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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/gl/SharedSurfaceD3D11Interop.cpp
parentInitial commit. (diff)
downloadfirefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz
firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip
Adding upstream version 115.7.0esr.upstream/115.7.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/gl/SharedSurfaceD3D11Interop.cpp')
-rw-r--r--gfx/gl/SharedSurfaceD3D11Interop.cpp481
1 files changed, 481 insertions, 0 deletions
diff --git a/gfx/gl/SharedSurfaceD3D11Interop.cpp b/gfx/gl/SharedSurfaceD3D11Interop.cpp
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+++ b/gfx/gl/SharedSurfaceD3D11Interop.cpp
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+/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 4; -*- */
+/* 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 "SharedSurfaceD3D11Interop.h"
+
+#include <d3d11.h>
+#include <d3d11_1.h>
+#include "GLContext.h"
+#include "GLBlitHelper.h"
+#include "MozFramebuffer.h"
+#include "ScopedGLHelpers.h"
+#include "WGLLibrary.h"
+#include "nsPrintfCString.h"
+#include "mozilla/gfx/DeviceManagerDx.h"
+#include "mozilla/gfx/Logging.h"
+#include "mozilla/layers/LayersSurfaces.h"
+#include "mozilla/StaticPrefs_webgl.h"
+
+namespace mozilla {
+namespace gl {
+
+/*
+Sample Code for WGL_NV_DX_interop2:
+Example: Render to Direct3D 11 backbuffer with openGL:
+
+// create D3D11 device, context and swap chain.
+ID3D11Device *device;
+ID3D11DeviceContext *devCtx;
+IDXGISwapChain *swapChain;
+
+DXGI_SWAP_CHAIN_DESC scd;
+
+<set appropriate swap chain parameters in scd>
+
+hr = D3D11CreateDeviceAndSwapChain(
+ NULL, // pAdapter
+ D3D_DRIVER_TYPE_HARDWARE, // DriverType
+ NULL, // Software
+ 0, // Flags (Do not set
+ // D3D11_CREATE_DEVICE_SINGLETHREADED)
+ NULL, // pFeatureLevels
+ 0, // FeatureLevels
+ D3D11_SDK_VERSION, // SDKVersion
+ &scd, // pSwapChainDesc
+ &swapChain, // ppSwapChain
+ &device, // ppDevice
+ NULL, // pFeatureLevel
+ &devCtx); // ppImmediateContext
+
+// Fetch the swapchain backbuffer
+ID3D11Texture2D *dxColorbuffer;
+swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&dxColorbuffer);
+
+// Create depth stencil texture
+ID3D11Texture2D *dxDepthBuffer;
+D3D11_TEXTURE2D_DESC depthDesc;
+depthDesc.Usage = D3D11_USAGE_DEFAULT;
+<set other depthDesc parameters appropriately>
+
+// Create Views
+ID3D11RenderTargetView *colorBufferView;
+D3D11_RENDER_TARGET_VIEW_DESC rtd;
+<set rtd parameters appropriately>
+device->CreateRenderTargetView(dxColorbuffer, &rtd, &colorBufferView);
+
+ID3D11DepthStencilView *depthBufferView;
+D3D11_DEPTH_STENCIL_VIEW_DESC dsd;
+<set dsd parameters appropriately>
+device->CreateDepthStencilView(dxDepthBuffer, &dsd, &depthBufferView);
+
+// Attach back buffer and depth texture to redertarget for the device.
+devCtx->OMSetRenderTargets(1, &colorBufferView, depthBufferView);
+
+// Register D3D11 device with GL
+HANDLE gl_handleD3D;
+gl_handleD3D = wglDXOpenDeviceNV(device);
+
+// register the Direct3D color and depth/stencil buffers as
+// renderbuffers in opengl
+GLuint gl_names[2];
+HANDLE gl_handles[2];
+
+glGenRenderbuffers(2, gl_names);
+
+gl_handles[0] = wglDXRegisterObjectNV(gl_handleD3D, dxColorBuffer,
+ gl_names[0],
+ GL_RENDERBUFFER,
+ WGL_ACCESS_READ_WRITE_NV);
+
+gl_handles[1] = wglDXRegisterObjectNV(gl_handleD3D, dxDepthBuffer,
+ gl_names[1],
+ GL_RENDERBUFFER,
+ WGL_ACCESS_READ_WRITE_NV);
+
+// attach the Direct3D buffers to an FBO
+glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, gl_names[0]);
+glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, gl_names[1]);
+glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, gl_names[1]);
+
+while (!done) {
+ <direct3d renders to the render targets>
+
+ // lock the render targets for GL access
+ wglDXLockObjectsNVX(gl_handleD3D, 2, gl_handles);
+
+ <opengl renders to the render targets>
+
+ // unlock the render targets
+ wglDXUnlockObjectsNVX(gl_handleD3D, 2, gl_handles);
+
+ <direct3d renders to the render targets and presents
+ the results on the screen>
+}
+*/
+
+////////////////////////////////////////////////////////////////////////////////
+// DXInterop2Device
+
+class ScopedContextState final {
+ ID3D11DeviceContext1* const mD3DContext;
+ RefPtr<ID3DDeviceContextState> mOldContextState;
+
+ public:
+ ScopedContextState(ID3D11DeviceContext1* d3dContext,
+ ID3DDeviceContextState* newContextState)
+ : mD3DContext(d3dContext), mOldContextState(nullptr) {
+ if (!mD3DContext) return;
+
+ mD3DContext->SwapDeviceContextState(newContextState,
+ getter_AddRefs(mOldContextState));
+ }
+
+ ~ScopedContextState() {
+ if (!mD3DContext) return;
+
+ mD3DContext->SwapDeviceContextState(mOldContextState, nullptr);
+ }
+};
+
+class DXInterop2Device : public RefCounted<DXInterop2Device> {
+ public:
+ MOZ_DECLARE_REFCOUNTED_TYPENAME(DXInterop2Device)
+
+ WGLLibrary* const mWGL;
+ const RefPtr<ID3D11Device> mD3D; // Only needed for lifetime guarantee.
+ const HANDLE mInteropDevice;
+ GLContext* const mGL;
+
+ // AMD workaround.
+ const RefPtr<ID3D11DeviceContext1> mD3DContext;
+ const RefPtr<ID3DDeviceContextState> mContextState;
+
+ static already_AddRefed<DXInterop2Device> Open(WGLLibrary* wgl,
+ GLContext* gl) {
+ MOZ_ASSERT(wgl->HasDXInterop2());
+
+ const RefPtr<ID3D11Device> d3d =
+ gfx::DeviceManagerDx::Get()->GetContentDevice();
+ if (!d3d) {
+ gfxCriticalNote
+ << "DXInterop2Device::Open: Failed to create D3D11 device.";
+ return nullptr;
+ }
+
+ if (!gl->MakeCurrent()) return nullptr;
+
+ RefPtr<ID3D11DeviceContext1> d3dContext;
+ RefPtr<ID3DDeviceContextState> contextState;
+ if (gl->WorkAroundDriverBugs() && gl->Vendor() == GLVendor::ATI) {
+ // AMD calls ID3D10Device::Flush, so we need to be in ID3D10Device mode.
+ RefPtr<ID3D11Device1> d3d11_1;
+ auto hr =
+ d3d->QueryInterface(__uuidof(ID3D11Device1), getter_AddRefs(d3d11_1));
+ if (!SUCCEEDED(hr)) return nullptr;
+
+ d3d11_1->GetImmediateContext1(getter_AddRefs(d3dContext));
+ MOZ_ASSERT(d3dContext);
+
+ const D3D_FEATURE_LEVEL featureLevel10_0 = D3D_FEATURE_LEVEL_10_0;
+ hr = d3d11_1->CreateDeviceContextState(
+ 0, &featureLevel10_0, 1, D3D11_SDK_VERSION, __uuidof(ID3D10Device),
+ nullptr, getter_AddRefs(contextState));
+ if (!SUCCEEDED(hr)) return nullptr;
+ }
+
+ const auto interopDevice = wgl->mSymbols.fDXOpenDeviceNV(d3d);
+ if (!interopDevice) {
+ gfxCriticalNote << "DXInterop2Device::Open: DXOpenDevice failed.";
+ return nullptr;
+ }
+
+ return MakeAndAddRef<DXInterop2Device>(wgl, d3d, interopDevice, gl,
+ d3dContext, contextState);
+ }
+
+ DXInterop2Device(WGLLibrary* wgl, ID3D11Device* d3d, HANDLE interopDevice,
+ GLContext* gl, ID3D11DeviceContext1* d3dContext,
+ ID3DDeviceContextState* contextState)
+ : mWGL(wgl),
+ mD3D(d3d),
+ mInteropDevice(interopDevice),
+ mGL(gl),
+ mD3DContext(d3dContext),
+ mContextState(contextState) {}
+
+ ~DXInterop2Device() {
+ const auto isCurrent = mGL->MakeCurrent();
+
+ if (mWGL->mSymbols.fDXCloseDeviceNV(mInteropDevice)) return;
+
+ if (isCurrent) {
+ // That shouldn't have failed.
+ const uint32_t error = GetLastError();
+ const nsPrintfCString errorMessage(
+ "wglDXCloseDevice(0x%p) failed:"
+ " GetLastError(): %u\n",
+ mInteropDevice, error);
+ gfxCriticalError() << errorMessage.BeginReading();
+ }
+ }
+
+ HANDLE RegisterObject(void* d3dObject, GLuint name, GLenum type,
+ GLenum access) const {
+ if (!mGL->MakeCurrent()) return nullptr;
+
+ const ScopedContextState autoCS(mD3DContext, mContextState);
+ const auto ret = mWGL->mSymbols.fDXRegisterObjectNV(
+ mInteropDevice, d3dObject, name, type, access);
+ if (ret) return ret;
+
+ const uint32_t error = GetLastError();
+ const nsPrintfCString errorMessage(
+ "wglDXRegisterObject(0x%p, 0x%p, %u, 0x%04x,"
+ " 0x%04x) failed: GetLastError(): %u\n",
+ mInteropDevice, d3dObject, name, type, access, error);
+ gfxCriticalNote << errorMessage.BeginReading();
+ return nullptr;
+ }
+
+ bool UnregisterObject(HANDLE lockHandle) const {
+ const auto isCurrent = mGL->MakeCurrent();
+
+ const ScopedContextState autoCS(mD3DContext, mContextState);
+ if (mWGL->mSymbols.fDXUnregisterObjectNV(mInteropDevice, lockHandle))
+ return true;
+
+ if (!isCurrent) {
+ // That shouldn't have failed.
+ const uint32_t error = GetLastError();
+ const nsPrintfCString errorMessage(
+ "wglDXUnregisterObject(0x%p, 0x%p) failed:"
+ " GetLastError(): %u\n",
+ mInteropDevice, lockHandle, error);
+ gfxCriticalError() << errorMessage.BeginReading();
+ }
+ return false;
+ }
+
+ bool LockObject(HANDLE lockHandle) const {
+ MOZ_ASSERT(mGL->IsCurrent());
+
+ if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
+ return true;
+
+ if (!mGL->MakeCurrent()) return false;
+
+ gfxCriticalNote << "wglDXLockObjects called without mGL being current."
+ << " Retrying after MakeCurrent.";
+
+ if (mWGL->mSymbols.fDXLockObjectsNV(mInteropDevice, 1, &lockHandle))
+ return true;
+
+ const uint32_t error = GetLastError();
+ const nsPrintfCString errorMessage(
+ "wglDXLockObjects(0x%p, 1, {0x%p}) failed:"
+ " GetLastError(): %u\n",
+ mInteropDevice, lockHandle, error);
+ gfxCriticalError() << errorMessage.BeginReading();
+ return false;
+ }
+
+ bool UnlockObject(HANDLE lockHandle) const {
+ MOZ_ASSERT(mGL->IsCurrent());
+
+ if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
+ return true;
+
+ if (!mGL->MakeCurrent()) return false;
+
+ gfxCriticalNote << "wglDXUnlockObjects called without mGL being current."
+ << " Retrying after MakeCurrent.";
+
+ if (mWGL->mSymbols.fDXUnlockObjectsNV(mInteropDevice, 1, &lockHandle))
+ return true;
+
+ const uint32_t error = GetLastError();
+ const nsPrintfCString errorMessage(
+ "wglDXUnlockObjects(0x%p, 1, {0x%p}) failed:"
+ " GetLastError(): %u\n",
+ mInteropDevice, lockHandle, error);
+ gfxCriticalError() << errorMessage.BeginReading();
+ return false;
+ }
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// Shared Surface
+
+/*static*/
+UniquePtr<SharedSurface_D3D11Interop> SharedSurface_D3D11Interop::Create(
+ const SharedSurfaceDesc& desc, DXInterop2Device* interop) {
+ const auto& gl = desc.gl;
+ const auto& size = desc.size;
+ const auto& d3d = interop->mD3D;
+
+ auto data = Data{interop};
+
+ // Create a texture in case we need to readback.
+ const DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
+ CD3D11_TEXTURE2D_DESC texDesc(format, size.width, size.height, 1, 1);
+ texDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
+
+ auto hr =
+ d3d->CreateTexture2D(&texDesc, nullptr, getter_AddRefs(data.texD3D));
+ if (FAILED(hr)) {
+ NS_WARNING("Failed to create texture for CanvasLayer!");
+ return nullptr;
+ }
+
+ RefPtr<IDXGIResource> texDXGI;
+ hr = data.texD3D->QueryInterface(__uuidof(IDXGIResource),
+ getter_AddRefs(texDXGI));
+ if (FAILED(hr)) {
+ NS_WARNING("Failed to open texture for sharing!");
+ return nullptr;
+ }
+
+ texDXGI->GetSharedHandle(&data.dxgiHandle);
+
+ ////
+
+ if (!gl->MakeCurrent()) {
+ NS_WARNING("MakeCurrent failed.");
+ return nullptr;
+ }
+
+ data.interopRb = MakeUnique<Renderbuffer>(*gl);
+ data.lockHandle = interop->RegisterObject(data.texD3D, data.interopRb->name,
+ LOCAL_GL_RENDERBUFFER,
+ LOCAL_WGL_ACCESS_WRITE_DISCARD_NV);
+ if (!data.lockHandle) {
+ NS_WARNING("Failed to register D3D object with WGL.");
+ return nullptr;
+ }
+
+ auto fbForDrawing = MozFramebuffer::CreateForBacking(
+ gl, size, 0, false, LOCAL_GL_RENDERBUFFER, data.interopRb->name);
+ if (!fbForDrawing) return nullptr;
+
+ // -
+
+ {
+ GLint samples = 0;
+ {
+ const ScopedBindRenderbuffer bindRB(gl, data.interopRb->name);
+ gl->fGetRenderbufferParameteriv(LOCAL_GL_RENDERBUFFER,
+ LOCAL_GL_RENDERBUFFER_SAMPLES, &samples);
+ }
+ if (samples > 0) { // Intel
+ // Intel's dx_interop GL-side textures have SAMPLES=1, likely because
+ // that's what the D3DTextures technically have. However, SAMPLES=1 is
+ // very different from SAMPLES=0 in GL. For more, see
+ // https://bugzilla.mozilla.org/show_bug.cgi?id=1325835
+
+ // Our ShSurf tex or rb must be single-sampled.
+ data.interopFbIfNeedsIndirect = std::move(fbForDrawing);
+ fbForDrawing = MozFramebuffer::Create(gl, size, 0, false);
+ }
+ }
+
+ // -
+
+ return AsUnique(new SharedSurface_D3D11Interop(desc, std::move(fbForDrawing),
+ std::move(data)));
+}
+
+SharedSurface_D3D11Interop::SharedSurface_D3D11Interop(
+ const SharedSurfaceDesc& desc, UniquePtr<MozFramebuffer>&& fbForDrawing,
+ Data&& data)
+ : SharedSurface(desc, std::move(fbForDrawing)),
+ mData(std::move(data)),
+ mNeedsFinish(StaticPrefs::webgl_dxgl_needs_finish()) {}
+
+SharedSurface_D3D11Interop::~SharedSurface_D3D11Interop() {
+ MOZ_ASSERT(!IsProducerAcquired());
+
+ const auto& gl = mDesc.gl;
+ if (!gl || !gl->MakeCurrent()) return;
+
+ if (!mData.interop->UnregisterObject(mData.lockHandle)) {
+ NS_WARNING("Failed to release mLockHandle, possibly leaking it.");
+ }
+}
+
+void SharedSurface_D3D11Interop::ProducerAcquireImpl() {
+ MOZ_ASSERT(!mLockedForGL);
+
+ // Now we have the mutex, we can lock for GL.
+ MOZ_ALWAYS_TRUE(mData.interop->LockObject(mData.lockHandle));
+
+ mLockedForGL = true;
+}
+
+void SharedSurface_D3D11Interop::ProducerReleaseImpl() {
+ const auto& gl = mDesc.gl;
+ MOZ_ASSERT(mLockedForGL);
+
+ if (mData.interopFbIfNeedsIndirect) {
+ const ScopedBindFramebuffer bindFB(gl, mData.interopFbIfNeedsIndirect->mFB);
+ gl->BlitHelper()->DrawBlitTextureToFramebuffer(mFb->ColorTex(), mDesc.size,
+ mDesc.size);
+ }
+
+ if (mNeedsFinish) {
+ gl->fFinish();
+ } else {
+ // We probably don't even need this.
+ gl->fFlush();
+ }
+ MOZ_ALWAYS_TRUE(mData.interop->UnlockObject(mData.lockHandle));
+
+ mLockedForGL = false;
+}
+
+Maybe<layers::SurfaceDescriptor>
+SharedSurface_D3D11Interop::ToSurfaceDescriptor() {
+ const auto format = gfx::SurfaceFormat::B8G8R8A8;
+ return Some(layers::SurfaceDescriptorD3D10(
+ WindowsHandle(mData.dxgiHandle), /* gpuProcessTextureId */ Nothing(),
+ /* arrayIndex */ 0, format, mDesc.size, mDesc.colorSpace,
+ gfx::ColorRange::FULL));
+}
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Factory
+
+/*static*/
+UniquePtr<SurfaceFactory_D3D11Interop> SurfaceFactory_D3D11Interop::Create(
+ GLContext& gl) {
+ WGLLibrary* wgl = &sWGLLib;
+ if (!wgl || !wgl->HasDXInterop2()) return nullptr;
+
+ if (XRE_IsContentProcess()) {
+ gfxPlatform::GetPlatform()->EnsureDevicesInitialized();
+ }
+
+ const RefPtr<DXInterop2Device> interop = DXInterop2Device::Open(wgl, &gl);
+ if (!interop) {
+ NS_WARNING("Failed to open D3D device for use by WGL.");
+ return nullptr;
+ }
+
+ return AsUnique(new SurfaceFactory_D3D11Interop(
+ {&gl, SharedSurfaceType::DXGLInterop2, layers::TextureType::D3D11, true},
+ interop));
+}
+
+SurfaceFactory_D3D11Interop::SurfaceFactory_D3D11Interop(
+ const PartialSharedSurfaceDesc& desc, DXInterop2Device* interop)
+ : SurfaceFactory(desc), mInterop(interop) {}
+
+SurfaceFactory_D3D11Interop::~SurfaceFactory_D3D11Interop() = default;
+
+} // namespace gl
+} // namespace mozilla