gecko-dev/gfx/layers/d3d11/CompositorD3D11.h

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_GFX_COMPOSITORD3D11_H
#define MOZILLA_GFX_COMPOSITORD3D11_H
#include "mozilla/gfx/2D.h"
#include "gfx2DGlue.h"
#include "mozilla/layers/Compositor.h"
#include "TextureD3D11.h"
#include <d3d11.h>
#include <dxgi1_2.h>
#include "ShaderDefinitionsD3D11.h"
class nsWidget;
namespace mozilla {
namespace layers {
#define LOGD3D11(param)
class DeviceAttachmentsD3D11;
class DiagnosticsD3D11;
class CompositorD3D11 : public Compositor
{
public:
CompositorD3D11(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget);
~CompositorD3D11();
virtual CompositorD3D11* AsCompositorD3D11() override { return this; }
virtual bool Initialize(nsCString* const out_failureReason) override;
virtual TextureFactoryIdentifier
GetTextureFactoryIdentifier() override;
virtual already_AddRefed<DataTextureSource>
CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
virtual bool CanUseCanvasLayerForSize(const gfx::IntSize& aSize) override;
int32_t GetMaxTextureSize() const final;
virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override {}
virtual already_AddRefed<CompositingRenderTarget>
CreateRenderTarget(const gfx::IntRect &aRect,
SurfaceInitMode aInit) override;
virtual already_AddRefed<CompositingRenderTarget>
CreateRenderTargetFromSource(const gfx::IntRect& aRect,
const CompositingRenderTarget* aSource,
const gfx::IntPoint& aSourcePoint) override;
virtual void SetRenderTarget(CompositingRenderTarget* aSurface) override;
virtual CompositingRenderTarget* GetCurrentRenderTarget() const override
{
return mCurrentRT;
}
virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override {}
/**
* Declare an offset to use when rendering layers. This will be ignored when
* rendering to a target instead of the screen.
*/
virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override
{
if (aOffset.x || aOffset.y) {
MOZ_CRASH("SetScreenRenderOffset not supported by CompositorD3D11.");
}
// If the offset is 0, 0 that's okay.
}
virtual void ClearRect(const gfx::Rect& aRect) override;
virtual void DrawQuad(const gfx::Rect &aRect,
const gfx::IntRect &aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) override;
/**
* Start a new frame. If aClipRectIn is null, sets *aClipRectOut to the
* screen dimensions.
*/
virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
const gfx::IntRect *aClipRectIn,
const gfx::IntRect& aRenderBounds,
const nsIntRegion& aOpaqueRegion,
gfx::IntRect *aClipRectOut = nullptr,
gfx::IntRect *aRenderBoundsOut = nullptr) override;
void NormalDrawingDone() override;
/**
* Flush the current frame to the screen.
*/
virtual void EndFrame() override;
virtual void CancelFrame(bool aNeedFlush = true) override;
/**
* Setup the viewport and projection matrix for rendering
* to a window of the given dimensions.
*/
virtual void PrepareViewport(const gfx::IntSize& aSize);
virtual void PrepareViewport(const gfx::IntSize& aSize, const gfx::Matrix4x4& aProjection,
float aZNear, float aZFar);
virtual bool SupportsPartialTextureUpdate() override { return true; }
virtual bool SupportsLayerGeometry() const override;
#ifdef MOZ_DUMP_PAINTING
virtual const char* Name() const override { return "Direct3D 11"; }
#endif
virtual LayersBackend GetBackendType() const override {
return LayersBackend::LAYERS_D3D11;
}
virtual void ForcePresent();
// For TextureSourceProvider.
ID3D11Device* GetD3D11Device() const override { return mDevice; }
ID3D11Device* GetDevice() { return mDevice; }
ID3D11DeviceContext* GetDC() { return mContext; }
private:
enum Severity {
Recoverable,
DebugAssert,
Critical,
};
void HandleError(HRESULT hr, Severity aSeverity = DebugAssert);
// Same as Failed(), except the severity is critical (with no abort) and
// a string prefix must be provided.
bool Failed(HRESULT hr, const char* aContext);
// ensure mSize is up to date with respect to mWidget
void EnsureSize();
bool VerifyBufferSize();
bool UpdateRenderTarget();
bool UpdateConstantBuffers();
void SetSamplerForSamplingFilter(gfx::SamplingFilter aSamplingFilter);
ID3D11PixelShader* GetPSForEffect(Effect* aEffect,
const bool aUseBlendShader,
const MaskType aMaskType);
void PaintToTarget();
RefPtr<ID3D11Texture2D> CreateTexture(const gfx::IntRect& aRect,
const CompositingRenderTarget* aSource,
const gfx::IntPoint& aSourcePoint);
bool CopyBackdrop(const gfx::IntRect& aRect,
RefPtr<ID3D11Texture2D>* aOutTexture,
RefPtr<ID3D11ShaderResourceView>* aOutView);
virtual void DrawTriangles(const nsTArray<gfx::TexturedTriangle>& aTriangles,
const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) override;
template<typename Geometry>
void DrawGeometry(const Geometry& aGeometry,
const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect);
bool UpdateDynamicVertexBuffer(const nsTArray<gfx::TexturedTriangle>& aTriangles);
void PrepareDynamicVertexBuffer();
void PrepareStaticVertexBuffer();
// Overloads for rendering both rects and triangles with same rendering path
void Draw(const nsTArray<gfx::TexturedTriangle>& aGeometry,
const gfx::Rect* aTexCoords);
void Draw(const gfx::Rect& aGeometry,
const gfx::Rect* aTexCoords);
void GetFrameStats(GPUStats* aStats) override;
void Present();
ID3D11VertexShader* GetVSForGeometry(const nsTArray<gfx::TexturedTriangle>& aTriangles,
const bool aUseBlendShader,
const MaskType aMaskType);
ID3D11VertexShader* GetVSForGeometry(const gfx::Rect& aRect,
const bool aUseBlendShader,
const MaskType aMaskType);
template<typename VertexType>
void SetVertexBuffer(ID3D11Buffer* aBuffer);
RefPtr<ID3D11DeviceContext> mContext;
RefPtr<ID3D11Device> mDevice;
RefPtr<IDXGISwapChain> mSwapChain;
RefPtr<CompositingRenderTargetD3D11> mDefaultRT;
RefPtr<CompositingRenderTargetD3D11> mCurrentRT;
RefPtr<ID3D11Query> mQuery;
RefPtr<DeviceAttachmentsD3D11> mAttachments;
UniquePtr<DiagnosticsD3D11> mDiagnostics;
LayoutDeviceIntSize mSize;
HWND mHwnd;
D3D_FEATURE_LEVEL mFeatureLevel;
VertexShaderConstants mVSConstants;
PixelShaderConstants mPSConstants;
bool mDisableSequenceForNextFrame;
bool mAllowPartialPresents;
bool mIsDoubleBuffered;
gfx::IntRegion mFrontBufferInvalid;
gfx::IntRegion mBackBufferInvalid;
// This is the clip rect applied to the default DrawTarget (i.e. the window)
gfx::IntRect mCurrentClip;
bool mVerifyBuffersFailed;
bool mUseMutexOnPresent;
};
}
}
#endif