diff options
Diffstat (limited to 'gfx/layers/d3d11/CompositorD3D11.cpp')
-rw-r--r-- | gfx/layers/d3d11/CompositorD3D11.cpp | 1586 |
1 files changed, 1586 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/CompositorD3D11.cpp b/gfx/layers/d3d11/CompositorD3D11.cpp new file mode 100644 index 000000000..540d39b33 --- /dev/null +++ b/gfx/layers/d3d11/CompositorD3D11.cpp @@ -0,0 +1,1586 @@ +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- + * 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 "CompositorD3D11.h" + +#include "TextureD3D11.h" +#include "CompositorD3D11Shaders.h" + +#include "gfxWindowsPlatform.h" +#include "nsIWidget.h" +#include "mozilla/gfx/D3D11Checks.h" +#include "mozilla/gfx/DeviceManagerDx.h" +#include "mozilla/gfx/GPUParent.h" +#include "mozilla/layers/ImageHost.h" +#include "mozilla/layers/ContentHost.h" +#include "mozilla/layers/Effects.h" +#include "nsWindowsHelpers.h" +#include "gfxPrefs.h" +#include "gfxConfig.h" +#include "gfxCrashReporterUtils.h" +#include "gfxUtils.h" +#include "mozilla/gfx/StackArray.h" +#include "mozilla/Services.h" +#include "mozilla/widget/WinCompositorWidget.h" + +#include "mozilla/EnumeratedArray.h" +#include "mozilla/Telemetry.h" +#include "BlendShaderConstants.h" + +#include "D3D11ShareHandleImage.h" +#include "D3D9SurfaceImage.h" + +#include <dxgi1_2.h> + +namespace mozilla { + +using namespace gfx; + +namespace layers { + +static bool CanUsePartialPresents(ID3D11Device* aDevice); + +struct Vertex +{ + float position[2]; +}; + +// {1E4D7BEB-D8EC-4A0B-BF0A-63E6DE129425} +static const GUID sDeviceAttachmentsD3D11 = +{ 0x1e4d7beb, 0xd8ec, 0x4a0b, { 0xbf, 0xa, 0x63, 0xe6, 0xde, 0x12, 0x94, 0x25 } }; +// {88041664-C835-4AA8-ACB8-7EC832357ED8} +static const GUID sLayerManagerCount = +{ 0x88041664, 0xc835, 0x4aa8, { 0xac, 0xb8, 0x7e, 0xc8, 0x32, 0x35, 0x7e, 0xd8 } }; + +const FLOAT sBlendFactor[] = { 0, 0, 0, 0 }; + +namespace TexSlot { + static const int RGB = 0; + static const int Y = 1; + static const int Cb = 2; + static const int Cr = 3; + static const int RGBWhite = 4; + static const int Mask = 5; + static const int Backdrop = 6; +} + +struct DeviceAttachmentsD3D11 +{ + DeviceAttachmentsD3D11(ID3D11Device* device) + : mSyncHandle(0), + mDevice(device), + mInitOkay(true) + {} + + bool CreateShaders(); + bool InitBlendShaders(); + bool InitSyncObject(); + + typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes, RefPtr<ID3D11VertexShader>> + VertexShaderArray; + typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes, RefPtr<ID3D11PixelShader>> + PixelShaderArray; + + RefPtr<ID3D11InputLayout> mInputLayout; + RefPtr<ID3D11Buffer> mVertexBuffer; + + VertexShaderArray mVSQuadShader; + VertexShaderArray mVSQuadBlendShader; + PixelShaderArray mSolidColorShader; + PixelShaderArray mRGBAShader; + PixelShaderArray mRGBShader; + PixelShaderArray mYCbCrShader; + PixelShaderArray mComponentAlphaShader; + PixelShaderArray mBlendShader; + RefPtr<ID3D11Buffer> mPSConstantBuffer; + RefPtr<ID3D11Buffer> mVSConstantBuffer; + RefPtr<ID3D11RasterizerState> mRasterizerState; + RefPtr<ID3D11SamplerState> mLinearSamplerState; + RefPtr<ID3D11SamplerState> mPointSamplerState; + RefPtr<ID3D11BlendState> mPremulBlendState; + RefPtr<ID3D11BlendState> mNonPremulBlendState; + RefPtr<ID3D11BlendState> mComponentBlendState; + RefPtr<ID3D11BlendState> mDisabledBlendState; + RefPtr<IDXGIResource> mSyncTexture; + HANDLE mSyncHandle; + +private: + void InitVertexShader(const ShaderBytes& aShader, VertexShaderArray& aArray, MaskType aMaskType) { + InitVertexShader(aShader, getter_AddRefs(aArray[aMaskType])); + } + void InitPixelShader(const ShaderBytes& aShader, PixelShaderArray& aArray, MaskType aMaskType) { + InitPixelShader(aShader, getter_AddRefs(aArray[aMaskType])); + } + void InitVertexShader(const ShaderBytes& aShader, ID3D11VertexShader** aOut) { + if (!mInitOkay) { + return; + } + if (Failed(mDevice->CreateVertexShader(aShader.mData, aShader.mLength, nullptr, aOut), "create vs")) { + mInitOkay = false; + } + } + void InitPixelShader(const ShaderBytes& aShader, ID3D11PixelShader** aOut) { + if (!mInitOkay) { + return; + } + if (Failed(mDevice->CreatePixelShader(aShader.mData, aShader.mLength, nullptr, aOut), "create ps")) { + mInitOkay = false; + } + } + + bool Failed(HRESULT hr, const char* aContext) { + if (SUCCEEDED(hr)) + return false; + + gfxCriticalNote << "[D3D11] " << aContext << " failed: " << hexa(hr); + return true; + } + + // Only used during initialization. + RefPtr<ID3D11Device> mDevice; + bool mInitOkay; +}; + +CompositorD3D11::CompositorD3D11(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget) + : Compositor(aWidget, aParent) + , mAttachments(nullptr) + , mHwnd(nullptr) + , mDisableSequenceForNextFrame(false) + , mAllowPartialPresents(false) + , mVerifyBuffersFailed(false) +{ +} + +CompositorD3D11::~CompositorD3D11() +{ + if (mDevice) { + int referenceCount = 0; + UINT size = sizeof(referenceCount); + HRESULT hr = mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount); + NS_ASSERTION(SUCCEEDED(hr), "Reference count not found on device."); + referenceCount--; + mDevice->SetPrivateData(sLayerManagerCount, + sizeof(referenceCount), + &referenceCount); + + if (!referenceCount) { + DeviceAttachmentsD3D11 *attachments; + size = sizeof(attachments); + mDevice->GetPrivateData(sDeviceAttachmentsD3D11, &size, &attachments); + // No LayerManagers left for this device. Clear out interfaces stored + // which hold a reference to the device. + mDevice->SetPrivateData(sDeviceAttachmentsD3D11, 0, nullptr); + + delete attachments; + } + } +} + +bool +CompositorD3D11::Initialize(nsCString* const out_failureReason) +{ + ScopedGfxFeatureReporter reporter("D3D11 Layers"); + + MOZ_ASSERT(gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)); + + HRESULT hr; + + mDevice = DeviceManagerDx::Get()->GetCompositorDevice(); + if (!mDevice) { + gfxCriticalNote << "[D3D11] failed to get compositor device."; + *out_failureReason = "FEATURE_FAILURE_D3D11_NO_DEVICE"; + return false; + } + + mDevice->GetImmediateContext(getter_AddRefs(mContext)); + if (!mContext) { + gfxCriticalNote << "[D3D11] failed to get immediate context"; + *out_failureReason = "FEATURE_FAILURE_D3D11_CONTEXT"; + return false; + } + + mFeatureLevel = mDevice->GetFeatureLevel(); + + mHwnd = mWidget->AsWindows()->GetHwnd(); + + memset(&mVSConstants, 0, sizeof(VertexShaderConstants)); + + int referenceCount = 0; + UINT size = sizeof(referenceCount); + // If this isn't there yet it'll fail, count will remain 0, which is correct. + mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount); + referenceCount++; + mDevice->SetPrivateData(sLayerManagerCount, + sizeof(referenceCount), + &referenceCount); + + size = sizeof(DeviceAttachmentsD3D11*); + if (FAILED(mDevice->GetPrivateData(sDeviceAttachmentsD3D11, + &size, + &mAttachments))) { + mAttachments = new DeviceAttachmentsD3D11(mDevice); + mDevice->SetPrivateData(sDeviceAttachmentsD3D11, + sizeof(mAttachments), + &mAttachments); + + D3D11_INPUT_ELEMENT_DESC layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + hr = mDevice->CreateInputLayout(layout, + sizeof(layout) / sizeof(D3D11_INPUT_ELEMENT_DESC), + LayerQuadVS, + sizeof(LayerQuadVS), + getter_AddRefs(mAttachments->mInputLayout)); + + if (Failed(hr, "CreateInputLayout")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_INPUT_LAYOUT"; + return false; + } + + Vertex vertices[] = { {{0.0, 0.0}}, {{1.0, 0.0}}, {{0.0, 1.0}}, {{1.0, 1.0}} }; + CD3D11_BUFFER_DESC bufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER); + D3D11_SUBRESOURCE_DATA data; + data.pSysMem = (void*)vertices; + + hr = mDevice->CreateBuffer(&bufferDesc, &data, getter_AddRefs(mAttachments->mVertexBuffer)); + + if (Failed(hr, "create vertex buffer")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_VERTEX_BUFFER"; + return false; + } + + if (!mAttachments->CreateShaders()) { + *out_failureReason = "FEATURE_FAILURE_D3D11_CREATE_SHADERS"; + return false; + } + + CD3D11_BUFFER_DESC cBufferDesc(sizeof(VertexShaderConstants), + D3D11_BIND_CONSTANT_BUFFER, + D3D11_USAGE_DYNAMIC, + D3D11_CPU_ACCESS_WRITE); + + hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, getter_AddRefs(mAttachments->mVSConstantBuffer)); + if (Failed(hr, "create vs buffer")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_VS_BUFFER"; + return false; + } + + cBufferDesc.ByteWidth = sizeof(PixelShaderConstants); + hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, getter_AddRefs(mAttachments->mPSConstantBuffer)); + if (Failed(hr, "create ps buffer")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_PS_BUFFER"; + return false; + } + + CD3D11_RASTERIZER_DESC rastDesc(D3D11_DEFAULT); + rastDesc.CullMode = D3D11_CULL_NONE; + rastDesc.ScissorEnable = TRUE; + + hr = mDevice->CreateRasterizerState(&rastDesc, getter_AddRefs(mAttachments->mRasterizerState)); + if (Failed(hr, "create rasterizer")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_RASTERIZER"; + return false; + } + + CD3D11_SAMPLER_DESC samplerDesc(D3D11_DEFAULT); + hr = mDevice->CreateSamplerState(&samplerDesc, getter_AddRefs(mAttachments->mLinearSamplerState)); + if (Failed(hr, "create linear sampler")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_LINEAR_SAMPLER"; + return false; + } + + samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + hr = mDevice->CreateSamplerState(&samplerDesc, getter_AddRefs(mAttachments->mPointSamplerState)); + if (Failed(hr, "create point sampler")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_POINT_SAMPLER"; + return false; + } + + CD3D11_BLEND_DESC blendDesc(D3D11_DEFAULT); + D3D11_RENDER_TARGET_BLEND_DESC rtBlendPremul = { + TRUE, + D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD, + D3D11_COLOR_WRITE_ENABLE_ALL + }; + blendDesc.RenderTarget[0] = rtBlendPremul; + hr = mDevice->CreateBlendState(&blendDesc, getter_AddRefs(mAttachments->mPremulBlendState)); + if (Failed(hr, "create pm blender")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_PM_BLENDER"; + return false; + } + + D3D11_RENDER_TARGET_BLEND_DESC rtBlendNonPremul = { + TRUE, + D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD, + D3D11_COLOR_WRITE_ENABLE_ALL + }; + blendDesc.RenderTarget[0] = rtBlendNonPremul; + hr = mDevice->CreateBlendState(&blendDesc, getter_AddRefs(mAttachments->mNonPremulBlendState)); + if (Failed(hr, "create npm blender")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_NPM_BLENDER"; + return false; + } + + if (gfxPrefs::ComponentAlphaEnabled()) { + D3D11_RENDER_TARGET_BLEND_DESC rtBlendComponent = { + TRUE, + D3D11_BLEND_ONE, + D3D11_BLEND_INV_SRC1_COLOR, + D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, + D3D11_BLEND_INV_SRC_ALPHA, + D3D11_BLEND_OP_ADD, + D3D11_COLOR_WRITE_ENABLE_ALL + }; + blendDesc.RenderTarget[0] = rtBlendComponent; + hr = mDevice->CreateBlendState(&blendDesc, getter_AddRefs(mAttachments->mComponentBlendState)); + if (Failed(hr, "create component blender")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_COMP_BLENDER"; + return false; + } + } + + D3D11_RENDER_TARGET_BLEND_DESC rtBlendDisabled = { + FALSE, + D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD, + D3D11_COLOR_WRITE_ENABLE_ALL + }; + blendDesc.RenderTarget[0] = rtBlendDisabled; + hr = mDevice->CreateBlendState(&blendDesc, getter_AddRefs(mAttachments->mDisabledBlendState)); + if (Failed(hr, "create null blender")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_NULL_BLENDER"; + return false; + } + + if (!mAttachments->InitSyncObject()) { + *out_failureReason = "FEATURE_FAILURE_D3D11_OBJ_SYNC"; + return false; + } + } + + RefPtr<IDXGIDevice> dxgiDevice; + RefPtr<IDXGIAdapter> dxgiAdapter; + + mDevice->QueryInterface(dxgiDevice.StartAssignment()); + dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter)); + + { + RefPtr<IDXGIFactory> dxgiFactory; + dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment())); + + DXGI_SWAP_CHAIN_DESC swapDesc; + ::ZeroMemory(&swapDesc, sizeof(swapDesc)); + swapDesc.BufferDesc.Width = 0; + swapDesc.BufferDesc.Height = 0; + swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; + swapDesc.BufferDesc.RefreshRate.Numerator = 60; + swapDesc.BufferDesc.RefreshRate.Denominator = 1; + swapDesc.SampleDesc.Count = 1; + swapDesc.SampleDesc.Quality = 0; + swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + swapDesc.BufferCount = 1; + swapDesc.OutputWindow = mHwnd; + swapDesc.Windowed = TRUE; + swapDesc.Flags = 0; + swapDesc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL; + + + /** + * Create a swap chain, this swap chain will contain the backbuffer for + * the window we draw to. The front buffer is the full screen front + * buffer. + */ + hr = dxgiFactory->CreateSwapChain(dxgiDevice, &swapDesc, getter_AddRefs(mSwapChain)); + if (Failed(hr, "create swap chain")) { + *out_failureReason = "FEATURE_FAILURE_D3D11_SWAP_CHAIN"; + return false; + } + + // We need this because we don't want DXGI to respond to Alt+Enter. + dxgiFactory->MakeWindowAssociation(swapDesc.OutputWindow, + DXGI_MWA_NO_WINDOW_CHANGES); + } + + if (!mWidget->InitCompositor(this)) { + *out_failureReason = "FEATURE_FAILURE_D3D11_INIT_COMPOSITOR"; + return false; + } + + mAllowPartialPresents = CanUsePartialPresents(mDevice); + + reporter.SetSuccessful(); + return true; +} + +static bool +CanUsePartialPresents(ID3D11Device* aDevice) +{ + if (gfxPrefs::PartialPresent() > 0) { + return true; + } + if (gfxPrefs::PartialPresent() < 0) { + return false; + } + if (DeviceManagerDx::Get()->IsWARP()) { + return true; + } + + DXGI_ADAPTER_DESC desc; + if (!D3D11Checks::GetDxgiDesc(aDevice, &desc)) { + return false; + } + + // We have to disable partial presents on NVIDIA (bug 1189940). + if (desc.VendorId == 0x10de) { + return false; + } + + return true; +} + +already_AddRefed<DataTextureSource> +CompositorD3D11::CreateDataTextureSource(TextureFlags aFlags) +{ + RefPtr<DataTextureSource> result = new DataTextureSourceD3D11(gfx::SurfaceFormat::UNKNOWN, + this, aFlags); + return result.forget(); +} + +TextureFactoryIdentifier +CompositorD3D11::GetTextureFactoryIdentifier() +{ + TextureFactoryIdentifier ident; + ident.mMaxTextureSize = GetMaxTextureSize(); + ident.mParentProcessType = XRE_GetProcessType(); + ident.mParentBackend = LayersBackend::LAYERS_D3D11; + ident.mSyncHandle = mAttachments->mSyncHandle; + return ident; +} + +bool +CompositorD3D11::CanUseCanvasLayerForSize(const gfx::IntSize& aSize) +{ + int32_t maxTextureSize = GetMaxTextureSize(); + + if (aSize.width > maxTextureSize || aSize.height > maxTextureSize) { + return false; + } + + return true; +} + +int32_t +CompositorD3D11::GetMaxTextureSize() const +{ + return GetMaxTextureSizeForFeatureLevel(mFeatureLevel); +} + +already_AddRefed<CompositingRenderTarget> +CompositorD3D11::CreateRenderTarget(const gfx::IntRect& aRect, + SurfaceInitMode aInit) +{ + MOZ_ASSERT(aRect.width != 0 && aRect.height != 0); + + if (aRect.width * aRect.height == 0) { + return nullptr; + } + + CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aRect.width, aRect.height, 1, 1, + D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET); + + RefPtr<ID3D11Texture2D> texture; + HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture)); + if (FAILED(hr) || !texture) { + gfxCriticalNote << "Failed in CreateRenderTarget " << hexa(hr); + return nullptr; + } + + RefPtr<CompositingRenderTargetD3D11> rt = new CompositingRenderTargetD3D11(texture, aRect.TopLeft()); + rt->SetSize(IntSize(aRect.width, aRect.height)); + + if (aInit == INIT_MODE_CLEAR) { + FLOAT clear[] = { 0, 0, 0, 0 }; + mContext->ClearRenderTargetView(rt->mRTView, clear); + } + + return rt.forget(); +} + +RefPtr<ID3D11Texture2D> +CompositorD3D11::CreateTexture(const gfx::IntRect& aRect, + const CompositingRenderTarget* aSource, + const gfx::IntPoint& aSourcePoint) +{ + MOZ_ASSERT(aRect.width != 0 && aRect.height != 0); + + if (aRect.width * aRect.height == 0) { + return nullptr; + } + + CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, + aRect.width, aRect.height, 1, 1, + D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET); + + RefPtr<ID3D11Texture2D> texture; + HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture)); + + if (FAILED(hr) || !texture) { + gfxCriticalNote << "Failed in CreateRenderTargetFromSource " << hexa(hr); + HandleError(hr); + return nullptr; + } + + if (aSource) { + const CompositingRenderTargetD3D11* sourceD3D11 = + static_cast<const CompositingRenderTargetD3D11*>(aSource); + + const IntSize& srcSize = sourceD3D11->GetSize(); + MOZ_ASSERT(srcSize.width >= 0 && srcSize.height >= 0, + "render targets should have nonnegative sizes"); + + IntRect srcRect(IntPoint(), srcSize); + IntRect copyRect(aSourcePoint, aRect.Size()); + if (!srcRect.Contains(copyRect)) { + NS_WARNING("Could not copy the whole copy rect from the render target"); + } + + copyRect = copyRect.Intersect(srcRect); + + if (!copyRect.IsEmpty()) { + D3D11_BOX copyBox; + copyBox.front = 0; + copyBox.back = 1; + copyBox.left = copyRect.x; + copyBox.top = copyRect.y; + copyBox.right = copyRect.XMost(); + copyBox.bottom = copyRect.YMost(); + + mContext->CopySubresourceRegion(texture, 0, + 0, 0, 0, + sourceD3D11->GetD3D11Texture(), 0, + ©Box); + } + } + + return texture; +} + +already_AddRefed<CompositingRenderTarget> +CompositorD3D11::CreateRenderTargetFromSource(const gfx::IntRect &aRect, + const CompositingRenderTarget* aSource, + const gfx::IntPoint &aSourcePoint) +{ + RefPtr<ID3D11Texture2D> texture = CreateTexture(aRect, aSource, aSourcePoint); + if (!texture) { + return nullptr; + } + + RefPtr<CompositingRenderTargetD3D11> rt = + new CompositingRenderTargetD3D11(texture, aRect.TopLeft()); + rt->SetSize(aRect.Size()); + + return rt.forget(); +} + +bool +CompositorD3D11::CopyBackdrop(const gfx::IntRect& aRect, + RefPtr<ID3D11Texture2D>* aOutTexture, + RefPtr<ID3D11ShaderResourceView>* aOutView) +{ + RefPtr<ID3D11Texture2D> texture = CreateTexture(aRect, mCurrentRT, aRect.TopLeft()); + if (!texture) { + return false; + } + + CD3D11_SHADER_RESOURCE_VIEW_DESC desc(D3D11_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_B8G8R8A8_UNORM); + + RefPtr<ID3D11ShaderResourceView> srv; + HRESULT hr = mDevice->CreateShaderResourceView(texture, &desc, getter_AddRefs(srv)); + if (FAILED(hr) || !srv) { + return false; + } + + *aOutTexture = texture.forget(); + *aOutView = srv.forget(); + return true; +} + +void +CompositorD3D11::SetRenderTarget(CompositingRenderTarget* aRenderTarget) +{ + MOZ_ASSERT(aRenderTarget); + CompositingRenderTargetD3D11* newRT = + static_cast<CompositingRenderTargetD3D11*>(aRenderTarget); + if (mCurrentRT != newRT) { + mCurrentRT = newRT; + mCurrentRT->BindRenderTarget(mContext); + } + + if (newRT->HasComplexProjection()) { + gfx::Matrix4x4 projection; + bool depthEnable; + float zNear, zFar; + newRT->GetProjection(projection, depthEnable, zNear, zFar); + PrepareViewport(newRT->GetSize(), projection, zNear, zFar); + } else { + PrepareViewport(newRT->GetSize()); + } +} + +ID3D11PixelShader* +CompositorD3D11::GetPSForEffect(Effect* aEffect, MaskType aMaskType) +{ + switch (aEffect->mType) { + case EffectTypes::SOLID_COLOR: + return mAttachments->mSolidColorShader[aMaskType]; + case EffectTypes::RENDER_TARGET: + return mAttachments->mRGBAShader[aMaskType]; + case EffectTypes::RGB: { + SurfaceFormat format = static_cast<TexturedEffect*>(aEffect)->mTexture->GetFormat(); + return (format == SurfaceFormat::B8G8R8A8 || format == SurfaceFormat::R8G8B8A8) + ? mAttachments->mRGBAShader[aMaskType] + : mAttachments->mRGBShader[aMaskType]; + } + case EffectTypes::YCBCR: + return mAttachments->mYCbCrShader[aMaskType]; + case EffectTypes::COMPONENT_ALPHA: + return mAttachments->mComponentAlphaShader[aMaskType]; + default: + NS_WARNING("No shader to load"); + return nullptr; + } +} + +void +CompositorD3D11::ClearRect(const gfx::Rect& aRect) +{ + mContext->OMSetBlendState(mAttachments->mDisabledBlendState, sBlendFactor, 0xFFFFFFFF); + + Matrix4x4 identity; + memcpy(&mVSConstants.layerTransform, &identity._11, 64); + + mVSConstants.layerQuad = aRect; + mVSConstants.renderTargetOffset[0] = 0; + mVSConstants.renderTargetOffset[1] = 0; + mPSConstants.layerOpacity[0] = 1.0f; + + D3D11_RECT scissor; + scissor.left = aRect.x; + scissor.right = aRect.XMost(); + scissor.top = aRect.y; + scissor.bottom = aRect.YMost(); + mContext->RSSetScissorRects(1, &scissor); + mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + mContext->VSSetShader(mAttachments->mVSQuadShader[MaskType::MaskNone], nullptr, 0); + + mContext->PSSetShader(mAttachments->mSolidColorShader[MaskType::MaskNone], nullptr, 0); + mPSConstants.layerColor[0] = 0; + mPSConstants.layerColor[1] = 0; + mPSConstants.layerColor[2] = 0; + mPSConstants.layerColor[3] = 0; + + if (!UpdateConstantBuffers()) { + NS_WARNING("Failed to update shader constant buffers"); + return; + } + + mContext->Draw(4, 0); + + mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor, 0xFFFFFFFF); +} + +static inline bool +EffectHasPremultipliedAlpha(Effect* aEffect) +{ + if (aEffect->mType == EffectTypes::RGB) { + return static_cast<TexturedEffect*>(aEffect)->mPremultiplied; + } + return true; +} + +static inline int +EffectToBlendLayerType(Effect* aEffect) +{ + switch (aEffect->mType) { + case EffectTypes::SOLID_COLOR: + return PS_LAYER_COLOR; + case EffectTypes::RGB: { + gfx::SurfaceFormat format = static_cast<TexturedEffect*>(aEffect)->mTexture->GetFormat(); + return (format == gfx::SurfaceFormat::B8G8R8A8 || format == gfx::SurfaceFormat::R8G8B8A8) + ? PS_LAYER_RGBA + : PS_LAYER_RGB; + } + case EffectTypes::RENDER_TARGET: + return PS_LAYER_RGBA; + case EffectTypes::YCBCR: + return PS_LAYER_YCBCR; + default: + MOZ_ASSERT_UNREACHABLE("blending not supported for this layer type"); + return 0; + } +} + +void +CompositorD3D11::DrawQuad(const gfx::Rect& aRect, + const gfx::IntRect& aClipRect, + const EffectChain& aEffectChain, + gfx::Float aOpacity, + const gfx::Matrix4x4& aTransform, + const gfx::Rect& aVisibleRect) +{ + if (mCurrentClip.IsEmpty()) { + return; + } + + MOZ_ASSERT(mCurrentRT, "No render target"); + + memcpy(&mVSConstants.layerTransform, &aTransform._11, 64); + IntPoint origin = mCurrentRT->GetOrigin(); + mVSConstants.renderTargetOffset[0] = origin.x; + mVSConstants.renderTargetOffset[1] = origin.y; + + mPSConstants.layerOpacity[0] = aOpacity; + + bool restoreBlendMode = false; + + MaskType maskType = MaskType::MaskNone; + + if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) { + maskType = MaskType::Mask; + + EffectMask* maskEffect = + static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get()); + TextureSourceD3D11* source = maskEffect->mMaskTexture->AsSourceD3D11(); + + if (!source) { + NS_WARNING("Missing texture source!"); + return; + } + + ID3D11ShaderResourceView* srView = source->GetShaderResourceView(); + mContext->PSSetShaderResources(TexSlot::Mask, 1, &srView); + + const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform; + NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!"); + Rect bounds = Rect(Point(), Size(maskEffect->mSize)); + + mVSConstants.maskQuad = maskTransform.As2D().TransformBounds(bounds); + } + + D3D11_RECT scissor; + + IntRect clipRect(aClipRect.x, aClipRect.y, aClipRect.width, aClipRect.height); + if (mCurrentRT == mDefaultRT) { + clipRect = clipRect.Intersect(mCurrentClip); + } + + if (clipRect.IsEmpty()) { + return; + } + + scissor.left = clipRect.x; + scissor.right = clipRect.XMost(); + scissor.top = clipRect.y; + scissor.bottom = clipRect.YMost(); + + RefPtr<ID3D11VertexShader> vertexShader = mAttachments->mVSQuadShader[maskType]; + RefPtr<ID3D11PixelShader> pixelShader = GetPSForEffect(aEffectChain.mPrimaryEffect, maskType); + + RefPtr<ID3D11Texture2D> mixBlendBackdrop; + gfx::CompositionOp blendMode = gfx::CompositionOp::OP_OVER; + if (aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE]) { + EffectBlendMode *blendEffect = + static_cast<EffectBlendMode*>(aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE].get()); + blendMode = blendEffect->mBlendMode; + + // If the blend operation needs to read from the backdrop, copy the + // current render target into a new texture and bind it now. + if (BlendOpIsMixBlendMode(blendMode)) { + gfx::Matrix4x4 backdropTransform; + gfx::IntRect rect = ComputeBackdropCopyRect(aRect, aClipRect, aTransform, &backdropTransform); + + RefPtr<ID3D11ShaderResourceView> srv; + if (CopyBackdrop(rect, &mixBlendBackdrop, &srv) && + mAttachments->InitBlendShaders()) + { + vertexShader = mAttachments->mVSQuadBlendShader[maskType]; + pixelShader = mAttachments->mBlendShader[MaskType::MaskNone]; + + ID3D11ShaderResourceView* srView = srv.get(); + mContext->PSSetShaderResources(TexSlot::Backdrop, 1, &srView); + + memcpy(&mVSConstants.backdropTransform, &backdropTransform._11, 64); + + mPSConstants.blendConfig[0] = EffectToBlendLayerType(aEffectChain.mPrimaryEffect); + mPSConstants.blendConfig[1] = int(maskType); + mPSConstants.blendConfig[2] = BlendOpToShaderConstant(blendMode); + mPSConstants.blendConfig[3] = EffectHasPremultipliedAlpha(aEffectChain.mPrimaryEffect); + } + } + } + + mContext->RSSetScissorRects(1, &scissor); + mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + mContext->VSSetShader(vertexShader, nullptr, 0); + mContext->PSSetShader(pixelShader, nullptr, 0); + + const Rect* pTexCoordRect = nullptr; + + switch (aEffectChain.mPrimaryEffect->mType) { + case EffectTypes::SOLID_COLOR: { + Color color = + static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor; + mPSConstants.layerColor[0] = color.r * color.a * aOpacity; + mPSConstants.layerColor[1] = color.g * color.a * aOpacity; + mPSConstants.layerColor[2] = color.b * color.a * aOpacity; + mPSConstants.layerColor[3] = color.a * aOpacity; + } + break; + case EffectTypes::RGB: + case EffectTypes::RENDER_TARGET: + { + TexturedEffect* texturedEffect = + static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get()); + + pTexCoordRect = &texturedEffect->mTextureCoords; + + TextureSourceD3D11* source = texturedEffect->mTexture->AsSourceD3D11(); + + if (!source) { + NS_WARNING("Missing texture source!"); + return; + } + + ID3D11ShaderResourceView* srView = source->GetShaderResourceView(); + mContext->PSSetShaderResources(TexSlot::RGB, 1, &srView); + + if (!texturedEffect->mPremultiplied) { + mContext->OMSetBlendState(mAttachments->mNonPremulBlendState, sBlendFactor, 0xFFFFFFFF); + restoreBlendMode = true; + } + + SetSamplerForSamplingFilter(texturedEffect->mSamplingFilter); + } + break; + case EffectTypes::YCBCR: { + EffectYCbCr* ycbcrEffect = + static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get()); + + SetSamplerForSamplingFilter(SamplingFilter::LINEAR); + + pTexCoordRect = &ycbcrEffect->mTextureCoords; + + const int Y = 0, Cb = 1, Cr = 2; + TextureSource* source = ycbcrEffect->mTexture; + + if (!source) { + NS_WARNING("No texture to composite"); + return; + } + + if (!source->GetSubSource(Y) || !source->GetSubSource(Cb) || !source->GetSubSource(Cr)) { + // This can happen if we failed to upload the textures, most likely + // because of unsupported dimensions (we don't tile YCbCr textures). + return; + } + + float* yuvToRgb = gfxUtils::Get4x3YuvColorMatrix(ycbcrEffect->mYUVColorSpace); + memcpy(&mPSConstants.yuvColorMatrix, yuvToRgb, sizeof(mPSConstants.yuvColorMatrix)); + + TextureSourceD3D11* sourceY = source->GetSubSource(Y)->AsSourceD3D11(); + TextureSourceD3D11* sourceCb = source->GetSubSource(Cb)->AsSourceD3D11(); + TextureSourceD3D11* sourceCr = source->GetSubSource(Cr)->AsSourceD3D11(); + + ID3D11ShaderResourceView* srViews[3] = { sourceY->GetShaderResourceView(), + sourceCb->GetShaderResourceView(), + sourceCr->GetShaderResourceView() }; + mContext->PSSetShaderResources(TexSlot::Y, 3, srViews); + } + break; + case EffectTypes::COMPONENT_ALPHA: + { + MOZ_ASSERT(gfxPrefs::ComponentAlphaEnabled()); + MOZ_ASSERT(mAttachments->mComponentBlendState); + EffectComponentAlpha* effectComponentAlpha = + static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get()); + + TextureSourceD3D11* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceD3D11(); + TextureSourceD3D11* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceD3D11(); + + if (!sourceOnWhite || !sourceOnBlack) { + NS_WARNING("Missing texture source(s)!"); + return; + } + + SetSamplerForSamplingFilter(effectComponentAlpha->mSamplingFilter); + + pTexCoordRect = &effectComponentAlpha->mTextureCoords; + + ID3D11ShaderResourceView* srViews[2] = { sourceOnBlack->GetShaderResourceView(), + sourceOnWhite->GetShaderResourceView() }; + mContext->PSSetShaderResources(TexSlot::RGB, 1, &srViews[0]); + mContext->PSSetShaderResources(TexSlot::RGBWhite, 1, &srViews[1]); + + mContext->OMSetBlendState(mAttachments->mComponentBlendState, sBlendFactor, 0xFFFFFFFF); + restoreBlendMode = true; + } + break; + default: + NS_WARNING("Unknown shader type"); + return; + } + + if (pTexCoordRect) { + Rect layerRects[4]; + Rect textureRects[4]; + size_t rects = DecomposeIntoNoRepeatRects(aRect, + *pTexCoordRect, + &layerRects, + &textureRects); + for (size_t i = 0; i < rects; i++) { + mVSConstants.layerQuad = layerRects[i]; + mVSConstants.textureCoords = textureRects[i]; + + if (!UpdateConstantBuffers()) { + NS_WARNING("Failed to update shader constant buffers"); + break; + } + mContext->Draw(4, 0); + } + } else { + mVSConstants.layerQuad = aRect; + + if (!UpdateConstantBuffers()) { + NS_WARNING("Failed to update shader constant buffers"); + } else { + mContext->Draw(4, 0); + } + } + + if (restoreBlendMode) { + mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor, 0xFFFFFFFF); + } +} + +void +CompositorD3D11::BeginFrame(const nsIntRegion& aInvalidRegion, + const IntRect* aClipRectIn, + const IntRect& aRenderBounds, + const nsIntRegion& aOpaqueRegion, + IntRect* aClipRectOut, + IntRect* aRenderBoundsOut) +{ + // Don't composite if we are minimised. Other than for the sake of efficency, + // this is important because resizing our buffers when mimised will fail and + // cause a crash when we're restored. + NS_ASSERTION(mHwnd, "Couldn't find an HWND when initialising?"); + if (::IsIconic(mHwnd)) { + // We are not going to render, and not going to call EndFrame so we have to + // read-unlock our textures to prevent them from accumulating. + ReadUnlockTextures(); + *aRenderBoundsOut = IntRect(); + return; + } + + if (mDevice->GetDeviceRemovedReason() != S_OK) { + gfxCriticalNote << "GFX: D3D11 skip BeginFrame with device-removed."; + ReadUnlockTextures(); + *aRenderBoundsOut = IntRect(); + + // If we are in the GPU process then the main process doesn't + // know that a device reset has happened and needs to be informed + if (XRE_IsGPUProcess()) { + GPUParent::GetSingleton()->NotifyDeviceReset(); + } + + return; + } + + LayoutDeviceIntSize oldSize = mSize; + + // Failed to create a render target or the view. + if (!UpdateRenderTarget() || !mDefaultRT || !mDefaultRT->mRTView || + mSize.width <= 0 || mSize.height <= 0) { + ReadUnlockTextures(); + *aRenderBoundsOut = IntRect(); + return; + } + + IntRect intRect = IntRect(IntPoint(0, 0), mSize.ToUnknownSize()); + // Sometimes the invalid region is larger than we want to draw. + nsIntRegion invalidRegionSafe; + + if (mSize != oldSize) { + invalidRegionSafe = intRect; + } else { + invalidRegionSafe.And(aInvalidRegion, intRect); + } + + IntRect invalidRect = invalidRegionSafe.GetBounds(); + + IntRect clipRect = invalidRect; + if (aClipRectIn) { + clipRect.IntersectRect(clipRect, IntRect(aClipRectIn->x, aClipRectIn->y, aClipRectIn->width, aClipRectIn->height)); + } + + if (clipRect.IsEmpty()) { + *aRenderBoundsOut = IntRect(); + return; + } + + mContext->IASetInputLayout(mAttachments->mInputLayout); + + ID3D11Buffer* buffer = mAttachments->mVertexBuffer; + UINT size = sizeof(Vertex); + UINT offset = 0; + mContext->IASetVertexBuffers(0, 1, &buffer, &size, &offset); + + mInvalidRect = IntRect(invalidRect.x, invalidRect.y, invalidRect.width, invalidRect.height); + mInvalidRegion = invalidRegionSafe; + + if (aClipRectOut) { + *aClipRectOut = IntRect(0, 0, mSize.width, mSize.height); + } + if (aRenderBoundsOut) { + *aRenderBoundsOut = IntRect(0, 0, mSize.width, mSize.height); + } + + mCurrentClip = IntRect(clipRect.x, clipRect.y, clipRect.width, clipRect.height); + + mContext->RSSetState(mAttachments->mRasterizerState); + + SetRenderTarget(mDefaultRT); + + // ClearRect will set the correct blend state for us. + ClearRect(Rect(clipRect.x, clipRect.y, clipRect.width, clipRect.height)); + + if (mAttachments->mSyncTexture) { + RefPtr<IDXGIKeyedMutex> mutex; + mAttachments->mSyncTexture->QueryInterface((IDXGIKeyedMutex**)getter_AddRefs(mutex)); + + MOZ_ASSERT(mutex); + { + HRESULT hr; + AutoTextureLock lock(mutex, hr, 10000); + if (hr == WAIT_TIMEOUT) { + hr = mDevice->GetDeviceRemovedReason(); + if (hr == S_OK) { + // There is no driver-removed event. Crash with this timeout. + MOZ_CRASH("GFX: D3D11 normal status timeout"); + } + + // Since the timeout is related to the driver-removed, clear the + // render-bounding size to skip this frame. + gfxCriticalNote << "GFX: D3D11 timeout with device-removed:" << gfx::hexa(hr); + *aRenderBoundsOut = IntRect(); + return; + } else if (hr == WAIT_ABANDONED) { + gfxCriticalNote << "GFX: D3D11 abandoned sync"; + } + } + } +} + +void +CompositorD3D11::EndFrame() +{ + if (!mDefaultRT) { + Compositor::EndFrame(); + return; + } + + if (mDevice->GetDeviceRemovedReason() != S_OK) { + gfxCriticalNote << "GFX: D3D11 skip EndFrame with device-removed."; + Compositor::EndFrame(); + mCurrentRT = nullptr; + return; + } + + LayoutDeviceIntSize oldSize = mSize; + EnsureSize(); + if (mSize.width <= 0 || mSize.height <= 0) { + Compositor::EndFrame(); + return; + } + + RefPtr<ID3D11Query> query; + CD3D11_QUERY_DESC desc(D3D11_QUERY_EVENT); + mDevice->CreateQuery(&desc, getter_AddRefs(query)); + if (query) { + mContext->End(query); + } + + UINT presentInterval = 0; + + bool isWARP = DeviceManagerDx::Get()->IsWARP(); + if (isWARP) { + // When we're using WARP we cannot present immediately as it causes us + // to tear when rendering. When not using WARP it appears the DWM takes + // care of tearing for us. + presentInterval = 1; + } + + if (oldSize == mSize) { + RefPtr<IDXGISwapChain1> chain; + HRESULT hr = mSwapChain->QueryInterface((IDXGISwapChain1**)getter_AddRefs(chain)); + + if (SUCCEEDED(hr) && chain && mAllowPartialPresents) { + DXGI_PRESENT_PARAMETERS params; + PodZero(¶ms); + params.DirtyRectsCount = mInvalidRegion.GetNumRects(); + StackArray<RECT, 4> rects(params.DirtyRectsCount); + + uint32_t i = 0; + for (auto iter = mInvalidRegion.RectIter(); !iter.Done(); iter.Next()) { + const IntRect& r = iter.Get(); + rects[i].left = r.x; + rects[i].top = r.y; + rects[i].bottom = r.YMost(); + rects[i].right = r.XMost(); + i++; + } + + params.pDirtyRects = params.DirtyRectsCount ? rects.data() : nullptr; + chain->Present1(presentInterval, mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0, ¶ms); + } else { + hr = mSwapChain->Present(presentInterval, mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0); + if (FAILED(hr)) { + gfxCriticalNote << "D3D11 swap chain preset failed " << hexa(hr); + HandleError(hr); + } + } + mDisableSequenceForNextFrame = false; + if (mTarget) { + PaintToTarget(); + } + } + + // Block until the previous frame's work has been completed. + if (mQuery) { + TimeStamp start = TimeStamp::Now(); + BOOL result; + while (mContext->GetData(mQuery, &result, sizeof(BOOL), 0) != S_OK) { + if (mDevice->GetDeviceRemovedReason() != S_OK) { + break; + } + if ((TimeStamp::Now() - start) > TimeDuration::FromSeconds(2)) { + break; + } + Sleep(0); + } + } + // Store the query for this frame so we can flush it next time. + mQuery = query; + + Compositor::EndFrame(); + + mCurrentRT = nullptr; +} + +void +CompositorD3D11::PrepareViewport(const gfx::IntSize& aSize) +{ + // This view matrix translates coordinates from 0..width and 0..height to + // -1..1 on the X axis, and -1..1 on the Y axis (flips the Y coordinate) + Matrix viewMatrix = Matrix::Translation(-1.0, 1.0); + viewMatrix.PreScale(2.0f / float(aSize.width), 2.0f / float(aSize.height)); + viewMatrix.PreScale(1.0f, -1.0f); + + Matrix4x4 projection = Matrix4x4::From2D(viewMatrix); + projection._33 = 0.0f; + + PrepareViewport(aSize, projection, 0.0f, 1.0f); +} + +void +CompositorD3D11::ForcePresent() +{ + LayoutDeviceIntSize size = mWidget->GetClientSize(); + + DXGI_SWAP_CHAIN_DESC desc; + mSwapChain->GetDesc(&desc); + + if (desc.BufferDesc.Width == size.width && desc.BufferDesc.Height == size.height) { + mSwapChain->Present(0, 0); + } +} + +void +CompositorD3D11::PrepareViewport(const gfx::IntSize& aSize, + const gfx::Matrix4x4& aProjection, + float aZNear, float aZFar) +{ + D3D11_VIEWPORT viewport; + viewport.MaxDepth = aZFar; + viewport.MinDepth = aZNear; + viewport.Width = aSize.width; + viewport.Height = aSize.height; + viewport.TopLeftX = 0; + viewport.TopLeftY = 0; + + mContext->RSSetViewports(1, &viewport); + + memcpy(&mVSConstants.projection, &aProjection._11, sizeof(mVSConstants.projection)); +} + +void +CompositorD3D11::EnsureSize() +{ + mSize = mWidget->GetClientSize(); +} + +bool +CompositorD3D11::VerifyBufferSize() +{ + DXGI_SWAP_CHAIN_DESC swapDesc; + HRESULT hr; + + hr = mSwapChain->GetDesc(&swapDesc); + if (FAILED(hr)) { + gfxCriticalError() << "Failed to get the description " << hexa(hr) << ", " << mSize << ", " << (int)mVerifyBuffersFailed; + HandleError(hr); + return false; + } + + if (((swapDesc.BufferDesc.Width == mSize.width && + swapDesc.BufferDesc.Height == mSize.height) || + mSize.width <= 0 || mSize.height <= 0) && + !mVerifyBuffersFailed) { + return true; + } + + ID3D11RenderTargetView* view = nullptr; + mContext->OMSetRenderTargets(1, &view, nullptr); + + if (mDefaultRT) { + RefPtr<ID3D11RenderTargetView> rtView = mDefaultRT->mRTView; + RefPtr<ID3D11ShaderResourceView> srView = mDefaultRT->mSRV; + + // Make sure the texture, which belongs to the swapchain, is destroyed + // before resizing the swapchain. + if (mCurrentRT == mDefaultRT) { + mCurrentRT = nullptr; + } + MOZ_ASSERT(mDefaultRT->hasOneRef()); + mDefaultRT = nullptr; + + RefPtr<ID3D11Resource> resource; + rtView->GetResource(getter_AddRefs(resource)); + + ULONG newRefCnt = rtView.forget().take()->Release(); + + if (newRefCnt > 0) { + gfxCriticalError() << "mRTView not destroyed on final release! RefCnt: " << newRefCnt; + } + + if (srView) { + newRefCnt = srView.forget().take()->Release(); + + if (newRefCnt > 0) { + gfxCriticalError() << "mSRV not destroyed on final release! RefCnt: " << newRefCnt; + } + } + + newRefCnt = resource.forget().take()->Release(); + + if (newRefCnt > 0) { + gfxCriticalError() << "Unexpecting lingering references to backbuffer! RefCnt: " << newRefCnt; + } + } + + hr = mSwapChain->ResizeBuffers(1, mSize.width, mSize.height, + DXGI_FORMAT_B8G8R8A8_UNORM, + 0); + + mVerifyBuffersFailed = FAILED(hr); + if (mVerifyBuffersFailed) { + gfxCriticalNote << "D3D11 swap resize buffers failed " << hexa(hr) << " on " << mSize; + HandleError(hr); + } + + return !mVerifyBuffersFailed; +} + +bool +CompositorD3D11::UpdateRenderTarget() +{ + EnsureSize(); + if (!VerifyBufferSize()) { + gfxCriticalNote << "Failed VerifyBufferSize in UpdateRenderTarget " << mSize; + return false; + } + + if (mDefaultRT) { + return true; + } + + if (mSize.width <= 0 || mSize.height <= 0) { + gfxCriticalNote << "Invalid size in UpdateRenderTarget " << mSize << ", " << (int)mVerifyBuffersFailed; + return false; + } + + HRESULT hr; + + RefPtr<ID3D11Texture2D> backBuf; + + hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)backBuf.StartAssignment()); + if (hr == DXGI_ERROR_INVALID_CALL) { + // This happens on some GPUs/drivers when there's a TDR. + if (mDevice->GetDeviceRemovedReason() != S_OK) { + gfxCriticalError() << "GetBuffer returned invalid call! " << mSize << ", " << (int)mVerifyBuffersFailed; + return false; + } + } + if (FAILED(hr)) { + gfxCriticalNote << "Failed in UpdateRenderTarget " << hexa(hr) << ", " << mSize << ", " << (int)mVerifyBuffersFailed; + HandleError(hr); + return false; + } + + mDefaultRT = new CompositingRenderTargetD3D11(backBuf, IntPoint(0, 0)); + mDefaultRT->SetSize(mSize.ToUnknownSize()); + + return true; +} + +bool +DeviceAttachmentsD3D11::InitSyncObject() +{ + // Sync object is not supported on WARP. + if (DeviceManagerDx::Get()->IsWARP()) { + return true; + } + + // It's okay to do this on Windows 8. But for now we'll just bail + // whenever we're using WARP. + CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, 1, 1, 1, 1, + D3D11_BIND_SHADER_RESOURCE | + D3D11_BIND_RENDER_TARGET); + desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX; + + RefPtr<ID3D11Texture2D> texture; + HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture)); + if (Failed(hr, "create sync texture")) { + return false; + } + + hr = texture->QueryInterface((IDXGIResource**)getter_AddRefs(mSyncTexture)); + if (Failed(hr, "QI sync texture")) { + return false; + } + + hr = mSyncTexture->GetSharedHandle(&mSyncHandle); + if (FAILED(hr) || !mSyncHandle) { + gfxCriticalError() << "Failed to get SharedHandle for sync texture. Result: " + << hexa(hr); + NS_DispatchToMainThread(NS_NewRunnableFunction([] () -> void { + Accumulate(Telemetry::D3D11_SYNC_HANDLE_FAILURE, 1); + })); + return false; + } + + return true; +} + +bool +DeviceAttachmentsD3D11::InitBlendShaders() +{ + if (!mVSQuadBlendShader[MaskType::MaskNone]) { + InitVertexShader(sLayerQuadBlendVS, mVSQuadBlendShader, MaskType::MaskNone); + InitVertexShader(sLayerQuadBlendMaskVS, mVSQuadBlendShader, MaskType::Mask); + } + if (!mBlendShader[MaskType::MaskNone]) { + InitPixelShader(sBlendShader, mBlendShader, MaskType::MaskNone); + } + return mInitOkay; +} + +bool +DeviceAttachmentsD3D11::CreateShaders() +{ + InitVertexShader(sLayerQuadVS, mVSQuadShader, MaskType::MaskNone); + InitVertexShader(sLayerQuadMaskVS, mVSQuadShader, MaskType::Mask); + + InitPixelShader(sSolidColorShader, mSolidColorShader, MaskType::MaskNone); + InitPixelShader(sSolidColorShaderMask, mSolidColorShader, MaskType::Mask); + InitPixelShader(sRGBShader, mRGBShader, MaskType::MaskNone); + InitPixelShader(sRGBShaderMask, mRGBShader, MaskType::Mask); + InitPixelShader(sRGBAShader, mRGBAShader, MaskType::MaskNone); + InitPixelShader(sRGBAShaderMask, mRGBAShader, MaskType::Mask); + InitPixelShader(sYCbCrShader, mYCbCrShader, MaskType::MaskNone); + InitPixelShader(sYCbCrShaderMask, mYCbCrShader, MaskType::Mask); + if (gfxPrefs::ComponentAlphaEnabled()) { + InitPixelShader(sComponentAlphaShader, mComponentAlphaShader, MaskType::MaskNone); + InitPixelShader(sComponentAlphaShaderMask, mComponentAlphaShader, MaskType::Mask); + } + + return mInitOkay; +} + +bool +CompositorD3D11::UpdateConstantBuffers() +{ + HRESULT hr; + D3D11_MAPPED_SUBRESOURCE resource; + resource.pData = nullptr; + + hr = mContext->Map(mAttachments->mVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); + if (FAILED(hr) || !resource.pData) { + gfxCriticalError() << "Failed to map VSConstantBuffer. Result: " << hexa(hr) << ", " << (int)mVerifyBuffersFailed; + HandleError(hr); + return false; + } + *(VertexShaderConstants*)resource.pData = mVSConstants; + mContext->Unmap(mAttachments->mVSConstantBuffer, 0); + resource.pData = nullptr; + + hr = mContext->Map(mAttachments->mPSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); + if (FAILED(hr) || !resource.pData) { + gfxCriticalError() << "Failed to map PSConstantBuffer. Result: " << hexa(hr) << ", " << (int)mVerifyBuffersFailed; + HandleError(hr); + return false; + } + *(PixelShaderConstants*)resource.pData = mPSConstants; + mContext->Unmap(mAttachments->mPSConstantBuffer, 0); + + ID3D11Buffer *buffer = mAttachments->mVSConstantBuffer; + + mContext->VSSetConstantBuffers(0, 1, &buffer); + + buffer = mAttachments->mPSConstantBuffer; + mContext->PSSetConstantBuffers(0, 1, &buffer); + return true; +} + +void +CompositorD3D11::SetSamplerForSamplingFilter(SamplingFilter aSamplingFilter) +{ + ID3D11SamplerState *sampler; + switch (aSamplingFilter) { + case SamplingFilter::POINT: + sampler = mAttachments->mPointSamplerState; + break; + case SamplingFilter::LINEAR: + default: + sampler = mAttachments->mLinearSamplerState; + break; + } + + mContext->PSSetSamplers(0, 1, &sampler); +} + +void +CompositorD3D11::PaintToTarget() +{ + RefPtr<ID3D11Texture2D> backBuf; + HRESULT hr; + + hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)backBuf.StartAssignment()); + if (FAILED(hr)) { + gfxCriticalErrorOnce(gfxCriticalError::DefaultOptions(false)) << "Failed in PaintToTarget 1"; + HandleError(hr); + return; + } + + D3D11_TEXTURE2D_DESC bbDesc; + backBuf->GetDesc(&bbDesc); + + CD3D11_TEXTURE2D_DESC softDesc(bbDesc.Format, bbDesc.Width, bbDesc.Height); + softDesc.MipLevels = 1; + softDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; + softDesc.Usage = D3D11_USAGE_STAGING; + softDesc.BindFlags = 0; + + RefPtr<ID3D11Texture2D> readTexture; + + hr = mDevice->CreateTexture2D(&softDesc, nullptr, getter_AddRefs(readTexture)); + if (FAILED(hr)) { + gfxCriticalErrorOnce(gfxCriticalError::DefaultOptions(false)) << "Failed in PaintToTarget 2"; + HandleError(hr); + return; + } + mContext->CopyResource(readTexture, backBuf); + + D3D11_MAPPED_SUBRESOURCE map; + hr = mContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &map); + if (FAILED(hr)) { + gfxCriticalErrorOnce(gfxCriticalError::DefaultOptions(false)) << "Failed in PaintToTarget 3"; + HandleError(hr); + return; + } + RefPtr<DataSourceSurface> sourceSurface = + Factory::CreateWrappingDataSourceSurface((uint8_t*)map.pData, + map.RowPitch, + IntSize(bbDesc.Width, bbDesc.Height), + SurfaceFormat::B8G8R8A8); + mTarget->CopySurface(sourceSurface, + IntRect(0, 0, bbDesc.Width, bbDesc.Height), + IntPoint(-mTargetBounds.x, -mTargetBounds.y)); + + mTarget->Flush(); + mContext->Unmap(readTexture, 0); +} + +bool +CompositorD3D11::Failed(HRESULT hr, const char* aContext) +{ + if (SUCCEEDED(hr)) + return false; + + gfxCriticalNote << "[D3D11] " << aContext << " failed: " << hexa(hr) << ", " << (int)mVerifyBuffersFailed; + return true; +} + +void +CompositorD3D11::HandleError(HRESULT hr, Severity aSeverity) +{ + if (SUCCEEDED(hr)) { + return; + } + + if (aSeverity == Critical) { + MOZ_CRASH("GFX: Unrecoverable D3D11 error"); + } + + if (mDevice && DeviceManagerDx::Get()->GetCompositorDevice() != mDevice) { + gfxCriticalNote << "Out of sync D3D11 devices in HandleError, " << (int)mVerifyBuffersFailed; + } + + HRESULT hrOnReset = S_OK; + bool deviceRemoved = hr == DXGI_ERROR_DEVICE_REMOVED; + + if (deviceRemoved && mDevice) { + hrOnReset = mDevice->GetDeviceRemovedReason(); + } else if (hr == DXGI_ERROR_INVALID_CALL && mDevice) { + hrOnReset = mDevice->GetDeviceRemovedReason(); + if (hrOnReset != S_OK) { + deviceRemoved = true; + } + } + + // Device reset may not be an error on our side, but can mess things up so + // it's useful to see it in the reports. + gfxCriticalError(CriticalLog::DefaultOptions(!deviceRemoved)) + << (deviceRemoved ? "[CompositorD3D11] device removed with error code: " + : "[CompositorD3D11] error code: ") + << hexa(hr) << ", " << hexa(hrOnReset) << ", " << (int)mVerifyBuffersFailed; + + // Crash if we are making invalid calls outside of device removal + if (hr == DXGI_ERROR_INVALID_CALL) { + gfxDevCrash(deviceRemoved ? LogReason::D3D11InvalidCallDeviceRemoved : LogReason::D3D11InvalidCall) << "Invalid D3D11 api call"; + } + + if (aSeverity == Recoverable) { + NS_WARNING("Encountered a recoverable D3D11 error"); + } +} + +} +} |