зеркало из https://github.com/mozilla/gecko-dev.git
120 строки
3.5 KiB
C++
120 строки
3.5 KiB
C++
/* -*- 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_layers_d3d11_DeviceAttachmentsD3D11_h
|
|
#define mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
|
|
|
|
#include "mozilla/EnumeratedArray.h"
|
|
#include "mozilla/RefPtr.h"
|
|
#include "mozilla/gfx/DeviceManagerDx.h"
|
|
#include "mozilla/layers/CompositorTypes.h"
|
|
#include "mozilla/layers/SyncObject.h"
|
|
#include <d3d11.h>
|
|
#include <dxgi1_2.h>
|
|
|
|
namespace mozilla {
|
|
namespace layers {
|
|
|
|
struct ShaderBytes;
|
|
|
|
class DeviceAttachmentsD3D11
|
|
{
|
|
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceAttachmentsD3D11);
|
|
|
|
public:
|
|
static RefPtr<DeviceAttachmentsD3D11> Create(ID3D11Device* aDevice);
|
|
|
|
bool InitBlendShaders();
|
|
bool EnsureTriangleBuffer(size_t aNumTriangles);
|
|
|
|
bool IsValid() const {
|
|
return mInitialized;
|
|
}
|
|
const nsCString& GetFailureId() const {
|
|
MOZ_ASSERT(!IsValid());
|
|
return mInitFailureId;
|
|
}
|
|
|
|
typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes, RefPtr<ID3D11VertexShader>>
|
|
VertexShaderArray;
|
|
typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes, RefPtr<ID3D11PixelShader>>
|
|
PixelShaderArray;
|
|
|
|
RefPtr<ID3D11InputLayout> mInputLayout;
|
|
RefPtr<ID3D11InputLayout> mDynamicInputLayout;
|
|
|
|
RefPtr<ID3D11Buffer> mVertexBuffer;
|
|
RefPtr<ID3D11Buffer> mDynamicVertexBuffer;
|
|
|
|
VertexShaderArray mVSQuadShader;
|
|
VertexShaderArray mVSQuadBlendShader;
|
|
|
|
VertexShaderArray mVSDynamicShader;
|
|
VertexShaderArray mVSDynamicBlendShader;
|
|
|
|
PixelShaderArray mSolidColorShader;
|
|
PixelShaderArray mRGBAShader;
|
|
PixelShaderArray mRGBShader;
|
|
PixelShaderArray mYCbCrShader;
|
|
PixelShaderArray mNV12Shader;
|
|
PixelShaderArray mComponentAlphaShader;
|
|
PixelShaderArray mBlendShader;
|
|
RefPtr<ID3D11Buffer> mPSConstantBuffer;
|
|
RefPtr<ID3D11Buffer> mVSConstantBuffer;
|
|
RefPtr<ID3D11RasterizerState> mRasterizerState;
|
|
RefPtr<ID3D11SamplerState> mLinearSamplerState;
|
|
RefPtr<ID3D11SamplerState> mPointSamplerState;
|
|
|
|
RefPtr<ID3D11BlendState> mPremulBlendState;
|
|
RefPtr<ID3D11BlendState> mNonPremulBlendState;
|
|
RefPtr<ID3D11BlendState> mComponentBlendState;
|
|
RefPtr<ID3D11BlendState> mDisabledBlendState;
|
|
|
|
RefPtr<SyncObjectHost> mSyncObject;
|
|
|
|
void SetDeviceReset() {
|
|
mDeviceReset = true;
|
|
}
|
|
bool IsDeviceReset() const {
|
|
return mDeviceReset;
|
|
}
|
|
|
|
private:
|
|
explicit DeviceAttachmentsD3D11(ID3D11Device* device);
|
|
~DeviceAttachmentsD3D11();
|
|
|
|
bool Initialize();
|
|
bool CreateShaders();
|
|
bool InitSyncObject();
|
|
|
|
void InitVertexShader(const ShaderBytes& aShader, VertexShaderArray& aArray, MaskType aMaskType) {
|
|
InitVertexShader(aShader, getter_AddRefs(aArray[aMaskType]));
|
|
}
|
|
void InitPixelShader(const ShaderBytes& aShader, PixelShaderArray& aArray, MaskType aMaskType) {
|
|
InitPixelShader(aShader, getter_AddRefs(aArray[aMaskType]));
|
|
}
|
|
|
|
void InitVertexShader(const ShaderBytes& aShader, ID3D11VertexShader** aOut);
|
|
void InitPixelShader(const ShaderBytes& aShader, ID3D11PixelShader** aOut);
|
|
|
|
bool Failed(HRESULT hr, const char* aContext);
|
|
|
|
private:
|
|
size_t mMaximumTriangles;
|
|
|
|
// Only used during initialization.
|
|
RefPtr<ID3D11Device> mDevice;
|
|
bool mContinueInit;
|
|
bool mInitialized;
|
|
bool mDeviceReset;
|
|
nsCString mInitFailureId;
|
|
};
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|
|
|
|
#endif // mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
|