зеркало из https://github.com/mozilla/gecko-dev.git
580 строки
17 KiB
C++
580 строки
17 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "DeviceManagerD3D11.h"
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#include "D3D11Checks.h"
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#include "gfxConfig.h"
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#include "GfxDriverInfo.h"
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#include "gfxPrefs.h"
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#include "gfxWindowsPlatform.h"
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#include "mozilla/D3DMessageUtils.h"
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#include "mozilla/Telemetry.h"
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#include "mozilla/WindowsVersion.h"
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#include "mozilla/gfx/GraphicsMessages.h"
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#include "mozilla/gfx/Logging.h"
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#include "nsIGfxInfo.h"
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#include "nsWindowsHelpers.h"
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#include <d3d11.h>
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namespace mozilla {
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namespace gfx {
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using namespace mozilla::widget;
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StaticAutoPtr<DeviceManagerD3D11> DeviceManagerD3D11::sInstance;
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// We don't have access to the D3D11CreateDevice type in gfxWindowsPlatform.h,
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// since it doesn't include d3d11.h, so we use a static here. It should only
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// be used within InitializeD3D11.
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decltype(D3D11CreateDevice)* sD3D11CreateDeviceFn = nullptr;
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/* static */ void
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DeviceManagerD3D11::Init()
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{
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sInstance = new DeviceManagerD3D11();
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}
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/* static */ void
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DeviceManagerD3D11::Shutdown()
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{
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sInstance = nullptr;
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}
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DeviceManagerD3D11::DeviceManagerD3D11()
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: mDeviceLock("gfxWindowsPlatform.mDeviceLock"),
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mIsWARP(false),
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mTextureSharingWorks(false),
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mCompositorDeviceSupportsVideo(false)
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{
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// Set up the D3D11 feature levels we can ask for.
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if (IsWin8OrLater()) {
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mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_1);
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}
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mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_0);
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mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_1);
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mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_0);
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}
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void
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DeviceManagerD3D11::CreateDevices()
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{
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FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
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MOZ_ASSERT(d3d11.IsEnabled());
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nsModuleHandle d3d11Module(LoadLibrarySystem32(L"d3d11.dll"));
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sD3D11CreateDeviceFn =
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(decltype(D3D11CreateDevice)*)GetProcAddress(d3d11Module, "D3D11CreateDevice");
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if (!sD3D11CreateDeviceFn) {
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// We should just be on Windows Vista or XP in this case.
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d3d11.SetFailed(FeatureStatus::Unavailable, "Direct3D11 not available on this computer",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_LIB"));
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return;
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}
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// Check if a failure was injected for testing.
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if (gfxPrefs::DeviceFailForTesting()) {
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d3d11.SetFailed(FeatureStatus::Failed, "Direct3D11 device failure simulated by preference",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_SIM"));
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return;
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}
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if (XRE_IsParentProcess()) {
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if (!gfxPrefs::LayersD3D11ForceWARP()) {
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AttemptD3D11DeviceCreation(d3d11);
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} else {
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AttemptWARPDeviceCreation();
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}
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if (d3d11.GetValue() == FeatureStatus::CrashedInHandler) {
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return;
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}
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// If we still have no device by now, exit.
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if (!mCompositorDevice) {
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MOZ_ASSERT(!gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING));
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return;
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}
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// Either device creation function should have returned Available.
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MOZ_ASSERT(d3d11.IsEnabled());
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} else {
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// Child processes do not need a compositor, but they do need to know
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// whether the parent process is using WARP and whether or not texture
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// sharing works.
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mIsWARP = gfxPrefs::LayersD3D11ForceWARP();
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mTextureSharingWorks =
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gfxPlatform::GetPlatform()->GetParentDevicePrefs().d3d11TextureSharingWorks();
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}
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if (AttemptD3D11ContentDeviceCreation() == FeatureStatus::CrashedInHandler) {
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DisableD3D11AfterCrash();
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return;
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}
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// We leak these everywhere and we need them our entire runtime anyway, let's
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// leak it here as well. We keep the pointer to sD3D11CreateDeviceFn around
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// as well for D2D1 and device resets.
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d3d11Module.disown();
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}
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IDXGIAdapter1*
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DeviceManagerD3D11::GetDXGIAdapter()
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{
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if (mAdapter) {
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return mAdapter;
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}
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nsModuleHandle dxgiModule(LoadLibrarySystem32(L"dxgi.dll"));
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decltype(CreateDXGIFactory1)* createDXGIFactory1 = (decltype(CreateDXGIFactory1)*)
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GetProcAddress(dxgiModule, "CreateDXGIFactory1");
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if (!createDXGIFactory1) {
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return nullptr;
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}
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// Try to use a DXGI 1.1 adapter in order to share resources
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// across processes.
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RefPtr<IDXGIFactory1> factory1;
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HRESULT hr = createDXGIFactory1(__uuidof(IDXGIFactory1),
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getter_AddRefs(factory1));
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if (FAILED(hr) || !factory1) {
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// This seems to happen with some people running the iZ3D driver.
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// They won't get acceleration.
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return nullptr;
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}
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if (!XRE_IsContentProcess()) {
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// In the parent process, we pick the first adapter.
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if (FAILED(factory1->EnumAdapters1(0, getter_AddRefs(mAdapter)))) {
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return nullptr;
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}
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} else {
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const DxgiAdapterDesc& parent =
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gfxPlatform::GetPlatform()->GetParentDevicePrefs().adapter();
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// In the child process, we search for the adapter that matches the parent
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// process. The first adapter can be mismatched on dual-GPU systems.
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for (UINT index = 0; ; index++) {
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RefPtr<IDXGIAdapter1> adapter;
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if (FAILED(factory1->EnumAdapters1(index, getter_AddRefs(adapter)))) {
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break;
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}
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DXGI_ADAPTER_DESC desc;
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if (SUCCEEDED(adapter->GetDesc(&desc)) &&
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desc.AdapterLuid.HighPart == parent.AdapterLuid.HighPart &&
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desc.AdapterLuid.LowPart == parent.AdapterLuid.LowPart &&
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desc.VendorId == parent.VendorId &&
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desc.DeviceId == parent.DeviceId)
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{
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mAdapter = adapter.forget();
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break;
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}
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}
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}
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if (!mAdapter) {
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return nullptr;
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}
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// We leak this module everywhere, we might as well do so here as well.
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dxgiModule.disown();
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return mAdapter;
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}
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bool
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DeviceManagerD3D11::AttemptD3D11DeviceCreationHelper(
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FeatureState& aD3d11, IDXGIAdapter1* aAdapter, bool aAttemptVideoSupport, RefPtr<ID3D11Device>& aOutDevice)
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{
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// Use D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
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// to prevent bug 1092260. IE 11 also uses this flag.
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UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS;
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if (aAttemptVideoSupport) {
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flags |= D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
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}
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HRESULT hr;
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RefPtr<ID3D11Device> device;
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if (!CreateDevice(aAdapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) {
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if (!aAttemptVideoSupport) {
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gfxCriticalError() << "Crash during D3D11 device creation";
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aD3d11.SetFailed(FeatureStatus::CrashedInHandler, "Crashed trying to acquire a D3D11 device",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DEVICE1"));
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}
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return false;
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}
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if (FAILED(hr) || !device) {
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if (!aAttemptVideoSupport) {
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gfxCriticalError() << "D3D11 device creation failed: " << hexa(hr);
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aD3d11.SetFailed(FeatureStatus::Failed, "Failed to acquire a D3D11 device",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DEVICE2"));
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}
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return false;
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}
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if (!D3D11Checks::DoesDeviceWork()) {
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if (!aAttemptVideoSupport) {
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aD3d11.SetFailed(FeatureStatus::Broken, "Direct3D11 device was determined to be broken",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_BROKEN"));
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}
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return false;
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}
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aOutDevice = device;
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return true;
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}
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void
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DeviceManagerD3D11::AttemptD3D11DeviceCreation(FeatureState& d3d11)
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{
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RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
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if (!adapter) {
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d3d11.SetFailed(FeatureStatus::Unavailable, "Failed to acquire a DXGI adapter",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DXGI"));
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return;
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}
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RefPtr<ID3D11Device> device;
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if (!AttemptD3D11DeviceCreationHelper(d3d11, adapter, true, device)) {
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// Try again without video support and record that it failed.
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mCompositorDeviceSupportsVideo = false;
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if (!AttemptD3D11DeviceCreationHelper(d3d11, adapter, false, device)) {
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return;
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}
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} else {
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mCompositorDeviceSupportsVideo = true;
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}
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{
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MutexAutoLock lock(mDeviceLock);
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mCompositorDevice = device;
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}
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// Only test this when not using WARP since it can fail and cause
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// GetDeviceRemovedReason to return weird values.
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mTextureSharingWorks = D3D11Checks::DoesTextureSharingWork(mCompositorDevice);
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if (!mTextureSharingWorks) {
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gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE,
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FeatureStatus::Broken,
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"Texture sharing doesn't work");
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}
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if (D3D11Checks::DoesRenderTargetViewNeedRecreating(mCompositorDevice)) {
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gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE,
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FeatureStatus::Broken,
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"RenderTargetViews need recreating");
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}
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// It seems like this may only happen when we're using the NVIDIA gpu
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D3D11Checks::WarnOnAdapterMismatch(mCompositorDevice);
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mCompositorDevice->SetExceptionMode(0);
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mIsWARP = false;
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}
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bool
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DeviceManagerD3D11::CreateDevice(IDXGIAdapter* aAdapter,
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D3D_DRIVER_TYPE aDriverType,
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UINT aFlags,
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HRESULT& aResOut,
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RefPtr<ID3D11Device>& aOutDevice)
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{
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MOZ_SEH_TRY {
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aResOut = sD3D11CreateDeviceFn(
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aAdapter, aDriverType, nullptr,
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aFlags,
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mFeatureLevels.Elements(), mFeatureLevels.Length(),
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D3D11_SDK_VERSION, getter_AddRefs(aOutDevice), nullptr, nullptr);
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} MOZ_SEH_EXCEPT (EXCEPTION_EXECUTE_HANDLER) {
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return false;
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}
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return true;
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}
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void
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DeviceManagerD3D11::AttemptWARPDeviceCreation()
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{
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ScopedGfxFeatureReporter reporterWARP("D3D11-WARP", gfxPrefs::LayersD3D11ForceWARP());
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FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
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HRESULT hr;
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RefPtr<ID3D11Device> device;
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// Use D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
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// to prevent bug 1092260. IE 11 also uses this flag.
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UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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if (!CreateDevice(nullptr, D3D_DRIVER_TYPE_WARP, flags, hr, device)) {
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gfxCriticalError() << "Exception occurred initializing WARP D3D11 device!";
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d3d11.SetFailed(FeatureStatus::CrashedInHandler, "Crashed creating a D3D11 WARP device",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_WARP_DEVICE"));
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}
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if (FAILED(hr) || !device) {
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// This should always succeed... in theory.
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gfxCriticalError() << "Failed to initialize WARP D3D11 device! " << hexa(hr);
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d3d11.SetFailed(FeatureStatus::Failed, "Failed to create a D3D11 WARP device",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_WARP_DEVICE2"));
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return;
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}
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{
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MutexAutoLock lock(mDeviceLock);
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mCompositorDevice = device;
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}
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reporterWARP.SetSuccessful();
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// Only test for texture sharing on Windows 8 since it puts the device into
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// an unusable state if used on Windows 7
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if (IsWin8OrLater()) {
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mTextureSharingWorks = D3D11Checks::DoesTextureSharingWork(mCompositorDevice);
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}
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mCompositorDevice->SetExceptionMode(0);
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mIsWARP = true;
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}
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FeatureStatus
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DeviceManagerD3D11::AttemptD3D11ContentDeviceCreation()
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{
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RefPtr<IDXGIAdapter1> adapter;
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if (!mIsWARP) {
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adapter = GetDXGIAdapter();
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if (!adapter) {
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return FeatureStatus::Unavailable;
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}
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}
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HRESULT hr;
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RefPtr<ID3D11Device> device;
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UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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D3D_DRIVER_TYPE type = mIsWARP ? D3D_DRIVER_TYPE_WARP : D3D_DRIVER_TYPE_UNKNOWN;
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if (!CreateDevice(adapter, type, flags, hr, device)) {
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gfxCriticalNote << "Recovered from crash while creating a D3D11 content device";
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gfxWindowsPlatform::RecordContentDeviceFailure(TelemetryDeviceCode::Content);
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return FeatureStatus::CrashedInHandler;
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}
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if (FAILED(hr) || !device) {
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gfxCriticalNote << "Failed to create a D3D11 content device: " << hexa(hr);
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gfxWindowsPlatform::RecordContentDeviceFailure(TelemetryDeviceCode::Content);
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return FeatureStatus::Failed;
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}
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{
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MutexAutoLock lock(mDeviceLock);
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mContentDevice = device;
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}
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// InitializeD2D() will abort early if the compositor device did not support
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// texture sharing. If we're in the content process, we can't rely on the
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// parent device alone: some systems have dual GPUs that are capable of
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// binding the parent and child processes to different GPUs. As a safety net,
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// we re-check texture sharing against the newly created D3D11 content device.
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// If it fails, we won't use Direct2D.
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if (XRE_IsContentProcess()) {
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if (!D3D11Checks::DoesTextureSharingWork(mContentDevice)) {
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{
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MutexAutoLock lock(mDeviceLock);
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mContentDevice = nullptr;
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}
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return FeatureStatus::Failed;
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}
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DebugOnly<bool> ok = ContentAdapterIsParentAdapter(mContentDevice);
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MOZ_ASSERT(ok);
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}
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mContentDevice->SetExceptionMode(0);
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RefPtr<ID3D10Multithread> multi;
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hr = mContentDevice->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
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if (SUCCEEDED(hr) && multi) {
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multi->SetMultithreadProtected(TRUE);
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}
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return FeatureStatus::Available;
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}
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RefPtr<ID3D11Device>
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DeviceManagerD3D11::CreateDecoderDevice()
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{
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if (mCompositorDevice && mCompositorDeviceSupportsVideo && !mDecoderDevice) {
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mDecoderDevice = mCompositorDevice;
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RefPtr<ID3D10Multithread> multi;
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mDecoderDevice->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
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if (multi) {
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multi->SetMultithreadProtected(TRUE);
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}
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}
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if (mDecoderDevice) {
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RefPtr<ID3D11Device> dev = mDecoderDevice;
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return dev.forget();
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}
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if (!sD3D11CreateDeviceFn) {
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// We should just be on Windows Vista or XP in this case.
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return nullptr;
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}
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RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
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if (!adapter) {
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return nullptr;
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}
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HRESULT hr;
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RefPtr<ID3D11Device> device;
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UINT flags = D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS |
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D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
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if (!CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) {
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return nullptr;
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}
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if (FAILED(hr) || !device || !D3D11Checks::DoesDeviceWork()) {
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return nullptr;
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}
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RefPtr<ID3D10Multithread> multi;
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device->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
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multi->SetMultithreadProtected(TRUE);
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mDecoderDevice = device;
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return device;
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}
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void
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DeviceManagerD3D11::ResetDevices()
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{
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MutexAutoLock lock(mDeviceLock);
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mCompositorDevice = nullptr;
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mContentDevice = nullptr;
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Factory::SetDirect3D11Device(nullptr);
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}
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bool
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DeviceManagerD3D11::ContentAdapterIsParentAdapter(ID3D11Device* device)
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{
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DXGI_ADAPTER_DESC desc;
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if (!D3D11Checks::GetDxgiDesc(device, &desc)) {
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gfxCriticalNote << "Could not query device DXGI adapter info";
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return false;
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}
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const DxgiAdapterDesc& parent =
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gfxPlatform::GetPlatform()->GetParentDevicePrefs().adapter();
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if (desc.VendorId != parent.VendorId ||
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desc.DeviceId != parent.DeviceId ||
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desc.SubSysId != parent.SubSysId ||
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desc.AdapterLuid.HighPart != parent.AdapterLuid.HighPart ||
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desc.AdapterLuid.LowPart != parent.AdapterLuid.LowPart)
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{
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gfxCriticalNote << "VendorIDMismatch P " << hexa(parent.VendorId) << " " << hexa(desc.VendorId);
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return false;
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}
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return true;
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}
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static DeviceResetReason HResultToResetReason(HRESULT hr)
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{
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switch (hr) {
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case DXGI_ERROR_DEVICE_HUNG:
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return DeviceResetReason::HUNG;
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case DXGI_ERROR_DEVICE_REMOVED:
|
|
return DeviceResetReason::REMOVED;
|
|
case DXGI_ERROR_DEVICE_RESET:
|
|
return DeviceResetReason::RESET;
|
|
case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
|
|
return DeviceResetReason::DRIVER_ERROR;
|
|
case DXGI_ERROR_INVALID_CALL:
|
|
return DeviceResetReason::INVALID_CALL;
|
|
case E_OUTOFMEMORY:
|
|
return DeviceResetReason::OUT_OF_MEMORY;
|
|
default:
|
|
MOZ_ASSERT(false);
|
|
}
|
|
return DeviceResetReason::UNKNOWN;
|
|
}
|
|
|
|
static inline bool
|
|
DidDeviceReset(RefPtr<ID3D11Device> aDevice, DeviceResetReason* aOutReason)
|
|
{
|
|
if (!aDevice) {
|
|
return false;
|
|
}
|
|
HRESULT hr = aDevice->GetDeviceRemovedReason();
|
|
if (hr == S_OK) {
|
|
return false;
|
|
}
|
|
|
|
*aOutReason = HResultToResetReason(hr);
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
DeviceManagerD3D11::GetAnyDeviceRemovedReason(DeviceResetReason* aOutReason)
|
|
{
|
|
// Note: this can be called off the main thread, so we need to use
|
|
// our threadsafe getters.
|
|
if (DidDeviceReset(GetCompositorDevice(), aOutReason) ||
|
|
DidDeviceReset(GetContentDevice(), aOutReason))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void
|
|
DeviceManagerD3D11::DisableD3D11AfterCrash()
|
|
{
|
|
gfxConfig::Disable(Feature::D3D11_COMPOSITING,
|
|
FeatureStatus::CrashedInHandler,
|
|
"Crashed while acquiring a Direct3D11 device",
|
|
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_CRASH"));
|
|
ResetDevices();
|
|
}
|
|
|
|
RefPtr<ID3D11Device>
|
|
DeviceManagerD3D11::GetCompositorDevice()
|
|
{
|
|
MutexAutoLock lock(mDeviceLock);
|
|
return mCompositorDevice;
|
|
}
|
|
|
|
RefPtr<ID3D11Device>
|
|
DeviceManagerD3D11::GetContentDevice()
|
|
{
|
|
MutexAutoLock lock(mDeviceLock);
|
|
return mContentDevice;
|
|
}
|
|
|
|
unsigned
|
|
DeviceManagerD3D11::GetD3D11Version() const
|
|
{
|
|
MOZ_ASSERT(NS_IsMainThread());
|
|
if (!mCompositorDevice) {
|
|
return 0;
|
|
}
|
|
return mCompositorDevice->GetFeatureLevel();
|
|
}
|
|
|
|
bool
|
|
DeviceManagerD3D11::TextureSharingWorks() const
|
|
{
|
|
return mTextureSharingWorks;
|
|
}
|
|
|
|
bool
|
|
DeviceManagerD3D11::IsWARP() const
|
|
{
|
|
return mIsWARP;
|
|
}
|
|
|
|
} // namespace gfx
|
|
} // namespace mozilla
|