зеркало из https://github.com/mozilla/gecko-dev.git
264 строки
7.5 KiB
C++
264 строки
7.5 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_DEVICEMANAGERD3D9_H
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#define GFX_DEVICEMANAGERD3D9_H
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#include "gfxTypes.h"
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#include "nsRect.h"
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#include "nsAutoPtr.h"
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#include "d3d9.h"
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#include "nsTArray.h"
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namespace mozilla {
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namespace layers {
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class DeviceManagerD3D9;
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class LayerD3D9;
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class Nv3DVUtils;
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// Shader Constant locations
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const int CBmLayerTransform = 0;
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const int CBmProjection = 4;
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const int CBvRenderTargetOffset = 8;
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const int CBvTextureCoords = 9;
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const int CBvLayerQuad = 10;
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const int CBfLayerOpacity = 0;
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/**
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* SwapChain class, this class manages the swap chain belonging to a
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* LayerManagerD3D9.
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*/
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class THEBES_API SwapChainD3D9
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{
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NS_INLINE_DECL_REFCOUNTING(SwapChainD3D9)
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public:
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~SwapChainD3D9();
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/**
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* This function will prepare the device this swap chain belongs to for
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* rendering to this swap chain. Only after calling this function can the
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* swap chain be drawn to, and only until this function is called on another
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* swap chain belonging to this device will the device draw to it. Passed in
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* is the size of the swap chain. If the window size differs from the size
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* during the last call to this function the swap chain will resize. Note that
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* in no case does this function guarantee the backbuffer to still have its
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* old content.
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*/
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bool PrepareForRendering();
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/**
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* This function will present the selected rectangle of the swap chain to
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* its associated window.
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*/
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void Present(const nsIntRect &aRect);
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private:
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friend class DeviceManagerD3D9;
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SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager);
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bool Init(HWND hWnd);
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/**
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* This causes us to release our swap chain, clearing out our resource usage
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* so the master device may reset.
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*/
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void Reset();
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nsRefPtr<IDirect3DSwapChain9> mSwapChain;
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nsRefPtr<DeviceManagerD3D9> mDeviceManager;
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HWND mWnd;
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};
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/**
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* Device manager, this class is used by the layer managers to share the D3D9
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* device and create swap chains for the individual windows the layer managers
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* belong to.
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*/
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class THEBES_API DeviceManagerD3D9
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{
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public:
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DeviceManagerD3D9();
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NS_IMETHOD_(nsrefcnt) AddRef(void);
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NS_IMETHOD_(nsrefcnt) Release(void);
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protected:
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nsAutoRefCnt mRefCnt;
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NS_DECL_OWNINGTHREAD
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public:
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bool Init();
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/**
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* Sets up the render state for the device for layer rendering.
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*/
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void SetupRenderState();
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/**
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* Create a swap chain setup to work with the specified window.
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*/
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already_AddRefed<SwapChainD3D9> CreateSwapChain(HWND hWnd);
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IDirect3DDevice9 *device() { return mDevice; }
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bool IsD3D9Ex() { return mDeviceEx; }
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bool HasDynamicTextures() { return mHasDynamicTextures; }
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enum ShaderMode {
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RGBLAYER,
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RGBALAYER,
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COMPONENTLAYERPASS1,
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COMPONENTLAYERPASS2,
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YCBCRLAYER,
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SOLIDCOLORLAYER
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};
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void SetShaderMode(ShaderMode aMode);
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/**
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* Return pointer to the Nv3DVUtils instance
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*/
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Nv3DVUtils *GetNv3DVUtils() { return mNv3DVUtils; }
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/**
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* Returns true if this device was removed.
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*/
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bool DeviceWasRemoved() { return mDeviceWasRemoved; }
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PRUint32 GetDeviceResetCount() { return mDeviceResetCount; }
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/**
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* We keep a list of all layers here that may have hardware resource allocated
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* so we can clean their resources on reset.
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*/
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nsTArray<LayerD3D9*> mLayersWithResources;
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PRInt32 GetMaxTextureSize() { return mMaxTextureSize; }
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private:
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friend class SwapChainD3D9;
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~DeviceManagerD3D9();
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/**
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* This function verifies the device is ready for rendering, internally this
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* will test the cooperative level of the device and reset the device if
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* needed. If this returns false subsequent rendering calls may return errors.
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*/
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bool VerifyReadyForRendering();
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/**
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* This will fill our vertex buffer with the data of our quad, it may be
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* called when the vertex buffer is recreated.
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*/
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bool CreateVertexBuffer();
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/* Array used to store all swap chains for device resets */
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nsTArray<SwapChainD3D9*> mSwapChains;
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/* The D3D device we use */
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nsRefPtr<IDirect3DDevice9> mDevice;
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/* The D3D9Ex device - only valid on Vista+ with WDDM */
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nsRefPtr<IDirect3DDevice9Ex> mDeviceEx;
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/* An instance of the D3D9 object */
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nsRefPtr<IDirect3D9> mD3D9;
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/* An instance of the D3D9Ex object - only valid on Vista+ with WDDM */
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nsRefPtr<IDirect3D9Ex> mD3D9Ex;
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/* Vertex shader used for layer quads */
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nsRefPtr<IDirect3DVertexShader9> mLayerVS;
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/* Pixel shader used for RGB textures */
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nsRefPtr<IDirect3DPixelShader9> mRGBPS;
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/* Pixel shader used for RGBA textures */
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nsRefPtr<IDirect3DPixelShader9> mRGBAPS;
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/* Pixel shader used for component alpha textures (pass 1) */
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nsRefPtr<IDirect3DPixelShader9> mComponentPass1PS;
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/* Pixel shader used for component alpha textures (pass 2) */
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nsRefPtr<IDirect3DPixelShader9> mComponentPass2PS;
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/* Pixel shader used for RGB textures */
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nsRefPtr<IDirect3DPixelShader9> mYCbCrPS;
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/* Pixel shader used for solid colors */
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nsRefPtr<IDirect3DPixelShader9> mSolidColorPS;
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/* Vertex buffer containing our basic vertex structure */
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nsRefPtr<IDirect3DVertexBuffer9> mVB;
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/* Our vertex declaration */
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nsRefPtr<IDirect3DVertexDeclaration9> mVD;
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/* Our focus window - this is really a dummy window we can associate our
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* device with.
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*/
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HWND mFocusWnd;
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/* we use this to help track if our device temporarily or permanently lost */
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HMONITOR mDeviceMonitor;
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PRUint32 mDeviceResetCount;
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PRUint32 mMaxTextureSize;
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/* If this device supports dynamic textures */
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bool mHasDynamicTextures;
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/* If this device was removed */
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bool mDeviceWasRemoved;
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/* Nv3DVUtils instance */
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nsAutoPtr<Nv3DVUtils> mNv3DVUtils;
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/**
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* Verifies all required device capabilities are present.
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*/
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bool VerifyCaps();
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};
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} /* namespace layers */
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} /* namespace mozilla */
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#endif /* GFX_DEVICEMANAGERD3D9_H */
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