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https://gitlab.winehq.org/wine/wine-gecko.git
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c97adad679
Docking stations seem to cause DEVICELOST errors that never become DEVICERESET so we don't ever succeed in reseting the device. We now try to detect these situations and recreate the device.
260 lines
7.4 KiB
C++
260 lines
7.4 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_DEVICEMANAGERD3D9_H
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#define GFX_DEVICEMANAGERD3D9_H
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#include "gfxTypes.h"
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#include "nsRect.h"
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#include "nsAutoPtr.h"
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#include "d3d9.h"
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#include "nsTArray.h"
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namespace mozilla {
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namespace layers {
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class DeviceManagerD3D9;
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class LayerD3D9;
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class Nv3DVUtils;
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// Shader Constant locations
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const int CBmLayerTransform = 0;
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const int CBmProjection = 4;
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const int CBvRenderTargetOffset = 8;
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const int CBvTextureCoords = 9;
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const int CBvLayerQuad = 10;
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const int CBfLayerOpacity = 0;
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/**
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* SwapChain class, this class manages the swap chain belonging to a
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* LayerManagerD3D9.
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*/
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class THEBES_API SwapChainD3D9
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{
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NS_INLINE_DECL_REFCOUNTING(SwapChainD3D9)
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public:
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~SwapChainD3D9();
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/**
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* This function will prepare the device this swap chain belongs to for
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* rendering to this swap chain. Only after calling this function can the
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* swap chain be drawn to, and only until this function is called on another
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* swap chain belonging to this device will the device draw to it. Passed in
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* is the size of the swap chain. If the window size differs from the size
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* during the last call to this function the swap chain will resize. Note that
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* in no case does this function guarantee the backbuffer to still have its
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* old content.
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*/
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bool PrepareForRendering();
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/**
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* This function will present the selected rectangle of the swap chain to
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* its associated window.
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*/
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void Present(const nsIntRect &aRect);
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private:
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friend class DeviceManagerD3D9;
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SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager);
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bool Init(HWND hWnd);
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/**
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* This causes us to release our swap chain, clearing out our resource usage
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* so the master device may reset.
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*/
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void Reset();
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nsRefPtr<IDirect3DSwapChain9> mSwapChain;
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nsRefPtr<DeviceManagerD3D9> mDeviceManager;
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HWND mWnd;
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};
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/**
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* Device manager, this class is used by the layer managers to share the D3D9
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* device and create swap chains for the individual windows the layer managers
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* belong to.
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*/
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class THEBES_API DeviceManagerD3D9
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{
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public:
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DeviceManagerD3D9();
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NS_IMETHOD_(nsrefcnt) AddRef(void);
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NS_IMETHOD_(nsrefcnt) Release(void);
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protected:
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nsAutoRefCnt mRefCnt;
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NS_DECL_OWNINGTHREAD
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public:
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bool Init();
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/**
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* Sets up the render state for the device for layer rendering.
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*/
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void SetupRenderState();
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/**
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* Create a swap chain setup to work with the specified window.
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*/
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already_AddRefed<SwapChainD3D9> CreateSwapChain(HWND hWnd);
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IDirect3DDevice9 *device() { return mDevice; }
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bool IsD3D9Ex() { return mDeviceEx; }
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bool HasDynamicTextures() { return mHasDynamicTextures; }
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enum ShaderMode {
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RGBLAYER,
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RGBALAYER,
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COMPONENTLAYERPASS1,
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COMPONENTLAYERPASS2,
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YCBCRLAYER,
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SOLIDCOLORLAYER
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};
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void SetShaderMode(ShaderMode aMode);
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/**
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* Return pointer to the Nv3DVUtils instance
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*/
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Nv3DVUtils *GetNv3DVUtils() { return mNv3DVUtils; }
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/**
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* Returns true if this device was removed.
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*/
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bool DeviceWasRemoved() { return mDeviceWasRemoved; }
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PRUint32 GetDeviceResetCount() { return mDeviceResetCount; }
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/**
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* We keep a list of all layers here that may have hardware resource allocated
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* so we can clean their resources on reset.
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*/
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nsTArray<LayerD3D9*> mLayersWithResources;
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private:
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friend class SwapChainD3D9;
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~DeviceManagerD3D9();
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/**
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* This function verifies the device is ready for rendering, internally this
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* will test the cooperative level of the device and reset the device if
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* needed. If this returns false subsequent rendering calls may return errors.
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*/
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bool VerifyReadyForRendering();
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/**
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* This will fill our vertex buffer with the data of our quad, it may be
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* called when the vertex buffer is recreated.
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*/
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bool CreateVertexBuffer();
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/* Array used to store all swap chains for device resets */
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nsTArray<SwapChainD3D9*> mSwapChains;
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/* The D3D device we use */
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nsRefPtr<IDirect3DDevice9> mDevice;
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/* The D3D9Ex device - only valid on Vista+ with WDDM */
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nsRefPtr<IDirect3DDevice9Ex> mDeviceEx;
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/* An instance of the D3D9 object */
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nsRefPtr<IDirect3D9> mD3D9;
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/* An instance of the D3D9Ex object - only valid on Vista+ with WDDM */
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nsRefPtr<IDirect3D9Ex> mD3D9Ex;
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/* Vertex shader used for layer quads */
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nsRefPtr<IDirect3DVertexShader9> mLayerVS;
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/* Pixel shader used for RGB textures */
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nsRefPtr<IDirect3DPixelShader9> mRGBPS;
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/* Pixel shader used for RGBA textures */
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nsRefPtr<IDirect3DPixelShader9> mRGBAPS;
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/* Pixel shader used for component alpha textures (pass 1) */
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nsRefPtr<IDirect3DPixelShader9> mComponentPass1PS;
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/* Pixel shader used for component alpha textures (pass 2) */
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nsRefPtr<IDirect3DPixelShader9> mComponentPass2PS;
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/* Pixel shader used for RGB textures */
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nsRefPtr<IDirect3DPixelShader9> mYCbCrPS;
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/* Pixel shader used for solid colors */
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nsRefPtr<IDirect3DPixelShader9> mSolidColorPS;
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/* Vertex buffer containing our basic vertex structure */
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nsRefPtr<IDirect3DVertexBuffer9> mVB;
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/* Our vertex declaration */
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nsRefPtr<IDirect3DVertexDeclaration9> mVD;
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/* Our focus window - this is really a dummy window we can associate our
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* device with.
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*/
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HWND mFocusWnd;
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/* we use this to help track if our device temporarily or permanently lost */
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HMONITOR mDeviceMonitor;
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PRUint32 mDeviceResetCount;
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/* If this device supports dynamic textures */
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bool mHasDynamicTextures;
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/* If this device was removed */
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bool mDeviceWasRemoved;
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/* Nv3DVUtils instance */
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nsAutoPtr<Nv3DVUtils> mNv3DVUtils;
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/**
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* Verifies all required device capabilities are present.
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*/
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bool VerifyCaps();
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};
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} /* namespace layers */
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} /* namespace mozilla */
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#endif /* GFX_DEVICEMANAGERD3D9_H */
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