Anforderungen  |   Konzepte  |   Entwurf  |   Entwicklung  |   Qualitätssicherung  |   Lebenszyklus  |   Steuerung
 
 
 
 


Quelle  DeviceAttachmentsD3D11.cpp   Sprache: C

 
/* -*- 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

Messung V0.5
C=97 H=78 G=87

¤ Dauer der Verarbeitung: 0.1 Sekunden  (vorverarbeitet)  ¤

*© Formatika GbR, Deutschland






Wurzel

Suchen

Beweissystem der NASA

Beweissystem Isabelle

NIST Cobol Testsuite

Cephes Mathematical Library

Wiener Entwicklungsmethode

Haftungshinweis

Die Informationen auf dieser Webseite wurden nach bestem Wissen sorgfältig zusammengestellt. Es wird jedoch weder Vollständigkeit, noch Richtigkeit, noch Qualität der bereit gestellten Informationen zugesichert.

Bemerkung:

Die farbliche Syntaxdarstellung und die Messung sind noch experimentell.






                                                                                                                                                                                                                                                                                                                                                                                                     


Neuigkeiten

     Aktuelles
     Motto des Tages

Software

     Produkte
     Quellcodebibliothek

Aktivitäten

     Artikel über Sicherheit
     Anleitung zur Aktivierung von SSL

Muße

     Gedichte
     Musik
     Bilder

Jenseits des Üblichen ....

Besucherstatistik

Besucherstatistik

Monitoring

Montastic status badge