зеркало из https://github.com/mozilla/gecko-dev.git
250 строки
8.4 KiB
C++
250 строки
8.4 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 "DeviceAttachmentsD3D11.h"
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#include "mozilla/Telemetry.h"
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#include "mozilla/layers/Compositor.h"
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#include "CompositorD3D11Shaders.h"
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#include "Layers.h"
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#include "ShaderDefinitionsD3D11.h"
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namespace mozilla {
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namespace layers {
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using namespace gfx;
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DeviceAttachmentsD3D11::DeviceAttachmentsD3D11(ID3D11Device* device)
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: mDevice(device),
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mContinueInit(true),
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mInitialized(false),
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mDeviceReset(false) {}
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DeviceAttachmentsD3D11::~DeviceAttachmentsD3D11() {}
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/* static */
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RefPtr<DeviceAttachmentsD3D11> DeviceAttachmentsD3D11::Create(
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ID3D11Device* aDevice) {
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// We don't return null even if the attachments object even if it fails to
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// initialize, so the compositor can grab the failure ID.
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RefPtr<DeviceAttachmentsD3D11> attachments =
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new DeviceAttachmentsD3D11(aDevice);
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attachments->Initialize();
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return attachments.forget();
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}
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bool DeviceAttachmentsD3D11::Initialize() {
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D3D11_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
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D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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HRESULT hr;
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hr = mDevice->CreateInputLayout(
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layout, sizeof(layout) / sizeof(D3D11_INPUT_ELEMENT_DESC), LayerQuadVS,
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sizeof(LayerQuadVS), getter_AddRefs(mInputLayout));
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if (Failed(hr, "CreateInputLayout")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_INPUT_LAYOUT";
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return false;
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}
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Vertex vertices[] = {{{0.0, 0.0}}, {{1.0, 0.0}}, {{0.0, 1.0}}, {{1.0, 1.0}}};
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CD3D11_BUFFER_DESC bufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = (void*)vertices;
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hr = mDevice->CreateBuffer(&bufferDesc, &data, getter_AddRefs(mVertexBuffer));
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if (Failed(hr, "create vertex buffer")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_VERTEX_BUFFER";
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return false;
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}
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if (!CreateShaders()) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_CREATE_SHADERS";
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return false;
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}
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CD3D11_BUFFER_DESC cBufferDesc(sizeof(VertexShaderConstants),
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D3D11_BIND_CONSTANT_BUFFER,
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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hr = mDevice->CreateBuffer(&cBufferDesc, nullptr,
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getter_AddRefs(mVSConstantBuffer));
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if (Failed(hr, "create vs buffer")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_VS_BUFFER";
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return false;
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}
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cBufferDesc.ByteWidth = sizeof(PixelShaderConstants);
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hr = mDevice->CreateBuffer(&cBufferDesc, nullptr,
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getter_AddRefs(mPSConstantBuffer));
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if (Failed(hr, "create ps buffer")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_PS_BUFFER";
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return false;
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}
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CD3D11_RASTERIZER_DESC rastDesc(D3D11_DEFAULT);
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rastDesc.CullMode = D3D11_CULL_NONE;
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rastDesc.ScissorEnable = TRUE;
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hr = mDevice->CreateRasterizerState(&rastDesc,
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getter_AddRefs(mRasterizerState));
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if (Failed(hr, "create rasterizer")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_RASTERIZER";
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return false;
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}
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CD3D11_SAMPLER_DESC samplerDesc(D3D11_DEFAULT);
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hr = mDevice->CreateSamplerState(&samplerDesc,
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getter_AddRefs(mLinearSamplerState));
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if (Failed(hr, "create linear sampler")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_LINEAR_SAMPLER";
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return false;
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}
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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hr = mDevice->CreateSamplerState(&samplerDesc,
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getter_AddRefs(mPointSamplerState));
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if (Failed(hr, "create point sampler")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_POINT_SAMPLER";
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return false;
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}
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CD3D11_BLEND_DESC blendDesc(D3D11_DEFAULT);
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D3D11_RENDER_TARGET_BLEND_DESC rtBlendPremul = {TRUE,
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D3D11_BLEND_ONE,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_BLEND_ONE,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_COLOR_WRITE_ENABLE_ALL};
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blendDesc.RenderTarget[0] = rtBlendPremul;
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hr = mDevice->CreateBlendState(&blendDesc, getter_AddRefs(mPremulBlendState));
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if (Failed(hr, "create pm blender")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_PM_BLENDER";
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return false;
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}
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D3D11_RENDER_TARGET_BLEND_DESC rtCopyPremul = {TRUE,
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D3D11_BLEND_ONE,
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D3D11_BLEND_ZERO,
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D3D11_BLEND_OP_ADD,
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D3D11_BLEND_ONE,
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D3D11_BLEND_ZERO,
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D3D11_BLEND_OP_ADD,
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D3D11_COLOR_WRITE_ENABLE_ALL};
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blendDesc.RenderTarget[0] = rtCopyPremul;
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hr = mDevice->CreateBlendState(&blendDesc, getter_AddRefs(mPremulCopyState));
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if (Failed(hr, "create pm copy blender")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_PM_COPY_BLENDER";
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return false;
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}
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D3D11_RENDER_TARGET_BLEND_DESC rtBlendNonPremul = {
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TRUE,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_BLEND_ONE,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_COLOR_WRITE_ENABLE_ALL};
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blendDesc.RenderTarget[0] = rtBlendNonPremul;
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hr = mDevice->CreateBlendState(&blendDesc,
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getter_AddRefs(mNonPremulBlendState));
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if (Failed(hr, "create npm blender")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_NPM_BLENDER";
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return false;
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}
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D3D11_RENDER_TARGET_BLEND_DESC rtBlendDisabled = {
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FALSE,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_BLEND_ONE,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_COLOR_WRITE_ENABLE_ALL};
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blendDesc.RenderTarget[0] = rtBlendDisabled;
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hr = mDevice->CreateBlendState(&blendDesc,
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getter_AddRefs(mDisabledBlendState));
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if (Failed(hr, "create null blender")) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_NULL_BLENDER";
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return false;
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}
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if (!InitSyncObject()) {
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mInitFailureId = "FEATURE_FAILURE_D3D11_OBJ_SYNC";
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return false;
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}
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mInitialized = true;
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return true;
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}
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bool DeviceAttachmentsD3D11::InitSyncObject() {
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// Sync object is not supported on WARP.
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if (DeviceManagerDx::Get()->IsWARP()) {
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return true;
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}
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MOZ_ASSERT(!mSyncObject);
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MOZ_ASSERT(mDevice);
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mSyncObject = SyncObjectHost::CreateSyncObjectHost(mDevice);
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MOZ_ASSERT(mSyncObject);
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return mSyncObject->Init();
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}
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bool DeviceAttachmentsD3D11::CreateShaders() {
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InitVertexShader(sLayerQuadVS, mVSQuadShader);
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InitPixelShader(sSolidColorShader, mSolidColorShader);
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InitPixelShader(sRGBShader, mRGBShader);
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InitPixelShader(sRGBAShader, mRGBAShader);
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InitPixelShader(sYCbCrShader, mYCbCrShader);
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InitPixelShader(sNV12Shader, mNV12Shader);
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return mContinueInit;
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}
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void DeviceAttachmentsD3D11::InitVertexShader(const ShaderBytes& aShader,
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ID3D11VertexShader** aOut) {
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if (!mContinueInit) {
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return;
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}
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if (Failed(mDevice->CreateVertexShader(aShader.mData, aShader.mLength,
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nullptr, aOut),
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"create vs")) {
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mContinueInit = false;
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}
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}
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void DeviceAttachmentsD3D11::InitPixelShader(const ShaderBytes& aShader,
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ID3D11PixelShader** aOut) {
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if (!mContinueInit) {
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return;
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}
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if (Failed(mDevice->CreatePixelShader(aShader.mData, aShader.mLength, nullptr,
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aOut),
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"create ps")) {
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mContinueInit = false;
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}
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}
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bool DeviceAttachmentsD3D11::Failed(HRESULT hr, const char* aContext) {
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if (SUCCEEDED(hr)) {
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return false;
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}
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gfxCriticalNote << "[D3D11] " << aContext << " failed: " << hexa(hr);
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return true;
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}
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} // namespace layers
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} // namespace mozilla
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