зеркало из https://github.com/mozilla/gecko-dev.git
178 строки
6.0 KiB
C++
178 строки
6.0 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_GFX_COMPOSITORD3D9_H
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#define MOZILLA_GFX_COMPOSITORD3D9_H
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#include "mozilla/gfx/2D.h"
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#include "mozilla/layers/Compositor.h"
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#include "mozilla/layers/TextureD3D9.h"
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#include "DeviceManagerD3D9.h"
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class nsWidget;
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namespace mozilla {
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namespace layers {
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class CompositorD3D9 : public Compositor
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{
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public:
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CompositorD3D9(PCompositorParent* aParent, nsIWidget *aWidget);
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~CompositorD3D9();
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virtual bool Initialize() MOZ_OVERRIDE;
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virtual void Destroy() MOZ_OVERRIDE {}
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virtual TextureFactoryIdentifier
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GetTextureFactoryIdentifier() MOZ_OVERRIDE;
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virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) MOZ_OVERRIDE;
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virtual int32_t GetMaxTextureSize() const MOZ_FINAL;
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virtual void SetTargetContext(gfx::DrawTarget *aTarget) MOZ_OVERRIDE
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{
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mTarget = aTarget;
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}
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virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) MOZ_OVERRIDE {}
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virtual TemporaryRef<CompositingRenderTarget>
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CreateRenderTarget(const gfx::IntRect &aRect,
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SurfaceInitMode aInit) MOZ_OVERRIDE;
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virtual TemporaryRef<CompositingRenderTarget>
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CreateRenderTargetFromSource(const gfx::IntRect &aRect,
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const CompositingRenderTarget *aSource,
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const gfx::IntPoint &aSourcePoint) MOZ_OVERRIDE;
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virtual void SetRenderTarget(CompositingRenderTarget *aSurface);
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virtual CompositingRenderTarget* GetCurrentRenderTarget() MOZ_OVERRIDE
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{
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return mCurrentRT;
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}
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virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) MOZ_OVERRIDE {}
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virtual void DrawQuad(const gfx::Rect &aRect,
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const gfx::Rect &aClipRect,
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const EffectChain &aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4 &aTransform) MOZ_OVERRIDE;
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virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
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const gfx::Rect *aClipRectIn,
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const gfx::Matrix& aTransform,
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const gfx::Rect& aRenderBounds,
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gfx::Rect *aClipRectOut = nullptr,
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gfx::Rect *aRenderBoundsOut = nullptr) MOZ_OVERRIDE;
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virtual void EndFrame() MOZ_OVERRIDE;
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virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) MOZ_OVERRIDE {}
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virtual void AbortFrame() MOZ_OVERRIDE {}
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virtual void PrepareViewport(const gfx::IntSize& aSize,
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const gfxMatrix& aWorldTransform) MOZ_OVERRIDE;
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virtual bool SupportsPartialTextureUpdate() MOZ_OVERRIDE{ return true; }
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#ifdef MOZ_DUMP_PAINTING
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virtual const char* Name() const MOZ_OVERRIDE { return "Direct3D9"; }
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#endif
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virtual void NotifyLayersTransaction() MOZ_OVERRIDE {}
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virtual nsIWidget* GetWidget() const MOZ_OVERRIDE { return mWidget; }
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IDirect3DDevice9* device() const
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{
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return mDeviceManager
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? mDeviceManager->device()
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: nullptr;
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}
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/**
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* Returns true if the Compositor is ready to go.
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* D3D9 devices can be awkward and there is a bunch of logic around
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* resetting/recreating devices and swap chains. That is handled by this method.
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* If we don't have a device and swap chain ready for rendering, we will return
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* false and if necessary destroy the device and/or swap chain. We will also
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* schedule another composite so we get another go at rendering, thus we shouldn't
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* miss a composite due to re-creating a device.
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*/
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virtual bool Ready() MOZ_OVERRIDE;
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/**
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* Declare an offset to use when rendering layers. This will be ignored when
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* rendering to a target instead of the screen.
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*/
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virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) MOZ_OVERRIDE
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{
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if (aOffset.x || aOffset.y) {
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NS_RUNTIMEABORT("SetScreenRenderOffset not supported by CompositorD3D9.");
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}
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// If the offset is 0, 0 that's okay.
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}
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virtual TemporaryRef<DataTextureSource>
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CreateDataTextureSource(TextureFlags aFlags = 0) MOZ_OVERRIDE;
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private:
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// ensure mSize is up to date with respect to mWidget
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void EnsureSize();
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void SetSamplerForFilter(gfx::Filter aFilter);
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void PaintToTarget();
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void SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture);
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/**
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* Ensure we have a swap chain and it is ready for rendering.
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* Requires mDeviceManger to be non-null.
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* Returns true if we have a working swap chain; false otherwise.
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* If we cannot create or validate the swap chain due to a bad device manager,
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* then the device will be destroyed and set mDeviceManager to null. We will
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* schedule another composite if it is a good idea to try again or we need to
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* recreate the device.
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*/
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bool EnsureSwapChain();
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/**
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* DeviceManagerD3D9 keeps a count of the number of times its device is
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* reset or recreated. We keep a parallel count (mDeviceResetCount). It
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* is possible that we miss a reset if it is 'caused' by another
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* compositor (for another window). In which case we need to invalidate
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* everything and render it all. This method checks the reset counts
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* match and if not invalidates everything (a long comment on that in
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* the cpp file).
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*/
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void CheckResetCount();
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void ReportFailure(const nsACString &aMsg, HRESULT aCode);
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/* Device manager instance for this compositor */
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nsRefPtr<DeviceManagerD3D9> mDeviceManager;
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/* Swap chain associated with this compositor */
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nsRefPtr<SwapChainD3D9> mSwapChain;
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/* Widget associated with this layer manager */
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nsIWidget *mWidget;
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/*
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* Context target, nullptr when drawing directly to our swap chain.
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*/
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RefPtr<gfx::DrawTarget> mTarget;
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RefPtr<CompositingRenderTargetD3D9> mDefaultRT;
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RefPtr<CompositingRenderTargetD3D9> mCurrentRT;
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nsIntSize mSize;
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uint32_t mDeviceResetCount;
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};
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}
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}
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#endif
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