зеркало из https://github.com/mozilla/gecko-dev.git
326 строки
12 KiB
C++
326 строки
12 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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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#ifndef mozilla_gfx_layers_d3d11_MLGDeviceD3D11_h
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#define mozilla_gfx_layers_d3d11_MLGDeviceD3D11_h
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#include <d3d11_1.h>
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#include "mozilla/layers/MLGDevice.h"
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#include "mozilla/layers/SyncObject.h"
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#include "mozilla/EnumeratedArray.h"
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#include "nsTHashtable.h"
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#include "nsPrintfCString.h"
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namespace mozilla {
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namespace layers {
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struct GPUStats;
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struct ShaderBytes;
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class DiagnosticsD3D11;
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class MLGRenderTargetD3D11 final : public MLGRenderTarget {
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public:
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MLGRenderTargetD3D11(const gfx::IntSize& aSize, MLGRenderTargetFlags aFlags);
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// Create with a new texture.
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bool Initialize(ID3D11Device* aDevice);
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// Do not create a texture - use the given one provided, which may be null.
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// The depth buffer is still initialized.
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bool Initialize(ID3D11Device* aDevice, ID3D11Texture2D* aTexture);
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gfx::IntSize GetSize() const override;
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MLGRenderTargetD3D11* AsD3D11() override { return this; }
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MLGTexture* GetTexture() override;
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// This is exposed only for MLGSwapChainD3D11.
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bool UpdateTexture(ID3D11Texture2D* aTexture);
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ID3D11DepthStencilView* GetDSV();
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ID3D11RenderTargetView* GetRenderTargetView();
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private:
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bool CreateDepthBuffer(ID3D11Device* aDevice);
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void ForgetTexture();
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private:
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virtual ~MLGRenderTargetD3D11();
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private:
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RefPtr<ID3D11Texture2D> mTexture;
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RefPtr<ID3D11RenderTargetView> mRTView;
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RefPtr<ID3D11Texture2D> mDepthBuffer;
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RefPtr<ID3D11DepthStencilView> mDepthStencilView;
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RefPtr<MLGTexture> mTextureSource;
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gfx::IntSize mSize;
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};
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class MLGSwapChainD3D11 final : public MLGSwapChain {
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public:
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static RefPtr<MLGSwapChainD3D11> Create(MLGDeviceD3D11* aParent,
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ID3D11Device* aDevice,
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widget::CompositorWidget* aWidget);
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RefPtr<MLGRenderTarget> AcquireBackBuffer() override;
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gfx::IntSize GetSize() const override;
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bool ResizeBuffers(const gfx::IntSize& aSize) override;
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void CopyBackbuffer(gfx::DrawTarget* aTarget,
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const gfx::IntRect& aBounds) override;
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void Present() override;
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void ForcePresent() override;
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void Destroy() override;
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private:
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MLGSwapChainD3D11(MLGDeviceD3D11* aParent, ID3D11Device* aDevice);
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virtual ~MLGSwapChainD3D11();
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bool Initialize(widget::CompositorWidget* aWidget);
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void UpdateBackBufferContents(ID3D11Texture2D* aBack);
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private:
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RefPtr<MLGDeviceD3D11> mParent;
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RefPtr<ID3D11Device> mDevice;
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RefPtr<IDXGISwapChain> mSwapChain;
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RefPtr<IDXGISwapChain1> mSwapChain1;
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RefPtr<MLGRenderTargetD3D11> mRT;
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widget::CompositorWidget* mWidget;
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gfx::IntSize mSize;
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bool mCanUsePartialPresents;
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};
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class MLGResourceD3D11 {
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public:
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virtual ID3D11Resource* GetResource() const = 0;
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};
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class MLGBufferD3D11 final : public MLGBuffer, public MLGResourceD3D11 {
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public:
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static RefPtr<MLGBufferD3D11> Create(ID3D11Device* aDevice,
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MLGBufferType aType, uint32_t aSize,
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MLGUsage aUsage,
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const void* aInitialData);
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MLGBufferD3D11* AsD3D11() override { return this; }
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ID3D11Resource* GetResource() const override { return mBuffer; }
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ID3D11Buffer* GetBuffer() const { return mBuffer; }
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MLGResourceD3D11* AsResourceD3D11() override { return this; }
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size_t GetSize() const override { return mSize; }
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protected:
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MLGBufferD3D11(ID3D11Buffer* aBuffer, MLGBufferType aType, size_t aSize);
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virtual ~MLGBufferD3D11();
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private:
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RefPtr<ID3D11Buffer> mBuffer;
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MLGBufferType mType;
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size_t mSize;
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};
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class MLGTextureD3D11 final : public MLGTexture, public MLGResourceD3D11 {
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public:
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explicit MLGTextureD3D11(ID3D11Texture2D* aTexture);
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static RefPtr<MLGTextureD3D11> Create(ID3D11Device* aDevice,
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const gfx::IntSize& aSize,
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gfx::SurfaceFormat aFormat,
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MLGUsage aUsage,
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MLGTextureFlags aFlags);
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MLGTextureD3D11* AsD3D11() override { return this; }
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MLGResourceD3D11* AsResourceD3D11() override { return this; }
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ID3D11Texture2D* GetTexture() const { return mTexture; }
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ID3D11Resource* GetResource() const override { return mTexture; }
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ID3D11ShaderResourceView* GetShaderResourceView();
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private:
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RefPtr<ID3D11Texture2D> mTexture;
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RefPtr<ID3D11ShaderResourceView> mView;
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};
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class MLGDeviceD3D11 final : public MLGDevice {
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public:
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explicit MLGDeviceD3D11(ID3D11Device* aDevice);
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virtual ~MLGDeviceD3D11();
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bool Initialize() override;
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void StartDiagnostics(uint32_t aInvalidPixels) override;
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void EndDiagnostics() override;
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void GetDiagnostics(GPUStats* aStats) override;
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MLGDeviceD3D11* AsD3D11() override { return this; }
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TextureFactoryIdentifier GetTextureFactoryIdentifier() const override;
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RefPtr<MLGSwapChain> CreateSwapChainForWidget(
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widget::CompositorWidget* aWidget) override;
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int32_t GetMaxTextureSize() const override;
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LayersBackend GetLayersBackend() const override;
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void EndFrame() override;
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bool Map(MLGResource* aResource, MLGMapType aType,
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MLGMappedResource* aMap) override;
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void Unmap(MLGResource* aResource) override;
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void UpdatePartialResource(MLGResource* aResource, const gfx::IntRect* aRect,
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void* aData, uint32_t aStride) override;
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void CopyTexture(MLGTexture* aDest, const gfx::IntPoint& aTarget,
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MLGTexture* aSource, const gfx::IntRect& aRect) override;
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RefPtr<DataTextureSource> CreateDataTextureSource(
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TextureFlags aFlags) override;
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void SetRenderTarget(MLGRenderTarget* aRT) override;
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MLGRenderTarget* GetRenderTarget() override;
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void SetViewport(const gfx::IntRect& aViewport) override;
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void SetScissorRect(const Maybe<gfx::IntRect>& aScissorRect) override;
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void SetVertexShader(VertexShaderID aVertexShader) override;
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void SetPixelShader(PixelShaderID aPixelShader) override;
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void SetSamplerMode(uint32_t aIndex, SamplerMode aSamplerMode) override;
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void SetBlendState(MLGBlendState aBlendState) override;
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void SetVertexBuffer(uint32_t aSlot, MLGBuffer* aBuffer, uint32_t aStride,
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uint32_t aOffset) override;
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void SetPSTextures(uint32_t aSlot, uint32_t aNumTextures,
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TextureSource* const* aTextures) override;
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void SetPSTexture(uint32_t aSlot, MLGTexture* aTexture) override;
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void SetPSTexturesNV12(uint32_t aSlot, TextureSource* aTexture) override;
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void SetPrimitiveTopology(MLGPrimitiveTopology aTopology) override;
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void SetDepthTestMode(MLGDepthTestMode aMode) override;
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void SetVSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer) override;
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void SetPSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer) override;
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void SetVSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer,
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uint32_t aFirstConstant,
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uint32_t aNumConstants) override;
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void SetPSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer,
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uint32_t aFirstConstant,
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uint32_t aNumConstants) override;
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RefPtr<MLGBuffer> CreateBuffer(MLGBufferType aType, uint32_t aSize,
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MLGUsage aUsage,
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const void* aInitialData) override;
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RefPtr<MLGRenderTarget> CreateRenderTarget(
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const gfx::IntSize& aSize, MLGRenderTargetFlags aFlags) override;
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RefPtr<MLGTexture> CreateTexture(const gfx::IntSize& aSize,
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gfx::SurfaceFormat aFormat, MLGUsage aUsage,
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MLGTextureFlags aFlags) override;
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RefPtr<MLGTexture> CreateTexture(TextureSource* aSource) override;
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void Clear(MLGRenderTarget* aRT, const gfx::Color& aColor) override;
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void ClearDepthBuffer(MLGRenderTarget* aRT) override;
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void ClearView(MLGRenderTarget* aRT, const gfx::Color& aColor,
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const gfx::IntRect* aRects, size_t aNumRects) override;
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void Draw(uint32_t aVertexCount, uint32_t aOffset) override;
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void DrawInstanced(uint32_t aVertexCountPerInstance, uint32_t aInstanceCount,
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uint32_t aVertexOffset, uint32_t aInstanceOffset) override;
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void Flush() override;
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// This is exposed for TextureSourceProvider.
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ID3D11Device* GetD3D11Device() const { return mDevice; }
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bool Synchronize() override;
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void UnlockAllTextures() override;
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void InsertPresentWaitQuery();
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void WaitForPreviousPresentQuery();
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void HandleDeviceReset(const char* aWhere);
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private:
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bool InitSyncObject();
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void MaybeLockTexture(ID3D11Texture2D* aTexture);
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bool InitPixelShader(PixelShaderID aShaderID);
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bool InitVertexShader(VertexShaderID aShaderID);
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bool InitInputLayout(D3D11_INPUT_ELEMENT_DESC* aDesc, size_t aNumElements,
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const ShaderBytes& aCode, VertexShaderID aShaderID);
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bool InitRasterizerStates();
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bool InitSamplerStates();
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bool InitBlendStates();
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bool InitDepthStencilState();
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bool VerifyConstantBufferOffsetting() override;
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void SetInputLayout(ID3D11InputLayout* aLayout);
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void SetVertexShader(ID3D11VertexShader* aShader);
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// Resolve a TextureSource to an ID3D11ShaderResourceView, locking the
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// texture if needed. The lock is released at the end of the frame.
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ID3D11ShaderResourceView* ResolveTextureSourceForShader(
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TextureSource* aSource);
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private:
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RefPtr<ID3D11Device> mDevice;
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RefPtr<ID3D11DeviceContext> mCtx;
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RefPtr<ID3D11DeviceContext1> mCtx1;
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UniquePtr<DiagnosticsD3D11> mDiagnostics;
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typedef EnumeratedArray<PixelShaderID, PixelShaderID::MaxShaders,
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RefPtr<ID3D11PixelShader>>
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PixelShaderArray;
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typedef EnumeratedArray<VertexShaderID, VertexShaderID::MaxShaders,
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RefPtr<ID3D11VertexShader>>
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VertexShaderArray;
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typedef EnumeratedArray<VertexShaderID, VertexShaderID::MaxShaders,
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RefPtr<ID3D11InputLayout>>
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InputLayoutArray;
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typedef EnumeratedArray<SamplerMode, SamplerMode::MaxModes,
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RefPtr<ID3D11SamplerState>>
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SamplerStateArray;
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typedef EnumeratedArray<MLGBlendState, MLGBlendState::MaxStates,
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RefPtr<ID3D11BlendState>>
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BlendStateArray;
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typedef EnumeratedArray<MLGDepthTestMode, MLGDepthTestMode::MaxModes,
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RefPtr<ID3D11DepthStencilState>>
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DepthStencilStateArray;
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PixelShaderArray mPixelShaders;
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VertexShaderArray mVertexShaders;
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InputLayoutArray mInputLayouts;
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SamplerStateArray mSamplerStates;
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BlendStateArray mBlendStates;
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DepthStencilStateArray mDepthStencilStates;
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RefPtr<ID3D11RasterizerState> mRasterizerStateNoScissor;
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RefPtr<ID3D11RasterizerState> mRasterizerStateScissor;
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RefPtr<SyncObjectHost> mSyncObject;
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RefPtr<MLGBuffer> mUnitQuadVB;
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RefPtr<MLGBuffer> mUnitTriangleVB;
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RefPtr<ID3D11VertexShader> mCurrentVertexShader;
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RefPtr<ID3D11InputLayout> mCurrentInputLayout;
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RefPtr<ID3D11PixelShader> mCurrentPixelShader;
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RefPtr<ID3D11BlendState> mCurrentBlendState;
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RefPtr<ID3D11Query> mWaitForPresentQuery;
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RefPtr<ID3D11Query> mNextWaitForPresentQuery;
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nsTHashtable<nsRefPtrHashKey<IDXGIKeyedMutex>> mLockedTextures;
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nsTHashtable<nsRefPtrHashKey<IDXGIKeyedMutex>> mLockAttemptedTextures;
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typedef EnumeratedArray<PixelShaderID, PixelShaderID::MaxShaders,
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const ShaderBytes*>
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LazyPixelShaderArray;
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LazyPixelShaderArray mLazyPixelShaders;
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typedef EnumeratedArray<VertexShaderID, VertexShaderID::MaxShaders,
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const ShaderBytes*>
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LazyVertexShaderArray;
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LazyVertexShaderArray mLazyVertexShaders;
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bool mScissored;
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};
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} // namespace layers
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} // namespace mozilla
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struct ShaderBytes;
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#endif // mozilla_gfx_layers_d3d11_MLGDeviceD3D11_h
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