зеркало из https://github.com/mozilla/gecko-dev.git
536 строки
19 KiB
C++
536 строки
19 KiB
C++
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
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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 "SharedSurfaceD3D11Interop.h"
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#include <d3d11.h>
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#include <d3d11_1.h>
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#include "gfxPrefs.h"
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#include "GLContext.h"
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#include "WGLLibrary.h"
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#include "nsPrintfCString.h"
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#include "mozilla/gfx/DeviceManagerDx.h"
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namespace mozilla {
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namespace gl {
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/*
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Sample Code for WGL_NV_DX_interop2:
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Example: Render to Direct3D 11 backbuffer with openGL:
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// create D3D11 device, context and swap chain.
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ID3D11Device *device;
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ID3D11DeviceContext *devCtx;
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IDXGISwapChain *swapChain;
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DXGI_SWAP_CHAIN_DESC scd;
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<set appropriate swap chain parameters in scd>
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hr = D3D11CreateDeviceAndSwapChain(NULL, // pAdapter
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D3D_DRIVER_TYPE_HARDWARE, // DriverType
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NULL, // Software
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0, // Flags (Do not set D3D11_CREATE_DEVICE_SINGLETHREADED)
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NULL, // pFeatureLevels
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0, // FeatureLevels
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D3D11_SDK_VERSION, // SDKVersion
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&scd, // pSwapChainDesc
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&swapChain, // ppSwapChain
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&device, // ppDevice
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NULL, // pFeatureLevel
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&devCtx); // ppImmediateContext
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// Fetch the swapchain backbuffer
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ID3D11Texture2D *dxColorbuffer;
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swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&dxColorbuffer);
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// Create depth stencil texture
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ID3D11Texture2D *dxDepthBuffer;
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D3D11_TEXTURE2D_DESC depthDesc;
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depthDesc.Usage = D3D11_USAGE_DEFAULT;
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<set other depthDesc parameters appropriately>
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// Create Views
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ID3D11RenderTargetView *colorBufferView;
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D3D11_RENDER_TARGET_VIEW_DESC rtd;
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<set rtd parameters appropriately>
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device->CreateRenderTargetView(dxColorbuffer, &rtd, &colorBufferView);
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ID3D11DepthStencilView *depthBufferView;
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D3D11_DEPTH_STENCIL_VIEW_DESC dsd;
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<set dsd parameters appropriately>
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device->CreateDepthStencilView(dxDepthBuffer, &dsd, &depthBufferView);
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// Attach back buffer and depth texture to redertarget for the device.
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devCtx->OMSetRenderTargets(1, &colorBufferView, depthBufferView);
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// Register D3D11 device with GL
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HANDLE gl_handleD3D;
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gl_handleD3D = wglDXOpenDeviceNV(device);
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// register the Direct3D color and depth/stencil buffers as
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// renderbuffers in opengl
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GLuint gl_names[2];
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HANDLE gl_handles[2];
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glGenRenderbuffers(2, gl_names);
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gl_handles[0] = wglDXRegisterObjectNV(gl_handleD3D, dxColorBuffer,
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gl_names[0],
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GL_RENDERBUFFER,
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WGL_ACCESS_READ_WRITE_NV);
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gl_handles[1] = wglDXRegisterObjectNV(gl_handleD3D, dxDepthBuffer,
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gl_names[1],
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GL_RENDERBUFFER,
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WGL_ACCESS_READ_WRITE_NV);
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// attach the Direct3D buffers to an FBO
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, gl_names[0]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gl_names[1]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, gl_names[1]);
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while (!done) {
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<direct3d renders to the render targets>
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// lock the render targets for GL access
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wglDXLockObjectsNVX(gl_handleD3D, 2, gl_handles);
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<opengl renders to the render targets>
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// unlock the render targets
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wglDXUnlockObjectsNVX(gl_handleD3D, 2, gl_handles);
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<direct3d renders to the render targets and presents
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the results on the screen>
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}
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*/
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////////////////////////////////////////////////////////////////////////////////
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// DXInterop2Device
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class ScopedContextState final
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{
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ID3D11DeviceContext1* const mD3DContext;
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RefPtr<ID3DDeviceContextState> mOldContextState;
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public:
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ScopedContextState(ID3D11DeviceContext1* d3dContext,
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ID3DDeviceContextState* newContextState)
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: mD3DContext(d3dContext)
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, mOldContextState(nullptr)
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{
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if (!mD3DContext)
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return;
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mD3DContext->SwapDeviceContextState(newContextState,
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getter_AddRefs(mOldContextState));
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}
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~ScopedContextState()
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{
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if (!mD3DContext)
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return;
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mD3DContext->SwapDeviceContextState(mOldContextState, nullptr);
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}
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};
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class DXInterop2Device : public RefCounted<DXInterop2Device>
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{
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public:
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MOZ_DECLARE_REFCOUNTED_TYPENAME(DXInterop2Device)
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WGLLibrary* const mWGL;
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const RefPtr<ID3D11Device> mD3D; // Only needed for lifetime guarantee.
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const HANDLE mInteropDevice;
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GLContext* const mGL;
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// AMD workaround.
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const RefPtr<ID3D11DeviceContext1> mD3DContext;
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const RefPtr<ID3DDeviceContextState> mContextState;
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static already_AddRefed<DXInterop2Device> Open(WGLLibrary* wgl, GLContext* gl)
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{
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MOZ_ASSERT(wgl->HasDXInterop2());
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const RefPtr<ID3D11Device> d3d = gfx::DeviceManagerDx::Get()->GetContentDevice();
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if (!d3d) {
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gfxCriticalNote << "DXInterop2Device::Open: Failed to create D3D11 device.";
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return nullptr;
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}
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if (!gl->MakeCurrent())
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return nullptr;
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RefPtr<ID3D11DeviceContext1> d3dContext;
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RefPtr<ID3DDeviceContextState> contextState;
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if (gl->WorkAroundDriverBugs() && gl->Vendor() == GLVendor::ATI) {
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// AMD calls ID3D10Device::Flush, so we need to be in ID3D10Device mode.
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RefPtr<ID3D11Device1> d3d11_1;
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auto hr = d3d->QueryInterface(__uuidof(ID3D11Device1),
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getter_AddRefs(d3d11_1));
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if (!SUCCEEDED(hr))
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return nullptr;
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d3d11_1->GetImmediateContext1(getter_AddRefs(d3dContext));
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MOZ_ASSERT(d3dContext);
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const D3D_FEATURE_LEVEL featureLevel10_0 = D3D_FEATURE_LEVEL_10_0;
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hr = d3d11_1->CreateDeviceContextState(0, &featureLevel10_0, 1,
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D3D11_SDK_VERSION,
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__uuidof(ID3D10Device), nullptr,
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getter_AddRefs(contextState));
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if (!SUCCEEDED(hr))
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return nullptr;
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}
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const auto interopDevice = wgl->mSymbols.fDXOpenDeviceNV(d3d);
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if (!interopDevice) {
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gfxCriticalNote << "DXInterop2Device::Open: DXOpenDevice failed.";
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return nullptr;
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}
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return MakeAndAddRef<DXInterop2Device>(wgl, d3d, interopDevice, gl, d3dContext,
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contextState);
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}
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DXInterop2Device(WGLLibrary* wgl, ID3D11Device* d3d, HANDLE interopDevice,
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GLContext* gl, ID3D11DeviceContext1* d3dContext,
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ID3DDeviceContextState* contextState)
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: mWGL(wgl)
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, mD3D(d3d)
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, mInteropDevice(interopDevice)
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, mGL(gl)
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, mD3DContext(d3dContext)
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, mContextState(contextState)
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{ }
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~DXInterop2Device() {
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const auto isCurrent = mGL->MakeCurrent();
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if (mWGL->mSymbols.fDXCloseDeviceNV(mInteropDevice))
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return;
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if (isCurrent) {
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// That shouldn't have failed.
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage("wglDXCloseDevice(0x%p) failed:"
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" GetLastError(): %u\n",
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mInteropDevice, error);
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gfxCriticalError() << errorMessage.BeginReading();
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}
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}
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HANDLE RegisterObject(void* d3dObject, GLuint name, GLenum type,
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GLenum access) const
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{
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if (!mGL->MakeCurrent())
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return nullptr;
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const ScopedContextState autoCS(mD3DContext, mContextState);
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const auto ret = mWGL->mSymbols.fDXRegisterObjectNV(mInteropDevice, d3dObject,
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name, type, access);
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if (ret)
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return ret;
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage("wglDXRegisterObject(0x%p, 0x%p, %u, 0x%04x,"
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" 0x%04x) failed: GetLastError(): %u\n",
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mInteropDevice, d3dObject, name, type, access,
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error);
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gfxCriticalNote << errorMessage.BeginReading();
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return nullptr;
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}
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bool UnregisterObject(HANDLE lockHandle) const {
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const auto isCurrent = mGL->MakeCurrent();
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const ScopedContextState autoCS(mD3DContext, mContextState);
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if (mWGL->mSymbols.fDXUnregisterObjectNV(mInteropDevice, lockHandle))
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return true;
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if (!isCurrent) {
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// That shouldn't have failed.
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage("wglDXUnregisterObject(0x%p, 0x%p) failed:"
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" GetLastError(): %u\n",
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mInteropDevice, lockHandle, error);
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gfxCriticalError() << errorMessage.BeginReading();
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}
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return false;
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}
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bool LockObject(HANDLE lockHandle) const {
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MOZ_ASSERT(mGL->IsCurrent());
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if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
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return true;
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if (!mGL->MakeCurrent())
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return false;
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gfxCriticalNote << "wglDXLockObjects called without mGL being current."
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<< " Retrying after MakeCurrent.";
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if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
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return true;
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage("wglDXLockObjects(0x%p, 1, {0x%p}) failed:"
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" GetLastError(): %u\n",
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mInteropDevice, lockHandle, error);
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gfxCriticalError() << errorMessage.BeginReading();
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return false;
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}
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bool UnlockObject(HANDLE lockHandle) const {
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MOZ_ASSERT(mGL->IsCurrent());
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if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
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return true;
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if (!mGL->MakeCurrent())
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return false;
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gfxCriticalNote << "wglDXUnlockObjects called without mGL being current."
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<< " Retrying after MakeCurrent.";
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if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
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return true;
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const uint32_t error = GetLastError();
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const nsPrintfCString errorMessage("wglDXUnlockObjects(0x%p, 1, {0x%p}) failed:"
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" GetLastError(): %u\n",
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mInteropDevice, lockHandle, error);
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gfxCriticalError() << errorMessage.BeginReading();
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return false;
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// Shared Surface
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/*static*/ UniquePtr<SharedSurface_D3D11Interop>
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SharedSurface_D3D11Interop::Create(DXInterop2Device* interop,
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GLContext* gl,
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const gfx::IntSize& size,
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bool hasAlpha)
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{
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const auto& d3d = interop->mD3D;
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// Create a texture in case we need to readback.
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DXGI_FORMAT format = hasAlpha ? DXGI_FORMAT_B8G8R8A8_UNORM
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: DXGI_FORMAT_B8G8R8X8_UNORM;
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CD3D11_TEXTURE2D_DESC desc(format, size.width, size.height, 1, 1);
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desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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RefPtr<ID3D11Texture2D> texD3D;
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auto hr = d3d->CreateTexture2D(&desc, nullptr, getter_AddRefs(texD3D));
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if (FAILED(hr)) {
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NS_WARNING("Failed to create texture for CanvasLayer!");
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return nullptr;
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}
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RefPtr<IDXGIResource> texDXGI;
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hr = texD3D->QueryInterface(__uuidof(IDXGIResource), getter_AddRefs(texDXGI));
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if (FAILED(hr)) {
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NS_WARNING("Failed to open texture for sharing!");
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return nullptr;
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}
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HANDLE dxgiHandle;
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texDXGI->GetSharedHandle(&dxgiHandle);
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////
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if (!gl->MakeCurrent()) {
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NS_WARNING("MakeCurrent failed.");
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return nullptr;
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}
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GLuint interopRB = 0;
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gl->fGenRenderbuffers(1, &interopRB);
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const auto lockHandle = interop->RegisterObject(texD3D, interopRB,
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LOCAL_GL_RENDERBUFFER,
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LOCAL_WGL_ACCESS_WRITE_DISCARD_NV);
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if (!lockHandle) {
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NS_WARNING("Failed to register D3D object with WGL.");
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gl->fDeleteRenderbuffers(1, &interopRB);
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return nullptr;
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}
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////
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GLuint prodTex = 0;
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GLuint interopFB = 0;
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{
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GLint samples = 0;
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{
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const ScopedBindRenderbuffer bindRB(gl, interopRB);
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gl->fGetRenderbufferParameteriv(LOCAL_GL_RENDERBUFFER,
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LOCAL_GL_RENDERBUFFER_SAMPLES, &samples);
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}
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if (samples > 0) { // Intel
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// Intel's dx_interop GL-side textures have SAMPLES=1, likely because that's
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// what the D3DTextures technically have. However, SAMPLES=1 is very different
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// from SAMPLES=0 in GL.
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// For more, see https://bugzilla.mozilla.org/show_bug.cgi?id=1325835
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// Our ShSurf tex or rb must be single-sampled.
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gl->fGenTextures(1, &prodTex);
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const ScopedBindTexture bindTex(gl, prodTex);
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gl->TexParams_SetClampNoMips();
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const GLenum format = (hasAlpha ? LOCAL_GL_RGBA : LOCAL_GL_RGB);
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const ScopedBindPBO nullPBO(gl, LOCAL_GL_PIXEL_UNPACK_BUFFER);
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gl->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, format, size.width, size.height, 0,
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format, LOCAL_GL_UNSIGNED_BYTE, nullptr);
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gl->fGenFramebuffers(1, &interopFB);
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ScopedBindFramebuffer bindFB(gl, interopFB);
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
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LOCAL_GL_RENDERBUFFER, interopRB);
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MOZ_ASSERT(gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) ==
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LOCAL_GL_FRAMEBUFFER_COMPLETE);
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}
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}
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////
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typedef SharedSurface_D3D11Interop ptrT;
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UniquePtr<ptrT> ret ( new ptrT(gl, size, hasAlpha, prodTex, interopFB, interopRB,
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interop, lockHandle, texD3D, dxgiHandle) );
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return Move(ret);
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}
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SharedSurface_D3D11Interop::SharedSurface_D3D11Interop(GLContext* gl,
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const gfx::IntSize& size,
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bool hasAlpha, GLuint prodTex,
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GLuint interopFB, GLuint interopRB,
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DXInterop2Device* interop,
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HANDLE lockHandle,
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ID3D11Texture2D* texD3D,
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HANDLE dxgiHandle)
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: SharedSurface(SharedSurfaceType::DXGLInterop2,
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prodTex ? AttachmentType::GLTexture
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: AttachmentType::GLRenderbuffer,
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gl,
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size,
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hasAlpha,
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true)
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, mProdTex(prodTex)
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, mInteropFB(interopFB)
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, mInteropRB(interopRB)
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, mInterop(interop)
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, mLockHandle(lockHandle)
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, mTexD3D(texD3D)
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, mDXGIHandle(dxgiHandle)
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, mNeedsFinish(gfxPrefs::WebGLDXGLNeedsFinish())
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, mLockedForGL(false)
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{
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MOZ_ASSERT(bool(mProdTex) == bool(mInteropFB));
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}
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SharedSurface_D3D11Interop::~SharedSurface_D3D11Interop()
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{
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MOZ_ASSERT(!IsProducerAcquired());
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if (!mGL || !mGL->MakeCurrent())
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return;
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if (!mInterop->UnregisterObject(mLockHandle)) {
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NS_WARNING("Failed to release mLockHandle, possibly leaking it.");
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}
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mGL->fDeleteTextures(1, &mProdTex);
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mGL->fDeleteFramebuffers(1, &mInteropFB);
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mGL->fDeleteRenderbuffers(1, &mInteropRB);
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}
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void
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SharedSurface_D3D11Interop::ProducerAcquireImpl()
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{
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MOZ_ASSERT(!mLockedForGL);
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// Now we have the mutex, we can lock for GL.
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MOZ_ALWAYS_TRUE( mInterop->LockObject(mLockHandle) );
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mLockedForGL = true;
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}
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void
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SharedSurface_D3D11Interop::ProducerReleaseImpl()
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{
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MOZ_ASSERT(mLockedForGL);
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if (mProdTex) {
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const ScopedBindFramebuffer bindFB(mGL, mInteropFB);
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mGL->BlitHelper()->DrawBlitTextureToFramebuffer(mProdTex, mSize, mSize);
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}
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if (mNeedsFinish) {
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mGL->fFinish();
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} else {
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// We probably don't even need this.
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mGL->fFlush();
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}
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MOZ_ALWAYS_TRUE( mInterop->UnlockObject(mLockHandle) );
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mLockedForGL = false;
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}
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bool
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SharedSurface_D3D11Interop::ToSurfaceDescriptor(layers::SurfaceDescriptor* const out_descriptor)
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{
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const auto format = (mHasAlpha ? gfx::SurfaceFormat::B8G8R8A8
|
|
: gfx::SurfaceFormat::B8G8R8X8);
|
|
*out_descriptor = layers::SurfaceDescriptorD3D10(WindowsHandle(mDXGIHandle), format,
|
|
mSize);
|
|
return true;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Factory
|
|
|
|
/*static*/ UniquePtr<SurfaceFactory_D3D11Interop>
|
|
SurfaceFactory_D3D11Interop::Create(GLContext* gl, const SurfaceCaps& caps,
|
|
layers::LayersIPCChannel* allocator,
|
|
const layers::TextureFlags& flags)
|
|
{
|
|
WGLLibrary* wgl = &sWGLLib;
|
|
if (!wgl || !wgl->HasDXInterop2())
|
|
return nullptr;
|
|
|
|
const RefPtr<DXInterop2Device> interop = DXInterop2Device::Open(wgl, gl);
|
|
if (!interop) {
|
|
NS_WARNING("Failed to open D3D device for use by WGL.");
|
|
return nullptr;
|
|
}
|
|
|
|
typedef SurfaceFactory_D3D11Interop ptrT;
|
|
UniquePtr<ptrT> ret(new ptrT(gl, caps, allocator, flags, interop));
|
|
return Move(ret);
|
|
}
|
|
|
|
SurfaceFactory_D3D11Interop::SurfaceFactory_D3D11Interop(GLContext* gl,
|
|
const SurfaceCaps& caps,
|
|
layers::LayersIPCChannel* allocator,
|
|
const layers::TextureFlags& flags,
|
|
DXInterop2Device* interop)
|
|
: SurfaceFactory(SharedSurfaceType::DXGLInterop2, gl, caps, allocator, flags)
|
|
, mInterop(interop)
|
|
{ }
|
|
|
|
SurfaceFactory_D3D11Interop::~SurfaceFactory_D3D11Interop()
|
|
{ }
|
|
|
|
} // namespace gl
|
|
} // namespace mozilla
|