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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/layers/d3d11/DeviceAttachmentsD3D11.cpp | |
parent | Initial commit. (diff) | |
download | firefox-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/layers/d3d11/DeviceAttachmentsD3D11.cpp')
-rw-r--r-- | gfx/layers/d3d11/DeviceAttachmentsD3D11.cpp | 249 |
1 files changed, 249 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/DeviceAttachmentsD3D11.cpp b/gfx/layers/d3d11/DeviceAttachmentsD3D11.cpp new file mode 100644 index 0000000000..3a80e30cc4 --- /dev/null +++ b/gfx/layers/d3d11/DeviceAttachmentsD3D11.cpp @@ -0,0 +1,249 @@ +/* -*- 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/. */ + +#include "DeviceAttachmentsD3D11.h" +#include "mozilla/Telemetry.h" +#include "mozilla/gfx/Logging.h" +#include "mozilla/layers/Compositor.h" +#include "CompositorD3D11Shaders.h" +#include "ShaderDefinitionsD3D11.h" + +namespace mozilla { +namespace layers { + +using namespace gfx; + +DeviceAttachmentsD3D11::DeviceAttachmentsD3D11(ID3D11Device* device) + : mDevice(device), + mContinueInit(true), + mInitialized(false), + mDeviceReset(false) {} + +DeviceAttachmentsD3D11::~DeviceAttachmentsD3D11() {} + +/* static */ +RefPtr<DeviceAttachmentsD3D11> DeviceAttachmentsD3D11::Create( + ID3D11Device* aDevice) { + // We don't return null even if the attachments object even if it fails to + // initialize, so the compositor can grab the failure ID. + RefPtr<DeviceAttachmentsD3D11> attachments = + new DeviceAttachmentsD3D11(aDevice); + attachments->Initialize(); + return attachments.forget(); +} + +bool DeviceAttachmentsD3D11::Initialize() { + D3D11_INPUT_ELEMENT_DESC layout[] = { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, + D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + + HRESULT hr; + hr = mDevice->CreateInputLayout( + layout, sizeof(layout) / sizeof(D3D11_INPUT_ELEMENT_DESC), LayerQuadVS, + sizeof(LayerQuadVS), getter_AddRefs(mInputLayout)); + + if (Failed(hr, "CreateInputLayout")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_INPUT_LAYOUT"; + return false; + } + + Vertex vertices[] = {{{0.0, 0.0}}, {{1.0, 0.0}}, {{0.0, 1.0}}, {{1.0, 1.0}}}; + CD3D11_BUFFER_DESC bufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER); + D3D11_SUBRESOURCE_DATA data; + data.pSysMem = (void*)vertices; + + hr = mDevice->CreateBuffer(&bufferDesc, &data, getter_AddRefs(mVertexBuffer)); + if (Failed(hr, "create vertex buffer")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_VERTEX_BUFFER"; + return false; + } + if (!CreateShaders()) { + mInitFailureId = "FEATURE_FAILURE_D3D11_CREATE_SHADERS"; + return false; + } + + CD3D11_BUFFER_DESC cBufferDesc(sizeof(VertexShaderConstants), + D3D11_BIND_CONSTANT_BUFFER, + D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); + + hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, + getter_AddRefs(mVSConstantBuffer)); + if (Failed(hr, "create vs buffer")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_VS_BUFFER"; + return false; + } + + cBufferDesc.ByteWidth = sizeof(PixelShaderConstants); + hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, + getter_AddRefs(mPSConstantBuffer)); + if (Failed(hr, "create ps buffer")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_PS_BUFFER"; + return false; + } + + CD3D11_RASTERIZER_DESC rastDesc(D3D11_DEFAULT); + rastDesc.CullMode = D3D11_CULL_NONE; + rastDesc.ScissorEnable = TRUE; + + hr = mDevice->CreateRasterizerState(&rastDesc, + getter_AddRefs(mRasterizerState)); + if (Failed(hr, "create rasterizer")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_RASTERIZER"; + return false; + } + + CD3D11_SAMPLER_DESC samplerDesc(D3D11_DEFAULT); + hr = mDevice->CreateSamplerState(&samplerDesc, + getter_AddRefs(mLinearSamplerState)); + if (Failed(hr, "create linear sampler")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_LINEAR_SAMPLER"; + return false; + } + + samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + hr = mDevice->CreateSamplerState(&samplerDesc, + getter_AddRefs(mPointSamplerState)); + if (Failed(hr, "create point sampler")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_POINT_SAMPLER"; + return false; + } + + CD3D11_BLEND_DESC blendDesc(D3D11_DEFAULT); + D3D11_RENDER_TARGET_BLEND_DESC rtBlendPremul = {TRUE, + D3D11_BLEND_ONE, + D3D11_BLEND_INV_SRC_ALPHA, + D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, + D3D11_BLEND_INV_SRC_ALPHA, + D3D11_BLEND_OP_ADD, + D3D11_COLOR_WRITE_ENABLE_ALL}; + blendDesc.RenderTarget[0] = rtBlendPremul; + hr = mDevice->CreateBlendState(&blendDesc, getter_AddRefs(mPremulBlendState)); + if (Failed(hr, "create pm blender")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_PM_BLENDER"; + return false; + } + + D3D11_RENDER_TARGET_BLEND_DESC rtCopyPremul = {TRUE, + D3D11_BLEND_ONE, + D3D11_BLEND_ZERO, + D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, + D3D11_BLEND_ZERO, + D3D11_BLEND_OP_ADD, + D3D11_COLOR_WRITE_ENABLE_ALL}; + blendDesc.RenderTarget[0] = rtCopyPremul; + hr = mDevice->CreateBlendState(&blendDesc, getter_AddRefs(mPremulCopyState)); + if (Failed(hr, "create pm copy blender")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_PM_COPY_BLENDER"; + return false; + } + + D3D11_RENDER_TARGET_BLEND_DESC rtBlendNonPremul = { + TRUE, + D3D11_BLEND_SRC_ALPHA, + D3D11_BLEND_INV_SRC_ALPHA, + D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, + D3D11_BLEND_INV_SRC_ALPHA, + D3D11_BLEND_OP_ADD, + D3D11_COLOR_WRITE_ENABLE_ALL}; + blendDesc.RenderTarget[0] = rtBlendNonPremul; + hr = mDevice->CreateBlendState(&blendDesc, + getter_AddRefs(mNonPremulBlendState)); + if (Failed(hr, "create npm blender")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_NPM_BLENDER"; + return false; + } + + D3D11_RENDER_TARGET_BLEND_DESC rtBlendDisabled = { + FALSE, + D3D11_BLEND_SRC_ALPHA, + D3D11_BLEND_INV_SRC_ALPHA, + D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, + D3D11_BLEND_INV_SRC_ALPHA, + D3D11_BLEND_OP_ADD, + D3D11_COLOR_WRITE_ENABLE_ALL}; + blendDesc.RenderTarget[0] = rtBlendDisabled; + hr = mDevice->CreateBlendState(&blendDesc, + getter_AddRefs(mDisabledBlendState)); + if (Failed(hr, "create null blender")) { + mInitFailureId = "FEATURE_FAILURE_D3D11_NULL_BLENDER"; + return false; + } + + if (!InitSyncObject()) { + mInitFailureId = "FEATURE_FAILURE_D3D11_OBJ_SYNC"; + return false; + } + + mInitialized = true; + return true; +} + +bool DeviceAttachmentsD3D11::InitSyncObject() { + // Sync object is not supported on WARP. + if (DeviceManagerDx::Get()->IsWARP()) { + return true; + } + + MOZ_ASSERT(!mSyncObject); + MOZ_ASSERT(mDevice); + + mSyncObject = SyncObjectHost::CreateSyncObjectHost(mDevice); + MOZ_ASSERT(mSyncObject); + + return mSyncObject->Init(); +} + +bool DeviceAttachmentsD3D11::CreateShaders() { + InitVertexShader(sLayerQuadVS, mVSQuadShader); + + InitPixelShader(sSolidColorShader, mSolidColorShader); + InitPixelShader(sRGBShader, mRGBShader); + InitPixelShader(sRGBAShader, mRGBAShader); + InitPixelShader(sYCbCrShader, mYCbCrShader); + InitPixelShader(sNV12Shader, mNV12Shader); + return mContinueInit; +} + +void DeviceAttachmentsD3D11::InitVertexShader(const ShaderBytes& aShader, + ID3D11VertexShader** aOut) { + if (!mContinueInit) { + return; + } + if (Failed(mDevice->CreateVertexShader(aShader.mData, aShader.mLength, + nullptr, aOut), + "create vs")) { + mContinueInit = false; + } +} + +void DeviceAttachmentsD3D11::InitPixelShader(const ShaderBytes& aShader, + ID3D11PixelShader** aOut) { + if (!mContinueInit) { + return; + } + if (Failed(mDevice->CreatePixelShader(aShader.mData, aShader.mLength, nullptr, + aOut), + "create ps")) { + mContinueInit = false; + } +} + +bool DeviceAttachmentsD3D11::Failed(HRESULT hr, const char* aContext) { + if (SUCCEEDED(hr)) { + return false; + } + + gfxCriticalNote << "[D3D11] " << aContext << " failed: " << hexa(hr); + return true; +} + +} // namespace layers +} // namespace mozilla |