зеркало из https://github.com/mozilla/gecko-dev.git
370 строки
12 KiB
C++
370 строки
12 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 GFX_LAYERMANAGERD3D10_H
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#define GFX_LAYERMANAGERD3D10_H
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#include "mozilla/layers/PLayers.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "Layers.h"
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#include <windows.h>
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#include <d3d10_1.h>
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#include "gfxContext.h"
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#include "nsIWidget.h"
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#include "ReadbackManagerD3D10.h"
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namespace mozilla {
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namespace layers {
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class DummyRoot;
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class Nv3DVUtils;
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/**
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* This structure is used to pass rectangles to our shader constant. We can use
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* this for passing rectangular areas to SetVertexShaderConstant. In the format
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* of a 4 component float(x,y,width,height). Our vertex shader can then use
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* this to construct rectangular positions from the 0,0-1,1 quad that we source
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* it with.
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*/
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struct ShaderConstantRectD3D10
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{
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float mX, mY, mWidth, mHeight;
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ShaderConstantRectD3D10(float aX, float aY, float aWidth, float aHeight)
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: mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
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{ }
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// For easy passing to SetVertexShaderConstantF.
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operator float* () { return &mX; }
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};
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extern cairo_user_data_key_t gKeyD3D10Texture;
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/*
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* This is the LayerManager used for Direct3D 10. For now this will
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* render on the main thread.
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*
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* For the time being, LayerManagerD3D10 both forwards layers
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* transactions and receives forwarded transactions. In the Azure
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* future, it will only be a ShadowLayerManager.
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*/
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class THEBES_API LayerManagerD3D10 : public ShadowLayerManager,
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public ShadowLayerForwarder {
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public:
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LayerManagerD3D10(nsIWidget *aWidget);
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virtual ~LayerManagerD3D10();
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/*
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* Initializes the layer manager, this is when the layer manager will
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* actually access the device and attempt to create the swap chain used
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* to draw to the window. If this method fails the device cannot be used.
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* This function is not threadsafe.
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*
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* \return True is initialization was succesful, false when it was not.
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*/
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bool Initialize(bool force = false);
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/*
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* LayerManager implementation.
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*/
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virtual void Destroy();
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virtual ShadowLayerForwarder* AsShadowForwarder()
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{ return this; }
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virtual ShadowLayerManager* AsShadowManager()
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{ return this; }
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virtual void SetRoot(Layer *aLayer);
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virtual void BeginTransaction();
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virtual void BeginTransactionWithTarget(gfxContext* aTarget);
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virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
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struct CallbackInfo {
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DrawThebesLayerCallback Callback;
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void *CallbackData;
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};
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT);
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const CallbackInfo &GetCallbackInfo() { return mCurrentCallbackInfo; }
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// D3D10 guarantees textures can be at least this size
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enum {
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MAX_TEXTURE_SIZE = 8192
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};
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virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize)
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{
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return aSize <= gfxIntSize(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE);
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}
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virtual int32_t GetMaxTextureSize() const
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{
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return MAX_TEXTURE_SIZE;
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}
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
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virtual already_AddRefed<ImageLayer> CreateImageLayer();
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer()
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{ return nullptr; }
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virtual already_AddRefed<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer()
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{ return nullptr; }
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer()
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{ return nullptr; }
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virtual already_AddRefed<ReadbackLayer> CreateReadbackLayer();
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virtual already_AddRefed<gfxASurface>
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CreateOptimalSurface(const gfxIntSize &aSize,
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gfxASurface::gfxImageFormat imageFormat);
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virtual already_AddRefed<gfxASurface>
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CreateOptimalMaskSurface(const gfxIntSize &aSize);
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virtual TemporaryRef<mozilla::gfx::DrawTarget>
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CreateDrawTarget(const mozilla::gfx::IntSize &aSize,
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mozilla::gfx::SurfaceFormat aFormat);
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virtual LayersBackend GetBackendType() { return LAYERS_D3D10; }
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("Direct3D 10"); }
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual const char* Name() const { return "D3D10"; }
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#endif // MOZ_LAYERS_HAVE_LOG
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// Public helpers
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ID3D10Device1 *device() const { return mDevice; }
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ID3D10Effect *effect() const { return mEffect; }
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IDXGISwapChain *SwapChain() const
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{
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return mSwapChain;
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}
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ReadbackManagerD3D10 *readbackManager();
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void SetupInputAssembler();
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void SetViewport(const nsIntSize &aViewport);
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const nsIntSize &GetViewport() { return mViewport; }
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/**
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* Return pointer to the Nv3DVUtils instance
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*/
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Nv3DVUtils *GetNv3DVUtils() { return mNv3DVUtils; }
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static void ReportFailure(const nsACString &aMsg, HRESULT aCode);
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private:
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void SetupPipeline();
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void UpdateRenderTarget();
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void VerifyBufferSize();
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void EnsureReadbackManager();
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void Render(EndTransactionFlags aFlags);
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nsRefPtr<ID3D10Device1> mDevice;
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nsRefPtr<ID3D10Effect> mEffect;
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nsRefPtr<ID3D10InputLayout> mInputLayout;
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nsRefPtr<ID3D10Buffer> mVertexBuffer;
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nsRefPtr<ReadbackManagerD3D10> mReadbackManager;
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nsRefPtr<ID3D10RenderTargetView> mRTView;
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nsRefPtr<IDXGISwapChain> mSwapChain;
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nsIWidget *mWidget;
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CallbackInfo mCurrentCallbackInfo;
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nsIntSize mViewport;
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/* Nv3DVUtils instance */
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nsAutoPtr<Nv3DVUtils> mNv3DVUtils;
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/*
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* Context target, NULL when drawing directly to our swap chain.
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*/
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nsRefPtr<gfxContext> mTarget;
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/*
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* We use a double-buffered "window surface" to display our content
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* in the compositor process, if we're remote. The textures act
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* like the backing store for an OS window --- we render the layer
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* tree into the back texture and send it to the compositor, then
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* swap back/front textures. This means, obviously, that we've lost
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* all layer tree information after rendering.
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*
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* The remote front buffer is the texture currently being displayed
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* by chrome. We keep a reference to it to simplify resource
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* management; if we didn't, then there can be periods during IPC
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* transport when neither process holds a "real" ref. That's
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* solvable but not worth the complexity.
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*/
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nsRefPtr<ID3D10Texture2D> mBackBuffer;
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nsRefPtr<ID3D10Texture2D> mRemoteFrontBuffer;
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/*
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* If we're remote content, this is the root of the shadowable tree
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* we send to the compositor.
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*/
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nsRefPtr<DummyRoot> mRootForShadowTree;
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/*
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* Copies the content of our backbuffer to the set transaction target.
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*/
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void PaintToTarget();
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};
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/*
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* General information and tree management for OGL layers.
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*/
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class LayerD3D10
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{
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public:
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LayerD3D10(LayerManagerD3D10 *aManager);
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virtual LayerD3D10 *GetFirstChildD3D10() { return nullptr; }
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void SetFirstChild(LayerD3D10 *aParent);
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virtual Layer* GetLayer() = 0;
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/**
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* This will render a child layer to whatever render target is currently
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* active.
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*/
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virtual void RenderLayer() = 0;
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virtual void Validate() {}
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ID3D10Device1 *device() const { return mD3DManager->device(); }
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ID3D10Effect *effect() const { return mD3DManager->effect(); }
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/* Called by the layer manager when it's destroyed */
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virtual void LayerManagerDestroyed() {}
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/**
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* Return pointer to the Nv3DVUtils instance. Calls equivalent method in LayerManager.
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*/
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Nv3DVUtils *GetNv3DVUtils() { return mD3DManager->GetNv3DVUtils(); }
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/*
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* Returns a shader resource view of a texture containing the contents of this
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* layer. Will try to return an existing texture if possible, or a temporary
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* one if not. It is the callee's responsibility to release the shader
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* resource view. Will return null if a texture could not be constructed.
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* The texture will not be transformed, i.e., it will be in the same coord
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* space as this.
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* Any layer that can be used as a mask layer should override this method.
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* If aSize is non-null, it will contain the size of the texture.
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*/
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virtual already_AddRefed<ID3D10ShaderResourceView> GetAsTexture(gfxIntSize* aSize)
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{
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return nullptr;
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}
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void SetEffectTransformAndOpacity()
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{
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Layer* layer = GetLayer();
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const gfx3DMatrix& transform = layer->GetEffectiveTransform();
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void* raw = &const_cast<gfx3DMatrix&>(transform)._11;
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effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
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effect()->GetVariableByName("fLayerOpacity")->AsScalar()->SetFloat(layer->GetEffectiveOpacity());
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}
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protected:
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/*
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* Finds a texture for this layer's mask layer (if it has one) and sets it
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* as an input to the shaders.
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* Returns SHADER_MASK if a texture is loaded, SHADER_NO_MASK if there was no
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* mask layer, or a texture for the mask layer could not be loaded.
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*/
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uint8_t LoadMaskTexture();
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/**
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* Select a shader technique using a combination of the following flags.
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* Not all combinations of flags are supported, and might cause an error,
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* check the fx file to see which shaders exist. In particular, aFlags should
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* include any combination of the 0x20 bit = 0 flags OR one of the 0x20 bit = 1
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* flags. Mask flags can be used in either case.
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*/
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ID3D10EffectTechnique* SelectShader(uint8_t aFlags);
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const static uint8_t SHADER_NO_MASK = 0;
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const static uint8_t SHADER_MASK = 0x1;
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const static uint8_t SHADER_MASK_3D = 0x2;
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// 0x20 bit = 0
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const static uint8_t SHADER_RGB = 0;
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const static uint8_t SHADER_RGBA = 0x4;
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const static uint8_t SHADER_NON_PREMUL = 0;
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const static uint8_t SHADER_PREMUL = 0x8;
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const static uint8_t SHADER_LINEAR = 0;
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const static uint8_t SHADER_POINT = 0x10;
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// 0x20 bit = 1
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const static uint8_t SHADER_YCBCR = 0x20;
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const static uint8_t SHADER_COMPONENT_ALPHA = 0x24;
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const static uint8_t SHADER_SOLID = 0x28;
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LayerManagerD3D10 *mD3DManager;
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};
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/**
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* WindowLayer is a simple, special kinds of shadowable layer into
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* which layer trees are rendered. It represents something like an OS
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* window. It exists only to allow sharing textures with the
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* compositor while reusing existing shadow-layer machinery.
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*
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* WindowLayer being implemented as a thebes layer isn't an important
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* detail; other layer types could have been used.
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*/
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class WindowLayer : public ThebesLayer, public ShadowableLayer {
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public:
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WindowLayer(LayerManagerD3D10* aManager);
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virtual ~WindowLayer();
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void InvalidateRegion(const nsIntRegion&) {}
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Layer* AsLayer() { return this; }
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void SetShadow(PLayerChild* aChild) { mShadow = aChild; }
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};
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/**
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* DummyRoot is the root of the shadowable layer tree created by
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* remote content. It exists only to contain WindowLayers. It always
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* has exactly one child WindowLayer.
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*/
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class DummyRoot : public ContainerLayer, public ShadowableLayer {
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public:
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DummyRoot(LayerManagerD3D10* aManager);
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virtual ~DummyRoot();
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void ComputeEffectiveTransforms(const gfx3DMatrix&) {}
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void InsertAfter(Layer*, Layer*);
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void RemoveChild(Layer*);
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void RepositionChild(Layer*, Layer*);
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Layer* AsLayer() { return this; }
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void SetShadow(PLayerChild* aChild) { mShadow = aChild; }
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_LAYERMANAGERD3D9_H */
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