gecko-dev/gfx/layers/d3d9/DeviceManagerD3D9.h

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