/* -*- 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 #include namespace mozilla { namespace layers { struct ShaderBytes; class DeviceAttachmentsD3D11 final { NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceAttachmentsD3D11); public: static RefPtr 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> VertexShaderArray; typedef EnumeratedArray> PixelShaderArray; RefPtr mInputLayout; RefPtr mDynamicInputLayout; RefPtr mVertexBuffer; RefPtr mDynamicVertexBuffer; VertexShaderArray mVSQuadShader; VertexShaderArray mVSQuadBlendShader; VertexShaderArray mVSDynamicShader; VertexShaderArray mVSDynamicBlendShader; PixelShaderArray mSolidColorShader; PixelShaderArray mRGBAShader; PixelShaderArray mRGBShader; PixelShaderArray mYCbCrShader; PixelShaderArray mNV12Shader; PixelShaderArray mComponentAlphaShader; PixelShaderArray mBlendShader; RefPtr mPSConstantBuffer; RefPtr mVSConstantBuffer; RefPtr mRasterizerState; RefPtr mLinearSamplerState; RefPtr mPointSamplerState; RefPtr mPremulBlendState; RefPtr mNonPremulBlendState; RefPtr mComponentBlendState; RefPtr mDisabledBlendState; RefPtr 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 mDevice; bool mContinueInit; bool mInitialized; bool mDeviceReset; nsCString mInitFailureId; }; } // namespace layers } // namespace mozilla #endif // mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h