Mypal/gfx/layers/d3d9/DeviceManagerD3D9.cpp
2020-07-16 02:30:23 +03:00

943 lines
26 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* 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/. */
#include "DeviceManagerD3D9.h"
#include "LayerManagerD3D9Shaders.h"
#include "nsIServiceManager.h"
#include "nsIConsoleService.h"
#include "nsPrintfCString.h"
#include "plstr.h"
#include <algorithm>
#include "gfx2DGlue.h"
#include "gfxPlatform.h"
#include "gfxWindowsPlatform.h"
#include "TextureD3D9.h"
#include "mozilla/Mutex.h"
#include "mozilla/gfx/Point.h"
#include "mozilla/layers/CompositorThread.h"
#include "gfxPrefs.h"
namespace mozilla {
namespace layers {
using namespace mozilla::gfx;
const LPCWSTR kClassName = L"D3D9WindowClass";
#define USE_D3D9EX
struct vertex {
float x, y;
};
static StaticAutoPtr<mozilla::Mutex> sDeviceManagerLock;
static StaticRefPtr<DeviceManagerD3D9> sDeviceManager;
/* static */ void
DeviceManagerD3D9::Init()
{
MOZ_ASSERT(!sDeviceManagerLock);
sDeviceManagerLock = new Mutex("DeviceManagerD3D9.sDeviceManagerLock");
}
/* static */ void
DeviceManagerD3D9::Shutdown()
{
sDeviceManagerLock = nullptr;
sDeviceManager = nullptr;
}
SwapChainD3D9::SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager)
: mDeviceManager(aDeviceManager)
, mWnd(0)
{
mDeviceManager->mSwapChains.AppendElement(this);
}
SwapChainD3D9::~SwapChainD3D9()
{
mDeviceManager->mSwapChains.RemoveElement(this);
}
bool
SwapChainD3D9::Init(HWND hWnd)
{
RECT r;
::GetClientRect(hWnd, &r);
mWnd = hWnd;
D3DPRESENT_PARAMETERS pp;
memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
pp.SwapEffect = D3DSWAPEFFECT_COPY;
pp.Windowed = TRUE;
pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
pp.hDeviceWindow = mWnd;
if (r.left == r.right || r.top == r.bottom) {
pp.BackBufferHeight = 1;
pp.BackBufferWidth = 1;
}
HRESULT hr = mDeviceManager->device()->
CreateAdditionalSwapChain(&pp,
getter_AddRefs(mSwapChain));
if (FAILED(hr)) {
NS_WARNING("Failed to create swap chain for window.");
return false;
}
return true;
}
already_AddRefed<IDirect3DSurface9>
SwapChainD3D9::GetBackBuffer()
{
RefPtr<IDirect3DSurface9> backBuffer;
mSwapChain->GetBackBuffer(0,
D3DBACKBUFFER_TYPE_MONO,
getter_AddRefs(backBuffer));
return backBuffer.forget();
}
DeviceManagerState
SwapChainD3D9::PrepareForRendering()
{
RECT r;
if (!::GetClientRect(mWnd, &r)) {
return DeviceFail;
}
DeviceManagerState deviceState = mDeviceManager->VerifyReadyForRendering();
if (deviceState != DeviceOK) {
return deviceState;
}
if (!mSwapChain) {
Init(mWnd);
}
if (mSwapChain) {
RefPtr<IDirect3DSurface9> backBuffer = GetBackBuffer();
D3DSURFACE_DESC desc;
backBuffer->GetDesc(&desc);
if (desc.Width == r.right - r.left && desc.Height == r.bottom - r.top) {
mDeviceManager->device()->SetRenderTarget(0, backBuffer);
return DeviceOK;
}
mSwapChain = nullptr;
Init(mWnd);
if (!mSwapChain) {
return DeviceFail;
}
backBuffer = GetBackBuffer();
mDeviceManager->device()->SetRenderTarget(0, backBuffer);
return DeviceOK;
}
return DeviceFail;
}
void
SwapChainD3D9::Present(const gfx::IntRect &aRect)
{
RECT r;
r.left = aRect.x;
r.top = aRect.y;
r.right = aRect.XMost();
r.bottom = aRect.YMost();
mSwapChain->Present(&r, &r, 0, 0, 0);
}
void
SwapChainD3D9::Present()
{
mSwapChain->Present(nullptr, nullptr, 0, 0, 0);
}
void
SwapChainD3D9::Reset()
{
mSwapChain = nullptr;
}
#define HAS_CAP(a, b) (((a) & (b)) == (b))
#define LACKS_CAP(a, b) !(((a) & (b)) == (b))
uint32_t DeviceManagerD3D9::sMaskQuadRegister = 11;
DeviceManagerD3D9::DeviceManagerD3D9()
: mTextureHostList(nullptr)
, mDeviceResetCount(0)
, mMaxTextureSize(0)
, mTextureAddressingMode(D3DTADDRESS_CLAMP)
, mHasComponentAlpha(true)
, mHasDynamicTextures(false)
, mDeviceWasRemoved(false)
{
}
DeviceManagerD3D9::~DeviceManagerD3D9()
{
DestroyDevice();
}
/* static */ RefPtr<DeviceManagerD3D9>
DeviceManagerD3D9::Get()
{
MutexAutoLock lock(*sDeviceManagerLock);
bool canCreate =
!gfxPlatform::UsesOffMainThreadCompositing() ||
CompositorThreadHolder::IsInCompositorThread();
if (!sDeviceManager && canCreate) {
sDeviceManager = new DeviceManagerD3D9();
if (!sDeviceManager->Initialize()) {
gfxCriticalError() << "[D3D9] Could not Initialize the DeviceManagerD3D9";
sDeviceManager = nullptr;
}
}
return sDeviceManager;
}
/* static */ RefPtr<IDirect3DDevice9>
DeviceManagerD3D9::GetDevice()
{
MutexAutoLock lock(*sDeviceManagerLock);
return sDeviceManager ? sDeviceManager->device() : nullptr;
}
/* static */ void
DeviceManagerD3D9::OnDeviceManagerDestroy(DeviceManagerD3D9* aDeviceManager)
{
if (!sDeviceManagerLock) {
// If the device manager has shutdown, we don't care anymore. We can get
// here when the compositor shuts down asynchronously.
MOZ_ASSERT(!sDeviceManager);
return;
}
MutexAutoLock lock(*sDeviceManagerLock);
if (aDeviceManager == sDeviceManager) {
sDeviceManager = nullptr;
}
}
bool
DeviceManagerD3D9::Initialize()
{
WNDCLASSW wc;
HRESULT hr;
if (!GetClassInfoW(GetModuleHandle(nullptr), kClassName, &wc)) {
ZeroMemory(&wc, sizeof(WNDCLASSW));
wc.hInstance = GetModuleHandle(nullptr);
wc.lpfnWndProc = ::DefWindowProc;
wc.lpszClassName = kClassName;
if (!RegisterClassW(&wc)) {
gfxCriticalError() << "[D3D9] Failed to register class for DeviceManager";
return false;
}
}
mFocusWnd = ::CreateWindowW(kClassName, L"D3D9Window", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr,
nullptr, GetModuleHandle(nullptr), nullptr);
if (!mFocusWnd) {
gfxCriticalError() << "[D3D9] Failed to create a window";
return false;
}
HMODULE d3d9 = LoadLibraryW(L"d3d9.dll");
decltype(Direct3DCreate9)* d3d9Create = (decltype(Direct3DCreate9)*)
GetProcAddress(d3d9, "Direct3DCreate9");
decltype(Direct3DCreate9Ex)* d3d9CreateEx = (decltype(Direct3DCreate9Ex)*)
GetProcAddress(d3d9, "Direct3DCreate9Ex");
#ifdef USE_D3D9EX
if (d3d9CreateEx) {
hr = d3d9CreateEx(D3D_SDK_VERSION, getter_AddRefs(mD3D9Ex));
if (SUCCEEDED(hr)) {
mD3D9 = mD3D9Ex;
}
}
#endif
if (!mD3D9) {
if (!d3d9Create) {
gfxCriticalError() << "[D3D9] Failed to load symbols";
return false;
}
mD3D9 = dont_AddRef(d3d9Create(D3D_SDK_VERSION));
if (!mD3D9) {
gfxCriticalError() << "[D3D9] Failed to create the IDirect3D9 object";
return false;
}
}
D3DADAPTER_IDENTIFIER9 ident;
hr = mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &ident);
if (FAILED(hr)) {
gfxCriticalError() << "[D3D9] Failed to create the environment code: " << gfx::hexa(hr);
return false;
}
D3DPRESENT_PARAMETERS pp;
memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
pp.BackBufferWidth = 1;
pp.BackBufferHeight = 1;
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.Windowed = TRUE;
pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
pp.hDeviceWindow = mFocusWnd;
if (mD3D9Ex) {
hr = mD3D9Ex->CreateDeviceEx(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
mFocusWnd,
D3DCREATE_FPU_PRESERVE |
D3DCREATE_MULTITHREADED |
D3DCREATE_MIXED_VERTEXPROCESSING,
&pp,
nullptr,
getter_AddRefs(mDeviceEx));
if (SUCCEEDED(hr)) {
mDevice = mDeviceEx;
}
D3DCAPS9 caps;
if (mDeviceEx && mDeviceEx->GetDeviceCaps(&caps)) {
if (LACKS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) {
// XXX - Should we actually hit this we'll need a CanvasLayer that
// supports static D3DPOOL_DEFAULT textures.
NS_WARNING("D3D9Ex device not used because of lack of support for \
dynamic textures. This is unexpected.");
mDevice = nullptr;
mDeviceEx = nullptr;
}
}
}
if (!mDevice) {
hr = mD3D9->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
mFocusWnd,
D3DCREATE_FPU_PRESERVE |
D3DCREATE_MULTITHREADED |
D3DCREATE_MIXED_VERTEXPROCESSING,
&pp,
getter_AddRefs(mDevice));
if (FAILED(hr) || !mDevice) {
gfxCriticalError() << "[D3D9] Failed to create the device, code: " << hexa(hr);
return false;
}
}
if (!VerifyCaps()) {
gfxCriticalError() << "[D3D9] insufficient capabilities";
return false;
}
/* Grab the associated HMONITOR so that we can find out
* if it changed later */
D3DDEVICE_CREATION_PARAMETERS parameters;
if (FAILED(mDevice->GetCreationParameters(&parameters)))
return false;
mDeviceMonitor = mD3D9->GetAdapterMonitor(parameters.AdapterOrdinal);
/*
* Do some post device creation setup
*/
auto failCreateShaderMsg = "[D3D9] failed to create a critical resource (shader) code";
hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVS,
getter_AddRefs(mLayerVS));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "LayerQuadVS: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPS,
getter_AddRefs(mRGBPS));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "RGBShaderPS: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPS,
getter_AddRefs(mRGBAPS));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "RGBAShaderPS: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPS,
getter_AddRefs(mComponentPass1PS));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "ComponentPass1ShaderPS: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPS,
getter_AddRefs(mComponentPass2PS));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "ComponentPass2ShaderPS: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPS,
getter_AddRefs(mYCbCrPS));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "YCbCrShaderPS: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPS,
getter_AddRefs(mSolidColorPS));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "SolidColorShaderPS" << gfx::hexa(hr);
return false;
}
hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask,
getter_AddRefs(mLayerVSMask));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "LayerQuadVSMask: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPSMask,
getter_AddRefs(mRGBPSMask));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "RGBShaderPSMask " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask,
getter_AddRefs(mRGBAPSMask));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "RGBAShaderPSMask: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPSMask,
getter_AddRefs(mComponentPass1PSMask));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "ComponentPass1ShaderPSMask: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPSMask,
getter_AddRefs(mComponentPass2PSMask));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "ComponentPass2ShaderPSMask: ";
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPSMask,
getter_AddRefs(mYCbCrPSMask));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "YCbCrShaderPSMask: " << gfx::hexa(hr);
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPSMask,
getter_AddRefs(mSolidColorPSMask));
if (FAILED(hr)) {
gfxCriticalError() << failCreateShaderMsg << "SolidColorShaderPSMask: " << gfx::hexa(hr);
return false;
}
if (!CreateVertexBuffer()) {
gfxCriticalError() << "[D3D9] Failed to create a critical resource (vbo)";
return false;
}
hr = mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex));
if (FAILED(hr)) {
gfxCriticalError() << "[D3D9] Failed to set the stream source code: " << gfx::hexa(hr);
return false;
}
D3DVERTEXELEMENT9 elements[] = {
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_POSITION, 0 },
D3DDECL_END()
};
mDevice->CreateVertexDeclaration(elements, getter_AddRefs(mVD));
nsCOMPtr<nsIConsoleService>
console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
D3DADAPTER_IDENTIFIER9 identifier;
mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier);
if (console) {
nsString msg;
msg +=
NS_LITERAL_STRING("Direct3D 9 DeviceManager Initialized Successfully.\nDriver: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)identifier.Driver));
msg += NS_LITERAL_STRING("\nDescription: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)identifier.Description));
msg += NS_LITERAL_STRING("\nVersion: ");
msg += NS_ConvertUTF8toUTF16(
nsPrintfCString("%d.%d.%d.%d",
HIWORD(identifier.DriverVersion.HighPart),
LOWORD(identifier.DriverVersion.HighPart),
HIWORD(identifier.DriverVersion.LowPart),
LOWORD(identifier.DriverVersion.LowPart)));
console->LogStringMessage(msg.get());
}
return true;
}
void
DeviceManagerD3D9::SetupRenderState()
{
mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex));
mDevice->SetVertexDeclaration(mVD);
mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
mDevice->SetRenderState(D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
mDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
mDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, mTextureAddressingMode);
mDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, mTextureAddressingMode);
mDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, mTextureAddressingMode);
mDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, mTextureAddressingMode);
mDevice->SetSamplerState(2, D3DSAMP_ADDRESSU, mTextureAddressingMode);
mDevice->SetSamplerState(2, D3DSAMP_ADDRESSV, mTextureAddressingMode);
}
already_AddRefed<SwapChainD3D9>
DeviceManagerD3D9::CreateSwapChain(HWND hWnd)
{
RefPtr<SwapChainD3D9> swapChain = new SwapChainD3D9(this);
// See bug 604647. This line means that if we create a window while the
// device is lost LayerManager initialization will fail, this window
// will be permanently unaccelerated. This should be a rare situation
// though and the need for a low-risk fix for this bug outweighs the
// downside.
if (VerifyReadyForRendering() != DeviceOK) {
return nullptr;
}
if (!swapChain->Init(hWnd)) {
return nullptr;
}
return swapChain.forget();
}
uint32_t
DeviceManagerD3D9::SetShaderMode(ShaderMode aMode, MaskType aMaskType)
{
if (aMaskType == MaskType::MaskNone) {
switch (aMode) {
case RGBLAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mRGBPS);
break;
case RGBALAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mRGBAPS);
break;
case COMPONENTLAYERPASS1:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mComponentPass1PS);
break;
case COMPONENTLAYERPASS2:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mComponentPass2PS);
break;
case YCBCRLAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mYCbCrPS);
break;
case SOLIDCOLORLAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mSolidColorPS);
break;
}
return 0;
}
uint32_t maskTexRegister;
switch (aMode) {
case RGBLAYER:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mRGBPSMask);
maskTexRegister = 1;
break;
case RGBALAYER:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mRGBAPSMask);
maskTexRegister = 1;
break;
case COMPONENTLAYERPASS1:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mComponentPass1PSMask);
maskTexRegister = 2;
break;
case COMPONENTLAYERPASS2:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mComponentPass2PSMask);
maskTexRegister = 2;
break;
case YCBCRLAYER:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mYCbCrPSMask);
maskTexRegister = 3;
break;
case SOLIDCOLORLAYER:
mDevice->SetVertexShader(mLayerVSMask);
mDevice->SetPixelShader(mSolidColorPSMask);
maskTexRegister = 0;
break;
}
return maskTexRegister;
}
void
DeviceManagerD3D9::DestroyDevice()
{
++mDeviceResetCount;
mDeviceWasRemoved = true;
if (!IsD3D9Ex()) {
ReleaseTextureResources();
}
DeviceManagerD3D9::OnDeviceManagerDestroy(this);
}
DeviceManagerState
DeviceManagerD3D9::VerifyReadyForRendering()
{
if (mDeviceWasRemoved) {
return DeviceMustRecreate;
}
HRESULT hr = mDevice->TestCooperativeLevel();
if (SUCCEEDED(hr)) {
if (IsD3D9Ex()) {
hr = mDeviceEx->CheckDeviceState(mFocusWnd);
if (FAILED(hr)) {
DestroyDevice();
return DeviceMustRecreate;
}
}
return DeviceOK;
}
ReleaseTextureResources();
for (unsigned int i = 0; i < mSwapChains.Length(); i++) {
mSwapChains[i]->Reset();
}
mVB = nullptr;
D3DPRESENT_PARAMETERS pp;
memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
pp.BackBufferWidth = 1;
pp.BackBufferHeight = 1;
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.Windowed = TRUE;
pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
pp.hDeviceWindow = mFocusWnd;
// Whatever happens from now on, either we reset the device, or we should
// pretend we reset the device so that the layer manager or compositor
// doesn't ignore it.
++mDeviceResetCount;
// if we got this far, we know !SUCCEEDEED(hr), that means hr is one of
// D3DERR_DEVICELOST, D3DERR_DEVICENOTRESET, D3DERR_DRIVERINTERNALERROR.
// It is only worth resetting if we get D3DERR_DEVICENOTRESET. If we get
// D3DERR_DEVICELOST we can wait and see if we get D3DERR_DEVICENOTRESET
// later, then reset.
if (hr == D3DERR_DEVICELOST) {
HMONITOR hMonitorWindow;
hMonitorWindow = MonitorFromWindow(mFocusWnd, MONITOR_DEFAULTTOPRIMARY);
if (hMonitorWindow != mDeviceMonitor) {
/* jrmuizel: I'm not sure how to trigger this case. Usually, we get
* DEVICENOTRESET right away and Reset() succeeds without going through a
* set of DEVICELOSTs. This is presumeably because we don't call
* VerifyReadyForRendering when we don't have any reason to paint.
* Hopefully comparing HMONITORs is not overly aggressive.
* See bug 626678.
*/
/* The monitor has changed. We have to assume that the
* DEVICENOTRESET will not be coming. */
DestroyDevice();
return DeviceMustRecreate;
}
return DeviceFail;
}
if (hr == D3DERR_DEVICENOTRESET) {
hr = mDevice->Reset(&pp);
}
if (FAILED(hr) || !CreateVertexBuffer()) {
DestroyDevice();
return DeviceMustRecreate;
}
return DeviceOK;
}
bool
DeviceManagerD3D9::VerifyCaps()
{
D3DCAPS9 caps;
HRESULT hr = mDevice->GetDeviceCaps(&caps);
if (FAILED(hr)) {
return false;
}
if (LACKS_CAP(caps.DevCaps, D3DDEVCAPS_TEXTUREVIDEOMEMORY)) {
return false;
}
if (LACKS_CAP(caps.PrimitiveMiscCaps, D3DPMISCCAPS_CULLNONE)) {
return false;
}
if (LACKS_CAP(caps.SrcBlendCaps, D3DPBLENDCAPS_ONE) ||
LACKS_CAP(caps.SrcBlendCaps, D3DBLEND_SRCALPHA) ||
LACKS_CAP(caps.DestBlendCaps, D3DPBLENDCAPS_INVSRCALPHA)) {
return false;
}
if (LACKS_CAP(caps.RasterCaps, D3DPRASTERCAPS_SCISSORTEST)) {
return false;
}
if (LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_ALPHA) ||
HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_SQUAREONLY) ||
(HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_POW2) &&
LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL))) {
return false;
}
if (LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MAGFLINEAR) ||
LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MINFLINEAR)) {
return false;
}
if (LACKS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_CLAMP)) {
return false;
}
if (caps.MaxTextureHeight < 4096 ||
caps.MaxTextureWidth < 4096) {
return false;
}
mMaxTextureSize = std::min(caps.MaxTextureHeight, caps.MaxTextureWidth);
if ((caps.PixelShaderVersion & 0xffff) < 0x200 ||
(caps.VertexShaderVersion & 0xffff) < 0x200) {
return false;
}
if (HAS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) {
mHasDynamicTextures = true;
}
if (HAS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_WRAP) &&
LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) {
mTextureAddressingMode = D3DTADDRESS_WRAP;
} else {
gfxPlatform::DisableBufferRotation();
}
if (LACKS_CAP(caps.DestBlendCaps, D3DPBLENDCAPS_INVSRCCOLOR)) {
mHasComponentAlpha = false;
}
return true;
}
bool
DeviceManagerD3D9::CreateVertexBuffer()
{
HRESULT hr;
hr = mDevice->CreateVertexBuffer(sizeof(vertex) * 4,
D3DUSAGE_WRITEONLY,
0,
D3DPOOL_DEFAULT,
getter_AddRefs(mVB),
nullptr);
if (FAILED(hr)) {
return false;
}
vertex *vertices;
hr = mVB->Lock(0, 0, (void**)&vertices, 0);
if (FAILED(hr)) {
return false;
}
vertices[0].x = vertices[0].y = 0;
vertices[1].x = 1; vertices[1].y = 0;
vertices[2].x = 0; vertices[2].y = 1;
vertices[3].x = 1; vertices[3].y = 1;
mVB->Unlock();
return true;
}
already_AddRefed<IDirect3DTexture9>
DeviceManagerD3D9::CreateTexture(const IntSize &aSize,
_D3DFORMAT aFormat,
D3DPOOL aPool,
TextureSourceD3D9* aTextureHost)
{
if (mDeviceWasRemoved) {
return nullptr;
}
RefPtr<IDirect3DTexture9> result;
if (FAILED(device()->CreateTexture(aSize.width, aSize.height,
1, 0, aFormat, aPool,
getter_AddRefs(result), nullptr))) {
return nullptr;
}
NS_ASSERTION(aPool != D3DPOOL_MANAGED,
"Should not be using MANAGED texture pool. We will get an error when we have to recreate the device");
if (aPool == D3DPOOL_DEFAULT) {
MOZ_ASSERT(aTextureHost, "We need a texture host to track so we can release the texture.");
RegisterTextureHost(aTextureHost);
}
return result.forget();
}
#ifdef DEBUG
bool
DeviceManagerD3D9::IsInTextureHostList(TextureSourceD3D9* aFind)
{
TextureSourceD3D9* cur = mTextureHostList;
while(cur) {
if (cur == aFind) {
return true;
}
cur = cur->mNextHost;
}
return false;
}
#endif
void
DeviceManagerD3D9::RegisterTextureHost(TextureSourceD3D9* aHost)
{
if (!aHost) {
return;
}
// Don't add aHost to the list twice.
if (aHost->mPreviousHost ||
mTextureHostList == aHost) {
MOZ_ASSERT(IsInTextureHostList(aHost));
return;
}
MOZ_ASSERT(!aHost->mNextHost);
MOZ_ASSERT(!IsInTextureHostList(aHost));
if (mTextureHostList) {
MOZ_ASSERT(!mTextureHostList->mPreviousHost);
mTextureHostList->mPreviousHost = aHost;
aHost->mNextHost = mTextureHostList;
}
mTextureHostList = aHost;
MOZ_ASSERT(!aHost->mCreatingDeviceManager, "Already created texture?");
MOZ_ASSERT(IsInTextureHostList(aHost));
aHost->mCreatingDeviceManager = this;
}
void
DeviceManagerD3D9::ReleaseTextureResources()
{
TextureSourceD3D9* host = mTextureHostList;
while (host) {
host->ReleaseTextureResources();
TextureSourceD3D9* oldHost = host;
host = oldHost->mNextHost;
oldHost->mPreviousHost = nullptr;
oldHost->mNextHost = nullptr;
oldHost->mCreatingDeviceManager = nullptr;
}
mTextureHostList = nullptr;
}
void
DeviceManagerD3D9::RemoveTextureListHead(TextureSourceD3D9* aHost)
{
MOZ_ASSERT(!aHost->mCreatingDeviceManager || aHost->mCreatingDeviceManager == this,
"Wrong device manager");
MOZ_ASSERT(aHost && mTextureHostList == aHost,
"aHost is not the head of the texture host list");
mTextureHostList = aHost->mNextHost;
}
} /* namespace layers */
} /* namespace mozilla */