/* -*- 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_thebes_DeviceManagerDx_h #define mozilla_gfx_thebes_DeviceManagerDx_h #include "gfxPlatform.h" #include "gfxTelemetry.h" #include "mozilla/Maybe.h" #include "mozilla/Mutex.h" #include "mozilla/RefPtr.h" #include "mozilla/StaticPtr.h" #include "mozilla/gfx/GraphicsMessages.h" #include "nsTArray.h" #include "nsWindowsHelpers.h" #include #include #include #include #include // This header is available in the June 2010 SDK and in the Win8 SDK #include // Win 8.0 SDK types we'll need when building using older sdks. #if !defined(D3D_FEATURE_LEVEL_11_1) // defined in the 8.0 SDK only # define D3D_FEATURE_LEVEL_11_1 static_cast(0xb100) # define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048 # define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096 #endif struct ID3D11Device; struct IDCompositionDevice2; struct IDirectDraw7; namespace mozilla { class ScopedGfxFeatureReporter; namespace layers { class DeviceAttachmentsD3D11; class MLGDevice; } // namespace layers namespace gfx { class FeatureState; class DeviceManagerDx final { public: static void Init(); static void Shutdown(); DeviceManagerDx(); static DeviceManagerDx* Get() { return sInstance; } RefPtr GetCompositorDevice(); RefPtr GetContentDevice(); RefPtr GetCanvasDevice(); RefPtr GetImageDevice(); RefPtr GetDirectCompositionDevice(); RefPtr GetVRDevice(); RefPtr CreateDecoderDevice(); RefPtr GetMLGDevice(); IDirectDraw7* GetDirectDraw(); unsigned GetCompositorFeatureLevel() const; bool TextureSharingWorks(); bool IsWARP(); bool CanUseNV12(); bool CanUseP010(); bool CanUseP016(); bool CanUseDComp(); // Returns true if we can create a texture with // D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX and also // upload texture data during the CreateTexture2D // call. This crashes on some devices, so we might // need to avoid it. bool CanInitializeKeyedMutexTextures(); // Intel devices on older windows versions seem to occasionally have // stability issues when supplying InitData to CreateTexture2D. bool HasCrashyInitData(); // Enumerate and return all outputs on the current adapter. nsTArray EnumerateOutputs(); // find the IDXGIOutput with a description.Monitor matching // 'monitor'; returns false if not found or some error occurred. bool GetOutputFromMonitor(HMONITOR monitor, RefPtr* aOutOutput); // Check if the current adapter supports hardware stretching bool CheckHardwareStretchingSupport(); bool CreateCompositorDevices(); void CreateContentDevices(); void CreateDirectCompositionDevice(); bool CreateCanvasDevice(); void GetCompositorDevices( RefPtr* aOutDevice, RefPtr* aOutAttachments); void ImportDeviceInfo(const D3D11DeviceStatus& aDeviceStatus); void ExportDeviceInfo(D3D11DeviceStatus* aOut); void ResetDevices(); void InitializeDirectDraw(); // Reset and reacquire the devices if a reset has happened. // Returns whether a reset occurred not whether reacquiring // was successful. bool MaybeResetAndReacquireDevices(); // Test whether we can acquire a DXGI 1.2-compatible adapter. This should // only be called on startup before devices are initialized. bool CheckRemotePresentSupport(); // Device reset helpers. bool HasDeviceReset(DeviceResetReason* aOutReason = nullptr); // Note: these set the cached device reset reason, which will be picked up // on the next frame. void ForceDeviceReset(ForcedDeviceResetReason aReason); private: // Pre-load any compositor resources that are expensive, and are needed when // we attempt to create a compositor. static void PreloadAttachmentsOnCompositorThread(); IDXGIAdapter1* GetDXGIAdapter(); void DisableD3D11AfterCrash(); void CreateCompositorDevice(mozilla::gfx::FeatureState& d3d11); bool CreateCompositorDeviceHelper(mozilla::gfx::FeatureState& aD3d11, IDXGIAdapter1* aAdapter, bool aAttemptVideoSupport, RefPtr& aOutDevice); void CreateWARPCompositorDevice(); void CreateMLGDevice(); bool CreateVRDevice(); mozilla::gfx::FeatureStatus CreateContentDevice(); bool CreateDevice(IDXGIAdapter* aAdapter, D3D_DRIVER_TYPE aDriverType, UINT aFlags, HRESULT& aResOut, RefPtr& aOutDevice); bool ContentAdapterIsParentAdapter(ID3D11Device* device); bool LoadD3D11(); bool LoadDcomp(); void ReleaseD3D11(); // Call GetDeviceRemovedReason on each device until one returns // a failure. bool GetAnyDeviceRemovedReason(DeviceResetReason* aOutReason); private: static StaticAutoPtr sInstance; // This is assigned during device creation. Afterwards, it is released if // devices failed, and "forgotten" if devices succeeded (meaning, we leak // the ref and unassign the module). nsModuleHandle mD3D11Module; nsModuleHandle mDcompModule; mozilla::Mutex mDeviceLock; nsTArray mFeatureLevels; RefPtr mAdapter; RefPtr mCompositorDevice; RefPtr mContentDevice; RefPtr mCanvasDevice; RefPtr mImageDevice; RefPtr mVRDevice; RefPtr mDecoderDevice; RefPtr mDirectCompositionDevice; RefPtr mCompositorAttachments; RefPtr mMLGDevice; bool mCompositorDeviceSupportsVideo; Maybe mDeviceStatus; nsModuleHandle mDirectDrawDLL; RefPtr mDirectDraw; Maybe mDeviceResetReason; }; } // namespace gfx } // namespace mozilla #endif // mozilla_gfx_thebes_DeviceManagerDx_h