gecko/gfx/layers/d3d9/LayerManagerD3D9.h
Benoit Jacob 48c5b9a871 Bug 711656 - report force-enabled features in crash reports - r=jrmuizel
Force-enabled features will be reported with a '!' instead of the usual '?' in AppNotes in crash reports.
2012-02-27 16:33:19 -05:00

342 lines
9.8 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GFX_LAYERMANAGERD3D9_H
#define GFX_LAYERMANAGERD3D9_H
#include "Layers.h"
#include "mozilla/layers/ShadowLayers.h"
#include <windows.h>
#include <d3d9.h>
#include "gfxContext.h"
#include "nsIWidget.h"
#include "DeviceManagerD3D9.h"
namespace mozilla {
namespace layers {
class LayerD3D9;
class ThebesLayerD3D9;
/**
* This structure is used to pass rectangles to our shader constant. We can use
* this for passing rectangular areas to SetVertexShaderConstant. In the format
* of a 4 component float(x,y,width,height). Our vertex shader can then use
* this to construct rectangular positions from the 0,0-1,1 quad that we source
* it with.
*/
struct ShaderConstantRect
{
float mX, mY, mWidth, mHeight;
// Provide all the commonly used argument types to prevent all the local
// casts in the code.
ShaderConstantRect(float aX, float aY, float aWidth, float aHeight)
: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
{ }
ShaderConstantRect(PRInt32 aX, PRInt32 aY, PRInt32 aWidth, PRInt32 aHeight)
: mX((float)aX), mY((float)aY)
, mWidth((float)aWidth), mHeight((float)aHeight)
{ }
ShaderConstantRect(PRInt32 aX, PRInt32 aY, float aWidth, float aHeight)
: mX((float)aX), mY((float)aY), mWidth(aWidth), mHeight(aHeight)
{ }
// For easy passing to SetVertexShaderConstantF.
operator float* () { return &mX; }
};
/*
* This is the LayerManager used for Direct3D 9. For now this will render on
* the main thread.
*/
class THEBES_API LayerManagerD3D9 : public ShadowLayerManager {
public:
LayerManagerD3D9(nsIWidget *aWidget);
virtual ~LayerManagerD3D9();
/*
* Initializes the layer manager, this is when the layer manager will
* actually access the device and attempt to create the swap chain used
* to draw to the window. If this method fails the device cannot be used.
* This function is not threadsafe.
*
* \return True is initialization was succesful, false when it was not.
*/
bool Initialize(bool force = false);
/*
* Sets the clipping region for this layer manager. This is important on
* windows because using OGL we no longer have GDI's native clipping. Therefor
* widget must tell us what part of the screen is being invalidated,
* and we should clip to this.
*
* \param aClippingRegion Region to clip to. Setting an empty region
* will disable clipping.
*/
void SetClippingRegion(const nsIntRegion& aClippingRegion);
/*
* LayerManager implementation.
*/
virtual void Destroy();
virtual ShadowLayerManager* AsShadowManager()
{ return this; }
virtual void BeginTransaction();
virtual void BeginTransactionWithTarget(gfxContext* aTarget);
void EndConstruction();
virtual bool EndEmptyTransaction();
struct CallbackInfo {
DrawThebesLayerCallback Callback;
void *CallbackData;
};
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
void SetRoot(Layer* aLayer);
virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize)
{
if (!mDeviceManager)
return false;
PRInt32 maxSize = mDeviceManager->GetMaxTextureSize();
return aSize <= gfxIntSize(maxSize, maxSize);
}
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer();
virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer();
virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer();
virtual LayersBackend GetBackendType() { return LAYERS_D3D9; }
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 9"); }
bool DeviceWasRemoved() { return deviceManager()->DeviceWasRemoved(); }
/*
* Helper methods.
*/
void SetClippingEnabled(bool aEnabled);
void SetShaderMode(DeviceManagerD3D9::ShaderMode aMode)
{ mDeviceManager->SetShaderMode(aMode); }
IDirect3DDevice9 *device() const { return mDeviceManager->device(); }
DeviceManagerD3D9 *deviceManager() const { return mDeviceManager; }
/**
* Return pointer to the Nv3DVUtils instance. Re-direct to mDeviceManager.
*/
Nv3DVUtils *GetNv3DVUtils() { return mDeviceManager ? mDeviceManager->GetNv3DVUtils() : NULL; }
static void OnDeviceManagerDestroy(DeviceManagerD3D9 *aDeviceManager) {
if(aDeviceManager == mDefaultDeviceManager)
mDefaultDeviceManager = nsnull;
}
#ifdef MOZ_LAYERS_HAVE_LOG
virtual const char* Name() const { return "D3D9"; }
#endif // MOZ_LAYERS_HAVE_LOG
void ReportFailure(const nsACString &aMsg, HRESULT aCode);
private:
/* Default device manager instance */
static DeviceManagerD3D9 *mDefaultDeviceManager;
/* Device manager instance for this layer manager */
nsRefPtr<DeviceManagerD3D9> mDeviceManager;
/* Swap chain associated with this layer manager */
nsRefPtr<SwapChainD3D9> mSwapChain;
/* Widget associated with this layer manager */
nsIWidget *mWidget;
/*
* Context target, NULL when drawing directly to our swap chain.
*/
nsRefPtr<gfxContext> mTarget;
/* Callback info for current transaction */
CallbackInfo mCurrentCallbackInfo;
/*
* Region we're clipping our current drawing to.
*/
nsIntRegion mClippingRegion;
/*
* Device reset count at last paint. Whenever this changes, we need to
* do a full layer tree update.
*/
PRUint32 mDeviceResetCount;
/*
* Render the current layer tree to the active target.
*/
void Render();
/*
* Setup the pipeline.
*/
void SetupPipeline();
/*
* Copies the content of our backbuffer to the set transaction target.
*/
void PaintToTarget();
};
/*
* General information and tree management for OGL layers.
*/
class LayerD3D9
{
public:
LayerD3D9(LayerManagerD3D9 *aManager);
virtual LayerD3D9 *GetFirstChildD3D9() { return nsnull; }
void SetFirstChild(LayerD3D9 *aParent);
virtual Layer* GetLayer() = 0;
virtual void RenderLayer() = 0;
/**
/* This function may be used on device resets to clear all VRAM resources
* that a layer might be using.
*/
virtual void CleanResources() {}
IDirect3DDevice9 *device() const { return mD3DManager->device(); }
/* Called by the layer manager when it's destroyed */
virtual void LayerManagerDestroyed() {}
void ReportFailure(const nsACString &aMsg, HRESULT aCode) {
return mD3DManager->ReportFailure(aMsg, aCode);
}
void SetShaderTransformAndOpacity()
{
Layer* layer = GetLayer();
const gfx3DMatrix& transform = layer->GetEffectiveTransform();
device()->SetVertexShaderConstantF(CBmLayerTransform, &transform._11, 4);
float opacity[4];
/*
* We always upload a 4 component float, but the shader will use only the
* first component since it's declared as a 'float'.
*/
opacity[0] = layer->GetEffectiveOpacity();
device()->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
}
protected:
LayerManagerD3D9 *mD3DManager;
};
/*
* RAII helper for locking D3D9 textures.
*/
class LockTextureRectD3D9
{
public:
LockTextureRectD3D9(IDirect3DTexture9* aTexture)
: mTexture(aTexture)
{
mLockResult = mTexture->LockRect(0, &mR, NULL, 0);
}
~LockTextureRectD3D9()
{
mTexture->UnlockRect(0);
}
bool HasLock() {
return SUCCEEDED(mLockResult);
}
D3DLOCKED_RECT GetLockRect()
{
return mR;
}
private:
LockTextureRectD3D9 (const LockTextureRectD3D9&);
LockTextureRectD3D9& operator= (const LockTextureRectD3D9&);
IDirect3DTexture9* mTexture;
D3DLOCKED_RECT mR;
HRESULT mLockResult;
};
} /* layers */
} /* mozilla */
#endif /* GFX_LAYERMANAGERD3D9_H */