зеркало из https://github.com/mozilla/gecko-dev.git
477 строки
16 KiB
C++
477 строки
16 KiB
C++
/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 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 "SharedSurfaceD3D11Interop.h"
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#include <d3d11.h>
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#include <d3d11_1.h>
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#include "GLContext.h"
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#include "MozFramebuffer.h"
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#include "WGLLibrary.h"
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#include "nsPrintfCString.h"
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#include "mozilla/gfx/DeviceManagerDx.h"
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#include "mozilla/StaticPrefs_webgl.h"
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namespace mozilla {
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namespace gl {
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/*
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Sample Code for WGL_NV_DX_interop2:
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Example: Render to Direct3D 11 backbuffer with openGL:
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// create D3D11 device, context and swap chain.
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ID3D11Device *device;
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ID3D11DeviceContext *devCtx;
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IDXGISwapChain *swapChain;
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DXGI_SWAP_CHAIN_DESC scd;
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<set appropriate swap chain parameters in scd>
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hr = D3D11CreateDeviceAndSwapChain(
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NULL, // pAdapter
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D3D_DRIVER_TYPE_HARDWARE, // DriverType
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NULL, // Software
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0, // Flags (Do not set
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// D3D11_CREATE_DEVICE_SINGLETHREADED)
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NULL, // pFeatureLevels
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0, // FeatureLevels
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D3D11_SDK_VERSION, // SDKVersion
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&scd, // pSwapChainDesc
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&swapChain, // ppSwapChain
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&device, // ppDevice
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NULL, // pFeatureLevel
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&devCtx); // ppImmediateContext
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// Fetch the swapchain backbuffer
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ID3D11Texture2D *dxColorbuffer;
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swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&dxColorbuffer);
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// Create depth stencil texture
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ID3D11Texture2D *dxDepthBuffer;
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D3D11_TEXTURE2D_DESC depthDesc;
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depthDesc.Usage = D3D11_USAGE_DEFAULT;
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<set other depthDesc parameters appropriately>
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// Create Views
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ID3D11RenderTargetView *colorBufferView;
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D3D11_RENDER_TARGET_VIEW_DESC rtd;
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<set rtd parameters appropriately>
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device->CreateRenderTargetView(dxColorbuffer, &rtd, &colorBufferView);
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ID3D11DepthStencilView *depthBufferView;
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D3D11_DEPTH_STENCIL_VIEW_DESC dsd;
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<set dsd parameters appropriately>
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device->CreateDepthStencilView(dxDepthBuffer, &dsd, &depthBufferView);
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// Attach back buffer and depth texture to redertarget for the device.
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devCtx->OMSetRenderTargets(1, &colorBufferView, depthBufferView);
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// Register D3D11 device with GL
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HANDLE gl_handleD3D;
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gl_handleD3D = wglDXOpenDeviceNV(device);
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// register the Direct3D color and depth/stencil buffers as
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// renderbuffers in opengl
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GLuint gl_names[2];
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HANDLE gl_handles[2];
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glGenRenderbuffers(2, gl_names);
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gl_handles[0] = wglDXRegisterObjectNV(gl_handleD3D, dxColorBuffer,
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gl_names[0],
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GL_RENDERBUFFER,
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WGL_ACCESS_READ_WRITE_NV);
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gl_handles[1] = wglDXRegisterObjectNV(gl_handleD3D, dxDepthBuffer,
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gl_names[1],
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GL_RENDERBUFFER,
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WGL_ACCESS_READ_WRITE_NV);
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// attach the Direct3D buffers to an FBO
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, gl_names[0]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gl_names[1]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl_names[1]);
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while (!done) {
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<direct3d renders to the render targets>
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// lock the render targets for GL access
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wglDXLockObjectsNVX(gl_handleD3D, 2, gl_handles);
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<opengl renders to the render targets>
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// unlock the render targets
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wglDXUnlockObjectsNVX(gl_handleD3D, 2, gl_handles);
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<direct3d renders to the render targets and presents
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the results on the screen>
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}
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*/
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////////////////////////////////////////////////////////////////////////////////
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// DXInterop2Device
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class ScopedContextState final {
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ID3D11DeviceContext1* const mD3DContext;
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RefPtr<ID3DDeviceContextState> mOldContextState;
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public:
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ScopedContextState(ID3D11DeviceContext1* d3dContext,
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ID3DDeviceContextState* newContextState)
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: mD3DContext(d3dContext), mOldContextState(nullptr) {
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if (!mD3DContext) return;
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mD3DContext->SwapDeviceContextState(newContextState,
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getter_AddRefs(mOldContextState));
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}
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~ScopedContextState() {
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if (!mD3DContext) return;
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mD3DContext->SwapDeviceContextState(mOldContextState, nullptr);
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}
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};
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class DXInterop2Device : public RefCounted<DXInterop2Device> {
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public:
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MOZ_DECLARE_REFCOUNTED_TYPENAME(DXInterop2Device)
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WGLLibrary* const mWGL;
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const RefPtr<ID3D11Device> mD3D; // Only needed for lifetime guarantee.
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const HANDLE mInteropDevice;
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GLContext* const mGL;
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// AMD workaround.
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const RefPtr<ID3D11DeviceContext1> mD3DContext;
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const RefPtr<ID3DDeviceContextState> mContextState;
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static already_AddRefed<DXInterop2Device> Open(WGLLibrary* wgl,
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GLContext* gl) {
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MOZ_ASSERT(wgl->HasDXInterop2());
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const RefPtr<ID3D11Device> d3d =
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gfx::DeviceManagerDx::Get()->GetContentDevice();
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if (!d3d) {
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gfxCriticalNote
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<< "DXInterop2Device::Open: Failed to create D3D11 device.";
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return nullptr;
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}
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if (!gl->MakeCurrent()) return nullptr;
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RefPtr<ID3D11DeviceContext1> d3dContext;
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RefPtr<ID3DDeviceContextState> contextState;
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if (gl->WorkAroundDriverBugs() && gl->Vendor() == GLVendor::ATI) {
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// AMD calls ID3D10Device::Flush, so we need to be in ID3D10Device mode.
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RefPtr<ID3D11Device1> d3d11_1;
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auto hr =
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d3d->QueryInterface(__uuidof(ID3D11Device1), getter_AddRefs(d3d11_1));
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if (!SUCCEEDED(hr)) return nullptr;
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d3d11_1->GetImmediateContext1(getter_AddRefs(d3dContext));
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MOZ_ASSERT(d3dContext);
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const D3D_FEATURE_LEVEL featureLevel10_0 = D3D_FEATURE_LEVEL_10_0;
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hr = d3d11_1->CreateDeviceContextState(
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0, &featureLevel10_0, 1, D3D11_SDK_VERSION, __uuidof(ID3D10Device),
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nullptr, getter_AddRefs(contextState));
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if (!SUCCEEDED(hr)) return nullptr;
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}
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const auto interopDevice = wgl->mSymbols.fDXOpenDeviceNV(d3d);
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if (!interopDevice) {
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gfxCriticalNote << "DXInterop2Device::Open: DXOpenDevice failed.";
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return nullptr;
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}
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return MakeAndAddRef<DXInterop2Device>(wgl, d3d, interopDevice, gl,
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d3dContext, contextState);
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}
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DXInterop2Device(WGLLibrary* wgl, ID3D11Device* d3d, HANDLE interopDevice,
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GLContext* gl, ID3D11DeviceContext1* d3dContext,
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ID3DDeviceContextState* contextState)
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: mWGL(wgl),
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mD3D(d3d),
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mInteropDevice(interopDevice),
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mGL(gl),
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mD3DContext(d3dContext),
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mContextState(contextState) {}
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~DXInterop2Device() {
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const auto isCurrent = mGL->MakeCurrent();
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if (mWGL->mSymbols.fDXCloseDeviceNV(mInteropDevice)) return;
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if (isCurrent) {
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// That shouldn't have failed.
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage(
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"wglDXCloseDevice(0x%p) failed:"
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" GetLastError(): %u\n",
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mInteropDevice, error);
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gfxCriticalError() << errorMessage.BeginReading();
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}
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}
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HANDLE RegisterObject(void* d3dObject, GLuint name, GLenum type,
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GLenum access) const {
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if (!mGL->MakeCurrent()) return nullptr;
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const ScopedContextState autoCS(mD3DContext, mContextState);
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const auto ret = mWGL->mSymbols.fDXRegisterObjectNV(
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mInteropDevice, d3dObject, name, type, access);
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if (ret) return ret;
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage(
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"wglDXRegisterObject(0x%p, 0x%p, %u, 0x%04x,"
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" 0x%04x) failed: GetLastError(): %u\n",
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mInteropDevice, d3dObject, name, type, access, error);
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gfxCriticalNote << errorMessage.BeginReading();
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return nullptr;
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}
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bool UnregisterObject(HANDLE lockHandle) const {
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const auto isCurrent = mGL->MakeCurrent();
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const ScopedContextState autoCS(mD3DContext, mContextState);
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if (mWGL->mSymbols.fDXUnregisterObjectNV(mInteropDevice, lockHandle))
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return true;
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if (!isCurrent) {
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// That shouldn't have failed.
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage(
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"wglDXUnregisterObject(0x%p, 0x%p) failed:"
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" GetLastError(): %u\n",
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mInteropDevice, lockHandle, error);
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gfxCriticalError() << errorMessage.BeginReading();
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}
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return false;
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}
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bool LockObject(HANDLE lockHandle) const {
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MOZ_ASSERT(mGL->IsCurrent());
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if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
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return true;
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if (!mGL->MakeCurrent()) return false;
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gfxCriticalNote << "wglDXLockObjects called without mGL being current."
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<< " Retrying after MakeCurrent.";
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if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
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return true;
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage(
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"wglDXLockObjects(0x%p, 1, {0x%p}) failed:"
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" GetLastError(): %u\n",
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mInteropDevice, lockHandle, error);
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gfxCriticalError() << errorMessage.BeginReading();
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return false;
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}
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bool UnlockObject(HANDLE lockHandle) const {
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MOZ_ASSERT(mGL->IsCurrent());
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if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
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return true;
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if (!mGL->MakeCurrent()) return false;
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gfxCriticalNote << "wglDXUnlockObjects called without mGL being current."
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<< " Retrying after MakeCurrent.";
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if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
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return true;
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage(
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"wglDXUnlockObjects(0x%p, 1, {0x%p}) failed:"
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" GetLastError(): %u\n",
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mInteropDevice, lockHandle, error);
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gfxCriticalError() << errorMessage.BeginReading();
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return false;
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// Shared Surface
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/*static*/
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UniquePtr<SharedSurface_D3D11Interop> SharedSurface_D3D11Interop::Create(
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const SharedSurfaceDesc& desc, DXInterop2Device* interop) {
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const auto& gl = desc.gl;
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const auto& size = desc.size;
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const auto& d3d = interop->mD3D;
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auto data = Data{interop};
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// Create a texture in case we need to readback.
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const DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
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CD3D11_TEXTURE2D_DESC texDesc(format, size.width, size.height, 1, 1);
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texDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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auto hr =
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d3d->CreateTexture2D(&texDesc, nullptr, getter_AddRefs(data.texD3D));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create texture for CanvasLayer!");
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return nullptr;
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}
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RefPtr<IDXGIResource> texDXGI;
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hr = data.texD3D->QueryInterface(__uuidof(IDXGIResource),
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getter_AddRefs(texDXGI));
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if (FAILED(hr)) {
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NS_WARNING("Failed to open texture for sharing!");
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return nullptr;
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}
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texDXGI->GetSharedHandle(&data.dxgiHandle);
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////
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if (!gl->MakeCurrent()) {
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NS_WARNING("MakeCurrent failed.");
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return nullptr;
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}
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data.interopRb = MakeUnique<Renderbuffer>(*gl);
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data.lockHandle = interop->RegisterObject(data.texD3D, data.interopRb->name,
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LOCAL_GL_RENDERBUFFER,
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LOCAL_WGL_ACCESS_WRITE_DISCARD_NV);
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if (!data.lockHandle) {
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NS_WARNING("Failed to register D3D object with WGL.");
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return nullptr;
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}
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auto fbForDrawing = MozFramebuffer::CreateForBacking(
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gl, size, 0, false, LOCAL_GL_RENDERBUFFER, data.interopRb->name);
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if (!fbForDrawing) return nullptr;
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// -
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{
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GLint samples = 0;
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{
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const ScopedBindRenderbuffer bindRB(gl, data.interopRb->name);
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gl->fGetRenderbufferParameteriv(LOCAL_GL_RENDERBUFFER,
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LOCAL_GL_RENDERBUFFER_SAMPLES, &samples);
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}
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if (samples > 0) { // Intel
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// Intel's dx_interop GL-side textures have SAMPLES=1, likely because
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// that's what the D3DTextures technically have. However, SAMPLES=1 is
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// very different from SAMPLES=0 in GL. For more, see
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// https://bugzilla.mozilla.org/show_bug.cgi?id=1325835
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// Our ShSurf tex or rb must be single-sampled.
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data.interopFbIfNeedsIndirect = std::move(fbForDrawing);
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fbForDrawing = MozFramebuffer::Create(gl, size, 0, false);
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}
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}
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// -
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return AsUnique(new SharedSurface_D3D11Interop(desc, std::move(fbForDrawing),
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std::move(data)));
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}
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SharedSurface_D3D11Interop::SharedSurface_D3D11Interop(
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const SharedSurfaceDesc& desc, UniquePtr<MozFramebuffer>&& fbForDrawing,
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Data&& data)
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: SharedSurface(desc, std::move(fbForDrawing)),
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mData(std::move(data)),
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mNeedsFinish(StaticPrefs::webgl_dxgl_needs_finish()) {}
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SharedSurface_D3D11Interop::~SharedSurface_D3D11Interop() {
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MOZ_ASSERT(!IsProducerAcquired());
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const auto& gl = mDesc.gl;
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if (!gl || !gl->MakeCurrent()) return;
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if (!mData.interop->UnregisterObject(mData.lockHandle)) {
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NS_WARNING("Failed to release mLockHandle, possibly leaking it.");
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}
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}
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void SharedSurface_D3D11Interop::ProducerAcquireImpl() {
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MOZ_ASSERT(!mLockedForGL);
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// Now we have the mutex, we can lock for GL.
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MOZ_ALWAYS_TRUE(mData.interop->LockObject(mData.lockHandle));
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mLockedForGL = true;
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}
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void SharedSurface_D3D11Interop::ProducerReleaseImpl() {
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const auto& gl = mDesc.gl;
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MOZ_ASSERT(mLockedForGL);
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if (mData.interopFbIfNeedsIndirect) {
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const ScopedBindFramebuffer bindFB(gl, mData.interopFbIfNeedsIndirect->mFB);
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gl->BlitHelper()->DrawBlitTextureToFramebuffer(mFb->ColorTex(), mDesc.size,
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mDesc.size);
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}
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if (mNeedsFinish) {
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gl->fFinish();
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} else {
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// We probably don't even need this.
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gl->fFlush();
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}
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MOZ_ALWAYS_TRUE(mData.interop->UnlockObject(mData.lockHandle));
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mLockedForGL = false;
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}
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Maybe<layers::SurfaceDescriptor>
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SharedSurface_D3D11Interop::ToSurfaceDescriptor() {
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const auto format = gfx::SurfaceFormat::B8G8R8A8;
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return Some(layers::SurfaceDescriptorD3D10(
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WindowsHandle(mData.dxgiHandle), /* arrayIndex */ 0, format, mDesc.size,
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gfx::YUVColorSpace::Identity, gfx::ColorRange::FULL));
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Factory
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/*static*/
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UniquePtr<SurfaceFactory_D3D11Interop> SurfaceFactory_D3D11Interop::Create(
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GLContext& gl) {
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WGLLibrary* wgl = &sWGLLib;
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if (!wgl || !wgl->HasDXInterop2()) return nullptr;
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if (XRE_IsContentProcess()) {
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gfxPlatform::GetPlatform()->EnsureDevicesInitialized();
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}
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const RefPtr<DXInterop2Device> interop = DXInterop2Device::Open(wgl, &gl);
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if (!interop) {
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NS_WARNING("Failed to open D3D device for use by WGL.");
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return nullptr;
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}
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return AsUnique(new SurfaceFactory_D3D11Interop(
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{&gl, SharedSurfaceType::DXGLInterop2, layers::TextureType::D3D11, true},
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interop));
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}
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SurfaceFactory_D3D11Interop::SurfaceFactory_D3D11Interop(
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const PartialSharedSurfaceDesc& desc, DXInterop2Device* interop)
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: SurfaceFactory(desc), mInterop(interop) {}
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SurfaceFactory_D3D11Interop::~SurfaceFactory_D3D11Interop() = default;
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} // namespace gl
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} // namespace mozilla
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