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diff --git a/gfx/layers/d3d11/DeviceAttachmentsD3D11.h b/gfx/layers/d3d11/DeviceAttachmentsD3D11.h
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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/. */
+
+#ifndef mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
+#define mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
+
+#include "mozilla/EnumeratedArray.h"
+#include "mozilla/RefPtr.h"
+#include "mozilla/gfx/DeviceManagerDx.h"
+#include "mozilla/layers/CompositorTypes.h"
+#include "mozilla/layers/SyncObject.h"
+#include <d3d11.h>
+#include <dxgi1_2.h>
+
+namespace mozilla {
+namespace layers {
+
+struct ShaderBytes;
+
+class DeviceAttachmentsD3D11 final {
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceAttachmentsD3D11);
+
+ public:
+ static RefPtr<DeviceAttachmentsD3D11> Create(ID3D11Device* aDevice);
+
+ bool InitBlendShaders();
+ bool EnsureTriangleBuffer(size_t aNumTriangles);
+
+ bool IsValid() const { return mInitialized; }
+ const nsCString& GetFailureId() const {
+ MOZ_ASSERT(!IsValid());
+ return mInitFailureId;
+ }
+
+ typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes,
+ RefPtr<ID3D11VertexShader>>
+ VertexShaderArray;
+ typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes,
+ RefPtr<ID3D11PixelShader>>
+ PixelShaderArray;
+
+ RefPtr<ID3D11InputLayout> mInputLayout;
+ RefPtr<ID3D11InputLayout> mDynamicInputLayout;
+
+ RefPtr<ID3D11Buffer> mVertexBuffer;
+ RefPtr<ID3D11Buffer> mDynamicVertexBuffer;
+
+ VertexShaderArray mVSQuadShader;
+ VertexShaderArray mVSQuadBlendShader;
+
+ VertexShaderArray mVSDynamicShader;
+ VertexShaderArray mVSDynamicBlendShader;
+
+ PixelShaderArray mSolidColorShader;
+ PixelShaderArray mRGBAShader;
+ PixelShaderArray mRGBShader;
+ PixelShaderArray mYCbCrShader;
+ PixelShaderArray mNV12Shader;
+ PixelShaderArray mComponentAlphaShader;
+ PixelShaderArray mBlendShader;
+ RefPtr<ID3D11Buffer> mPSConstantBuffer;
+ RefPtr<ID3D11Buffer> mVSConstantBuffer;
+ RefPtr<ID3D11RasterizerState> mRasterizerState;
+ RefPtr<ID3D11SamplerState> mLinearSamplerState;
+ RefPtr<ID3D11SamplerState> mPointSamplerState;
+
+ RefPtr<ID3D11BlendState> mPremulBlendState;
+ RefPtr<ID3D11BlendState> mNonPremulBlendState;
+ RefPtr<ID3D11BlendState> mComponentBlendState;
+ RefPtr<ID3D11BlendState> mDisabledBlendState;
+
+ RefPtr<SyncObjectHost> mSyncObject;
+
+ void SetDeviceReset() { mDeviceReset = true; }
+ bool IsDeviceReset() const { return mDeviceReset; }
+
+ private:
+ explicit DeviceAttachmentsD3D11(ID3D11Device* device);
+ ~DeviceAttachmentsD3D11();
+
+ bool Initialize();
+ bool CreateShaders();
+ bool InitSyncObject();
+
+ void InitVertexShader(const ShaderBytes& aShader, VertexShaderArray& aArray,
+ MaskType aMaskType) {
+ InitVertexShader(aShader, getter_AddRefs(aArray[aMaskType]));
+ }
+ void InitPixelShader(const ShaderBytes& aShader, PixelShaderArray& aArray,
+ MaskType aMaskType) {
+ InitPixelShader(aShader, getter_AddRefs(aArray[aMaskType]));
+ }
+
+ void InitVertexShader(const ShaderBytes& aShader, ID3D11VertexShader** aOut);
+ void InitPixelShader(const ShaderBytes& aShader, ID3D11PixelShader** aOut);
+
+ bool Failed(HRESULT hr, const char* aContext);
+
+ private:
+ size_t mMaximumTriangles;
+
+ // Only used during initialization.
+ RefPtr<ID3D11Device> mDevice;
+ bool mContinueInit;
+ bool mInitialized;
+ bool mDeviceReset;
+ nsCString mInitFailureId;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif // mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h