/* -*- 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/. */ #define INITGUID // set before devguid.h #include "gfxWindowsPlatform.h" #include "cairo.h" #include "mozilla/ArrayUtils.h" #include "mozilla/layers/CompositorBridgeChild.h" #include "gfxBlur.h" #include "gfxImageSurface.h" #include "gfxWindowsSurface.h" #include "nsUnicharUtils.h" #include "nsUnicodeProperties.h" #include "mozilla/Preferences.h" #include "mozilla/ProfilerLabels.h" #include "mozilla/ProfilerThreadSleep.h" #include "mozilla/Components.h" #include "mozilla/Sprintf.h" #include "mozilla/WindowsVersion.h" #include "nsIGfxInfo.h" #include "nsServiceManagerUtils.h" #include "nsTArray.h" #include "nsThreadUtils.h" #include "mozilla/Telemetry.h" #include "plbase64.h" #include "nsIXULRuntime.h" #include "imgLoader.h" #include "nsIGfxInfo.h" #include "gfxCrashReporterUtils.h" #include "gfxGDIFontList.h" #include "gfxGDIFont.h" #include "mozilla/layers/CanvasChild.h" #include "mozilla/layers/CompositorThread.h" #include "gfxDWriteFontList.h" #include "gfxDWriteFonts.h" #include "gfxDWriteCommon.h" #include #include "gfxTextRun.h" #include "gfxUserFontSet.h" #include "nsWindowsHelpers.h" #include "gfx2DGlue.h" #include #include #include "mozilla/gfx/2D.h" #include "mozilla/gfx/gfxVars.h" #include #include #include #include "nsIMemoryReporter.h" #include #include "d3dkmtQueryStatistics.h" #include "base/thread.h" #include "mozilla/StaticPrefs_gfx.h" #include "mozilla/StaticPrefs_layers.h" #include "gfxConfig.h" #include "VsyncSource.h" #include "DriverCrashGuard.h" #include "mozilla/dom/ContentChild.h" #include "mozilla/gfx/DeviceManagerDx.h" #include "mozilla/gfx/DisplayConfigWindows.h" #include "mozilla/layers/DeviceAttachmentsD3D11.h" #include "mozilla/WindowsProcessMitigations.h" #include "D3D11Checks.h" #include "mozilla/ScreenHelperWin.h" using namespace mozilla; using namespace mozilla::gfx; using namespace mozilla::layers; using namespace mozilla::widget; using namespace mozilla::image; using namespace mozilla::unicode; DCForMetrics::DCForMetrics() { // Get the whole screen DC: mDC = GetDC(nullptr); SetGraphicsMode(mDC, GM_ADVANCED); } class GfxD2DVramReporter final : public nsIMemoryReporter { ~GfxD2DVramReporter() {} public: NS_DECL_ISUPPORTS NS_IMETHOD CollectReports(nsIHandleReportCallback* aHandleReport, nsISupports* aData, bool aAnonymize) override { MOZ_COLLECT_REPORT("gfx-d2d-vram-draw-target", KIND_OTHER, UNITS_BYTES, Factory::GetD2DVRAMUsageDrawTarget(), "Video memory used by D2D DrawTargets."); MOZ_COLLECT_REPORT("gfx-d2d-vram-source-surface", KIND_OTHER, UNITS_BYTES, Factory::GetD2DVRAMUsageSourceSurface(), "Video memory used by D2D SourceSurfaces."); return NS_OK; } }; NS_IMPL_ISUPPORTS(GfxD2DVramReporter, nsIMemoryReporter) class GPUAdapterReporter final : public nsIMemoryReporter { // Callers must Release the DXGIAdapter after use or risk mem-leak static bool GetDXGIAdapter(IDXGIAdapter** aDXGIAdapter) { RefPtr d3d11Device; RefPtr dxgiDevice; bool result = false; if ((d3d11Device = mozilla::gfx::Factory::GetDirect3D11Device())) { if (d3d11Device->QueryInterface(__uuidof(IDXGIDevice), getter_AddRefs(dxgiDevice)) == S_OK) { result = (dxgiDevice->GetAdapter(aDXGIAdapter) == S_OK); } } return result; } ~GPUAdapterReporter() {} public: NS_DECL_ISUPPORTS NS_IMETHOD CollectReports(nsIHandleReportCallback* aHandleReport, nsISupports* aData, bool aAnonymize) override { HANDLE ProcessHandle = GetCurrentProcess(); int64_t dedicatedBytesUsed = 0; int64_t sharedBytesUsed = 0; int64_t committedBytesUsed = 0; IDXGIAdapter* DXGIAdapter; HMODULE gdi32Handle; PFND3DKMTQS queryD3DKMTStatistics = nullptr; if ((gdi32Handle = LoadLibrary(TEXT("gdi32.dll")))) queryD3DKMTStatistics = (PFND3DKMTQS)GetProcAddress(gdi32Handle, "D3DKMTQueryStatistics"); if (queryD3DKMTStatistics && GetDXGIAdapter(&DXGIAdapter)) { // Most of this block is understood thanks to wj32's work on Process // Hacker DXGI_ADAPTER_DESC adapterDesc; D3DKMTQS queryStatistics; DXGIAdapter->GetDesc(&adapterDesc); DXGIAdapter->Release(); memset(&queryStatistics, 0, sizeof(D3DKMTQS)); queryStatistics.Type = D3DKMTQS_PROCESS; queryStatistics.AdapterLuid = adapterDesc.AdapterLuid; queryStatistics.hProcess = ProcessHandle; if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) { committedBytesUsed = queryStatistics.QueryResult.ProcessInfo.SystemMemory.BytesAllocated; } memset(&queryStatistics, 0, sizeof(D3DKMTQS)); queryStatistics.Type = D3DKMTQS_ADAPTER; queryStatistics.AdapterLuid = adapterDesc.AdapterLuid; if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) { ULONG i; ULONG segmentCount = queryStatistics.QueryResult.AdapterInfo.NbSegments; for (i = 0; i < segmentCount; i++) { memset(&queryStatistics, 0, sizeof(D3DKMTQS)); queryStatistics.Type = D3DKMTQS_SEGMENT; queryStatistics.AdapterLuid = adapterDesc.AdapterLuid; queryStatistics.QuerySegment.SegmentId = i; if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) { bool aperture = queryStatistics.QueryResult.SegmentInfo.Aperture; memset(&queryStatistics, 0, sizeof(D3DKMTQS)); queryStatistics.Type = D3DKMTQS_PROCESS_SEGMENT; queryStatistics.AdapterLuid = adapterDesc.AdapterLuid; queryStatistics.hProcess = ProcessHandle; queryStatistics.QueryProcessSegment.SegmentId = i; if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) { ULONGLONG bytesCommitted = queryStatistics.QueryResult.ProcessSegmentInfo.BytesCommitted; if (aperture) sharedBytesUsed += bytesCommitted; else dedicatedBytesUsed += bytesCommitted; } } } } } FreeLibrary(gdi32Handle); MOZ_COLLECT_REPORT("gpu-committed", KIND_OTHER, UNITS_BYTES, committedBytesUsed, "Memory committed by the Windows graphics system."); MOZ_COLLECT_REPORT( "gpu-dedicated", KIND_OTHER, UNITS_BYTES, dedicatedBytesUsed, "Out-of-process memory allocated for this process in a physical " "GPU adapter's memory."); MOZ_COLLECT_REPORT("gpu-shared", KIND_OTHER, UNITS_BYTES, sharedBytesUsed, "In-process memory that is shared with the GPU."); return NS_OK; } }; NS_IMPL_ISUPPORTS(GPUAdapterReporter, nsIMemoryReporter) Atomic gfxWindowsPlatform::sD3D11SharedTextures; Atomic gfxWindowsPlatform::sD3D9SharedTextures; class D3DSharedTexturesReporter final : public nsIMemoryReporter { ~D3DSharedTexturesReporter() {} public: NS_DECL_ISUPPORTS NS_IMETHOD CollectReports(nsIHandleReportCallback* aHandleReport, nsISupports* aData, bool aAnonymize) override { if (gfxWindowsPlatform::sD3D11SharedTextures > 0) { MOZ_COLLECT_REPORT("d3d11-shared-textures", KIND_OTHER, UNITS_BYTES, gfxWindowsPlatform::sD3D11SharedTextures, "D3D11 shared textures."); } if (gfxWindowsPlatform::sD3D9SharedTextures > 0) { MOZ_COLLECT_REPORT("d3d9-shared-textures", KIND_OTHER, UNITS_BYTES, gfxWindowsPlatform::sD3D9SharedTextures, "D3D9 shared textures."); } return NS_OK; } }; NS_IMPL_ISUPPORTS(D3DSharedTexturesReporter, nsIMemoryReporter) gfxWindowsPlatform::gfxWindowsPlatform() : mRenderMode(RENDER_GDI) { // If win32k is locked down then we can't use COM STA and shouldn't need it. // Also, we won't be using any GPU memory in this process. if (!IsWin32kLockedDown()) { /* * Initialize COM */ CoInitialize(nullptr); RegisterStrongMemoryReporter(new GfxD2DVramReporter()); RegisterStrongMemoryReporter(new GPUAdapterReporter()); RegisterStrongMemoryReporter(new D3DSharedTexturesReporter()); } } gfxWindowsPlatform::~gfxWindowsPlatform() { mozilla::gfx::Factory::D2DCleanup(); DeviceManagerDx::Shutdown(); // We don't initialize COM when win32k is locked down. if (!IsWin32kLockedDown()) { /* * Uninitialize COM */ CoUninitialize(); } } /* static */ void gfxWindowsPlatform::InitMemoryReportersForGPUProcess() { MOZ_RELEASE_ASSERT(XRE_IsGPUProcess()); RegisterStrongMemoryReporter(new GfxD2DVramReporter()); RegisterStrongMemoryReporter(new GPUAdapterReporter()); RegisterStrongMemoryReporter(new D3DSharedTexturesReporter()); } /* static */ nsresult gfxWindowsPlatform::GetGpuTimeSinceProcessStartInMs( uint64_t* aResult) { // If win32k is locked down then we should not have any GPU processing and // cannot use these APIs either way. if (IsWin32kLockedDown()) { *aResult = 0; return NS_OK; } nsModuleHandle module(LoadLibrary(L"gdi32.dll")); if (!module) { return NS_ERROR_NOT_AVAILABLE; } PFND3DKMTQS queryD3DKMTStatistics = (PFND3DKMTQS)GetProcAddress(module, "D3DKMTQueryStatistics"); if (!queryD3DKMTStatistics) { return NS_ERROR_NOT_AVAILABLE; } gfx::DeviceManagerDx* dm = DeviceManagerDx::Get(); if (!dm) { return NS_ERROR_NOT_AVAILABLE; } D3D11DeviceStatus status; if (!dm->ExportDeviceInfo(&status)) { // Assume that we used 0ms of GPU time if the device manager // doesn't know the device status. *aResult = 0; return NS_OK; } const DxgiAdapterDesc& adapterDesc = status.adapter(); D3DKMTQS queryStatistics; memset(&queryStatistics, 0, sizeof(D3DKMTQS)); queryStatistics.Type = D3DKMTQS_ADAPTER; queryStatistics.AdapterLuid = adapterDesc.AdapterLuid; if (!NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) { return NS_ERROR_FAILURE; } uint64_t result = 0; ULONG nodeCount = queryStatistics.QueryResult.AdapterInfo.NodeCount; for (ULONG i = 0; i < nodeCount; ++i) { memset(&queryStatistics, 0, sizeof(D3DKMTQS)); queryStatistics.Type = D3DKMTQS_PROCESS_NODE; queryStatistics.AdapterLuid = adapterDesc.AdapterLuid; queryStatistics.hProcess = GetCurrentProcess(); queryStatistics.QueryProcessNode.NodeId = i; if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) { result += queryStatistics.QueryResult.ProcessNodeInformation.RunningTime .QuadPart * 100 / PR_NSEC_PER_MSEC; } } *aResult = result; return NS_OK; } static void UpdateANGLEConfig() { if (!gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { gfxConfig::Disable(Feature::D3D11_HW_ANGLE, FeatureStatus::Disabled, "D3D11 compositing is disabled", "FEATURE_FAILURE_HW_ANGLE_D3D11_DISABLED"_ns); } } void gfxWindowsPlatform::InitAcceleration() { gfxPlatform::InitAcceleration(); DeviceManagerDx::Init(); // Content processes should have received content device data from parent. MOZ_ASSERT_IF(XRE_IsContentProcess(), GetInitContentDeviceData()); InitializeConfig(); InitGPUProcessSupport(); // Ensure devices initialization. SharedSurfaceANGLE and // SharedSurfaceD3D11Interop use them. The devices are lazily initialized // with WebRender to reduce memory usage. // Initialize them now when running non-e10s. if (!BrowserTabsRemoteAutostart()) { EnsureDevicesInitialized(); } UpdateANGLEConfig(); UpdateRenderMode(); // If we have Skia and we didn't init dwrite already, do it now. if (!DWriteEnabled() && GetDefaultContentBackend() == BackendType::SKIA) { InitDWriteSupport(); } // We need to listen for font setting changes even if DWrite is not used. Factory::SetSystemTextQuality(gfxVars::SystemTextQuality()); gfxVars::SetSystemTextQualityListener( gfxDWriteFont::SystemTextQualityChanged); // CanUseHardwareVideoDecoding depends on DeviceManagerDx state, // so update the cached value now. UpdateCanUseHardwareVideoDecoding(); // Our ScreenHelperWin also depends on DeviceManagerDx state. if (XRE_IsParentProcess() && !gfxPlatform::IsHeadless()) { ScreenHelperWin::RefreshScreens(); } RecordStartupTelemetry(); } void gfxWindowsPlatform::InitWebRenderConfig() { gfxPlatform::InitWebRenderConfig(); UpdateBackendPrefs(); } bool gfxWindowsPlatform::CanUseHardwareVideoDecoding() { DeviceManagerDx* dm = DeviceManagerDx::Get(); if (!dm) { return false; } if (!dm->TextureSharingWorks()) { return false; } return !dm->IsWARP() && gfxPlatform::CanUseHardwareVideoDecoding(); } bool gfxWindowsPlatform::InitDWriteSupport() { mozilla::ScopedGfxFeatureReporter reporter("DWrite"); if (!gfxDWriteFont::InitDWriteSupport()) { return false; } reporter.SetSuccessful(); return true; } bool gfxWindowsPlatform::HandleDeviceReset() { DeviceResetReason resetReason = DeviceResetReason::OK; if (!DidRenderingDeviceReset(&resetReason)) { return false; } if (resetReason != DeviceResetReason::FORCED_RESET) { Telemetry::Accumulate(Telemetry::DEVICE_RESET_REASON, uint32_t(resetReason)); } // Remove devices and adapters. DeviceManagerDx::Get()->ResetDevices(); imgLoader::NormalLoader()->ClearCache(true); imgLoader::NormalLoader()->ClearCache(false); imgLoader::PrivateBrowsingLoader()->ClearCache(true); imgLoader::PrivateBrowsingLoader()->ClearCache(false); gfxAlphaBoxBlur::ShutdownBlurCache(); gfxConfig::Reset(Feature::D3D11_COMPOSITING); gfxConfig::Reset(Feature::D3D11_HW_ANGLE); gfxConfig::Reset(Feature::DIRECT2D); InitializeConfig(); // XXX Add InitWebRenderConfig() calling. if (mInitializedDevices) { InitGPUProcessSupport(); InitializeDevices(); } UpdateANGLEConfig(); return true; } BackendPrefsData gfxWindowsPlatform::GetBackendPrefs() const { BackendPrefsData data; data.mCanvasBitmask = BackendTypeBit(BackendType::SKIA); data.mContentBitmask = BackendTypeBit(BackendType::SKIA); data.mCanvasDefault = BackendType::SKIA; data.mContentDefault = BackendType::SKIA; if (gfxConfig::IsEnabled(Feature::DIRECT2D)) { data.mCanvasBitmask |= BackendTypeBit(BackendType::DIRECT2D1_1); data.mCanvasDefault = BackendType::DIRECT2D1_1; } return data; } void gfxWindowsPlatform::UpdateBackendPrefs() { BackendPrefsData data = GetBackendPrefs(); // Remove DIRECT2D1 preference if D2D1Device does not exist. if (!Factory::HasD2D1Device()) { data.mContentBitmask &= ~BackendTypeBit(BackendType::DIRECT2D1_1); if (data.mContentDefault == BackendType::DIRECT2D1_1) { data.mContentDefault = BackendType::SKIA; } // Don't exclude DIRECT2D1_1 if using remote canvas, because DIRECT2D1_1 and // hence the device will be used in the GPU process. if (!gfxPlatform::UseRemoteCanvas()) { data.mCanvasBitmask &= ~BackendTypeBit(BackendType::DIRECT2D1_1); if (data.mCanvasDefault == BackendType::DIRECT2D1_1) { data.mCanvasDefault = BackendType::SKIA; } } } InitBackendPrefs(std::move(data)); } bool gfxWindowsPlatform::IsDirect2DBackend() { return GetDefaultContentBackend() == BackendType::DIRECT2D1_1; } void gfxWindowsPlatform::UpdateRenderMode() { bool didReset = HandleDeviceReset(); UpdateBackendPrefs(); if (didReset) { mScreenReferenceDrawTarget = CreateOffscreenContentDrawTarget( IntSize(1, 1), SurfaceFormat::B8G8R8A8); if (!mScreenReferenceDrawTarget) { gfxCriticalNote << "Failed to update reference draw target after device reset" << ", D3D11 device:" << hexa(Factory::GetDirect3D11Device().get()) << ", D3D11 status:" << FeatureStatusToString( gfxConfig::GetValue(Feature::D3D11_COMPOSITING)) << ", D2D1 device:" << hexa(Factory::GetD2D1Device().get()) << ", D2D1 status:" << FeatureStatusToString(gfxConfig::GetValue(Feature::DIRECT2D)) << ", content:" << int(GetDefaultContentBackend()) << ", compositor:" << int(GetCompositorBackend()); MOZ_CRASH( "GFX: Failed to update reference draw target after device reset"); } } } mozilla::gfx::BackendType gfxWindowsPlatform::GetContentBackendFor( mozilla::layers::LayersBackend aLayers) { mozilla::gfx::BackendType defaultBackend = gfxPlatform::GetDefaultContentBackend(); if (aLayers == LayersBackend::LAYERS_WR && gfx::gfxVars::UseWebRenderANGLE()) { return defaultBackend; } if (defaultBackend == BackendType::DIRECT2D1_1) { // We can't have D2D without D3D11 layers, so fallback to Skia. return BackendType::SKIA; } // Otherwise we have some non-accelerated backend and that's ok. return defaultBackend; } mozilla::gfx::BackendType gfxWindowsPlatform::GetPreferredCanvasBackend() { mozilla::gfx::BackendType backend = gfxPlatform::GetPreferredCanvasBackend(); if (backend == BackendType::DIRECT2D1_1) { if (!gfx::gfxVars::UseWebRenderANGLE()) { // We can't have D2D without ANGLE when WebRender is enabled, so fallback // to Skia. return BackendType::SKIA; } // Fall back to software when remote canvas has been deactivated. if (CanvasChild::Deactivated()) { return BackendType::SKIA; } } return backend; } bool gfxWindowsPlatform::CreatePlatformFontList() { if (DWriteEnabled()) { if (gfxPlatformFontList::Initialize(new gfxDWriteFontList)) { return true; } // DWrite font initialization failed! Don't know why this would happen, // but apparently it can - see bug 594865. // So we're going to fall back to GDI fonts & rendering. DisableD2D(FeatureStatus::Failed, "Failed to initialize fonts", "FEATURE_FAILURE_FONT_FAIL"_ns); } // Make sure the static variable is initialized... gfxPlatform::HasVariationFontSupport(); // ...then force it to false, even if the Windows version was recent enough // to permit it, as we're using GDI fonts. sHasVariationFontSupport = false; return gfxPlatformFontList::Initialize(new gfxGDIFontList); } // This function will permanently disable D2D for the session. It's intended to // be used when, after initially chosing to use Direct2D, we encounter a // scenario we can't support. // // This is called during gfxPlatform::Init() so at this point there should be no // DrawTargetD2D/1 instances. void gfxWindowsPlatform::DisableD2D(FeatureStatus aStatus, const char* aMessage, const nsACString& aFailureId) { gfxConfig::SetFailed(Feature::DIRECT2D, aStatus, aMessage, aFailureId); Factory::SetDirect3D11Device(nullptr); UpdateBackendPrefs(); } already_AddRefed gfxWindowsPlatform::CreateOffscreenSurface( const IntSize& aSize, gfxImageFormat aFormat) { if (!Factory::AllowedSurfaceSize(aSize)) { return nullptr; } RefPtr surf = nullptr; #ifdef CAIRO_HAS_WIN32_SURFACE if (!XRE_IsContentProcess()) { if (mRenderMode == RENDER_GDI || mRenderMode == RENDER_DIRECT2D) { surf = new gfxWindowsSurface(aSize, aFormat); } } #endif if (!surf || surf->CairoStatus()) { surf = new gfxImageSurface(aSize, aFormat); } return surf.forget(); } static const char kFontAparajita[] = "Aparajita"; static const char kFontArabicTypesetting[] = "Arabic Typesetting"; static const char kFontArial[] = "Arial"; static const char kFontArialUnicodeMS[] = "Arial Unicode MS"; static const char kFontCambria[] = "Cambria"; static const char kFontCambriaMath[] = "Cambria Math"; static const char kFontEbrima[] = "Ebrima"; static const char kFontEstrangeloEdessa[] = "Estrangelo Edessa"; static const char kFontEuphemia[] = "Euphemia"; static const char kFontGabriola[] = "Gabriola"; static const char kFontJavaneseText[] = "Javanese Text"; static const char kFontKhmerUI[] = "Khmer UI"; static const char kFontLaoUI[] = "Lao UI"; static const char kFontLeelawadeeUI[] = "Leelawadee UI"; static const char kFontLucidaSansUnicode[] = "Lucida Sans Unicode"; static const char kFontMVBoli[] = "MV Boli"; static const char kFontMalgunGothic[] = "Malgun Gothic"; static const char kFontMicrosoftJhengHei[] = "Microsoft JhengHei"; static const char kFontMicrosoftNewTaiLue[] = "Microsoft New Tai Lue"; static const char kFontMicrosoftPhagsPa[] = "Microsoft PhagsPa"; static const char kFontMicrosoftTaiLe[] = "Microsoft Tai Le"; static const char kFontMicrosoftUighur[] = "Microsoft Uighur"; static const char kFontMicrosoftYaHei[] = "Microsoft YaHei"; static const char kFontMicrosoftYiBaiti[] = "Microsoft Yi Baiti"; static const char kFontMeiryo[] = "Meiryo"; static const char kFontMongolianBaiti[] = "Mongolian Baiti"; static const char kFontMyanmarText[] = "Myanmar Text"; static const char kFontNirmalaUI[] = "Nirmala UI"; static const char kFontNyala[] = "Nyala"; static const char kFontPlantagenetCherokee[] = "Plantagenet Cherokee"; static const char kFontSegoeUI[] = "Segoe UI"; static const char kFontSegoeUIEmoji[] = "Segoe UI Emoji"; static const char kFontSegoeUISymbol[] = "Segoe UI Symbol"; static const char kFontSylfaen[] = "Sylfaen"; static const char kFontTraditionalArabic[] = "Traditional Arabic"; static const char kFontTwemojiMozilla[] = "Twemoji Mozilla"; static const char kFontUtsaah[] = "Utsaah"; static const char kFontYuGothic[] = "Yu Gothic"; void gfxWindowsPlatform::GetCommonFallbackFonts( uint32_t aCh, Script aRunScript, eFontPresentation aPresentation, nsTArray& aFontList) { if (PrefersColor(aPresentation)) { aFontList.AppendElement(kFontSegoeUIEmoji); aFontList.AppendElement(kFontTwemojiMozilla); } // Arial is used as the default fallback for system fallback aFontList.AppendElement(kFontArial); if (!IS_IN_BMP(aCh)) { uint32_t p = aCh >> 16; if (p == 1) { // SMP plane aFontList.AppendElement(kFontSegoeUISymbol); aFontList.AppendElement(kFontEbrima); aFontList.AppendElement(kFontNirmalaUI); aFontList.AppendElement(kFontCambriaMath); } } else { uint32_t b = (aCh >> 8) & 0xff; switch (b) { case 0x05: aFontList.AppendElement(kFontEstrangeloEdessa); aFontList.AppendElement(kFontCambria); break; case 0x06: aFontList.AppendElement(kFontMicrosoftUighur); break; case 0x07: aFontList.AppendElement(kFontEstrangeloEdessa); aFontList.AppendElement(kFontMVBoli); aFontList.AppendElement(kFontEbrima); break; case 0x09: aFontList.AppendElement(kFontNirmalaUI); aFontList.AppendElement(kFontUtsaah); aFontList.AppendElement(kFontAparajita); break; case 0x0a: case 0x0b: case 0x0c: case 0x0d: aFontList.AppendElement(kFontNirmalaUI); break; case 0x0e: aFontList.AppendElement(kFontLaoUI); aFontList.AppendElement(kFontLeelawadeeUI); break; case 0x10: aFontList.AppendElement(kFontMyanmarText); break; case 0x11: aFontList.AppendElement(kFontMalgunGothic); break; case 0x12: case 0x13: aFontList.AppendElement(kFontNyala); aFontList.AppendElement(kFontPlantagenetCherokee); break; case 0x14: case 0x15: case 0x16: aFontList.AppendElement(kFontEuphemia); aFontList.AppendElement(kFontSegoeUISymbol); break; case 0x17: aFontList.AppendElement(kFontKhmerUI); aFontList.AppendElement(kFontLeelawadeeUI); break; case 0x18: // Mongolian aFontList.AppendElement(kFontMongolianBaiti); aFontList.AppendElement(kFontEuphemia); break; case 0x19: aFontList.AppendElement(kFontMicrosoftTaiLe); aFontList.AppendElement(kFontMicrosoftNewTaiLue); aFontList.AppendElement(kFontKhmerUI); aFontList.AppendElement(kFontLeelawadeeUI); break; case 0x1a: aFontList.AppendElement(kFontLeelawadeeUI); break; case 0x1c: aFontList.AppendElement(kFontNirmalaUI); break; case 0x20: // Symbol ranges case 0x21: case 0x22: case 0x23: case 0x24: case 0x25: case 0x26: case 0x27: case 0x29: case 0x2a: case 0x2b: case 0x2c: aFontList.AppendElement(kFontSegoeUI); aFontList.AppendElement(kFontSegoeUISymbol); aFontList.AppendElement(kFontCambria); aFontList.AppendElement(kFontMeiryo); aFontList.AppendElement(kFontArial); aFontList.AppendElement(kFontLucidaSansUnicode); aFontList.AppendElement(kFontEbrima); break; case 0x2d: case 0x2e: case 0x2f: aFontList.AppendElement(kFontEbrima); aFontList.AppendElement(kFontNyala); aFontList.AppendElement(kFontSegoeUI); aFontList.AppendElement(kFontSegoeUISymbol); aFontList.AppendElement(kFontMeiryo); break; case 0x28: // Braille aFontList.AppendElement(kFontSegoeUISymbol); break; case 0x30: case 0x31: aFontList.AppendElement(kFontMicrosoftYaHei); break; case 0x32: aFontList.AppendElement(kFontMalgunGothic); break; case 0x4d: aFontList.AppendElement(kFontSegoeUISymbol); break; case 0x9f: aFontList.AppendElement(kFontMicrosoftYaHei); aFontList.AppendElement(kFontYuGothic); break; case 0xa0: // Yi case 0xa1: case 0xa2: case 0xa3: case 0xa4: aFontList.AppendElement(kFontMicrosoftYiBaiti); aFontList.AppendElement(kFontSegoeUI); break; case 0xa5: case 0xa6: case 0xa7: aFontList.AppendElement(kFontEbrima); aFontList.AppendElement(kFontSegoeUI); aFontList.AppendElement(kFontCambriaMath); break; case 0xa8: aFontList.AppendElement(kFontMicrosoftPhagsPa); aFontList.AppendElement(kFontNirmalaUI); break; case 0xa9: aFontList.AppendElement(kFontMalgunGothic); aFontList.AppendElement(kFontJavaneseText); aFontList.AppendElement(kFontLeelawadeeUI); break; case 0xaa: aFontList.AppendElement(kFontMyanmarText); break; case 0xab: aFontList.AppendElement(kFontEbrima); aFontList.AppendElement(kFontNyala); break; case 0xd7: aFontList.AppendElement(kFontMalgunGothic); break; case 0xfb: aFontList.AppendElement(kFontMicrosoftUighur); aFontList.AppendElement(kFontGabriola); aFontList.AppendElement(kFontSylfaen); break; case 0xfc: case 0xfd: aFontList.AppendElement(kFontTraditionalArabic); aFontList.AppendElement(kFontArabicTypesetting); break; case 0xfe: aFontList.AppendElement(kFontTraditionalArabic); aFontList.AppendElement(kFontMicrosoftJhengHei); break; case 0xff: aFontList.AppendElement(kFontMicrosoftJhengHei); break; default: break; } } // Arial Unicode MS has lots of glyphs for obscure characters, // use it as a last resort aFontList.AppendElement(kFontArialUnicodeMS); // If we didn't begin with the color-emoji fonts, include them here // so that they'll be preferred over user-installed (and possibly // broken) fonts in the global fallback path. if (!PrefersColor(aPresentation)) { aFontList.AppendElement(kFontSegoeUIEmoji); aFontList.AppendElement(kFontTwemojiMozilla); } } bool gfxWindowsPlatform::DidRenderingDeviceReset( DeviceResetReason* aResetReason) { DeviceManagerDx* dm = DeviceManagerDx::Get(); if (!dm) { return false; } return dm->HasDeviceReset(aResetReason); } void gfxWindowsPlatform::CompositorUpdated() { DeviceManagerDx::Get()->ForceDeviceReset( ForcedDeviceResetReason::COMPOSITOR_UPDATED); UpdateRenderMode(); } BOOL CALLBACK InvalidateWindowForDeviceReset(HWND aWnd, LPARAM aMsg) { RedrawWindow(aWnd, nullptr, nullptr, RDW_INVALIDATE | RDW_INTERNALPAINT | RDW_FRAME); return TRUE; } void gfxWindowsPlatform::SchedulePaintIfDeviceReset() { AUTO_PROFILER_LABEL("gfxWindowsPlatform::SchedulePaintIfDeviceReset", OTHER); DeviceResetReason resetReason = DeviceResetReason::OK; if (!DidRenderingDeviceReset(&resetReason)) { return; } gfxCriticalNote << "(gfxWindowsPlatform) Detected device reset: " << (int)resetReason; if (XRE_IsParentProcess()) { // Trigger an ::OnPaint for each window. ::EnumThreadWindows(GetCurrentThreadId(), InvalidateWindowForDeviceReset, 0); } else { NS_DispatchToMainThread(NS_NewRunnableFunction( "gfx::gfxWindowsPlatform::SchedulePaintIfDeviceReset", []() -> void { gfxWindowsPlatform::GetPlatform()->CheckForContentOnlyDeviceReset(); })); } gfxCriticalNote << "(gfxWindowsPlatform) scheduled device update."; } void gfxWindowsPlatform::CheckForContentOnlyDeviceReset() { if (!DidRenderingDeviceReset()) { return; } bool isContentOnlyTDR; D3D11DeviceStatus status; DeviceManagerDx::Get()->ExportDeviceInfo(&status); CompositorBridgeChild::Get()->SendCheckContentOnlyTDR(status.sequenceNumber(), &isContentOnlyTDR); // The parent process doesn't know about the reset yet, or the reset is // local to our device. if (isContentOnlyTDR) { gfxCriticalNote << "A content-only TDR is detected."; dom::ContentChild* cc = dom::ContentChild::GetSingleton(); cc->RecvReinitRenderingForDeviceReset(); } } nsTArray gfxWindowsPlatform::GetPlatformCMSOutputProfileData() { if (XRE_IsContentProcess()) { auto& cmsOutputProfileData = GetCMSOutputProfileData(); // We should have set our profile data when we received our initial // ContentDeviceData. MOZ_ASSERT(cmsOutputProfileData.isSome(), "Should have created output profile data when we received " "initial content device data."); // If we have data, it should not be empty. MOZ_ASSERT_IF(cmsOutputProfileData.isSome(), !cmsOutputProfileData->IsEmpty()); if (cmsOutputProfileData.isSome()) { return cmsOutputProfileData.ref().Clone(); } return nsTArray(); } return GetPlatformCMSOutputProfileData_Impl(); } nsTArray gfxWindowsPlatform::GetPlatformCMSOutputProfileData_Impl() { static nsTArray sCached = [&] { // Check override pref first: nsTArray prefProfileData = gfxPlatform::GetPrefCMSOutputProfileData(); if (!prefProfileData.IsEmpty()) { return prefProfileData; } // - // Otherwise, create a dummy DC and pull from that. HDC dc = ::GetDC(nullptr); if (!dc) { return nsTArray(); } WCHAR profilePath[MAX_PATH]; DWORD profilePathLen = MAX_PATH; bool getProfileResult = ::GetICMProfileW(dc, &profilePathLen, profilePath); ::ReleaseDC(nullptr, dc); if (!getProfileResult) { return nsTArray(); } void* mem = nullptr; size_t size = 0; qcms_data_from_unicode_path(profilePath, &mem, &size); if (!mem) { return nsTArray(); } nsTArray result; result.AppendElements(static_cast(mem), size); free(mem); return result; }(); return sCached.Clone(); } void gfxWindowsPlatform::GetDLLVersion(char16ptr_t aDLLPath, nsAString& aVersion) { DWORD versInfoSize, vers[4] = {0}; // version info not available case aVersion.AssignLiteral(u"0.0.0.0"); versInfoSize = GetFileVersionInfoSizeW(aDLLPath, nullptr); AutoTArray versionInfo; if (versInfoSize == 0) { return; } // XXX(Bug 1631371) Check if this should use a fallible operation as it // pretended earlier. versionInfo.AppendElements(uint32_t(versInfoSize)); if (!GetFileVersionInfoW(aDLLPath, 0, versInfoSize, LPBYTE(versionInfo.Elements()))) { return; } UINT len = 0; VS_FIXEDFILEINFO* fileInfo = nullptr; if (!VerQueryValue(LPBYTE(versionInfo.Elements()), TEXT("\\"), (LPVOID*)&fileInfo, &len) || len == 0 || fileInfo == nullptr) { return; } DWORD fileVersMS = fileInfo->dwFileVersionMS; DWORD fileVersLS = fileInfo->dwFileVersionLS; vers[0] = HIWORD(fileVersMS); vers[1] = LOWORD(fileVersMS); vers[2] = HIWORD(fileVersLS); vers[3] = LOWORD(fileVersLS); char buf[256]; SprintfLiteral(buf, "%lu.%lu.%lu.%lu", vers[0], vers[1], vers[2], vers[3]); aVersion.Assign(NS_ConvertUTF8toUTF16(buf)); } static BOOL CALLBACK AppendClearTypeParams(HMONITOR aMonitor, HDC, LPRECT, LPARAM aContext) { MONITORINFOEXW monitorInfo; monitorInfo.cbSize = sizeof(MONITORINFOEXW); if (!GetMonitorInfoW(aMonitor, &monitorInfo)) { return TRUE; } ClearTypeParameterInfo ctinfo; ctinfo.displayName.Assign(monitorInfo.szDevice); RefPtr renderingParams; HRESULT hr = Factory::GetDWriteFactory()->CreateMonitorRenderingParams( aMonitor, getter_AddRefs(renderingParams)); if (FAILED(hr)) { return TRUE; } ctinfo.gamma = renderingParams->GetGamma() * 1000; ctinfo.pixelStructure = renderingParams->GetPixelGeometry(); ctinfo.clearTypeLevel = renderingParams->GetClearTypeLevel() * 100; ctinfo.enhancedContrast = renderingParams->GetEnhancedContrast() * 100; auto* params = reinterpret_cast*>(aContext); params->AppendElement(ctinfo); return TRUE; } void gfxWindowsPlatform::GetCleartypeParams( nsTArray& aParams) { aParams.Clear(); if (!DWriteEnabled()) { return; } EnumDisplayMonitors(nullptr, nullptr, AppendClearTypeParams, reinterpret_cast(&aParams)); } void gfxWindowsPlatform::FontsPrefsChanged(const char* aPref) { bool clearTextFontCaches = true; gfxPlatform::FontsPrefsChanged(aPref); if (aPref && !strncmp(GFX_CLEARTYPE_PARAMS, aPref, strlen(GFX_CLEARTYPE_PARAMS))) { gfxDWriteFont::UpdateClearTypeVars(); } else { clearTextFontCaches = false; } if (clearTextFontCaches) { gfxFontCache* fc = gfxFontCache::GetCache(); if (fc) { fc->Flush(); } } } bool gfxWindowsPlatform::IsOptimus() { static int knowIsOptimus = -1; if (knowIsOptimus == -1) { // other potential optimus -- nvd3d9wrapx.dll & nvdxgiwrap.dll if (GetModuleHandleA("nvumdshim.dll") || GetModuleHandleA("nvumdshimx.dll")) { knowIsOptimus = 1; } else { knowIsOptimus = 0; } } return knowIsOptimus; } static void InitializeANGLEConfig() { FeatureState& d3d11ANGLE = gfxConfig::GetFeature(Feature::D3D11_HW_ANGLE); if (!gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { d3d11ANGLE.DisableByDefault(FeatureStatus::Unavailable, "D3D11 compositing is disabled", "FEATURE_FAILURE_HW_ANGLE_D3D11_DISABLED"_ns); return; } d3d11ANGLE.EnableByDefault(); nsCString message; nsCString failureId; if (!gfxPlatform::IsGfxInfoStatusOkay(nsIGfxInfo::FEATURE_DIRECT3D_11_ANGLE, &message, failureId)) { d3d11ANGLE.Disable(FeatureStatus::Blocklisted, message.get(), failureId); } } void gfxWindowsPlatform::InitializeDirectDrawConfig() { MOZ_ASSERT(XRE_IsParentProcess()); FeatureState& ddraw = gfxConfig::GetFeature(Feature::DIRECT_DRAW); ddraw.EnableByDefault(); } void gfxWindowsPlatform::InitializeConfig() { if (XRE_IsParentProcess()) { // The parent process first determines which features can be attempted. // This information is relayed to content processes and the GPU process. InitializeD3D11Config(); InitializeANGLEConfig(); InitializeD2DConfig(); } else { ImportCachedContentDeviceData(); InitializeANGLEConfig(); } } void gfxWindowsPlatform::InitializeD3D11Config() { MOZ_ASSERT(XRE_IsParentProcess()); FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING); if (!gfxConfig::IsEnabled(Feature::HW_COMPOSITING)) { d3d11.DisableByDefault(FeatureStatus::Unavailable, "Hardware compositing is disabled", "FEATURE_FAILURE_D3D11_NEED_HWCOMP"_ns); return; } d3d11.EnableByDefault(); // Check if the user really, really wants WARP. if (StaticPrefs::layers_d3d11_force_warp_AtStartup()) { // Force D3D11 on even if we disabled it. d3d11.UserForceEnable("User force-enabled WARP"); } nsCString message; nsCString failureId; if (StaticPrefs::layers_d3d11_enable_blacklist_AtStartup() && !gfxPlatform::IsGfxInfoStatusOkay(nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS, &message, failureId)) { d3d11.Disable(FeatureStatus::Blocklisted, message.get(), failureId); } } /* static */ void gfxWindowsPlatform::RecordContentDeviceFailure( TelemetryDeviceCode aDevice) { // If the parent process fails to acquire a device, we record this // normally as part of the environment. The exceptional case we're // looking for here is when the parent process successfully acquires // a device, but the content process fails to acquire the same device. // This would not normally be displayed in about:support. if (!XRE_IsContentProcess()) { return; } Telemetry::Accumulate(Telemetry::GFX_CONTENT_FAILED_TO_ACQUIRE_DEVICE, uint32_t(aDevice)); } void gfxWindowsPlatform::RecordStartupTelemetry() { if (!XRE_IsParentProcess()) { return; } DeviceManagerDx* dx = DeviceManagerDx::Get(); nsTArray outputs = dx->EnumerateOutputs(); uint32_t allSupportedColorSpaces = 0; for (auto& output : outputs) { uint32_t colorSpace = 1 << output.ColorSpace; allSupportedColorSpaces |= colorSpace; } Telemetry::ScalarSet( Telemetry::ScalarID::GFX_HDR_WINDOWS_DISPLAY_COLORSPACE_BITFIELD, allSupportedColorSpaces); } // Supports lazy device initialization on Windows, so that WebRender can avoid // initializing GPU state and allocating swap chains for most non-GPU processes. void gfxWindowsPlatform::EnsureDevicesInitialized() { MOZ_DIAGNOSTIC_ASSERT(!IsWin32kLockedDown()); if (!mInitializedDevices) { mInitializedDevices = true; InitializeDevices(); UpdateBackendPrefs(); } } bool gfxWindowsPlatform::DevicesInitialized() { return mInitializedDevices; } void gfxWindowsPlatform::InitializeDevices() { MOZ_ASSERT(NS_IsMainThread()); if (XRE_IsParentProcess()) { // If we're the UI process, and the GPU process is enabled, then we don't // initialize any DirectX devices. We do leave them enabled in gfxConfig // though. If the GPU process fails to create these devices it will send // a message back and we'll update their status. if (gfxConfig::IsEnabled(Feature::GPU_PROCESS)) { return; } // No GPU process, continue initializing devices as normal. } // If acceleration is disabled, we refuse to initialize anything. if (!gfxConfig::IsEnabled(Feature::HW_COMPOSITING)) { return; } // If we previously crashed initializing devices, bail out now. D3D11LayersCrashGuard detectCrashes; if (detectCrashes.Crashed()) { gfxConfig::SetFailed(Feature::HW_COMPOSITING, FeatureStatus::CrashedOnStartup, "Crashed during startup in a previous session"); gfxConfig::SetFailed( Feature::D3D11_COMPOSITING, FeatureStatus::CrashedOnStartup, "Harware acceleration crashed during startup in a previous session"); gfxConfig::SetFailed( Feature::DIRECT2D, FeatureStatus::CrashedOnStartup, "Harware acceleration crashed during startup in a previous session"); return; } bool shouldUseD2D = gfxConfig::IsEnabled(Feature::DIRECT2D); // First, initialize D3D11. If this succeeds we attempt to use Direct2D. InitializeD3D11(); InitializeD2D(); if (!gfxConfig::IsEnabled(Feature::DIRECT2D) && XRE_IsContentProcess() && shouldUseD2D) { RecordContentDeviceFailure(TelemetryDeviceCode::D2D1); } } void gfxWindowsPlatform::InitializeD3D11() { // This function attempts to initialize our D3D11 devices, if the hardware // is not blocklisted for D3D11 layers. This first attempt will try to create // a hardware accelerated device. If this creation fails or the hardware is // blocklisted, then this function will abort if WARP is disabled, causing us // to fallback to Basic layers. If WARP is not disabled it will use a WARP // device which should always be available on Windows 7 and higher. if (!gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { return; } DeviceManagerDx* dm = DeviceManagerDx::Get(); if (XRE_IsParentProcess()) { if (!dm->CreateCompositorDevices()) { return; } } dm->CreateContentDevices(); // Content process failed to create the d3d11 device while parent process // succeed. if (XRE_IsContentProcess() && !gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { gfxCriticalError() << "[D3D11] Failed to create the D3D11 device in content \ process."; } } void gfxWindowsPlatform::InitializeD2DConfig() { FeatureState& d2d1 = gfxConfig::GetFeature(Feature::DIRECT2D); if (!gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { d2d1.DisableByDefault(FeatureStatus::Unavailable, "Direct2D requires Direct3D 11 compositing", "FEATURE_FAILURE_D2D_D3D11_COMP"_ns); return; } d2d1.SetDefaultFromPref(StaticPrefs::GetPrefName_gfx_direct2d_disabled(), false, StaticPrefs::GetPrefDefault_gfx_direct2d_disabled()); nsCString message; nsCString failureId; if (!gfxPlatform::IsGfxInfoStatusOkay(nsIGfxInfo::FEATURE_DIRECT2D, &message, failureId)) { d2d1.Disable(FeatureStatus::Blocklisted, message.get(), failureId); } if (!d2d1.IsEnabled() && StaticPrefs::gfx_direct2d_force_enabled_AtStartup()) { d2d1.UserForceEnable("Force-enabled via user-preference"); } } void gfxWindowsPlatform::InitializeD2D() { ScopedGfxFeatureReporter d2d1_1("D2D1.1"); FeatureState& d2d1 = gfxConfig::GetFeature(Feature::DIRECT2D); DeviceManagerDx* dm = DeviceManagerDx::Get(); // We don't know this value ahead of time, but the user can force-override // it, so we use Disable instead of SetFailed. if (dm->IsWARP()) { d2d1.Disable(FeatureStatus::Blocked, "Direct2D is not compatible with Direct3D11 WARP", "FEATURE_FAILURE_D2D_WARP_BLOCK"_ns); } // If we pass all the initial checks, we can proceed to runtime decisions. if (!d2d1.IsEnabled()) { return; } if (!Factory::SupportsD2D1()) { d2d1.SetFailed(FeatureStatus::Unavailable, "Failed to acquire a Direct2D 1.1 factory", "FEATURE_FAILURE_D2D_FACTORY"_ns); return; } if (!dm->GetContentDevice()) { d2d1.SetFailed(FeatureStatus::Failed, "Failed to acquire a Direct3D 11 content device", "FEATURE_FAILURE_D2D_DEVICE"_ns); return; } if (!dm->TextureSharingWorks()) { d2d1.SetFailed(FeatureStatus::Failed, "Direct3D11 device does not support texture sharing", "FEATURE_FAILURE_D2D_TXT_SHARING"_ns); return; } // Using Direct2D depends on DWrite support. if (!DWriteEnabled() && !InitDWriteSupport()) { d2d1.SetFailed(FeatureStatus::Failed, "Failed to initialize DirectWrite support", "FEATURE_FAILURE_D2D_DWRITE"_ns); return; } // Verify that Direct2D device creation succeeded. RefPtr contentDevice = dm->GetContentDevice(); if (!Factory::SetDirect3D11Device(contentDevice)) { d2d1.SetFailed(FeatureStatus::Failed, "Failed to create a Direct2D device", "FEATURE_FAILURE_D2D_CREATE_FAILED"_ns); return; } MOZ_ASSERT(d2d1.IsEnabled()); d2d1_1.SetSuccessful(); } void gfxWindowsPlatform::InitGPUProcessSupport() { FeatureState& gpuProc = gfxConfig::GetFeature(Feature::GPU_PROCESS); if (!gpuProc.IsEnabled()) { return; } if (!gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { // Don't use the GPU process if not using D3D11, unless software // compositor is allowed if (StaticPrefs::layers_gpu_process_allow_software_AtStartup()) { return; } gpuProc.Disable(FeatureStatus::Unavailable, "Not using GPU Process since D3D11 is unavailable", "FEATURE_FAILURE_NO_D3D11"_ns); } // If we're still enabled at this point, the user set the force-enabled pref. } class D3DVsyncSource final : public VsyncSource { public: D3DVsyncSource() : mPrevVsync(TimeStamp::Now()), mVsyncEnabled(false), mWaitVBlankMonitor(NULL) { mVsyncThread = new base::Thread("WindowsVsyncThread"); MOZ_RELEASE_ASSERT(mVsyncThread->Start(), "GFX: Could not start Windows vsync thread"); SetVsyncRate(); } void SetVsyncRate() { DWM_TIMING_INFO vblankTime; // Make sure to init the cbSize, otherwise GetCompositionTiming will fail vblankTime.cbSize = sizeof(DWM_TIMING_INFO); HRESULT hr = DwmGetCompositionTimingInfo(0, &vblankTime); if (SUCCEEDED(hr)) { UNSIGNED_RATIO refreshRate = vblankTime.rateRefresh; // We get the rate in hertz / time, but we want the rate in ms. float rate = ((float)refreshRate.uiDenominator / (float)refreshRate.uiNumerator) * 1000; mVsyncRate = TimeDuration::FromMilliseconds(rate); } else { mVsyncRate = TimeDuration::FromMilliseconds(1000.0 / 60.0); } } virtual void Shutdown() override { MOZ_ASSERT(NS_IsMainThread()); DisableVsync(); mVsyncThread->Stop(); delete mVsyncThread; } virtual void EnableVsync() override { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(mVsyncThread->IsRunning()); { // scope lock if (mVsyncEnabled) { return; } mVsyncEnabled = true; } mVsyncThread->message_loop()->PostTask(NewRunnableMethod( "D3DVsyncSource::VBlankLoop", this, &D3DVsyncSource::VBlankLoop)); } virtual void DisableVsync() override { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(mVsyncThread->IsRunning()); if (!mVsyncEnabled) { return; } mVsyncEnabled = false; } virtual bool IsVsyncEnabled() override { MOZ_ASSERT(NS_IsMainThread()); return mVsyncEnabled; } virtual TimeDuration GetVsyncRate() override { return mVsyncRate; } void ScheduleSoftwareVsync(TimeStamp aVsyncTimestamp) { MOZ_ASSERT(IsInVsyncThread()); NS_WARNING( "DwmComposition dynamically disabled, falling back to software " "timers"); TimeStamp nextVsync = aVsyncTimestamp + mVsyncRate; TimeDuration delay = nextVsync - TimeStamp::Now(); if (delay.ToMilliseconds() < 0) { delay = mozilla::TimeDuration::FromMilliseconds(0); } mVsyncThread->message_loop()->PostDelayedTask( NewRunnableMethod("D3DVsyncSource::VBlankLoop", this, &D3DVsyncSource::VBlankLoop), delay.ToMilliseconds()); } // Returns the timestamp for the just happened vsync TimeStamp GetVBlankTime() { TimeStamp vsync = TimeStamp::Now(); TimeStamp now = vsync; DWM_TIMING_INFO vblankTime; // Make sure to init the cbSize, otherwise // GetCompositionTiming will fail vblankTime.cbSize = sizeof(DWM_TIMING_INFO); HRESULT hr = DwmGetCompositionTimingInfo(0, &vblankTime); if (!SUCCEEDED(hr)) { return vsync; } LARGE_INTEGER frequency; QueryPerformanceFrequency(&frequency); LARGE_INTEGER qpcNow; QueryPerformanceCounter(&qpcNow); const int microseconds = 1000000; int64_t adjust = qpcNow.QuadPart - vblankTime.qpcVBlank; int64_t usAdjust = (adjust * microseconds) / frequency.QuadPart; vsync -= TimeDuration::FromMicroseconds((double)usAdjust); // On Windows 10 and on, DWMGetCompositionTimingInfo, mostly // reports the upcoming vsync time, which is in the future. // It can also sometimes report a vblank time in the past. // Since large parts of Gecko assume TimeStamps can't be in future, // use the previous vsync. // Windows 10 and Intel HD vsync timestamps are messy and // all over the place once in a while. Most of the time, // it reports the upcoming vsync. Sometimes, that upcoming // vsync is in the past. Sometimes that upcoming vsync is before // the previously seen vsync. // In these error cases, normalize to Now(); if (vsync >= now) { vsync = vsync - mVsyncRate; } // On Windows 7 and 8, DwmFlush wakes up AFTER qpcVBlankTime // from DWMGetCompositionTimingInfo. We can return the adjusted vsync. if (vsync >= now) { vsync = now; } // Our vsync time is some time very far in the past, adjust to Now. // 4 ms is arbitrary, so feel free to pick something else if this isn't // working. See the comment above. if ((now - vsync).ToMilliseconds() > 4.0) { vsync = now; } return vsync; } void VBlankLoop() { MOZ_ASSERT(IsInVsyncThread()); MOZ_ASSERT(sizeof(int64_t) == sizeof(QPC_TIME)); TimeStamp vsync = TimeStamp::Now(); mPrevVsync = TimeStamp(); TimeStamp flushTime = TimeStamp::Now(); TimeDuration longVBlank = mVsyncRate * 2; for (;;) { { // scope lock if (!mVsyncEnabled) return; } // Large parts of gecko assume that the refresh driver timestamp // must be <= Now() and cannot be in the future. MOZ_ASSERT(vsync <= TimeStamp::Now()); NotifyVsync(vsync, vsync + mVsyncRate); HRESULT hr = E_FAIL; if (!StaticPrefs::gfx_vsync_force_disable_waitforvblank()) { UpdateVBlankOutput(); if (mWaitVBlankOutput) { const TimeStamp vblank_begin_wait = TimeStamp::Now(); { AUTO_PROFILER_THREAD_SLEEP; hr = mWaitVBlankOutput->WaitForVBlank(); } if (SUCCEEDED(hr)) { // vblank might return instantly when running headless, // monitor powering off, etc. Since we're on a dedicated // thread, instant-return should not happen in the normal // case, so catch any odd behavior with a time cutoff: TimeDuration vblank_wait = TimeStamp::Now() - vblank_begin_wait; if (vblank_wait.ToMilliseconds() < 1.0) { hr = E_FAIL; // fall back on old behavior } } } } if (!SUCCEEDED(hr)) { hr = DwmFlush(); } if (!SUCCEEDED(hr)) { // DWMFlush isn't working, fallback to software vsync. ScheduleSoftwareVsync(TimeStamp::Now()); return; } TimeStamp now = TimeStamp::Now(); TimeDuration flushDiff = now - flushTime; flushTime = now; if ((flushDiff > longVBlank) || mPrevVsync.IsNull()) { // Our vblank took longer than 2 intervals, readjust our timestamps vsync = GetVBlankTime(); mPrevVsync = vsync; } else { // Instead of giving the actual vsync time, a constant interval // between vblanks instead of the noise generated via hardware // is actually what we want. Most apps just care about the diff // between vblanks to animate, so a clean constant interval is // smoother. vsync = mPrevVsync + mVsyncRate; if (vsync > now) { // DWMFlush woke up very early, so readjust our times again vsync = GetVBlankTime(); } if (vsync <= mPrevVsync) { vsync = TimeStamp::Now(); } if ((now - vsync).ToMilliseconds() > 2.0) { // Account for time drift here where vsync never quite catches up to // Now and we'd fall ever so slightly further behind Now(). vsync = GetVBlankTime(); } mPrevVsync = vsync; } } // end for } virtual ~D3DVsyncSource() { MOZ_ASSERT(NS_IsMainThread()); } private: bool IsInVsyncThread() { return mVsyncThread->thread_id() == PlatformThread::CurrentId(); } void UpdateVBlankOutput() { HMONITOR primary_monitor = MonitorFromWindow(nullptr, MONITOR_DEFAULTTOPRIMARY); if (primary_monitor == mWaitVBlankMonitor && mWaitVBlankOutput) { return; } mWaitVBlankMonitor = primary_monitor; RefPtr output = nullptr; if (DeviceManagerDx* dx = DeviceManagerDx::Get()) { if (dx->GetOutputFromMonitor(mWaitVBlankMonitor, &output)) { mWaitVBlankOutput = output; return; } } // failed to convert a monitor to an output so keep trying mWaitVBlankOutput = nullptr; } TimeStamp mPrevVsync; base::Thread* mVsyncThread; TimeDuration mVsyncRate; Atomic mVsyncEnabled; HMONITOR mWaitVBlankMonitor; RefPtr mWaitVBlankOutput; }; // D3DVsyncSource already_AddRefed gfxWindowsPlatform::CreateGlobalHardwareVsyncSource() { MOZ_RELEASE_ASSERT(NS_IsMainThread(), "GFX: Not in main thread."); RefPtr d3dVsyncSource = new D3DVsyncSource(); return d3dVsyncSource.forget(); } void gfxWindowsPlatform::ImportGPUDeviceData( const mozilla::gfx::GPUDeviceData& aData) { MOZ_ASSERT(XRE_IsParentProcess()); gfxPlatform::ImportGPUDeviceData(aData); gfxConfig::ImportChange(Feature::D3D11_COMPOSITING, aData.d3d11Compositing()); DeviceManagerDx* dm = DeviceManagerDx::Get(); if (gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { dm->ImportDeviceInfo(aData.gpuDevice().ref()); } else { // There should be no devices, so this just takes away the device status. dm->ResetDevices(); // Make sure we disable D2D if content processes might use it. FeatureState& d2d1 = gfxConfig::GetFeature(Feature::DIRECT2D); if (d2d1.IsEnabled()) { d2d1.SetFailed(FeatureStatus::Unavailable, "Direct2D requires Direct3D 11 compositing", "FEATURE_FAILURE_D2D_D3D11_COMP"_ns); } } // CanUseHardwareVideoDecoding depends on d3d11 state, so update // the cached value now. UpdateCanUseHardwareVideoDecoding(); // For completeness (and messaging in about:support). Content recomputes this // on its own, and we won't use ANGLE in the UI process if we're using a GPU // process. UpdateANGLEConfig(); } void gfxWindowsPlatform::ImportContentDeviceData( const mozilla::gfx::ContentDeviceData& aData) { MOZ_ASSERT(XRE_IsContentProcess()); gfxPlatform::ImportContentDeviceData(aData); const DevicePrefs& prefs = aData.prefs(); gfxConfig::Inherit(Feature::D3D11_COMPOSITING, prefs.d3d11Compositing()); gfxConfig::Inherit(Feature::DIRECT2D, prefs.useD2D1()); if (gfxConfig::IsEnabled(Feature::D3D11_COMPOSITING)) { DeviceManagerDx* dm = DeviceManagerDx::Get(); dm->ImportDeviceInfo(aData.d3d11()); } } void gfxWindowsPlatform::BuildContentDeviceData(ContentDeviceData* aOut) { // Check for device resets before giving back new graphics information. UpdateRenderMode(); gfxPlatform::BuildContentDeviceData(aOut); const FeatureState& d3d11 = gfxConfig::GetFeature(Feature::D3D11_COMPOSITING); aOut->prefs().d3d11Compositing() = d3d11.GetValue(); aOut->prefs().useD2D1() = gfxConfig::GetValue(Feature::DIRECT2D); if (d3d11.IsEnabled()) { DeviceManagerDx* dm = DeviceManagerDx::Get(); dm->ExportDeviceInfo(&aOut->d3d11()); } aOut->cmsOutputProfileData() = gfxPlatform::GetPlatform()->GetPlatformCMSOutputProfileData(); } bool gfxWindowsPlatform::CheckVariationFontSupport() { // Variation font support is only available on Fall Creators Update or later. return IsWin10FallCreatorsUpdateOrLater(); } void gfxWindowsPlatform::GetPlatformDisplayInfo( mozilla::widget::InfoObject& aObj) { HwStretchingSupport stretch; DeviceManagerDx::Get()->CheckHardwareStretchingSupport(stretch); nsPrintfCString stretchValue( "both=%u window-only=%u full-screen-only=%u none=%u error=%u", stretch.mBoth, stretch.mWindowOnly, stretch.mFullScreenOnly, stretch.mNone, stretch.mError); aObj.DefineProperty("HardwareStretching", stretchValue.get()); ScaledResolutionSet scaled; GetScaledResolutions(scaled); if (scaled.IsEmpty()) { return; } aObj.DefineProperty("ScaledResolutionCount", scaled.Length()); for (size_t i = 0; i < scaled.Length(); ++i) { auto& s = scaled[i]; nsPrintfCString name("ScaledResolution%zu", i); nsPrintfCString value("source %dx%d, target %dx%d", s.first.width, s.first.height, s.second.width, s.second.height); aObj.DefineProperty(name.get(), value.get()); } }