gecko-dev/gfx/thebes/DeviceManagerDx.cpp

1123 строки
31 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* 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 "DeviceManagerDx.h"
#include "D3D11Checks.h"
#include "gfxConfig.h"
#include "GfxDriverInfo.h"
#include "gfxPrefs.h"
#include "gfxWindowsPlatform.h"
#include "mozilla/D3DMessageUtils.h"
#include "mozilla/Telemetry.h"
#include "mozilla/WindowsVersion.h"
#include "mozilla/gfx/GPUParent.h"
#include "mozilla/gfx/GraphicsMessages.h"
#include "mozilla/gfx/Logging.h"
#include "mozilla/gfx/gfxVars.h"
#include "mozilla/layers/CompositorBridgeChild.h"
#include "mozilla/layers/CompositorThread.h"
#include "mozilla/layers/DeviceAttachmentsD3D11.h"
#include "mozilla/layers/MLGDeviceD3D11.h"
#include "mozilla/layers/PaintThread.h"
#include "nsIGfxInfo.h"
#include "nsString.h"
#include <d3d11.h>
#include <ddraw.h>
#ifdef MOZ_CRASHREPORTER
#include "nsExceptionHandler.h"
#include "nsPrintfCString.h"
#endif
namespace mozilla {
namespace gfx {
using namespace mozilla::widget;
using namespace mozilla::layers;
StaticAutoPtr<DeviceManagerDx> DeviceManagerDx::sInstance;
// We don't have access to the D3D11CreateDevice type in gfxWindowsPlatform.h,
// since it doesn't include d3d11.h, so we use a static here. It should only
// be used within InitializeD3D11.
decltype(D3D11CreateDevice)* sD3D11CreateDeviceFn = nullptr;
// We don't have access to the DirectDrawCreateEx type in gfxWindowsPlatform.h,
// since it doesn't include ddraw.h, so we use a static here. It should only
// be used within InitializeDirectDrawConfig.
decltype(DirectDrawCreateEx)* sDirectDrawCreateExFn = nullptr;
/* static */ void
DeviceManagerDx::Init()
{
sInstance = new DeviceManagerDx();
}
/* static */ void
DeviceManagerDx::Shutdown()
{
sInstance = nullptr;
}
DeviceManagerDx::DeviceManagerDx()
: mDeviceLock("gfxWindowsPlatform.mDeviceLock"),
mCompositorDeviceSupportsVideo(false)
{
// Set up the D3D11 feature levels we can ask for.
if (IsWin8OrLater()) {
mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_1);
}
mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_0);
mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_1);
mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_0);
}
bool
DeviceManagerDx::LoadD3D11()
{
FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
MOZ_ASSERT(d3d11.IsEnabled());
if (sD3D11CreateDeviceFn) {
return true;
}
nsModuleHandle module(LoadLibrarySystem32(L"d3d11.dll"));
if (!module) {
d3d11.SetFailed(FeatureStatus::Unavailable, "Direct3D11 not available on this computer",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_LIB"));
return false;
}
sD3D11CreateDeviceFn =
(decltype(D3D11CreateDevice)*)GetProcAddress(module, "D3D11CreateDevice");
if (!sD3D11CreateDeviceFn) {
// We should just be on Windows Vista or XP in this case.
d3d11.SetFailed(FeatureStatus::Unavailable, "Direct3D11 not available on this computer",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_FUNCPTR"));
return false;
}
mD3D11Module.steal(module);
return true;
}
void
DeviceManagerDx::ReleaseD3D11()
{
MOZ_ASSERT(!mCompositorDevice);
MOZ_ASSERT(!mContentDevice);
MOZ_ASSERT(!mDecoderDevice);
mD3D11Module.reset();
sD3D11CreateDeviceFn = nullptr;
}
static inline bool
ProcessOwnsCompositor()
{
return XRE_GetProcessType() == GeckoProcessType_GPU ||
(XRE_IsParentProcess() && !gfxConfig::IsEnabled(Feature::GPU_PROCESS));
}
bool
DeviceManagerDx::CreateCompositorDevices()
{
MOZ_ASSERT(ProcessOwnsCompositor());
FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
MOZ_ASSERT(d3d11.IsEnabled());
if (int32_t sleepSec = gfxPrefs::Direct3D11SleepOnCreateDevice()) {
printf_stderr("Attach to PID: %d\n", GetCurrentProcessId());
Sleep(sleepSec * 1000);
}
if (!LoadD3D11()) {
return false;
}
CreateCompositorDevice(d3d11);
if (!d3d11.IsEnabled()) {
MOZ_ASSERT(!mCompositorDevice);
ReleaseD3D11();
// Sync Advanced-Layers with D3D11.
if (gfxConfig::IsEnabled(Feature::ADVANCED_LAYERS)) {
gfxConfig::SetFailed(Feature::ADVANCED_LAYERS,
FeatureStatus::Unavailable,
"Requires D3D11",
NS_LITERAL_CSTRING("FEATURE_FAILURE_NO_D3D11"));
}
return false;
}
// We leak these everywhere and we need them our entire runtime anyway, let's
// leak it here as well. We keep the pointer to sD3D11CreateDeviceFn around
// as well for D2D1 and device resets.
mD3D11Module.disown();
MOZ_ASSERT(mCompositorDevice);
if (!d3d11.IsEnabled()) {
return false;
}
PreloadAttachmentsOnCompositorThread();
return true;
}
void
DeviceManagerDx::ImportDeviceInfo(const D3D11DeviceStatus& aDeviceStatus)
{
MOZ_ASSERT(!ProcessOwnsCompositor());
mDeviceStatus = Some(aDeviceStatus);
}
void
DeviceManagerDx::ExportDeviceInfo(D3D11DeviceStatus* aOut)
{
if (mDeviceStatus) {
*aOut = mDeviceStatus.value();
}
}
void
DeviceManagerDx::CreateContentDevices()
{
MOZ_ASSERT(gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING));
if (!LoadD3D11()) {
return;
}
// We should have been assigned a DeviceStatus from the parent process,
// GPU process, or the same process if using in-process compositing.
MOZ_ASSERT(mDeviceStatus);
if (CreateContentDevice() == FeatureStatus::CrashedInHandler) {
DisableD3D11AfterCrash();
}
}
IDXGIAdapter1*
DeviceManagerDx::GetDXGIAdapter()
{
if (mAdapter) {
return mAdapter;
}
nsModuleHandle dxgiModule(LoadLibrarySystem32(L"dxgi.dll"));
decltype(CreateDXGIFactory1)* createDXGIFactory1 = (decltype(CreateDXGIFactory1)*)
GetProcAddress(dxgiModule, "CreateDXGIFactory1");
if (!createDXGIFactory1) {
return nullptr;
}
// Try to use a DXGI 1.1 adapter in order to share resources
// across processes.
RefPtr<IDXGIFactory1> factory1;
HRESULT hr = createDXGIFactory1(__uuidof(IDXGIFactory1),
getter_AddRefs(factory1));
if (FAILED(hr) || !factory1) {
// This seems to happen with some people running the iZ3D driver.
// They won't get acceleration.
return nullptr;
}
if (!mDeviceStatus) {
// If we haven't created a device yet, and have no existing device status,
// then this must be the compositor device. Pick the first adapter we can.
if (FAILED(factory1->EnumAdapters1(0, getter_AddRefs(mAdapter)))) {
return nullptr;
}
} else {
// In the UI and GPU process, we clear mDeviceStatus on device reset, so we
// should never reach here. Furthermore, the UI process does not create
// devices when using a GPU process.
//
// So, this should only ever get called on the content process.
MOZ_ASSERT(XRE_IsContentProcess());
// In the child process, we search for the adapter that matches the parent
// process. The first adapter can be mismatched on dual-GPU systems.
for (UINT index = 0; ; index++) {
RefPtr<IDXGIAdapter1> adapter;
if (FAILED(factory1->EnumAdapters1(index, getter_AddRefs(adapter)))) {
break;
}
const DxgiAdapterDesc& preferred = mDeviceStatus->adapter();
DXGI_ADAPTER_DESC desc;
if (SUCCEEDED(adapter->GetDesc(&desc)) &&
desc.AdapterLuid.HighPart == preferred.AdapterLuid.HighPart &&
desc.AdapterLuid.LowPart == preferred.AdapterLuid.LowPart &&
desc.VendorId == preferred.VendorId &&
desc.DeviceId == preferred.DeviceId)
{
mAdapter = adapter.forget();
break;
}
}
}
if (!mAdapter) {
return nullptr;
}
// We leak this module everywhere, we might as well do so here as well.
dxgiModule.disown();
return mAdapter;
}
bool
DeviceManagerDx::CreateCompositorDeviceHelper(
FeatureState& aD3d11, IDXGIAdapter1* aAdapter, bool aAttemptVideoSupport, RefPtr<ID3D11Device>& aOutDevice)
{
// Check if a failure was injected for testing.
if (gfxPrefs::DeviceFailForTesting()) {
aD3d11.SetFailed(FeatureStatus::Failed, "Direct3D11 device failure simulated by preference",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_SIM"));
return false;
}
// Use D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
// to prevent bug 1092260. IE 11 also uses this flag.
UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS;
if (aAttemptVideoSupport) {
flags |= D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
}
HRESULT hr;
RefPtr<ID3D11Device> device;
if (!CreateDevice(aAdapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) {
if (!aAttemptVideoSupport) {
gfxCriticalError() << "Crash during D3D11 device creation";
aD3d11.SetFailed(FeatureStatus::CrashedInHandler, "Crashed trying to acquire a D3D11 device",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DEVICE1"));
}
return false;
}
if (FAILED(hr) || !device) {
if (!aAttemptVideoSupport) {
aD3d11.SetFailed(FeatureStatus::Failed, "Failed to acquire a D3D11 device",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DEVICE2"));
}
return false;
}
if (!D3D11Checks::DoesDeviceWork()) {
if (!aAttemptVideoSupport) {
aD3d11.SetFailed(FeatureStatus::Broken, "Direct3D11 device was determined to be broken",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_BROKEN"));
}
return false;
}
aOutDevice = device;
return true;
}
// Note that it's enough for us to just use a counter for a unique ID,
// even though the counter isn't synchronized between processes. If we
// start in the GPU process and wind up in the parent process, the
// whole graphics stack is blown away anyway. But just in case, we
// make gpu process IDs negative and parent process IDs positive.
static inline int32_t
GetNextDeviceCounter()
{
static int32_t sDeviceCounter = 0;
return XRE_IsGPUProcess()
? --sDeviceCounter
: ++sDeviceCounter;
}
void
DeviceManagerDx::CreateCompositorDevice(FeatureState& d3d11)
{
if (gfxPrefs::LayersD3D11ForceWARP()) {
CreateWARPCompositorDevice();
return;
}
RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
if (!adapter) {
d3d11.SetFailed(FeatureStatus::Unavailable, "Failed to acquire a DXGI adapter",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DXGI"));
return;
}
if (XRE_IsGPUProcess() && !D3D11Checks::DoesRemotePresentWork(adapter)) {
d3d11.SetFailed(
FeatureStatus::Unavailable,
"DXGI does not support out-of-process presentation",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_REMOTE_PRESENT"));
return;
}
RefPtr<ID3D11Device> device;
if (!CreateCompositorDeviceHelper(d3d11, adapter, true, device)) {
// Try again without video support and record that it failed.
mCompositorDeviceSupportsVideo = false;
if (!CreateCompositorDeviceHelper(d3d11, adapter, false, device)) {
return;
}
} else {
mCompositorDeviceSupportsVideo = true;
}
// Only test this when not using WARP since it can fail and cause
// GetDeviceRemovedReason to return weird values.
bool textureSharingWorks = D3D11Checks::DoesTextureSharingWork(device);
DXGI_ADAPTER_DESC desc;
PodZero(&desc);
adapter->GetDesc(&desc);
if (!textureSharingWorks) {
gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE,
FeatureStatus::Broken,
"Texture sharing doesn't work");
}
if (D3D11Checks::DoesRenderTargetViewNeedRecreating(device)) {
gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE,
FeatureStatus::Broken,
"RenderTargetViews need recreating");
}
if (XRE_IsParentProcess()) {
// It seems like this may only happen when we're using the NVIDIA gpu
D3D11Checks::WarnOnAdapterMismatch(device);
}
uint32_t featureLevel = device->GetFeatureLevel();
{
MutexAutoLock lock(mDeviceLock);
mCompositorDevice = device;
int32_t sequenceNumber = GetNextDeviceCounter();
mDeviceStatus = Some(D3D11DeviceStatus(
false,
textureSharingWorks,
featureLevel,
DxgiAdapterDesc::From(desc),
sequenceNumber));
}
mCompositorDevice->SetExceptionMode(0);
}
bool
DeviceManagerDx::CreateDevice(IDXGIAdapter* aAdapter,
D3D_DRIVER_TYPE aDriverType,
UINT aFlags,
HRESULT& aResOut,
RefPtr<ID3D11Device>& aOutDevice)
{
if (gfxPrefs::Direct3D11EnableDebugLayer() || gfxPrefs::Direct3D11BreakOnError()) {
aFlags |= D3D11_CREATE_DEVICE_DEBUG;
}
MOZ_SEH_TRY {
aResOut = sD3D11CreateDeviceFn(
aAdapter, aDriverType, nullptr,
aFlags,
mFeatureLevels.Elements(), mFeatureLevels.Length(),
D3D11_SDK_VERSION, getter_AddRefs(aOutDevice), nullptr, nullptr);
} MOZ_SEH_EXCEPT (EXCEPTION_EXECUTE_HANDLER) {
return false;
}
if (gfxPrefs::Direct3D11BreakOnError()) {
do {
if (!aOutDevice)
break;
RefPtr<ID3D11Debug> debug;
if (!SUCCEEDED(aOutDevice->QueryInterface(__uuidof(ID3D11Debug), getter_AddRefs(debug))))
break;
RefPtr<ID3D11InfoQueue> infoQueue;
if (!SUCCEEDED(debug->QueryInterface(__uuidof(ID3D11InfoQueue), getter_AddRefs(infoQueue))))
break;
D3D11_INFO_QUEUE_FILTER filter;
PodZero(&filter);
// Disable warnings caused by Advanced Layers that are known and not problematic.
D3D11_MESSAGE_ID blockIDs[] = {
D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL
};
filter.DenyList.NumIDs = MOZ_ARRAY_LENGTH(blockIDs);
filter.DenyList.pIDList = blockIDs;
infoQueue->PushStorageFilter(&filter);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, true);
} while (false);
}
return true;
}
void
DeviceManagerDx::CreateWARPCompositorDevice()
{
ScopedGfxFeatureReporter reporterWARP("D3D11-WARP", gfxPrefs::LayersD3D11ForceWARP());
FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
HRESULT hr;
RefPtr<ID3D11Device> device;
// Use D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
// to prevent bug 1092260. IE 11 also uses this flag.
UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
if (!CreateDevice(nullptr, D3D_DRIVER_TYPE_WARP, flags, hr, device)) {
gfxCriticalError() << "Exception occurred initializing WARP D3D11 device!";
d3d11.SetFailed(FeatureStatus::CrashedInHandler, "Crashed creating a D3D11 WARP device",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_WARP_DEVICE"));
}
if (FAILED(hr) || !device) {
// This should always succeed... in theory.
gfxCriticalError() << "Failed to initialize WARP D3D11 device! " << hexa(hr);
d3d11.SetFailed(FeatureStatus::Failed, "Failed to create a D3D11 WARP device",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_WARP_DEVICE2"));
return;
}
// Only test for texture sharing on Windows 8 since it puts the device into
// an unusable state if used on Windows 7
bool textureSharingWorks = false;
if (IsWin8OrLater()) {
textureSharingWorks = D3D11Checks::DoesTextureSharingWork(device);
}
DxgiAdapterDesc nullAdapter;
PodZero(&nullAdapter);
int featureLevel = device->GetFeatureLevel();
{
MutexAutoLock lock(mDeviceLock);
mCompositorDevice = device;
int32_t sequenceNumber = GetNextDeviceCounter();
mDeviceStatus = Some(D3D11DeviceStatus(
true,
textureSharingWorks,
featureLevel,
nullAdapter,
sequenceNumber));
}
mCompositorDevice->SetExceptionMode(0);
reporterWARP.SetSuccessful();
}
FeatureStatus
DeviceManagerDx::CreateContentDevice()
{
RefPtr<IDXGIAdapter1> adapter;
if (!mDeviceStatus->isWARP()) {
adapter = GetDXGIAdapter();
if (!adapter) {
gfxCriticalNote << "Could not get a DXGI adapter";
return FeatureStatus::Unavailable;
}
}
HRESULT hr;
RefPtr<ID3D11Device> device;
UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
D3D_DRIVER_TYPE type = mDeviceStatus->isWARP()
? D3D_DRIVER_TYPE_WARP
: D3D_DRIVER_TYPE_UNKNOWN;
if (!CreateDevice(adapter, type, flags, hr, device)) {
gfxCriticalNote << "Recovered from crash while creating a D3D11 content device";
gfxWindowsPlatform::RecordContentDeviceFailure(TelemetryDeviceCode::Content);
return FeatureStatus::CrashedInHandler;
}
if (FAILED(hr) || !device) {
gfxCriticalNote << "Failed to create a D3D11 content device: " << hexa(hr);
gfxWindowsPlatform::RecordContentDeviceFailure(TelemetryDeviceCode::Content);
return FeatureStatus::Failed;
}
// InitializeD2D() will abort early if the compositor device did not support
// texture sharing. If we're in the content process, we can't rely on the
// parent device alone: some systems have dual GPUs that are capable of
// binding the parent and child processes to different GPUs. As a safety net,
// we re-check texture sharing against the newly created D3D11 content device.
// If it fails, we won't use Direct2D.
if (XRE_IsContentProcess()) {
if (!D3D11Checks::DoesTextureSharingWork(device)) {
return FeatureStatus::Failed;
}
DebugOnly<bool> ok = ContentAdapterIsParentAdapter(device);
MOZ_ASSERT(ok);
}
{
MutexAutoLock lock(mDeviceLock);
mContentDevice = device;
}
mContentDevice->SetExceptionMode(0);
RefPtr<ID3D10Multithread> multi;
hr = mContentDevice->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
if (SUCCEEDED(hr) && multi) {
multi->SetMultithreadProtected(TRUE);
}
return FeatureStatus::Available;
}
RefPtr<ID3D11Device>
DeviceManagerDx::CreateDecoderDevice()
{
bool isAMD = false;
{
MutexAutoLock lock(mDeviceLock);
if (!mDeviceStatus) {
return nullptr;
}
isAMD = mDeviceStatus->adapter().VendorId == 0x1002;
}
bool reuseDevice = false;
if (gfxPrefs::Direct3D11ReuseDecoderDevice() < 0) {
// Use the default logic, which is to allow reuse of devices on AMD, but create
// separate devices everywhere else.
if (isAMD) {
reuseDevice = true;
}
} else if (gfxPrefs::Direct3D11ReuseDecoderDevice() > 0) {
reuseDevice = true;
}
if (reuseDevice) {
if (mCompositorDevice && mCompositorDeviceSupportsVideo && !mDecoderDevice) {
mDecoderDevice = mCompositorDevice;
RefPtr<ID3D10Multithread> multi;
mDecoderDevice->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
if (multi) {
multi->SetMultithreadProtected(TRUE);
}
}
if (mDecoderDevice) {
RefPtr<ID3D11Device> dev = mDecoderDevice;
return dev.forget();
}
}
if (!sD3D11CreateDeviceFn) {
// We should just be on Windows Vista or XP in this case.
return nullptr;
}
RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
if (!adapter) {
return nullptr;
}
HRESULT hr;
RefPtr<ID3D11Device> device;
UINT flags = D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS |
D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
if (!CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) {
return nullptr;
}
if (FAILED(hr) || !device || !D3D11Checks::DoesDeviceWork()) {
return nullptr;
}
RefPtr<ID3D10Multithread> multi;
device->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi));
if (multi) {
multi->SetMultithreadProtected(TRUE);
}
if (reuseDevice) {
mDecoderDevice = device;
}
return device;
}
RefPtr<MLGDevice>
DeviceManagerDx::GetMLGDevice()
{
MutexAutoLock lock(mDeviceLock);
if (!mMLGDevice) {
MutexAutoUnlock unlock(mDeviceLock);
CreateMLGDevice();
}
return mMLGDevice;
}
static void
DisableAdvancedLayers(FeatureStatus aStatus, const nsCString aMessage, const nsCString& aFailureId)
{
if (!NS_IsMainThread()) {
NS_DispatchToMainThread(NS_NewRunnableFunction("DisableAdvancedLayers",
[aStatus, aMessage, aFailureId] () -> void {
DisableAdvancedLayers(aStatus, aMessage, aFailureId);
}));
return;
}
MOZ_ASSERT(NS_IsMainThread());
FeatureState& al = gfxConfig::GetFeature(Feature::ADVANCED_LAYERS);
if (!al.IsEnabled()) {
return;
}
al.SetFailed(aStatus, aMessage.get(), aFailureId);
FeatureFailure info(aStatus, aMessage, aFailureId);
if (GPUParent* gpu = GPUParent::GetSingleton()) {
gpu->SendUpdateFeature(Feature::ADVANCED_LAYERS, info);
}
if (aFailureId.Length()) {
nsString failureId = NS_ConvertUTF8toUTF16(aFailureId.get());
Telemetry::ScalarAdd(Telemetry::ScalarID::GFX_ADVANCED_LAYERS_FAILURE_ID, failureId, 1);
}
// Notify TelemetryEnvironment.jsm.
if (RefPtr<nsIObserverService> obs = mozilla::services::GetObserverService()) {
obs->NotifyObservers(nullptr, "gfx-features-ready", nullptr);
}
}
void
DeviceManagerDx::CreateMLGDevice()
{
MOZ_ASSERT(layers::CompositorThreadHolder::IsInCompositorThread());
RefPtr<ID3D11Device> d3d11Device = GetCompositorDevice();
if (!d3d11Device) {
DisableAdvancedLayers(FeatureStatus::Unavailable,
NS_LITERAL_CSTRING("Advanced-layers requires a D3D11 device"),
NS_LITERAL_CSTRING("FEATURE_FAILURE_NEED_D3D11_DEVICE"));
return;
}
RefPtr<MLGDeviceD3D11> device = new MLGDeviceD3D11(d3d11Device);
if (!device->Initialize()) {
DisableAdvancedLayers(FeatureStatus::Failed,
device->GetFailureMessage(),
device->GetFailureId());
return;
}
// While the lock was unheld, we should not have created an MLGDevice, since
// this should only be called on the compositor thread.
MutexAutoLock lock(mDeviceLock);
MOZ_ASSERT(!mMLGDevice);
// Only set the MLGDevice if the compositor device is still the same.
// Otherwise we could possibly have a bad MLGDevice if a device reset
// just occurred.
if (mCompositorDevice == d3d11Device) {
mMLGDevice = device;
}
}
void
DeviceManagerDx::ResetDevices()
{
// Flush the paint thread before revoking all these singletons. This
// should ensure that the paint thread doesn't start mixing and matching
// old and new objects together.
if (PaintThread::Get()) {
CompositorBridgeChild* cbc = CompositorBridgeChild::Get();
cbc->FlushAsyncPaints();
}
MutexAutoLock lock(mDeviceLock);
mAdapter = nullptr;
mCompositorAttachments = nullptr;
mMLGDevice = nullptr;
mCompositorDevice = nullptr;
mContentDevice = nullptr;
mDeviceStatus = Nothing();
mDeviceResetReason = Nothing();
Factory::SetDirect3D11Device(nullptr);
}
bool
DeviceManagerDx::MaybeResetAndReacquireDevices()
{
DeviceResetReason resetReason;
if (!HasDeviceReset(&resetReason)) {
return false;
}
if (resetReason != DeviceResetReason::FORCED_RESET) {
Telemetry::Accumulate(Telemetry::DEVICE_RESET_REASON, uint32_t(resetReason));
}
#ifdef MOZ_CRASHREPORTER
nsPrintfCString reasonString("%d", int(resetReason));
CrashReporter::AnnotateCrashReport(
NS_LITERAL_CSTRING("DeviceResetReason"),
reasonString);
#endif
bool createCompositorDevice = !!mCompositorDevice;
bool createContentDevice = !!mContentDevice;
ResetDevices();
if (createCompositorDevice && !CreateCompositorDevices()) {
// Just stop, don't try anything more
return true;
}
if (createContentDevice) {
CreateContentDevices();
}
return true;
}
bool
DeviceManagerDx::ContentAdapterIsParentAdapter(ID3D11Device* device)
{
DXGI_ADAPTER_DESC desc;
if (!D3D11Checks::GetDxgiDesc(device, &desc)) {
gfxCriticalNote << "Could not query device DXGI adapter info";
return false;
}
const DxgiAdapterDesc& preferred = mDeviceStatus->adapter();
if (desc.VendorId != preferred.VendorId ||
desc.DeviceId != preferred.DeviceId ||
desc.SubSysId != preferred.SubSysId ||
desc.AdapterLuid.HighPart != preferred.AdapterLuid.HighPart ||
desc.AdapterLuid.LowPart != preferred.AdapterLuid.LowPart)
{
gfxCriticalNote <<
"VendorIDMismatch P " <<
hexa(preferred.VendorId) << " " <<
hexa(desc.VendorId);
return false;
}
return true;
}
static DeviceResetReason HResultToResetReason(HRESULT hr)
{
switch (hr) {
case DXGI_ERROR_DEVICE_HUNG:
return DeviceResetReason::HUNG;
case DXGI_ERROR_DEVICE_REMOVED:
return DeviceResetReason::REMOVED;
case DXGI_ERROR_DEVICE_RESET:
return DeviceResetReason::RESET;
case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
return DeviceResetReason::DRIVER_ERROR;
case DXGI_ERROR_INVALID_CALL:
return DeviceResetReason::INVALID_CALL;
case E_OUTOFMEMORY:
return DeviceResetReason::OUT_OF_MEMORY;
default:
MOZ_ASSERT(false);
}
return DeviceResetReason::UNKNOWN;
}
bool
DeviceManagerDx::HasDeviceReset(DeviceResetReason* aOutReason)
{
MutexAutoLock lock(mDeviceLock);
if (mDeviceResetReason) {
if (aOutReason) {
*aOutReason = mDeviceResetReason.value();
}
return true;
}
DeviceResetReason reason;
if (GetAnyDeviceRemovedReason(&reason)) {
mDeviceResetReason = Some(reason);
if (aOutReason) {
*aOutReason = reason;
}
return true;
}
return false;
}
static inline bool
DidDeviceReset(const RefPtr<ID3D11Device>& aDevice, DeviceResetReason* aOutReason)
{
if (!aDevice) {
return false;
}
HRESULT hr = aDevice->GetDeviceRemovedReason();
if (hr == S_OK) {
return false;
}
*aOutReason = HResultToResetReason(hr);
return true;
}
bool
DeviceManagerDx::GetAnyDeviceRemovedReason(DeviceResetReason* aOutReason)
{
// Caller must own the lock, since we access devices directly, and can be
// called from any thread.
mDeviceLock.AssertCurrentThreadOwns();
if (DidDeviceReset(mCompositorDevice, aOutReason) ||
DidDeviceReset(mContentDevice, aOutReason))
{
return true;
}
if (XRE_IsParentProcess() &&
NS_IsMainThread() &&
gfxPrefs::DeviceResetForTesting())
{
gfxPrefs::SetDeviceResetForTesting(0);
*aOutReason = DeviceResetReason::FORCED_RESET;
return true;
}
return false;
}
void
DeviceManagerDx::ForceDeviceReset(ForcedDeviceResetReason aReason)
{
Telemetry::Accumulate(Telemetry::FORCED_DEVICE_RESET_REASON, uint32_t(aReason));
{
MutexAutoLock lock(mDeviceLock);
if (!mDeviceResetReason) {
mDeviceResetReason = Some(DeviceResetReason::FORCED_RESET);
}
}
}
void
DeviceManagerDx::DisableD3D11AfterCrash()
{
gfxConfig::Disable(Feature::D3D11_COMPOSITING,
FeatureStatus::CrashedInHandler,
"Crashed while acquiring a Direct3D11 device",
NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_CRASH"));
ResetDevices();
}
RefPtr<ID3D11Device>
DeviceManagerDx::GetCompositorDevice()
{
MutexAutoLock lock(mDeviceLock);
return mCompositorDevice;
}
RefPtr<ID3D11Device>
DeviceManagerDx::GetContentDevice()
{
MutexAutoLock lock(mDeviceLock);
return mContentDevice;
}
unsigned
DeviceManagerDx::GetCompositorFeatureLevel() const
{
if (!mDeviceStatus) {
return 0;
}
return mDeviceStatus->featureLevel();
}
bool
DeviceManagerDx::TextureSharingWorks()
{
MutexAutoLock lock(mDeviceLock);
if (!mDeviceStatus) {
return false;
}
return mDeviceStatus->textureSharingWorks();
}
bool
DeviceManagerDx::CanInitializeKeyedMutexTextures()
{
MutexAutoLock lock(mDeviceLock);
return mDeviceStatus && gfxPrefs::Direct3D11AllowKeyedMutex() &&
gfxVars::AllowD3D11KeyedMutex();
}
bool
DeviceManagerDx::HasCrashyInitData()
{
MutexAutoLock lock(mDeviceLock);
if (!mDeviceStatus) {
return false;
}
return (mDeviceStatus->adapter().VendorId == 0x8086 && !IsWin10OrLater());
}
bool
DeviceManagerDx::CheckRemotePresentSupport()
{
MOZ_ASSERT(XRE_IsParentProcess());
RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
if (!adapter) {
return false;
}
if (!D3D11Checks::DoesRemotePresentWork(adapter)) {
return false;
}
return true;
}
bool
DeviceManagerDx::IsWARP()
{
MutexAutoLock lock(mDeviceLock);
if (!mDeviceStatus) {
return false;
}
return mDeviceStatus->isWARP();
}
void
DeviceManagerDx::InitializeDirectDraw()
{
MOZ_ASSERT(layers::CompositorThreadHolder::IsInCompositorThread());
if (mDirectDraw) {
// Already initialized.
return;
}
FeatureState& ddraw = gfxConfig::GetFeature(Feature::DIRECT_DRAW);
if (!ddraw.IsEnabled()) {
return;
}
// Check if DirectDraw is available on this system.
mDirectDrawDLL.own(LoadLibrarySystem32(L"ddraw.dll"));
if (!mDirectDrawDLL) {
ddraw.SetFailed(FeatureStatus::Unavailable, "DirectDraw not available on this computer",
NS_LITERAL_CSTRING("FEATURE_FAILURE_DDRAW_LIB"));
return;
}
sDirectDrawCreateExFn =
(decltype(DirectDrawCreateEx)*)GetProcAddress(mDirectDrawDLL, "DirectDrawCreateEx");
if (!sDirectDrawCreateExFn) {
ddraw.SetFailed(FeatureStatus::Unavailable, "DirectDraw not available on this computer",
NS_LITERAL_CSTRING("FEATURE_FAILURE_DDRAW_LIB"));
return;
}
HRESULT hr;
MOZ_SEH_TRY {
hr = sDirectDrawCreateExFn(nullptr, getter_AddRefs(mDirectDraw), IID_IDirectDraw7, nullptr);
} MOZ_SEH_EXCEPT(EXCEPTION_EXECUTE_HANDLER) {
ddraw.SetFailed(FeatureStatus::Failed, "Failed to create DirectDraw",
NS_LITERAL_CSTRING("FEATURE_FAILURE_DDRAW_LIB"));
gfxCriticalNote << "DoesCreatingDirectDrawFailed";
return;
}
if (FAILED(hr)) {
ddraw.SetFailed(FeatureStatus::Failed, "Failed to create DirectDraw",
NS_LITERAL_CSTRING("FEATURE_FAILURE_DDRAW_LIB"));
gfxCriticalNote << "DoesCreatingDirectDrawFailed " << hexa(hr);
return;
}
}
IDirectDraw7*
DeviceManagerDx::GetDirectDraw()
{
return mDirectDraw;
}
void
DeviceManagerDx::GetCompositorDevices(RefPtr<ID3D11Device>* aOutDevice,
RefPtr<layers::DeviceAttachmentsD3D11>* aOutAttachments)
{
MOZ_ASSERT(layers::CompositorThreadHolder::IsInCompositorThread());
RefPtr<ID3D11Device> device;
{
MutexAutoLock lock(mDeviceLock);
if (!mCompositorDevice) {
return;
}
if (mCompositorAttachments) {
*aOutDevice = mCompositorDevice;
*aOutAttachments = mCompositorAttachments;
return;
}
// Otherwise, we'll try to create attachments outside the lock.
device = mCompositorDevice;
}
// We save the attachments object even if it fails to initialize, so the
// compositor can grab the failure ID.
RefPtr<layers::DeviceAttachmentsD3D11> attachments =
layers::DeviceAttachmentsD3D11::Create(device);
{
MutexAutoLock lock(mDeviceLock);
if (device != mCompositorDevice) {
return;
}
mCompositorAttachments = attachments;
}
*aOutDevice = device;
*aOutAttachments = attachments;
}
/* static */ void
DeviceManagerDx::PreloadAttachmentsOnCompositorThread()
{
MessageLoop* loop = layers::CompositorThreadHolder::Loop();
if (!loop) {
return;
}
bool enableAL = gfxConfig::IsEnabled(Feature::ADVANCED_LAYERS);
RefPtr<Runnable> task = NS_NewRunnableFunction("DeviceManagerDx::PreloadAttachmentsOnCompositorThread",
[enableAL]() -> void {
if (DeviceManagerDx* dm = DeviceManagerDx::Get()) {
if (enableAL) {
dm->GetMLGDevice();
} else {
RefPtr<ID3D11Device> device;
RefPtr<layers::DeviceAttachmentsD3D11> attachments;
dm->GetCompositorDevices(&device, &attachments);
}
}
});
loop->PostTask(task.forget());
}
} // namespace gfx
} // namespace mozilla