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-rw-r--r-- | gfx/layers/d3d11/DeviceAttachmentsD3D11.h | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/DeviceAttachmentsD3D11.h b/gfx/layers/d3d11/DeviceAttachmentsD3D11.h new file mode 100644 index 0000000000..2d655ceb2f --- /dev/null +++ b/gfx/layers/d3d11/DeviceAttachmentsD3D11.h @@ -0,0 +1,116 @@ +/* -*- 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 |