1 /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
2 /* vim: set ts=8 sts=2 et sw=2 tw=80: */
3 /* This Source Code Form is subject to the terms of the Mozilla Public
4  * License, v. 2.0. If a copy of the MPL was not distributed with this
5  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 
7 #ifndef mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
8 #define mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
9 
10 #include "mozilla/EnumeratedArray.h"
11 #include "mozilla/RefPtr.h"
12 #include "mozilla/gfx/DeviceManagerDx.h"
13 #include "mozilla/layers/CompositorTypes.h"
14 #include "mozilla/layers/SyncObject.h"
15 #include <d3d11.h>
16 #include <dxgi1_2.h>
17 
18 namespace mozilla {
19 namespace layers {
20 
21 struct ShaderBytes;
22 
23 class DeviceAttachmentsD3D11 final {
24   NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceAttachmentsD3D11);
25 
26  public:
27   static RefPtr<DeviceAttachmentsD3D11> Create(ID3D11Device* aDevice);
28 
29   bool InitBlendShaders();
30   bool EnsureTriangleBuffer(size_t aNumTriangles);
31 
IsValid()32   bool IsValid() const { return mInitialized; }
GetFailureId()33   const nsCString& GetFailureId() const {
34     MOZ_ASSERT(!IsValid());
35     return mInitFailureId;
36   }
37 
38   typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes,
39                           RefPtr<ID3D11VertexShader>>
40       VertexShaderArray;
41   typedef EnumeratedArray<MaskType, MaskType::NumMaskTypes,
42                           RefPtr<ID3D11PixelShader>>
43       PixelShaderArray;
44 
45   RefPtr<ID3D11InputLayout> mInputLayout;
46   RefPtr<ID3D11InputLayout> mDynamicInputLayout;
47 
48   RefPtr<ID3D11Buffer> mVertexBuffer;
49   RefPtr<ID3D11Buffer> mDynamicVertexBuffer;
50 
51   VertexShaderArray mVSQuadShader;
52   VertexShaderArray mVSQuadBlendShader;
53 
54   VertexShaderArray mVSDynamicShader;
55   VertexShaderArray mVSDynamicBlendShader;
56 
57   PixelShaderArray mSolidColorShader;
58   PixelShaderArray mRGBAShader;
59   PixelShaderArray mRGBShader;
60   PixelShaderArray mYCbCrShader;
61   PixelShaderArray mNV12Shader;
62   PixelShaderArray mComponentAlphaShader;
63   PixelShaderArray mBlendShader;
64   RefPtr<ID3D11Buffer> mPSConstantBuffer;
65   RefPtr<ID3D11Buffer> mVSConstantBuffer;
66   RefPtr<ID3D11RasterizerState> mRasterizerState;
67   RefPtr<ID3D11SamplerState> mLinearSamplerState;
68   RefPtr<ID3D11SamplerState> mPointSamplerState;
69 
70   RefPtr<ID3D11BlendState> mPremulBlendState;
71   RefPtr<ID3D11BlendState> mPremulCopyState;
72   RefPtr<ID3D11BlendState> mNonPremulBlendState;
73   RefPtr<ID3D11BlendState> mComponentBlendState;
74   RefPtr<ID3D11BlendState> mDisabledBlendState;
75 
76   RefPtr<SyncObjectHost> mSyncObject;
77 
SetDeviceReset()78   void SetDeviceReset() { mDeviceReset = true; }
IsDeviceReset()79   bool IsDeviceReset() const { return mDeviceReset; }
80 
81  private:
82   explicit DeviceAttachmentsD3D11(ID3D11Device* device);
83   ~DeviceAttachmentsD3D11();
84 
85   bool Initialize();
86   bool CreateShaders();
87   bool InitSyncObject();
88 
InitVertexShader(const ShaderBytes & aShader,VertexShaderArray & aArray,MaskType aMaskType)89   void InitVertexShader(const ShaderBytes& aShader, VertexShaderArray& aArray,
90                         MaskType aMaskType) {
91     InitVertexShader(aShader, getter_AddRefs(aArray[aMaskType]));
92   }
InitPixelShader(const ShaderBytes & aShader,PixelShaderArray & aArray,MaskType aMaskType)93   void InitPixelShader(const ShaderBytes& aShader, PixelShaderArray& aArray,
94                        MaskType aMaskType) {
95     InitPixelShader(aShader, getter_AddRefs(aArray[aMaskType]));
96   }
97 
98   void InitVertexShader(const ShaderBytes& aShader, ID3D11VertexShader** aOut);
99   void InitPixelShader(const ShaderBytes& aShader, ID3D11PixelShader** aOut);
100 
101   bool Failed(HRESULT hr, const char* aContext);
102 
103  private:
104   size_t mMaximumTriangles;
105 
106   // Only used during initialization.
107   RefPtr<ID3D11Device> mDevice;
108   bool mContinueInit;
109   bool mInitialized;
110   bool mDeviceReset;
111   nsCString mInitFailureId;
112 };
113 
114 }  // namespace layers
115 }  // namespace mozilla
116 
117 #endif  // mozilla_gfx_layers_d3d11_DeviceAttachmentsD3D11_h
118