зеркало из https://github.com/mozilla/gecko-dev.git
199 строки
6.2 KiB
C++
199 строки
6.2 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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#ifndef mozilla_gfx_thebes_DeviceManagerDx_h
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#define mozilla_gfx_thebes_DeviceManagerDx_h
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#include "gfxPlatform.h"
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#include "gfxTelemetry.h"
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#include "mozilla/Maybe.h"
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#include "mozilla/Mutex.h"
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#include "mozilla/RefPtr.h"
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#include "mozilla/StaticPtr.h"
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#include "mozilla/gfx/GraphicsMessages.h"
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#include "nsTArray.h"
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#include "nsWindowsHelpers.h"
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#include <windows.h>
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#include <objbase.h>
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#include <d3d11.h>
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#include <dxgi.h>
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#include <dxgi1_6.h>
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// This header is available in the June 2010 SDK and in the Win8 SDK
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#include <d3dcommon.h>
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// Win 8.0 SDK types we'll need when building using older sdks.
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#if !defined(D3D_FEATURE_LEVEL_11_1) // defined in the 8.0 SDK only
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# define D3D_FEATURE_LEVEL_11_1 static_cast<D3D_FEATURE_LEVEL>(0xb100)
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# define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048
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# define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096
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#endif
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struct ID3D11Device;
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struct IDCompositionDevice2;
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struct IDirectDraw7;
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namespace mozilla {
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class ScopedGfxFeatureReporter;
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namespace layers {
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class DeviceAttachmentsD3D11;
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class MLGDevice;
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} // namespace layers
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namespace gfx {
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class FeatureState;
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class DeviceManagerDx final {
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public:
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static void Init();
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static void Shutdown();
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DeviceManagerDx();
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static DeviceManagerDx* Get() { return sInstance; }
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RefPtr<ID3D11Device> GetCompositorDevice();
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RefPtr<ID3D11Device> GetContentDevice();
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RefPtr<ID3D11Device> GetCanvasDevice();
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RefPtr<ID3D11Device> GetImageDevice();
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RefPtr<IDCompositionDevice2> GetDirectCompositionDevice();
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RefPtr<ID3D11Device> GetVRDevice();
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RefPtr<ID3D11Device> CreateDecoderDevice();
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RefPtr<layers::MLGDevice> GetMLGDevice();
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IDirectDraw7* GetDirectDraw();
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unsigned GetCompositorFeatureLevel() const;
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bool TextureSharingWorks();
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bool IsWARP();
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bool CanUseNV12();
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bool CanUseP010();
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bool CanUseP016();
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bool CanUseDComp();
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// Returns true if we can create a texture with
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// D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX and also
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// upload texture data during the CreateTexture2D
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// call. This crashes on some devices, so we might
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// need to avoid it.
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bool CanInitializeKeyedMutexTextures();
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// Intel devices on older windows versions seem to occasionally have
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// stability issues when supplying InitData to CreateTexture2D.
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bool HasCrashyInitData();
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// Enumerate and return all outputs on the current adapter.
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nsTArray<DXGI_OUTPUT_DESC1> EnumerateOutputs();
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// find the IDXGIOutput with a description.Monitor matching
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// 'monitor'; returns false if not found or some error occurred.
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bool GetOutputFromMonitor(HMONITOR monitor, RefPtr<IDXGIOutput>* aOutOutput);
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// Check if the current adapter supports hardware stretching
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bool CheckHardwareStretchingSupport();
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bool CreateCompositorDevices();
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void CreateContentDevices();
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void CreateDirectCompositionDevice();
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bool CreateCanvasDevice();
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void GetCompositorDevices(
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RefPtr<ID3D11Device>* aOutDevice,
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RefPtr<layers::DeviceAttachmentsD3D11>* aOutAttachments);
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void ImportDeviceInfo(const D3D11DeviceStatus& aDeviceStatus);
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void ExportDeviceInfo(D3D11DeviceStatus* aOut);
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void ResetDevices();
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void InitializeDirectDraw();
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// Reset and reacquire the devices if a reset has happened.
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// Returns whether a reset occurred not whether reacquiring
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// was successful.
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bool MaybeResetAndReacquireDevices();
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// Test whether we can acquire a DXGI 1.2-compatible adapter. This should
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// only be called on startup before devices are initialized.
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bool CheckRemotePresentSupport();
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// Device reset helpers.
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bool HasDeviceReset(DeviceResetReason* aOutReason = nullptr);
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// Note: these set the cached device reset reason, which will be picked up
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// on the next frame.
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void ForceDeviceReset(ForcedDeviceResetReason aReason);
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private:
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// Pre-load any compositor resources that are expensive, and are needed when
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// we attempt to create a compositor.
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static void PreloadAttachmentsOnCompositorThread();
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IDXGIAdapter1* GetDXGIAdapter();
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void DisableD3D11AfterCrash();
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void CreateCompositorDevice(mozilla::gfx::FeatureState& d3d11);
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bool CreateCompositorDeviceHelper(mozilla::gfx::FeatureState& aD3d11,
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IDXGIAdapter1* aAdapter,
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bool aAttemptVideoSupport,
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RefPtr<ID3D11Device>& aOutDevice);
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void CreateWARPCompositorDevice();
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void CreateMLGDevice();
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bool CreateVRDevice();
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mozilla::gfx::FeatureStatus CreateContentDevice();
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bool CreateDevice(IDXGIAdapter* aAdapter, D3D_DRIVER_TYPE aDriverType,
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UINT aFlags, HRESULT& aResOut,
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RefPtr<ID3D11Device>& aOutDevice);
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bool ContentAdapterIsParentAdapter(ID3D11Device* device);
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bool LoadD3D11();
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bool LoadDcomp();
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void ReleaseD3D11();
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// Call GetDeviceRemovedReason on each device until one returns
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// a failure.
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bool GetAnyDeviceRemovedReason(DeviceResetReason* aOutReason);
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private:
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static StaticAutoPtr<DeviceManagerDx> sInstance;
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// This is assigned during device creation. Afterwards, it is released if
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// devices failed, and "forgotten" if devices succeeded (meaning, we leak
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// the ref and unassign the module).
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nsModuleHandle mD3D11Module;
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nsModuleHandle mDcompModule;
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mozilla::Mutex mDeviceLock;
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nsTArray<D3D_FEATURE_LEVEL> mFeatureLevels;
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RefPtr<IDXGIAdapter1> mAdapter;
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RefPtr<ID3D11Device> mCompositorDevice;
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RefPtr<ID3D11Device> mContentDevice;
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RefPtr<ID3D11Device> mCanvasDevice;
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RefPtr<ID3D11Device> mImageDevice;
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RefPtr<ID3D11Device> mVRDevice;
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RefPtr<ID3D11Device> mDecoderDevice;
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RefPtr<IDCompositionDevice2> mDirectCompositionDevice;
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RefPtr<layers::DeviceAttachmentsD3D11> mCompositorAttachments;
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RefPtr<layers::MLGDevice> mMLGDevice;
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bool mCompositorDeviceSupportsVideo;
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Maybe<D3D11DeviceStatus> mDeviceStatus;
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nsModuleHandle mDirectDrawDLL;
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RefPtr<IDirectDraw7> mDirectDraw;
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Maybe<DeviceResetReason> mDeviceResetReason;
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};
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} // namespace gfx
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} // namespace mozilla
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#endif // mozilla_gfx_thebes_DeviceManagerDx_h
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