зеркало из https://github.com/mozilla/gecko-dev.git
246 строки
8.1 KiB
C++
246 строки
8.1 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_COMPOSITORD3D11_H
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#define MOZILLA_GFX_COMPOSITORD3D11_H
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#include "mozilla/gfx/2D.h"
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#include "gfx2DGlue.h"
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#include "mozilla/layers/Compositor.h"
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#include "TextureD3D11.h"
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#include <d3d11.h>
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#include <dxgi1_2.h>
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#include "ShaderDefinitionsD3D11.h"
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class nsWidget;
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namespace mozilla {
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namespace layers {
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#define LOGD3D11(param)
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class DeviceAttachmentsD3D11;
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class DiagnosticsD3D11;
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class CompositorD3D11 : public Compositor
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{
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public:
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CompositorD3D11(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget);
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~CompositorD3D11();
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virtual CompositorD3D11* AsCompositorD3D11() override { return this; }
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virtual bool Initialize(nsCString* const out_failureReason) override;
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virtual TextureFactoryIdentifier
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GetTextureFactoryIdentifier() override;
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virtual already_AddRefed<DataTextureSource>
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CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
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virtual bool CanUseCanvasLayerForSize(const gfx::IntSize& aSize) override;
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virtual int32_t GetMaxTextureSize() const final;
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virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override {}
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virtual already_AddRefed<CompositingRenderTarget>
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CreateRenderTarget(const gfx::IntRect &aRect,
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SurfaceInitMode aInit) override;
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virtual already_AddRefed<CompositingRenderTarget>
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CreateRenderTargetFromSource(const gfx::IntRect& aRect,
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const CompositingRenderTarget* aSource,
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const gfx::IntPoint& aSourcePoint) override;
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virtual void SetRenderTarget(CompositingRenderTarget* aSurface) override;
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virtual CompositingRenderTarget* GetCurrentRenderTarget() const override
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{
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return mCurrentRT;
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}
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virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override {}
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/**
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* Declare an offset to use when rendering layers. This will be ignored when
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* rendering to a target instead of the screen.
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*/
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virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override
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{
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if (aOffset.x || aOffset.y) {
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MOZ_CRASH("SetScreenRenderOffset not supported by CompositorD3D11.");
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}
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// If the offset is 0, 0 that's okay.
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}
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virtual void ClearRect(const gfx::Rect& aRect) override;
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virtual void DrawQuad(const gfx::Rect &aRect,
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const gfx::IntRect &aClipRect,
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const EffectChain &aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect) override;
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/**
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* Start a new frame. If aClipRectIn is null, sets *aClipRectOut to the
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* screen dimensions.
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*/
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virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
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const gfx::IntRect *aClipRectIn,
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const gfx::IntRect& aRenderBounds,
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const nsIntRegion& aOpaqueRegion,
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gfx::IntRect *aClipRectOut = nullptr,
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gfx::IntRect *aRenderBoundsOut = nullptr) override;
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void NormalDrawingDone() override;
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/**
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* Flush the current frame to the screen.
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*/
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virtual void EndFrame() override;
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virtual void CancelFrame(bool aNeedFlush = true) override;
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/**
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* Setup the viewport and projection matrix for rendering
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* to a window of the given dimensions.
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*/
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virtual void PrepareViewport(const gfx::IntSize& aSize);
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virtual void PrepareViewport(const gfx::IntSize& aSize, const gfx::Matrix4x4& aProjection,
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float aZNear, float aZFar);
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virtual bool SupportsPartialTextureUpdate() override { return true; }
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virtual bool SupportsLayerGeometry() const override;
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#ifdef MOZ_DUMP_PAINTING
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virtual const char* Name() const override { return "Direct3D 11"; }
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#endif
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virtual LayersBackend GetBackendType() const override {
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return LayersBackend::LAYERS_D3D11;
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}
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virtual void ForcePresent();
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// For TextureSourceProvider.
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ID3D11Device* GetD3D11Device() const override { return mDevice; }
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ID3D11Device* GetDevice() { return mDevice; }
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ID3D11DeviceContext* GetDC() { return mContext; }
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private:
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enum Severity {
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Recoverable,
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DebugAssert,
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Critical,
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};
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void HandleError(HRESULT hr, Severity aSeverity = DebugAssert);
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// Same as Failed(), except the severity is critical (with no abort) and
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// a string prefix must be provided.
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bool Failed(HRESULT hr, const char* aContext);
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// ensure mSize is up to date with respect to mWidget
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void EnsureSize();
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bool VerifyBufferSize();
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bool UpdateRenderTarget();
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bool UpdateConstantBuffers();
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void SetSamplerForSamplingFilter(gfx::SamplingFilter aSamplingFilter);
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ID3D11PixelShader* GetPSForEffect(Effect* aEffect,
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const bool aUseBlendShader,
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const MaskType aMaskType);
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void PaintToTarget();
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RefPtr<ID3D11Texture2D> CreateTexture(const gfx::IntRect& aRect,
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const CompositingRenderTarget* aSource,
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const gfx::IntPoint& aSourcePoint);
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bool CopyBackdrop(const gfx::IntRect& aRect,
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RefPtr<ID3D11Texture2D>* aOutTexture,
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RefPtr<ID3D11ShaderResourceView>* aOutView);
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virtual void DrawTriangles(const nsTArray<gfx::TexturedTriangle>& aTriangles,
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const gfx::Rect& aRect,
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const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect) override;
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template<typename Geometry>
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void DrawGeometry(const Geometry& aGeometry,
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const gfx::Rect& aRect,
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const gfx::IntRect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect);
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bool UpdateDynamicVertexBuffer(const nsTArray<gfx::TexturedTriangle>& aTriangles);
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void PrepareDynamicVertexBuffer();
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void PrepareStaticVertexBuffer();
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// Overloads for rendering both rects and triangles with same rendering path
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void Draw(const nsTArray<gfx::TexturedTriangle>& aGeometry,
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const gfx::Rect* aTexCoords);
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void Draw(const gfx::Rect& aGeometry,
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const gfx::Rect* aTexCoords);
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void GetFrameStats(GPUStats* aStats) override;
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void Present();
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ID3D11VertexShader* GetVSForGeometry(const nsTArray<gfx::TexturedTriangle>& aTriangles,
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const bool aUseBlendShader,
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const MaskType aMaskType);
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ID3D11VertexShader* GetVSForGeometry(const gfx::Rect& aRect,
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const bool aUseBlendShader,
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const MaskType aMaskType);
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template<typename VertexType>
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void SetVertexBuffer(ID3D11Buffer* aBuffer);
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RefPtr<ID3D11DeviceContext> mContext;
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RefPtr<ID3D11Device> mDevice;
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RefPtr<IDXGISwapChain> mSwapChain;
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RefPtr<CompositingRenderTargetD3D11> mDefaultRT;
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RefPtr<CompositingRenderTargetD3D11> mCurrentRT;
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RefPtr<ID3D11Query> mQuery;
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RefPtr<DeviceAttachmentsD3D11> mAttachments;
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UniquePtr<DiagnosticsD3D11> mDiagnostics;
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LayoutDeviceIntSize mSize;
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HWND mHwnd;
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D3D_FEATURE_LEVEL mFeatureLevel;
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VertexShaderConstants mVSConstants;
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PixelShaderConstants mPSConstants;
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bool mDisableSequenceForNextFrame;
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bool mAllowPartialPresents;
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bool mIsDoubleBuffered;
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gfx::IntRegion mFrontBufferInvalid;
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gfx::IntRegion mBackBufferInvalid;
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// This is the clip rect applied to the default DrawTarget (i.e. the window)
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gfx::IntRect mCurrentClip;
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bool mVerifyBuffersFailed;
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bool mUseMutexOnPresent;
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};
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}
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}
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#endif
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