summaryrefslogtreecommitdiffstats
path: root/gfx/layers/d3d11/CompositorD3D11.h
blob: 7a1a5cc7d08ea4159c6d60c835d9b1eb9af9e55a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
/* -*- 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_COMPOSITORD3D11_H
#define MOZILLA_GFX_COMPOSITORD3D11_H

#include "mozilla/gfx/2D.h"
#include "gfx2DGlue.h"
#include "mozilla/layers/Compositor.h"
#include "TextureD3D11.h"
#include <d3d11.h>

class nsWidget;

namespace mozilla {
namespace layers {

#define LOGD3D11(param)

struct VertexShaderConstants
{
  float layerTransform[4][4];
  float projection[4][4];
  float renderTargetOffset[4];
  gfx::Rect textureCoords;
  gfx::Rect layerQuad;
  gfx::Rect maskQuad;
  float backdropTransform[4][4];
};

struct PixelShaderConstants
{
  float layerColor[4];
  float layerOpacity[4];
  int blendConfig[4];
  float yuvColorMatrix[3][4];
};

struct DeviceAttachmentsD3D11;

class CompositorD3D11 : public Compositor
{
public:
  CompositorD3D11(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget);
  ~CompositorD3D11();

  virtual CompositorD3D11* AsCompositorD3D11() override { return this; }

  virtual bool Initialize(nsCString* const out_failureReason) override;

  virtual TextureFactoryIdentifier
    GetTextureFactoryIdentifier() override;

  virtual already_AddRefed<DataTextureSource>
    CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) 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 {}

  /**
   * 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 CompositorD3D11.");
    }
    // If the offset is 0, 0 that's okay.
  }

  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;

  /**
   * Start a new frame. If aClipRectIn is null, sets *aClipRectOut to the
   * screen dimensions. 
   */
  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;

  /**
   * Flush the current frame to the screen.
   */
  virtual void EndFrame() override;

  /**
   * Post rendering stuff if the rendering is outside of this Compositor
   * e.g., by Composer2D
   */
  virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) override {}

  /**
   * Setup the viewport and projection matrix for rendering
   * to a window of the given dimensions.
   */
  virtual void PrepareViewport(const gfx::IntSize& aSize);
  virtual void PrepareViewport(const gfx::IntSize& aSize, const gfx::Matrix4x4& aProjection,
                               float aZNear, float aZFar);

  virtual bool SupportsPartialTextureUpdate() override { return true; }

#ifdef MOZ_DUMP_PAINTING
  virtual const char* Name() const override { return "Direct3D 11"; }
#endif

  virtual LayersBackend GetBackendType() const override {
    return LayersBackend::LAYERS_D3D11;
  }

  virtual void ForcePresent();

  ID3D11Device* GetDevice() { return mDevice; }

  ID3D11DeviceContext* GetDC() { return mContext; }

private:
  enum Severity {
    Recoverable,
    DebugAssert,
    Critical,
  };

  void HandleError(HRESULT hr, Severity aSeverity = DebugAssert);

  // Same as Failed(), except the severity is critical (with no abort) and
  // a string prefix must be provided.
  bool Failed(HRESULT hr, const char* aContext);

  // ensure mSize is up to date with respect to mWidget
  void EnsureSize();
  bool VerifyBufferSize();
  bool UpdateRenderTarget();
  bool UpdateConstantBuffers();
  void SetSamplerForSamplingFilter(gfx::SamplingFilter aSamplingFilter);
  ID3D11PixelShader* GetPSForEffect(Effect *aEffect, MaskType aMaskType);
  void PaintToTarget();
  RefPtr<ID3D11Texture2D> CreateTexture(const gfx::IntRect& aRect,
                                        const CompositingRenderTarget* aSource,
                                        const gfx::IntPoint& aSourcePoint);
  bool CopyBackdrop(const gfx::IntRect& aRect,
                    RefPtr<ID3D11Texture2D>* aOutTexture,
                    RefPtr<ID3D11ShaderResourceView>* aOutView);

  RefPtr<ID3D11DeviceContext> mContext;
  RefPtr<ID3D11Device> mDevice;
  RefPtr<IDXGISwapChain> mSwapChain;
  RefPtr<CompositingRenderTargetD3D11> mDefaultRT;
  RefPtr<CompositingRenderTargetD3D11> mCurrentRT;

  RefPtr<ID3D11Query> mQuery;

  DeviceAttachmentsD3D11* mAttachments;

  LayoutDeviceIntSize mSize;

  HWND mHwnd;

  D3D_FEATURE_LEVEL mFeatureLevel;

  VertexShaderConstants mVSConstants;
  PixelShaderConstants mPSConstants;
  bool mDisableSequenceForNextFrame;
  bool mAllowPartialPresents;

  gfx::IntRect mInvalidRect;
  // This is the clip rect applied to the default DrawTarget (i.e. the window)
  gfx::IntRect mCurrentClip;
  nsIntRegion mInvalidRegion;

  bool mVerifyBuffersFailed;
};

}
}

#endif