diff options
Diffstat (limited to 'gfx/layers/d3d9/CompositorD3D9.h')
-rw-r--r-- | gfx/layers/d3d9/CompositorD3D9.h | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/gfx/layers/d3d9/CompositorD3D9.h b/gfx/layers/d3d9/CompositorD3D9.h new file mode 100644 index 000000000..1453d8c7c --- /dev/null +++ b/gfx/layers/d3d9/CompositorD3D9.h @@ -0,0 +1,189 @@ +/* -*- 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/. */ + +#ifndef MOZILLA_GFX_COMPOSITORD3D9_H +#define MOZILLA_GFX_COMPOSITORD3D9_H + +#include "mozilla/gfx/2D.h" +#include "mozilla/gfx/Point.h" +#include "gfx2DGlue.h" +#include "mozilla/layers/Compositor.h" +#include "mozilla/layers/TextureD3D9.h" +#include "DeviceManagerD3D9.h" + +class nsWidget; + +namespace mozilla { +namespace layers { + +class CompositorD3D9 : public Compositor +{ +public: + CompositorD3D9(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget); + ~CompositorD3D9(); + + virtual CompositorD3D9* AsCompositorD3D9() override { return this; } + + virtual bool Initialize(nsCString* const out_failureReason) override; + + virtual TextureFactoryIdentifier + GetTextureFactoryIdentifier() override; + + virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override; + virtual int32_t GetMaxTextureSize() const final; + + virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override {} + + virtual already_AddRefed<CompositingRenderTarget> + CreateRenderTarget(const gfx::IntRect &aRect, + SurfaceInitMode aInit) override; + + virtual already_AddRefed<CompositingRenderTarget> + CreateRenderTargetFromSource(const gfx::IntRect &aRect, + const CompositingRenderTarget *aSource, + const gfx::IntPoint &aSourcePoint) override; + + virtual void SetRenderTarget(CompositingRenderTarget *aSurface) override; + virtual CompositingRenderTarget* GetCurrentRenderTarget() const override + { + return mCurrentRT; + } + + virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override {} + + virtual void ClearRect(const gfx::Rect& aRect) override; + + virtual void DrawQuad(const gfx::Rect &aRect, + const gfx::IntRect &aClipRect, + const EffectChain &aEffectChain, + gfx::Float aOpacity, + const gfx::Matrix4x4& aTransform, + const gfx::Rect& aVisibleRect) override; + + virtual void BeginFrame(const nsIntRegion& aInvalidRegion, + const gfx::IntRect *aClipRectIn, + const gfx::IntRect& aRenderBounds, + const nsIntRegion& aOpaqueRegion, + gfx::IntRect *aClipRectOut = nullptr, + gfx::IntRect *aRenderBoundsOut = nullptr) override; + + virtual void EndFrame() override; + + virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) override {} + + virtual void PrepareViewport(const gfx::IntSize& aSize); + + virtual bool SupportsPartialTextureUpdate() override{ return true; } + + virtual bool SupportsEffect(EffectTypes aEffect) override; + +#ifdef MOZ_DUMP_PAINTING + virtual const char* Name() const override { return "Direct3D9"; } +#endif + + virtual LayersBackend GetBackendType() const override { + return LayersBackend::LAYERS_D3D9; + } + + IDirect3DDevice9* device() const + { + // If the reset counts don't match it means the device was lost and we are + // in the process of recreating a new one or will be soon. + // cf. comment in EnsureSwapChain. + return mDeviceManager && mDeviceResetCount == mDeviceManager->GetDeviceResetCount() + ? mDeviceManager->device() + : nullptr; + } + + /** + * Returns true if the Compositor is ready to go. + * D3D9 devices can be awkward and there is a bunch of logic around + * resetting/recreating devices and swap chains. That is handled by this method. + * If we don't have a device and swap chain ready for rendering, we will return + * false and if necessary destroy the device and/or swap chain. We will also + * schedule another composite so we get another go at rendering, thus we shouldn't + * miss a composite due to re-creating a device. + */ + virtual bool Ready() override; + + /** + * Declare an offset to use when rendering layers. This will be ignored when + * rendering to a target instead of the screen. + */ + virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override + { + if (aOffset.x || aOffset.y) { + NS_RUNTIMEABORT("SetScreenRenderOffset not supported by CompositorD3D9."); + } + // If the offset is 0, 0 that's okay. + } + + virtual already_AddRefed<DataTextureSource> + CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override; +private: + // ensure mSize is up to date with respect to mWidget + void EnsureSize(); + void SetSamplerForSamplingFilter(gfx::SamplingFilter aSamplingFilter); + void PaintToTarget(); + void SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture); + /** + * Ensure we have a swap chain and it is ready for rendering. + * Requires mDeviceManger to be non-null. + * Returns true if we have a working swap chain; false otherwise. + * If we cannot create or validate the swap chain due to a bad device manager, + * then the device will be destroyed and set mDeviceManager to null. We will + * schedule another composite if it is a good idea to try again or we need to + * recreate the device. + */ + bool EnsureSwapChain(); + + already_AddRefed<IDirect3DTexture9> + CreateTexture(const gfx::IntRect& aRect, + const CompositingRenderTarget* aSource, + const gfx::IntPoint& aSourcePoint); + + /** + * Complete a mix-blend step at the end of DrawQuad(). + */ + void FinishMixBlend(const gfx::IntRect& aBackdropRect, + const gfx::Rect& aBackdropDest, + const gfx::Matrix4x4& aBackdropTransform, + RefPtr<IDirect3DTexture9> aBackdrop, + gfx::CompositionOp aBlendMode); + + /** + * DeviceManagerD3D9 keeps a count of the number of times its device is + * reset or recreated. We keep a parallel count (mDeviceResetCount). It + * is possible that we miss a reset if it is 'caused' by another + * compositor (for another window). In which case we need to invalidate + * everything and render it all. This method checks the reset counts + * match and if not invalidates everything (a long comment on that in + * the cpp file). + */ + void CheckResetCount(); + + void FailedToResetDevice(); + + void ReportFailure(const nsACString &aMsg, HRESULT aCode); + + /* Device manager instance for this compositor */ + RefPtr<DeviceManagerD3D9> mDeviceManager; + + /* Swap chain associated with this compositor */ + RefPtr<SwapChainD3D9> mSwapChain; + + RefPtr<CompositingRenderTargetD3D9> mDefaultRT; + RefPtr<CompositingRenderTargetD3D9> mCurrentRT; + + LayoutDeviceIntSize mSize; + + uint32_t mDeviceResetCount; + uint32_t mFailedResetAttempts; +}; + +} +} + +#endif |