gecko-dev/gfx/layers/d3d9/CompositorD3D9.cpp

1023 строки
34 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "CompositorD3D9.h"
#include "LayerManagerD3D9Shaders.h"
#include "gfxWindowsPlatform.h"
#include "nsIWidget.h"
#include "mozilla/layers/ImageHost.h"
#include "mozilla/layers/ContentHost.h"
#include "mozilla/layers/Effects.h"
#include "nsWindowsHelpers.h"
#include "Nv3DVUtils.h"
#include "gfxFailure.h"
#include "mozilla/layers/LayerManagerComposite.h"
#include "gfxPrefs.h"
#include "gfxCrashReporterUtils.h"
#include "mozilla/layers/CompositorBridgeParent.h"
#include "mozilla/widget/WinCompositorWidget.h"
namespace mozilla {
namespace layers {
using namespace mozilla::gfx;
CompositorD3D9::CompositorD3D9(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget)
: Compositor(aWidget, aParent)
, mDeviceResetCount(0)
, mFailedResetAttempts(0)
{
}
CompositorD3D9::~CompositorD3D9()
{
mSwapChain = nullptr;
mDeviceManager = nullptr;
}
bool
CompositorD3D9::Initialize(nsCString* const out_failureReason)
{
ScopedGfxFeatureReporter reporter("D3D9 Layers");
mDeviceManager = gfxWindowsPlatform::GetPlatform()->GetD3D9DeviceManager();
if (!mDeviceManager) {
*out_failureReason = "FEATURE_FAILURE_D3D9_DEVICE_MANAGER";
return false;
}
mSwapChain = mDeviceManager->CreateSwapChain(mWidget->AsWindows()->GetHwnd());
if (!mSwapChain) {
*out_failureReason = "FEATURE_FAILURE_D3D9_SWAP_CHAIN";
return false;
}
if (!mWidget->InitCompositor(this)) {
*out_failureReason = "FEATURE_FAILURE_D3D9_INIT_COMPOSITOR";
return false;
}
reporter.SetSuccessful();
return true;
}
TextureFactoryIdentifier
CompositorD3D9::GetTextureFactoryIdentifier()
{
TextureFactoryIdentifier ident;
ident.mMaxTextureSize = GetMaxTextureSize();
ident.mParentBackend = LayersBackend::LAYERS_D3D9;
ident.mParentProcessId = XRE_GetProcessType();
return ident;
}
bool
CompositorD3D9::CanUseCanvasLayerForSize(const IntSize &aSize)
{
int32_t maxTextureSize = GetMaxTextureSize();
if (aSize.width > maxTextureSize || aSize.height > maxTextureSize) {
return false;
}
return true;
}
int32_t
CompositorD3D9::GetMaxTextureSize() const
{
return mDeviceManager ? mDeviceManager->GetMaxTextureSize() : INT32_MAX;
}
already_AddRefed<DataTextureSource>
CompositorD3D9::CreateDataTextureSource(TextureFlags aFlags)
{
return MakeAndAddRef<DataTextureSourceD3D9>(SurfaceFormat::UNKNOWN, this, aFlags);
}
already_AddRefed<CompositingRenderTarget>
CompositorD3D9::CreateRenderTarget(const gfx::IntRect &aRect,
SurfaceInitMode aInit)
{
MOZ_ASSERT(aRect.width != 0 && aRect.height != 0, "Trying to create a render target of invalid size");
if (aRect.width * aRect.height == 0) {
return nullptr;
}
if (!mDeviceManager) {
return nullptr;
}
RefPtr<IDirect3DTexture9> texture;
HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(texture),
nullptr);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTarget: Failed to create texture"),
hr);
return nullptr;
}
return MakeAndAddRef<CompositingRenderTargetD3D9>(texture, aInit, aRect);
}
already_AddRefed<IDirect3DTexture9>
CompositorD3D9::CreateTexture(const gfx::IntRect& aRect,
const CompositingRenderTarget* aSource,
const gfx::IntPoint& aSourcePoint)
{
MOZ_ASSERT(aRect.width != 0 && aRect.height != 0, "Trying to create a render target of invalid size");
if (aRect.width * aRect.height == 0) {
return nullptr;
}
if (!mDeviceManager) {
return nullptr;
}
RefPtr<IDirect3DTexture9> texture;
HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(texture),
nullptr);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to create texture"),
hr);
return nullptr;
}
if (aSource) {
RefPtr<IDirect3DSurface9> sourceSurface =
static_cast<const CompositingRenderTargetD3D9*>(aSource)->GetD3D9Surface();
RefPtr<IDirect3DSurface9> destSurface;
hr = texture->GetSurfaceLevel(0, getter_AddRefs(destSurface));
if (FAILED(hr)) {
NS_WARNING("Failed to get texture surface level for dest.");
}
if (sourceSurface && destSurface) {
RECT sourceRect;
sourceRect.left = aSourcePoint.x;
sourceRect.right = aSourcePoint.x + aRect.width;
sourceRect.top = aSourcePoint.y;
sourceRect.bottom = aSourcePoint.y + aRect.height;
RECT destRect;
destRect.left = 0;
destRect.right = aRect.width;
destRect.top = 0;
destRect.bottom = aRect.height;
// copy the source to the dest
hr = device()->StretchRect(sourceSurface,
&sourceRect,
destSurface,
&destRect,
D3DTEXF_NONE);
if (FAILED(hr)) {
ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to update texture"),
hr);
}
}
}
return texture.forget();
}
already_AddRefed<CompositingRenderTarget>
CompositorD3D9::CreateRenderTargetFromSource(const gfx::IntRect &aRect,
const CompositingRenderTarget *aSource,
const gfx::IntPoint &aSourcePoint)
{
RefPtr<IDirect3DTexture9> texture = CreateTexture(aRect, aSource, aSourcePoint);
return MakeAndAddRef<CompositingRenderTargetD3D9>(texture,
INIT_MODE_NONE,
aRect);
}
void
CompositorD3D9::SetRenderTarget(CompositingRenderTarget *aRenderTarget)
{
MOZ_ASSERT(aRenderTarget && mDeviceManager);
RefPtr<CompositingRenderTargetD3D9> oldRT = mCurrentRT;
mCurrentRT = static_cast<CompositingRenderTargetD3D9*>(aRenderTarget);
mCurrentRT->BindRenderTarget(device());
PrepareViewport(mCurrentRT->GetSize());
}
static DeviceManagerD3D9::ShaderMode
ShaderModeForEffectType(EffectTypes aEffectType, gfx::SurfaceFormat aFormat)
{
switch (aEffectType) {
case EffectTypes::SOLID_COLOR:
return DeviceManagerD3D9::SOLIDCOLORLAYER;
case EffectTypes::RENDER_TARGET:
return DeviceManagerD3D9::RGBALAYER;
case EffectTypes::RGB:
if (aFormat == SurfaceFormat::B8G8R8A8 || aFormat == SurfaceFormat::R8G8B8A8)
return DeviceManagerD3D9::RGBALAYER;
return DeviceManagerD3D9::RGBLAYER;
case EffectTypes::YCBCR:
return DeviceManagerD3D9::YCBCRLAYER;
}
MOZ_CRASH("GFX: Bad effect type");
}
void
CompositorD3D9::ClearRect(const gfx::Rect& aRect)
{
D3DRECT rect;
rect.x1 = aRect.X();
rect.y1 = aRect.Y();
rect.x2 = aRect.XMost();
rect.y2 = aRect.YMost();
device()->Clear(1, &rect, D3DCLEAR_TARGET,
0x00000000, 0, 0);
}
void
CompositorD3D9::DrawQuad(const gfx::Rect &aRect,
const gfx::IntRect &aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
if (!mDeviceManager) {
return;
}
IDirect3DDevice9* d3d9Device = device();
MOZ_ASSERT(d3d9Device, "We should be able to get a device now");
MOZ_ASSERT(mCurrentRT, "No render target");
d3d9Device->SetVertexShaderConstantF(CBmLayerTransform, &aTransform._11, 4);
IntPoint origin = mCurrentRT->GetOrigin();
float renderTargetOffset[] = { float(origin.x), float(origin.y), 0, 0 };
d3d9Device->SetVertexShaderConstantF(CBvRenderTargetOffset,
renderTargetOffset,
1);
d3d9Device->SetVertexShaderConstantF(CBvLayerQuad,
ShaderConstantRect(aRect.x,
aRect.y,
aRect.width,
aRect.height),
1);
if (aEffectChain.mPrimaryEffect->mType != EffectTypes::SOLID_COLOR) {
float opacity[4];
/*
* We always upload a 4 component float, but the shader will use only the
* first component since it's declared as a 'float'.
*/
opacity[0] = aOpacity;
d3d9Device->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
}
bool isPremultiplied = true;
MaskType maskType = MaskType::MaskNone;
if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
maskType = MaskType::Mask;
}
gfx::Rect backdropDest;
gfx::IntRect backdropRect;
gfx::Matrix4x4 backdropTransform;
RefPtr<IDirect3DTexture9> backdropTexture;
gfx::CompositionOp blendMode = gfx::CompositionOp::OP_OVER;
if (aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE]) {
EffectBlendMode *blendEffect =
static_cast<EffectBlendMode*>(aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE].get());
blendMode = blendEffect->mBlendMode;
// Pixel Shader Model 2.0 is too limited to perform blending in the same way
// as Direct3D 11 - there are too many instructions, and we don't have
// configurable shaders (as we do with OGL) that would avoid a huge shader
// matrix.
//
// Instead, we use a multi-step process for blending on D3D9:
// (1) Capture the backdrop into a temporary surface.
// (2) Render the effect chain onto the backdrop, with OP_SOURCE.
// (3) Capture the backdrop again into another surface - these are our source pixels.
// (4) Perform a final blend step using software.
// (5) Blit the blended result back to the render target.
if (BlendOpIsMixBlendMode(blendMode)) {
backdropRect = ComputeBackdropCopyRect(
aRect, aClipRect, aTransform, &backdropTransform, &backdropDest);
// If this fails, don't set a blend op.
backdropTexture = CreateTexture(backdropRect, mCurrentRT, backdropRect.TopLeft());
if (!backdropTexture) {
blendMode = gfx::CompositionOp::OP_OVER;
}
}
}
RECT scissor;
scissor.left = aClipRect.x;
scissor.right = aClipRect.XMost();
scissor.top = aClipRect.y;
scissor.bottom = aClipRect.YMost();
d3d9Device->SetScissorRect(&scissor);
uint32_t maskTexture = 0;
switch (aEffectChain.mPrimaryEffect->mType) {
case EffectTypes::SOLID_COLOR:
{
// output color is premultiplied, so we need to adjust all channels.
Color layerColor =
static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
float color[4];
color[0] = layerColor.r * layerColor.a * aOpacity;
color[1] = layerColor.g * layerColor.a * aOpacity;
color[2] = layerColor.b * layerColor.a * aOpacity;
color[3] = layerColor.a * aOpacity;
d3d9Device->SetPixelShaderConstantF(CBvColor, color, 1);
maskTexture = mDeviceManager
->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER, maskType);
}
break;
case EffectTypes::RENDER_TARGET:
case EffectTypes::RGB:
{
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
Rect textureCoords = texturedEffect->mTextureCoords;
d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
ShaderConstantRect(
textureCoords.x,
textureCoords.y,
textureCoords.width,
textureCoords.height),
1);
SetSamplerForSamplingFilter(texturedEffect->mSamplingFilter);
TextureSourceD3D9* source = texturedEffect->mTexture->AsSourceD3D9();
d3d9Device->SetTexture(0, source->GetD3D9Texture());
maskTexture = mDeviceManager
->SetShaderMode(ShaderModeForEffectType(aEffectChain.mPrimaryEffect->mType,
texturedEffect->mTexture->GetFormat()),
maskType);
isPremultiplied = texturedEffect->mPremultiplied;
}
break;
case EffectTypes::YCBCR:
{
EffectYCbCr* ycbcrEffect =
static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
SetSamplerForSamplingFilter(SamplingFilter::LINEAR);
Rect textureCoords = ycbcrEffect->mTextureCoords;
d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
ShaderConstantRect(
textureCoords.x,
textureCoords.y,
textureCoords.width,
textureCoords.height),
1);
const int Y = 0, Cb = 1, Cr = 2;
TextureSource* source = ycbcrEffect->mTexture;
if (!source) {
NS_WARNING("No texture to composite");
return;
}
if (!source->GetSubSource(Y) || !source->GetSubSource(Cb) || !source->GetSubSource(Cr)) {
// This can happen if we failed to upload the textures, most likely
// because of unsupported dimensions (we don't tile YCbCr textures).
return;
}
TextureSourceD3D9* sourceY = source->GetSubSource(Y)->AsSourceD3D9();
TextureSourceD3D9* sourceCb = source->GetSubSource(Cb)->AsSourceD3D9();
TextureSourceD3D9* sourceCr = source->GetSubSource(Cr)->AsSourceD3D9();
MOZ_ASSERT(sourceY->GetD3D9Texture());
MOZ_ASSERT(sourceCb->GetD3D9Texture());
MOZ_ASSERT(sourceCr->GetD3D9Texture());
/*
* Send 3d control data and metadata
*/
if (mDeviceManager->GetNv3DVUtils()) {
Nv_Stereo_Mode mode;
switch (source->AsSourceD3D9()->GetStereoMode()) {
case StereoMode::LEFT_RIGHT:
mode = NV_STEREO_MODE_LEFT_RIGHT;
break;
case StereoMode::RIGHT_LEFT:
mode = NV_STEREO_MODE_RIGHT_LEFT;
break;
case StereoMode::BOTTOM_TOP:
mode = NV_STEREO_MODE_BOTTOM_TOP;
break;
case StereoMode::TOP_BOTTOM:
mode = NV_STEREO_MODE_TOP_BOTTOM;
break;
case StereoMode::MONO:
mode = NV_STEREO_MODE_MONO;
break;
}
// Send control data even in mono case so driver knows to leave stereo mode.
mDeviceManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);
if (source->AsSourceD3D9()->GetStereoMode() != StereoMode::MONO) {
mDeviceManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);
RefPtr<IDirect3DSurface9> renderTarget;
d3d9Device->GetRenderTarget(0, getter_AddRefs(renderTarget));
mDeviceManager->GetNv3DVUtils()->SendNv3DVMetaData((unsigned int)aRect.width,
(unsigned int)aRect.height,
(HANDLE)(sourceY->GetD3D9Texture()),
(HANDLE)(renderTarget));
}
}
// Linear scaling is default here, adhering to mFilter is difficult since
// presumably even with point filtering we'll still want chroma upsampling
// to be linear. In the current approach we can't.
device()->SetTexture(Y, sourceY->GetD3D9Texture());
device()->SetTexture(Cb, sourceCb->GetD3D9Texture());
device()->SetTexture(Cr, sourceCr->GetD3D9Texture());
maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::YCBCRLAYER, maskType);
}
break;
case EffectTypes::COMPONENT_ALPHA:
{
MOZ_ASSERT(gfxPrefs::ComponentAlphaEnabled());
EffectComponentAlpha* effectComponentAlpha =
static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get());
TextureSourceD3D9* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceD3D9();
TextureSourceD3D9* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceD3D9();
Rect textureCoords = effectComponentAlpha->mTextureCoords;
d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
ShaderConstantRect(
textureCoords.x,
textureCoords.y,
textureCoords.width,
textureCoords.height),
1);
SetSamplerForSamplingFilter(effectComponentAlpha->mSamplingFilter);
maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1, maskType);
SetMask(aEffectChain, maskTexture);
d3d9Device->SetTexture(0, sourceOnBlack->GetD3D9Texture());
d3d9Device->SetTexture(1, sourceOnWhite->GetD3D9Texture());
d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2, maskType);
SetMask(aEffectChain, maskTexture);
d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
// Restore defaults
d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
d3d9Device->SetTexture(1, nullptr);
}
return;
default:
NS_WARNING("Unknown shader type");
return;
}
SetMask(aEffectChain, maskTexture);
if (BlendOpIsMixBlendMode(blendMode)) {
// Use SOURCE instead of OVER to get the original source pixels without
// having to render to another intermediate target.
d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO);
}
if (!isPremultiplied) {
d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
}
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
// Restore defaults.
if (BlendOpIsMixBlendMode(blendMode)) {
d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
}
if (!isPremultiplied) {
d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
}
// Final pass - if mix-blending, do it now that we have the backdrop and
// source textures.
if (BlendOpIsMixBlendMode(blendMode)) {
FinishMixBlend(
backdropRect,
backdropDest,
backdropTransform,
backdropTexture,
blendMode);
}
}
void
CompositorD3D9::SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture)
{
EffectMask *maskEffect =
static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get());
if (!maskEffect) {
return;
}
TextureSourceD3D9 *source = maskEffect->mMaskTexture->AsSourceD3D9();
device()->SetTexture(aMaskTexture, source->GetD3D9Texture());
const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform;
NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!");
Rect bounds = Rect(Point(), Size(maskEffect->mSize));
bounds = maskTransform.As2D().TransformBounds(bounds);
device()->SetVertexShaderConstantF(DeviceManagerD3D9::sMaskQuadRegister,
ShaderConstantRect(bounds.x,
bounds.y,
bounds.width,
bounds.height),
1);
}
/**
* In the next few methods we call |mParent->InvalidateRemoteLayers()| - that has
* a few uses - if our device or swap chain is not ready, it causes us to try
* to render again, that means we keep trying to get a good device and swap
* chain and don't block the main thread (which we would if we kept trying in
* a busy loop because this is likely to happen in a sync transaction).
* If we had to recreate our device, then we have new textures and we
* need to reupload everything (not just what is currently invalid) from the
* client side. That means we need to invalidate everything on the client.
* If we just reset and didn't need to recreate, then we don't need to reupload
* our textures, but we do need to redraw the whole window, which means we still
* need to invalidate everything.
* Currently we probably do this complete invalidation too much. But it is better
* to do that than to miss an invalidation which would result in a black layer
* (or multiple layers) until the user moves the mouse. The unnecessary invalidtion
* only happens when the device is reset, so that should be pretty rare and when
* other things are happening so the user does not expect super performance.
*/
bool
CompositorD3D9::EnsureSwapChain()
{
MOZ_ASSERT(mDeviceManager, "Don't call EnsureSwapChain without a device manager");
if (!mSwapChain) {
mSwapChain = mDeviceManager->CreateSwapChain(mWidget->AsWindows()->GetHwnd());
// We could not create a swap chain, return false
if (!mSwapChain) {
// Check the state of the device too
DeviceManagerState state = mDeviceManager->VerifyReadyForRendering();
if (state == DeviceMustRecreate) {
mDeviceManager = nullptr;
}
mParent->InvalidateRemoteLayers();
return false;
}
}
// We have a swap chain, lets initialise it
DeviceManagerState state = mSwapChain->PrepareForRendering();
if (state == DeviceOK) {
mFailedResetAttempts = 0;
return true;
}
// Swap chain could not be initialised, handle the failure
if (state == DeviceMustRecreate) {
mDeviceManager = nullptr;
mSwapChain = nullptr;
}
mParent->InvalidateRemoteLayers();
return false;
}
void
CompositorD3D9::CheckResetCount()
{
if (mDeviceResetCount != mDeviceManager->GetDeviceResetCount()) {
mParent->InvalidateRemoteLayers();
}
mDeviceResetCount = mDeviceManager->GetDeviceResetCount();
}
bool
CompositorD3D9::Ready()
{
if (mDeviceManager) {
if (EnsureSwapChain()) {
// We don't need to call VerifyReadyForRendering because that is
// called by mSwapChain->PrepareForRendering() via EnsureSwapChain().
CheckResetCount();
return true;
}
return false;
}
NS_ASSERTION(!mCurrentRT && !mDefaultRT,
"Shouldn't have any render targets around, they must be released before our device");
mSwapChain = nullptr;
mDeviceManager = gfxWindowsPlatform::GetPlatform()->GetD3D9DeviceManager();
if (!mDeviceManager) {
FailedToResetDevice();
mParent->InvalidateRemoteLayers();
return false;
}
if (EnsureSwapChain()) {
CheckResetCount();
return true;
}
return false;
}
void
CompositorD3D9::FailedToResetDevice() {
mFailedResetAttempts += 1;
// 10 is a totally arbitrary number that we may want to increase or decrease
// depending on how things behave in the wild.
if (mFailedResetAttempts > 10) {
mFailedResetAttempts = 0;
gfxWindowsPlatform::GetPlatform()->D3D9DeviceReset();
gfxCriticalNote << "[D3D9] Unable to get a working D3D9 Compositor";
}
}
void
CompositorD3D9::BeginFrame(const nsIntRegion& aInvalidRegion,
const IntRect *aClipRectIn,
const IntRect& aRenderBounds,
const nsIntRegion& aOpaqueRegion,
IntRect *aClipRectOut,
IntRect *aRenderBoundsOut)
{
MOZ_ASSERT(mDeviceManager && mSwapChain);
mDeviceManager->SetupRenderState();
EnsureSize();
device()->Clear(0, nullptr, D3DCLEAR_TARGET, 0x00000000, 0, 0);
device()->BeginScene();
if (aClipRectOut) {
*aClipRectOut = IntRect(0, 0, mSize.width, mSize.height);
}
if (aRenderBoundsOut) {
*aRenderBoundsOut = IntRect(0, 0, mSize.width, mSize.height);
}
RECT r;
if (aClipRectIn) {
r.left = (LONG)aClipRectIn->x;
r.top = (LONG)aClipRectIn->y;
r.right = (LONG)(aClipRectIn->x + aClipRectIn->width);
r.bottom = (LONG)(aClipRectIn->y + aClipRectIn->height);
} else {
r.left = r.top = 0;
r.right = mSize.width;
r.bottom = mSize.height;
}
device()->SetScissorRect(&r);
RefPtr<IDirect3DSurface9> backBuffer = mSwapChain->GetBackBuffer();
mDefaultRT = new CompositingRenderTargetD3D9(backBuffer,
INIT_MODE_CLEAR,
IntRect(0, 0, mSize.width, mSize.height));
SetRenderTarget(mDefaultRT);
}
void
CompositorD3D9::EndFrame()
{
Compositor::EndFrame();
if (mDeviceManager) {
device()->EndScene();
LayoutDeviceIntSize oldSize = mSize;
EnsureSize();
if (oldSize == mSize) {
if (mTarget) {
PaintToTarget();
} else {
mSwapChain->Present();
}
}
}
mCurrentRT = nullptr;
mDefaultRT = nullptr;
}
void
CompositorD3D9::PrepareViewport(const gfx::IntSize& aSize)
{
Matrix4x4 viewMatrix;
/*
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
* <1.0, -1.0> bottomright)
*/
viewMatrix._11 = 2.0f / aSize.width;
viewMatrix._22 = -2.0f / aSize.height;
viewMatrix._41 = -1.0f;
viewMatrix._42 = 1.0f;
viewMatrix._33 = 0.0f;
HRESULT hr = device()->SetVertexShaderConstantF(CBmProjection, &viewMatrix._11, 4);
if (FAILED(hr)) {
NS_WARNING("Failed to set projection matrix");
}
}
void
CompositorD3D9::EnsureSize()
{
mSize = mWidget->GetClientSize();
}
void
CompositorD3D9::SetSamplerForSamplingFilter(SamplingFilter aSamplingFilter)
{
switch (aSamplingFilter) {
case SamplingFilter::LINEAR:
device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
return;
case SamplingFilter::POINT:
device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
return;
default:
device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
}
}
void
CompositorD3D9::PaintToTarget()
{
if (!mDeviceManager) {
return;
}
RefPtr<IDirect3DSurface9> backBuff;
RefPtr<IDirect3DSurface9> destSurf;
device()->GetRenderTarget(0, getter_AddRefs(backBuff));
D3DSURFACE_DESC desc;
backBuff->GetDesc(&desc);
device()->CreateOffscreenPlainSurface(desc.Width, desc.Height,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM,
getter_AddRefs(destSurf), nullptr);
device()->GetRenderTargetData(backBuff, destSurf);
D3DLOCKED_RECT rect;
HRESULT hr = destSurf->LockRect(&rect, nullptr, D3DLOCK_READONLY);
if (FAILED(hr) || !rect.pBits) {
gfxCriticalError() << "Failed to lock rect in paint to target D3D9 " << hexa(hr);
return;
}
RefPtr<DataSourceSurface> sourceSurface =
Factory::CreateWrappingDataSourceSurface((uint8_t*)rect.pBits,
rect.Pitch,
IntSize(desc.Width, desc.Height),
SurfaceFormat::B8G8R8A8);
mTarget->CopySurface(sourceSurface,
IntRect(0, 0, desc.Width, desc.Height),
IntPoint(-mTargetBounds.x, -mTargetBounds.y));
mTarget->Flush();
destSurf->UnlockRect();
}
void
CompositorD3D9::ReportFailure(const nsACString &aMsg, HRESULT aCode)
{
// We could choose to abort here when hr == E_OUTOFMEMORY.
nsCString msg;
msg.Append(aMsg);
msg.AppendLiteral(" Error code: ");
msg.AppendInt(uint32_t(aCode));
NS_WARNING(msg.BeginReading());
gfx::LogFailure(msg);
}
static inline already_AddRefed<IDirect3DSurface9>
GetSurfaceOfTexture(IDirect3DTexture9* aTexture)
{
RefPtr<IDirect3DSurface9> surface;
HRESULT hr = aTexture->GetSurfaceLevel(0, getter_AddRefs(surface));
if (FAILED(hr)) {
gfxCriticalNote << "Failed to grab texture surface " << hexa(hr);
return nullptr;
}
return surface.forget();
}
static inline already_AddRefed<IDirect3DSurface9>
CreateDataSurfaceForTexture(IDirect3DDevice9* aDevice,
IDirect3DSurface9* aSource,
const D3DSURFACE_DESC& aDesc)
{
RefPtr<IDirect3DSurface9> dest;
HRESULT hr = aDevice->CreateOffscreenPlainSurface(
aDesc.Width, aDesc.Height,
aDesc.Format, D3DPOOL_SYSTEMMEM,
getter_AddRefs(dest), nullptr);
if (FAILED(hr) || !dest) {
gfxCriticalNote << "Failed to create offscreen plain surface " << hexa(hr);
return nullptr;
}
hr = aDevice->GetRenderTargetData(aSource, dest);
if (FAILED(hr)) {
gfxCriticalNote << "Failed to get render target data " << hexa(hr);
return nullptr;
}
return dest.forget();
}
class AutoSurfaceLock
{
public:
AutoSurfaceLock(IDirect3DSurface9* aSurface, DWORD aFlags = 0) {
PodZero(&mRect);
HRESULT hr = aSurface->LockRect(&mRect, nullptr, aFlags);
if (FAILED(hr)) {
gfxCriticalNote << "Failed to lock surface rect " << hexa(hr);
return;
}
mSurface = aSurface;
}
~AutoSurfaceLock() {
if (mSurface) {
mSurface->UnlockRect();
}
}
bool Okay() const {
return !!mSurface;
}
int Pitch() const {
MOZ_ASSERT(Okay());
return mRect.Pitch;
}
uint8_t* Bits() const {
MOZ_ASSERT(Okay());
return reinterpret_cast<uint8_t*>(mRect.pBits);
}
private:
RefPtr<IDirect3DSurface9> mSurface;
D3DLOCKED_RECT mRect;
};
void
CompositorD3D9::FinishMixBlend(const gfx::IntRect& aBackdropRect,
const gfx::Rect& aBackdropDest,
const gfx::Matrix4x4& aBackdropTransform,
RefPtr<IDirect3DTexture9> aBackdrop,
gfx::CompositionOp aBlendMode)
{
HRESULT hr;
RefPtr<IDirect3DTexture9> source =
CreateTexture(aBackdropRect, mCurrentRT, aBackdropRect.TopLeft());
if (!source) {
return;
}
// Slow path - do everything in software. Unfortunately this requires
// a lot of copying, since we have to readback the source and backdrop,
// then upload the blended result, then blit it back.
IDirect3DDevice9* d3d9Device = device();
// Query geometry/format of the two surfaces.
D3DSURFACE_DESC backdropDesc, sourceDesc;
if (FAILED(aBackdrop->GetLevelDesc(0, &backdropDesc)) ||
FAILED(source->GetLevelDesc(0, &sourceDesc)))
{
gfxCriticalNote << "Failed to query mix-blend texture descriptor";
return;
}
MOZ_ASSERT(backdropDesc.Format == D3DFMT_A8R8G8B8);
MOZ_ASSERT(sourceDesc.Format == D3DFMT_A8R8G8B8);
// Acquire a temporary data surface for the backdrop texture.
RefPtr<IDirect3DSurface9> backdropSurface = GetSurfaceOfTexture(aBackdrop);
if (!backdropSurface) {
return;
}
RefPtr<IDirect3DSurface9> tmpBackdrop =
CreateDataSurfaceForTexture(d3d9Device, backdropSurface, backdropDesc);
if (!tmpBackdrop) {
return;
}
// New scope for locks and temporary surfaces.
{
// Acquire a temporary data surface for the source texture.
RefPtr<IDirect3DSurface9> sourceSurface = GetSurfaceOfTexture(source);
if (!sourceSurface) {
return;
}
RefPtr<IDirect3DSurface9> tmpSource =
CreateDataSurfaceForTexture(d3d9Device, sourceSurface, sourceDesc);
if (!tmpSource) {
return;
}
// Perform the readback and blend in software.
AutoSurfaceLock backdropLock(tmpBackdrop);
AutoSurfaceLock sourceLock(tmpSource, D3DLOCK_READONLY);
if (!backdropLock.Okay() || !sourceLock.Okay()) {
return;
}
RefPtr<DataSourceSurface> source = Factory::CreateWrappingDataSourceSurface(
sourceLock.Bits(), sourceLock.Pitch(),
gfx::IntSize(sourceDesc.Width, sourceDesc.Height),
SurfaceFormat::B8G8R8A8);
RefPtr<DrawTarget> dest = Factory::CreateDrawTargetForData(
BackendType::CAIRO,
backdropLock.Bits(),
gfx::IntSize(backdropDesc.Width, backdropDesc.Height),
backdropLock.Pitch(),
SurfaceFormat::B8G8R8A8);
// The backdrop rect is rounded out - account for any difference between
// it and the actual destination.
gfx::Rect destRect(
aBackdropDest.x - aBackdropRect.x,
aBackdropDest.y - aBackdropRect.y,
aBackdropDest.width,
aBackdropDest.height);
dest->DrawSurface(
source, destRect, destRect,
gfx::DrawSurfaceOptions(),
gfx::DrawOptions(1.0f, aBlendMode));
}
// Upload the new blended surface to the backdrop texture.
d3d9Device->UpdateSurface(tmpBackdrop, nullptr, backdropSurface, nullptr);
// Finally, drop in the new backdrop. We don't need to do another
// DrawPrimitive() since the software blend will have included the
// final OP_OVER step for us.
RECT destRect = {
aBackdropRect.x, aBackdropRect.y,
aBackdropRect.XMost(), aBackdropRect.YMost()
};
hr = d3d9Device->StretchRect(backdropSurface,
nullptr,
mCurrentRT->GetD3D9Surface(),
&destRect,
D3DTEXF_NONE);
if (FAILED(hr)) {
gfxCriticalNote << "StretcRect with mix-blend failed " << hexa(hr);
}
}
}
}