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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/thebes/DeviceManagerDx.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/thebes/DeviceManagerDx.cpp')
-rw-r--r--gfx/thebes/DeviceManagerDx.cpp878
1 files changed, 878 insertions, 0 deletions
diff --git a/gfx/thebes/DeviceManagerDx.cpp b/gfx/thebes/DeviceManagerDx.cpp
new file mode 100644
index 000000000..c194f40f2
--- /dev/null
+++ b/gfx/thebes/DeviceManagerDx.cpp
@@ -0,0 +1,878 @@
+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "DeviceManagerDx.h"
+#include "D3D11Checks.h"
+#include "gfxConfig.h"
+#include "GfxDriverInfo.h"
+#include "gfxPrefs.h"
+#include "gfxWindowsPlatform.h"
+#include "mozilla/D3DMessageUtils.h"
+#include "mozilla/Telemetry.h"
+#include "mozilla/WindowsVersion.h"
+#include "mozilla/gfx/GraphicsMessages.h"
+#include "mozilla/gfx/Logging.h"
+#include "mozilla/layers/CompositorThread.h"
+#include "nsIGfxInfo.h"
+#include <d3d11.h>
+#include <ddraw.h>
+
+namespace mozilla {
+namespace gfx {
+
+using namespace mozilla::widget;
+
+StaticAutoPtr<DeviceManagerDx> DeviceManagerDx::sInstance;
+
+// We don't have access to the D3D11CreateDevice type in gfxWindowsPlatform.h,
+// since it doesn't include d3d11.h, so we use a static here. It should only
+// be used within InitializeD3D11.
+decltype(D3D11CreateDevice)* sD3D11CreateDeviceFn = nullptr;
+
+// We don't have access to the DirectDrawCreateEx type in gfxWindowsPlatform.h,
+// since it doesn't include ddraw.h, so we use a static here. It should only
+// be used within InitializeDirectDrawConfig.
+decltype(DirectDrawCreateEx)* sDirectDrawCreateExFn = nullptr;
+
+/* static */ void
+DeviceManagerDx::Init()
+{
+ sInstance = new DeviceManagerDx();
+}
+
+/* static */ void
+DeviceManagerDx::Shutdown()
+{
+ sInstance = nullptr;
+}
+
+DeviceManagerDx::DeviceManagerDx()
+ : mDeviceLock("gfxWindowsPlatform.mDeviceLock"),
+ mCompositorDeviceSupportsVideo(false)
+{
+ // Set up the D3D11 feature levels we can ask for.
+ if (IsWin8OrLater()) {
+ mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_1);
+ }
+ mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_0);
+ mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_1);
+ mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_0);
+}
+
+bool
+DeviceManagerDx::LoadD3D11()
+{
+ FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
+ MOZ_ASSERT(d3d11.IsEnabled());
+
+ if (sD3D11CreateDeviceFn) {
+ return true;
+ }
+
+ nsModuleHandle module(LoadLibrarySystem32(L"d3d11.dll"));
+ if (!module) {
+ d3d11.SetFailed(FeatureStatus::Unavailable, "Direct3D11 not available on this computer",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_LIB"));
+ return false;
+ }
+
+ sD3D11CreateDeviceFn =
+ (decltype(D3D11CreateDevice)*)GetProcAddress(module, "D3D11CreateDevice");
+ if (!sD3D11CreateDeviceFn) {
+ // We should just be on Windows Vista or XP in this case.
+ d3d11.SetFailed(FeatureStatus::Unavailable, "Direct3D11 not available on this computer",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_FUNCPTR"));
+ return false;
+ }
+
+ mD3D11Module.steal(module);
+ return true;
+}
+
+void
+DeviceManagerDx::ReleaseD3D11()
+{
+ MOZ_ASSERT(!mCompositorDevice);
+ MOZ_ASSERT(!mContentDevice);
+ MOZ_ASSERT(!mDecoderDevice);
+
+ mD3D11Module.reset();
+ sD3D11CreateDeviceFn = nullptr;
+}
+
+static inline bool
+ProcessOwnsCompositor()
+{
+ return XRE_GetProcessType() == GeckoProcessType_GPU ||
+ (XRE_IsParentProcess() && !gfxConfig::IsEnabled(Feature::GPU_PROCESS));
+}
+
+bool
+DeviceManagerDx::CreateCompositorDevices()
+{
+ MOZ_ASSERT(ProcessOwnsCompositor());
+
+ FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
+ MOZ_ASSERT(d3d11.IsEnabled());
+
+ if (!LoadD3D11()) {
+ return false;
+ }
+
+ CreateCompositorDevice(d3d11);
+
+ if (!d3d11.IsEnabled()) {
+ MOZ_ASSERT(!mCompositorDevice);
+ ReleaseD3D11();
+ return false;
+ }
+
+ // We leak these everywhere and we need them our entire runtime anyway, let's
+ // leak it here as well. We keep the pointer to sD3D11CreateDeviceFn around
+ // as well for D2D1 and device resets.
+ mD3D11Module.disown();
+
+ MOZ_ASSERT(mCompositorDevice);
+ return d3d11.IsEnabled();
+}
+
+void
+DeviceManagerDx::ImportDeviceInfo(const D3D11DeviceStatus& aDeviceStatus)
+{
+ MOZ_ASSERT(!ProcessOwnsCompositor());
+
+ mDeviceStatus = Some(aDeviceStatus);
+}
+
+void
+DeviceManagerDx::ExportDeviceInfo(D3D11DeviceStatus* aOut)
+{
+ // Even though the parent process might not own the compositor, we still
+ // populate DeviceManagerDx with device statistics (for simplicity).
+ // That means it still gets queried for compositor information.
+ MOZ_ASSERT(XRE_IsParentProcess() || XRE_GetProcessType() == GeckoProcessType_GPU);
+
+ if (mDeviceStatus) {
+ *aOut = mDeviceStatus.value();
+ }
+}
+
+void
+DeviceManagerDx::CreateContentDevices()
+{
+ MOZ_ASSERT(gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING));
+
+ if (!LoadD3D11()) {
+ return;
+ }
+
+ // We should have been assigned a DeviceStatus from the parent process,
+ // GPU process, or the same process if using in-process compositing.
+ MOZ_ASSERT(mDeviceStatus);
+
+ if (CreateContentDevice() == FeatureStatus::CrashedInHandler) {
+ DisableD3D11AfterCrash();
+ }
+}
+
+IDXGIAdapter1*
+DeviceManagerDx::GetDXGIAdapter()
+{
+ if (mAdapter) {
+ return mAdapter;
+ }
+
+ nsModuleHandle dxgiModule(LoadLibrarySystem32(L"dxgi.dll"));
+ decltype(CreateDXGIFactory1)* createDXGIFactory1 = (decltype(CreateDXGIFactory1)*)
+ GetProcAddress(dxgiModule, "CreateDXGIFactory1");
+
+ if (!createDXGIFactory1) {
+ return nullptr;
+ }
+
+ // Try to use a DXGI 1.1 adapter in order to share resources
+ // across processes.
+ RefPtr<IDXGIFactory1> factory1;
+ HRESULT hr = createDXGIFactory1(__uuidof(IDXGIFactory1),
+ getter_AddRefs(factory1));
+ if (FAILED(hr) || !factory1) {
+ // This seems to happen with some people running the iZ3D driver.
+ // They won't get acceleration.
+ return nullptr;
+ }
+
+ if (!mDeviceStatus) {
+ // If we haven't created a device yet, and have no existing device status,
+ // then this must be the compositor device. Pick the first adapter we can.
+ if (FAILED(factory1->EnumAdapters1(0, getter_AddRefs(mAdapter)))) {
+ return nullptr;
+ }
+ } else {
+ // In the UI and GPU process, we clear mDeviceStatus on device reset, so we
+ // should never reach here. Furthermore, the UI process does not create
+ // devices when using a GPU process.
+ //
+ // So, this should only ever get called on the content process.
+ MOZ_ASSERT(XRE_IsContentProcess());
+
+ // In the child process, we search for the adapter that matches the parent
+ // process. The first adapter can be mismatched on dual-GPU systems.
+ for (UINT index = 0; ; index++) {
+ RefPtr<IDXGIAdapter1> adapter;
+ if (FAILED(factory1->EnumAdapters1(index, getter_AddRefs(adapter)))) {
+ break;
+ }
+
+ const DxgiAdapterDesc& preferred = mDeviceStatus->adapter();
+
+ DXGI_ADAPTER_DESC desc;
+ if (SUCCEEDED(adapter->GetDesc(&desc)) &&
+ desc.AdapterLuid.HighPart == preferred.AdapterLuid.HighPart &&
+ desc.AdapterLuid.LowPart == preferred.AdapterLuid.LowPart &&
+ desc.VendorId == preferred.VendorId &&
+ desc.DeviceId == preferred.DeviceId)
+ {
+ mAdapter = adapter.forget();
+ break;
+ }
+ }
+ }
+
+ if (!mAdapter) {
+ return nullptr;
+ }
+
+ // We leak this module everywhere, we might as well do so here as well.
+ dxgiModule.disown();
+ return mAdapter;
+}
+
+bool
+DeviceManagerDx::CreateCompositorDeviceHelper(
+ FeatureState& aD3d11, IDXGIAdapter1* aAdapter, bool aAttemptVideoSupport, RefPtr<ID3D11Device>& aOutDevice)
+{
+ // Check if a failure was injected for testing.
+ if (gfxPrefs::DeviceFailForTesting()) {
+ aD3d11.SetFailed(FeatureStatus::Failed, "Direct3D11 device failure simulated by preference",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_SIM"));
+ return false;
+ }
+
+ // Use D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
+ // to prevent bug 1092260. IE 11 also uses this flag.
+ UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS;
+ if (aAttemptVideoSupport) {
+ flags |= D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
+ }
+
+ HRESULT hr;
+ RefPtr<ID3D11Device> device;
+ if (!CreateDevice(aAdapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) {
+ if (!aAttemptVideoSupport) {
+ gfxCriticalError() << "Crash during D3D11 device creation";
+ aD3d11.SetFailed(FeatureStatus::CrashedInHandler, "Crashed trying to acquire a D3D11 device",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DEVICE1"));
+ }
+ return false;
+ }
+
+ if (FAILED(hr) || !device) {
+ if (!aAttemptVideoSupport) {
+ aD3d11.SetFailed(FeatureStatus::Failed, "Failed to acquire a D3D11 device",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DEVICE2"));
+ }
+ return false;
+ }
+ if (!D3D11Checks::DoesDeviceWork()) {
+ if (!aAttemptVideoSupport) {
+ aD3d11.SetFailed(FeatureStatus::Broken, "Direct3D11 device was determined to be broken",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_BROKEN"));
+ }
+ return false;
+ }
+
+ aOutDevice = device;
+ return true;
+}
+
+void
+DeviceManagerDx::CreateCompositorDevice(FeatureState& d3d11)
+{
+ if (gfxPrefs::LayersD3D11ForceWARP()) {
+ CreateWARPCompositorDevice();
+ return;
+ }
+
+ RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
+ if (!adapter) {
+ d3d11.SetFailed(FeatureStatus::Unavailable, "Failed to acquire a DXGI adapter",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DXGI"));
+ return;
+ }
+
+ if (XRE_IsGPUProcess() && !D3D11Checks::DoesRemotePresentWork(adapter)) {
+ d3d11.SetFailed(
+ FeatureStatus::Unavailable,
+ "DXGI does not support out-of-process presentation",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_REMOTE_PRESENT"));
+ return;
+ }
+
+ RefPtr<ID3D11Device> device;
+ if (!CreateCompositorDeviceHelper(d3d11, adapter, true, device)) {
+ // Try again without video support and record that it failed.
+ mCompositorDeviceSupportsVideo = false;
+ if (!CreateCompositorDeviceHelper(d3d11, adapter, false, device)) {
+ return;
+ }
+ } else {
+ mCompositorDeviceSupportsVideo = true;
+ }
+
+ // Only test this when not using WARP since it can fail and cause
+ // GetDeviceRemovedReason to return weird values.
+ bool textureSharingWorks = D3D11Checks::DoesTextureSharingWork(device);
+
+ DXGI_ADAPTER_DESC desc;
+ PodZero(&desc);
+ adapter->GetDesc(&desc);
+
+ if (!textureSharingWorks) {
+ gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE,
+ FeatureStatus::Broken,
+ "Texture sharing doesn't work");
+ }
+ if (D3D11Checks::DoesRenderTargetViewNeedRecreating(device)) {
+ gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE,
+ FeatureStatus::Broken,
+ "RenderTargetViews need recreating");
+ }
+ if (XRE_IsParentProcess()) {
+ // It seems like this may only happen when we're using the NVIDIA gpu
+ D3D11Checks::WarnOnAdapterMismatch(device);
+ }
+
+ int featureLevel = device->GetFeatureLevel();
+ {
+ MutexAutoLock lock(mDeviceLock);
+ mCompositorDevice = device;
+ mDeviceStatus = Some(D3D11DeviceStatus(
+ false,
+ textureSharingWorks,
+ featureLevel,
+ DxgiAdapterDesc::From(desc)));
+ }
+ mCompositorDevice->SetExceptionMode(0);
+}
+
+bool
+DeviceManagerDx::CreateDevice(IDXGIAdapter* aAdapter,
+ D3D_DRIVER_TYPE aDriverType,
+ UINT aFlags,
+ HRESULT& aResOut,
+ RefPtr<ID3D11Device>& aOutDevice)
+{
+ MOZ_SEH_TRY {
+ aResOut = sD3D11CreateDeviceFn(
+ aAdapter, aDriverType, nullptr,
+ aFlags,
+ mFeatureLevels.Elements(), mFeatureLevels.Length(),
+ D3D11_SDK_VERSION, getter_AddRefs(aOutDevice), nullptr, nullptr);
+ } MOZ_SEH_EXCEPT (EXCEPTION_EXECUTE_HANDLER) {
+ return false;
+ }
+ return true;
+}
+
+void
+DeviceManagerDx::CreateWARPCompositorDevice()
+{
+ ScopedGfxFeatureReporter reporterWARP("D3D11-WARP", gfxPrefs::LayersD3D11ForceWARP());
+ FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
+
+ HRESULT hr;
+ RefPtr<ID3D11Device> device;
+
+ // Use D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
+ // to prevent bug 1092260. IE 11 also uses this flag.
+ UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
+ if (!CreateDevice(nullptr, D3D_DRIVER_TYPE_WARP, flags, hr, device)) {
+ gfxCriticalError() << "Exception occurred initializing WARP D3D11 device!";
+ d3d11.SetFailed(FeatureStatus::CrashedInHandler, "Crashed creating a D3D11 WARP device",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_WARP_DEVICE"));
+ }
+
+ if (FAILED(hr) || !device) {
+ // This should always succeed... in theory.
+ gfxCriticalError() << "Failed to initialize WARP D3D11 device! " << hexa(hr);
+ d3d11.SetFailed(FeatureStatus::Failed, "Failed to create a D3D11 WARP device",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_WARP_DEVICE2"));
+ return;
+ }
+
+ // Only test for texture sharing on Windows 8 since it puts the device into
+ // an unusable state if used on Windows 7
+ bool textureSharingWorks = false;
+ if (IsWin8OrLater()) {
+ textureSharingWorks = D3D11Checks::DoesTextureSharingWork(device);
+ }
+
+ DxgiAdapterDesc nullAdapter;
+ PodZero(&nullAdapter);
+
+ int featureLevel = device->GetFeatureLevel();
+ {
+ MutexAutoLock lock(mDeviceLock);
+ mCompositorDevice = device;
+ mDeviceStatus = Some(D3D11DeviceStatus(
+ true,
+ textureSharingWorks,
+ featureLevel,
+ nullAdapter));
+ }
+ mCompositorDevice->SetExceptionMode(0);
+
+ reporterWARP.SetSuccessful();
+}
+
+FeatureStatus
+DeviceManagerDx::CreateContentDevice()
+{
+ RefPtr<IDXGIAdapter1> adapter;
+ if (!mDeviceStatus->isWARP()) {
+ adapter = GetDXGIAdapter();
+ if (!adapter) {
+ gfxCriticalNote << "Could not get a DXGI adapter";
+ return FeatureStatus::Unavailable;
+ }
+ }
+
+ HRESULT hr;
+ RefPtr<ID3D11Device> device;
+
+ UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
+ D3D_DRIVER_TYPE type = mDeviceStatus->isWARP()
+ ? D3D_DRIVER_TYPE_WARP
+ : D3D_DRIVER_TYPE_UNKNOWN;
+ if (!CreateDevice(adapter, type, flags, hr, device)) {
+ gfxCriticalNote << "Recovered from crash while creating a D3D11 content device";
+ gfxWindowsPlatform::RecordContentDeviceFailure(TelemetryDeviceCode::Content);
+ return FeatureStatus::CrashedInHandler;
+ }
+
+ if (FAILED(hr) || !device) {
+ gfxCriticalNote << "Failed to create a D3D11 content device: " << hexa(hr);
+ gfxWindowsPlatform::RecordContentDeviceFailure(TelemetryDeviceCode::Content);
+ return FeatureStatus::Failed;
+ }
+
+ // InitializeD2D() will abort early if the compositor device did not support
+ // texture sharing. If we're in the content process, we can't rely on the
+ // parent device alone: some systems have dual GPUs that are capable of
+ // binding the parent and child processes to different GPUs. As a safety net,
+ // we re-check texture sharing against the newly created D3D11 content device.
+ // If it fails, we won't use Direct2D.
+ if (XRE_IsContentProcess()) {
+ if (!D3D11Checks::DoesTextureSharingWork(device)) {
+ return FeatureStatus::Failed;
+ }
+
+ DebugOnly<bool> ok = ContentAdapterIsParentAdapter(device);
+ MOZ_ASSERT(ok);
+ }
+
+ {
+ MutexAutoLock lock(mDeviceLock);
+ mContentDevice = device;
+ }
+ mContentDevice->SetExceptionMode(0);
+
+ RefPtr<ID3D10Multithread> multi;
+ hr = mContentDevice->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
+ if (SUCCEEDED(hr) && multi) {
+ multi->SetMultithreadProtected(TRUE);
+ }
+ return FeatureStatus::Available;
+}
+
+RefPtr<ID3D11Device>
+DeviceManagerDx::CreateDecoderDevice()
+{
+ bool isAMD = false;
+ {
+ MutexAutoLock lock(mDeviceLock);
+ if (!mDeviceStatus) {
+ return nullptr;
+ }
+ isAMD = mDeviceStatus->adapter().VendorId == 0x1002;
+ }
+
+ bool reuseDevice = false;
+ if (gfxPrefs::Direct3D11ReuseDecoderDevice() < 0) {
+ // Use the default logic, which is to allow reuse of devices on AMD, but create
+ // separate devices everywhere else.
+ if (isAMD) {
+ reuseDevice = true;
+ }
+ } else if (gfxPrefs::Direct3D11ReuseDecoderDevice() > 0) {
+ reuseDevice = true;
+ }
+
+ if (reuseDevice) {
+ if (mCompositorDevice && mCompositorDeviceSupportsVideo && !mDecoderDevice) {
+ mDecoderDevice = mCompositorDevice;
+
+ RefPtr<ID3D10Multithread> multi;
+ mDecoderDevice->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
+ if (multi) {
+ multi->SetMultithreadProtected(TRUE);
+ }
+ }
+
+ if (mDecoderDevice) {
+ RefPtr<ID3D11Device> dev = mDecoderDevice;
+ return dev.forget();
+ }
+ }
+
+ if (!sD3D11CreateDeviceFn) {
+ // We should just be on Windows Vista or XP in this case.
+ return nullptr;
+ }
+
+ RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
+ if (!adapter) {
+ return nullptr;
+ }
+
+ HRESULT hr;
+ RefPtr<ID3D11Device> device;
+
+ UINT flags = D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS |
+ D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
+ if (!CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) {
+ return nullptr;
+ }
+ if (FAILED(hr) || !device || !D3D11Checks::DoesDeviceWork()) {
+ return nullptr;
+ }
+
+ RefPtr<ID3D10Multithread> multi;
+ device->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
+
+ multi->SetMultithreadProtected(TRUE);
+
+ if (reuseDevice) {
+ mDecoderDevice = device;
+ }
+ return device;
+}
+
+void
+DeviceManagerDx::ResetDevices()
+{
+ MutexAutoLock lock(mDeviceLock);
+
+ mAdapter = nullptr;
+ mCompositorDevice = nullptr;
+ mContentDevice = nullptr;
+ mDeviceStatus = Nothing();
+ mDeviceResetReason = Nothing();
+ Factory::SetDirect3D11Device(nullptr);
+}
+
+bool
+DeviceManagerDx::MaybeResetAndReacquireDevices()
+{
+ DeviceResetReason resetReason;
+ if (!HasDeviceReset(&resetReason)) {
+ return false;
+ }
+
+ if (resetReason != DeviceResetReason::FORCED_RESET) {
+ Telemetry::Accumulate(Telemetry::DEVICE_RESET_REASON, uint32_t(resetReason));
+ }
+
+ bool createCompositorDevice = !!mCompositorDevice;
+ bool createContentDevice = !!mContentDevice;
+
+ ResetDevices();
+
+ if (createCompositorDevice && !CreateCompositorDevices()) {
+ // Just stop, don't try anything more
+ return true;
+ }
+ if (createContentDevice) {
+ CreateContentDevices();
+ }
+
+ return true;
+}
+
+bool
+DeviceManagerDx::ContentAdapterIsParentAdapter(ID3D11Device* device)
+{
+ DXGI_ADAPTER_DESC desc;
+ if (!D3D11Checks::GetDxgiDesc(device, &desc)) {
+ gfxCriticalNote << "Could not query device DXGI adapter info";
+ return false;
+ }
+
+ const DxgiAdapterDesc& preferred = mDeviceStatus->adapter();
+
+ if (desc.VendorId != preferred.VendorId ||
+ desc.DeviceId != preferred.DeviceId ||
+ desc.SubSysId != preferred.SubSysId ||
+ desc.AdapterLuid.HighPart != preferred.AdapterLuid.HighPart ||
+ desc.AdapterLuid.LowPart != preferred.AdapterLuid.LowPart)
+ {
+ gfxCriticalNote <<
+ "VendorIDMismatch P " <<
+ hexa(preferred.VendorId) << " " <<
+ hexa(desc.VendorId);
+ return false;
+ }
+
+ return true;
+}
+
+static DeviceResetReason HResultToResetReason(HRESULT hr)
+{
+ switch (hr) {
+ case DXGI_ERROR_DEVICE_HUNG:
+ return DeviceResetReason::HUNG;
+ case DXGI_ERROR_DEVICE_REMOVED:
+ return DeviceResetReason::REMOVED;
+ case DXGI_ERROR_DEVICE_RESET:
+ return DeviceResetReason::RESET;
+ case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
+ return DeviceResetReason::DRIVER_ERROR;
+ case DXGI_ERROR_INVALID_CALL:
+ return DeviceResetReason::INVALID_CALL;
+ case E_OUTOFMEMORY:
+ return DeviceResetReason::OUT_OF_MEMORY;
+ default:
+ MOZ_ASSERT(false);
+ }
+ return DeviceResetReason::UNKNOWN;
+}
+
+bool
+DeviceManagerDx::HasDeviceReset(DeviceResetReason* aOutReason)
+{
+ MutexAutoLock lock(mDeviceLock);
+
+ if (mDeviceResetReason) {
+ if (aOutReason) {
+ *aOutReason = mDeviceResetReason.value();
+ }
+ return true;
+ }
+
+ DeviceResetReason reason;
+ if (GetAnyDeviceRemovedReason(&reason)) {
+ mDeviceResetReason = Some(reason);
+ if (aOutReason) {
+ *aOutReason = reason;
+ }
+ return true;
+ }
+
+ return false;
+}
+
+static inline bool
+DidDeviceReset(const RefPtr<ID3D11Device>& aDevice, DeviceResetReason* aOutReason)
+{
+ if (!aDevice) {
+ return false;
+ }
+ HRESULT hr = aDevice->GetDeviceRemovedReason();
+ if (hr == S_OK) {
+ return false;
+ }
+
+ *aOutReason = HResultToResetReason(hr);
+ return true;
+}
+
+bool
+DeviceManagerDx::GetAnyDeviceRemovedReason(DeviceResetReason* aOutReason)
+{
+ // Caller must own the lock, since we access devices directly, and can be
+ // called from any thread.
+ mDeviceLock.AssertCurrentThreadOwns();
+
+ if (DidDeviceReset(mCompositorDevice, aOutReason) ||
+ DidDeviceReset(mContentDevice, aOutReason))
+ {
+ return true;
+ }
+
+ if (XRE_IsParentProcess() &&
+ NS_IsMainThread() &&
+ gfxPrefs::DeviceResetForTesting())
+ {
+ gfxPrefs::SetDeviceResetForTesting(0);
+ *aOutReason = DeviceResetReason::FORCED_RESET;
+ return true;
+ }
+
+ return false;
+}
+
+void
+DeviceManagerDx::ForceDeviceReset(ForcedDeviceResetReason aReason)
+{
+ Telemetry::Accumulate(Telemetry::FORCED_DEVICE_RESET_REASON, uint32_t(aReason));
+ {
+ MutexAutoLock lock(mDeviceLock);
+ mDeviceResetReason = Some(DeviceResetReason::FORCED_RESET);
+ }
+}
+
+void
+DeviceManagerDx::NotifyD3D9DeviceReset()
+{
+ MutexAutoLock lock(mDeviceLock);
+ mDeviceResetReason = Some(DeviceResetReason::D3D9_RESET);
+}
+
+void
+DeviceManagerDx::DisableD3D11AfterCrash()
+{
+ gfxConfig::Disable(Feature::D3D11_COMPOSITING,
+ FeatureStatus::CrashedInHandler,
+ "Crashed while acquiring a Direct3D11 device",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_CRASH"));
+ ResetDevices();
+}
+
+RefPtr<ID3D11Device>
+DeviceManagerDx::GetCompositorDevice()
+{
+ MutexAutoLock lock(mDeviceLock);
+ return mCompositorDevice;
+}
+
+RefPtr<ID3D11Device>
+DeviceManagerDx::GetContentDevice()
+{
+ MutexAutoLock lock(mDeviceLock);
+ return mContentDevice;
+}
+
+unsigned
+DeviceManagerDx::GetCompositorFeatureLevel() const
+{
+ if (!mDeviceStatus) {
+ return 0;
+ }
+ return mDeviceStatus->featureLevel();
+}
+
+bool
+DeviceManagerDx::TextureSharingWorks()
+{
+ MutexAutoLock lock(mDeviceLock);
+ if (!mDeviceStatus) {
+ return false;
+ }
+ return mDeviceStatus->textureSharingWorks();
+}
+
+bool
+DeviceManagerDx::CanInitializeKeyedMutexTextures()
+{
+ MutexAutoLock lock(mDeviceLock);
+ if (!mDeviceStatus) {
+ return false;
+ }
+ // Disable this on all Intel devices because of crashes.
+ // See bug 1292923.
+ return mDeviceStatus->adapter().VendorId != 0x8086;
+}
+
+bool
+DeviceManagerDx::CheckRemotePresentSupport()
+{
+ MOZ_ASSERT(XRE_IsParentProcess());
+
+ RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
+ if (!adapter) {
+ return false;
+ }
+ if (!D3D11Checks::DoesRemotePresentWork(adapter)) {
+ return false;
+ }
+ return true;
+}
+
+bool
+DeviceManagerDx::IsWARP()
+{
+ MutexAutoLock lock(mDeviceLock);
+ if (!mDeviceStatus) {
+ return false;
+ }
+ return mDeviceStatus->isWARP();
+}
+
+void
+DeviceManagerDx::InitializeDirectDraw()
+{
+ MOZ_ASSERT(layers::CompositorThreadHolder::IsInCompositorThread());
+
+ if (mDirectDraw) {
+ // Already initialized.
+ return;
+ }
+
+ FeatureState& ddraw = gfxConfig::GetFeature(Feature::DIRECT_DRAW);
+ if (!ddraw.IsEnabled()) {
+ return;
+ }
+
+ // Check if DirectDraw is available on this system.
+ mDirectDrawDLL.own(LoadLibrarySystem32(L"ddraw.dll"));
+ if (!mDirectDrawDLL) {
+ ddraw.SetFailed(FeatureStatus::Unavailable, "DirectDraw not available on this computer",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_DDRAW_LIB"));
+ return;
+ }
+
+ sDirectDrawCreateExFn =
+ (decltype(DirectDrawCreateEx)*)GetProcAddress(mDirectDrawDLL, "DirectDrawCreateEx");
+ if (!sDirectDrawCreateExFn) {
+ ddraw.SetFailed(FeatureStatus::Unavailable, "DirectDraw not available on this computer",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_DDRAW_LIB"));
+ return;
+ }
+
+ HRESULT hr;
+ MOZ_SEH_TRY {
+ hr = sDirectDrawCreateExFn(nullptr, getter_AddRefs(mDirectDraw), IID_IDirectDraw7, nullptr);
+ } MOZ_SEH_EXCEPT(EXCEPTION_EXECUTE_HANDLER) {
+ ddraw.SetFailed(FeatureStatus::Failed, "Failed to create DirectDraw",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_DDRAW_LIB"));
+ gfxCriticalNote << "DoesCreatingDirectDrawFailed";
+ return;
+ }
+ if (FAILED(hr)) {
+ ddraw.SetFailed(FeatureStatus::Failed, "Failed to create DirectDraw",
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_DDRAW_LIB"));
+ gfxCriticalNote << "DoesCreatingDirectDrawFailed " << hexa(hr);
+ return;
+ }
+}
+
+IDirectDraw7*
+DeviceManagerDx::GetDirectDraw()
+{
+ return mDirectDraw;
+}
+
+} // namespace gfx
+} // namespace mozilla