER_RGBA | SHADER_PREMUL | SHADER_LINEAR | SHADER_MASK_3D):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerPremulMask3D");
|
|
case (SHADER_RGBA | SHADER_PREMUL | SHADER_LINEAR | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerPremulMask");
|
|
case (SHADER_RGBA | SHADER_PREMUL | SHADER_LINEAR | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerPremul");
|
|
case (SHADER_RGBA | SHADER_PREMUL | SHADER_POINT | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerPremulPointMask");
|
|
case (SHADER_RGBA | SHADER_PREMUL | SHADER_POINT | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBALayerPremulPoint");
|
|
case (SHADER_RGB | SHADER_PREMUL | SHADER_POINT | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBLayerPremulPointMask");
|
|
case (SHADER_RGB | SHADER_PREMUL | SHADER_POINT | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBLayerPremulPoint");
|
|
case (SHADER_RGB | SHADER_PREMUL | SHADER_LINEAR | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBLayerPremulMask");
|
|
case (SHADER_RGB | SHADER_PREMUL | SHADER_LINEAR | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderRGBLayerPremul");
|
|
case (SHADER_SOLID | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderSolidColorLayerMask");
|
|
case (SHADER_SOLID | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderSolidColorLayer");
|
|
case (SHADER_COMPONENT_ALPHA | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderComponentAlphaLayerMask");
|
|
case (SHADER_COMPONENT_ALPHA | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderComponentAlphaLayer");
|
|
case (SHADER_YCBCR | SHADER_MASK):
|
|
return effect()->GetTechniqueByName("RenderYCbCrLayerMask");
|
|
case (SHADER_YCBCR | SHADER_NO_MASK):
|
|
return effect()->GetTechniqueByName("RenderYCbCrLayer");
|
|
default:
|
|
NS_ERROR("Invalid shader.");
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
uint8_t
|
|
LayerD3D10::LoadMaskTexture()
|
|
{
|
|
if (Layer* maskLayer = GetLayer()->GetMaskLayer()) {
|
|
IntSize size;
|
|
nsRefPtr<ID3D10ShaderResourceView> maskSRV =
|
|
static_cast<LayerD3D10*>(maskLayer->ImplData())->GetAsTexture(&size);
|
|
|
|
if (!maskSRV) {
|
|
return SHADER_NO_MASK;
|
|
}
|
|
|
|
Matrix maskTransform;
|
|
Matrix4x4 effectiveTransform = maskLayer->GetEffectiveTransform();
|
|
bool maskIs2D = effectiveTransform.CanDraw2D(&maskTransform);
|
|
NS_ASSERTION(maskIs2D, "How did we end up with a 3D transform here?!");
|
|
Rect bounds = Rect(Point(), Size(size));
|
|
bounds = maskTransform.TransformBounds(bounds);
|
|
|
|
effect()->GetVariableByName("vMaskQuad")->AsVector()->SetFloatVector(
|
|
ShaderConstantRectD3D10(
|
|
(float)bounds.x,
|
|
(float)bounds.y,
|
|
(float)bounds.width,
|
|
(float)bounds.height)
|
|
);
|
|
|
|
effect()->GetVariableByName("tMask")->AsShaderResource()->SetResource(maskSRV);
|
|
return SHADER_MASK;
|
|
}
|
|
|
|
return SHADER_NO_MASK;
|
|
}
|
|
|
|
}
|
|
}
|