зеркало из https://github.com/mozilla/gecko-dev.git
1186 строки
33 KiB
C++
1186 строки
33 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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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 "DeviceManagerDx.h"
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#include "D3D11Checks.h"
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#include "gfxConfig.h"
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#include "GfxDriverInfo.h"
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#include "gfxPrefs.h"
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#include "gfxWindowsPlatform.h"
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#include "mozilla/D3DMessageUtils.h"
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#include "mozilla/Telemetry.h"
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#include "mozilla/WindowsVersion.h"
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#include "mozilla/gfx/GPUParent.h"
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#include "mozilla/gfx/GraphicsMessages.h"
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#include "mozilla/gfx/Logging.h"
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#include "mozilla/gfx/gfxVars.h"
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#include "mozilla/layers/CompositorBridgeChild.h"
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#include "mozilla/layers/CompositorThread.h"
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#include "mozilla/layers/DeviceAttachmentsD3D11.h"
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#include "mozilla/layers/MLGDeviceD3D11.h"
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#include "mozilla/layers/PaintThread.h"
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#include "nsExceptionHandler.h"
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#include "nsIGfxInfo.h"
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#include "nsPrintfCString.h"
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#include "nsString.h"
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#include <d3d11.h>
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#include <ddraw.h>
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namespace mozilla {
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namespace gfx {
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using namespace mozilla::widget;
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using namespace mozilla::layers;
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StaticAutoPtr<DeviceManagerDx> DeviceManagerDx::sInstance;
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// We don't have access to the D3D11CreateDevice type in gfxWindowsPlatform.h,
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// since it doesn't include d3d11.h, so we use a static here. It should only
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// be used within InitializeD3D11.
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decltype(D3D11CreateDevice)* sD3D11CreateDeviceFn = nullptr;
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// We don't have access to the DirectDrawCreateEx type in gfxWindowsPlatform.h,
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// since it doesn't include ddraw.h, so we use a static here. It should only
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// be used within InitializeDirectDrawConfig.
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decltype(DirectDrawCreateEx)* sDirectDrawCreateExFn = nullptr;
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/* static */ void
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DeviceManagerDx::Init()
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{
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sInstance = new DeviceManagerDx();
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}
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/* static */ void
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DeviceManagerDx::Shutdown()
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{
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sInstance = nullptr;
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}
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DeviceManagerDx::DeviceManagerDx()
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: mDeviceLock("gfxWindowsPlatform.mDeviceLock"),
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mCompositorDeviceSupportsVideo(false)
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{
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// Set up the D3D11 feature levels we can ask for.
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if (IsWin8OrLater()) {
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mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_1);
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}
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mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_0);
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mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_1);
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mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_0);
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}
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bool
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DeviceManagerDx::LoadD3D11()
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{
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FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
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MOZ_ASSERT(d3d11.IsEnabled());
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if (sD3D11CreateDeviceFn) {
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return true;
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}
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nsModuleHandle module(LoadLibrarySystem32(L"d3d11.dll"));
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if (!module) {
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d3d11.SetFailed(FeatureStatus::Unavailable, "Direct3D11 not available on this computer",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_LIB"));
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return false;
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}
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sD3D11CreateDeviceFn =
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(decltype(D3D11CreateDevice)*)GetProcAddress(module, "D3D11CreateDevice");
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if (!sD3D11CreateDeviceFn) {
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// We should just be on Windows Vista or XP in this case.
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d3d11.SetFailed(FeatureStatus::Unavailable, "Direct3D11 not available on this computer",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_FUNCPTR"));
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return false;
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}
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mD3D11Module.steal(module);
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return true;
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}
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void
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DeviceManagerDx::ReleaseD3D11()
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{
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MOZ_ASSERT(!mCompositorDevice);
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MOZ_ASSERT(!mContentDevice);
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MOZ_ASSERT(!mVRDevice);
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MOZ_ASSERT(!mDecoderDevice);
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mD3D11Module.reset();
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sD3D11CreateDeviceFn = nullptr;
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}
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static inline bool
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ProcessOwnsCompositor()
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{
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return XRE_GetProcessType() == GeckoProcessType_GPU ||
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(XRE_IsParentProcess() && !gfxConfig::IsEnabled(Feature::GPU_PROCESS));
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}
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bool
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DeviceManagerDx::CreateCompositorDevices()
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{
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MOZ_ASSERT(ProcessOwnsCompositor());
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FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING);
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MOZ_ASSERT(d3d11.IsEnabled());
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if (int32_t sleepSec = gfxPrefs::Direct3D11SleepOnCreateDevice()) {
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printf_stderr("Attach to PID: %d\n", GetCurrentProcessId());
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Sleep(sleepSec * 1000);
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}
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if (!LoadD3D11()) {
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return false;
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}
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CreateCompositorDevice(d3d11);
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if (!d3d11.IsEnabled()) {
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MOZ_ASSERT(!mCompositorDevice);
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ReleaseD3D11();
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// Sync Advanced-Layers with D3D11.
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if (gfxConfig::IsEnabled(Feature::ADVANCED_LAYERS)) {
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gfxConfig::SetFailed(Feature::ADVANCED_LAYERS,
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FeatureStatus::Unavailable,
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"Requires D3D11",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_NO_D3D11"));
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}
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return false;
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}
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// We leak these everywhere and we need them our entire runtime anyway, let's
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// leak it here as well. We keep the pointer to sD3D11CreateDeviceFn around
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// as well for D2D1 and device resets.
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mD3D11Module.disown();
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MOZ_ASSERT(mCompositorDevice);
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if (!d3d11.IsEnabled()) {
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return false;
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}
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PreloadAttachmentsOnCompositorThread();
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return true;
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}
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bool
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DeviceManagerDx::CreateVRDevice()
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{
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MOZ_ASSERT(ProcessOwnsCompositor());
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if (mVRDevice) {
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return true;
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}
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if (!gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) {
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NS_WARNING("Direct3D11 Compositing required for VR");
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return false;
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}
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if (!LoadD3D11()) {
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return false;
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}
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RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
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if (!adapter) {
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NS_WARNING("Failed to acquire a DXGI adapter for VR");
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return false;
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}
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UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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HRESULT hr;
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if (!CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, mVRDevice)) {
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gfxCriticalError() << "Crash during D3D11 device creation for VR";
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return false;
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}
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if (FAILED(hr) || !mVRDevice) {
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NS_WARNING("Failed to acquire a D3D11 device for VR");
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return false;
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}
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return true;
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}
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void
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DeviceManagerDx::ImportDeviceInfo(const D3D11DeviceStatus& aDeviceStatus)
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{
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MOZ_ASSERT(!ProcessOwnsCompositor());
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mDeviceStatus = Some(aDeviceStatus);
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}
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void
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DeviceManagerDx::ExportDeviceInfo(D3D11DeviceStatus* aOut)
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{
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if (mDeviceStatus) {
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*aOut = mDeviceStatus.value();
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}
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}
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void
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DeviceManagerDx::CreateContentDevices()
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{
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MOZ_ASSERT(gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING));
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if (!LoadD3D11()) {
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return;
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}
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// We should have been assigned a DeviceStatus from the parent process,
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// GPU process, or the same process if using in-process compositing.
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MOZ_ASSERT(mDeviceStatus);
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if (CreateContentDevice() == FeatureStatus::CrashedInHandler) {
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DisableD3D11AfterCrash();
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}
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}
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IDXGIAdapter1*
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DeviceManagerDx::GetDXGIAdapter()
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{
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if (mAdapter) {
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return mAdapter;
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}
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nsModuleHandle dxgiModule(LoadLibrarySystem32(L"dxgi.dll"));
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decltype(CreateDXGIFactory1)* createDXGIFactory1 = (decltype(CreateDXGIFactory1)*)
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GetProcAddress(dxgiModule, "CreateDXGIFactory1");
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if (!createDXGIFactory1) {
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return nullptr;
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}
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// Try to use a DXGI 1.1 adapter in order to share resources
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// across processes.
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RefPtr<IDXGIFactory1> factory1;
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HRESULT hr = createDXGIFactory1(__uuidof(IDXGIFactory1),
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getter_AddRefs(factory1));
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if (FAILED(hr) || !factory1) {
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// This seems to happen with some people running the iZ3D driver.
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// They won't get acceleration.
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return nullptr;
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}
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if (!mDeviceStatus) {
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// If we haven't created a device yet, and have no existing device status,
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// then this must be the compositor device. Pick the first adapter we can.
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if (FAILED(factory1->EnumAdapters1(0, getter_AddRefs(mAdapter)))) {
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return nullptr;
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}
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} else {
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// In the UI and GPU process, we clear mDeviceStatus on device reset, so we
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// should never reach here. Furthermore, the UI process does not create
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// devices when using a GPU process.
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//
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// So, this should only ever get called on the content process.
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MOZ_ASSERT(XRE_IsContentProcess());
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// In the child process, we search for the adapter that matches the parent
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// process. The first adapter can be mismatched on dual-GPU systems.
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for (UINT index = 0; ; index++) {
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RefPtr<IDXGIAdapter1> adapter;
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if (FAILED(factory1->EnumAdapters1(index, getter_AddRefs(adapter)))) {
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break;
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}
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const DxgiAdapterDesc& preferred = mDeviceStatus->adapter();
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DXGI_ADAPTER_DESC desc;
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if (SUCCEEDED(adapter->GetDesc(&desc)) &&
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desc.AdapterLuid.HighPart == preferred.AdapterLuid.HighPart &&
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desc.AdapterLuid.LowPart == preferred.AdapterLuid.LowPart &&
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desc.VendorId == preferred.VendorId &&
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desc.DeviceId == preferred.DeviceId)
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{
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mAdapter = adapter.forget();
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break;
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}
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}
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}
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if (!mAdapter) {
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return nullptr;
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}
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// We leak this module everywhere, we might as well do so here as well.
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dxgiModule.disown();
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return mAdapter;
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}
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bool
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DeviceManagerDx::CreateCompositorDeviceHelper(
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FeatureState& aD3d11, IDXGIAdapter1* aAdapter, bool aAttemptVideoSupport, RefPtr<ID3D11Device>& aOutDevice)
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{
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// Check if a failure was injected for testing.
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if (gfxPrefs::DeviceFailForTesting()) {
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aD3d11.SetFailed(FeatureStatus::Failed, "Direct3D11 device failure simulated by preference",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_SIM"));
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return false;
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}
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// Use D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
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// to prevent bug 1092260. IE 11 also uses this flag.
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UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS;
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if (aAttemptVideoSupport) {
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flags |= D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
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}
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HRESULT hr;
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RefPtr<ID3D11Device> device;
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if (!CreateDevice(aAdapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) {
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if (!aAttemptVideoSupport) {
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gfxCriticalError() << "Crash during D3D11 device creation";
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aD3d11.SetFailed(FeatureStatus::CrashedInHandler, "Crashed trying to acquire a D3D11 device",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DEVICE1"));
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}
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return false;
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}
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if (FAILED(hr) || !device) {
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if (!aAttemptVideoSupport) {
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aD3d11.SetFailed(FeatureStatus::Failed, "Failed to acquire a D3D11 device",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DEVICE2"));
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}
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return false;
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}
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if (!D3D11Checks::DoesDeviceWork()) {
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if (!aAttemptVideoSupport) {
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aD3d11.SetFailed(FeatureStatus::Broken, "Direct3D11 device was determined to be broken",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_BROKEN"));
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}
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return false;
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}
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aOutDevice = device;
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return true;
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}
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// Note that it's enough for us to just use a counter for a unique ID,
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// even though the counter isn't synchronized between processes. If we
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// start in the GPU process and wind up in the parent process, the
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// whole graphics stack is blown away anyway. But just in case, we
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// make gpu process IDs negative and parent process IDs positive.
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static inline int32_t
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GetNextDeviceCounter()
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{
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static int32_t sDeviceCounter = 0;
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return XRE_IsGPUProcess()
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? --sDeviceCounter
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: ++sDeviceCounter;
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}
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void
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DeviceManagerDx::CreateCompositorDevice(FeatureState& d3d11)
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{
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if (gfxPrefs::LayersD3D11ForceWARP()) {
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CreateWARPCompositorDevice();
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return;
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}
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RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter();
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if (!adapter) {
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d3d11.SetFailed(FeatureStatus::Unavailable, "Failed to acquire a DXGI adapter",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_DXGI"));
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return;
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}
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if (XRE_IsGPUProcess() && !D3D11Checks::DoesRemotePresentWork(adapter)) {
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d3d11.SetFailed(
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FeatureStatus::Unavailable,
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"DXGI does not support out-of-process presentation",
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NS_LITERAL_CSTRING("FEATURE_FAILURE_D3D11_REMOTE_PRESENT"));
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return;
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}
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RefPtr<ID3D11Device> device;
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if (!CreateCompositorDeviceHelper(d3d11, adapter, true, device)) {
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// Try again without video support and record that it failed.
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mCompositorDeviceSupportsVideo = false;
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if (!CreateCompositorDeviceHelper(d3d11, adapter, false, device)) {
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return;
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}
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} else {
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mCompositorDeviceSupportsVideo = true;
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}
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// Only test this when not using WARP since it can fail and cause
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// GetDeviceRemovedReason to return weird values.
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bool textureSharingWorks = D3D11Checks::DoesTextureSharingWork(device);
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DXGI_ADAPTER_DESC desc;
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PodZero(&desc);
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adapter->GetDesc(&desc);
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if (!textureSharingWorks) {
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gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE,
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FeatureStatus::Broken,
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"Texture sharing doesn't work");
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}
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if (D3D11Checks::DoesRenderTargetViewNeedRecreating(device)) {
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gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE,
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FeatureStatus::Broken,
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"RenderTargetViews need recreating");
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}
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if (XRE_IsParentProcess()) {
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// It seems like this may only happen when we're using the NVIDIA gpu
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D3D11Checks::WarnOnAdapterMismatch(device);
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}
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uint32_t featureLevel = device->GetFeatureLevel();
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bool useNV12 = D3D11Checks::DoesNV12Work(device);
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{
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MutexAutoLock lock(mDeviceLock);
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mCompositorDevice = device;
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int32_t sequenceNumber = GetNextDeviceCounter();
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mDeviceStatus = Some(D3D11DeviceStatus(
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false,
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textureSharingWorks,
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featureLevel,
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DxgiAdapterDesc::From(desc),
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sequenceNumber,
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useNV12));
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}
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mCompositorDevice->SetExceptionMode(0);
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}
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bool
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DeviceManagerDx::CreateDevice(IDXGIAdapter* aAdapter,
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D3D_DRIVER_TYPE aDriverType,
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UINT aFlags,
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HRESULT& aResOut,
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RefPtr<ID3D11Device>& aOutDevice)
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{
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if (gfxPrefs::Direct3D11EnableDebugLayer() || gfxPrefs::Direct3D11BreakOnError()) {
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aFlags |= D3D11_CREATE_DEVICE_DEBUG;
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}
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MOZ_SEH_TRY {
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aResOut = sD3D11CreateDeviceFn(
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aAdapter, aDriverType, nullptr,
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aFlags,
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mFeatureLevels.Elements(), mFeatureLevels.Length(),
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D3D11_SDK_VERSION, getter_AddRefs(aOutDevice), nullptr, nullptr);
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} MOZ_SEH_EXCEPT (EXCEPTION_EXECUTE_HANDLER) {
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return false;
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}
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if (gfxPrefs::Direct3D11BreakOnError()) {
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do {
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if (!aOutDevice)
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break;
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RefPtr<ID3D11Debug> debug;
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if (!SUCCEEDED(aOutDevice->QueryInterface(__uuidof(ID3D11Debug), getter_AddRefs(debug))))
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break;
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RefPtr<ID3D11InfoQueue> infoQueue;
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if (!SUCCEEDED(debug->QueryInterface(__uuidof(ID3D11InfoQueue), getter_AddRefs(infoQueue))))
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break;
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D3D11_INFO_QUEUE_FILTER filter;
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PodZero(&filter);
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// Disable warnings caused by Advanced Layers that are known and not problematic.
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D3D11_MESSAGE_ID blockIDs[] = {
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D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL
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};
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filter.DenyList.NumIDs = MOZ_ARRAY_LENGTH(blockIDs);
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filter.DenyList.pIDList = blockIDs;
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infoQueue->PushStorageFilter(&filter);
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infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
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infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
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infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, true);
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|
} 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();
|
|
|
|
bool useNV12 = D3D11Checks::DoesNV12Work(device);
|
|
{
|
|
MutexAutoLock lock(mDeviceLock);
|
|
mCompositorDevice = device;
|
|
|
|
int32_t sequenceNumber = GetNextDeviceCounter();
|
|
mDeviceStatus = Some(D3D11DeviceStatus(
|
|
true,
|
|
textureSharingWorks,
|
|
featureLevel,
|
|
nullAdapter,
|
|
sequenceNumber,
|
|
useNV12));
|
|
}
|
|
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()) {
|
|
Unused << 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();
|
|
if (cbc) {
|
|
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));
|
|
}
|
|
|
|
nsPrintfCString reasonString("%d", int(resetReason));
|
|
CrashReporter::AnnotateCrashReport(
|
|
NS_LITERAL_CSTRING("DeviceResetReason"),
|
|
reasonString);
|
|
|
|
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;
|
|
}
|
|
|
|
RefPtr<ID3D11Device>
|
|
DeviceManagerDx::GetVRDevice()
|
|
{
|
|
MutexAutoLock lock(mDeviceLock);
|
|
if (!mVRDevice) {
|
|
CreateVRDevice();
|
|
}
|
|
return mVRDevice;
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
bool
|
|
DeviceManagerDx::CanUseNV12()
|
|
{
|
|
MutexAutoLock lock(mDeviceLock);
|
|
if (!mDeviceStatus) {
|
|
return false;
|
|
}
|
|
return mDeviceStatus->useNV12();
|
|
}
|
|
|
|
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
|