/* -*- 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 "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 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> VertexShaderArray; typedef EnumeratedArray> PixelShaderArray; RefPtr mInputLayout; RefPtr mVertexBuffer; VertexShaderArray mVSQuadShader; VertexShaderArray mVSQuadBlendShader; PixelShaderArray mSolidColorShader; PixelShaderArray mRGBAShader; PixelShaderArray mRGBShader; PixelShaderArray mYCbCrShader; PixelShaderArray mComponentAlphaShader; PixelShaderArray mBlendShader; RefPtr mPSConstantBuffer; RefPtr mVSConstantBuffer; RefPtr mRasterizerState; RefPtr mLinearSamplerState; RefPtr mPointSamplerState; RefPtr mPremulBlendState; RefPtr mNonPremulBlendState; RefPtr mComponentBlendState; RefPtr mDisabledBlendState; RefPtr 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 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) { 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 dxgiDevice; RefPtr dxgiAdapter; mDevice->QueryInterface(dxgiDevice.StartAssignment()); dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter)); { RefPtr 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); 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 CompositorD3D11::CreateDataTextureSource(TextureFlags aFlags) { RefPtr 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 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 texture; HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture)); if (FAILED(hr) || !texture) { gfxCriticalNote << "Failed in CreateRenderTarget " << hexa(hr); return nullptr; } RefPtr 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 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 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(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 CompositorD3D11::CreateRenderTargetFromSource(const gfx::IntRect &aRect, const CompositingRenderTarget* aSource, const gfx::IntPoint &aSourcePoint) { RefPtr texture = CreateTexture(aRect, aSource, aSourcePoint); if (!texture) { return nullptr; } RefPtr rt = new CompositingRenderTargetD3D11(texture, aRect.TopLeft()); rt->SetSize(aRect.Size()); return rt.forget(); } bool CompositorD3D11::CopyBackdrop(const gfx::IntRect& aRect, RefPtr* aOutTexture, RefPtr* aOutView) { RefPtr 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 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(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(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(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(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(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 vertexShader = mAttachments->mVSQuadShader[maskType]; RefPtr pixelShader = GetPSForEffect(aEffectChain.mPrimaryEffect, maskType); RefPtr mixBlendBackdrop; gfx::CompositionOp blendMode = gfx::CompositionOp::OP_OVER; if (aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE]) { EffectBlendMode *blendEffect = static_cast(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 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(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(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(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(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 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 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 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 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 rtView = mDefaultRT->mRTView; RefPtr 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 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 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 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 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 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 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"); } } } }