/* -*- 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/. */ #ifndef mozilla_gfx_layers_mlgpu_MLGDevice_h #define mozilla_gfx_layers_mlgpu_MLGDevice_h #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc #include "mozilla/EnumeratedArray.h" #include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted #include "mozilla/TypedEnumBits.h" #include "mozilla/WidgetUtils.h" #include "mozilla/gfx/Types.h" #include "mozilla/layers/CompositorTypes.h" #include "mozilla/layers/LayersTypes.h" #include "ImageTypes.h" #include "MLGDeviceTypes.h" #include "nsISupportsImpl.h" #include "nsString.h" #include "nsPrintfCString.h" namespace mozilla { namespace widget { class CompositorWidget; } // namespace widget namespace gfx { class DrawTarget; } // namespace gfx namespace layers { struct GPUStats; class BufferCache; class ConstantBufferSection; class DataTextureSource; class MLGBufferD3D11; class MLGDeviceD3D11; class MLGRenderTargetD3D11; class MLGResourceD3D11; class MLGTexture; class MLGTextureD3D11; class SharedVertexBuffer; class SharedConstantBuffer; class TextureSource; class VertexBufferSection; struct ClearRegionHelper; class MLGRenderTarget { public: NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MLGRenderTarget) virtual gfx::IntSize GetSize() const = 0; virtual MLGRenderTargetD3D11* AsD3D11() { return nullptr; } // Returns the underlying texture of the render target. virtual MLGTexture* GetTexture() = 0; bool HasDepthBuffer() const { return (mFlags & MLGRenderTargetFlags::ZBuffer) == MLGRenderTargetFlags::ZBuffer; } int32_t GetLastDepthStart() const { return mLastDepthStart; } void SetLastDepthStart(int32_t aDepthStart) { mLastDepthStart = aDepthStart; } protected: explicit MLGRenderTarget(MLGRenderTargetFlags aFlags); virtual ~MLGRenderTarget() {} protected: MLGRenderTargetFlags mFlags; // When using a depth buffer, callers can track the range of depth values // that were last used. int32_t mLastDepthStart; }; class MLGSwapChain { protected: virtual ~MLGSwapChain() {} public: NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MLGSwapChain) virtual RefPtr AcquireBackBuffer() = 0; virtual bool ResizeBuffers(const gfx::IntSize& aSize) = 0; virtual gfx::IntSize GetSize() const = 0; // Present to the screen. virtual void Present() = 0; // Force a present without waiting for the previous frame's present to complete. virtual void ForcePresent() = 0; // Copy an area of the backbuffer to a draw target. virtual void CopyBackbuffer(gfx::DrawTarget* aTarget, const gfx::IntRect& aBounds) = 0; // Free any internal resources. virtual void Destroy() = 0; // Give the new invalid region to the swap chain in preparation for // acquiring the backbuffer. If the new invalid region is empty, // this returns false and no composite is required. // // The extra rect is used for the debug overlay, which is factored in // separately to avoid causing unnecessary composites. bool ApplyNewInvalidRegion(nsIntRegion&& aRegion, const Maybe& aExtraRect); const nsIntRegion& GetBackBufferInvalidRegion() const { return mBackBufferInvalid; } protected: MLGSwapChain(); protected: gfx::IntSize mLastPresentSize; // The swap chain tracks the invalid region of its buffers. After presenting, // the invalid region for the backbuffer is cleared. If using double // buffering, it is set to the area of the non-presented buffer that was not // painted this frame. The initial invalid region each frame comes from // LayerManagerMLGPU, and is combined with the back buffer's invalid region // before frame building begins. nsIntRegion mBackBufferInvalid; nsIntRegion mFrontBufferInvalid; bool mIsDoubleBuffered; }; class MLGResource { NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MLGResource) public: enum class Type { Buffer, Texture }; virtual Type GetType() const = 0; virtual MLGResourceD3D11* AsResourceD3D11() { return nullptr; } protected: virtual ~MLGResource() {} }; // A buffer for use as a shader input. class MLGBuffer : public MLGResource { public: Type GetType() const override { return Type::Buffer; } virtual MLGBufferD3D11* AsD3D11() { return nullptr; } virtual size_t GetSize() const = 0; protected: ~MLGBuffer() override {} }; // This is a lower-level resource than a TextureSource. It wraps // a 2D texture. class MLGTexture : public MLGResource { public: Type GetType() const override { return Type::Texture; } virtual MLGTextureD3D11* AsD3D11() { return nullptr; } const gfx::IntSize& GetSize() const { return mSize; } protected: gfx::IntSize mSize; }; enum class VertexShaderID { TexturedQuad, TexturedVertex, ColoredQuad, ColoredVertex, BlendVertex, Clear, MaskCombiner, DiagnosticText, MaxShaders }; enum class PixelShaderID { ColoredQuad, ColoredVertex, TexturedQuadRGB, TexturedQuadRGBA, TexturedVertexRGB, TexturedVertexRGBA, TexturedQuadIMC4, TexturedQuadNV12, TexturedVertexIMC4, TexturedVertexNV12, ComponentAlphaQuad, ComponentAlphaVertex, BlendMultiply, BlendScreen, BlendOverlay, BlendDarken, BlendLighten, BlendColorDodge, BlendColorBurn, BlendHardLight, BlendSoftLight, BlendDifference, BlendExclusion, BlendHue, BlendSaturation, BlendColor, BlendLuminosity, Clear, MaskCombiner, DiagnosticText, MaxShaders }; class MLGDevice { public: NS_INLINE_DECL_THREADSAFE_REFCOUNTING(MLGDevice) MLGDevice(); virtual bool Initialize(); virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() const = 0; virtual int32_t GetMaxTextureSize() const = 0; virtual LayersBackend GetLayersBackend() const = 0; virtual RefPtr CreateSwapChainForWidget(widget::CompositorWidget* aWidget) = 0; // Markers for when we start and finish issuing "normal" (i.e., non- // diagnostic) draw commands for the frame. virtual void StartDiagnostics(uint32_t aInvalidPixels) = 0; virtual void EndDiagnostics() = 0; virtual void GetDiagnostics(GPUStats* aStats) = 0; // Layers interaction. virtual RefPtr CreateDataTextureSource(TextureFlags aFlags) = 0; // Resource access virtual bool Map(MLGResource* aResource, MLGMapType aType, MLGMappedResource* aMap) = 0; virtual void Unmap(MLGResource* aResource) = 0; virtual void UpdatePartialResource( MLGResource* aResource, const gfx::IntRect* aRect, void* aData, uint32_t aStride) = 0; virtual void CopyTexture( MLGTexture* aDest, const gfx::IntPoint& aTarget, MLGTexture* aSource, const gfx::IntRect& aRect) = 0; // Begin a frame. This clears and resets all shared buffers. virtual void BeginFrame(); virtual void EndFrame(); // State setup commands. virtual void SetRenderTarget(MLGRenderTarget* aRT) = 0; virtual MLGRenderTarget* GetRenderTarget() = 0; virtual void SetViewport(const gfx::IntRect& aRT) = 0; virtual void SetScissorRect(const Maybe& aScissorRect) = 0; virtual void SetVertexShader(VertexShaderID aVertexShader) = 0; virtual void SetPixelShader(PixelShaderID aPixelShader) = 0; virtual void SetSamplerMode(uint32_t aIndex, SamplerMode aSamplerMode) = 0; virtual void SetBlendState(MLGBlendState aBlendState) = 0; virtual void SetVertexBuffer(uint32_t aSlot, MLGBuffer* aBuffer, uint32_t aStride, uint32_t aOffset = 0) = 0; virtual void SetVSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer) = 0; virtual void SetPSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer) = 0; virtual void SetPSTextures(uint32_t aSlot, uint32_t aNumTextures, TextureSource* const* aTextures) = 0; virtual void SetPSTexture(uint32_t aSlot, MLGTexture* aTexture) = 0; virtual void SetDepthTestMode(MLGDepthTestMode aMode) = 0; // If supported, bind constant buffers at a particular offset. These can only // be used if CanUseConstantBufferOffsetBinding returns true. virtual void SetVSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer, uint32_t aFirstConstant, uint32_t aNumConstants) = 0; virtual void SetPSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer, uint32_t aFirstConstant, uint32_t aNumConstants) = 0; // Set the topology. No API call is made if the topology has not changed. // The UnitQuad topology implicity binds a unit quad triangle strip as // vertex buffer #0. void SetTopology(MLGPrimitiveTopology aTopology); // Set textures that have special binding logic, and bind to multiple slots. virtual void SetPSTexturesNV12(uint32_t aSlot, TextureSource* aTexture) = 0; void SetPSTexturesYUV(uint32_t aSlot, TextureSource* aTexture); virtual RefPtr CreateBuffer( MLGBufferType aType, uint32_t aSize, MLGUsage aUsage, const void* aInitialData = nullptr) = 0; virtual RefPtr CreateTexture( const gfx::IntSize& aSize, gfx::SurfaceFormat aFormat, MLGUsage aUsage, MLGTextureFlags aFlags) = 0; // Unwrap the underlying GPU texture in the given TextureSource, and re-wrap // it in an MLGTexture structure. virtual RefPtr CreateTexture(TextureSource* aSource) = 0; virtual RefPtr CreateRenderTarget( const gfx::IntSize& aSize, MLGRenderTargetFlags aFlags = MLGRenderTargetFlags::Default) = 0; // Clear a render target to the given color, or clear a depth buffer. virtual void Clear(MLGRenderTarget* aRT, const gfx::Color& aColor) = 0; virtual void ClearDepthBuffer(MLGRenderTarget* aRT) = 0; // This is only available if CanUseClearView() returns true. virtual void ClearView( MLGRenderTarget* aRT, const gfx::Color& aColor, const gfx::IntRect* aRects, size_t aNumRects) = 0; // Drawing Commands virtual void Draw(uint32_t aVertexCount, uint32_t aOffset) = 0; virtual void DrawInstanced(uint32_t aVertexCountPerInstance, uint32_t aInstanceCount, uint32_t aVertexOffset, uint32_t aInstanceOffset) = 0; virtual void Flush() = 0; // This unlocks any textures that were implicitly locked during drawing. virtual void UnlockAllTextures() = 0; virtual MLGDeviceD3D11* AsD3D11() { return nullptr; } // Helpers. void SetVertexBuffer(uint32_t aSlot, const VertexBufferSection* aSection); void SetPSConstantBuffer(uint32_t aSlot, const ConstantBufferSection* aSection); void SetVSConstantBuffer(uint32_t aSlot, const ConstantBufferSection* aSection); void SetPSTexture(uint32_t aSlot, TextureSource* aSource); void SetSamplerMode(uint32_t aIndex, gfx::SamplingFilter aFilter); // This creates or returns a previously created constant buffer, containing // a YCbCrShaderConstants instance. RefPtr GetBufferForColorSpace(YUVColorSpace aColorSpace); // This creates or returns a previously created constant buffer, containing // a YCbCrBitDepthConstants instance. RefPtr GetBufferForColorDepthCoefficient( gfx::ColorDepth aColorDepth); // A shared buffer that can be used to build VertexBufferSections. SharedVertexBuffer* GetSharedVertexBuffer() { return mSharedVertexBuffer.get(); } // A shared buffer that can be used to build ConstantBufferSections. Intended // to be used with vertex shaders. SharedConstantBuffer* GetSharedVSBuffer() { return mSharedVSBuffer.get(); } // A shared buffer that can be used to build ConstantBufferSections. Intended // to be used with pixel shaders. SharedConstantBuffer* GetSharedPSBuffer() { return mSharedPSBuffer.get(); } // A cache for constant buffers, used when offset-based binding is not supported. BufferCache* GetConstantBufferCache() { return mConstantBufferCache.get(); } // Unmap and upload all shared buffers to the GPU. void FinishSharedBufferUse(); // These are used to detect and report initialization failure. virtual bool IsValid() const { return mInitialized && mIsValid; } const nsCString& GetFailureId() const { return mFailureId; } const nsCString& GetFailureMessage() const { return mFailureMessage; } // Prepare a clear-region operation to be run at a later time. void PrepareClearRegion(ClearRegionHelper* aOut, nsTArray&& aRects, const Maybe& aSortIndex); // Execute a clear-region operation. This may change shader state. void DrawClearRegion(const ClearRegionHelper& aHelper); // If supported, synchronize with the SyncObject given to clients. virtual bool Synchronize(); // If this returns true, ClearView() can be called. bool CanUseClearView() const { return mCanUseClearView; } // If this returns true, constant buffers can be bound at specific offsets for // a given run of bytes. This is only supported on Windows 8+ for Direct3D 11. bool CanUseConstantBufferOffsetBinding() const { return mCanUseConstantBufferOffsetBinding; } // Return the maximum number of elements that can be bound to a constant // buffer. This is different than the maximum size of a buffer (there is // no such limit on Direct3D 11.1). // // The return value must be a power of two. size_t GetMaxConstantBufferBindSize() const { return mMaxConstantBufferBindSize; } // Helper function for unbinding textures since SetPSTexture is overloaded. void UnsetPSTexture(uint32_t aSlot) { TextureSource* nullTexture = nullptr; SetPSTexture(aSlot, nullTexture); } // Debugging helper function for dumping an MLGTexture to a file. void WriteAsPNG(MLGTexture* aTexture, const char* aPath); // Debugging helper function for copying a texture for later dumping to a file. RefPtr CopyAndCreateReadbackTexture(MLGTexture* aTexture); protected: virtual ~MLGDevice(); virtual void SetPrimitiveTopology(MLGPrimitiveTopology aTopology) = 0; // Optionally run a runtime test to determine if constant buffer offset // binding works. virtual bool VerifyConstantBufferOffsetting() { return true; } // Used during initialization to record failure reasons. bool Fail(const nsCString& aFailureId, const nsCString* aMessage); // Used during initialization to record failure reasons. Note: our // MOZ_FORMAT_PRINTF macro does not work on this function, so we // disable the warning. #if defined(__GNUC__) # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wformat-security" #endif template bool Fail(const char* aFailureId) { nsCString failureId(aFailureId); return Fail(failureId, nullptr); } template bool Fail(const char* aFailureId, const char* aMessage, const T&... args) { nsCString failureId(aFailureId); nsPrintfCString message(aMessage, args...); return Fail(failureId, &message); } #if defined(__GNUC__) # pragma GCC diagnostic pop #endif void UnmapSharedBuffers(); private: MLGPrimitiveTopology mTopology; UniquePtr mSharedVertexBuffer; UniquePtr mSharedVSBuffer; UniquePtr mSharedPSBuffer; UniquePtr mConstantBufferCache; nsCString mFailureId; nsCString mFailureMessage; bool mInitialized; typedef EnumeratedArray> ColorSpaceArray; ColorSpaceArray mColorSpaceBuffers; typedef EnumeratedArray> ColorDepthArray; ColorDepthArray mColorDepthBuffers; protected: bool mIsValid; bool mCanUseClearView; bool mCanUseConstantBufferOffsetBinding; size_t mMaxConstantBufferBindSize; RefPtr mCurrentRT; }; } // namespace layers } // namespace mozilla #endif // mozilla_gfx_layers_mlgpu_MLGDevice_h