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Diffstat (limited to 'gfx/gl/SharedSurfaceD3D11Interop.cpp')
-rw-r--r-- | gfx/gl/SharedSurfaceD3D11Interop.cpp | 477 |
1 files changed, 477 insertions, 0 deletions
diff --git a/gfx/gl/SharedSurfaceD3D11Interop.cpp b/gfx/gl/SharedSurfaceD3D11Interop.cpp new file mode 100644 index 0000000000..209d394ebc --- /dev/null +++ b/gfx/gl/SharedSurfaceD3D11Interop.cpp @@ -0,0 +1,477 @@ +/* -*- 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 "MozFramebuffer.h" +#include "WGLLibrary.h" +#include "nsPrintfCString.h" +#include "mozilla/gfx/DeviceManagerDx.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 |