/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* 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 "gfxWindowsPlatform.h" #include "nsIWidget.h" #include "Layers.h" #include "mozilla/gfx/D3D11Checks.h" #include "mozilla/gfx/DeviceManagerDx.h" #include "mozilla/gfx/GPUParent.h" #include "mozilla/gfx/Swizzle.h" #include "mozilla/layers/ImageHost.h" #include "mozilla/layers/ContentHost.h" #include "mozilla/layers/Diagnostics.h" #include "mozilla/layers/DiagnosticsD3D11.h" #include "mozilla/layers/Effects.h" #include "mozilla/layers/HelpersD3D11.h" #include "nsWindowsHelpers.h" #include "gfxConfig.h" #include "gfxCrashReporterUtils.h" #include "gfxUtils.h" #include "mozilla/gfx/StackArray.h" #include "mozilla/widget/WinCompositorWidget.h" #include "mozilla/EnumeratedArray.h" #include "mozilla/StaticPrefs_gfx.h" #include "mozilla/StaticPrefs_layers.h" #include "mozilla/Telemetry.h" #include "BlendShaderConstants.h" #include "D3D11ShareHandleImage.h" #include "DeviceAttachmentsD3D11.h" #include // For IsWindows8OrGreater #include namespace mozilla { using namespace gfx; namespace layers { bool CanUsePartialPresents(ID3D11Device* aDevice); const FLOAT sBlendFactor[] = {0, 0, 0, 0}; class AsyncReadbackBufferD3D11 final : public AsyncReadbackBuffer { public: AsyncReadbackBufferD3D11(ID3D11DeviceContext* aContext, ID3D11Texture2D* aTexture, const IntSize& aSize); bool MapAndCopyInto(DataSourceSurface* aSurface, const IntSize& aReadSize) const override; ID3D11Texture2D* GetTexture() { return mTexture; } private: RefPtr mContext; RefPtr mTexture; }; AsyncReadbackBufferD3D11::AsyncReadbackBufferD3D11( ID3D11DeviceContext* aContext, ID3D11Texture2D* aTexture, const IntSize& aSize) : AsyncReadbackBuffer(aSize), mContext(aContext), mTexture(aTexture) {} bool AsyncReadbackBufferD3D11::MapAndCopyInto(DataSourceSurface* aSurface, const IntSize& aReadSize) const { D3D11_MAPPED_SUBRESOURCE map; HRESULT hr = mContext->Map(mTexture, 0, D3D11_MAP_READ, 0, &map); if (FAILED(hr)) { return false; } RefPtr sourceSurface = Factory::CreateWrappingDataSourceSurface(static_cast(map.pData), map.RowPitch, mSize, SurfaceFormat::B8G8R8A8); bool result; { DataSourceSurface::ScopedMap sourceMap(sourceSurface, DataSourceSurface::READ); DataSourceSurface::ScopedMap destMap(aSurface, DataSourceSurface::WRITE); result = SwizzleData(sourceMap.GetData(), sourceMap.GetStride(), SurfaceFormat::B8G8R8A8, destMap.GetData(), destMap.GetStride(), aSurface->GetFormat(), aReadSize); } mContext->Unmap(mTexture, 0); return result; } CompositorD3D11::CompositorD3D11(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget) : Compositor(aWidget, aParent), mWindowRTCopy(nullptr), mAttachments(nullptr), mHwnd(nullptr), mDisableSequenceForNextFrame(false), mAllowPartialPresents(false), mIsDoubleBuffered(false), mVerifyBuffersFailed(false), mUseMutexOnPresent(false) { mUseMutexOnPresent = StaticPrefs::gfx_use_mutex_on_present_AtStartup(); } CompositorD3D11::~CompositorD3D11() {} template void CompositorD3D11::SetVertexBuffer(ID3D11Buffer* aBuffer) { UINT size = sizeof(VertexType); UINT offset = 0; mContext->IASetVertexBuffers(0, 1, &aBuffer, &size, &offset); } bool CompositorD3D11::SupportsLayerGeometry() const { return StaticPrefs::layers_geometry_d3d11_enabled(); } bool CompositorD3D11::UpdateDynamicVertexBuffer( const nsTArray& aTriangles) { HRESULT hr; // Resize the dynamic vertex buffer if needed. if (!mAttachments->EnsureTriangleBuffer(aTriangles.Length())) { return false; } D3D11_MAPPED_SUBRESOURCE resource{}; hr = mContext->Map(mAttachments->mDynamicVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); if (Failed(hr, "map dynamic vertex buffer")) { return false; } const nsTArray vertices = TexturedTrianglesToVertexArray(aTriangles); memcpy(resource.pData, vertices.Elements(), vertices.Length() * sizeof(TexturedVertex)); mContext->Unmap(mAttachments->mDynamicVertexBuffer, 0); return true; } bool CompositorD3D11::Initialize(nsCString* const out_failureReason) { ScopedGfxFeatureReporter reporter("D3D11 Layers"); HRESULT hr; DeviceManagerDx::Get()->GetCompositorDevices(&mDevice, &mAttachments); if (!mDevice) { gfxCriticalNote << "[D3D11] failed to get compositor device."; *out_failureReason = "FEATURE_FAILURE_D3D11_NO_DEVICE"; return false; } if (!mAttachments || !mAttachments->IsValid()) { gfxCriticalNote << "[D3D11] failed to get compositor device attachments"; *out_failureReason = mAttachments ? mAttachments->GetFailureId() : NS_LITERAL_CSTRING("FEATURE_FAILURE_NO_ATTACHMENTS"); return false; } mDevice->GetImmediateContext(getter_AddRefs(mContext)); if (!mContext) { gfxCriticalNote << "[D3D11] failed to get immediate context"; *out_failureReason = "FEATURE_FAILURE_D3D11_CONTEXT"; return false; } mDiagnostics = MakeUnique(mDevice, mContext); mFeatureLevel = mDevice->GetFeatureLevel(); mHwnd = mWidget->AsWindows()->GetHwnd(); memset(&mVSConstants, 0, sizeof(VertexShaderConstants)); RefPtr dxgiDevice; RefPtr dxgiAdapter; mDevice->QueryInterface(dxgiDevice.StartAssignment()); dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter)); { RefPtr dxgiFactory; dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment())); RefPtr dxgiFactory2; hr = dxgiFactory->QueryInterface( (IDXGIFactory2**)getter_AddRefs(dxgiFactory2)); #if (_WIN32_WINDOWS_MAXVER >= 0x0A00) if (gfxVars::UseDoubleBufferingWithCompositor() && SUCCEEDED(hr) && dxgiFactory2) { // DXGI_SCALING_NONE is not available on Windows 7 with Platform Update. // This looks awful for things like the awesome bar and browser window // resizing so we don't use a flip buffer chain here. When using // EFFECT_SEQUENTIAL it looks like windows doesn't stretch the surface // when resizing. We chose not to run this before Windows 10 because it // appears sometimes this breaks our ability to test ASAP compositing. RefPtr swapChain; DXGI_SWAP_CHAIN_DESC1 swapDesc; ::ZeroMemory(&swapDesc, sizeof(swapDesc)); swapDesc.Width = 0; swapDesc.Height = 0; swapDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; swapDesc.SampleDesc.Count = 1; swapDesc.SampleDesc.Quality = 0; swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapDesc.BufferCount = 2; swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; swapDesc.Scaling = DXGI_SCALING_NONE; mIsDoubleBuffered = true; swapDesc.Flags = 0; /** * 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 = dxgiFactory2->CreateSwapChainForHwnd(mDevice, mHwnd, &swapDesc, nullptr, nullptr, getter_AddRefs(swapChain)); if (SUCCEEDED(hr)) { DXGI_RGBA color = {1.0f, 1.0f, 1.0f, 1.0f}; swapChain->SetBackgroundColor(&color); mSwapChain = swapChain; } } // In some configurations double buffering may have failed with an // ACCESS_DENIED error. if (!mSwapChain) #endif { 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(mHwnd, DXGI_MWA_NO_WINDOW_CHANGES); } if (!mWidget->InitCompositor(this)) { *out_failureReason = "FEATURE_FAILURE_D3D11_INIT_COMPOSITOR"; return false; } mAllowPartialPresents = CanUsePartialPresents(mDevice); reporter.SetSuccessful(); return true; } bool CanUsePartialPresents(ID3D11Device* aDevice) { if (StaticPrefs::gfx_partialpresent_force() > 0) { return true; } if (StaticPrefs::gfx_partialpresent_force() < 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; if (mWidget) { ident.mUseCompositorWnd = !!mWidget->AsWindows()->GetCompositorHwnd(); } if (mAttachments->mSyncObject) { ident.mSyncHandle = mAttachments->mSyncObject->GetSyncHandle(); } 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.IsZeroArea()); if (aRect.IsZeroArea()) { 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.IsZeroArea()); if (aRect.IsZeroArea()) { 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::ShouldAllowFrameRecording() const { #ifdef MOZ_GECKO_PROFILER return mAllowFrameRecording || profiler_feature_active(ProfilerFeature::Screenshots); #else return mAllowFrameRecording; #endif } already_AddRefed CompositorD3D11::GetWindowRenderTarget() const { if (!ShouldAllowFrameRecording()) { return nullptr; } if (!mDefaultRT) { return nullptr; } const IntSize size = mDefaultRT->GetSize(); RefPtr rtTexture; if (!mWindowRTCopy || mWindowRTCopy->GetSize() != size) { /* * The compositor screenshots infrastructure is going to scale down the * render target returned by this method. However, mDefaultRT does not * contain a texture created wth the D3D11_BIND_SHADER_RESOURCE flag, so if * we were to simply return mDefaultRT then scaling would fail. */ CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, size.width, size.height, 1, 1, D3D11_BIND_SHADER_RESOURCE); HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(rtTexture)); if (FAILED(hr)) { return nullptr; } mWindowRTCopy = MakeRefPtr( rtTexture, IntPoint(0, 0), DXGI_FORMAT_B8G8R8A8_UNORM); mWindowRTCopy->SetSize(size); } else { rtTexture = mWindowRTCopy->GetD3D11Texture(); } const RefPtr sourceTexture = mDefaultRT->GetD3D11Texture(); mContext->CopyResource(rtTexture, sourceTexture); return RefPtr( static_cast(mWindowRTCopy)) .forget(); } bool CompositorD3D11::ReadbackRenderTarget(CompositingRenderTarget* aSource, AsyncReadbackBuffer* aDest) { RefPtr srcTexture = static_cast(aSource); RefPtr destBuffer = static_cast(aDest); mContext->CopyResource(destBuffer->GetTexture(), srcTexture->GetD3D11Texture()); return true; } already_AddRefed CompositorD3D11::CreateAsyncReadbackBuffer(const gfx::IntSize& aSize) { RefPtr texture; CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width, aSize.height, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); HRESULT hr = mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture)); if (FAILED(hr)) { HandleError(hr); return nullptr; } return MakeAndAddRef(mContext, texture, aSize); } bool CompositorD3D11::BlitRenderTarget(CompositingRenderTarget* aSource, const gfx::IntSize& aSourceSize, const gfx::IntSize& aDestSize) { RefPtr source = static_cast(aSource); RefPtr texturedEffect = CreateTexturedEffect( SurfaceFormat::B8G8R8A8, source, SamplingFilter::LINEAR, true); texturedEffect->mTextureCoords = Rect(0, 0, Float(aSourceSize.width) / Float(source->GetSize().width), Float(aSourceSize.height) / Float(source->GetSize().height)); EffectChain effect; effect.mPrimaryEffect = texturedEffect; const Float scaleX = Float(aDestSize.width) / Float(aSourceSize.width); const Float scaleY = Float(aDestSize.height) / (aSourceSize.height); const Matrix4x4 transform = Matrix4x4::Scaling(scaleX, scaleY, 1.0f); const Rect sourceRect(0, 0, aSourceSize.width, aSourceSize.height); DrawQuad(sourceRect, IntRect(0, 0, aDestSize.width, aDestSize.height), effect, 1.0f, transform, sourceRect); return true; } 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, const bool aUseBlendShader, const MaskType aMaskType) { if (aUseBlendShader) { return mAttachments->mBlendShader[MaskType::MaskNone]; } 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::NV12: return mAttachments->mNV12Shader[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) { if (aRect.IsEmpty()) { return; } 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); // Restore the default blend state. 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; case EffectTypes::NV12: return PS_LAYER_NV12; 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) { DrawGeometry(aRect, aRect, aClipRect, aEffectChain, aOpacity, aTransform, aVisibleRect); } void CompositorD3D11::DrawTriangles( const nsTArray& aTriangles, const gfx::Rect& aRect, const gfx::IntRect& aClipRect, const EffectChain& aEffectChain, gfx::Float aOpacity, const gfx::Matrix4x4& aTransform, const gfx::Rect& aVisibleRect) { DrawGeometry(aTriangles, aRect, aClipRect, aEffectChain, aOpacity, aTransform, aVisibleRect); } void CompositorD3D11::PrepareDynamicVertexBuffer() { mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mContext->IASetInputLayout(mAttachments->mDynamicInputLayout); SetVertexBuffer(mAttachments->mDynamicVertexBuffer); } void CompositorD3D11::PrepareStaticVertexBuffer() { mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); mContext->IASetInputLayout(mAttachments->mInputLayout); SetVertexBuffer(mAttachments->mVertexBuffer); } void CompositorD3D11::Draw(const nsTArray& aTriangles, const gfx::Rect*) { if (!UpdateConstantBuffers()) { NS_WARNING("Failed to update shader constant buffers"); return; } PrepareDynamicVertexBuffer(); if (!UpdateDynamicVertexBuffer(aTriangles)) { NS_WARNING("Failed to update shader dynamic buffers"); return; } mContext->Draw(3 * aTriangles.Length(), 0); PrepareStaticVertexBuffer(); } void CompositorD3D11::Draw(const gfx::Rect& aRect, const gfx::Rect* aTexCoords) { Rect layerRects[4] = {aRect}; Rect textureRects[4] = {}; size_t rects = 1; if (aTexCoords) { rects = DecomposeIntoNoRepeatRects(aRect, *aTexCoords, &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); } } ID3D11VertexShader* CompositorD3D11::GetVSForGeometry( const nsTArray& aTriangles, const bool aUseBlendShaders, const MaskType aMaskType) { return aUseBlendShaders ? mAttachments->mVSDynamicBlendShader[aMaskType] : mAttachments->mVSDynamicShader[aMaskType]; } ID3D11VertexShader* CompositorD3D11::GetVSForGeometry( const gfx::Rect& aRect, const bool aUseBlendShaders, const MaskType aMaskType) { return aUseBlendShaders ? mAttachments->mVSQuadBlendShader[aMaskType] : mAttachments->mVSQuadShader[aMaskType]; } template void CompositorD3D11::DrawGeometry(const Geometry& aGeometry, 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)); bounds = maskTransform.As2D().TransformBounds(bounds); Matrix4x4 transform; transform._11 = 1.0f / bounds.Width(); transform._22 = 1.0f / bounds.Height(); transform._41 = float(-bounds.X()) / bounds.Width(); transform._42 = float(-bounds.Y()) / bounds.Height(); memcpy(mVSConstants.maskTransform, &transform._11, 64); } 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(); bool useBlendShaders = false; 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()) { useBlendShaders = true; 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); RefPtr vertexShader = GetVSForGeometry(aGeometry, useBlendShaders, maskType); RefPtr pixelShader = GetPSForEffect(aEffectChain.mPrimaryEffect, useBlendShaders, maskType); mContext->VSSetShader(vertexShader, nullptr, 0); mContext->PSSetShader(pixelShader, nullptr, 0); const Rect* pTexCoordRect = nullptr; switch (aEffectChain.mPrimaryEffect->mType) { case EffectTypes::SOLID_COLOR: { DeviceColor 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::NV12: { EffectNV12* effectNV12 = static_cast(aEffectChain.mPrimaryEffect.get()); pTexCoordRect = &effectNV12->mTextureCoords; TextureSourceD3D11* source = effectNV12->mTexture->AsSourceD3D11(); if (!source) { NS_WARNING("Missing texture source!"); return; } RefPtr texture = source->GetD3D11Texture(); if (!texture) { NS_WARNING("No texture found in texture source!"); } D3D11_TEXTURE2D_DESC sourceDesc; texture->GetDesc(&sourceDesc); MOZ_DIAGNOSTIC_ASSERT(sourceDesc.Format == DXGI_FORMAT_NV12 || sourceDesc.Format == DXGI_FORMAT_P010 || sourceDesc.Format == DXGI_FORMAT_P016); // Might want to cache these for efficiency. RefPtr srViewY; RefPtr srViewCbCr; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = CD3D11_SHADER_RESOURCE_VIEW_DESC(D3D11_SRV_DIMENSION_TEXTURE2D, sourceDesc.Format == DXGI_FORMAT_NV12 ? DXGI_FORMAT_R8_UNORM : DXGI_FORMAT_R16_UNORM); mDevice->CreateShaderResourceView(texture, &srvDesc, getter_AddRefs(srViewY)); srvDesc.Format = sourceDesc.Format == DXGI_FORMAT_NV12 ? DXGI_FORMAT_R8G8_UNORM : DXGI_FORMAT_R16G16_UNORM; mDevice->CreateShaderResourceView(texture, &srvDesc, getter_AddRefs(srViewCbCr)); ID3D11ShaderResourceView* views[] = {srViewY, srViewCbCr}; mContext->PSSetShaderResources(TexSlot::Y, 2, views); const float* yuvToRgb = gfxUtils::YuvToRgbMatrix4x3RowMajor(effectNV12->mYUVColorSpace); memcpy(&mPSConstants.yuvColorMatrix, yuvToRgb, sizeof(mPSConstants.yuvColorMatrix)); mPSConstants.vCoefficient[0] = RescalingFactorForColorDepth(effectNV12->mColorDepth); SetSamplerForSamplingFilter(effectNV12->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; } const float* yuvToRgb = gfxUtils::YuvToRgbMatrix4x3RowMajor(ycbcrEffect->mYUVColorSpace); memcpy(&mPSConstants.yuvColorMatrix, yuvToRgb, sizeof(mPSConstants.yuvColorMatrix)); // Adjust range according to the bit depth. mPSConstants.vCoefficient[0] = RescalingFactorForColorDepth(ycbcrEffect->mColorDepth); 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(LayerManager::LayersComponentAlphaEnabled()); 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; } Draw(aGeometry, pTexCoordRect); if (restoreBlendMode) { mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor, 0xFFFFFFFF); } } Maybe CompositorD3D11::BeginFrameForWindow( const nsIntRegion& aInvalidRegion, const Maybe& aClipRect, const IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion) { MOZ_RELEASE_ASSERT(!mTarget, "mTarget not cleared properly"); return BeginFrame(aInvalidRegion, aClipRect, aRenderBounds, aOpaqueRegion); } Maybe CompositorD3D11::BeginFrameForTarget( const nsIntRegion& aInvalidRegion, const Maybe& aClipRect, const IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion, DrawTarget* aTarget, const IntRect& aTargetBounds) { MOZ_RELEASE_ASSERT(!mTarget, "mTarget not cleared properly"); mTarget = aTarget; // Will be cleared in EndFrame(). mTargetBounds = aTargetBounds; Maybe result = BeginFrame(aInvalidRegion, aClipRect, aRenderBounds, aOpaqueRegion); if (!result) { // Composition has been aborted. Reset mTarget. mTarget = nullptr; } return result; } void CompositorD3D11::BeginFrameForNativeLayers() { MOZ_CRASH("Native layers are not implemented on Windows."); } Maybe CompositorD3D11::BeginRenderingToNativeLayer( const nsIntRegion& aInvalidRegion, const Maybe& aClipRect, const nsIntRegion& aOpaqueRegion, NativeLayer* aNativeLayer) { MOZ_CRASH("Native layers are not implemented on Windows."); } void CompositorD3D11::EndRenderingToNativeLayer() { MOZ_CRASH("Native layers are not implemented on Windows."); } Maybe CompositorD3D11::BeginFrame(const nsIntRegion& aInvalidRegion, const Maybe& aClipRect, const IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion) { // 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 (mWidget->IsHidden()) { // 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(); return Nothing(); } if (mDevice->GetDeviceRemovedReason() != S_OK) { ReadUnlockTextures(); if (!mAttachments->IsDeviceReset()) { gfxCriticalNote << "GFX: D3D11 skip BeginFrame with device-removed."; // 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(); } mAttachments->SetDeviceReset(); } return Nothing(); } LayoutDeviceIntSize oldSize = mSize; EnsureSize(); IntRect rect = IntRect(IntPoint(0, 0), mSize.ToUnknownSize()); // Sometimes the invalid region is larger than we want to draw. nsIntRegion invalidRegionSafe; if (mSize != oldSize) { invalidRegionSafe = rect; } else { invalidRegionSafe.And(aInvalidRegion, rect); } IntRect invalidRect = invalidRegionSafe.GetBounds(); IntRect clipRect = invalidRect; if (aClipRect) { clipRect.IntersectRect(clipRect, *aClipRect); } if (clipRect.IsEmpty()) { CancelFrame(); return Nothing(); } PrepareStaticVertexBuffer(); mBackBufferInvalid.Or(mBackBufferInvalid, invalidRegionSafe); if (mIsDoubleBuffered) { mFrontBufferInvalid.Or(mFrontBufferInvalid, invalidRegionSafe); } // We have to call UpdateRenderTarget after we've determined the invalid regi // Failed to create a render target or the view. if (!UpdateRenderTarget() || !mDefaultRT || !mDefaultRT->mRTView || mSize.width <= 0 || mSize.height <= 0) { ReadUnlockTextures(); return Nothing(); } mCurrentClip = mBackBufferInvalid.GetBounds(); mContext->RSSetState(mAttachments->mRasterizerState); SetRenderTarget(mDefaultRT); IntRegion regionToClear(mCurrentClip); regionToClear.Sub(regionToClear, aOpaqueRegion); ClearRect(Rect(regionToClear.GetBounds())); mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor, 0xFFFFFFFF); if (mAttachments->mSyncObject) { if (!mAttachments->mSyncObject->Synchronize()) { // It's timeout here. Since the timeout is related to the driver-removed, // skip this frame. return Nothing(); } } if (StaticPrefs::layers_acceleration_draw_fps()) { uint32_t pixelsPerFrame = 0; for (auto iter = mBackBufferInvalid.RectIter(); !iter.Done(); iter.Next()) { pixelsPerFrame += iter.Get().Width() * iter.Get().Height(); } mDiagnostics->Start(pixelsPerFrame); } return Some(rect); } void CompositorD3D11::NormalDrawingDone() { mDiagnostics->End(); } void CompositorD3D11::EndFrame() { if (!profiler_feature_active(ProfilerFeature::Screenshots) && mWindowRTCopy) { mWindowRTCopy = nullptr; } if (!mDefaultRT) { Compositor::EndFrame(); mTarget = nullptr; return; } if (XRE_IsParentProcess() && mDevice->GetDeviceRemovedReason() != S_OK) { gfxCriticalNote << "GFX: D3D11 skip EndFrame with device-removed."; Compositor::EndFrame(); mTarget = nullptr; mCurrentRT = nullptr; return; } LayoutDeviceIntSize oldSize = mSize; EnsureSize(); if (mSize.width <= 0 || mSize.height <= 0) { Compositor::EndFrame(); mTarget = nullptr; return; } RefPtr query; CD3D11_QUERY_DESC desc(D3D11_QUERY_EVENT); mDevice->CreateQuery(&desc, getter_AddRefs(query)); if (query) { mContext->End(query); } if (oldSize == mSize) { Present(); if (StaticPrefs::gfx_compositor_clearstate()) { mContext->ClearState(); } } else { mDiagnostics->Cancel(); } // Block until the previous frame's work has been completed. if (mQuery) { BOOL result; WaitForFrameGPUQuery(mDevice, mContext, mQuery, &result); } // Store the query for this frame so we can flush it next time. mQuery = query; Compositor::EndFrame(); mTarget = nullptr; mCurrentRT = nullptr; } void CompositorD3D11::GetFrameStats(GPUStats* aStats) { mDiagnostics->Query(aStats); } void CompositorD3D11::Present() { 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; } // This must be called before present so our back buffer has the validated // window content. if (mTarget) { PaintToTarget(); } RefPtr chain; HRESULT hr = mSwapChain->QueryInterface((IDXGISwapChain1**)getter_AddRefs(chain)); RefPtr mutex; if (mUseMutexOnPresent && mAttachments->mSyncObject) { SyncObjectD3D11Host* d3dSyncObj = (SyncObjectD3D11Host*)mAttachments->mSyncObject.get(); mutex = d3dSyncObj->GetKeyedMutex(); MOZ_ASSERT(mutex); } if (SUCCEEDED(hr) && mAllowPartialPresents) { DXGI_PRESENT_PARAMETERS params; PodZero(¶ms); params.DirtyRectsCount = mBackBufferInvalid.GetNumRects(); StackArray rects(params.DirtyRectsCount); uint32_t i = 0; for (auto iter = mBackBufferInvalid.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; if (mutex) { hr = mutex->AcquireSync(0, 2000); NS_ENSURE_TRUE_VOID(SUCCEEDED(hr)); } chain->Present1( presentInterval, mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0, ¶ms); if (mutex) { mutex->ReleaseSync(0); } } else { if (mutex) { hr = mutex->AcquireSync(0, 2000); NS_ENSURE_TRUE_VOID(SUCCEEDED(hr)); } hr = mSwapChain->Present( 0, mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0); if (mutex) { mutex->ReleaseSync(0); } if (FAILED(hr)) { gfxCriticalNote << "D3D11 swap chain preset failed " << hexa(hr); HandleError(hr); } } if (mIsDoubleBuffered) { mBackBufferInvalid = mFrontBufferInvalid; mFrontBufferInvalid.SetEmpty(); } else { mBackBufferInvalid.SetEmpty(); } mDisableSequenceForNextFrame = false; } void CompositorD3D11::CancelFrame(bool aNeedFlush) { ReadUnlockTextures(); // Flush the context, otherwise the driver might hold some resources alive // until the next flush or present. if (aNeedFlush) { mContext->Flush(); } } 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); if (mIsDoubleBuffered) { // Make sure we present what was the front buffer before that we know is // completely valid. This non v-synced present should be pretty much // 'free' for a flip chain. 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() { mWidget->AsWindows()->UpdateCompositorWndSizeIfNecessary(); 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(0, 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); } mBackBufferInvalid = mFrontBufferInvalid = IntRect(0, 0, mSize.width, mSize.height); return !mVerifyBuffersFailed; } bool CompositorD3D11::UpdateRenderTarget() { HRESULT hr; RefPtr backBuf; if (!VerifyBufferSize()) { gfxCriticalNote << "Failed VerifyBufferSize in UpdateRenderTarget " << mSize; return false; } if (mSize.width <= 0 || mSize.height <= 0) { gfxCriticalNote << "Invalid size in UpdateRenderTarget " << mSize << ", " << (int)mVerifyBuffersFailed; return false; } 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; } IntRegion validFront; validFront.Sub(mBackBufferInvalid, mFrontBufferInvalid); if (!validFront.IsEmpty()) { RefPtr frontBuf; hr = mSwapChain->GetBuffer(1, __uuidof(ID3D11Texture2D), (void**)frontBuf.StartAssignment()); if (SUCCEEDED(hr)) { for (auto iter = validFront.RectIter(); !iter.Done(); iter.Next()) { const IntRect& rect = iter.Get(); D3D11_BOX box; box.back = 1; box.front = 0; box.left = rect.X(); box.right = rect.XMost(); box.top = rect.Y(); box.bottom = rect.YMost(); mContext->CopySubresourceRegion(backBuf, 0, rect.X(), rect.Y(), 0, frontBuf, 0, &box); } mBackBufferInvalid = mFrontBufferInvalid; } } mDefaultRT = new CompositingRenderTargetD3D11(backBuf, IntPoint(0, 0)); mDefaultRT->SetSize(mSize.ToUnknownSize()); return true; } 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"); } } } // namespace layers } // namespace mozilla