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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.h
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Add m-esr52 at 52.6.0
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+/* -*- 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/. */
+
+#ifndef mozilla_gfx_thebes_DeviceManagerDx_h
+#define mozilla_gfx_thebes_DeviceManagerDx_h
+
+#include "gfxPlatform.h"
+#include "gfxTelemetry.h"
+#include "mozilla/Maybe.h"
+#include "mozilla/Mutex.h"
+#include "mozilla/RefPtr.h"
+#include "mozilla/StaticPtr.h"
+#include "mozilla/gfx/GraphicsMessages.h"
+#include "nsTArray.h"
+#include "nsWindowsHelpers.h"
+
+#include <windows.h>
+#include <objbase.h>
+
+#include <dxgi.h>
+
+// This header is available in the June 2010 SDK and in the Win8 SDK
+#include <d3dcommon.h>
+// Win 8.0 SDK types we'll need when building using older sdks.
+#if !defined(D3D_FEATURE_LEVEL_11_1) // defined in the 8.0 SDK only
+#define D3D_FEATURE_LEVEL_11_1 static_cast<D3D_FEATURE_LEVEL>(0xb100)
+#define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048
+#define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096
+#endif
+
+struct ID3D11Device;
+struct IDirectDraw7;
+
+namespace mozilla {
+class ScopedGfxFeatureReporter;
+
+namespace gfx {
+class FeatureState;
+
+class DeviceManagerDx final
+{
+public:
+ static void Init();
+ static void Shutdown();
+
+ DeviceManagerDx();
+
+ static DeviceManagerDx* Get() {
+ return sInstance;
+ }
+
+ RefPtr<ID3D11Device> GetCompositorDevice();
+ RefPtr<ID3D11Device> GetContentDevice();
+ RefPtr<ID3D11Device> CreateDecoderDevice();
+ IDirectDraw7* GetDirectDraw();
+
+ unsigned GetCompositorFeatureLevel() const;
+ bool TextureSharingWorks();
+ bool IsWARP();
+
+ // Returns true if we can create a texture with
+ // D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX and also
+ // upload texture data during the CreateTexture2D
+ // call. This crashes on some devices, so we might
+ // need to avoid it.
+ bool CanInitializeKeyedMutexTextures();
+
+ bool CreateCompositorDevices();
+ void CreateContentDevices();
+
+ void ImportDeviceInfo(const D3D11DeviceStatus& aDeviceStatus);
+ void ExportDeviceInfo(D3D11DeviceStatus* aOut);
+
+ void ResetDevices();
+ void InitializeDirectDraw();
+
+ // Reset and reacquire the devices if a reset has happened.
+ // Returns whether a reset occurred not whether reacquiring
+ // was successful.
+ bool MaybeResetAndReacquireDevices();
+
+ // Test whether we can acquire a DXGI 1.2-compatible adapter. This should
+ // only be called on startup before devices are initialized.
+ bool CheckRemotePresentSupport();
+
+ // Device reset helpers.
+ bool HasDeviceReset(DeviceResetReason* aOutReason = nullptr);
+
+ // Note: these set the cached device reset reason, which will be picked up
+ // on the next frame.
+ void ForceDeviceReset(ForcedDeviceResetReason aReason);
+ void NotifyD3D9DeviceReset();
+
+private:
+ IDXGIAdapter1 *GetDXGIAdapter();
+
+ void DisableD3D11AfterCrash();
+
+ void CreateCompositorDevice(mozilla::gfx::FeatureState& d3d11);
+ bool CreateCompositorDeviceHelper(
+ mozilla::gfx::FeatureState& aD3d11,
+ IDXGIAdapter1* aAdapter,
+ bool aAttemptVideoSupport,
+ RefPtr<ID3D11Device>& aOutDevice);
+
+ void CreateWARPCompositorDevice();
+
+ mozilla::gfx::FeatureStatus CreateContentDevice();
+
+ bool CreateDevice(IDXGIAdapter* aAdapter,
+ D3D_DRIVER_TYPE aDriverType,
+ UINT aFlags,
+ HRESULT& aResOut,
+ RefPtr<ID3D11Device>& aOutDevice);
+
+ bool ContentAdapterIsParentAdapter(ID3D11Device* device);
+
+ bool LoadD3D11();
+ void ReleaseD3D11();
+
+ // Call GetDeviceRemovedReason on each device until one returns
+ // a failure.
+ bool GetAnyDeviceRemovedReason(DeviceResetReason* aOutReason);
+
+private:
+ static StaticAutoPtr<DeviceManagerDx> sInstance;
+
+ // This is assigned during device creation. Afterwards, it is released if
+ // devices failed, and "forgotten" if devices succeeded (meaning, we leak
+ // the ref and unassign the module).
+ nsModuleHandle mD3D11Module;
+
+ mozilla::Mutex mDeviceLock;
+ nsTArray<D3D_FEATURE_LEVEL> mFeatureLevels;
+ RefPtr<IDXGIAdapter1> mAdapter;
+ RefPtr<ID3D11Device> mCompositorDevice;
+ RefPtr<ID3D11Device> mContentDevice;
+ RefPtr<ID3D11Device> mDecoderDevice;
+ bool mCompositorDeviceSupportsVideo;
+
+ Maybe<D3D11DeviceStatus> mDeviceStatus;
+
+ nsModuleHandle mDirectDrawDLL;
+ RefPtr<IDirectDraw7> mDirectDraw;
+
+ Maybe<DeviceResetReason> mDeviceResetReason;
+};
+
+} // namespace gfx
+} // namespace mozilla
+
+#endif // mozilla_gfx_thebes_DeviceManagerDx_h