/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef MOZILLA_GFX_COMPOSITORD3D9_H #define MOZILLA_GFX_COMPOSITORD3D9_H #include "mozilla/gfx/2D.h" #include "mozilla/gfx/Point.h" #include "gfx2DGlue.h" #include "mozilla/layers/Compositor.h" #include "mozilla/layers/TextureD3D9.h" #include "DeviceManagerD3D9.h" class nsWidget; namespace mozilla { namespace layers { class CompositorD3D9 : public Compositor { public: CompositorD3D9(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget); ~CompositorD3D9(); virtual CompositorD3D9* AsCompositorD3D9() override { return this; } virtual bool Initialize(nsCString* const out_failureReason) override; virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() override; virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override; virtual int32_t GetMaxTextureSize() const final; virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override {} virtual already_AddRefed CreateRenderTarget(const gfx::IntRect &aRect, SurfaceInitMode aInit) override; virtual already_AddRefed CreateRenderTargetFromSource(const gfx::IntRect &aRect, const CompositingRenderTarget *aSource, const gfx::IntPoint &aSourcePoint) override; virtual void SetRenderTarget(CompositingRenderTarget *aSurface) override; virtual CompositingRenderTarget* GetCurrentRenderTarget() const override { return mCurrentRT; } virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override {} virtual void ClearRect(const gfx::Rect& aRect) override; virtual void DrawQuad(const gfx::Rect &aRect, const gfx::IntRect &aClipRect, const EffectChain &aEffectChain, gfx::Float aOpacity, const gfx::Matrix4x4& aTransform, const gfx::Rect& aVisibleRect) override; virtual void BeginFrame(const nsIntRegion& aInvalidRegion, const gfx::IntRect *aClipRectIn, const gfx::IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion, gfx::IntRect *aClipRectOut = nullptr, gfx::IntRect *aRenderBoundsOut = nullptr) override; virtual void EndFrame() override; virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) override {} virtual void PrepareViewport(const gfx::IntSize& aSize); virtual bool SupportsPartialTextureUpdate() override{ return true; } virtual bool SupportsEffect(EffectTypes aEffect) override; #ifdef MOZ_DUMP_PAINTING virtual const char* Name() const override { return "Direct3D9"; } #endif virtual LayersBackend GetBackendType() const override { return LayersBackend::LAYERS_D3D9; } IDirect3DDevice9* device() const { // If the reset counts don't match it means the device was lost and we are // in the process of recreating a new one or will be soon. // cf. comment in EnsureSwapChain. return mDeviceManager && mDeviceResetCount == mDeviceManager->GetDeviceResetCount() ? mDeviceManager->device() : nullptr; } /** * Returns true if the Compositor is ready to go. * D3D9 devices can be awkward and there is a bunch of logic around * resetting/recreating devices and swap chains. That is handled by this method. * If we don't have a device and swap chain ready for rendering, we will return * false and if necessary destroy the device and/or swap chain. We will also * schedule another composite so we get another go at rendering, thus we shouldn't * miss a composite due to re-creating a device. */ virtual bool Ready() override; /** * Declare an offset to use when rendering layers. This will be ignored when * rendering to a target instead of the screen. */ virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override { if (aOffset.x || aOffset.y) { NS_RUNTIMEABORT("SetScreenRenderOffset not supported by CompositorD3D9."); } // If the offset is 0, 0 that's okay. } virtual already_AddRefed CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override; private: // ensure mSize is up to date with respect to mWidget void EnsureSize(); void SetSamplerForSamplingFilter(gfx::SamplingFilter aSamplingFilter); void PaintToTarget(); void SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture); /** * Ensure we have a swap chain and it is ready for rendering. * Requires mDeviceManger to be non-null. * Returns true if we have a working swap chain; false otherwise. * If we cannot create or validate the swap chain due to a bad device manager, * then the device will be destroyed and set mDeviceManager to null. We will * schedule another composite if it is a good idea to try again or we need to * recreate the device. */ bool EnsureSwapChain(); already_AddRefed CreateTexture(const gfx::IntRect& aRect, const CompositingRenderTarget* aSource, const gfx::IntPoint& aSourcePoint); /** * Complete a mix-blend step at the end of DrawQuad(). */ void FinishMixBlend(const gfx::IntRect& aBackdropRect, const gfx::Rect& aBackdropDest, const gfx::Matrix4x4& aBackdropTransform, RefPtr aBackdrop, gfx::CompositionOp aBlendMode); /** * DeviceManagerD3D9 keeps a count of the number of times its device is * reset or recreated. We keep a parallel count (mDeviceResetCount). It * is possible that we miss a reset if it is 'caused' by another * compositor (for another window). In which case we need to invalidate * everything and render it all. This method checks the reset counts * match and if not invalidates everything (a long comment on that in * the cpp file). */ void CheckResetCount(); void FailedToResetDevice(); void ReportFailure(const nsACString &aMsg, HRESULT aCode); /* Device manager instance for this compositor */ RefPtr mDeviceManager; /* Swap chain associated with this compositor */ RefPtr mSwapChain; RefPtr mDefaultRT; RefPtr mCurrentRT; LayoutDeviceIntSize mSize; uint32_t mDeviceResetCount; uint32_t mFailedResetAttempts; }; } } #endif