зеркало из https://github.com/mozilla/gecko-dev.git
2031 строка
68 KiB
C++
2031 строка
68 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
|
|
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
|
|
/* 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 "MLGDeviceD3D11.h"
|
|
#include "mozilla/ArrayUtils.h"
|
|
#include "mozilla/Telemetry.h"
|
|
#include "mozilla/WindowsVersion.h"
|
|
#include "mozilla/gfx/GPUParent.h"
|
|
#include "mozilla/gfx/StackArray.h"
|
|
#include "mozilla/layers/DiagnosticsD3D11.h"
|
|
#include "mozilla/layers/HelpersD3D11.h"
|
|
#include "mozilla/layers/LayerMLGPU.h"
|
|
#include "mozilla/layers/MemoryReportingMLGPU.h"
|
|
#include "mozilla/layers/ShaderDefinitionsMLGPU.h"
|
|
#include "mozilla/layers/UtilityMLGPU.h"
|
|
#include "mozilla/widget/CompositorWidget.h"
|
|
#include "mozilla/widget/WinCompositorWidget.h"
|
|
#include "MLGShaders.h"
|
|
#include "LayersLogging.h"
|
|
#include "TextureD3D11.h"
|
|
#include "gfxConfig.h"
|
|
#include "mozilla/StaticPrefs_layers.h"
|
|
#include "FxROutputHandler.h"
|
|
|
|
namespace mozilla {
|
|
namespace layers {
|
|
|
|
using namespace mozilla::gfx;
|
|
using namespace mozilla::widget;
|
|
using namespace mozilla::layers::mlg;
|
|
|
|
// Defined in CompositorD3D11.cpp.
|
|
bool CanUsePartialPresents(ID3D11Device* aDevice);
|
|
|
|
static D3D11_BOX RectToBox(const gfx::IntRect& aRect);
|
|
|
|
MLGRenderTargetD3D11::MLGRenderTargetD3D11(const gfx::IntSize& aSize,
|
|
MLGRenderTargetFlags aFlags)
|
|
: MLGRenderTarget(aFlags), mSize(aSize) {}
|
|
|
|
MLGRenderTargetD3D11::~MLGRenderTargetD3D11() {
|
|
if (mDepthBuffer) {
|
|
sRenderTargetUsage -= mSize.width * mSize.height * 1;
|
|
}
|
|
ForgetTexture();
|
|
}
|
|
|
|
bool MLGRenderTargetD3D11::Initialize(ID3D11Device* aDevice) {
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
::ZeroMemory(&desc, sizeof(desc));
|
|
desc.Width = mSize.width;
|
|
desc.Height = mSize.height;
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 1;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
|
|
|
RefPtr<ID3D11Texture2D> texture;
|
|
HRESULT hr =
|
|
aDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
|
|
if (FAILED(hr) || !texture) {
|
|
gfxCriticalNote << "Failed to create render target texture: " << hexa(hr);
|
|
return false;
|
|
}
|
|
|
|
return Initialize(aDevice, texture);
|
|
}
|
|
|
|
bool MLGRenderTargetD3D11::Initialize(ID3D11Device* aDevice,
|
|
ID3D11Texture2D* aTexture) {
|
|
if (!UpdateTexture(aTexture)) {
|
|
return false;
|
|
}
|
|
if ((mFlags & MLGRenderTargetFlags::ZBuffer) && !CreateDepthBuffer(aDevice)) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool MLGRenderTargetD3D11::UpdateTexture(ID3D11Texture2D* aTexture) {
|
|
// Save the view first, in case we can re-use it.
|
|
RefPtr<ID3D11RenderTargetView> view = mRTView.forget();
|
|
|
|
ForgetTexture();
|
|
|
|
if (!aTexture) {
|
|
return true;
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
aTexture->GetDesc(&desc);
|
|
MOZ_ASSERT(desc.Width == mSize.width && desc.Height == mSize.height);
|
|
#endif
|
|
|
|
RefPtr<ID3D11Device> device;
|
|
aTexture->GetDevice(getter_AddRefs(device));
|
|
|
|
if (view) {
|
|
// Check that the view matches the backing texture.
|
|
RefPtr<ID3D11Resource> resource;
|
|
view->GetResource(getter_AddRefs(resource));
|
|
if (resource != aTexture) {
|
|
view = nullptr;
|
|
}
|
|
}
|
|
|
|
// If we couldn't re-use a view from before, make one now.
|
|
if (!view) {
|
|
HRESULT hr =
|
|
device->CreateRenderTargetView(aTexture, nullptr, getter_AddRefs(view));
|
|
if (FAILED(hr) || !view) {
|
|
gfxCriticalNote << "Failed to create render target view: " << hexa(hr);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
mTexture = aTexture;
|
|
mRTView = view.forget();
|
|
sRenderTargetUsage += mSize.width * mSize.height * 4;
|
|
return true;
|
|
}
|
|
|
|
void MLGRenderTargetD3D11::ForgetTexture() {
|
|
if (mTexture) {
|
|
sRenderTargetUsage -= mSize.width * mSize.height * 4;
|
|
mTexture = nullptr;
|
|
}
|
|
mRTView = nullptr;
|
|
mTextureSource = nullptr;
|
|
}
|
|
|
|
bool MLGRenderTargetD3D11::CreateDepthBuffer(ID3D11Device* aDevice) {
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
::ZeroMemory(&desc, sizeof(desc));
|
|
desc.Width = mSize.width;
|
|
desc.Height = mSize.height;
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 1;
|
|
desc.Format = DXGI_FORMAT_D32_FLOAT;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
|
|
|
RefPtr<ID3D11Texture2D> buffer;
|
|
HRESULT hr = aDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(buffer));
|
|
if (FAILED(hr) || !buffer) {
|
|
gfxCriticalNote << "Could not create depth-stencil buffer: " << hexa(hr);
|
|
return false;
|
|
}
|
|
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC viewDesc;
|
|
::ZeroMemory(&viewDesc, sizeof(viewDesc));
|
|
viewDesc.Format = DXGI_FORMAT_D32_FLOAT;
|
|
viewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
|
|
RefPtr<ID3D11DepthStencilView> dsv;
|
|
hr = aDevice->CreateDepthStencilView(buffer, &viewDesc, getter_AddRefs(dsv));
|
|
if (FAILED(hr) || !dsv) {
|
|
gfxCriticalNote << "Could not create depth-stencil view: " << hexa(hr);
|
|
return false;
|
|
}
|
|
|
|
mDepthBuffer = buffer;
|
|
mDepthStencilView = dsv;
|
|
sRenderTargetUsage += mSize.width * mSize.height * 1;
|
|
return true;
|
|
}
|
|
|
|
ID3D11DepthStencilView* MLGRenderTargetD3D11::GetDSV() {
|
|
return mDepthStencilView;
|
|
}
|
|
|
|
ID3D11RenderTargetView* MLGRenderTargetD3D11::GetRenderTargetView() {
|
|
return mRTView;
|
|
}
|
|
|
|
IntSize MLGRenderTargetD3D11::GetSize() const { return mSize; }
|
|
|
|
MLGTexture* MLGRenderTargetD3D11::GetTexture() {
|
|
if (!mTextureSource) {
|
|
mTextureSource = new MLGTextureD3D11(mTexture);
|
|
}
|
|
return mTextureSource;
|
|
}
|
|
|
|
MLGSwapChainD3D11::MLGSwapChainD3D11(MLGDeviceD3D11* aParent,
|
|
ID3D11Device* aDevice)
|
|
: mParent(aParent),
|
|
mDevice(aDevice),
|
|
mWidget(nullptr),
|
|
mCanUsePartialPresents(CanUsePartialPresents(aDevice)) {}
|
|
|
|
MLGSwapChainD3D11::~MLGSwapChainD3D11() {}
|
|
|
|
void MLGSwapChainD3D11::Destroy() {
|
|
if (mRT == mParent->GetRenderTarget()) {
|
|
mParent->SetRenderTarget(nullptr);
|
|
}
|
|
mWidget = nullptr;
|
|
mRT = nullptr;
|
|
mSwapChain = nullptr;
|
|
mSwapChain1 = nullptr;
|
|
}
|
|
|
|
RefPtr<MLGSwapChainD3D11> MLGSwapChainD3D11::Create(MLGDeviceD3D11* aParent,
|
|
ID3D11Device* aDevice,
|
|
CompositorWidget* aWidget) {
|
|
RefPtr<MLGSwapChainD3D11> swapChain = new MLGSwapChainD3D11(aParent, aDevice);
|
|
if (!swapChain->Initialize(aWidget)) {
|
|
return nullptr;
|
|
}
|
|
return swapChain.forget();
|
|
}
|
|
|
|
bool MLGSwapChainD3D11::Initialize(CompositorWidget* aWidget) {
|
|
HWND hwnd = aWidget->AsWindows()->GetHwnd();
|
|
|
|
RefPtr<IDXGIDevice> dxgiDevice;
|
|
mDevice->QueryInterface(dxgiDevice.StartAssignment());
|
|
|
|
RefPtr<IDXGIFactory> dxgiFactory;
|
|
{
|
|
RefPtr<IDXGIAdapter> adapter;
|
|
dxgiDevice->GetAdapter(getter_AddRefs(adapter));
|
|
|
|
adapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
|
|
}
|
|
|
|
RefPtr<IDXGIFactory2> dxgiFactory2;
|
|
if (gfxVars::UseDoubleBufferingWithCompositor() &&
|
|
SUCCEEDED(dxgiFactory->QueryInterface(dxgiFactory2.StartAssignment())) &&
|
|
dxgiFactory2 && XRE_IsGPUProcess()) {
|
|
// DXGI_SCALING_NONE is not available on Windows 7 with the Platform Update:
|
|
// This looks awful for things like the awesome bar and browser window
|
|
// resizing, so we don't use a flip buffer chain here. (Note when using
|
|
// EFFECT_SEQUENTIAL Windows doesn't stretch the surface when resizing).
|
|
//
|
|
// We choose not to run this on platforms earlier than Windows 10 because
|
|
// it appears sometimes this breaks our ability to test ASAP compositing,
|
|
// which breaks Talos.
|
|
//
|
|
// When the GPU process is disabled we don't have a compositor window which
|
|
// can lead to issues with Window re-use so we don't use this.
|
|
DXGI_SWAP_CHAIN_DESC1 desc;
|
|
::ZeroMemory(&desc, sizeof(desc));
|
|
desc.Width = 0;
|
|
desc.Height = 0;
|
|
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
desc.BufferCount = 2;
|
|
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
|
|
desc.Scaling = DXGI_SCALING_NONE;
|
|
desc.Flags = 0;
|
|
|
|
HRESULT hr = dxgiFactory2->CreateSwapChainForHwnd(
|
|
mDevice, hwnd, &desc, nullptr, nullptr, getter_AddRefs(mSwapChain1));
|
|
if (SUCCEEDED(hr) && mSwapChain1) {
|
|
DXGI_RGBA color = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
mSwapChain1->SetBackgroundColor(&color);
|
|
mSwapChain = mSwapChain1;
|
|
mIsDoubleBuffered = true;
|
|
}
|
|
}
|
|
|
|
if (!mSwapChain) {
|
|
DXGI_SWAP_CHAIN_DESC swapDesc;
|
|
::ZeroMemory(&swapDesc, sizeof(swapDesc));
|
|
swapDesc.BufferDesc.Width = 0;
|
|
swapDesc.BufferDesc.Height = 0;
|
|
swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
swapDesc.BufferDesc.RefreshRate.Numerator = 60;
|
|
swapDesc.BufferDesc.RefreshRate.Denominator = 1;
|
|
swapDesc.SampleDesc.Count = 1;
|
|
swapDesc.SampleDesc.Quality = 0;
|
|
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
swapDesc.BufferCount = 1;
|
|
swapDesc.OutputWindow = hwnd;
|
|
swapDesc.Windowed = TRUE;
|
|
swapDesc.Flags = 0;
|
|
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;
|
|
|
|
HRESULT hr = dxgiFactory->CreateSwapChain(dxgiDevice, &swapDesc,
|
|
getter_AddRefs(mSwapChain));
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "Could not create swap chain: " << hexa(hr);
|
|
return false;
|
|
}
|
|
|
|
// Try to get an IDXGISwapChain1 if we can, for partial presents.
|
|
mSwapChain->QueryInterface(mSwapChain1.StartAssignment());
|
|
}
|
|
|
|
// We need this because we don't want DXGI to respond to Alt+Enter.
|
|
dxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_WINDOW_CHANGES);
|
|
mWidget = aWidget;
|
|
return true;
|
|
}
|
|
|
|
RefPtr<MLGRenderTarget> MLGSwapChainD3D11::AcquireBackBuffer() {
|
|
RefPtr<ID3D11Texture2D> texture;
|
|
HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
|
|
getter_AddRefs(texture));
|
|
if (hr == DXGI_ERROR_INVALID_CALL &&
|
|
mDevice->GetDeviceRemovedReason() != S_OK) {
|
|
// This can happen on some drivers when there's a TDR.
|
|
mParent->HandleDeviceReset("SwapChain::GetBuffer");
|
|
return nullptr;
|
|
}
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "Failed to acquire swap chain's backbuffer: "
|
|
<< hexa(hr);
|
|
return nullptr;
|
|
}
|
|
|
|
if (!mRT) {
|
|
MLGRenderTargetFlags flags = MLGRenderTargetFlags::Default;
|
|
if (StaticPrefs::layers_mlgpu_enable_depth_buffer_AtStartup()) {
|
|
flags |= MLGRenderTargetFlags::ZBuffer;
|
|
}
|
|
|
|
mRT = new MLGRenderTargetD3D11(mSize, flags);
|
|
if (!mRT->Initialize(mDevice, nullptr)) {
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
if (!mRT->UpdateTexture(texture)) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (mIsDoubleBuffered) {
|
|
UpdateBackBufferContents(texture);
|
|
}
|
|
return mRT;
|
|
}
|
|
|
|
void MLGSwapChainD3D11::UpdateBackBufferContents(ID3D11Texture2D* aBack) {
|
|
MOZ_ASSERT(mIsDoubleBuffered);
|
|
|
|
// The front region contains the newly invalid region for this frame. The
|
|
// back region contains that, plus the region that was only drawn into the
|
|
// back buffer on the previous frame. Thus by subtracting the two, we can
|
|
// find the region that needs to be copied from the front buffer to the
|
|
// back. We do this so we don't have to re-render those pixels.
|
|
nsIntRegion frontValid;
|
|
frontValid.Sub(mBackBufferInvalid, mFrontBufferInvalid);
|
|
if (frontValid.IsEmpty()) {
|
|
return;
|
|
}
|
|
|
|
RefPtr<ID3D11Texture2D> front;
|
|
HRESULT hr = mSwapChain->GetBuffer(1, __uuidof(ID3D11Texture2D),
|
|
getter_AddRefs(front));
|
|
if (FAILED(hr) || !front) {
|
|
return;
|
|
}
|
|
|
|
RefPtr<ID3D11DeviceContext> context;
|
|
mDevice->GetImmediateContext(getter_AddRefs(context));
|
|
|
|
for (auto iter = frontValid.RectIter(); !iter.Done(); iter.Next()) {
|
|
const IntRect& rect = iter.Get();
|
|
D3D11_BOX box = RectToBox(rect);
|
|
context->CopySubresourceRegion(aBack, 0, rect.X(), rect.Y(), 0, front, 0,
|
|
&box);
|
|
}
|
|
|
|
// The back and front buffers are now in sync.
|
|
mBackBufferInvalid = mFrontBufferInvalid;
|
|
MOZ_ASSERT(!mBackBufferInvalid.IsEmpty());
|
|
}
|
|
|
|
bool MLGSwapChainD3D11::ResizeBuffers(const IntSize& aSize) {
|
|
// We have to clear all references to the old backbuffer before resizing.
|
|
mRT = nullptr;
|
|
|
|
// Clear the size before re-allocating. If allocation fails we want to try
|
|
// again, because we had to sacrifice our original backbuffer to try
|
|
// resizing.
|
|
mSize = IntSize(0, 0);
|
|
|
|
HRESULT hr = mSwapChain->ResizeBuffers(0, aSize.width, aSize.height,
|
|
DXGI_FORMAT_B8G8R8A8_UNORM, 0);
|
|
if (hr == DXGI_ERROR_DEVICE_REMOVED) {
|
|
mParent->HandleDeviceReset("ResizeBuffers");
|
|
return false;
|
|
}
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "Failed to resize swap chain buffers: " << hexa(hr);
|
|
return false;
|
|
}
|
|
|
|
mSize = aSize;
|
|
mBackBufferInvalid = IntRect(IntPoint(0, 0), mSize);
|
|
mFrontBufferInvalid = IntRect(IntPoint(0, 0), mSize);
|
|
return true;
|
|
}
|
|
|
|
IntSize MLGSwapChainD3D11::GetSize() const { return mSize; }
|
|
|
|
void MLGSwapChainD3D11::Present() {
|
|
MOZ_ASSERT(!mBackBufferInvalid.IsEmpty());
|
|
MOZ_ASSERT(mBackBufferInvalid.GetNumRects() > 0);
|
|
|
|
// See bug 1260611 comment #28 for why we do this.
|
|
mParent->InsertPresentWaitQuery();
|
|
|
|
if (mWidget->AsWindows()->HasFxrOutputHandler()) {
|
|
// There is a Firefox Reality handler for this swapchain. Update this
|
|
// window's contents to the VR window.
|
|
FxROutputHandler* fxrHandler = mWidget->AsWindows()->GetFxrOutputHandler();
|
|
if (fxrHandler->TryInitialize(mSwapChain, mDevice)) {
|
|
RefPtr<ID3D11DeviceContext> context;
|
|
mDevice->GetImmediateContext(getter_AddRefs(context));
|
|
fxrHandler->UpdateOutput(context);
|
|
}
|
|
}
|
|
|
|
HRESULT hr;
|
|
if (mCanUsePartialPresents && mSwapChain1) {
|
|
StackArray<RECT, 4> rects(mBackBufferInvalid.GetNumRects());
|
|
size_t i = 0;
|
|
for (auto iter = mBackBufferInvalid.RectIter(); !iter.Done(); iter.Next()) {
|
|
const IntRect& rect = iter.Get();
|
|
rects[i].left = rect.X();
|
|
rects[i].top = rect.Y();
|
|
rects[i].bottom = rect.YMost();
|
|
rects[i].right = rect.XMost();
|
|
i++;
|
|
}
|
|
|
|
DXGI_PRESENT_PARAMETERS params;
|
|
PodZero(¶ms);
|
|
params.DirtyRectsCount = mBackBufferInvalid.GetNumRects();
|
|
params.pDirtyRects = rects.data();
|
|
hr = mSwapChain1->Present1(0, 0, ¶ms);
|
|
} else {
|
|
hr = mSwapChain->Present(0, 0);
|
|
}
|
|
|
|
if (hr == DXGI_ERROR_DEVICE_REMOVED) {
|
|
mParent->HandleDeviceReset("Present");
|
|
}
|
|
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "D3D11 swap chain failed to present: " << hexa(hr);
|
|
}
|
|
|
|
if (mIsDoubleBuffered) {
|
|
// Both the front and back buffer invalid regions are in sync, but now the
|
|
// presented buffer (the front buffer) is clean, so we clear its invalid
|
|
// region. The back buffer that will be used next frame however is now
|
|
// dirty.
|
|
MOZ_ASSERT(mFrontBufferInvalid.GetBounds() ==
|
|
mBackBufferInvalid.GetBounds());
|
|
mFrontBufferInvalid.SetEmpty();
|
|
} else {
|
|
mBackBufferInvalid.SetEmpty();
|
|
}
|
|
mLastPresentSize = mSize;
|
|
|
|
// Note: this waits on the query we inserted in the previous frame,
|
|
// not the one we just inserted now. Example:
|
|
// Insert query #1
|
|
// Present #1
|
|
// (first frame, no wait)
|
|
// Insert query #2
|
|
// Present #2
|
|
// Wait for query #1.
|
|
// Insert query #3
|
|
// Present #3
|
|
// Wait for query #2.
|
|
//
|
|
// This ensures we're done reading textures before swapping buffers.
|
|
mParent->WaitForPreviousPresentQuery();
|
|
}
|
|
|
|
void MLGSwapChainD3D11::ForcePresent() {
|
|
DXGI_SWAP_CHAIN_DESC desc;
|
|
mSwapChain->GetDesc(&desc);
|
|
|
|
LayoutDeviceIntSize size = mWidget->GetClientSize();
|
|
|
|
if (desc.BufferDesc.Width != size.width ||
|
|
desc.BufferDesc.Height != size.height) {
|
|
return;
|
|
}
|
|
|
|
mSwapChain->Present(0, 0);
|
|
if (mIsDoubleBuffered) {
|
|
// Make sure we present the old front buffer since we know it is completely
|
|
// valid. This non-vsynced present should be pretty much 'free' for a flip
|
|
// chain.
|
|
mSwapChain->Present(0, 0);
|
|
}
|
|
|
|
mLastPresentSize = mSize;
|
|
}
|
|
|
|
void MLGSwapChainD3D11::CopyBackbuffer(gfx::DrawTarget* aTarget,
|
|
const gfx::IntRect& aBounds) {
|
|
RefPtr<ID3D11DeviceContext> context;
|
|
mDevice->GetImmediateContext(getter_AddRefs(context));
|
|
|
|
RefPtr<ID3D11Texture2D> backbuffer;
|
|
HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
|
|
(void**)backbuffer.StartAssignment());
|
|
if (FAILED(hr)) {
|
|
gfxWarning() << "Failed to acquire swapchain backbuffer: " << hexa(hr);
|
|
return;
|
|
}
|
|
|
|
D3D11_TEXTURE2D_DESC bbDesc;
|
|
backbuffer->GetDesc(&bbDesc);
|
|
|
|
CD3D11_TEXTURE2D_DESC tempDesc(bbDesc.Format, bbDesc.Width, bbDesc.Height);
|
|
tempDesc.MipLevels = 1;
|
|
tempDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
tempDesc.Usage = D3D11_USAGE_STAGING;
|
|
tempDesc.BindFlags = 0;
|
|
|
|
RefPtr<ID3D11Texture2D> temp;
|
|
hr = mDevice->CreateTexture2D(&tempDesc, nullptr, getter_AddRefs(temp));
|
|
if (FAILED(hr)) {
|
|
gfxWarning() << "Failed to create a temporary texture for PresentAndCopy: "
|
|
<< hexa(hr);
|
|
return;
|
|
}
|
|
|
|
context->CopyResource(temp, backbuffer);
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
hr = context->Map(temp, 0, D3D11_MAP_READ, 0, &map);
|
|
if (FAILED(hr)) {
|
|
gfxWarning() << "Failed to map temporary texture for PresentAndCopy: "
|
|
<< hexa(hr);
|
|
return;
|
|
}
|
|
|
|
RefPtr<DataSourceSurface> source = Factory::CreateWrappingDataSourceSurface(
|
|
(uint8_t*)map.pData, map.RowPitch, IntSize(bbDesc.Width, bbDesc.Height),
|
|
SurfaceFormat::B8G8R8A8);
|
|
|
|
aTarget->CopySurface(source, IntRect(0, 0, bbDesc.Width, bbDesc.Height),
|
|
IntPoint(-aBounds.X(), -aBounds.Y()));
|
|
aTarget->Flush();
|
|
|
|
context->Unmap(temp, 0);
|
|
}
|
|
|
|
RefPtr<MLGBufferD3D11> MLGBufferD3D11::Create(ID3D11Device* aDevice,
|
|
MLGBufferType aType,
|
|
uint32_t aSize, MLGUsage aUsage,
|
|
const void* aInitialData) {
|
|
D3D11_BUFFER_DESC desc;
|
|
desc.ByteWidth = aSize;
|
|
desc.MiscFlags = 0;
|
|
desc.StructureByteStride = 0;
|
|
|
|
switch (aUsage) {
|
|
case MLGUsage::Dynamic:
|
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
break;
|
|
case MLGUsage::Immutable:
|
|
desc.Usage = D3D11_USAGE_IMMUTABLE;
|
|
desc.CPUAccessFlags = 0;
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unknown buffer usage type");
|
|
return nullptr;
|
|
}
|
|
|
|
switch (aType) {
|
|
case MLGBufferType::Vertex:
|
|
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
break;
|
|
case MLGBufferType::Constant:
|
|
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unknown buffer type");
|
|
return nullptr;
|
|
}
|
|
|
|
D3D11_SUBRESOURCE_DATA data;
|
|
data.pSysMem = aInitialData;
|
|
data.SysMemPitch = aSize;
|
|
data.SysMemSlicePitch = 0;
|
|
|
|
RefPtr<ID3D11Buffer> buffer;
|
|
HRESULT hr = aDevice->CreateBuffer(&desc, aInitialData ? &data : nullptr,
|
|
getter_AddRefs(buffer));
|
|
if (FAILED(hr) || !buffer) {
|
|
gfxCriticalError() << "Failed to create ID3D11Buffer.";
|
|
return nullptr;
|
|
}
|
|
|
|
return new MLGBufferD3D11(buffer, aType, aSize);
|
|
}
|
|
|
|
MLGBufferD3D11::MLGBufferD3D11(ID3D11Buffer* aBuffer, MLGBufferType aType,
|
|
size_t aSize)
|
|
: mBuffer(aBuffer), mType(aType), mSize(aSize) {
|
|
switch (mType) {
|
|
case MLGBufferType::Vertex:
|
|
mlg::sVertexBufferUsage += mSize;
|
|
break;
|
|
case MLGBufferType::Constant:
|
|
mlg::sConstantBufferUsage += mSize;
|
|
break;
|
|
}
|
|
}
|
|
|
|
MLGBufferD3D11::~MLGBufferD3D11() {
|
|
switch (mType) {
|
|
case MLGBufferType::Vertex:
|
|
mlg::sVertexBufferUsage -= mSize;
|
|
break;
|
|
case MLGBufferType::Constant:
|
|
mlg::sConstantBufferUsage -= mSize;
|
|
break;
|
|
}
|
|
}
|
|
|
|
MLGTextureD3D11::MLGTextureD3D11(ID3D11Texture2D* aTexture)
|
|
: mTexture(aTexture) {
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
aTexture->GetDesc(&desc);
|
|
|
|
mSize.width = desc.Width;
|
|
mSize.height = desc.Height;
|
|
}
|
|
|
|
/* static */
|
|
RefPtr<MLGTextureD3D11> MLGTextureD3D11::Create(ID3D11Device* aDevice,
|
|
const gfx::IntSize& aSize,
|
|
gfx::SurfaceFormat aFormat,
|
|
MLGUsage aUsage,
|
|
MLGTextureFlags aFlags) {
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
::ZeroMemory(&desc, sizeof(desc));
|
|
desc.Width = aSize.width;
|
|
desc.Height = aSize.height;
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 1;
|
|
desc.SampleDesc.Count = 1;
|
|
|
|
switch (aFormat) {
|
|
case SurfaceFormat::B8G8R8A8:
|
|
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unsupported surface format");
|
|
return nullptr;
|
|
}
|
|
|
|
switch (aUsage) {
|
|
case MLGUsage::Immutable:
|
|
desc.Usage = D3D11_USAGE_IMMUTABLE;
|
|
break;
|
|
case MLGUsage::Default:
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
break;
|
|
case MLGUsage::Dynamic:
|
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
break;
|
|
case MLGUsage::Staging:
|
|
desc.Usage = D3D11_USAGE_STAGING;
|
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unsupported usage type");
|
|
break;
|
|
}
|
|
|
|
if (aFlags & MLGTextureFlags::ShaderResource) {
|
|
desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
|
|
}
|
|
if (aFlags & MLGTextureFlags::RenderTarget) {
|
|
desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
|
|
}
|
|
|
|
RefPtr<ID3D11Texture2D> texture;
|
|
HRESULT hr =
|
|
aDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
|
|
if (FAILED(hr) || !texture) {
|
|
gfxCriticalNote << "Failed to create 2D texture: " << hexa(hr);
|
|
return nullptr;
|
|
}
|
|
|
|
ReportTextureMemoryUsage(texture, aSize.width * aSize.height * 4);
|
|
|
|
return new MLGTextureD3D11(texture);
|
|
}
|
|
|
|
ID3D11ShaderResourceView* MLGTextureD3D11::GetShaderResourceView() {
|
|
if (!mView) {
|
|
RefPtr<ID3D11Device> device;
|
|
mTexture->GetDevice(getter_AddRefs(device));
|
|
|
|
HRESULT hr = device->CreateShaderResourceView(mTexture, nullptr,
|
|
getter_AddRefs(mView));
|
|
if (FAILED(hr) || !mView) {
|
|
gfxWarning() << "Could not create shader resource view: " << hexa(hr);
|
|
return nullptr;
|
|
}
|
|
}
|
|
return mView;
|
|
}
|
|
|
|
MLGDeviceD3D11::MLGDeviceD3D11(ID3D11Device* aDevice)
|
|
: mDevice(aDevice), mScissored(false) {}
|
|
|
|
MLGDeviceD3D11::~MLGDeviceD3D11() {
|
|
// Caller should have unlocked all textures after presenting.
|
|
MOZ_ASSERT(mLockedTextures.IsEmpty());
|
|
MOZ_ASSERT(mLockAttemptedTextures.IsEmpty());
|
|
}
|
|
|
|
bool MLGDeviceD3D11::Initialize() {
|
|
if (!mDevice) {
|
|
return Fail("FEATURE_FAILURE_NO_DEVICE");
|
|
}
|
|
|
|
if (mDevice->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0) {
|
|
return Fail("FEATURE_FAILURE_NEED_LEVEL_10_0");
|
|
}
|
|
|
|
mDevice->GetImmediateContext(getter_AddRefs(mCtx));
|
|
if (!mCtx) {
|
|
return Fail("FEATURE_FAILURE_NO_CONTEXT");
|
|
}
|
|
|
|
mCtx->QueryInterface((ID3D11DeviceContext1**)getter_AddRefs(mCtx1));
|
|
|
|
if (mCtx1) {
|
|
// Windows 7 can have Direct3D 11.1 if the platform update is installed,
|
|
// but according to some NVIDIA presentations it is known to be buggy.
|
|
// It's not clear whether that only refers to command list emulation,
|
|
// or whether it just has performance penalties. To be safe we only use
|
|
// it on Windows 8 or higher.
|
|
//
|
|
// https://docs.microsoft.com/en-us/windows-hardware/drivers/display/directx-feature-improvements-in-windows-8#buffers
|
|
D3D11_FEATURE_DATA_D3D11_OPTIONS options;
|
|
HRESULT hr = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS,
|
|
&options, sizeof(options));
|
|
if (SUCCEEDED(hr)) {
|
|
if (IsWin8OrLater()) {
|
|
mCanUseConstantBufferOffsetBinding =
|
|
(options.ConstantBufferOffsetting != FALSE);
|
|
} else {
|
|
gfxConfig::EnableFallback(Fallback::NO_CONSTANT_BUFFER_OFFSETTING,
|
|
"Unsupported by driver");
|
|
}
|
|
mCanUseClearView = (options.ClearView != FALSE);
|
|
} else {
|
|
gfxCriticalNote << "Failed to query D3D11.1 feature support: "
|
|
<< hexa(hr);
|
|
}
|
|
}
|
|
|
|
// Get capabilities.
|
|
switch (mDevice->GetFeatureLevel()) {
|
|
case D3D_FEATURE_LEVEL_11_1:
|
|
case D3D_FEATURE_LEVEL_11_0:
|
|
mMaxConstantBufferBindSize = D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16;
|
|
break;
|
|
case D3D_FEATURE_LEVEL_10_1:
|
|
case D3D_FEATURE_LEVEL_10_0:
|
|
mMaxConstantBufferBindSize = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16;
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unknown feature level");
|
|
}
|
|
|
|
mDiagnostics = MakeUnique<DiagnosticsD3D11>(mDevice, mCtx);
|
|
|
|
{
|
|
struct Vertex2D {
|
|
float x;
|
|
float y;
|
|
};
|
|
Vertex2D vertices[] = {{0, 0}, {1.0f, 0}, {0, 1.0f}, {1.0f, 1.0f}};
|
|
mUnitQuadVB = CreateBuffer(MLGBufferType::Vertex, sizeof(Vertex2D) * 4,
|
|
MLGUsage::Immutable, &vertices);
|
|
if (!mUnitQuadVB) {
|
|
return Fail("FEATURE_FAILURE_UNIT_QUAD_BUFFER");
|
|
}
|
|
}
|
|
|
|
{
|
|
struct Vertex3D {
|
|
float x;
|
|
float y;
|
|
float z;
|
|
};
|
|
Vertex3D vertices[3] = {
|
|
{1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
|
|
mUnitTriangleVB = CreateBuffer(MLGBufferType::Vertex, sizeof(Vertex3D) * 3,
|
|
MLGUsage::Immutable, &vertices);
|
|
if (!mUnitTriangleVB) {
|
|
return Fail("FEATURE_FAILURE_UNIT_TRIANGLE_BUFFER");
|
|
}
|
|
}
|
|
|
|
// Define pixel shaders.
|
|
#define LAZY_PS(cxxName, enumName) \
|
|
mLazyPixelShaders[PixelShaderID::enumName] = &s##cxxName;
|
|
LAZY_PS(TexturedVertexRGB, TexturedVertexRGB);
|
|
LAZY_PS(TexturedVertexRGBA, TexturedVertexRGBA);
|
|
LAZY_PS(TexturedQuadRGB, TexturedQuadRGB);
|
|
LAZY_PS(TexturedQuadRGBA, TexturedQuadRGBA);
|
|
LAZY_PS(ColoredQuadPS, ColoredQuad);
|
|
LAZY_PS(ColoredVertexPS, ColoredVertex);
|
|
LAZY_PS(ComponentAlphaQuadPS, ComponentAlphaQuad);
|
|
LAZY_PS(ComponentAlphaVertexPS, ComponentAlphaVertex);
|
|
LAZY_PS(TexturedVertexIMC4, TexturedVertexIMC4);
|
|
LAZY_PS(TexturedVertexNV12, TexturedVertexNV12);
|
|
LAZY_PS(TexturedQuadIMC4, TexturedQuadIMC4);
|
|
LAZY_PS(TexturedQuadNV12, TexturedQuadNV12);
|
|
LAZY_PS(BlendMultiplyPS, BlendMultiply);
|
|
LAZY_PS(BlendScreenPS, BlendScreen);
|
|
LAZY_PS(BlendOverlayPS, BlendOverlay);
|
|
LAZY_PS(BlendDarkenPS, BlendDarken);
|
|
LAZY_PS(BlendLightenPS, BlendLighten);
|
|
LAZY_PS(BlendColorDodgePS, BlendColorDodge);
|
|
LAZY_PS(BlendColorBurnPS, BlendColorBurn);
|
|
LAZY_PS(BlendHardLightPS, BlendHardLight);
|
|
LAZY_PS(BlendSoftLightPS, BlendSoftLight);
|
|
LAZY_PS(BlendDifferencePS, BlendDifference);
|
|
LAZY_PS(BlendExclusionPS, BlendExclusion);
|
|
LAZY_PS(BlendHuePS, BlendHue);
|
|
LAZY_PS(BlendSaturationPS, BlendSaturation);
|
|
LAZY_PS(BlendColorPS, BlendColor);
|
|
LAZY_PS(BlendLuminosityPS, BlendLuminosity);
|
|
LAZY_PS(ClearPS, Clear);
|
|
LAZY_PS(MaskCombinerPS, MaskCombiner);
|
|
LAZY_PS(DiagnosticTextPS, DiagnosticText);
|
|
#undef LAZY_PS
|
|
|
|
// Define vertex shaders.
|
|
#define LAZY_VS(cxxName, enumName) \
|
|
mLazyVertexShaders[VertexShaderID::enumName] = &s##cxxName;
|
|
LAZY_VS(TexturedQuadVS, TexturedQuad);
|
|
LAZY_VS(TexturedVertexVS, TexturedVertex);
|
|
LAZY_VS(BlendVertexVS, BlendVertex);
|
|
LAZY_VS(ColoredQuadVS, ColoredQuad);
|
|
LAZY_VS(ColoredVertexVS, ColoredVertex);
|
|
LAZY_VS(ClearVS, Clear);
|
|
LAZY_VS(MaskCombinerVS, MaskCombiner);
|
|
LAZY_VS(DiagnosticTextVS, DiagnosticText);
|
|
#undef LAZY_VS
|
|
|
|
// Force critical shaders to initialize early.
|
|
if (!InitPixelShader(PixelShaderID::TexturedQuadRGB) ||
|
|
!InitPixelShader(PixelShaderID::TexturedQuadRGBA) ||
|
|
!InitPixelShader(PixelShaderID::ColoredQuad) ||
|
|
!InitPixelShader(PixelShaderID::ComponentAlphaQuad) ||
|
|
!InitPixelShader(PixelShaderID::Clear) ||
|
|
!InitVertexShader(VertexShaderID::TexturedQuad) ||
|
|
!InitVertexShader(VertexShaderID::ColoredQuad) ||
|
|
!InitVertexShader(VertexShaderID::Clear)) {
|
|
return Fail("FEATURE_FAILURE_CRITICAL_SHADER_FAILURE");
|
|
}
|
|
|
|
// Common unit quad layout: vPos, vRect, vLayerIndex, vDepth
|
|
#define BASE_UNIT_QUAD_LAYOUT \
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, \
|
|
0}, \
|
|
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, \
|
|
1, 0, D3D11_INPUT_PER_INSTANCE_DATA, \
|
|
1}, \
|
|
{"TEXCOORD", \
|
|
1, \
|
|
DXGI_FORMAT_R32_UINT, \
|
|
1, \
|
|
D3D11_APPEND_ALIGNED_ELEMENT, \
|
|
D3D11_INPUT_PER_INSTANCE_DATA, \
|
|
1}, \
|
|
{ \
|
|
"TEXCOORD", 2, DXGI_FORMAT_R32_SINT, 1, D3D11_APPEND_ALIGNED_ELEMENT, \
|
|
D3D11_INPUT_PER_INSTANCE_DATA, 1 \
|
|
}
|
|
|
|
// Common unit triangle layout: vUnitPos, vPos1-3, vLayerIndex, vDepth
|
|
#define BASE_UNIT_TRIANGLE_LAYOUT \
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, \
|
|
0, 0, D3D11_INPUT_PER_VERTEX_DATA, \
|
|
0}, \
|
|
{"POSITION", 1, DXGI_FORMAT_R32G32_FLOAT, \
|
|
1, 0, D3D11_INPUT_PER_INSTANCE_DATA, \
|
|
1}, \
|
|
{"POSITION", \
|
|
2, \
|
|
DXGI_FORMAT_R32G32_FLOAT, \
|
|
1, \
|
|
D3D11_APPEND_ALIGNED_ELEMENT, \
|
|
D3D11_INPUT_PER_INSTANCE_DATA, \
|
|
1}, \
|
|
{"POSITION", \
|
|
3, \
|
|
DXGI_FORMAT_R32G32_FLOAT, \
|
|
1, \
|
|
D3D11_APPEND_ALIGNED_ELEMENT, \
|
|
D3D11_INPUT_PER_INSTANCE_DATA, \
|
|
1}, \
|
|
{"TEXCOORD", \
|
|
0, \
|
|
DXGI_FORMAT_R32_UINT, \
|
|
1, \
|
|
D3D11_APPEND_ALIGNED_ELEMENT, \
|
|
D3D11_INPUT_PER_INSTANCE_DATA, \
|
|
1}, \
|
|
{"TEXCOORD", \
|
|
1, \
|
|
DXGI_FORMAT_R32_SINT, \
|
|
1, \
|
|
D3D11_APPEND_ALIGNED_ELEMENT, \
|
|
D3D11_INPUT_PER_INSTANCE_DATA, \
|
|
1}
|
|
|
|
// Initialize input layouts.
|
|
{
|
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
|
|
BASE_UNIT_QUAD_LAYOUT,
|
|
// vTexRect
|
|
{"TEXCOORD", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1,
|
|
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1}};
|
|
if (!InitInputLayout(inputDesc, MOZ_ARRAY_LENGTH(inputDesc),
|
|
sTexturedQuadVS, VertexShaderID::TexturedQuad)) {
|
|
return Fail("FEATURE_FAILURE_UNIT_QUAD_TEXTURED_LAYOUT");
|
|
}
|
|
}
|
|
{
|
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
|
|
BASE_UNIT_QUAD_LAYOUT,
|
|
// vColor
|
|
{"TEXCOORD", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1,
|
|
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1}};
|
|
if (!InitInputLayout(inputDesc, MOZ_ARRAY_LENGTH(inputDesc), sColoredQuadVS,
|
|
VertexShaderID::ColoredQuad)) {
|
|
return Fail("FEATURE_FAILURE_UNIT_QUAD_COLORED_LAYOUT");
|
|
}
|
|
}
|
|
{
|
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
|
|
BASE_UNIT_TRIANGLE_LAYOUT,
|
|
// vTexCoord1, vTexCoord2, vTexCoord3
|
|
{"TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 1,
|
|
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
|
|
{"TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 1,
|
|
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
|
|
{"TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 1,
|
|
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1}};
|
|
if (!InitInputLayout(inputDesc, MOZ_ARRAY_LENGTH(inputDesc),
|
|
sTexturedVertexVS, VertexShaderID::TexturedVertex)) {
|
|
return Fail("FEATURE_FAILURE_TEXTURED_INPUT_LAYOUT");
|
|
}
|
|
// Propagate the input layout to other vertex shaders that use the same.
|
|
mInputLayouts[VertexShaderID::BlendVertex] =
|
|
mInputLayouts[VertexShaderID::TexturedVertex];
|
|
}
|
|
{
|
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
|
|
BASE_UNIT_TRIANGLE_LAYOUT,
|
|
{"TEXCOORD", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1,
|
|
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1}};
|
|
if (!InitInputLayout(inputDesc, MOZ_ARRAY_LENGTH(inputDesc),
|
|
sColoredVertexVS, VertexShaderID::ColoredVertex)) {
|
|
return Fail("FEATURE_FAILURE_COLORED_INPUT_LAYOUT");
|
|
}
|
|
}
|
|
|
|
#undef BASE_UNIT_QUAD_LAYOUT
|
|
#undef BASE_UNIT_TRIANGLE_LAYOUT
|
|
|
|
// Ancillary shaders that are not used for batching.
|
|
{
|
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
|
|
// vPos
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
|
|
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
// vRect
|
|
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_SINT, 1, 0,
|
|
D3D11_INPUT_PER_INSTANCE_DATA, 1},
|
|
// vDepth
|
|
{"TEXCOORD", 1, DXGI_FORMAT_R32_SINT, 1, D3D11_APPEND_ALIGNED_ELEMENT,
|
|
D3D11_INPUT_PER_INSTANCE_DATA, 1},
|
|
};
|
|
if (!InitInputLayout(inputDesc, MOZ_ARRAY_LENGTH(inputDesc), sClearVS,
|
|
VertexShaderID::Clear)) {
|
|
return Fail("FEATURE_FAILURE_CLEAR_INPUT_LAYOUT");
|
|
}
|
|
}
|
|
{
|
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
|
|
// vPos
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
|
|
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
// vTexCoords
|
|
{"POSITION", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1,
|
|
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1}};
|
|
if (!InitInputLayout(inputDesc, MOZ_ARRAY_LENGTH(inputDesc),
|
|
sMaskCombinerVS, VertexShaderID::MaskCombiner)) {
|
|
return Fail("FEATURE_FAILURE_MASK_COMBINER_INPUT_LAYOUT");
|
|
}
|
|
}
|
|
{
|
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
|
|
// vPos
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
|
|
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
// vRect
|
|
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0,
|
|
D3D11_INPUT_PER_INSTANCE_DATA, 1},
|
|
// vTexCoords
|
|
{"TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1,
|
|
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
|
|
};
|
|
if (!InitInputLayout(inputDesc, MOZ_ARRAY_LENGTH(inputDesc),
|
|
sDiagnosticTextVS, VertexShaderID::DiagnosticText)) {
|
|
return Fail("FEATURE_FAILURE_DIAGNOSTIC_INPUT_LAYOUT");
|
|
}
|
|
}
|
|
|
|
if (!InitRasterizerStates() || !InitDepthStencilState() ||
|
|
!InitBlendStates() || !InitSamplerStates() || !InitSyncObject()) {
|
|
return false;
|
|
}
|
|
|
|
mCtx->RSSetState(mRasterizerStateNoScissor);
|
|
|
|
return MLGDevice::Initialize();
|
|
}
|
|
|
|
bool MLGDeviceD3D11::InitPixelShader(PixelShaderID aShaderID) {
|
|
const ShaderBytes* code = mLazyPixelShaders[aShaderID];
|
|
HRESULT hr =
|
|
mDevice->CreatePixelShader(code->mData, code->mLength, nullptr,
|
|
getter_AddRefs(mPixelShaders[aShaderID]));
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "Could not create pixel shader "
|
|
<< hexa(unsigned(aShaderID)) << ": " << hexa(hr);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool MLGDeviceD3D11::InitRasterizerStates() {
|
|
{
|
|
CD3D11_RASTERIZER_DESC desc = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
|
|
desc.CullMode = D3D11_CULL_NONE;
|
|
desc.FillMode = D3D11_FILL_SOLID;
|
|
desc.ScissorEnable = TRUE;
|
|
HRESULT hr = mDevice->CreateRasterizerState(
|
|
&desc, getter_AddRefs(mRasterizerStateScissor));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_SCISSOR_RASTERIZER",
|
|
"Could not create scissor rasterizer (%x)", hr);
|
|
}
|
|
}
|
|
{
|
|
CD3D11_RASTERIZER_DESC desc = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
|
|
desc.CullMode = D3D11_CULL_NONE;
|
|
desc.FillMode = D3D11_FILL_SOLID;
|
|
HRESULT hr = mDevice->CreateRasterizerState(
|
|
&desc, getter_AddRefs(mRasterizerStateNoScissor));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_DEFAULT_RASTERIZER",
|
|
"Could not create default rasterizer (%x)", hr);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool MLGDeviceD3D11::InitSamplerStates() {
|
|
{
|
|
CD3D11_SAMPLER_DESC desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
|
|
HRESULT hr = mDevice->CreateSamplerState(
|
|
&desc, getter_AddRefs(mSamplerStates[SamplerMode::LinearClamp]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_LINEAR_CLAMP_SAMPLER",
|
|
"Could not create linear clamp sampler (%x)", hr);
|
|
}
|
|
}
|
|
{
|
|
CD3D11_SAMPLER_DESC desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
|
|
desc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER;
|
|
desc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER;
|
|
desc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
|
|
memset(desc.BorderColor, 0, sizeof(desc.BorderColor));
|
|
HRESULT hr = mDevice->CreateSamplerState(
|
|
&desc, getter_AddRefs(mSamplerStates[SamplerMode::LinearClampToZero]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_LINEAR_CLAMP_ZERO_SAMPLER",
|
|
"Could not create linear clamp to zero sampler (%x)", hr);
|
|
}
|
|
}
|
|
{
|
|
CD3D11_SAMPLER_DESC desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
|
|
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
HRESULT hr = mDevice->CreateSamplerState(
|
|
&desc, getter_AddRefs(mSamplerStates[SamplerMode::LinearRepeat]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_LINEAR_CLAMP_ZERO_SAMPLER",
|
|
"Could not create linear clamp to zero sampler (%x)", hr);
|
|
}
|
|
}
|
|
|
|
{
|
|
CD3D11_SAMPLER_DESC desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
|
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
HRESULT hr = mDevice->CreateSamplerState(
|
|
&desc, getter_AddRefs(mSamplerStates[SamplerMode::Point]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_POINT_SAMPLER",
|
|
"Could not create point sampler (%x)", hr);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool MLGDeviceD3D11::InitBlendStates() {
|
|
{
|
|
CD3D11_BLEND_DESC desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
|
|
HRESULT hr = mDevice->CreateBlendState(
|
|
&desc, getter_AddRefs(mBlendStates[MLGBlendState::Copy]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_COPY_BLEND_STATE",
|
|
"Could not create copy blend state (%x)", hr);
|
|
}
|
|
}
|
|
|
|
{
|
|
CD3D11_BLEND_DESC desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
|
|
desc.RenderTarget[0].BlendEnable = TRUE;
|
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
HRESULT hr = mDevice->CreateBlendState(
|
|
&desc, getter_AddRefs(mBlendStates[MLGBlendState::Over]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_OVER_BLEND_STATE",
|
|
"Could not create over blend state (%x)", hr);
|
|
}
|
|
}
|
|
|
|
{
|
|
CD3D11_BLEND_DESC desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
|
|
desc.RenderTarget[0].BlendEnable = TRUE;
|
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
HRESULT hr = mDevice->CreateBlendState(
|
|
&desc, getter_AddRefs(mBlendStates[MLGBlendState::OverAndPremultiply]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_OVER_BLEND_STATE",
|
|
"Could not create over blend state (%x)", hr);
|
|
}
|
|
}
|
|
|
|
{
|
|
CD3D11_BLEND_DESC desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
|
|
desc.RenderTarget[0].BlendEnable = TRUE;
|
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_MIN;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MIN;
|
|
HRESULT hr = mDevice->CreateBlendState(
|
|
&desc, getter_AddRefs(mBlendStates[MLGBlendState::Min]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_MIN_BLEND_STATE",
|
|
"Could not create min blend state (%x)", hr);
|
|
}
|
|
}
|
|
|
|
{
|
|
CD3D11_BLEND_DESC desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
|
|
desc.RenderTarget[0].BlendEnable = TRUE;
|
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_COLOR;
|
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
HRESULT hr = mDevice->CreateBlendState(
|
|
&desc, getter_AddRefs(mBlendStates[MLGBlendState::ComponentAlpha]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_COMPONENT_ALPHA_BLEND_STATE",
|
|
"Could not create component alpha blend state (%x)", hr);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool MLGDeviceD3D11::InitDepthStencilState() {
|
|
D3D11_DEPTH_STENCIL_DESC desc = CD3D11_DEPTH_STENCIL_DESC(D3D11_DEFAULT);
|
|
|
|
HRESULT hr = mDevice->CreateDepthStencilState(
|
|
&desc, getter_AddRefs(mDepthStencilStates[MLGDepthTestMode::Write]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_WRITE_DEPTH_STATE",
|
|
"Could not create write depth stencil state (%x)", hr);
|
|
}
|
|
|
|
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
|
hr = mDevice->CreateDepthStencilState(
|
|
&desc, getter_AddRefs(mDepthStencilStates[MLGDepthTestMode::ReadOnly]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_READ_DEPTH_STATE",
|
|
"Could not create read depth stencil state (%x)", hr);
|
|
}
|
|
|
|
desc.DepthEnable = FALSE;
|
|
hr = mDevice->CreateDepthStencilState(
|
|
&desc, getter_AddRefs(mDepthStencilStates[MLGDepthTestMode::Disabled]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_DISABLED_DEPTH_STATE",
|
|
"Could not create disabled depth stencil state (%x)", hr);
|
|
}
|
|
|
|
desc = CD3D11_DEPTH_STENCIL_DESC(D3D11_DEFAULT);
|
|
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
|
hr = mDevice->CreateDepthStencilState(
|
|
&desc,
|
|
getter_AddRefs(mDepthStencilStates[MLGDepthTestMode::AlwaysWrite]));
|
|
if (FAILED(hr)) {
|
|
return Fail("FEATURE_FAILURE_WRITE_DEPTH_STATE",
|
|
"Could not create always-write depth stencil state (%x)", hr);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool MLGDeviceD3D11::InitVertexShader(VertexShaderID aShaderID) {
|
|
const ShaderBytes* code = mLazyVertexShaders[aShaderID];
|
|
HRESULT hr =
|
|
mDevice->CreateVertexShader(code->mData, code->mLength, nullptr,
|
|
getter_AddRefs(mVertexShaders[aShaderID]));
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "Could not create vertex shader "
|
|
<< hexa(unsigned(aShaderID)) << ": " << hexa(hr);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool MLGDeviceD3D11::InitInputLayout(D3D11_INPUT_ELEMENT_DESC* aDesc,
|
|
size_t aNumElements,
|
|
const ShaderBytes& aCode,
|
|
VertexShaderID aShaderID) {
|
|
HRESULT hr = mDevice->CreateInputLayout(
|
|
aDesc, aNumElements, aCode.mData, aCode.mLength,
|
|
getter_AddRefs(mInputLayouts[aShaderID]));
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "Could not create input layout for shader "
|
|
<< hexa(unsigned(aShaderID)) << ": " << hexa(hr);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
TextureFactoryIdentifier MLGDeviceD3D11::GetTextureFactoryIdentifier(
|
|
widget::CompositorWidget* aWidget) const {
|
|
TextureFactoryIdentifier ident(GetLayersBackend(), XRE_GetProcessType(),
|
|
GetMaxTextureSize());
|
|
if (aWidget) {
|
|
ident.mUseCompositorWnd = !!aWidget->AsWindows()->GetCompositorHwnd();
|
|
}
|
|
if (mSyncObject) {
|
|
ident.mSyncHandle = mSyncObject->GetSyncHandle();
|
|
}
|
|
|
|
return ident;
|
|
}
|
|
|
|
inline uint32_t GetMaxTextureSizeForFeatureLevel1(
|
|
D3D_FEATURE_LEVEL aFeatureLevel) {
|
|
int32_t maxTextureSize;
|
|
switch (aFeatureLevel) {
|
|
case D3D_FEATURE_LEVEL_11_1:
|
|
case D3D_FEATURE_LEVEL_11_0:
|
|
maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
|
break;
|
|
case D3D_FEATURE_LEVEL_10_1:
|
|
case D3D_FEATURE_LEVEL_10_0:
|
|
maxTextureSize = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
|
break;
|
|
case D3D_FEATURE_LEVEL_9_3:
|
|
maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
|
break;
|
|
default:
|
|
maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
|
}
|
|
return maxTextureSize;
|
|
}
|
|
|
|
LayersBackend MLGDeviceD3D11::GetLayersBackend() const {
|
|
return LayersBackend::LAYERS_D3D11;
|
|
}
|
|
|
|
int32_t MLGDeviceD3D11::GetMaxTextureSize() const {
|
|
return GetMaxTextureSizeForFeatureLevel1(mDevice->GetFeatureLevel());
|
|
}
|
|
|
|
RefPtr<MLGSwapChain> MLGDeviceD3D11::CreateSwapChainForWidget(
|
|
widget::CompositorWidget* aWidget) {
|
|
return MLGSwapChainD3D11::Create(this, mDevice, aWidget);
|
|
}
|
|
|
|
RefPtr<DataTextureSource> MLGDeviceD3D11::CreateDataTextureSource(
|
|
TextureFlags aFlags) {
|
|
return new DataTextureSourceD3D11(mDevice, gfx::SurfaceFormat::UNKNOWN,
|
|
aFlags);
|
|
}
|
|
|
|
static inline D3D11_MAP ToD3D11Map(MLGMapType aType) {
|
|
switch (aType) {
|
|
case MLGMapType::READ:
|
|
return D3D11_MAP_READ;
|
|
case MLGMapType::READ_WRITE:
|
|
return D3D11_MAP_READ_WRITE;
|
|
case MLGMapType::WRITE:
|
|
return D3D11_MAP_WRITE;
|
|
case MLGMapType::WRITE_DISCARD:
|
|
return D3D11_MAP_WRITE_DISCARD;
|
|
}
|
|
return D3D11_MAP_WRITE;
|
|
}
|
|
|
|
bool MLGDeviceD3D11::Map(MLGResource* aResource, MLGMapType aType,
|
|
MLGMappedResource* aMap) {
|
|
ID3D11Resource* resource = aResource->AsResourceD3D11()->GetResource();
|
|
MOZ_ASSERT(resource);
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
HRESULT hr = mCtx->Map(resource, 0, ToD3D11Map(aType), 0, &map);
|
|
|
|
if (FAILED(hr)) {
|
|
gfxWarning() << "Could not map MLG resource: " << hexa(hr);
|
|
return false;
|
|
}
|
|
|
|
aMap->mData = reinterpret_cast<uint8_t*>(map.pData);
|
|
aMap->mStride = map.RowPitch;
|
|
return true;
|
|
}
|
|
|
|
void MLGDeviceD3D11::Unmap(MLGResource* aResource) {
|
|
ID3D11Resource* resource = aResource->AsResourceD3D11()->GetResource();
|
|
mCtx->Unmap(resource, 0);
|
|
}
|
|
|
|
void MLGDeviceD3D11::UpdatePartialResource(MLGResource* aResource,
|
|
const gfx::IntRect* aRect,
|
|
void* aData, uint32_t aStride) {
|
|
D3D11_BOX box;
|
|
if (aRect) {
|
|
box = RectToBox(*aRect);
|
|
}
|
|
|
|
ID3D11Resource* resource = aResource->AsResourceD3D11()->GetResource();
|
|
mCtx->UpdateSubresource(resource, 0, aRect ? &box : nullptr, aData, aStride,
|
|
0);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetRenderTarget(MLGRenderTarget* aRT) {
|
|
ID3D11RenderTargetView* rtv = nullptr;
|
|
ID3D11DepthStencilView* dsv = nullptr;
|
|
|
|
if (aRT) {
|
|
MLGRenderTargetD3D11* rt = aRT->AsD3D11();
|
|
rtv = rt->GetRenderTargetView();
|
|
dsv = rt->GetDSV();
|
|
}
|
|
|
|
mCtx->OMSetRenderTargets(1, &rtv, dsv);
|
|
mCurrentRT = aRT;
|
|
}
|
|
|
|
MLGRenderTarget* MLGDeviceD3D11::GetRenderTarget() { return mCurrentRT; }
|
|
|
|
void MLGDeviceD3D11::SetViewport(const gfx::IntRect& aViewport) {
|
|
D3D11_VIEWPORT vp;
|
|
vp.MaxDepth = 1.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.TopLeftX = aViewport.X();
|
|
vp.TopLeftY = aViewport.Y();
|
|
vp.Width = aViewport.Width();
|
|
vp.Height = aViewport.Height();
|
|
mCtx->RSSetViewports(1, &vp);
|
|
}
|
|
|
|
static inline D3D11_RECT ToD3D11Rect(const gfx::IntRect& aRect) {
|
|
D3D11_RECT rect;
|
|
rect.left = aRect.X();
|
|
rect.top = aRect.Y();
|
|
rect.right = aRect.XMost();
|
|
rect.bottom = aRect.YMost();
|
|
return rect;
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetScissorRect(const Maybe<gfx::IntRect>& aScissorRect) {
|
|
if (!aScissorRect) {
|
|
if (mScissored) {
|
|
mCtx->RSSetState(mRasterizerStateNoScissor);
|
|
mScissored = false;
|
|
}
|
|
return;
|
|
}
|
|
D3D11_RECT rect = ToD3D11Rect(aScissorRect.value());
|
|
mCtx->RSSetScissorRects(1, &rect);
|
|
if (!mScissored) {
|
|
mScissored = true;
|
|
mCtx->RSSetState(mRasterizerStateScissor);
|
|
}
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetVertexShader(VertexShaderID aShader) {
|
|
if (!mVertexShaders[aShader]) {
|
|
InitVertexShader(aShader);
|
|
MOZ_ASSERT(mInputLayouts[aShader]);
|
|
}
|
|
SetVertexShader(mVertexShaders[aShader]);
|
|
SetInputLayout(mInputLayouts[aShader]);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetInputLayout(ID3D11InputLayout* aLayout) {
|
|
if (mCurrentInputLayout == aLayout) {
|
|
return;
|
|
}
|
|
mCtx->IASetInputLayout(aLayout);
|
|
mCurrentInputLayout = aLayout;
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetVertexShader(ID3D11VertexShader* aShader) {
|
|
if (mCurrentVertexShader == aShader) {
|
|
return;
|
|
}
|
|
mCtx->VSSetShader(aShader, nullptr, 0);
|
|
mCurrentVertexShader = aShader;
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetPixelShader(PixelShaderID aShader) {
|
|
if (!mPixelShaders[aShader]) {
|
|
InitPixelShader(aShader);
|
|
}
|
|
if (mCurrentPixelShader != mPixelShaders[aShader]) {
|
|
mCtx->PSSetShader(mPixelShaders[aShader], nullptr, 0);
|
|
mCurrentPixelShader = mPixelShaders[aShader];
|
|
}
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetSamplerMode(uint32_t aIndex, SamplerMode aMode) {
|
|
ID3D11SamplerState* sampler = mSamplerStates[aMode];
|
|
mCtx->PSSetSamplers(aIndex, 1, &sampler);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetBlendState(MLGBlendState aState) {
|
|
if (mCurrentBlendState != mBlendStates[aState]) {
|
|
FLOAT blendFactor[4] = {0, 0, 0, 0};
|
|
mCtx->OMSetBlendState(mBlendStates[aState], blendFactor, 0xFFFFFFFF);
|
|
mCurrentBlendState = mBlendStates[aState];
|
|
}
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetVertexBuffer(uint32_t aSlot, MLGBuffer* aBuffer,
|
|
uint32_t aStride, uint32_t aOffset) {
|
|
ID3D11Buffer* buffer = aBuffer ? aBuffer->AsD3D11()->GetBuffer() : nullptr;
|
|
mCtx->IASetVertexBuffers(aSlot, 1, &buffer, &aStride, &aOffset);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetVSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer) {
|
|
MOZ_ASSERT(aSlot < kMaxVertexShaderConstantBuffers);
|
|
|
|
ID3D11Buffer* buffer = aBuffer ? aBuffer->AsD3D11()->GetBuffer() : nullptr;
|
|
mCtx->VSSetConstantBuffers(aSlot, 1, &buffer);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetPSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer) {
|
|
MOZ_ASSERT(aSlot < kMaxPixelShaderConstantBuffers);
|
|
|
|
ID3D11Buffer* buffer = aBuffer ? aBuffer->AsD3D11()->GetBuffer() : nullptr;
|
|
mCtx->PSSetConstantBuffers(aSlot, 1, &buffer);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetVSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer,
|
|
uint32_t aFirstConstant,
|
|
uint32_t aNumConstants) {
|
|
MOZ_ASSERT(aSlot < kMaxVertexShaderConstantBuffers);
|
|
MOZ_ASSERT(mCanUseConstantBufferOffsetBinding);
|
|
MOZ_ASSERT(mCtx1);
|
|
MOZ_ASSERT(aFirstConstant % 16 == 0);
|
|
|
|
ID3D11Buffer* buffer = aBuffer ? aBuffer->AsD3D11()->GetBuffer() : nullptr;
|
|
mCtx1->VSSetConstantBuffers1(aSlot, 1, &buffer, &aFirstConstant,
|
|
&aNumConstants);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetPSConstantBuffer(uint32_t aSlot, MLGBuffer* aBuffer,
|
|
uint32_t aFirstConstant,
|
|
uint32_t aNumConstants) {
|
|
MOZ_ASSERT(aSlot < kMaxPixelShaderConstantBuffers);
|
|
MOZ_ASSERT(mCanUseConstantBufferOffsetBinding);
|
|
MOZ_ASSERT(mCtx1);
|
|
MOZ_ASSERT(aFirstConstant % 16 == 0);
|
|
|
|
ID3D11Buffer* buffer = aBuffer ? aBuffer->AsD3D11()->GetBuffer() : nullptr;
|
|
mCtx1->PSSetConstantBuffers1(aSlot, 1, &buffer, &aFirstConstant,
|
|
&aNumConstants);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetPrimitiveTopology(MLGPrimitiveTopology aTopology) {
|
|
D3D11_PRIMITIVE_TOPOLOGY topology;
|
|
switch (aTopology) {
|
|
case MLGPrimitiveTopology::TriangleStrip:
|
|
topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
|
|
break;
|
|
case MLGPrimitiveTopology::TriangleList:
|
|
topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
|
break;
|
|
case MLGPrimitiveTopology::UnitQuad:
|
|
SetVertexBuffer(0, mUnitQuadVB, sizeof(float) * 2, 0);
|
|
topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
|
|
break;
|
|
case MLGPrimitiveTopology::UnitTriangle:
|
|
SetVertexBuffer(0, mUnitTriangleVB, sizeof(float) * 3, 0);
|
|
topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unknown topology");
|
|
topology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
|
|
break;
|
|
}
|
|
|
|
mCtx->IASetPrimitiveTopology(topology);
|
|
}
|
|
|
|
RefPtr<MLGBuffer> MLGDeviceD3D11::CreateBuffer(MLGBufferType aType,
|
|
uint32_t aSize, MLGUsage aUsage,
|
|
const void* aInitialData) {
|
|
return MLGBufferD3D11::Create(mDevice, aType, aSize, aUsage, aInitialData);
|
|
}
|
|
|
|
RefPtr<MLGRenderTarget> MLGDeviceD3D11::CreateRenderTarget(
|
|
const gfx::IntSize& aSize, MLGRenderTargetFlags aFlags) {
|
|
RefPtr<MLGRenderTargetD3D11> rt = new MLGRenderTargetD3D11(aSize, aFlags);
|
|
if (!rt->Initialize(mDevice)) {
|
|
return nullptr;
|
|
}
|
|
return rt;
|
|
}
|
|
|
|
void MLGDeviceD3D11::Clear(MLGRenderTarget* aRT,
|
|
const gfx::DeviceColor& aColor) {
|
|
MLGRenderTargetD3D11* rt = aRT->AsD3D11();
|
|
FLOAT rgba[4] = {aColor.r, aColor.g, aColor.b, aColor.a};
|
|
mCtx->ClearRenderTargetView(rt->GetRenderTargetView(), rgba);
|
|
if (ID3D11DepthStencilView* dsv = rt->GetDSV()) {
|
|
mCtx->ClearDepthStencilView(dsv, D3D11_CLEAR_DEPTH, 1.0, 0);
|
|
}
|
|
}
|
|
|
|
void MLGDeviceD3D11::ClearDepthBuffer(MLGRenderTarget* aRT) {
|
|
MLGRenderTargetD3D11* rt = aRT->AsD3D11();
|
|
if (ID3D11DepthStencilView* dsv = rt->GetDSV()) {
|
|
mCtx->ClearDepthStencilView(dsv, D3D11_CLEAR_DEPTH, 1.0, 0);
|
|
}
|
|
}
|
|
|
|
void MLGDeviceD3D11::ClearView(MLGRenderTarget* aRT, const DeviceColor& aColor,
|
|
const IntRect* aRects, size_t aNumRects) {
|
|
MOZ_ASSERT(mCanUseClearView);
|
|
MOZ_ASSERT(mCtx1);
|
|
|
|
MLGRenderTargetD3D11* rt = aRT->AsD3D11();
|
|
FLOAT rgba[4] = {aColor.r, aColor.g, aColor.b, aColor.a};
|
|
|
|
StackArray<D3D11_RECT, 8> rects(aNumRects);
|
|
for (size_t i = 0; i < aNumRects; i++) {
|
|
rects[i] = ToD3D11Rect(aRects[i]);
|
|
}
|
|
|
|
// Batch ClearView calls since too many will crash NVIDIA drivers.
|
|
size_t remaining = aNumRects;
|
|
size_t cursor = 0;
|
|
while (remaining > 0) {
|
|
size_t amount = std::min(remaining, kMaxClearViewRects);
|
|
mCtx1->ClearView(rt->GetRenderTargetView(), rgba, rects.data() + cursor,
|
|
amount);
|
|
|
|
remaining -= amount;
|
|
cursor += amount;
|
|
}
|
|
}
|
|
|
|
void MLGDeviceD3D11::Draw(uint32_t aVertexCount, uint32_t aOffset) {
|
|
mCtx->Draw(aVertexCount, aOffset);
|
|
}
|
|
|
|
void MLGDeviceD3D11::DrawInstanced(uint32_t aVertexCountPerInstance,
|
|
uint32_t aInstanceCount,
|
|
uint32_t aVertexOffset,
|
|
uint32_t aInstanceOffset) {
|
|
mCtx->DrawInstanced(aVertexCountPerInstance, aInstanceCount, aVertexOffset,
|
|
aInstanceOffset);
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetPSTextures(uint32_t aSlot, uint32_t aNumTextures,
|
|
TextureSource* const* aTextures) {
|
|
// TextureSource guarantees that the ID3D11ShaderResourceView will be cached,
|
|
// so we don't hold a RefPtr here.
|
|
StackArray<ID3D11ShaderResourceView*, 3> views(aNumTextures);
|
|
|
|
for (size_t i = 0; i < aNumTextures; i++) {
|
|
views[i] = ResolveTextureSourceForShader(aTextures[i]);
|
|
}
|
|
|
|
mCtx->PSSetShaderResources(aSlot, aNumTextures, views.data());
|
|
}
|
|
|
|
ID3D11ShaderResourceView* MLGDeviceD3D11::ResolveTextureSourceForShader(
|
|
TextureSource* aTexture) {
|
|
if (!aTexture) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (TextureSourceD3D11* source = aTexture->AsSourceD3D11()) {
|
|
ID3D11Texture2D* texture = source->GetD3D11Texture();
|
|
if (!texture) {
|
|
gfxWarning() << "No D3D11 texture present in SetPSTextures";
|
|
return nullptr;
|
|
}
|
|
|
|
MaybeLockTexture(texture);
|
|
return source->GetShaderResourceView();
|
|
}
|
|
|
|
gfxWarning() << "Unknown texture type in SetPSTextures";
|
|
return nullptr;
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetPSTexture(uint32_t aSlot, MLGTexture* aTexture) {
|
|
RefPtr<ID3D11ShaderResourceView> view;
|
|
if (aTexture) {
|
|
MLGTextureD3D11* texture = aTexture->AsD3D11();
|
|
view = texture->GetShaderResourceView();
|
|
}
|
|
|
|
ID3D11ShaderResourceView* viewPtr = view.get();
|
|
mCtx->PSSetShaderResources(aSlot, 1, &viewPtr);
|
|
}
|
|
|
|
void MLGDeviceD3D11::MaybeLockTexture(ID3D11Texture2D* aTexture) {
|
|
RefPtr<IDXGIKeyedMutex> mutex;
|
|
HRESULT hr = aTexture->QueryInterface(__uuidof(IDXGIKeyedMutex),
|
|
(void**)getter_AddRefs(mutex));
|
|
if (FAILED(hr) || !mutex) {
|
|
return;
|
|
}
|
|
|
|
hr = mutex->AcquireSync(0, 10000);
|
|
|
|
if (hr == WAIT_TIMEOUT) {
|
|
gfxDevCrash(LogReason::D3DLockTimeout) << "D3D lock mutex timeout";
|
|
mLockAttemptedTextures.PutEntry(mutex);
|
|
} else if (hr == WAIT_ABANDONED) {
|
|
gfxCriticalNote << "GFX: D3D11 lock mutex abandoned";
|
|
mLockAttemptedTextures.PutEntry(mutex);
|
|
} else if (FAILED(hr)) {
|
|
gfxCriticalNote << "D3D11 lock mutex failed: " << hexa(hr);
|
|
mLockAttemptedTextures.PutEntry(mutex);
|
|
} else {
|
|
mLockedTextures.PutEntry(mutex);
|
|
}
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetPSTexturesNV12(uint32_t aSlot,
|
|
TextureSource* aTexture) {
|
|
MOZ_ASSERT(aTexture->GetFormat() == SurfaceFormat::NV12 ||
|
|
aTexture->GetFormat() == SurfaceFormat::P010 ||
|
|
aTexture->GetFormat() == SurfaceFormat::P016);
|
|
|
|
TextureSourceD3D11* source = aTexture->AsSourceD3D11();
|
|
if (!source) {
|
|
gfxWarning() << "Unknown texture type in SetPSCompoundTexture";
|
|
return;
|
|
}
|
|
|
|
ID3D11Texture2D* texture = source->GetD3D11Texture();
|
|
if (!texture) {
|
|
gfxWarning() << "TextureSourceD3D11 does not have an ID3D11Texture";
|
|
return;
|
|
}
|
|
|
|
MaybeLockTexture(texture);
|
|
|
|
const bool isNV12 = aTexture->GetFormat() == SurfaceFormat::NV12;
|
|
|
|
RefPtr<ID3D11ShaderResourceView> views[2];
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(
|
|
D3D11_SRV_DIMENSION_TEXTURE2D,
|
|
isNV12 ? DXGI_FORMAT_R8_UNORM : DXGI_FORMAT_R16_UNORM);
|
|
|
|
HRESULT hr = mDevice->CreateShaderResourceView(texture, &desc,
|
|
getter_AddRefs(views[0]));
|
|
if (FAILED(hr) || !views[0]) {
|
|
gfxWarning() << "Could not bind an SRV for Y plane of NV12 texture: "
|
|
<< hexa(hr);
|
|
return;
|
|
}
|
|
|
|
desc.Format = isNV12 ? DXGI_FORMAT_R8G8_UNORM : DXGI_FORMAT_R16G16_UNORM;
|
|
hr = mDevice->CreateShaderResourceView(texture, &desc,
|
|
getter_AddRefs(views[1]));
|
|
if (FAILED(hr) || !views[1]) {
|
|
gfxWarning() << "Could not bind an SRV for CbCr plane of NV12 texture: "
|
|
<< hexa(hr);
|
|
return;
|
|
}
|
|
|
|
ID3D11ShaderResourceView* bind[2] = {views[0], views[1]};
|
|
mCtx->PSSetShaderResources(aSlot, 2, bind);
|
|
}
|
|
|
|
bool MLGDeviceD3D11::InitSyncObject() {
|
|
MOZ_ASSERT(!mSyncObject);
|
|
MOZ_ASSERT(mDevice);
|
|
|
|
mSyncObject = SyncObjectHost::CreateSyncObjectHost(mDevice);
|
|
MOZ_ASSERT(mSyncObject);
|
|
|
|
return mSyncObject->Init();
|
|
}
|
|
|
|
void MLGDeviceD3D11::StartDiagnostics(uint32_t aInvalidPixels) {
|
|
mDiagnostics->Start(aInvalidPixels);
|
|
}
|
|
|
|
void MLGDeviceD3D11::EndDiagnostics() { mDiagnostics->End(); }
|
|
|
|
void MLGDeviceD3D11::GetDiagnostics(GPUStats* aStats) {
|
|
mDiagnostics->Query(aStats);
|
|
}
|
|
|
|
bool MLGDeviceD3D11::Synchronize() {
|
|
MOZ_ASSERT(mSyncObject);
|
|
|
|
if (mSyncObject) {
|
|
if (!mSyncObject->Synchronize()) {
|
|
// It's timeout or other error. Handle the device-reset here.
|
|
HandleDeviceReset("SyncObject");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void MLGDeviceD3D11::UnlockAllTextures() {
|
|
for (auto iter = mLockedTextures.Iter(); !iter.Done(); iter.Next()) {
|
|
RefPtr<IDXGIKeyedMutex> mutex = iter.Get()->GetKey();
|
|
mutex->ReleaseSync(0);
|
|
}
|
|
mLockedTextures.Clear();
|
|
mLockAttemptedTextures.Clear();
|
|
}
|
|
|
|
void MLGDeviceD3D11::SetDepthTestMode(MLGDepthTestMode aMode) {
|
|
mCtx->OMSetDepthStencilState(mDepthStencilStates[aMode], 0xffffffff);
|
|
}
|
|
|
|
void MLGDeviceD3D11::InsertPresentWaitQuery() {
|
|
CD3D11_QUERY_DESC desc(D3D11_QUERY_EVENT);
|
|
HRESULT hr =
|
|
mDevice->CreateQuery(&desc, getter_AddRefs(mNextWaitForPresentQuery));
|
|
if (FAILED(hr) || !mNextWaitForPresentQuery) {
|
|
gfxWarning() << "Could not create D3D11_QUERY_EVENT: " << hexa(hr);
|
|
return;
|
|
}
|
|
|
|
mCtx->End(mNextWaitForPresentQuery);
|
|
}
|
|
|
|
void MLGDeviceD3D11::WaitForPreviousPresentQuery() {
|
|
if (mWaitForPresentQuery) {
|
|
BOOL result;
|
|
WaitForFrameGPUQuery(mDevice, mCtx, mWaitForPresentQuery, &result);
|
|
}
|
|
mWaitForPresentQuery = mNextWaitForPresentQuery.forget();
|
|
}
|
|
|
|
void MLGDeviceD3D11::Flush() { mCtx->Flush(); }
|
|
|
|
void MLGDeviceD3D11::EndFrame() {
|
|
// On our Windows 8 x64 machines, we have observed a driver bug related to
|
|
// XXSetConstantBuffers1. It appears binding the same buffer to multiple
|
|
// slots, and potentially leaving slots bound for many frames (as can
|
|
// happen if we bind a high slot, like for blending), can consistently
|
|
// cause shaders to read wrong values much later. It is possible there is
|
|
// a driver bug related to aliasing and partial binding.
|
|
//
|
|
// Configuration: GeForce GT 610 (0x104a), Driver 9.18.13.3523, 3-4-2014,
|
|
// on Windows 8 x64.
|
|
//
|
|
// To alleviate this we unbind all buffers at the end of the frame.
|
|
static ID3D11Buffer* nullBuffers[6] = {
|
|
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
|
|
};
|
|
MOZ_ASSERT(MOZ_ARRAY_LENGTH(nullBuffers) >= kMaxVertexShaderConstantBuffers);
|
|
MOZ_ASSERT(MOZ_ARRAY_LENGTH(nullBuffers) >= kMaxPixelShaderConstantBuffers);
|
|
|
|
mCtx->VSSetConstantBuffers(0, kMaxVertexShaderConstantBuffers, nullBuffers);
|
|
mCtx->VSSetConstantBuffers(0, kMaxPixelShaderConstantBuffers, nullBuffers);
|
|
|
|
MLGDevice::EndFrame();
|
|
}
|
|
|
|
void MLGDeviceD3D11::HandleDeviceReset(const char* aWhere) {
|
|
if (!IsValid()) {
|
|
return;
|
|
}
|
|
|
|
Fail(NS_LITERAL_CSTRING("FEATURE_FAILURE_DEVICE_RESET"), nullptr);
|
|
|
|
gfxCriticalNote << "GFX: D3D11 detected a device reset in " << aWhere;
|
|
if (XRE_IsGPUProcess()) {
|
|
GPUParent::GetSingleton()->NotifyDeviceReset();
|
|
}
|
|
|
|
UnmapSharedBuffers();
|
|
mIsValid = false;
|
|
}
|
|
|
|
RefPtr<MLGTexture> MLGDeviceD3D11::CreateTexture(const gfx::IntSize& aSize,
|
|
gfx::SurfaceFormat aFormat,
|
|
MLGUsage aUsage,
|
|
MLGTextureFlags aFlags) {
|
|
return MLGTextureD3D11::Create(mDevice, aSize, aFormat, aUsage, aFlags);
|
|
}
|
|
|
|
RefPtr<MLGTexture> MLGDeviceD3D11::CreateTexture(TextureSource* aSource) {
|
|
TextureSourceD3D11* source = aSource->AsSourceD3D11();
|
|
if (!source) {
|
|
gfxWarning() << "Attempted to wrap a non-D3D11 texture";
|
|
return nullptr;
|
|
}
|
|
if (!source->GetD3D11Texture()) {
|
|
return nullptr;
|
|
}
|
|
return new MLGTextureD3D11(source->GetD3D11Texture());
|
|
}
|
|
|
|
void MLGDeviceD3D11::CopyTexture(MLGTexture* aDest,
|
|
const gfx::IntPoint& aTarget,
|
|
MLGTexture* aSource,
|
|
const gfx::IntRect& aRect) {
|
|
MLGTextureD3D11* dest = aDest->AsD3D11();
|
|
MLGTextureD3D11* source = aSource->AsD3D11();
|
|
|
|
// We check both the source and destination copy regions, because
|
|
// CopySubresourceRegion is documented as causing a device reset if
|
|
// the operation is out-of-bounds. And it's not lying.
|
|
IntRect sourceBounds(IntPoint(0, 0), aSource->GetSize());
|
|
if (!sourceBounds.Contains(aRect)) {
|
|
gfxWarning() << "Attempt to read out-of-bounds in CopySubresourceRegion: "
|
|
<< Stringify(sourceBounds) << ", " << Stringify(aRect);
|
|
return;
|
|
}
|
|
|
|
IntRect destBounds(IntPoint(0, 0), aDest->GetSize());
|
|
if (!destBounds.Contains(IntRect(aTarget, aRect.Size()))) {
|
|
gfxWarning() << "Attempt to write out-of-bounds in CopySubresourceRegion: "
|
|
<< Stringify(destBounds) << ", " << Stringify(aTarget) << ", "
|
|
<< Stringify(aRect.Size());
|
|
return;
|
|
}
|
|
|
|
D3D11_BOX box = RectToBox(aRect);
|
|
mCtx->CopySubresourceRegion(dest->GetTexture(), 0, aTarget.x, aTarget.y, 0,
|
|
source->GetTexture(), 0, &box);
|
|
}
|
|
|
|
bool MLGDeviceD3D11::VerifyConstantBufferOffsetting() {
|
|
RefPtr<ID3D11VertexShader> vs;
|
|
HRESULT hr = mDevice->CreateVertexShader(sTestConstantBuffersVS.mData,
|
|
sTestConstantBuffersVS.mLength,
|
|
nullptr, getter_AddRefs(vs));
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "Failed creating vertex shader for buffer test: "
|
|
<< hexa(hr);
|
|
return false;
|
|
}
|
|
|
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {{"POSITION", 0,
|
|
DXGI_FORMAT_R32G32_FLOAT, 0, 0,
|
|
D3D11_INPUT_PER_VERTEX_DATA, 0}};
|
|
|
|
RefPtr<ID3D11InputLayout> layout;
|
|
hr = mDevice->CreateInputLayout(
|
|
inputDesc, sizeof(inputDesc) / sizeof(inputDesc[0]),
|
|
sTestConstantBuffersVS.mData, sTestConstantBuffersVS.mLength,
|
|
getter_AddRefs(layout));
|
|
if (FAILED(hr)) {
|
|
gfxCriticalNote << "Failed creating input layout for buffer test: "
|
|
<< hexa(hr);
|
|
return false;
|
|
}
|
|
|
|
RefPtr<MLGRenderTarget> rt =
|
|
CreateRenderTarget(IntSize(2, 2), MLGRenderTargetFlags::Default);
|
|
if (!rt) {
|
|
return false;
|
|
}
|
|
|
|
static const size_t kConstantSize = 4 * sizeof(float);
|
|
static const size_t kMinConstants = 16;
|
|
static const size_t kNumBindings = 3;
|
|
|
|
RefPtr<MLGBuffer> buffer = CreateBuffer(
|
|
MLGBufferType::Constant, kConstantSize * kMinConstants * kNumBindings,
|
|
MLGUsage::Dynamic, nullptr);
|
|
if (!buffer) {
|
|
return false;
|
|
}
|
|
|
|
// Populate the buffer. The shader will pick R from buffer 1, G from buffer
|
|
// 2, and B from buffer 3.
|
|
{
|
|
MLGMappedResource map;
|
|
if (!Map(buffer, MLGMapType::WRITE_DISCARD, &map)) {
|
|
return false;
|
|
}
|
|
|
|
*reinterpret_cast<DeviceColor*>(map.mData) =
|
|
DeviceColor(1.0f, 0.2f, 0.3f, 1.0f);
|
|
*reinterpret_cast<DeviceColor*>(map.mData + kConstantSize * kMinConstants) =
|
|
DeviceColor(0.4f, 0.0f, 0.5f, 1.0f);
|
|
*reinterpret_cast<DeviceColor*>(map.mData +
|
|
(kConstantSize * kMinConstants) * 2) =
|
|
DeviceColor(0.6f, 0.7f, 1.0f, 1.0f);
|
|
|
|
Unmap(buffer);
|
|
}
|
|
|
|
Clear(rt, DeviceColor(0.0f, 0.0f, 0.0f, 1.0f));
|
|
SetRenderTarget(rt);
|
|
SetViewport(IntRect(0, 0, 2, 2));
|
|
SetScissorRect(Nothing());
|
|
SetBlendState(MLGBlendState::Over);
|
|
|
|
SetTopology(MLGPrimitiveTopology::UnitQuad);
|
|
SetInputLayout(layout);
|
|
SetVertexShader(vs);
|
|
SetPixelShader(PixelShaderID::ColoredQuad);
|
|
|
|
ID3D11Buffer* buffers[3] = {buffer->AsD3D11()->GetBuffer(),
|
|
buffer->AsD3D11()->GetBuffer(),
|
|
buffer->AsD3D11()->GetBuffer()};
|
|
UINT offsets[3] = {0 * kMinConstants, 1 * kMinConstants, 2 * kMinConstants};
|
|
UINT counts[3] = {kMinConstants, kMinConstants, kMinConstants};
|
|
|
|
mCtx1->VSSetConstantBuffers1(0, 3, buffers, offsets, counts);
|
|
mCtx->Draw(4, 0);
|
|
|
|
// Kill bindings to resources.
|
|
SetRenderTarget(nullptr);
|
|
|
|
ID3D11Buffer* nulls[3] = {nullptr, nullptr, nullptr};
|
|
mCtx->VSSetConstantBuffers(0, 3, nulls);
|
|
|
|
RefPtr<MLGTexture> copy =
|
|
CreateTexture(IntSize(2, 2), SurfaceFormat::B8G8R8A8, MLGUsage::Staging,
|
|
MLGTextureFlags::None);
|
|
if (!copy) {
|
|
return false;
|
|
}
|
|
|
|
CopyTexture(copy, IntPoint(0, 0), rt->GetTexture(), IntRect(0, 0, 2, 2));
|
|
|
|
uint8_t r, g, b, a;
|
|
{
|
|
MLGMappedResource map;
|
|
if (!Map(copy, MLGMapType::READ, &map)) {
|
|
return false;
|
|
}
|
|
r = map.mData[0];
|
|
g = map.mData[1];
|
|
b = map.mData[2];
|
|
a = map.mData[3];
|
|
Unmap(copy);
|
|
}
|
|
|
|
return r == 255 && g == 0 && b == 255 && a == 255;
|
|
}
|
|
|
|
static D3D11_BOX RectToBox(const gfx::IntRect& aRect) {
|
|
D3D11_BOX box;
|
|
box.front = 0;
|
|
box.back = 1;
|
|
box.left = aRect.X();
|
|
box.top = aRect.Y();
|
|
box.right = aRect.XMost();
|
|
box.bottom = aRect.YMost();
|
|
return box;
|
|
}
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|