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Diffstat (limited to 'gfx/thebes/DeviceManagerDx.cpp')
-rw-r--r-- | gfx/thebes/DeviceManagerDx.cpp | 1448 |
1 files changed, 1448 insertions, 0 deletions
diff --git a/gfx/thebes/DeviceManagerDx.cpp b/gfx/thebes/DeviceManagerDx.cpp new file mode 100644 index 0000000000..c62f6b39f9 --- /dev/null +++ b/gfx/thebes/DeviceManagerDx.cpp @@ -0,0 +1,1448 @@ +/* -*- 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/. */ + +#include "DeviceManagerDx.h" +#include "D3D11Checks.h" +#include "gfxConfig.h" +#include "GfxDriverInfo.h" +#include "gfxWindowsPlatform.h" +#include "mozilla/D3DMessageUtils.h" +#include "mozilla/StaticPrefs_gfx.h" +#include "mozilla/StaticPrefs_layers.h" +#include "mozilla/Telemetry.h" +#include "mozilla/WindowsVersion.h" +#include "mozilla/gfx/GPUParent.h" +#include "mozilla/gfx/GPUProcessManager.h" +#include "mozilla/gfx/GraphicsMessages.h" +#include "mozilla/gfx/Logging.h" +#include "mozilla/gfx/gfxVars.h" +#include "mozilla/layers/CompositorBridgeChild.h" +#include "mozilla/layers/CompositorThread.h" +#include "mozilla/layers/DeviceAttachmentsD3D11.h" +#include "mozilla/layers/MLGDeviceD3D11.h" +#include "mozilla/layers/PaintThread.h" +#include "mozilla/Preferences.h" +#include "nsExceptionHandler.h" +#include "nsPrintfCString.h" +#include "nsString.h" + +#undef _WIN32_WINNT +#define _WIN32_WINNT _WIN32_WINNT_WINBLUE +#undef NTDDI_VERSION +#define NTDDI_VERSION NTDDI_WINBLUE + +#include <d3d11.h> +#include <dcomp.h> +#include <ddraw.h> + +namespace mozilla { +namespace gfx { + +using namespace mozilla::widget; +using namespace mozilla::layers; + +StaticAutoPtr<DeviceManagerDx> DeviceManagerDx::sInstance; + +// We don't have access to the D3D11CreateDevice type in gfxWindowsPlatform.h, +// since it doesn't include d3d11.h, so we use a static here. It should only +// be used within InitializeD3D11. +decltype(D3D11CreateDevice)* sD3D11CreateDeviceFn = nullptr; + +// It should only be used within CreateDirectCompositionDevice. +decltype(DCompositionCreateDevice2)* sDcompCreateDevice2Fn = nullptr; + +// It should only be used within CreateDCompSurfaceHandle +decltype(DCompositionCreateSurfaceHandle)* sDcompCreateSurfaceHandleFn = + nullptr; + +// We don't have access to the DirectDrawCreateEx type in gfxWindowsPlatform.h, +// since it doesn't include ddraw.h, so we use a static here. It should only +// be used within InitializeDirectDrawConfig. +decltype(DirectDrawCreateEx)* sDirectDrawCreateExFn = nullptr; + +/* static */ +void DeviceManagerDx::Init() { sInstance = new DeviceManagerDx(); } + +/* static */ +void DeviceManagerDx::Shutdown() { sInstance = nullptr; } + +DeviceManagerDx::DeviceManagerDx() + : mDeviceLock("gfxWindowsPlatform.mDeviceLock"), + mCompositorDeviceSupportsVideo(false) { + // Set up the D3D11 feature levels we can ask for. + if (IsWin8OrLater()) { + mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_1); + } + mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_11_0); + mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_1); + mFeatureLevels.AppendElement(D3D_FEATURE_LEVEL_10_0); +} + +bool DeviceManagerDx::LoadD3D11() { + FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING); + MOZ_ASSERT(d3d11.IsEnabled()); + + if (sD3D11CreateDeviceFn) { + return true; + } + + nsModuleHandle module(LoadLibrarySystem32(L"d3d11.dll")); + if (!module) { + d3d11.SetFailed(FeatureStatus::Unavailable, + "Direct3D11 not available on this computer", + "FEATURE_FAILURE_D3D11_LIB"_ns); + return false; + } + + sD3D11CreateDeviceFn = + (decltype(D3D11CreateDevice)*)GetProcAddress(module, "D3D11CreateDevice"); + if (!sD3D11CreateDeviceFn) { + // We should just be on Windows Vista or XP in this case. + d3d11.SetFailed(FeatureStatus::Unavailable, + "Direct3D11 not available on this computer", + "FEATURE_FAILURE_D3D11_FUNCPTR"_ns); + return false; + } + + mD3D11Module.steal(module); + return true; +} + +bool DeviceManagerDx::LoadDcomp() { + MOZ_ASSERT(gfxConfig::GetFeature(Feature::D3D11_COMPOSITING).IsEnabled()); + MOZ_ASSERT(gfxVars::UseWebRender()); + MOZ_ASSERT(gfxVars::UseWebRenderANGLE()); + MOZ_ASSERT(gfxVars::UseWebRenderDCompWin()); + + if (sDcompCreateDevice2Fn) { + return true; + } + + nsModuleHandle module(LoadLibrarySystem32(L"dcomp.dll")); + if (!module) { + return false; + } + + sDcompCreateDevice2Fn = (decltype(DCompositionCreateDevice2)*)GetProcAddress( + module, "DCompositionCreateDevice2"); + if (!sDcompCreateDevice2Fn) { + return false; + } + + // Load optional API for external compositing + sDcompCreateSurfaceHandleFn = + (decltype(DCompositionCreateSurfaceHandle)*)::GetProcAddress( + module, "DCompositionCreateSurfaceHandle"); + if (!sDcompCreateDevice2Fn) { + return false; + } + + mDcompModule.steal(module); + return true; +} + +void DeviceManagerDx::ReleaseD3D11() { + MOZ_ASSERT(!mCompositorDevice); + MOZ_ASSERT(!mContentDevice); + MOZ_ASSERT(!mVRDevice); + MOZ_ASSERT(!mDecoderDevice); + + mD3D11Module.reset(); + sD3D11CreateDeviceFn = nullptr; +} + +nsTArray<DXGI_OUTPUT_DESC1> DeviceManagerDx::EnumerateOutputs() { + RefPtr<IDXGIAdapter> adapter = GetDXGIAdapter(); + + if (!adapter) { + NS_WARNING("Failed to acquire a DXGI adapter for enumerating outputs."); + return nsTArray<DXGI_OUTPUT_DESC1>(); + } + + nsTArray<DXGI_OUTPUT_DESC1> outputs; + for (UINT i = 0;; ++i) { + RefPtr<IDXGIOutput> output = nullptr; + if (FAILED(adapter->EnumOutputs(i, getter_AddRefs(output)))) { + break; + } + + RefPtr<IDXGIOutput6> output6 = nullptr; + if (FAILED(output->QueryInterface(__uuidof(IDXGIOutput6), + getter_AddRefs(output6)))) { + break; + } + + DXGI_OUTPUT_DESC1 desc; + if (FAILED(output6->GetDesc1(&desc))) { + break; + } + + outputs.AppendElement(desc); + } + return outputs; +} + +bool DeviceManagerDx::GetOutputFromMonitor(HMONITOR monitor, + RefPtr<IDXGIOutput>* aOutOutput) { + RefPtr<IDXGIAdapter> adapter = GetDXGIAdapter(); + + if (!adapter) { + NS_WARNING("Failed to acquire a DXGI adapter for GetOutputFromMonitor."); + return false; + } + + for (UINT i = 0;; ++i) { + RefPtr<IDXGIOutput> output = nullptr; + if (FAILED(adapter->EnumOutputs(i, getter_AddRefs(output)))) { + break; + } + + DXGI_OUTPUT_DESC desc; + if (FAILED(output->GetDesc(&desc))) { + continue; + } + + if (desc.Monitor == monitor) { + *aOutOutput = output; + return true; + } + } + return false; +} + +void DeviceManagerDx::CheckHardwareStretchingSupport(HwStretchingSupport& aRv) { + RefPtr<IDXGIAdapter> adapter = GetDXGIAdapter(); + + if (!adapter) { + NS_WARNING( + "Failed to acquire a DXGI adapter for checking hardware stretching " + "support."); + ++aRv.mError; + return; + } + + for (UINT i = 0;; ++i) { + RefPtr<IDXGIOutput> output = nullptr; + HRESULT result = adapter->EnumOutputs(i, getter_AddRefs(output)); + if (result == DXGI_ERROR_NOT_FOUND) { + // No more outputs to check. + break; + } + + if (FAILED(result)) { + ++aRv.mError; + break; + } + + RefPtr<IDXGIOutput6> output6 = nullptr; + if (FAILED(output->QueryInterface(__uuidof(IDXGIOutput6), + getter_AddRefs(output6)))) { + ++aRv.mError; + continue; + } + + UINT flags = 0; + if (FAILED(output6->CheckHardwareCompositionSupport(&flags))) { + ++aRv.mError; + continue; + } + + bool fullScreen = flags & DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAG_FULLSCREEN; + bool window = flags & DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAG_WINDOWED; + if (fullScreen && window) { + ++aRv.mBoth; + } else if (fullScreen) { + ++aRv.mFullScreenOnly; + } else if (window) { + ++aRv.mWindowOnly; + } else { + ++aRv.mNone; + } + } +} + +#ifdef DEBUG +static inline bool ProcessOwnsCompositor() { + return XRE_GetProcessType() == GeckoProcessType_GPU || + XRE_GetProcessType() == GeckoProcessType_VR || + (XRE_IsParentProcess() && !gfxConfig::IsEnabled(Feature::GPU_PROCESS)); +} +#endif + +bool DeviceManagerDx::CreateCompositorDevices() { + MOZ_ASSERT(ProcessOwnsCompositor()); + + FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING); + MOZ_ASSERT(d3d11.IsEnabled()); + + if (int32_t sleepSec = + StaticPrefs::gfx_direct3d11_sleep_on_create_device_AtStartup()) { + printf_stderr("Attach to PID: %d\n", GetCurrentProcessId()); + Sleep(sleepSec * 1000); + } + + if (!LoadD3D11()) { + return false; + } + + CreateCompositorDevice(d3d11); + + if (!d3d11.IsEnabled()) { + MOZ_ASSERT(!mCompositorDevice); + ReleaseD3D11(); + + // Sync Advanced-Layers with D3D11. + if (gfxConfig::IsEnabled(Feature::ADVANCED_LAYERS)) { + gfxConfig::SetFailed(Feature::ADVANCED_LAYERS, FeatureStatus::Unavailable, + "Requires D3D11", "FEATURE_FAILURE_NO_D3D11"_ns); + } + return false; + } + + // We leak these everywhere and we need them our entire runtime anyway, let's + // leak it here as well. We keep the pointer to sD3D11CreateDeviceFn around + // as well for D2D1 and device resets. + mD3D11Module.disown(); + + MOZ_ASSERT(mCompositorDevice); + if (!d3d11.IsEnabled()) { + return false; + } + + // When WR is used, do not preload attachments for D3D11 Non-WR compositor. + // + // Fallback from WR to D3D11 Non-WR compositor without re-creating gpu process + // could happen when WR causes error. In this case, the attachments are loaded + // synchronously. + if (!gfx::gfxVars::UseWebRender() || gfx::gfxVars::UseSoftwareWebRender()) { + PreloadAttachmentsOnCompositorThread(); + } + + return true; +} + +bool DeviceManagerDx::CreateVRDevice() { + MOZ_ASSERT(ProcessOwnsCompositor()); + + if (mVRDevice) { + return true; + } + + if (!gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { + NS_WARNING("Direct3D11 Compositing required for VR"); + return false; + } + + if (!LoadD3D11()) { + return false; + } + + RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter(); + if (!adapter) { + NS_WARNING("Failed to acquire a DXGI adapter for VR"); + return false; + } + + UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; + + HRESULT hr; + if (!CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, mVRDevice)) { + gfxCriticalError() << "Crash during D3D11 device creation for VR"; + return false; + } + + if (FAILED(hr) || !mVRDevice) { + NS_WARNING("Failed to acquire a D3D11 device for VR"); + return false; + } + + return true; +} + +bool DeviceManagerDx::CreateCanvasDevice() { + MOZ_ASSERT(ProcessOwnsCompositor()); + + if (mCanvasDevice) { + return true; + } + + if (!LoadD3D11()) { + return false; + } + + RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter(); + if (!adapter) { + NS_WARNING("Failed to acquire a DXGI adapter for Canvas"); + return false; + } + + UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; + + HRESULT hr; + if (!CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, + mCanvasDevice)) { + gfxCriticalError() << "Crash during D3D11 device creation for Canvas"; + return false; + } + + if (FAILED(hr) || !mCanvasDevice) { + NS_WARNING("Failed to acquire a D3D11 device for Canvas"); + return false; + } + + if (XRE_IsGPUProcess()) { + Factory::SetDirect3D11Device(mCanvasDevice); + } + + return true; +} + +void DeviceManagerDx::CreateDirectCompositionDevice() { + if (!gfxVars::UseWebRenderDCompWin()) { + return; + } + + if (!mCompositorDevice) { + return; + } + + if (!LoadDcomp()) { + return; + } + + RefPtr<IDXGIDevice> dxgiDevice; + if (mCompositorDevice->QueryInterface( + IID_PPV_ARGS((IDXGIDevice**)getter_AddRefs(dxgiDevice))) != S_OK) { + return; + } + + HRESULT hr; + RefPtr<IDCompositionDesktopDevice> desktopDevice; + MOZ_SEH_TRY { + hr = sDcompCreateDevice2Fn( + dxgiDevice.get(), + IID_PPV_ARGS( + (IDCompositionDesktopDevice**)getter_AddRefs(desktopDevice))); + } + MOZ_SEH_EXCEPT(EXCEPTION_EXECUTE_HANDLER) { return; } + + if (!SUCCEEDED(hr)) { + return; + } + + RefPtr<IDCompositionDevice2> compositionDevice; + if (desktopDevice->QueryInterface(IID_PPV_ARGS( + (IDCompositionDevice2**)getter_AddRefs(compositionDevice))) != S_OK) { + return; + } + + mDirectCompositionDevice = compositionDevice; +} + +/* static */ +HANDLE DeviceManagerDx::CreateDCompSurfaceHandle() { + if (!sDcompCreateSurfaceHandleFn) { + return 0; + } + + HANDLE handle = 0; + HRESULT hr = sDcompCreateSurfaceHandleFn(COMPOSITIONOBJECT_ALL_ACCESS, + nullptr, &handle); + if (FAILED(hr)) { + return 0; + } + + return handle; +} + +void DeviceManagerDx::ImportDeviceInfo(const D3D11DeviceStatus& aDeviceStatus) { + MOZ_ASSERT(!ProcessOwnsCompositor()); + + mDeviceStatus = Some(aDeviceStatus); +} + +void DeviceManagerDx::ExportDeviceInfo(D3D11DeviceStatus* aOut) { + if (mDeviceStatus) { + *aOut = mDeviceStatus.value(); + } +} + +void DeviceManagerDx::CreateContentDevices() { + MOZ_ASSERT(gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)); + + if (!LoadD3D11()) { + return; + } + + // We should have been assigned a DeviceStatus from the parent process, + // GPU process, or the same process if using in-process compositing. + MOZ_ASSERT(mDeviceStatus); + + if (CreateContentDevice() == FeatureStatus::CrashedInHandler) { + DisableD3D11AfterCrash(); + } +} + +IDXGIAdapter1* DeviceManagerDx::GetDXGIAdapter() { + if (mAdapter) { + return mAdapter; + } + + nsModuleHandle dxgiModule(LoadLibrarySystem32(L"dxgi.dll")); + decltype(CreateDXGIFactory1)* createDXGIFactory1 = + (decltype(CreateDXGIFactory1)*)GetProcAddress(dxgiModule, + "CreateDXGIFactory1"); + + if (!createDXGIFactory1) { + return nullptr; + } + + // Try to use a DXGI 1.1 adapter in order to share resources + // across processes. + RefPtr<IDXGIFactory1> factory1; + HRESULT hr = + createDXGIFactory1(__uuidof(IDXGIFactory1), getter_AddRefs(factory1)); + if (FAILED(hr) || !factory1) { + // This seems to happen with some people running the iZ3D driver. + // They won't get acceleration. + return nullptr; + } + + if (!mDeviceStatus) { + // If we haven't created a device yet, and have no existing device status, + // then this must be the compositor device. Pick the first adapter we can. + if (FAILED(factory1->EnumAdapters1(0, getter_AddRefs(mAdapter)))) { + return nullptr; + } + } else { + // In the UI and GPU process, we clear mDeviceStatus on device reset, so we + // should never reach here. Furthermore, the UI process does not create + // devices when using a GPU process. + // + // So, this should only ever get called on the content process or RDD + // process + MOZ_ASSERT(XRE_IsContentProcess() || XRE_IsRDDProcess()); + + // In the child process, we search for the adapter that matches the parent + // process. The first adapter can be mismatched on dual-GPU systems. + for (UINT index = 0;; index++) { + RefPtr<IDXGIAdapter1> adapter; + if (FAILED(factory1->EnumAdapters1(index, getter_AddRefs(adapter)))) { + break; + } + + const DxgiAdapterDesc& preferred = mDeviceStatus->adapter(); + + DXGI_ADAPTER_DESC desc; + if (SUCCEEDED(adapter->GetDesc(&desc)) && + desc.AdapterLuid.HighPart == preferred.AdapterLuid.HighPart && + desc.AdapterLuid.LowPart == preferred.AdapterLuid.LowPart && + desc.VendorId == preferred.VendorId && + desc.DeviceId == preferred.DeviceId) { + mAdapter = adapter.forget(); + break; + } + } + } + + if (!mAdapter) { + return nullptr; + } + + // We leak this module everywhere, we might as well do so here as well. + dxgiModule.disown(); + return mAdapter; +} + +bool DeviceManagerDx::CreateCompositorDeviceHelper( + FeatureState& aD3d11, IDXGIAdapter1* aAdapter, bool aAttemptVideoSupport, + RefPtr<ID3D11Device>& aOutDevice) { + // Check if a failure was injected for testing. + if (StaticPrefs::gfx_testing_device_fail()) { + aD3d11.SetFailed(FeatureStatus::Failed, + "Direct3D11 device failure simulated by preference", + "FEATURE_FAILURE_D3D11_SIM"_ns); + return false; + } + + UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; + + DXGI_ADAPTER_DESC desc; + aAdapter->GetDesc(&desc); + if (desc.VendorId != 0x1414) { + // 0x1414 is Microsoft (e.g. WARP) + // When not using WARP, use + // D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS to prevent + // bug 1092260. IE 11 also uses this flag. + flags |= D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS; + } + + if (aAttemptVideoSupport) { + flags |= D3D11_CREATE_DEVICE_VIDEO_SUPPORT; + } + + HRESULT hr; + RefPtr<ID3D11Device> device; + if (!CreateDevice(aAdapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) { + if (!aAttemptVideoSupport) { + gfxCriticalError() << "Crash during D3D11 device creation"; + aD3d11.SetFailed(FeatureStatus::CrashedInHandler, + "Crashed trying to acquire a D3D11 device", + "FEATURE_FAILURE_D3D11_DEVICE1"_ns); + } + return false; + } + + if (FAILED(hr) || !device) { + if (!aAttemptVideoSupport) { + aD3d11.SetFailed(FeatureStatus::Failed, + "Failed to acquire a D3D11 device", + "FEATURE_FAILURE_D3D11_DEVICE2"_ns); + } + return false; + } + if (!D3D11Checks::DoesDeviceWork()) { + if (!aAttemptVideoSupport) { + aD3d11.SetFailed(FeatureStatus::Broken, + "Direct3D11 device was determined to be broken", + "FEATURE_FAILURE_D3D11_BROKEN"_ns); + } + return false; + } + + aOutDevice = device; + return true; +} + +// Note that it's enough for us to just use a counter for a unique ID, +// even though the counter isn't synchronized between processes. If we +// start in the GPU process and wind up in the parent process, the +// whole graphics stack is blown away anyway. But just in case, we +// make gpu process IDs negative and parent process IDs positive. +static inline int32_t GetNextDeviceCounter() { + static int32_t sDeviceCounter = 0; + return XRE_IsGPUProcess() ? --sDeviceCounter : ++sDeviceCounter; +} + +void DeviceManagerDx::CreateCompositorDevice(FeatureState& d3d11) { + if (StaticPrefs::layers_d3d11_force_warp_AtStartup()) { + CreateWARPCompositorDevice(); + return; + } + + RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter(); + if (!adapter) { + d3d11.SetFailed(FeatureStatus::Unavailable, + "Failed to acquire a DXGI adapter", + "FEATURE_FAILURE_D3D11_DXGI"_ns); + return; + } + + if (XRE_IsGPUProcess() && !D3D11Checks::DoesRemotePresentWork(adapter)) { + d3d11.SetFailed(FeatureStatus::Unavailable, + "DXGI does not support out-of-process presentation", + "FEATURE_FAILURE_D3D11_REMOTE_PRESENT"_ns); + return; + } + + RefPtr<ID3D11Device> device; + if (!CreateCompositorDeviceHelper(d3d11, adapter, true, device)) { + // Try again without video support and record that it failed. + mCompositorDeviceSupportsVideo = false; + if (!CreateCompositorDeviceHelper(d3d11, adapter, false, device)) { + return; + } + } else { + mCompositorDeviceSupportsVideo = true; + } + + // Only test this when not using WARP since it can fail and cause + // GetDeviceRemovedReason to return weird values. + bool textureSharingWorks = D3D11Checks::DoesTextureSharingWork(device); + + DXGI_ADAPTER_DESC desc; + PodZero(&desc); + adapter->GetDesc(&desc); + + if (!textureSharingWorks) { + gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE, FeatureStatus::Broken, + "Texture sharing doesn't work", + "FEATURE_FAILURE_HW_ANGLE_NEEDS_TEXTURE_SHARING"_ns); + } + if (D3D11Checks::DoesRenderTargetViewNeedRecreating(device)) { + gfxConfig::SetFailed(Feature::D3D11_HW_ANGLE, FeatureStatus::Broken, + "RenderTargetViews need recreating", + "FEATURE_FAILURE_HW_ANGLE_NEEDS_RTV_RECREATION"_ns); + } + if (XRE_IsParentProcess()) { + // It seems like this may only happen when we're using the NVIDIA gpu + D3D11Checks::WarnOnAdapterMismatch(device); + } + + uint32_t featureLevel = device->GetFeatureLevel(); + auto formatOptions = D3D11Checks::FormatOptions(device); + { + MutexAutoLock lock(mDeviceLock); + mCompositorDevice = device; + + int32_t sequenceNumber = GetNextDeviceCounter(); + mDeviceStatus = Some(D3D11DeviceStatus( + false, textureSharingWorks, featureLevel, DxgiAdapterDesc::From(desc), + sequenceNumber, formatOptions)); + } + mCompositorDevice->SetExceptionMode(0); +} + +bool DeviceManagerDx::CreateDevice(IDXGIAdapter* aAdapter, + D3D_DRIVER_TYPE aDriverType, UINT aFlags, + HRESULT& aResOut, + RefPtr<ID3D11Device>& aOutDevice) { + if (StaticPrefs::gfx_direct3d11_enable_debug_layer_AtStartup() || + StaticPrefs::gfx_direct3d11_break_on_error_AtStartup()) { + aFlags |= D3D11_CREATE_DEVICE_DEBUG; + } + + MOZ_SEH_TRY { + aResOut = sD3D11CreateDeviceFn( + aAdapter, aDriverType, nullptr, aFlags, mFeatureLevels.Elements(), + mFeatureLevels.Length(), D3D11_SDK_VERSION, getter_AddRefs(aOutDevice), + nullptr, nullptr); + } + MOZ_SEH_EXCEPT(EXCEPTION_EXECUTE_HANDLER) { return false; } + + if (StaticPrefs::gfx_direct3d11_break_on_error_AtStartup()) { + do { + if (!aOutDevice) break; + + RefPtr<ID3D11Debug> debug; + if (!SUCCEEDED(aOutDevice->QueryInterface(__uuidof(ID3D11Debug), + getter_AddRefs(debug)))) + break; + + RefPtr<ID3D11InfoQueue> infoQueue; + if (!SUCCEEDED(debug->QueryInterface(__uuidof(ID3D11InfoQueue), + getter_AddRefs(infoQueue)))) + break; + + D3D11_INFO_QUEUE_FILTER filter; + PodZero(&filter); + + // Disable warnings caused by Advanced Layers that are known and not + // problematic. + D3D11_MESSAGE_ID blockIDs[] = { + D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL}; + filter.DenyList.NumIDs = MOZ_ARRAY_LENGTH(blockIDs); + filter.DenyList.pIDList = blockIDs; + infoQueue->PushStorageFilter(&filter); + + infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true); + infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true); + infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, true); + } while (false); + } + + return true; +} + +void DeviceManagerDx::CreateWARPCompositorDevice() { + ScopedGfxFeatureReporter reporterWARP( + "D3D11-WARP", StaticPrefs::layers_d3d11_force_warp_AtStartup()); + FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING); + + HRESULT hr; + RefPtr<ID3D11Device> device; + + // Use D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS + // to prevent bug 1092260. IE 11 also uses this flag. + UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; + if (!CreateDevice(nullptr, D3D_DRIVER_TYPE_WARP, flags, hr, device)) { + gfxCriticalError() << "Exception occurred initializing WARP D3D11 device!"; + d3d11.SetFailed(FeatureStatus::CrashedInHandler, + "Crashed creating a D3D11 WARP device", + "FEATURE_FAILURE_D3D11_WARP_DEVICE"_ns); + } + + if (FAILED(hr) || !device) { + // This should always succeed... in theory. + gfxCriticalError() << "Failed to initialize WARP D3D11 device! " + << hexa(hr); + d3d11.SetFailed(FeatureStatus::Failed, + "Failed to create a D3D11 WARP device", + "FEATURE_FAILURE_D3D11_WARP_DEVICE2"_ns); + return; + } + + // Only test for texture sharing on Windows 8 since it puts the device into + // an unusable state if used on Windows 7 + bool textureSharingWorks = false; + if (IsWin8OrLater()) { + textureSharingWorks = D3D11Checks::DoesTextureSharingWork(device); + } + + DXGI_ADAPTER_DESC desc; + D3D11Checks::GetDxgiDesc(device, &desc); + + int featureLevel = device->GetFeatureLevel(); + + auto formatOptions = D3D11Checks::FormatOptions(device); + { + MutexAutoLock lock(mDeviceLock); + mCompositorDevice = device; + + int32_t sequenceNumber = GetNextDeviceCounter(); + mDeviceStatus = Some(D3D11DeviceStatus( + true, textureSharingWorks, featureLevel, DxgiAdapterDesc::From(desc), + sequenceNumber, formatOptions)); + } + mCompositorDevice->SetExceptionMode(0); + + reporterWARP.SetSuccessful(); +} + +FeatureStatus DeviceManagerDx::CreateContentDevice() { + RefPtr<IDXGIAdapter1> adapter; + if (!mDeviceStatus->isWARP()) { + adapter = GetDXGIAdapter(); + if (!adapter) { + gfxCriticalNote << "Could not get a DXGI adapter"; + return FeatureStatus::Unavailable; + } + } + + HRESULT hr; + RefPtr<ID3D11Device> device; + + UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; + D3D_DRIVER_TYPE type = + mDeviceStatus->isWARP() ? D3D_DRIVER_TYPE_WARP : D3D_DRIVER_TYPE_UNKNOWN; + if (!CreateDevice(adapter, type, flags, hr, device)) { + gfxCriticalNote + << "Recovered from crash while creating a D3D11 content device"; + gfxWindowsPlatform::RecordContentDeviceFailure( + TelemetryDeviceCode::Content); + return FeatureStatus::CrashedInHandler; + } + + if (FAILED(hr) || !device) { + gfxCriticalNote << "Failed to create a D3D11 content device: " << hexa(hr); + gfxWindowsPlatform::RecordContentDeviceFailure( + TelemetryDeviceCode::Content); + return FeatureStatus::Failed; + } + + // InitializeD2D() will abort early if the compositor device did not support + // texture sharing. If we're in the content process, we can't rely on the + // parent device alone: some systems have dual GPUs that are capable of + // binding the parent and child processes to different GPUs. As a safety net, + // we re-check texture sharing against the newly created D3D11 content device. + // If it fails, we won't use Direct2D. + if (XRE_IsContentProcess()) { + if (!D3D11Checks::DoesTextureSharingWork(device)) { + return FeatureStatus::Failed; + } + + DebugOnly<bool> ok = ContentAdapterIsParentAdapter(device); + MOZ_ASSERT(ok); + } + + { + MutexAutoLock lock(mDeviceLock); + mContentDevice = device; + } + mContentDevice->SetExceptionMode(0); + + RefPtr<ID3D10Multithread> multi; + hr = mContentDevice->QueryInterface(__uuidof(ID3D10Multithread), + getter_AddRefs(multi)); + if (SUCCEEDED(hr) && multi) { + multi->SetMultithreadProtected(TRUE); + } + return FeatureStatus::Available; +} + +RefPtr<ID3D11Device> DeviceManagerDx::CreateDecoderDevice() { + bool isAMD = false; + { + MutexAutoLock lock(mDeviceLock); + if (!mDeviceStatus) { + return nullptr; + } + isAMD = mDeviceStatus->adapter().VendorId == 0x1002; + } + + bool reuseDevice = false; + if (StaticPrefs::gfx_direct3d11_reuse_decoder_device() < 0) { + // Use the default logic, which is to allow reuse of devices on AMD, but + // create separate devices everywhere else. + if (isAMD) { + reuseDevice = true; + } + } else if (StaticPrefs::gfx_direct3d11_reuse_decoder_device() > 0) { + reuseDevice = true; + } + + if (reuseDevice) { + if (mCompositorDevice && mCompositorDeviceSupportsVideo && + !mDecoderDevice) { + mDecoderDevice = mCompositorDevice; + + RefPtr<ID3D10Multithread> multi; + mDecoderDevice->QueryInterface(__uuidof(ID3D10Multithread), + getter_AddRefs(multi)); + if (multi) { + multi->SetMultithreadProtected(TRUE); + } + } + + if (mDecoderDevice) { + RefPtr<ID3D11Device> dev = mDecoderDevice; + return dev.forget(); + } + } + + if (!sD3D11CreateDeviceFn) { + // We should just be on Windows Vista or XP in this case. + return nullptr; + } + + RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter(); + if (!adapter) { + return nullptr; + } + + HRESULT hr; + RefPtr<ID3D11Device> device; + + UINT flags = D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS | + D3D11_CREATE_DEVICE_VIDEO_SUPPORT; + if (!CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, flags, hr, device)) { + return nullptr; + } + if (FAILED(hr) || !device || !D3D11Checks::DoesDeviceWork()) { + return nullptr; + } + + RefPtr<ID3D10Multithread> multi; + device->QueryInterface(__uuidof(ID3D10Multithread), getter_AddRefs(multi)); + if (multi) { + multi->SetMultithreadProtected(TRUE); + } + if (reuseDevice) { + mDecoderDevice = device; + } + return device; +} + +RefPtr<MLGDevice> DeviceManagerDx::GetMLGDevice() { + MutexAutoLock lock(mDeviceLock); + if (!mMLGDevice) { + MutexAutoUnlock unlock(mDeviceLock); + CreateMLGDevice(); + } + return mMLGDevice; +} + +static void DisableAdvancedLayers(FeatureStatus aStatus, + const nsCString aMessage, + const nsCString& aFailureId) { + if (!NS_IsMainThread()) { + NS_DispatchToMainThread(NS_NewRunnableFunction( + "DisableAdvancedLayers", [aStatus, aMessage, aFailureId]() -> void { + DisableAdvancedLayers(aStatus, aMessage, aFailureId); + })); + return; + } + + MOZ_ASSERT(NS_IsMainThread()); + + FeatureState& al = gfxConfig::GetFeature(Feature::ADVANCED_LAYERS); + if (!al.IsEnabled()) { + return; + } + + al.SetFailed(aStatus, aMessage.get(), aFailureId); + + FeatureFailure info(aStatus, aMessage, aFailureId); + if (GPUParent* gpu = GPUParent::GetSingleton()) { + Unused << gpu->SendUpdateFeature(Feature::ADVANCED_LAYERS, info); + } + + if (aFailureId.Length()) { + nsString failureId = NS_ConvertUTF8toUTF16(aFailureId.get()); + Telemetry::ScalarAdd(Telemetry::ScalarID::GFX_ADVANCED_LAYERS_FAILURE_ID, + failureId, 1); + } + + // Notify TelemetryEnvironment.jsm. + if (RefPtr<nsIObserverService> obs = + mozilla::services::GetObserverService()) { + obs->NotifyObservers(nullptr, "gfx-features-ready", nullptr); + } +} + +void DeviceManagerDx::CreateMLGDevice() { + MOZ_ASSERT(layers::CompositorThreadHolder::IsInCompositorThread()); + + RefPtr<ID3D11Device> d3d11Device = GetCompositorDevice(); + if (!d3d11Device) { + DisableAdvancedLayers(FeatureStatus::Unavailable, + "Advanced-layers requires a D3D11 device"_ns, + "FEATURE_FAILURE_NEED_D3D11_DEVICE"_ns); + return; + } + + RefPtr<MLGDeviceD3D11> device = new MLGDeviceD3D11(d3d11Device); + if (!device->Initialize()) { + DisableAdvancedLayers(FeatureStatus::Failed, device->GetFailureMessage(), + device->GetFailureId()); + return; + } + + // While the lock was unheld, we should not have created an MLGDevice, since + // this should only be called on the compositor thread. + MutexAutoLock lock(mDeviceLock); + MOZ_ASSERT(!mMLGDevice); + + // Only set the MLGDevice if the compositor device is still the same. + // Otherwise we could possibly have a bad MLGDevice if a device reset + // just occurred. + if (mCompositorDevice == d3d11Device) { + mMLGDevice = device; + } +} + +void DeviceManagerDx::ResetDevices() { + // Flush the paint thread before revoking all these singletons. This + // should ensure that the paint thread doesn't start mixing and matching + // old and new objects together. + if (PaintThread::Get()) { + CompositorBridgeChild* cbc = CompositorBridgeChild::Get(); + if (cbc) { + cbc->FlushAsyncPaints(); + } + } + + MutexAutoLock lock(mDeviceLock); + + mAdapter = nullptr; + mCompositorAttachments = nullptr; + mMLGDevice = nullptr; + mCompositorDevice = nullptr; + mContentDevice = nullptr; + mCanvasDevice = nullptr; + mImageDevice = nullptr; + mDirectCompositionDevice = nullptr; + mDeviceStatus = Nothing(); + mDeviceResetReason = Nothing(); + Factory::SetDirect3D11Device(nullptr); +} + +bool DeviceManagerDx::MaybeResetAndReacquireDevices() { + DeviceResetReason resetReason; + if (!HasDeviceReset(&resetReason)) { + return false; + } + + GPUProcessManager::RecordDeviceReset(resetReason); + + bool createCompositorDevice = !!mCompositorDevice; + bool createContentDevice = !!mContentDevice; + bool createCanvasDevice = !!mCanvasDevice; + bool createDirectCompositionDevice = !!mDirectCompositionDevice; + + ResetDevices(); + + if (createCompositorDevice && !CreateCompositorDevices()) { + // Just stop, don't try anything more + return true; + } + if (createContentDevice) { + CreateContentDevices(); + } + if (createCanvasDevice) { + CreateCanvasDevice(); + } + if (createDirectCompositionDevice) { + CreateDirectCompositionDevice(); + } + + return true; +} + +bool DeviceManagerDx::ContentAdapterIsParentAdapter(ID3D11Device* device) { + DXGI_ADAPTER_DESC desc; + if (!D3D11Checks::GetDxgiDesc(device, &desc)) { + gfxCriticalNote << "Could not query device DXGI adapter info"; + return false; + } + + const DxgiAdapterDesc& preferred = mDeviceStatus->adapter(); + + if (desc.VendorId != preferred.VendorId || + desc.DeviceId != preferred.DeviceId || + desc.SubSysId != preferred.SubSysId || + desc.AdapterLuid.HighPart != preferred.AdapterLuid.HighPart || + desc.AdapterLuid.LowPart != preferred.AdapterLuid.LowPart) { + gfxCriticalNote << "VendorIDMismatch P " << hexa(preferred.VendorId) << " " + << hexa(desc.VendorId); + return false; + } + + return true; +} + +static DeviceResetReason HResultToResetReason(HRESULT hr) { + switch (hr) { + case DXGI_ERROR_DEVICE_HUNG: + return DeviceResetReason::HUNG; + case DXGI_ERROR_DEVICE_REMOVED: + return DeviceResetReason::REMOVED; + case DXGI_ERROR_DEVICE_RESET: + return DeviceResetReason::RESET; + case DXGI_ERROR_DRIVER_INTERNAL_ERROR: + return DeviceResetReason::DRIVER_ERROR; + case DXGI_ERROR_INVALID_CALL: + return DeviceResetReason::INVALID_CALL; + case E_OUTOFMEMORY: + return DeviceResetReason::OUT_OF_MEMORY; + default: + MOZ_ASSERT(false); + } + return DeviceResetReason::OTHER; +} + +bool DeviceManagerDx::HasDeviceReset(DeviceResetReason* aOutReason) { + MutexAutoLock lock(mDeviceLock); + + if (mDeviceResetReason) { + if (aOutReason) { + *aOutReason = mDeviceResetReason.value(); + } + return true; + } + + DeviceResetReason reason; + if (GetAnyDeviceRemovedReason(&reason)) { + mDeviceResetReason = Some(reason); + if (aOutReason) { + *aOutReason = reason; + } + return true; + } + + return false; +} + +static inline bool DidDeviceReset(const RefPtr<ID3D11Device>& aDevice, + DeviceResetReason* aOutReason) { + if (!aDevice) { + return false; + } + HRESULT hr = aDevice->GetDeviceRemovedReason(); + if (hr == S_OK) { + return false; + } + + *aOutReason = HResultToResetReason(hr); + return true; +} + +bool DeviceManagerDx::GetAnyDeviceRemovedReason(DeviceResetReason* aOutReason) { + // Caller must own the lock, since we access devices directly, and can be + // called from any thread. + mDeviceLock.AssertCurrentThreadOwns(); + + if (DidDeviceReset(mCompositorDevice, aOutReason) || + DidDeviceReset(mContentDevice, aOutReason) || + DidDeviceReset(mCanvasDevice, aOutReason)) { + return true; + } + + if (XRE_IsParentProcess() && NS_IsMainThread() && + StaticPrefs::gfx_testing_device_reset()) { + Preferences::SetInt("gfx.testing.device-reset", 0); + *aOutReason = DeviceResetReason::FORCED_RESET; + return true; + } + + return false; +} + +void DeviceManagerDx::ForceDeviceReset(ForcedDeviceResetReason aReason) { + Telemetry::Accumulate(Telemetry::FORCED_DEVICE_RESET_REASON, + uint32_t(aReason)); + { + MutexAutoLock lock(mDeviceLock); + if (!mDeviceResetReason) { + mDeviceResetReason = Some(DeviceResetReason::FORCED_RESET); + } + } +} + +void DeviceManagerDx::DisableD3D11AfterCrash() { + gfxConfig::Disable(Feature::D3D11_COMPOSITING, + FeatureStatus::CrashedInHandler, + "Crashed while acquiring a Direct3D11 device", + "FEATURE_FAILURE_D3D11_CRASH"_ns); + ResetDevices(); +} + +RefPtr<ID3D11Device> DeviceManagerDx::GetCompositorDevice() { + MutexAutoLock lock(mDeviceLock); + return mCompositorDevice; +} + +RefPtr<ID3D11Device> DeviceManagerDx::GetContentDevice() { + MOZ_ASSERT(XRE_IsGPUProcess() || + gfxPlatform::GetPlatform()->DevicesInitialized()); + + MutexAutoLock lock(mDeviceLock); + return mContentDevice; +} + +RefPtr<ID3D11Device> DeviceManagerDx::GetImageDevice() { + MutexAutoLock lock(mDeviceLock); + if (mImageDevice) { + return mImageDevice; + } + + RefPtr<ID3D11Device> device = mContentDevice; + if (!device) { + device = mCompositorDevice; + } + + if (!device) { + return nullptr; + } + + RefPtr<ID3D10Multithread> multi; + HRESULT hr = + device->QueryInterface((ID3D10Multithread**)getter_AddRefs(multi)); + if (FAILED(hr) || !multi) { + gfxWarning() << "Multithread safety interface not supported. " << hr; + return nullptr; + } + multi->SetMultithreadProtected(TRUE); + + mImageDevice = device; + + return mImageDevice; +} + +RefPtr<ID3D11Device> DeviceManagerDx::GetVRDevice() { + MutexAutoLock lock(mDeviceLock); + if (!mVRDevice) { + CreateVRDevice(); + } + return mVRDevice; +} + +RefPtr<ID3D11Device> DeviceManagerDx::GetCanvasDevice() { + MutexAutoLock lock(mDeviceLock); + return mCanvasDevice; +} + +RefPtr<IDCompositionDevice2> DeviceManagerDx::GetDirectCompositionDevice() { + MutexAutoLock lock(mDeviceLock); + return mDirectCompositionDevice; +} + +unsigned DeviceManagerDx::GetCompositorFeatureLevel() const { + if (!mDeviceStatus) { + return 0; + } + return mDeviceStatus->featureLevel(); +} + +bool DeviceManagerDx::TextureSharingWorks() { + MutexAutoLock lock(mDeviceLock); + if (!mDeviceStatus) { + return false; + } + return mDeviceStatus->textureSharingWorks(); +} + +bool DeviceManagerDx::CanInitializeKeyedMutexTextures() { + MutexAutoLock lock(mDeviceLock); + return mDeviceStatus && StaticPrefs::gfx_direct3d11_allow_keyed_mutex() && + gfxVars::AllowD3D11KeyedMutex(); +} + +bool DeviceManagerDx::HasCrashyInitData() { + MutexAutoLock lock(mDeviceLock); + if (!mDeviceStatus) { + return false; + } + + return (mDeviceStatus->adapter().VendorId == 0x8086 && !IsWin10OrLater()); +} + +bool DeviceManagerDx::CheckRemotePresentSupport() { + MOZ_ASSERT(XRE_IsParentProcess()); + + RefPtr<IDXGIAdapter1> adapter = GetDXGIAdapter(); + if (!adapter) { + return false; + } + if (!D3D11Checks::DoesRemotePresentWork(adapter)) { + return false; + } + return true; +} + +bool DeviceManagerDx::IsWARP() { + MutexAutoLock lock(mDeviceLock); + if (!mDeviceStatus) { + return false; + } + return mDeviceStatus->isWARP(); +} + +bool DeviceManagerDx::CanUseNV12() { + MutexAutoLock lock(mDeviceLock); + if (!mDeviceStatus) { + return false; + } + return mDeviceStatus->formatOptions().contains( + D3D11Checks::VideoFormatOption::NV12); +} + +bool DeviceManagerDx::CanUseP010() { + MutexAutoLock lock(mDeviceLock); + if (!mDeviceStatus) { + return false; + } + return mDeviceStatus->formatOptions().contains( + D3D11Checks::VideoFormatOption::P010); +} + +bool DeviceManagerDx::CanUseP016() { + MutexAutoLock lock(mDeviceLock); + if (!mDeviceStatus) { + return false; + } + return mDeviceStatus->formatOptions().contains( + D3D11Checks::VideoFormatOption::P016); +} + +bool DeviceManagerDx::CanUseDComp() { + MutexAutoLock lock(mDeviceLock); + return !!mDirectCompositionDevice; +} + +void DeviceManagerDx::InitializeDirectDraw() { + MOZ_ASSERT(layers::CompositorThreadHolder::IsInCompositorThread()); + + if (mDirectDraw) { + // Already initialized. + return; + } + + FeatureState& ddraw = gfxConfig::GetFeature(Feature::DIRECT_DRAW); + if (!ddraw.IsEnabled()) { + return; + } + + // Check if DirectDraw is available on this system. + mDirectDrawDLL.own(LoadLibrarySystem32(L"ddraw.dll")); + if (!mDirectDrawDLL) { + ddraw.SetFailed(FeatureStatus::Unavailable, + "DirectDraw not available on this computer", + "FEATURE_FAILURE_DDRAW_LIB"_ns); + return; + } + + sDirectDrawCreateExFn = (decltype(DirectDrawCreateEx)*)GetProcAddress( + mDirectDrawDLL, "DirectDrawCreateEx"); + if (!sDirectDrawCreateExFn) { + ddraw.SetFailed(FeatureStatus::Unavailable, + "DirectDraw not available on this computer", + "FEATURE_FAILURE_DDRAW_LIB"_ns); + return; + } + + HRESULT hr; + MOZ_SEH_TRY { + hr = sDirectDrawCreateExFn(nullptr, getter_AddRefs(mDirectDraw), + IID_IDirectDraw7, nullptr); + } + MOZ_SEH_EXCEPT(EXCEPTION_EXECUTE_HANDLER) { + ddraw.SetFailed(FeatureStatus::Failed, "Failed to create DirectDraw", + "FEATURE_FAILURE_DDRAW_LIB"_ns); + gfxCriticalNote << "DoesCreatingDirectDrawFailed"; + return; + } + if (FAILED(hr)) { + ddraw.SetFailed(FeatureStatus::Failed, "Failed to create DirectDraw", + "FEATURE_FAILURE_DDRAW_LIB"_ns); + gfxCriticalNote << "DoesCreatingDirectDrawFailed " << hexa(hr); + return; + } +} + +IDirectDraw7* DeviceManagerDx::GetDirectDraw() { return mDirectDraw; } + +void DeviceManagerDx::GetCompositorDevices( + RefPtr<ID3D11Device>* aOutDevice, + RefPtr<layers::DeviceAttachmentsD3D11>* aOutAttachments) { + RefPtr<ID3D11Device> device; + { + MutexAutoLock lock(mDeviceLock); + if (!mCompositorDevice) { + return; + } + if (mCompositorAttachments) { + *aOutDevice = mCompositorDevice; + *aOutAttachments = mCompositorAttachments; + return; + } + + // Otherwise, we'll try to create attachments outside the lock. + device = mCompositorDevice; + } + + // We save the attachments object even if it fails to initialize, so the + // compositor can grab the failure ID. + RefPtr<layers::DeviceAttachmentsD3D11> attachments = + layers::DeviceAttachmentsD3D11::Create(device); + { + MutexAutoLock lock(mDeviceLock); + if (device != mCompositorDevice) { + return; + } + mCompositorAttachments = attachments; + } + + *aOutDevice = device; + *aOutAttachments = attachments; +} + +/* static */ +void DeviceManagerDx::PreloadAttachmentsOnCompositorThread() { + if (!CompositorThread()) { + return; + } + + bool enableAL = gfxConfig::IsEnabled(Feature::ADVANCED_LAYERS) && + !gfx::gfxVars::UseSoftwareWebRender(); + + RefPtr<Runnable> task = NS_NewRunnableFunction( + "DeviceManagerDx::PreloadAttachmentsOnCompositorThread", + [enableAL]() -> void { + if (DeviceManagerDx* dm = DeviceManagerDx::Get()) { + if (enableAL) { + dm->GetMLGDevice(); + } else { + RefPtr<ID3D11Device> device; + RefPtr<layers::DeviceAttachmentsD3D11> attachments; + dm->GetCompositorDevices(&device, &attachments); + } + } + }); + CompositorThread()->Dispatch(task.forget()); +} + +} // namespace gfx +} // namespace mozilla |