gecko-dev/gfx/layers/d3d9/DeviceManagerD3D9.cpp

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24 KiB
C++
Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "DeviceManagerD3D9.h"
#include "LayerManagerD3D9Shaders.h"
#include "ThebesLayerD3D9.h"
#include "nsIServiceManager.h"
#include "nsIConsoleService.h"
#include "nsPrintfCString.h"
#include "Nv3DVUtils.h"
#include "plstr.h"
namespace mozilla {
namespace layers {
const LPCWSTR kClassName = L"D3D9WindowClass";
#define USE_D3D9EX
typedef IDirect3D9* (WINAPI*Direct3DCreate9Func)(
UINT SDKVersion
);
typedef HRESULT (WINAPI*Direct3DCreate9ExFunc)(
UINT SDKVersion,
IDirect3D9Ex **ppD3D
);
struct vertex {
float x, y;
};
SwapChainD3D9::SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager)
: mDeviceManager(aDeviceManager)
, mWnd(0)
{
mDeviceManager->mSwapChains.AppendElement(this);
}
SwapChainD3D9::~SwapChainD3D9()
{
mDeviceManager->mSwapChains.RemoveElement(this);
}
bool
SwapChainD3D9::Init(HWND hWnd)
{
RECT r;
::GetClientRect(hWnd, &r);
mWnd = hWnd;
D3DPRESENT_PARAMETERS pp;
memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
pp.SwapEffect = D3DSWAPEFFECT_COPY;
pp.Windowed = TRUE;
pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
pp.hDeviceWindow = mWnd;
if (r.left == r.right || r.top == r.bottom) {
pp.BackBufferHeight = 1;
pp.BackBufferWidth = 1;
}
HRESULT hr = mDeviceManager->device()->
CreateAdditionalSwapChain(&pp,
getter_AddRefs(mSwapChain));
if (FAILED(hr)) {
NS_WARNING("Failed to create swap chain for window.");
return false;
}
return true;
}
bool
SwapChainD3D9::PrepareForRendering()
{
RECT r;
if (!::GetClientRect(mWnd, &r)) {
return false;
}
if (!mDeviceManager->VerifyReadyForRendering()) {
return false;
}
if (!mSwapChain) {
Init(mWnd);
}
if (mSwapChain) {
nsRefPtr<IDirect3DSurface9> backBuffer;
mSwapChain->GetBackBuffer(0,
D3DBACKBUFFER_TYPE_MONO,
getter_AddRefs(backBuffer));
D3DSURFACE_DESC desc;
backBuffer->GetDesc(&desc);
if (desc.Width == r.right - r.left && desc.Height == r.bottom - r.top) {
mDeviceManager->device()->SetRenderTarget(0, backBuffer);
return true;
}
mSwapChain = nsnull;
Init(mWnd);
if (!mSwapChain) {
return false;
}
mSwapChain->GetBackBuffer(0,
D3DBACKBUFFER_TYPE_MONO,
getter_AddRefs(backBuffer));
mDeviceManager->device()->SetRenderTarget(0, backBuffer);
return true;
}
return false;
}
void
SwapChainD3D9::Present(const nsIntRect &aRect)
{
RECT r;
r.left = aRect.x;
r.top = aRect.y;
r.right = aRect.XMost();
r.bottom = aRect.YMost();
mSwapChain->Present(&r, &r, 0, 0, 0);
}
void
SwapChainD3D9::Reset()
{
mSwapChain = nsnull;
}
#define HAS_CAP(a, b) (((a) & (b)) == (b))
#define LACKS_CAP(a, b) !(((a) & (b)) == (b))
DeviceManagerD3D9::DeviceManagerD3D9()
: mDeviceResetCount(0)
, mMaxTextureSize(0)
, mHasDynamicTextures(false)
, mDeviceWasRemoved(false)
{
}
DeviceManagerD3D9::~DeviceManagerD3D9()
{
LayerManagerD3D9::OnDeviceManagerDestroy(this);
}
NS_IMPL_ADDREF(DeviceManagerD3D9)
NS_IMPL_RELEASE(DeviceManagerD3D9)
bool
DeviceManagerD3D9::Init()
{
WNDCLASSW wc;
HRESULT hr;
if (!GetClassInfoW(GetModuleHandle(NULL), kClassName, &wc)) {
ZeroMemory(&wc, sizeof(WNDCLASSW));
wc.hInstance = GetModuleHandle(NULL);
wc.lpfnWndProc = ::DefWindowProc;
wc.lpszClassName = kClassName;
if (!RegisterClassW(&wc)) {
NS_WARNING("Failed to register window class for DeviceManager.");
return false;
}
}
mFocusWnd = ::CreateWindowW(kClassName, L"D3D9Window", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL,
NULL, GetModuleHandle(NULL), NULL);
if (!mFocusWnd) {
NS_WARNING("Failed to create DeviceManagerD3D9 Window.");
return false;
}
/* Create an Nv3DVUtils instance */
if (!mNv3DVUtils) {
mNv3DVUtils = new Nv3DVUtils();
if (!mNv3DVUtils) {
NS_WARNING("Could not create a new instance of Nv3DVUtils.\n");
}
}
/* Initialize the Nv3DVUtils object */
if (mNv3DVUtils) {
mNv3DVUtils->Initialize();
}
HMODULE d3d9 = LoadLibraryW(L"d3d9.dll");
Direct3DCreate9Func d3d9Create = (Direct3DCreate9Func)
GetProcAddress(d3d9, "Direct3DCreate9");
Direct3DCreate9ExFunc d3d9CreateEx = (Direct3DCreate9ExFunc)
GetProcAddress(d3d9, "Direct3DCreate9Ex");
#ifdef USE_D3D9EX
if (d3d9CreateEx) {
hr = d3d9CreateEx(D3D_SDK_VERSION, getter_AddRefs(mD3D9Ex));
if (SUCCEEDED(hr)) {
mD3D9 = mD3D9Ex;
}
}
#endif
if (!mD3D9) {
if (!d3d9Create) {
return false;
}
mD3D9 = dont_AddRef(d3d9Create(D3D_SDK_VERSION));
if (!mD3D9) {
return false;
}
}
D3DADAPTER_IDENTIFIER9 ident;
hr = mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &ident);
if (FAILED(hr)) {
return false;
}
if (!PL_strncasecmp(ident.Driver, "nvumdshim.dll", PL_strlen(ident.Driver))) {
// XXX - This is a device using NVidia Optimus. We have no idea how to do
// interop here so let's fail and use BasicLayers. See bug 597320.
return false;
}
D3DPRESENT_PARAMETERS pp;
memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
pp.BackBufferWidth = 1;
pp.BackBufferHeight = 1;
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.Windowed = TRUE;
pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
pp.hDeviceWindow = mFocusWnd;
if (mD3D9Ex) {
hr = mD3D9Ex->CreateDeviceEx(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
mFocusWnd,
D3DCREATE_FPU_PRESERVE |
D3DCREATE_MULTITHREADED |
D3DCREATE_MIXED_VERTEXPROCESSING,
&pp,
NULL,
getter_AddRefs(mDeviceEx));
if (SUCCEEDED(hr)) {
mDevice = mDeviceEx;
}
D3DCAPS9 caps;
if (mDeviceEx && mDeviceEx->GetDeviceCaps(&caps)) {
if (LACKS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) {
// XXX - Should we actually hit this we'll need a CanvasLayer that
// supports static D3DPOOL_DEFAULT textures.
NS_WARNING("D3D9Ex device not used because of lack of support for \
dynamic textures. This is unexpected.");
mDevice = nsnull;
mDeviceEx = nsnull;
}
}
}
if (!mDevice) {
hr = mD3D9->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
mFocusWnd,
D3DCREATE_FPU_PRESERVE |
D3DCREATE_MULTITHREADED |
D3DCREATE_MIXED_VERTEXPROCESSING,
&pp,
getter_AddRefs(mDevice));
if (FAILED(hr)) {
NS_WARNING("Failed to create Device for DeviceManagerD3D9.");
return false;
}
}
if (!VerifyCaps()) {
return false;
}
/* Grab the associated HMONITOR so that we can find out
* if it changed later */
D3DDEVICE_CREATION_PARAMETERS parameters;
if (FAILED(mDevice->GetCreationParameters(&parameters)))
return false;
mDeviceMonitor = mD3D9->GetAdapterMonitor(parameters.AdapterOrdinal);
/*
* Do some post device creation setup
*/
if (mNv3DVUtils) {
IUnknown* devUnknown = NULL;
if (mDevice) {
mDevice->QueryInterface(IID_IUnknown, (void **)&devUnknown);
}
mNv3DVUtils->SetDeviceInfo(devUnknown);
}
hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVS,
getter_AddRefs(mLayerVS));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPS,
getter_AddRefs(mRGBPS));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPS,
getter_AddRefs(mRGBAPS));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPS,
getter_AddRefs(mComponentPass1PS));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPS,
getter_AddRefs(mComponentPass2PS));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPS,
getter_AddRefs(mYCbCrPS));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPS,
getter_AddRefs(mSolidColorPS));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask,
getter_AddRefs(mLayerVSMask));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask3D,
getter_AddRefs(mLayerVSMask3D));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPSMask,
getter_AddRefs(mRGBPSMask));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask,
getter_AddRefs(mRGBAPSMask));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask3D,
getter_AddRefs(mRGBAPSMask3D));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPSMask,
getter_AddRefs(mComponentPass1PSMask));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPSMask,
getter_AddRefs(mComponentPass2PSMask));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPSMask,
getter_AddRefs(mYCbCrPSMask));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPSMask,
getter_AddRefs(mSolidColorPSMask));
if (FAILED(hr)) {
return false;
}
if (!CreateVertexBuffer()) {
return false;
}
hr = mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex));
if (FAILED(hr)) {
return false;
}
D3DVERTEXELEMENT9 elements[] = {
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_POSITION, 0 },
D3DDECL_END()
};
mDevice->CreateVertexDeclaration(elements, getter_AddRefs(mVD));
nsCOMPtr<nsIConsoleService>
console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
D3DADAPTER_IDENTIFIER9 identifier;
mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier);
if (console) {
nsString msg;
msg +=
NS_LITERAL_STRING("Direct3D 9 DeviceManager Initialized Succesfully.\nDriver: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)identifier.Driver));
msg += NS_LITERAL_STRING("\nDescription: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)identifier.Description));
msg += NS_LITERAL_STRING("\nVersion: ");
msg += NS_ConvertUTF8toUTF16(
nsPrintfCString("%d.%d.%d.%d",
HIWORD(identifier.DriverVersion.HighPart),
LOWORD(identifier.DriverVersion.HighPart),
HIWORD(identifier.DriverVersion.LowPart),
LOWORD(identifier.DriverVersion.LowPart)));
console->LogStringMessage(msg.get());
}
return true;
}
void
DeviceManagerD3D9::SetupRenderState()
{
mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex));
mDevice->SetVertexDeclaration(mVD);
mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
2010-08-27 00:44:11 +04:00
mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
mDevice->SetRenderState(D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
mDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
mDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
mDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
mDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
mDevice->SetSamplerState(2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
mDevice->SetSamplerState(2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
}
already_AddRefed<SwapChainD3D9>
DeviceManagerD3D9::CreateSwapChain(HWND hWnd)
{
nsRefPtr<SwapChainD3D9> swapChain = new SwapChainD3D9(this);
// See bug 604647. This line means that if we create a window while the
// device is lost LayerManager initialization will fail, this window
// will be permanently unaccelerated. This should be a rare situation
// though and the need for a low-risk fix for this bug outweighs the
// downside.
if (!VerifyReadyForRendering()) {
return nsnull;
}
if (!swapChain->Init(hWnd)) {
return nsnull;
}
return swapChain.forget();
}
/*
* Finds a texture for the mask layer and sets it as an
* input to the shaders.
* Returns true if a texture is loaded, false if
* a texture for the mask layer could not be loaded.
*/
bool
LoadMaskTexture(Layer* aMask, IDirect3DDevice9* aDevice,
PRUint32 aMaskQuadTexture, PRUint32 aMaskTexRegister)
{
gfxIntSize size;
nsRefPtr<IDirect3DTexture9> texture =
static_cast<LayerD3D9*>(aMask->ImplData())->GetAsTexture(&size);
if (!texture) {
return false;
}
gfxMatrix maskTransform;
bool maskIs2D = aMask->GetEffectiveTransform().CanDraw2D(&maskTransform);
NS_ASSERTION(maskIs2D, "How did we end up with a 3D transform here?!");
gfxRect bounds = gfxRect(gfxPoint(), size);
bounds = maskTransform.TransformBounds(bounds);
aDevice->SetVertexShaderConstantF(aMaskQuadTexture,
ShaderConstantRect((float)bounds.x,
(float)bounds.y,
(float)bounds.width,
(float)bounds.height),
1);
aDevice->SetTexture(aMaskTexRegister, texture);
return true;
}
void
DeviceManagerD3D9::SetShaderMode(ShaderMode aMode, Layer* aMask, bool aIs2D)
{
if (aMask) {
// register allocations are taken from LayerManagerD3D9Shaders.h after
// the shaders are compiled (genshaders.sh)
const PRUint32 maskQuadRegister = 11;
PRUint32 maskTexRegister;
switch (aMode) {
case RGBLAYER:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mRGBPSMask);
maskTexRegister = 1;
break;
case RGBALAYER:
if (aIs2D) {
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mRGBAPSMask);
} else {
mDevice->SetVertexShader(mLayerVSMask3D);
mDevice->SetPixelShader(mRGBAPSMask3D);
}
maskTexRegister = 1;
break;
case COMPONENTLAYERPASS1:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mComponentPass1PSMask);
maskTexRegister = 2;
break;
case COMPONENTLAYERPASS2:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mComponentPass2PSMask);
maskTexRegister = 2;
break;
case YCBCRLAYER:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mYCbCrPSMask);
maskTexRegister = 3;
break;
case SOLIDCOLORLAYER:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mSolidColorPSMask);
maskTexRegister = 0;
break;
}
if (!LoadMaskTexture(aMask, mDevice, maskQuadRegister, maskTexRegister)) {
// if we can't load the mask, fall back to unmasked rendering
NS_WARNING("Could not load texture for mask layer.");
SetShaderMode(aMode, nsnull, true);
}
} else {
switch (aMode) {
case RGBLAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mRGBPS);
break;
case RGBALAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mRGBAPS);
break;
case COMPONENTLAYERPASS1:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mComponentPass1PS);
break;
case COMPONENTLAYERPASS2:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mComponentPass2PS);
break;
case YCBCRLAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mYCbCrPS);
break;
case SOLIDCOLORLAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mSolidColorPS);
break;
}
}
}
bool
DeviceManagerD3D9::VerifyReadyForRendering()
{
HRESULT hr = mDevice->TestCooperativeLevel();
if (SUCCEEDED(hr)) {
if (IsD3D9Ex()) {
hr = mDeviceEx->CheckDeviceState(mFocusWnd);
if (FAILED(hr)) {
mDeviceWasRemoved = true;
LayerManagerD3D9::OnDeviceManagerDestroy(this);
++mDeviceResetCount;
return false;
}
}
return true;
}
for(unsigned int i = 0; i < mLayersWithResources.Length(); i++) {
mLayersWithResources[i]->CleanResources();
}
for(unsigned int i = 0; i < mSwapChains.Length(); i++) {
mSwapChains[i]->Reset();
}
mVB = nsnull;
D3DPRESENT_PARAMETERS pp;
memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
pp.BackBufferWidth = 1;
pp.BackBufferHeight = 1;
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.Windowed = TRUE;
pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
pp.hDeviceWindow = mFocusWnd;
hr = mDevice->Reset(&pp);
++mDeviceResetCount;
if (hr == D3DERR_DEVICELOST) {
/* It is not unusual for Reset to return DEVICELOST
* we're supposed to continue trying until we get
* DEVICENOTRESET and then Reset is supposed to succeed.
* Unfortunately, it seems like when we dock or undock
* DEVICELOST happens and we never get DEVICENOTRESET. */
HMONITOR hMonitorWindow;
hMonitorWindow = MonitorFromWindow(mFocusWnd, MONITOR_DEFAULTTOPRIMARY);
if (hMonitorWindow == mDeviceMonitor) {
/* The monitor has not changed. So, let's assume that the
* DEVICENOTRESET will be comming. */
/* jrmuizel: I'm not sure how to trigger this case. Usually, we get
* DEVICENOTRESET right away and Reset() succeeds without going through a
* set of DEVICELOSTs. This is presumeably because we don't call
* VerifyReadyForRendering when we don't have any reason to paint.
* Hopefully comparing HMONITORs is not overly aggressive. */
return false;
}
/* otherwise fall through and recreate the device */
}
if (FAILED(hr) || !CreateVertexBuffer()) {
mDeviceWasRemoved = true;
LayerManagerD3D9::OnDeviceManagerDestroy(this);
return false;
}
return true;
}
bool
DeviceManagerD3D9::VerifyCaps()
{
D3DCAPS9 caps;
HRESULT hr = mDevice->GetDeviceCaps(&caps);
if (FAILED(hr)) {
return false;
}
if (LACKS_CAP(caps.DevCaps, D3DDEVCAPS_TEXTUREVIDEOMEMORY)) {
return false;
}
if (LACKS_CAP(caps.PrimitiveMiscCaps, D3DPMISCCAPS_CULLNONE)) {
return false;
}
if (LACKS_CAP(caps.SrcBlendCaps, D3DPBLENDCAPS_ONE) ||
LACKS_CAP(caps.SrcBlendCaps, D3DBLEND_SRCALPHA) ||
LACKS_CAP(caps.DestBlendCaps, D3DPBLENDCAPS_INVSRCALPHA)) {
return false;
}
if (LACKS_CAP(caps.RasterCaps, D3DPRASTERCAPS_SCISSORTEST)) {
return false;
}
if (LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_ALPHA) ||
HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_SQUAREONLY) ||
(HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_POW2) &&
LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL))) {
return false;
}
if (LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MAGFLINEAR) ||
LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MINFLINEAR)) {
return false;
}
if (LACKS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_CLAMP)) {
return false;
}
if (caps.MaxTextureHeight < 4096 ||
caps.MaxTextureWidth < 4096) {
return false;
}
mMaxTextureSize = NS_MIN(caps.MaxTextureHeight, caps.MaxTextureWidth);
if ((caps.PixelShaderVersion & 0xffff) < 0x200 ||
(caps.VertexShaderVersion & 0xffff) < 0x200) {
return false;
}
if (HAS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) {
mHasDynamicTextures = true;
}
return true;
}
bool
DeviceManagerD3D9::CreateVertexBuffer()
{
HRESULT hr;
hr = mDevice->CreateVertexBuffer(sizeof(vertex) * 4,
D3DUSAGE_WRITEONLY,
0,
D3DPOOL_DEFAULT,
getter_AddRefs(mVB),
NULL);
if (FAILED(hr)) {
return false;
}
vertex *vertices;
hr = mVB->Lock(0, 0, (void**)&vertices, 0);
if (FAILED(hr)) {
return false;
}
vertices[0].x = vertices[0].y = 0;
vertices[1].x = 1; vertices[1].y = 0;
vertices[2].x = 0; vertices[2].y = 1;
vertices[3].x = 1; vertices[3].y = 1;
mVB->Unlock();
return true;
}
} /* namespace layers */
} /* namespace mozilla */