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/* -*- 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
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