зеркало из https://github.com/mozilla/gecko-dev.git
203 строки
6.1 KiB
C++
203 строки
6.1 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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#include "D3D9SurfaceImage.h"
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#include "gfx2DGlue.h"
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#include "mozilla/layers/TextureD3D9.h"
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#include "mozilla/gfx/Types.h"
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namespace mozilla {
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namespace layers {
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D3D9SurfaceImage::D3D9SurfaceImage()
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: Image(nullptr, ImageFormat::D3D9_RGB32_TEXTURE)
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, mSize(0, 0)
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{}
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D3D9SurfaceImage::~D3D9SurfaceImage() {}
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HRESULT
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D3D9SurfaceImage::SetData(const Data& aData)
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{
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NS_ENSURE_TRUE(aData.mSurface, E_POINTER);
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HRESULT hr;
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RefPtr<IDirect3DSurface9> surface = aData.mSurface;
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RefPtr<IDirect3DDevice9> device;
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hr = surface->GetDevice(byRef(device));
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NS_ENSURE_TRUE(SUCCEEDED(hr), E_FAIL);
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RefPtr<IDirect3D9> d3d9;
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hr = device->GetDirect3D(byRef(d3d9));
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NS_ENSURE_TRUE(SUCCEEDED(hr), E_FAIL);
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D3DSURFACE_DESC desc;
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surface->GetDesc(&desc);
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// Ensure we can convert the textures format to RGB conversion
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// in StretchRect. Fail if we can't.
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hr = d3d9->CheckDeviceFormatConversion(D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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desc.Format,
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D3DFMT_X8R8G8B8);
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NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
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// DXVA surfaces aren't created sharable, so we need to copy the surface
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// to a sharable texture to that it's accessible to the layer manager's
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// device.
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const nsIntRect& region = aData.mRegion;
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RefPtr<IDirect3DTexture9> texture;
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HANDLE shareHandle = nullptr;
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hr = device->CreateTexture(region.width,
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region.height,
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1,
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D3DUSAGE_RENDERTARGET,
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D3DFMT_X8R8G8B8,
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D3DPOOL_DEFAULT,
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byRef(texture),
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&shareHandle);
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NS_ENSURE_TRUE(SUCCEEDED(hr) && shareHandle, hr);
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// Copy the image onto the texture, preforming YUV -> RGB conversion if necessary.
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RefPtr<IDirect3DSurface9> textureSurface;
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hr = texture->GetSurfaceLevel(0, byRef(textureSurface));
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NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
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// Stash the surface description for later use.
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textureSurface->GetDesc(&mDesc);
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RECT src = { region.x, region.y, region.x+region.width, region.y+region.height };
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hr = device->StretchRect(surface, &src, textureSurface, nullptr, D3DTEXF_NONE);
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NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
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// Flush the draw command now, so that by the time we come to draw this
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// image, we're less likely to need to wait for the draw operation to
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// complete.
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RefPtr<IDirect3DQuery9> query;
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hr = device->CreateQuery(D3DQUERYTYPE_EVENT, byRef(query));
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NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
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hr = query->Issue(D3DISSUE_END);
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NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
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mTexture = texture;
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mShareHandle = shareHandle;
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mSize = gfx::IntSize(region.width, region.height);
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mQuery = query;
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return S_OK;
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}
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void
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D3D9SurfaceImage::EnsureSynchronized()
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{
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if (!mQuery) {
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// Not setup, or already synchronized.
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return;
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}
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int iterations = 0;
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while (iterations < 10 && S_FALSE == mQuery->GetData(nullptr, 0, D3DGETDATA_FLUSH)) {
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Sleep(1);
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iterations++;
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}
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mQuery = nullptr;
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}
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HANDLE
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D3D9SurfaceImage::GetShareHandle()
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{
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// Ensure the image has completed its synchronization,
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// and safe to used by the caller on another device.
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EnsureSynchronized();
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return mShareHandle;
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}
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const D3DSURFACE_DESC&
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D3D9SurfaceImage::GetDesc() const
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{
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return mDesc;
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}
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gfx::IntSize
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D3D9SurfaceImage::GetSize()
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{
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return mSize;
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}
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TextureClient*
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D3D9SurfaceImage::GetTextureClient(CompositableClient* aClient)
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{
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EnsureSynchronized();
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if (!mTextureClient) {
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RefPtr<SharedTextureClientD3D9> textureClient =
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new SharedTextureClientD3D9(gfx::SurfaceFormat::B8G8R8X8, TextureFlags::DEFAULT);
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textureClient->InitWith(mTexture, mShareHandle, mDesc);
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mTextureClient = textureClient;
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}
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return mTextureClient;
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}
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TemporaryRef<gfx::SourceSurface>
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D3D9SurfaceImage::GetAsSourceSurface()
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{
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NS_ENSURE_TRUE(mTexture, nullptr);
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HRESULT hr;
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RefPtr<gfx::DataSourceSurface> surface = gfx::Factory::CreateDataSourceSurface(mSize, gfx::SurfaceFormat::B8G8R8X8);
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if (NS_WARN_IF(!surface)) {
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return nullptr;
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}
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// Ensure that the texture is ready to be used.
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EnsureSynchronized();
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// Readback the texture from GPU memory into system memory, so that
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// we can copy it into the Cairo image. This is expensive.
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RefPtr<IDirect3DSurface9> textureSurface;
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hr = mTexture->GetSurfaceLevel(0, byRef(textureSurface));
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NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);
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RefPtr<IDirect3DDevice9> device;
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hr = mTexture->GetDevice(byRef(device));
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NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);
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RefPtr<IDirect3DSurface9> systemMemorySurface;
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hr = device->CreateOffscreenPlainSurface(mDesc.Width,
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mDesc.Height,
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D3DFMT_X8R8G8B8,
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D3DPOOL_SYSTEMMEM,
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byRef(systemMemorySurface),
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0);
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NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);
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hr = device->GetRenderTargetData(textureSurface, systemMemorySurface);
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NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);
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D3DLOCKED_RECT rect;
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hr = systemMemorySurface->LockRect(&rect, nullptr, 0);
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NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);
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gfx::DataSourceSurface::MappedSurface mappedSurface;
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if (!surface->Map(gfx::DataSourceSurface::WRITE, &mappedSurface)) {
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systemMemorySurface->UnlockRect();
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return nullptr;
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}
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const unsigned char* src = (const unsigned char*)(rect.pBits);
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const unsigned srcPitch = rect.Pitch;
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for (int y = 0; y < mSize.height; y++) {
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memcpy(mappedSurface.mData + mappedSurface.mStride * y,
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(unsigned char*)(src) + srcPitch * y,
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mSize.width * 4);
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}
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systemMemorySurface->UnlockRect();
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surface->Unmap();
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return surface;
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}
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} /* layers */
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} /* mozilla */
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