зеркало из https://github.com/mozilla/gecko-dev.git
117 строки
3.6 KiB
C++
117 строки
3.6 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_DeviceAttachmentsD3D11_h
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#define mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
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#include "mozilla/EnumeratedArray.h"
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#include "mozilla/RefPtr.h"
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#include "mozilla/gfx/DeviceManagerDx.h"
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#include "mozilla/layers/CompositorTypes.h"
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#include "mozilla/layers/SyncObject.h"
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#include <d3d11.h>
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#include <dxgi1_2.h>
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namespace mozilla {
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namespace layers {
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struct ShaderBytes;
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class DeviceAttachmentsD3D11 final {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceAttachmentsD3D11);
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public:
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static RefPtr<DeviceAttachmentsD3D11> Create(ID3D11Device* aDevice);
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bool InitBlendShaders();
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bool EnsureTriangleBuffer(size_t aNumTriangles);
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bool IsValid() const { return mInitialized; }
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const nsCString& GetFailureId() const {
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MOZ_ASSERT(!IsValid());
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return mInitFailureId;
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}
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typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes,
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RefPtr<ID3D11VertexShader>>
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VertexShaderArray;
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typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes,
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RefPtr<ID3D11PixelShader>>
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PixelShaderArray;
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RefPtr<ID3D11InputLayout> mInputLayout;
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RefPtr<ID3D11InputLayout> mDynamicInputLayout;
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RefPtr<ID3D11Buffer> mVertexBuffer;
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RefPtr<ID3D11Buffer> mDynamicVertexBuffer;
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VertexShaderArray mVSQuadShader;
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VertexShaderArray mVSQuadBlendShader;
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VertexShaderArray mVSDynamicShader;
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VertexShaderArray mVSDynamicBlendShader;
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PixelShaderArray mSolidColorShader;
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PixelShaderArray mRGBAShader;
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PixelShaderArray mRGBShader;
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PixelShaderArray mYCbCrShader;
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PixelShaderArray mNV12Shader;
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PixelShaderArray mComponentAlphaShader;
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PixelShaderArray mBlendShader;
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RefPtr<ID3D11Buffer> mPSConstantBuffer;
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RefPtr<ID3D11Buffer> mVSConstantBuffer;
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RefPtr<ID3D11RasterizerState> mRasterizerState;
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RefPtr<ID3D11SamplerState> mLinearSamplerState;
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RefPtr<ID3D11SamplerState> mPointSamplerState;
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RefPtr<ID3D11BlendState> mPremulBlendState;
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RefPtr<ID3D11BlendState> mNonPremulBlendState;
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RefPtr<ID3D11BlendState> mComponentBlendState;
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RefPtr<ID3D11BlendState> mDisabledBlendState;
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RefPtr<SyncObjectHost> mSyncObject;
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void SetDeviceReset() { mDeviceReset = true; }
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bool IsDeviceReset() const { return mDeviceReset; }
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private:
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explicit DeviceAttachmentsD3D11(ID3D11Device* device);
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~DeviceAttachmentsD3D11();
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bool Initialize();
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bool CreateShaders();
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bool InitSyncObject();
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void InitVertexShader(const ShaderBytes& aShader, VertexShaderArray& aArray,
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MaskType aMaskType) {
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InitVertexShader(aShader, getter_AddRefs(aArray[aMaskType]));
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}
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void InitPixelShader(const ShaderBytes& aShader, PixelShaderArray& aArray,
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MaskType aMaskType) {
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InitPixelShader(aShader, getter_AddRefs(aArray[aMaskType]));
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}
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void InitVertexShader(const ShaderBytes& aShader, ID3D11VertexShader** aOut);
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void InitPixelShader(const ShaderBytes& aShader, ID3D11PixelShader** aOut);
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bool Failed(HRESULT hr, const char* aContext);
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private:
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size_t mMaximumTriangles;
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// Only used during initialization.
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RefPtr<ID3D11Device> mDevice;
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bool mContinueInit;
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bool mInitialized;
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bool mDeviceReset;
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nsCString mInitFailureId;
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};
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} // namespace layers
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} // namespace mozilla
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#endif // mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
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