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Diffstat (limited to 'gfx/thebes/DeviceManagerDx.cpp')
-rw-r--r-- | gfx/thebes/DeviceManagerDx.cpp | 878 |
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 |