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diff --git a/gfx/layers/d3d11/CompositorD3D11.cpp b/gfx/layers/d3d11/CompositorD3D11.cpp
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "CompositorD3D11.h"
+
+#include "TextureD3D11.h"
+
+#include "gfxWindowsPlatform.h"
+#include "nsIWidget.h"
+#include "Layers.h"
+#include "mozilla/gfx/D3D11Checks.h"
+#include "mozilla/gfx/DeviceManagerDx.h"
+#include "mozilla/gfx/GPUParent.h"
+#include "mozilla/gfx/Swizzle.h"
+#include "mozilla/layers/ImageHost.h"
+#include "mozilla/layers/ContentHost.h"
+#include "mozilla/layers/Diagnostics.h"
+#include "mozilla/layers/DiagnosticsD3D11.h"
+#include "mozilla/layers/Effects.h"
+#include "mozilla/layers/HelpersD3D11.h"
+#include "nsWindowsHelpers.h"
+#include "gfxConfig.h"
+#include "gfxCrashReporterUtils.h"
+#include "gfxUtils.h"
+#include "mozilla/gfx/StackArray.h"
+#include "mozilla/widget/WinCompositorWidget.h"
+
+#include "mozilla/EnumeratedArray.h"
+#include "mozilla/StaticPrefs_gfx.h"
+#include "mozilla/StaticPrefs_layers.h"
+#include "mozilla/Telemetry.h"
+#include "BlendShaderConstants.h"
+
+#include "D3D11ShareHandleImage.h"
+#include "DeviceAttachmentsD3D11.h"
+
+#include <versionhelpers.h> // For IsWindows8OrGreater
+#include <winsdkver.h>
+
+namespace mozilla {
+
+using namespace gfx;
+
+namespace layers {
+
+bool CanUsePartialPresents(ID3D11Device* aDevice);
+
+const FLOAT sBlendFactor[] = {0, 0, 0, 0};
+
+class AsyncReadbackBufferD3D11 final : public AsyncReadbackBuffer {
+ public:
+ AsyncReadbackBufferD3D11(ID3D11DeviceContext* aContext,
+ ID3D11Texture2D* aTexture, const IntSize& aSize);
+
+ bool MapAndCopyInto(DataSourceSurface* aSurface,
+ const IntSize& aReadSize) const override;
+
+ ID3D11Texture2D* GetTexture() { return mTexture; }
+
+ private:
+ RefPtr<ID3D11DeviceContext> mContext;
+ RefPtr<ID3D11Texture2D> mTexture;
+};
+
+AsyncReadbackBufferD3D11::AsyncReadbackBufferD3D11(
+ ID3D11DeviceContext* aContext, ID3D11Texture2D* aTexture,
+ const IntSize& aSize)
+ : AsyncReadbackBuffer(aSize), mContext(aContext), mTexture(aTexture) {}
+
+bool AsyncReadbackBufferD3D11::MapAndCopyInto(DataSourceSurface* aSurface,
+ const IntSize& aReadSize) const {
+ D3D11_MAPPED_SUBRESOURCE map;
+ HRESULT hr = mContext->Map(mTexture, 0, D3D11_MAP_READ, 0, &map);
+
+ if (FAILED(hr)) {
+ return false;
+ }
+
+ RefPtr<DataSourceSurface> sourceSurface =
+ Factory::CreateWrappingDataSourceSurface(static_cast<uint8_t*>(map.pData),
+ map.RowPitch, mSize,
+ SurfaceFormat::B8G8R8A8);
+
+ bool result;
+ {
+ DataSourceSurface::ScopedMap sourceMap(sourceSurface,
+ DataSourceSurface::READ);
+ DataSourceSurface::ScopedMap destMap(aSurface, DataSourceSurface::WRITE);
+
+ result = SwizzleData(sourceMap.GetData(), sourceMap.GetStride(),
+ SurfaceFormat::B8G8R8A8, destMap.GetData(),
+ destMap.GetStride(), aSurface->GetFormat(), aReadSize);
+ }
+
+ mContext->Unmap(mTexture, 0);
+
+ return result;
+}
+
+CompositorD3D11::CompositorD3D11(CompositorBridgeParent* aParent,
+ widget::CompositorWidget* aWidget)
+ : Compositor(aWidget, aParent),
+ mWindowRTCopy(nullptr),
+ mAttachments(nullptr),
+ mHwnd(nullptr),
+ mDisableSequenceForNextFrame(false),
+ mAllowPartialPresents(false),
+ mIsDoubleBuffered(false),
+ mVerifyBuffersFailed(false),
+ mUseMutexOnPresent(false),
+ mUseForSoftwareWebRender(false) {
+ mUseMutexOnPresent = StaticPrefs::gfx_use_mutex_on_present_AtStartup();
+}
+
+CompositorD3D11::~CompositorD3D11() {}
+
+template <typename VertexType>
+void CompositorD3D11::SetVertexBuffer(ID3D11Buffer* aBuffer) {
+ UINT size = sizeof(VertexType);
+ UINT offset = 0;
+ mContext->IASetVertexBuffers(0, 1, &aBuffer, &size, &offset);
+}
+
+bool CompositorD3D11::SupportsLayerGeometry() const {
+ return StaticPrefs::layers_geometry_d3d11_enabled();
+}
+
+bool CompositorD3D11::UpdateDynamicVertexBuffer(
+ const nsTArray<gfx::TexturedTriangle>& aTriangles) {
+ HRESULT hr;
+
+ // Resize the dynamic vertex buffer if needed.
+ if (!mAttachments->EnsureTriangleBuffer(aTriangles.Length())) {
+ return false;
+ }
+
+ D3D11_MAPPED_SUBRESOURCE resource{};
+ hr = mContext->Map(mAttachments->mDynamicVertexBuffer, 0,
+ D3D11_MAP_WRITE_DISCARD, 0, &resource);
+
+ if (Failed(hr, "map dynamic vertex buffer")) {
+ return false;
+ }
+
+ const nsTArray<TexturedVertex> vertices =
+ TexturedTrianglesToVertexArray(aTriangles);
+
+ memcpy(resource.pData, vertices.Elements(),
+ vertices.Length() * sizeof(TexturedVertex));
+
+ mContext->Unmap(mAttachments->mDynamicVertexBuffer, 0);
+
+ return true;
+}
+
+bool CompositorD3D11::Initialize(nsCString* const out_failureReason) {
+ ScopedGfxFeatureReporter reporter("D3D11 Layers");
+
+ HRESULT hr;
+
+ DeviceManagerDx::Get()->GetCompositorDevices(&mDevice, &mAttachments);
+ if (!mDevice) {
+ gfxCriticalNote << "[D3D11] failed to get compositor device.";
+ *out_failureReason = "FEATURE_FAILURE_D3D11_NO_DEVICE";
+ return false;
+ }
+ if (!mAttachments || !mAttachments->IsValid()) {
+ gfxCriticalNote << "[D3D11] failed to get compositor device attachments";
+ *out_failureReason = mAttachments ? mAttachments->GetFailureId()
+ : "FEATURE_FAILURE_NO_ATTACHMENTS"_ns;
+ return false;
+ }
+
+ mDevice->GetImmediateContext(getter_AddRefs(mContext));
+ if (!mContext) {
+ gfxCriticalNote << "[D3D11] failed to get immediate context";
+ *out_failureReason = "FEATURE_FAILURE_D3D11_CONTEXT";
+ return false;
+ }
+
+ mDiagnostics = MakeUnique<DiagnosticsD3D11>(mDevice, mContext);
+ mFeatureLevel = mDevice->GetFeatureLevel();
+
+ mHwnd = mWidget->AsWindows()->GetHwnd();
+
+ memset(&mVSConstants, 0, sizeof(VertexShaderConstants));
+
+ RefPtr<IDXGIDevice> dxgiDevice;
+ RefPtr<IDXGIAdapter> dxgiAdapter;
+
+ mDevice->QueryInterface(dxgiDevice.StartAssignment());
+ dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter));
+
+ {
+ RefPtr<IDXGIFactory> dxgiFactory;
+ dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));
+
+ RefPtr<IDXGIFactory2> dxgiFactory2;
+ hr = dxgiFactory->QueryInterface(
+ (IDXGIFactory2**)getter_AddRefs(dxgiFactory2));
+
+#if (_WIN32_WINDOWS_MAXVER >= 0x0A00)
+ if (gfxVars::UseDoubleBufferingWithCompositor() && SUCCEEDED(hr) &&
+ dxgiFactory2) {
+ // DXGI_SCALING_NONE is not available on Windows 7 with Platform Update.
+ // This looks awful for things like the awesome bar and browser window
+ // resizing so we don't use a flip buffer chain here. When using
+ // EFFECT_SEQUENTIAL it looks like windows doesn't stretch the surface
+ // when resizing. We chose not to run this before Windows 10 because it
+ // appears sometimes this breaks our ability to test ASAP compositing.
+ RefPtr<IDXGISwapChain1> swapChain;
+
+ DXGI_SWAP_CHAIN_DESC1 swapDesc;
+ ::ZeroMemory(&swapDesc, sizeof(swapDesc));
+ swapDesc.Width = 0;
+ swapDesc.Height = 0;
+ swapDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+ swapDesc.SampleDesc.Count = 1;
+ swapDesc.SampleDesc.Quality = 0;
+ swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapDesc.BufferCount = 2;
+ swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+ swapDesc.Scaling = DXGI_SCALING_NONE;
+ mIsDoubleBuffered = true;
+ swapDesc.Flags = 0;
+
+ /**
+ * Create a swap chain, this swap chain will contain the backbuffer for
+ * the window we draw to. The front buffer is the full screen front
+ * buffer.
+ */
+ hr = dxgiFactory2->CreateSwapChainForHwnd(mDevice, mHwnd, &swapDesc,
+ nullptr, nullptr,
+ getter_AddRefs(swapChain));
+ if (SUCCEEDED(hr)) {
+ DXGI_RGBA color = {1.0f, 1.0f, 1.0f, 1.0f};
+ swapChain->SetBackgroundColor(&color);
+
+ mSwapChain = swapChain;
+ } else if (mWidget->AsWindows()->GetCompositorHwnd()) {
+ // Destroy compositor window.
+ mWidget->AsWindows()->DestroyCompositorWindow();
+ mHwnd = mWidget->AsWindows()->GetHwnd();
+ }
+ }
+
+ // In some configurations double buffering may have failed with an
+ // ACCESS_DENIED error.
+ if (!mSwapChain)
+#endif
+ {
+ if (mWidget->AsWindows()->GetCompositorHwnd()) {
+ // Destroy compositor window.
+ mWidget->AsWindows()->DestroyCompositorWindow();
+ mHwnd = mWidget->AsWindows()->GetHwnd();
+ }
+
+ DXGI_SWAP_CHAIN_DESC swapDesc;
+ ::ZeroMemory(&swapDesc, sizeof(swapDesc));
+ swapDesc.BufferDesc.Width = 0;
+ swapDesc.BufferDesc.Height = 0;
+ swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+ swapDesc.BufferDesc.RefreshRate.Numerator = 60;
+ swapDesc.BufferDesc.RefreshRate.Denominator = 1;
+ swapDesc.SampleDesc.Count = 1;
+ swapDesc.SampleDesc.Quality = 0;
+ swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapDesc.BufferCount = 1;
+ swapDesc.OutputWindow = mHwnd;
+ swapDesc.Windowed = TRUE;
+ swapDesc.Flags = 0;
+ swapDesc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;
+
+ /**
+ * Create a swap chain, this swap chain will contain the backbuffer for
+ * the window we draw to. The front buffer is the full screen front
+ * buffer.
+ */
+ hr = dxgiFactory->CreateSwapChain(dxgiDevice, &swapDesc,
+ getter_AddRefs(mSwapChain));
+ if (Failed(hr, "create swap chain")) {
+ *out_failureReason = "FEATURE_FAILURE_D3D11_SWAP_CHAIN";
+ return false;
+ }
+ }
+
+ // We need this because we don't want DXGI to respond to Alt+Enter.
+ dxgiFactory->MakeWindowAssociation(mHwnd, DXGI_MWA_NO_WINDOW_CHANGES);
+ }
+
+ if (!mWidget->InitCompositor(this)) {
+ *out_failureReason = "FEATURE_FAILURE_D3D11_INIT_COMPOSITOR";
+ return false;
+ }
+
+ mAllowPartialPresents = CanUsePartialPresents(mDevice);
+
+ reporter.SetSuccessful();
+ return true;
+}
+
+bool CanUsePartialPresents(ID3D11Device* aDevice) {
+ if (StaticPrefs::gfx_partialpresent_force() > 0) {
+ return true;
+ }
+ if (StaticPrefs::gfx_partialpresent_force() < 0) {
+ return false;
+ }
+ if (DeviceManagerDx::Get()->IsWARP()) {
+ return true;
+ }
+
+ DXGI_ADAPTER_DESC desc;
+ if (!D3D11Checks::GetDxgiDesc(aDevice, &desc)) {
+ return false;
+ }
+
+ // We have to disable partial presents on NVIDIA (bug 1189940).
+ if (desc.VendorId == 0x10de) {
+ return false;
+ }
+
+ return true;
+}
+
+already_AddRefed<DataTextureSource> CompositorD3D11::CreateDataTextureSource(
+ TextureFlags aFlags) {
+ RefPtr<DataTextureSource> result =
+ new DataTextureSourceD3D11(gfx::SurfaceFormat::UNKNOWN, this, aFlags);
+ return result.forget();
+}
+
+TextureFactoryIdentifier CompositorD3D11::GetTextureFactoryIdentifier() {
+ TextureFactoryIdentifier ident;
+ ident.mMaxTextureSize = GetMaxTextureSize();
+ ident.mParentProcessType = XRE_GetProcessType();
+ ident.mParentBackend = LayersBackend::LAYERS_D3D11;
+ if (mWidget) {
+ ident.mUseCompositorWnd = !!mWidget->AsWindows()->GetCompositorHwnd();
+ }
+ if (mAttachments->mSyncObject) {
+ ident.mSyncHandle = mAttachments->mSyncObject->GetSyncHandle();
+ }
+ return ident;
+}
+
+bool CompositorD3D11::CanUseCanvasLayerForSize(const gfx::IntSize& aSize) {
+ int32_t maxTextureSize = GetMaxTextureSize();
+
+ if (aSize.width > maxTextureSize || aSize.height > maxTextureSize) {
+ return false;
+ }
+
+ return true;
+}
+
+int32_t CompositorD3D11::GetMaxTextureSize() const {
+ return GetMaxTextureSizeForFeatureLevel(mFeatureLevel);
+}
+
+already_AddRefed<CompositingRenderTarget> CompositorD3D11::CreateRenderTarget(
+ const gfx::IntRect& aRect, SurfaceInitMode aInit) {
+ MOZ_ASSERT(!aRect.IsZeroArea());
+
+ if (aRect.IsZeroArea()) {
+ return nullptr;
+ }
+
+ CD3D11_TEXTURE2D_DESC desc(
+ DXGI_FORMAT_B8G8R8A8_UNORM, aRect.width, aRect.height, 1, 1,
+ D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
+
+ RefPtr<ID3D11Texture2D> texture;
+ HRESULT hr =
+ mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
+ if (FAILED(hr) || !texture) {
+ gfxCriticalNote << "Failed in CreateRenderTarget " << hexa(hr);
+ return nullptr;
+ }
+
+ RefPtr<CompositingRenderTargetD3D11> rt =
+ new CompositingRenderTargetD3D11(texture, aRect.TopLeft());
+ rt->SetSize(IntSize(aRect.Width(), aRect.Height()));
+
+ if (aInit == INIT_MODE_CLEAR) {
+ FLOAT clear[] = {0, 0, 0, 0};
+ mContext->ClearRenderTargetView(rt->mRTView, clear);
+ }
+
+ return rt.forget();
+}
+
+RefPtr<ID3D11Texture2D> CompositorD3D11::CreateTexture(
+ const gfx::IntRect& aRect, const CompositingRenderTarget* aSource,
+ const gfx::IntPoint& aSourcePoint) {
+ MOZ_ASSERT(!aRect.IsZeroArea());
+
+ if (aRect.IsZeroArea()) {
+ return nullptr;
+ }
+
+ CD3D11_TEXTURE2D_DESC desc(
+ DXGI_FORMAT_B8G8R8A8_UNORM, aRect.Width(), aRect.Height(), 1, 1,
+ D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
+
+ RefPtr<ID3D11Texture2D> texture;
+ HRESULT hr =
+ mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
+
+ if (FAILED(hr) || !texture) {
+ gfxCriticalNote << "Failed in CreateRenderTargetFromSource " << hexa(hr);
+ HandleError(hr);
+ return nullptr;
+ }
+
+ if (aSource) {
+ const CompositingRenderTargetD3D11* sourceD3D11 =
+ static_cast<const CompositingRenderTargetD3D11*>(aSource);
+
+ const IntSize& srcSize = sourceD3D11->GetSize();
+ MOZ_ASSERT(srcSize.width >= 0 && srcSize.height >= 0,
+ "render targets should have nonnegative sizes");
+
+ IntRect srcRect(IntPoint(), srcSize);
+ IntRect copyRect(aSourcePoint, aRect.Size());
+ if (!srcRect.Contains(copyRect)) {
+ NS_WARNING("Could not copy the whole copy rect from the render target");
+ }
+
+ copyRect = copyRect.Intersect(srcRect);
+
+ if (!copyRect.IsEmpty()) {
+ D3D11_BOX copyBox;
+ copyBox.front = 0;
+ copyBox.back = 1;
+ copyBox.left = copyRect.X();
+ copyBox.top = copyRect.Y();
+ copyBox.right = copyRect.XMost();
+ copyBox.bottom = copyRect.YMost();
+
+ mContext->CopySubresourceRegion(
+ texture, 0, 0, 0, 0, sourceD3D11->GetD3D11Texture(), 0, &copyBox);
+ }
+ }
+
+ return texture;
+}
+
+already_AddRefed<CompositingRenderTarget>
+CompositorD3D11::CreateRenderTargetFromSource(
+ const gfx::IntRect& aRect, const CompositingRenderTarget* aSource,
+ const gfx::IntPoint& aSourcePoint) {
+ RefPtr<ID3D11Texture2D> texture = CreateTexture(aRect, aSource, aSourcePoint);
+ if (!texture) {
+ return nullptr;
+ }
+
+ RefPtr<CompositingRenderTargetD3D11> rt =
+ new CompositingRenderTargetD3D11(texture, aRect.TopLeft());
+ rt->SetSize(aRect.Size());
+
+ return rt.forget();
+}
+
+bool CompositorD3D11::ShouldAllowFrameRecording() const {
+#ifdef MOZ_GECKO_PROFILER
+ return mAllowFrameRecording ||
+ profiler_feature_active(ProfilerFeature::Screenshots);
+#else
+ return mAllowFrameRecording;
+#endif
+}
+
+already_AddRefed<CompositingRenderTarget>
+CompositorD3D11::GetWindowRenderTarget() const {
+ if (!ShouldAllowFrameRecording()) {
+ return nullptr;
+ }
+
+ if (!mDefaultRT) {
+ return nullptr;
+ }
+
+ const IntSize size = mDefaultRT->GetSize();
+
+ RefPtr<ID3D11Texture2D> rtTexture;
+
+ if (!mWindowRTCopy || mWindowRTCopy->GetSize() != size) {
+ /*
+ * The compositor screenshots infrastructure is going to scale down the
+ * render target returned by this method. However, mDefaultRT does not
+ * contain a texture created wth the D3D11_BIND_SHADER_RESOURCE flag, so if
+ * we were to simply return mDefaultRT then scaling would fail.
+ */
+ CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, size.width,
+ size.height, 1, 1, D3D11_BIND_SHADER_RESOURCE);
+
+ HRESULT hr =
+ mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(rtTexture));
+ if (FAILED(hr)) {
+ return nullptr;
+ }
+
+ mWindowRTCopy = MakeRefPtr<CompositingRenderTargetD3D11>(
+ rtTexture, IntPoint(0, 0), DXGI_FORMAT_B8G8R8A8_UNORM);
+ mWindowRTCopy->SetSize(size);
+ } else {
+ rtTexture = mWindowRTCopy->GetD3D11Texture();
+ }
+
+ const RefPtr<ID3D11Texture2D> sourceTexture = mDefaultRT->GetD3D11Texture();
+ mContext->CopyResource(rtTexture, sourceTexture);
+
+ return RefPtr<CompositingRenderTarget>(
+ static_cast<CompositingRenderTarget*>(mWindowRTCopy))
+ .forget();
+}
+
+bool CompositorD3D11::ReadbackRenderTarget(CompositingRenderTarget* aSource,
+ AsyncReadbackBuffer* aDest) {
+ RefPtr<CompositingRenderTargetD3D11> srcTexture =
+ static_cast<CompositingRenderTargetD3D11*>(aSource);
+ RefPtr<AsyncReadbackBufferD3D11> destBuffer =
+ static_cast<AsyncReadbackBufferD3D11*>(aDest);
+
+ mContext->CopyResource(destBuffer->GetTexture(),
+ srcTexture->GetD3D11Texture());
+
+ return true;
+}
+
+already_AddRefed<AsyncReadbackBuffer>
+CompositorD3D11::CreateAsyncReadbackBuffer(const gfx::IntSize& aSize) {
+ RefPtr<ID3D11Texture2D> texture;
+
+ CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, aSize.width,
+ aSize.height, 1, 1, 0, D3D11_USAGE_STAGING,
+ D3D11_CPU_ACCESS_READ);
+
+ HRESULT hr =
+ mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
+
+ if (FAILED(hr)) {
+ HandleError(hr);
+ return nullptr;
+ }
+
+ return MakeAndAddRef<AsyncReadbackBufferD3D11>(mContext, texture, aSize);
+}
+
+bool CompositorD3D11::BlitRenderTarget(CompositingRenderTarget* aSource,
+ const gfx::IntSize& aSourceSize,
+ const gfx::IntSize& aDestSize) {
+ RefPtr<CompositingRenderTargetD3D11> source =
+ static_cast<CompositingRenderTargetD3D11*>(aSource);
+
+ RefPtr<TexturedEffect> texturedEffect = CreateTexturedEffect(
+ SurfaceFormat::B8G8R8A8, source, SamplingFilter::LINEAR, true);
+ texturedEffect->mTextureCoords =
+ Rect(0, 0, Float(aSourceSize.width) / Float(source->GetSize().width),
+ Float(aSourceSize.height) / Float(source->GetSize().height));
+
+ EffectChain effect;
+ effect.mPrimaryEffect = texturedEffect;
+
+ const Float scaleX = Float(aDestSize.width) / Float(aSourceSize.width);
+ const Float scaleY = Float(aDestSize.height) / (aSourceSize.height);
+ const Matrix4x4 transform = Matrix4x4::Scaling(scaleX, scaleY, 1.0f);
+
+ const Rect sourceRect(0, 0, aSourceSize.width, aSourceSize.height);
+
+ DrawQuad(sourceRect, IntRect(0, 0, aDestSize.width, aDestSize.height), effect,
+ 1.0f, transform, sourceRect);
+
+ return true;
+}
+
+bool CompositorD3D11::CopyBackdrop(const gfx::IntRect& aRect,
+ RefPtr<ID3D11Texture2D>* aOutTexture,
+ RefPtr<ID3D11ShaderResourceView>* aOutView) {
+ RefPtr<ID3D11Texture2D> texture =
+ CreateTexture(aRect, mCurrentRT, aRect.TopLeft());
+ if (!texture) {
+ return false;
+ }
+
+ CD3D11_SHADER_RESOURCE_VIEW_DESC desc(D3D11_SRV_DIMENSION_TEXTURE2D,
+ DXGI_FORMAT_B8G8R8A8_UNORM);
+
+ RefPtr<ID3D11ShaderResourceView> srv;
+ HRESULT hr =
+ mDevice->CreateShaderResourceView(texture, &desc, getter_AddRefs(srv));
+ if (FAILED(hr) || !srv) {
+ return false;
+ }
+
+ *aOutTexture = texture.forget();
+ *aOutView = srv.forget();
+ return true;
+}
+
+void CompositorD3D11::SetRenderTarget(CompositingRenderTarget* aRenderTarget) {
+ MOZ_ASSERT(aRenderTarget);
+ CompositingRenderTargetD3D11* newRT =
+ static_cast<CompositingRenderTargetD3D11*>(aRenderTarget);
+ if (mCurrentRT != newRT) {
+ mCurrentRT = newRT;
+ mCurrentRT->BindRenderTarget(mContext);
+ }
+
+ if (newRT->HasComplexProjection()) {
+ gfx::Matrix4x4 projection;
+ bool depthEnable;
+ float zNear, zFar;
+ newRT->GetProjection(projection, depthEnable, zNear, zFar);
+ PrepareViewport(newRT->GetSize(), projection, zNear, zFar);
+ } else {
+ PrepareViewport(newRT->GetSize());
+ }
+}
+
+ID3D11PixelShader* CompositorD3D11::GetPSForEffect(Effect* aEffect,
+ const bool aUseBlendShader,
+ const MaskType aMaskType) {
+ if (aUseBlendShader) {
+ return mAttachments->mBlendShader[MaskType::MaskNone];
+ }
+
+ switch (aEffect->mType) {
+ case EffectTypes::SOLID_COLOR:
+ return mAttachments->mSolidColorShader[aMaskType];
+ case EffectTypes::RENDER_TARGET:
+ return mAttachments->mRGBAShader[aMaskType];
+ case EffectTypes::RGB: {
+ SurfaceFormat format =
+ static_cast<TexturedEffect*>(aEffect)->mTexture->GetFormat();
+ return (format == SurfaceFormat::B8G8R8A8 ||
+ format == SurfaceFormat::R8G8B8A8)
+ ? mAttachments->mRGBAShader[aMaskType]
+ : mAttachments->mRGBShader[aMaskType];
+ }
+ case EffectTypes::NV12:
+ return mAttachments->mNV12Shader[aMaskType];
+ case EffectTypes::YCBCR:
+ return mAttachments->mYCbCrShader[aMaskType];
+ case EffectTypes::COMPONENT_ALPHA:
+ return mAttachments->mComponentAlphaShader[aMaskType];
+ default:
+ NS_WARNING("No shader to load");
+ return nullptr;
+ }
+}
+
+void CompositorD3D11::ClearRect(const gfx::Rect& aRect) {
+ if (aRect.IsEmpty()) {
+ return;
+ }
+
+ mContext->OMSetBlendState(mAttachments->mDisabledBlendState, sBlendFactor,
+ 0xFFFFFFFF);
+
+ Matrix4x4 identity;
+ memcpy(&mVSConstants.layerTransform, &identity._11, 64);
+
+ mVSConstants.layerQuad = aRect;
+ mVSConstants.renderTargetOffset[0] = 0;
+ mVSConstants.renderTargetOffset[1] = 0;
+ mPSConstants.layerOpacity[0] = 1.0f;
+
+ D3D11_RECT scissor;
+ scissor.left = aRect.X();
+ scissor.right = aRect.XMost();
+ scissor.top = aRect.Y();
+ scissor.bottom = aRect.YMost();
+ mContext->RSSetScissorRects(1, &scissor);
+ mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ mContext->VSSetShader(mAttachments->mVSQuadShader[MaskType::MaskNone],
+ nullptr, 0);
+
+ mContext->PSSetShader(mAttachments->mSolidColorShader[MaskType::MaskNone],
+ nullptr, 0);
+ mPSConstants.layerColor[0] = 0;
+ mPSConstants.layerColor[1] = 0;
+ mPSConstants.layerColor[2] = 0;
+ mPSConstants.layerColor[3] = 0;
+
+ if (!UpdateConstantBuffers()) {
+ NS_WARNING("Failed to update shader constant buffers");
+ return;
+ }
+
+ mContext->Draw(4, 0);
+
+ // Restore the default blend state.
+ mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor,
+ 0xFFFFFFFF);
+}
+
+static inline bool EffectHasPremultipliedAlpha(Effect* aEffect) {
+ if (aEffect->mType == EffectTypes::RGB) {
+ return static_cast<TexturedEffect*>(aEffect)->mPremultiplied;
+ }
+ return true;
+}
+
+static inline int EffectToBlendLayerType(Effect* aEffect) {
+ switch (aEffect->mType) {
+ case EffectTypes::SOLID_COLOR:
+ return PS_LAYER_COLOR;
+ case EffectTypes::RGB: {
+ gfx::SurfaceFormat format =
+ static_cast<TexturedEffect*>(aEffect)->mTexture->GetFormat();
+ return (format == gfx::SurfaceFormat::B8G8R8A8 ||
+ format == gfx::SurfaceFormat::R8G8B8A8)
+ ? PS_LAYER_RGBA
+ : PS_LAYER_RGB;
+ }
+ case EffectTypes::RENDER_TARGET:
+ return PS_LAYER_RGBA;
+ case EffectTypes::YCBCR:
+ return PS_LAYER_YCBCR;
+ case EffectTypes::NV12:
+ return PS_LAYER_NV12;
+ default:
+ MOZ_ASSERT_UNREACHABLE("blending not supported for this layer type");
+ return 0;
+ }
+}
+
+void CompositorD3D11::DrawQuad(const gfx::Rect& aRect,
+ const gfx::IntRect& aClipRect,
+ const EffectChain& aEffectChain,
+ gfx::Float aOpacity,
+ const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect) {
+ DrawGeometry(aRect, aRect, aClipRect, aEffectChain, aOpacity, aTransform,
+ aVisibleRect);
+}
+
+void CompositorD3D11::DrawTriangles(
+ const nsTArray<gfx::TexturedTriangle>& aTriangles, const gfx::Rect& aRect,
+ const gfx::IntRect& aClipRect, const EffectChain& aEffectChain,
+ gfx::Float aOpacity, const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect) {
+ DrawGeometry(aTriangles, aRect, aClipRect, aEffectChain, aOpacity, aTransform,
+ aVisibleRect);
+}
+
+void CompositorD3D11::PrepareDynamicVertexBuffer() {
+ mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ mContext->IASetInputLayout(mAttachments->mDynamicInputLayout);
+ SetVertexBuffer<TexturedVertex>(mAttachments->mDynamicVertexBuffer);
+}
+
+void CompositorD3D11::PrepareStaticVertexBuffer() {
+ mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ mContext->IASetInputLayout(mAttachments->mInputLayout);
+ SetVertexBuffer<Vertex>(mAttachments->mVertexBuffer);
+}
+
+void CompositorD3D11::Draw(const nsTArray<gfx::TexturedTriangle>& aTriangles,
+ const gfx::Rect*) {
+ if (!UpdateConstantBuffers()) {
+ NS_WARNING("Failed to update shader constant buffers");
+ return;
+ }
+
+ PrepareDynamicVertexBuffer();
+
+ if (!UpdateDynamicVertexBuffer(aTriangles)) {
+ NS_WARNING("Failed to update shader dynamic buffers");
+ return;
+ }
+
+ mContext->Draw(3 * aTriangles.Length(), 0);
+
+ PrepareStaticVertexBuffer();
+}
+
+void CompositorD3D11::Draw(const gfx::Rect& aRect,
+ const gfx::Rect* aTexCoords) {
+ Rect layerRects[4] = {aRect};
+ Rect textureRects[4] = {};
+ size_t rects = 1;
+
+ if (aTexCoords) {
+ rects = DecomposeIntoNoRepeatRects(aRect, *aTexCoords, &layerRects,
+ &textureRects);
+ }
+
+ for (size_t i = 0; i < rects; i++) {
+ mVSConstants.layerQuad = layerRects[i];
+ mVSConstants.textureCoords = textureRects[i];
+
+ if (!UpdateConstantBuffers()) {
+ NS_WARNING("Failed to update shader constant buffers");
+ break;
+ }
+
+ mContext->Draw(4, 0);
+ }
+}
+
+ID3D11VertexShader* CompositorD3D11::GetVSForGeometry(
+ const nsTArray<gfx::TexturedTriangle>& aTriangles,
+ const bool aUseBlendShaders, const MaskType aMaskType) {
+ return aUseBlendShaders ? mAttachments->mVSDynamicBlendShader[aMaskType]
+ : mAttachments->mVSDynamicShader[aMaskType];
+}
+
+ID3D11VertexShader* CompositorD3D11::GetVSForGeometry(
+ const gfx::Rect& aRect, const bool aUseBlendShaders,
+ const MaskType aMaskType) {
+ return aUseBlendShaders ? mAttachments->mVSQuadBlendShader[aMaskType]
+ : mAttachments->mVSQuadShader[aMaskType];
+}
+
+template <typename Geometry>
+void CompositorD3D11::DrawGeometry(const Geometry& aGeometry,
+ const gfx::Rect& aRect,
+ const gfx::IntRect& aClipRect,
+ const EffectChain& aEffectChain,
+ gfx::Float aOpacity,
+ const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect) {
+ if (mCurrentClip.IsEmpty()) {
+ return;
+ }
+
+ MOZ_ASSERT(mCurrentRT, "No render target");
+
+ memcpy(&mVSConstants.layerTransform, &aTransform._11, 64);
+ IntPoint origin = mCurrentRT->GetOrigin();
+ mVSConstants.renderTargetOffset[0] = origin.x;
+ mVSConstants.renderTargetOffset[1] = origin.y;
+
+ mPSConstants.layerOpacity[0] = aOpacity;
+
+ bool restoreBlendMode = false;
+
+ MaskType maskType = MaskType::MaskNone;
+
+ if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
+ maskType = MaskType::Mask;
+
+ EffectMask* maskEffect = static_cast<EffectMask*>(
+ aEffectChain.mSecondaryEffects[EffectTypes::MASK].get());
+ TextureSourceD3D11* source = maskEffect->mMaskTexture->AsSourceD3D11();
+
+ if (!source) {
+ NS_WARNING("Missing texture source!");
+ return;
+ }
+
+ ID3D11ShaderResourceView* srView = source->GetShaderResourceView();
+ mContext->PSSetShaderResources(TexSlot::Mask, 1, &srView);
+
+ const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform;
+ NS_ASSERTION(maskTransform.Is2D(),
+ "How did we end up with a 3D transform here?!");
+ Rect bounds = Rect(Point(), Size(maskEffect->mSize));
+ bounds = maskTransform.As2D().TransformBounds(bounds);
+
+ Matrix4x4 transform;
+ transform._11 = 1.0f / bounds.Width();
+ transform._22 = 1.0f / bounds.Height();
+ transform._41 = float(-bounds.X()) / bounds.Width();
+ transform._42 = float(-bounds.Y()) / bounds.Height();
+ memcpy(mVSConstants.maskTransform, &transform._11, 64);
+ }
+
+ D3D11_RECT scissor;
+
+ IntRect clipRect(aClipRect.X(), aClipRect.Y(), aClipRect.Width(),
+ aClipRect.Height());
+ if (mCurrentRT == mDefaultRT) {
+ clipRect = clipRect.Intersect(mCurrentClip);
+ }
+
+ if (clipRect.IsEmpty()) {
+ return;
+ }
+
+ scissor.left = clipRect.X();
+ scissor.right = clipRect.XMost();
+ scissor.top = clipRect.Y();
+ scissor.bottom = clipRect.YMost();
+
+ bool useBlendShaders = false;
+ RefPtr<ID3D11Texture2D> mixBlendBackdrop;
+ gfx::CompositionOp blendMode = gfx::CompositionOp::OP_OVER;
+ if (aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE]) {
+ EffectBlendMode* blendEffect = static_cast<EffectBlendMode*>(
+ aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE].get());
+ blendMode = blendEffect->mBlendMode;
+
+ // If the blend operation needs to read from the backdrop, copy the
+ // current render target into a new texture and bind it now.
+ if (BlendOpIsMixBlendMode(blendMode)) {
+ gfx::Matrix4x4 backdropTransform;
+ gfx::IntRect rect = ComputeBackdropCopyRect(aRect, aClipRect, aTransform,
+ &backdropTransform);
+
+ RefPtr<ID3D11ShaderResourceView> srv;
+ if (CopyBackdrop(rect, &mixBlendBackdrop, &srv) &&
+ mAttachments->InitBlendShaders()) {
+ useBlendShaders = true;
+
+ ID3D11ShaderResourceView* srView = srv.get();
+ mContext->PSSetShaderResources(TexSlot::Backdrop, 1, &srView);
+
+ memcpy(&mVSConstants.backdropTransform, &backdropTransform._11, 64);
+
+ mPSConstants.blendConfig[0] =
+ EffectToBlendLayerType(aEffectChain.mPrimaryEffect);
+ mPSConstants.blendConfig[1] = int(maskType);
+ mPSConstants.blendConfig[2] = BlendOpToShaderConstant(blendMode);
+ mPSConstants.blendConfig[3] =
+ EffectHasPremultipliedAlpha(aEffectChain.mPrimaryEffect);
+ }
+ }
+ }
+
+ mContext->RSSetScissorRects(1, &scissor);
+
+ RefPtr<ID3D11VertexShader> vertexShader =
+ GetVSForGeometry(aGeometry, useBlendShaders, maskType);
+
+ RefPtr<ID3D11PixelShader> pixelShader =
+ GetPSForEffect(aEffectChain.mPrimaryEffect, useBlendShaders, maskType);
+
+ mContext->VSSetShader(vertexShader, nullptr, 0);
+ mContext->PSSetShader(pixelShader, nullptr, 0);
+
+ const Rect* pTexCoordRect = nullptr;
+
+ switch (aEffectChain.mPrimaryEffect->mType) {
+ case EffectTypes::SOLID_COLOR: {
+ DeviceColor color =
+ static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())
+ ->mColor;
+ mPSConstants.layerColor[0] = color.r * color.a * aOpacity;
+ mPSConstants.layerColor[1] = color.g * color.a * aOpacity;
+ mPSConstants.layerColor[2] = color.b * color.a * aOpacity;
+ mPSConstants.layerColor[3] = color.a * aOpacity;
+ } break;
+ case EffectTypes::RGB:
+ case EffectTypes::RENDER_TARGET: {
+ TexturedEffect* texturedEffect =
+ static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
+
+ pTexCoordRect = &texturedEffect->mTextureCoords;
+
+ TextureSourceD3D11* source = texturedEffect->mTexture->AsSourceD3D11();
+
+ if (!source) {
+ NS_WARNING("Missing texture source!");
+ return;
+ }
+
+ ID3D11ShaderResourceView* srView = source->GetShaderResourceView();
+ mContext->PSSetShaderResources(TexSlot::RGB, 1, &srView);
+
+ if (!texturedEffect->mPremultiplied) {
+ mContext->OMSetBlendState(mAttachments->mNonPremulBlendState,
+ sBlendFactor, 0xFFFFFFFF);
+ restoreBlendMode = true;
+ }
+
+ SetSamplerForSamplingFilter(texturedEffect->mSamplingFilter);
+ } break;
+ case EffectTypes::NV12: {
+ EffectNV12* effectNV12 =
+ static_cast<EffectNV12*>(aEffectChain.mPrimaryEffect.get());
+
+ pTexCoordRect = &effectNV12->mTextureCoords;
+
+ TextureSourceD3D11* source = effectNV12->mTexture->AsSourceD3D11();
+ if (!source) {
+ NS_WARNING("Missing texture source!");
+ return;
+ }
+
+ RefPtr<ID3D11Texture2D> texture = source->GetD3D11Texture();
+ if (!texture) {
+ NS_WARNING("No texture found in texture source!");
+ }
+
+ D3D11_TEXTURE2D_DESC sourceDesc;
+ texture->GetDesc(&sourceDesc);
+ MOZ_DIAGNOSTIC_ASSERT(sourceDesc.Format == DXGI_FORMAT_NV12 ||
+ sourceDesc.Format == DXGI_FORMAT_P010 ||
+ sourceDesc.Format == DXGI_FORMAT_P016);
+
+ // Might want to cache these for efficiency.
+ RefPtr<ID3D11ShaderResourceView> srViewY;
+ RefPtr<ID3D11ShaderResourceView> srViewCbCr;
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc =
+ CD3D11_SHADER_RESOURCE_VIEW_DESC(D3D11_SRV_DIMENSION_TEXTURE2D,
+ sourceDesc.Format == DXGI_FORMAT_NV12
+ ? DXGI_FORMAT_R8_UNORM
+ : DXGI_FORMAT_R16_UNORM);
+ mDevice->CreateShaderResourceView(texture, &srvDesc,
+ getter_AddRefs(srViewY));
+ srvDesc.Format = sourceDesc.Format == DXGI_FORMAT_NV12
+ ? DXGI_FORMAT_R8G8_UNORM
+ : DXGI_FORMAT_R16G16_UNORM;
+ mDevice->CreateShaderResourceView(texture, &srvDesc,
+ getter_AddRefs(srViewCbCr));
+
+ ID3D11ShaderResourceView* views[] = {srViewY, srViewCbCr};
+ mContext->PSSetShaderResources(TexSlot::Y, 2, views);
+
+ const float* yuvToRgb =
+ gfxUtils::YuvToRgbMatrix4x3RowMajor(effectNV12->mYUVColorSpace);
+ memcpy(&mPSConstants.yuvColorMatrix, yuvToRgb,
+ sizeof(mPSConstants.yuvColorMatrix));
+ mPSConstants.vCoefficient[0] =
+ RescalingFactorForColorDepth(effectNV12->mColorDepth);
+
+ SetSamplerForSamplingFilter(effectNV12->mSamplingFilter);
+ } break;
+ case EffectTypes::YCBCR: {
+ EffectYCbCr* ycbcrEffect =
+ static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
+
+ SetSamplerForSamplingFilter(SamplingFilter::LINEAR);
+
+ pTexCoordRect = &ycbcrEffect->mTextureCoords;
+
+ const int Y = 0, Cb = 1, Cr = 2;
+ TextureSource* source = ycbcrEffect->mTexture;
+
+ if (!source) {
+ NS_WARNING("No texture to composite");
+ return;
+ }
+
+ if (!source->GetSubSource(Y) || !source->GetSubSource(Cb) ||
+ !source->GetSubSource(Cr)) {
+ // This can happen if we failed to upload the textures, most likely
+ // because of unsupported dimensions (we don't tile YCbCr textures).
+ return;
+ }
+
+ const float* yuvToRgb =
+ gfxUtils::YuvToRgbMatrix4x3RowMajor(ycbcrEffect->mYUVColorSpace);
+ memcpy(&mPSConstants.yuvColorMatrix, yuvToRgb,
+ sizeof(mPSConstants.yuvColorMatrix));
+
+ // Adjust range according to the bit depth.
+ mPSConstants.vCoefficient[0] =
+ RescalingFactorForColorDepth(ycbcrEffect->mColorDepth);
+
+ TextureSourceD3D11* sourceY = source->GetSubSource(Y)->AsSourceD3D11();
+ TextureSourceD3D11* sourceCb = source->GetSubSource(Cb)->AsSourceD3D11();
+ TextureSourceD3D11* sourceCr = source->GetSubSource(Cr)->AsSourceD3D11();
+
+ ID3D11ShaderResourceView* srViews[3] = {
+ sourceY->GetShaderResourceView(), sourceCb->GetShaderResourceView(),
+ sourceCr->GetShaderResourceView()};
+ mContext->PSSetShaderResources(TexSlot::Y, 3, srViews);
+ } break;
+ case EffectTypes::COMPONENT_ALPHA: {
+ MOZ_ASSERT(LayerManager::LayersComponentAlphaEnabled());
+ MOZ_ASSERT(mAttachments->mComponentBlendState);
+ EffectComponentAlpha* effectComponentAlpha =
+ static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get());
+
+ TextureSourceD3D11* sourceOnWhite =
+ effectComponentAlpha->mOnWhite->AsSourceD3D11();
+ TextureSourceD3D11* sourceOnBlack =
+ effectComponentAlpha->mOnBlack->AsSourceD3D11();
+
+ if (!sourceOnWhite || !sourceOnBlack) {
+ NS_WARNING("Missing texture source(s)!");
+ return;
+ }
+
+ SetSamplerForSamplingFilter(effectComponentAlpha->mSamplingFilter);
+
+ pTexCoordRect = &effectComponentAlpha->mTextureCoords;
+
+ ID3D11ShaderResourceView* srViews[2] = {
+ sourceOnBlack->GetShaderResourceView(),
+ sourceOnWhite->GetShaderResourceView()};
+ mContext->PSSetShaderResources(TexSlot::RGB, 1, &srViews[0]);
+ mContext->PSSetShaderResources(TexSlot::RGBWhite, 1, &srViews[1]);
+
+ mContext->OMSetBlendState(mAttachments->mComponentBlendState,
+ sBlendFactor, 0xFFFFFFFF);
+ restoreBlendMode = true;
+ } break;
+ default:
+ NS_WARNING("Unknown shader type");
+ return;
+ }
+
+ Draw(aGeometry, pTexCoordRect);
+
+ if (restoreBlendMode) {
+ mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor,
+ 0xFFFFFFFF);
+ }
+}
+
+Maybe<IntRect> CompositorD3D11::BeginFrameForWindow(
+ const nsIntRegion& aInvalidRegion, const Maybe<IntRect>& aClipRect,
+ const IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion) {
+ MOZ_RELEASE_ASSERT(!mTarget, "mTarget not cleared properly");
+ return BeginFrame(aInvalidRegion, aClipRect, aRenderBounds, aOpaqueRegion);
+}
+
+Maybe<IntRect> CompositorD3D11::BeginFrameForTarget(
+ const nsIntRegion& aInvalidRegion, const Maybe<IntRect>& aClipRect,
+ const IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion,
+ DrawTarget* aTarget, const IntRect& aTargetBounds) {
+ MOZ_RELEASE_ASSERT(!mTarget, "mTarget not cleared properly");
+ mTarget = aTarget; // Will be cleared in EndFrame().
+ mTargetBounds = aTargetBounds;
+ Maybe<IntRect> result =
+ BeginFrame(aInvalidRegion, aClipRect, aRenderBounds, aOpaqueRegion);
+ if (!result) {
+ // Composition has been aborted. Reset mTarget.
+ mTarget = nullptr;
+ }
+ return result;
+}
+
+void CompositorD3D11::BeginFrameForNativeLayers() {
+ MOZ_CRASH("Native layers are not implemented on Windows.");
+}
+
+Maybe<gfx::IntRect> CompositorD3D11::BeginRenderingToNativeLayer(
+ const nsIntRegion& aInvalidRegion, const Maybe<gfx::IntRect>& aClipRect,
+ const nsIntRegion& aOpaqueRegion, NativeLayer* aNativeLayer) {
+ MOZ_CRASH("Native layers are not implemented on Windows.");
+}
+
+void CompositorD3D11::EndRenderingToNativeLayer() {
+ MOZ_CRASH("Native layers are not implemented on Windows.");
+}
+
+Maybe<IntRect> CompositorD3D11::BeginFrame(const nsIntRegion& aInvalidRegion,
+ const Maybe<IntRect>& aClipRect,
+ const IntRect& aRenderBounds,
+ const nsIntRegion& aOpaqueRegion) {
+ // Don't composite if we are minimised. Other than for the sake of efficency,
+ // this is important because resizing our buffers when mimised will fail and
+ // cause a crash when we're restored.
+ NS_ASSERTION(mHwnd, "Couldn't find an HWND when initialising?");
+ if (mWidget->IsHidden()) {
+ // We are not going to render, and not going to call EndFrame so we have to
+ // read-unlock our textures to prevent them from accumulating.
+ ReadUnlockTextures();
+ return Nothing();
+ }
+
+ if (mDevice->GetDeviceRemovedReason() != S_OK) {
+ ReadUnlockTextures();
+
+ if (!mAttachments->IsDeviceReset()) {
+ gfxCriticalNote << "GFX: D3D11 skip BeginFrame with device-removed.";
+
+ // If we are in the GPU process then the main process doesn't
+ // know that a device reset has happened and needs to be informed.
+ //
+ // When CompositorD3D11 is used for Software WebRender, it does not need
+ // to notify device reset. The device reset is notified by WebRender.
+ if (XRE_IsGPUProcess() && !mUseForSoftwareWebRender) {
+ GPUParent::GetSingleton()->NotifyDeviceReset();
+ }
+ mAttachments->SetDeviceReset();
+ }
+ return Nothing();
+ }
+
+ LayoutDeviceIntSize oldSize = mSize;
+
+ EnsureSize();
+
+ IntRect rect = IntRect(IntPoint(0, 0), mSize.ToUnknownSize());
+ // Sometimes the invalid region is larger than we want to draw.
+ nsIntRegion invalidRegionSafe;
+
+ if (mSize != oldSize) {
+ invalidRegionSafe = rect;
+ } else {
+ invalidRegionSafe.And(aInvalidRegion, rect);
+ }
+
+ IntRect invalidRect = invalidRegionSafe.GetBounds();
+
+ IntRect clipRect = invalidRect;
+ if (aClipRect) {
+ clipRect.IntersectRect(clipRect, *aClipRect);
+ }
+
+ if (clipRect.IsEmpty()) {
+ CancelFrame();
+ return Nothing();
+ }
+
+ PrepareStaticVertexBuffer();
+
+ mBackBufferInvalid.Or(mBackBufferInvalid, invalidRegionSafe);
+ if (mIsDoubleBuffered) {
+ mFrontBufferInvalid.Or(mFrontBufferInvalid, invalidRegionSafe);
+ }
+
+ // We have to call UpdateRenderTarget after we've determined the invalid regi
+ // Failed to create a render target or the view.
+ if (!UpdateRenderTarget() || !mDefaultRT || !mDefaultRT->mRTView ||
+ mSize.width <= 0 || mSize.height <= 0) {
+ ReadUnlockTextures();
+ return Nothing();
+ }
+
+ mCurrentClip = mBackBufferInvalid.GetBounds();
+
+ mContext->RSSetState(mAttachments->mRasterizerState);
+
+ SetRenderTarget(mDefaultRT);
+
+ IntRegion regionToClear(mCurrentClip);
+ regionToClear.Sub(regionToClear, aOpaqueRegion);
+
+ ClearRect(Rect(regionToClear.GetBounds()));
+
+ mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor,
+ 0xFFFFFFFF);
+
+ if (mAttachments->mSyncObject) {
+ if (!mAttachments->mSyncObject->Synchronize()) {
+ // It's timeout here. Since the timeout is related to the driver-removed,
+ // skip this frame.
+ return Nothing();
+ }
+ }
+
+ if (StaticPrefs::layers_acceleration_draw_fps()) {
+ uint32_t pixelsPerFrame = 0;
+ for (auto iter = mBackBufferInvalid.RectIter(); !iter.Done(); iter.Next()) {
+ pixelsPerFrame += iter.Get().Width() * iter.Get().Height();
+ }
+
+ mDiagnostics->Start(pixelsPerFrame);
+ }
+
+ return Some(rect);
+}
+
+void CompositorD3D11::NormalDrawingDone() { mDiagnostics->End(); }
+
+void CompositorD3D11::EndFrame() {
+#ifdef MOZ_GECKO_PROFILER
+ if (!profiler_feature_active(ProfilerFeature::Screenshots) && mWindowRTCopy) {
+ mWindowRTCopy = nullptr;
+ }
+#endif // MOZ_GECKO_PROFILER
+
+ if (!mDefaultRT) {
+ Compositor::EndFrame();
+ mTarget = nullptr;
+ return;
+ }
+
+ if (XRE_IsParentProcess() && mDevice->GetDeviceRemovedReason() != S_OK) {
+ gfxCriticalNote << "GFX: D3D11 skip EndFrame with device-removed.";
+ Compositor::EndFrame();
+ mTarget = nullptr;
+ mCurrentRT = nullptr;
+ return;
+ }
+
+ LayoutDeviceIntSize oldSize = mSize;
+ EnsureSize();
+ if (mSize.width <= 0 || mSize.height <= 0) {
+ Compositor::EndFrame();
+ mTarget = nullptr;
+ return;
+ }
+
+ RefPtr<ID3D11Query> query;
+ if (mRecycledQuery) {
+ query = mRecycledQuery.forget();
+ } else {
+ CD3D11_QUERY_DESC desc(D3D11_QUERY_EVENT);
+ mDevice->CreateQuery(&desc, getter_AddRefs(query));
+ }
+ if (query) {
+ mContext->End(query);
+ }
+
+ if (oldSize == mSize) {
+ Present();
+ if (StaticPrefs::gfx_compositor_clearstate()) {
+ mContext->ClearState();
+ }
+ } else {
+ mDiagnostics->Cancel();
+ }
+
+ // Block until the previous frame's work has been completed.
+ if (mQuery) {
+ BOOL result;
+ WaitForFrameGPUQuery(mDevice, mContext, mQuery, &result);
+ // Store the query for recycling
+ mRecycledQuery = mQuery;
+ }
+ // Store the query for this frame so we can flush it next time.
+ mQuery = query;
+
+ Compositor::EndFrame();
+ mTarget = nullptr;
+ mCurrentRT = nullptr;
+}
+
+void CompositorD3D11::GetFrameStats(GPUStats* aStats) {
+ mDiagnostics->Query(aStats);
+}
+
+void CompositorD3D11::Present() {
+ UINT presentInterval = 0;
+
+ bool isWARP = DeviceManagerDx::Get()->IsWARP();
+ if (isWARP) {
+ // When we're using WARP we cannot present immediately as it causes us
+ // to tear when rendering. When not using WARP it appears the DWM takes
+ // care of tearing for us.
+ presentInterval = 1;
+ }
+
+ // This must be called before present so our back buffer has the validated
+ // window content.
+ if (mTarget) {
+ PaintToTarget();
+ }
+
+ RefPtr<IDXGISwapChain1> chain;
+ HRESULT hr =
+ mSwapChain->QueryInterface((IDXGISwapChain1**)getter_AddRefs(chain));
+
+ RefPtr<IDXGIKeyedMutex> mutex;
+ if (mUseMutexOnPresent && mAttachments->mSyncObject) {
+ SyncObjectD3D11Host* d3dSyncObj =
+ (SyncObjectD3D11Host*)mAttachments->mSyncObject.get();
+ mutex = d3dSyncObj->GetKeyedMutex();
+ MOZ_ASSERT(mutex);
+ }
+
+ if (SUCCEEDED(hr) && mAllowPartialPresents) {
+ DXGI_PRESENT_PARAMETERS params;
+ PodZero(&params);
+ params.DirtyRectsCount = mBackBufferInvalid.GetNumRects();
+ StackArray<RECT, 4> rects(params.DirtyRectsCount);
+
+ uint32_t i = 0;
+ for (auto iter = mBackBufferInvalid.RectIter(); !iter.Done(); iter.Next()) {
+ const IntRect& r = iter.Get();
+ rects[i].left = r.X();
+ rects[i].top = r.Y();
+ rects[i].bottom = r.YMost();
+ rects[i].right = r.XMost();
+ i++;
+ }
+
+ params.pDirtyRects = params.DirtyRectsCount ? rects.data() : nullptr;
+
+ if (mutex) {
+ hr = mutex->AcquireSync(0, 2000);
+ NS_ENSURE_TRUE_VOID(SUCCEEDED(hr));
+ }
+
+ chain->Present1(
+ presentInterval,
+ mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0,
+ &params);
+
+ if (mutex) {
+ mutex->ReleaseSync(0);
+ }
+ } else {
+ if (mutex) {
+ hr = mutex->AcquireSync(0, 2000);
+ NS_ENSURE_TRUE_VOID(SUCCEEDED(hr));
+ }
+
+ hr = mSwapChain->Present(
+ 0, mDisableSequenceForNextFrame ? DXGI_PRESENT_DO_NOT_SEQUENCE : 0);
+
+ if (mutex) {
+ mutex->ReleaseSync(0);
+ }
+
+ if (FAILED(hr)) {
+ gfxCriticalNote << "D3D11 swap chain preset failed " << hexa(hr);
+ HandleError(hr);
+ }
+ }
+
+ if (mIsDoubleBuffered) {
+ mBackBufferInvalid = mFrontBufferInvalid;
+ mFrontBufferInvalid.SetEmpty();
+ } else {
+ mBackBufferInvalid.SetEmpty();
+ }
+
+ mDisableSequenceForNextFrame = false;
+}
+
+void CompositorD3D11::CancelFrame(bool aNeedFlush) {
+ ReadUnlockTextures();
+ // Flush the context, otherwise the driver might hold some resources alive
+ // until the next flush or present.
+ if (aNeedFlush) {
+ mContext->Flush();
+ }
+}
+
+void CompositorD3D11::PrepareViewport(const gfx::IntSize& aSize) {
+ // This view matrix translates coordinates from 0..width and 0..height to
+ // -1..1 on the X axis, and -1..1 on the Y axis (flips the Y coordinate)
+ Matrix viewMatrix = Matrix::Translation(-1.0, 1.0);
+ viewMatrix.PreScale(2.0f / float(aSize.width), 2.0f / float(aSize.height));
+ viewMatrix.PreScale(1.0f, -1.0f);
+
+ Matrix4x4 projection = Matrix4x4::From2D(viewMatrix);
+ projection._33 = 0.0f;
+
+ PrepareViewport(aSize, projection, 0.0f, 1.0f);
+}
+
+void CompositorD3D11::ForcePresent() {
+ LayoutDeviceIntSize size = mWidget->GetClientSize();
+
+ DXGI_SWAP_CHAIN_DESC desc;
+ mSwapChain->GetDesc(&desc);
+
+ if (desc.BufferDesc.Width == size.width &&
+ desc.BufferDesc.Height == size.height && size == mBufferSize) {
+ mSwapChain->Present(0, 0);
+ if (mIsDoubleBuffered) {
+ // Make sure we present what was the front buffer before that we know is
+ // completely valid. This non v-synced present should be pretty much
+ // 'free' for a flip chain.
+ mSwapChain->Present(0, 0);
+ }
+ }
+}
+
+void CompositorD3D11::PrepareViewport(const gfx::IntSize& aSize,
+ const gfx::Matrix4x4& aProjection,
+ float aZNear, float aZFar) {
+ D3D11_VIEWPORT viewport;
+ viewport.MaxDepth = aZFar;
+ viewport.MinDepth = aZNear;
+ viewport.Width = aSize.width;
+ viewport.Height = aSize.height;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+
+ mContext->RSSetViewports(1, &viewport);
+
+ memcpy(&mVSConstants.projection, &aProjection._11,
+ sizeof(mVSConstants.projection));
+}
+
+void CompositorD3D11::EnsureSize() { mSize = mWidget->GetClientSize(); }
+
+bool CompositorD3D11::VerifyBufferSize() {
+ mWidget->AsWindows()->UpdateCompositorWndSizeIfNecessary();
+
+ DXGI_SWAP_CHAIN_DESC swapDesc;
+ HRESULT hr;
+
+ hr = mSwapChain->GetDesc(&swapDesc);
+ if (FAILED(hr)) {
+ gfxCriticalError() << "Failed to get the description " << hexa(hr) << ", "
+ << mSize << ", " << (int)mVerifyBuffersFailed;
+ HandleError(hr);
+ return false;
+ }
+
+ if (((swapDesc.BufferDesc.Width == mSize.width &&
+ swapDesc.BufferDesc.Height == mSize.height) ||
+ mSize.width <= 0 || mSize.height <= 0) &&
+ !mVerifyBuffersFailed) {
+ return true;
+ }
+
+ ID3D11RenderTargetView* view = nullptr;
+ mContext->OMSetRenderTargets(1, &view, nullptr);
+
+ if (mDefaultRT) {
+ RefPtr<ID3D11RenderTargetView> rtView = mDefaultRT->mRTView;
+ RefPtr<ID3D11ShaderResourceView> srView = mDefaultRT->mSRV;
+
+ // Make sure the texture, which belongs to the swapchain, is destroyed
+ // before resizing the swapchain.
+ if (mCurrentRT == mDefaultRT) {
+ mCurrentRT = nullptr;
+ }
+
+ MOZ_ASSERT(mDefaultRT->hasOneRef());
+ mDefaultRT = nullptr;
+
+ RefPtr<ID3D11Resource> resource;
+ rtView->GetResource(getter_AddRefs(resource));
+
+ ULONG newRefCnt = rtView.forget().take()->Release();
+
+ if (newRefCnt > 0) {
+ gfxCriticalError() << "mRTView not destroyed on final release! RefCnt: "
+ << newRefCnt;
+ }
+
+ if (srView) {
+ newRefCnt = srView.forget().take()->Release();
+
+ if (newRefCnt > 0) {
+ gfxCriticalError() << "mSRV not destroyed on final release! RefCnt: "
+ << newRefCnt;
+ }
+ }
+
+ newRefCnt = resource.forget().take()->Release();
+
+ if (newRefCnt > 0) {
+ gfxCriticalError()
+ << "Unexpecting lingering references to backbuffer! RefCnt: "
+ << newRefCnt;
+ }
+ }
+
+ hr = mSwapChain->ResizeBuffers(0, mSize.width, mSize.height,
+ DXGI_FORMAT_B8G8R8A8_UNORM, 0);
+
+ mVerifyBuffersFailed = FAILED(hr);
+ if (mVerifyBuffersFailed) {
+ gfxCriticalNote << "D3D11 swap resize buffers failed " << hexa(hr) << " on "
+ << mSize;
+ HandleError(hr);
+ mBufferSize = LayoutDeviceIntSize();
+ } else {
+ mBufferSize = mSize;
+ }
+
+ mBackBufferInvalid = mFrontBufferInvalid =
+ IntRect(0, 0, mSize.width, mSize.height);
+
+ return !mVerifyBuffersFailed;
+}
+
+bool CompositorD3D11::UpdateRenderTarget() {
+ HRESULT hr;
+
+ RefPtr<ID3D11Texture2D> backBuf;
+
+ if (!VerifyBufferSize()) {
+ gfxCriticalNote << "Failed VerifyBufferSize in UpdateRenderTarget "
+ << mSize;
+ return false;
+ }
+
+ if (mSize.width <= 0 || mSize.height <= 0) {
+ gfxCriticalNote << "Invalid size in UpdateRenderTarget " << mSize << ", "
+ << (int)mVerifyBuffersFailed;
+ return false;
+ }
+
+ hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
+ (void**)backBuf.StartAssignment());
+ if (hr == DXGI_ERROR_INVALID_CALL) {
+ // This happens on some GPUs/drivers when there's a TDR.
+ if (mDevice->GetDeviceRemovedReason() != S_OK) {
+ gfxCriticalError() << "GetBuffer returned invalid call! " << mSize << ", "
+ << (int)mVerifyBuffersFailed;
+ return false;
+ }
+ }
+
+ if (FAILED(hr)) {
+ gfxCriticalNote << "Failed in UpdateRenderTarget " << hexa(hr) << ", "
+ << mSize << ", " << (int)mVerifyBuffersFailed;
+ HandleError(hr);
+ return false;
+ }
+
+ IntRegion validFront;
+ validFront.Sub(mBackBufferInvalid, mFrontBufferInvalid);
+
+ if (mIsDoubleBuffered && !validFront.IsEmpty()) {
+ RefPtr<ID3D11Texture2D> frontBuf;
+ hr = mSwapChain->GetBuffer(1, __uuidof(ID3D11Texture2D),
+ (void**)frontBuf.StartAssignment());
+
+ if (SUCCEEDED(hr)) {
+ for (auto iter = validFront.RectIter(); !iter.Done(); iter.Next()) {
+ const IntRect& rect = iter.Get();
+
+ D3D11_BOX box;
+ box.back = 1;
+ box.front = 0;
+ box.left = rect.X();
+ box.right = rect.XMost();
+ box.top = rect.Y();
+ box.bottom = rect.YMost();
+ mContext->CopySubresourceRegion(backBuf, 0, rect.X(), rect.Y(), 0,
+ frontBuf, 0, &box);
+ }
+ mBackBufferInvalid = mFrontBufferInvalid;
+ }
+ }
+
+ mDefaultRT = new CompositingRenderTargetD3D11(backBuf, IntPoint(0, 0));
+ mDefaultRT->SetSize(mSize.ToUnknownSize());
+
+ return true;
+}
+
+bool CompositorD3D11::UpdateConstantBuffers() {
+ HRESULT hr;
+ D3D11_MAPPED_SUBRESOURCE resource;
+ resource.pData = nullptr;
+
+ hr = mContext->Map(mAttachments->mVSConstantBuffer, 0,
+ D3D11_MAP_WRITE_DISCARD, 0, &resource);
+ if (FAILED(hr) || !resource.pData) {
+ gfxCriticalError() << "Failed to map VSConstantBuffer. Result: " << hexa(hr)
+ << ", " << (int)mVerifyBuffersFailed;
+ HandleError(hr);
+ return false;
+ }
+ *(VertexShaderConstants*)resource.pData = mVSConstants;
+ mContext->Unmap(mAttachments->mVSConstantBuffer, 0);
+ resource.pData = nullptr;
+
+ hr = mContext->Map(mAttachments->mPSConstantBuffer, 0,
+ D3D11_MAP_WRITE_DISCARD, 0, &resource);
+ if (FAILED(hr) || !resource.pData) {
+ gfxCriticalError() << "Failed to map PSConstantBuffer. Result: " << hexa(hr)
+ << ", " << (int)mVerifyBuffersFailed;
+ HandleError(hr);
+ return false;
+ }
+ *(PixelShaderConstants*)resource.pData = mPSConstants;
+ mContext->Unmap(mAttachments->mPSConstantBuffer, 0);
+
+ ID3D11Buffer* buffer = mAttachments->mVSConstantBuffer;
+
+ mContext->VSSetConstantBuffers(0, 1, &buffer);
+
+ buffer = mAttachments->mPSConstantBuffer;
+ mContext->PSSetConstantBuffers(0, 1, &buffer);
+ return true;
+}
+
+void CompositorD3D11::SetSamplerForSamplingFilter(
+ SamplingFilter aSamplingFilter) {
+ ID3D11SamplerState* sampler;
+ switch (aSamplingFilter) {
+ case SamplingFilter::POINT:
+ sampler = mAttachments->mPointSamplerState;
+ break;
+ case SamplingFilter::LINEAR:
+ default:
+ sampler = mAttachments->mLinearSamplerState;
+ break;
+ }
+
+ mContext->PSSetSamplers(0, 1, &sampler);
+}
+
+void CompositorD3D11::PaintToTarget() {
+ RefPtr<ID3D11Texture2D> backBuf;
+ HRESULT hr;
+
+ hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
+ (void**)backBuf.StartAssignment());
+ if (FAILED(hr)) {
+ gfxCriticalErrorOnce(gfxCriticalError::DefaultOptions(false))
+ << "Failed in PaintToTarget 1";
+ HandleError(hr);
+ return;
+ }
+
+ D3D11_TEXTURE2D_DESC bbDesc;
+ backBuf->GetDesc(&bbDesc);
+
+ CD3D11_TEXTURE2D_DESC softDesc(bbDesc.Format, bbDesc.Width, bbDesc.Height);
+ softDesc.MipLevels = 1;
+ softDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ softDesc.Usage = D3D11_USAGE_STAGING;
+ softDesc.BindFlags = 0;
+
+ RefPtr<ID3D11Texture2D> readTexture;
+
+ hr =
+ mDevice->CreateTexture2D(&softDesc, nullptr, getter_AddRefs(readTexture));
+ if (FAILED(hr)) {
+ gfxCriticalErrorOnce(gfxCriticalError::DefaultOptions(false))
+ << "Failed in PaintToTarget 2";
+ HandleError(hr);
+ return;
+ }
+ mContext->CopyResource(readTexture, backBuf);
+
+ D3D11_MAPPED_SUBRESOURCE map;
+ hr = mContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &map);
+ if (FAILED(hr)) {
+ gfxCriticalErrorOnce(gfxCriticalError::DefaultOptions(false))
+ << "Failed in PaintToTarget 3";
+ HandleError(hr);
+ return;
+ }
+ RefPtr<DataSourceSurface> sourceSurface =
+ Factory::CreateWrappingDataSourceSurface(
+ (uint8_t*)map.pData, map.RowPitch,
+ IntSize(bbDesc.Width, bbDesc.Height), SurfaceFormat::B8G8R8A8);
+ mTarget->CopySurface(sourceSurface,
+ IntRect(0, 0, bbDesc.Width, bbDesc.Height),
+ IntPoint(-mTargetBounds.X(), -mTargetBounds.Y()));
+
+ mTarget->Flush();
+ mContext->Unmap(readTexture, 0);
+}
+
+bool CompositorD3D11::Failed(HRESULT hr, const char* aContext) {
+ if (SUCCEEDED(hr)) return false;
+
+ gfxCriticalNote << "[D3D11] " << aContext << " failed: " << hexa(hr) << ", "
+ << (int)mVerifyBuffersFailed;
+ return true;
+}
+
+SyncObjectHost* CompositorD3D11::GetSyncObject() {
+ if (mAttachments) {
+ return mAttachments->mSyncObject;
+ }
+ return nullptr;
+}
+
+void CompositorD3D11::HandleError(HRESULT hr, Severity aSeverity) {
+ if (SUCCEEDED(hr)) {
+ return;
+ }
+
+ if (aSeverity == Critical) {
+ MOZ_CRASH("GFX: Unrecoverable D3D11 error");
+ }
+
+ if (mDevice && DeviceManagerDx::Get()->GetCompositorDevice() != mDevice) {
+ gfxCriticalNote << "Out of sync D3D11 devices in HandleError, "
+ << (int)mVerifyBuffersFailed;
+ }
+
+ HRESULT hrOnReset = S_OK;
+ bool deviceRemoved = hr == DXGI_ERROR_DEVICE_REMOVED;
+
+ if (deviceRemoved && mDevice) {
+ hrOnReset = mDevice->GetDeviceRemovedReason();
+ } else if (hr == DXGI_ERROR_INVALID_CALL && mDevice) {
+ hrOnReset = mDevice->GetDeviceRemovedReason();
+ if (hrOnReset != S_OK) {
+ deviceRemoved = true;
+ }
+ }
+
+ // Device reset may not be an error on our side, but can mess things up so
+ // it's useful to see it in the reports.
+ gfxCriticalError(CriticalLog::DefaultOptions(!deviceRemoved))
+ << (deviceRemoved ? "[CompositorD3D11] device removed with error code: "
+ : "[CompositorD3D11] error code: ")
+ << hexa(hr) << ", " << hexa(hrOnReset) << ", "
+ << (int)mVerifyBuffersFailed;
+
+ // Crash if we are making invalid calls outside of device removal
+ if (hr == DXGI_ERROR_INVALID_CALL) {
+ gfxDevCrash(deviceRemoved ? LogReason::D3D11InvalidCallDeviceRemoved
+ : LogReason::D3D11InvalidCall)
+ << "Invalid D3D11 api call";
+ }
+
+ if (aSeverity == Recoverable) {
+ NS_WARNING("Encountered a recoverable D3D11 error");
+ }
+}
+
+} // namespace layers
+} // namespace mozilla