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authorMoonchild <moonchild@palemoon.org>2021-11-18 00:17:20 +0000
committerMoonchild <moonchild@palemoon.org>2022-04-04 22:16:37 +0200
commit8399d850362b3ed2ba6cb77de72f09874e46f080 (patch)
treec4d443b37007fb116b4f0b96d4f01ca9b59ff43b /gfx
parentef5083db5f52156bebeffbe73317efcf35350228 (diff)
downloaduxp-8399d850362b3ed2ba6cb77de72f09874e46f080.tar.gz
Issue #1841 - Part 3: Remove the Direct3D9 compositor.
Diffstat (limited to 'gfx')
-rw-r--r--gfx/layers/Compositor.h2
-rw-r--r--gfx/layers/composite/TextureHost.h2
-rw-r--r--gfx/layers/d3d9/CompositorD3D9.cpp1001
-rw-r--r--gfx/layers/d3d9/CompositorD3D9.h189
-rw-r--r--gfx/layers/d3d9/DeviceManagerD3D9.cpp942
-rw-r--r--gfx/layers/d3d9/DeviceManagerD3D9.h344
-rwxr-xr-xgfx/layers/d3d9/LayerManagerD3D9Shaders.h1631
-rw-r--r--gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl242
-rw-r--r--gfx/layers/d3d9/ReadbackLayerD3D9.h34
-rw-r--r--gfx/layers/d3d9/TextureD3D9.cpp1218
-rw-r--r--gfx/layers/d3d9/TextureD3D9.h433
-rw-r--r--gfx/layers/d3d9/genshaders.sh35
-rw-r--r--gfx/layers/ipc/LayersSurfaces.ipdlh6
-rw-r--r--gfx/layers/moz.build13
14 files changed, 0 insertions, 6092 deletions
diff --git a/gfx/layers/Compositor.h b/gfx/layers/Compositor.h
index f7aecb0f11..4b5b2a9cbb 100644
--- a/gfx/layers/Compositor.h
+++ b/gfx/layers/Compositor.h
@@ -131,7 +131,6 @@ class CompositingRenderTarget;
class CompositorBridgeParent;
class LayerManagerComposite;
class CompositorOGL;
-class CompositorD3D9;
class CompositorD3D11;
class BasicCompositor;
class TextureHost;
@@ -475,7 +474,6 @@ public:
virtual LayersBackend GetBackendType() const = 0;
virtual CompositorOGL* AsCompositorOGL() { return nullptr; }
- virtual CompositorD3D9* AsCompositorD3D9() { return nullptr; }
virtual CompositorD3D11* AsCompositorD3D11() { return nullptr; }
virtual BasicCompositor* AsBasicCompositor() { return nullptr; }
diff --git a/gfx/layers/composite/TextureHost.h b/gfx/layers/composite/TextureHost.h
index c224d87772..7784112254 100644
--- a/gfx/layers/composite/TextureHost.h
+++ b/gfx/layers/composite/TextureHost.h
@@ -49,7 +49,6 @@ class ISurfaceAllocator;
class TextureHostOGL;
class TextureReadLock;
class TextureSourceOGL;
-class TextureSourceD3D9;
class TextureSourceD3D11;
class TextureSourceBasic;
class DataTextureSource;
@@ -120,7 +119,6 @@ public:
gfxCriticalNote << "Failed to cast " << Name() << " into a TextureSourceOGL";
return nullptr;
}
- virtual TextureSourceD3D9* AsSourceD3D9() { return nullptr; }
virtual TextureSourceD3D11* AsSourceD3D11() { return nullptr; }
virtual TextureSourceBasic* AsSourceBasic() { return nullptr; }
/**
diff --git a/gfx/layers/d3d9/CompositorD3D9.cpp b/gfx/layers/d3d9/CompositorD3D9.cpp
deleted file mode 100644
index 6f01e7d152..0000000000
--- a/gfx/layers/d3d9/CompositorD3D9.cpp
+++ /dev/null
@@ -1,1001 +0,0 @@
-/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
- * 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 "CompositorD3D9.h"
-#include "LayerManagerD3D9Shaders.h"
-#include "gfxWindowsPlatform.h"
-#include "nsIWidget.h"
-#include "mozilla/layers/ImageHost.h"
-#include "mozilla/layers/ContentHost.h"
-#include "mozilla/layers/Effects.h"
-#include "nsWindowsHelpers.h"
-#include "gfxFailure.h"
-#include "mozilla/layers/LayerManagerComposite.h"
-#include "gfxPrefs.h"
-#include "gfxUtils.h"
-#include "mozilla/gfx/DeviceManagerDx.h"
-#include "mozilla/layers/CompositorBridgeParent.h"
-#include "mozilla/widget/WinCompositorWidget.h"
-#include "D3D9SurfaceImage.h"
-
-namespace mozilla {
-namespace layers {
-
-using namespace mozilla::gfx;
-
-CompositorD3D9::CompositorD3D9(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget)
- : Compositor(aWidget, aParent)
- , mDeviceResetCount(0)
- , mFailedResetAttempts(0)
-{
-}
-
-CompositorD3D9::~CompositorD3D9()
-{
- mSwapChain = nullptr;
- mDeviceManager = nullptr;
-}
-
-bool
-CompositorD3D9::Initialize(nsCString* const out_failureReason)
-{
- mDeviceManager = DeviceManagerD3D9::Get();
- if (!mDeviceManager) {
- *out_failureReason = "FEATURE_FAILURE_D3D9_DEVICE_MANAGER";
- return false;
- }
-
- mSwapChain = mDeviceManager->CreateSwapChain(mWidget->AsWindows()->GetHwnd());
- if (!mSwapChain) {
- *out_failureReason = "FEATURE_FAILURE_D3D9_SWAP_CHAIN";
- return false;
- }
-
- if (!mWidget->InitCompositor(this)) {
- *out_failureReason = "FEATURE_FAILURE_D3D9_INIT_COMPOSITOR";
- return false;
- }
-
- return true;
-}
-
-TextureFactoryIdentifier
-CompositorD3D9::GetTextureFactoryIdentifier()
-{
- TextureFactoryIdentifier ident;
- ident.mMaxTextureSize = GetMaxTextureSize();
- ident.mParentBackend = LayersBackend::LAYERS_D3D9;
- ident.mParentProcessType = XRE_GetProcessType();
- ident.mSupportsComponentAlpha = SupportsEffect(EffectTypes::COMPONENT_ALPHA);
- return ident;
-}
-
-bool
-CompositorD3D9::CanUseCanvasLayerForSize(const IntSize &aSize)
-{
- int32_t maxTextureSize = GetMaxTextureSize();
-
- if (aSize.width > maxTextureSize || aSize.height > maxTextureSize) {
- return false;
- }
-
- return true;
-}
-
-int32_t
-CompositorD3D9::GetMaxTextureSize() const
-{
- return mDeviceManager ? mDeviceManager->GetMaxTextureSize() : INT32_MAX;
-}
-
-already_AddRefed<DataTextureSource>
-CompositorD3D9::CreateDataTextureSource(TextureFlags aFlags)
-{
- return MakeAndAddRef<DataTextureSourceD3D9>(SurfaceFormat::UNKNOWN, this, aFlags);
-}
-
-already_AddRefed<CompositingRenderTarget>
-CompositorD3D9::CreateRenderTarget(const gfx::IntRect &aRect,
- SurfaceInitMode aInit)
-{
- MOZ_ASSERT(aRect.width != 0 && aRect.height != 0, "Trying to create a render target of invalid size");
-
- if (aRect.width * aRect.height == 0) {
- return nullptr;
- }
-
- if (!mDeviceManager) {
- return nullptr;
- }
-
- RefPtr<IDirect3DTexture9> texture;
- HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
- D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
- D3DPOOL_DEFAULT, getter_AddRefs(texture),
- nullptr);
- if (FAILED(hr)) {
- ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTarget: Failed to create texture"),
- hr);
- return nullptr;
- }
-
- return MakeAndAddRef<CompositingRenderTargetD3D9>(texture, aInit, aRect);
-}
-
-already_AddRefed<IDirect3DTexture9>
-CompositorD3D9::CreateTexture(const gfx::IntRect& aRect,
- const CompositingRenderTarget* aSource,
- const gfx::IntPoint& aSourcePoint)
-{
- MOZ_ASSERT(aRect.width != 0 && aRect.height != 0, "Trying to create a render target of invalid size");
-
- if (aRect.width * aRect.height == 0) {
- return nullptr;
- }
-
- if (!mDeviceManager) {
- return nullptr;
- }
-
- RefPtr<IDirect3DTexture9> texture;
- HRESULT hr = device()->CreateTexture(aRect.width, aRect.height, 1,
- D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
- D3DPOOL_DEFAULT, getter_AddRefs(texture),
- nullptr);
- if (FAILED(hr)) {
- ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to create texture"),
- hr);
- return nullptr;
- }
-
- if (aSource) {
- RefPtr<IDirect3DSurface9> sourceSurface =
- static_cast<const CompositingRenderTargetD3D9*>(aSource)->GetD3D9Surface();
-
- RefPtr<IDirect3DSurface9> destSurface;
- hr = texture->GetSurfaceLevel(0, getter_AddRefs(destSurface));
- if (FAILED(hr)) {
- NS_WARNING("Failed to get texture surface level for dest.");
- }
-
- if (sourceSurface && destSurface) {
- RECT sourceRect;
- sourceRect.left = aSourcePoint.x;
- sourceRect.right = aSourcePoint.x + aRect.width;
- sourceRect.top = aSourcePoint.y;
- sourceRect.bottom = aSourcePoint.y + aRect.height;
- RECT destRect;
- destRect.left = 0;
- destRect.right = aRect.width;
- destRect.top = 0;
- destRect.bottom = aRect.height;
-
- // copy the source to the dest
- hr = device()->StretchRect(sourceSurface,
- &sourceRect,
- destSurface,
- &destRect,
- D3DTEXF_NONE);
- if (FAILED(hr)) {
- ReportFailure(NS_LITERAL_CSTRING("CompositorD3D9::CreateRenderTargetFromSource: Failed to update texture"),
- hr);
- }
- }
- }
-
- return texture.forget();
-}
-
-already_AddRefed<CompositingRenderTarget>
-CompositorD3D9::CreateRenderTargetFromSource(const gfx::IntRect &aRect,
- const CompositingRenderTarget *aSource,
- const gfx::IntPoint &aSourcePoint)
-{
- RefPtr<IDirect3DTexture9> texture = CreateTexture(aRect, aSource, aSourcePoint);
-
- if (!texture) {
- return nullptr;
- }
-
- return MakeAndAddRef<CompositingRenderTargetD3D9>(texture,
- INIT_MODE_NONE,
- aRect);
-}
-
-void
-CompositorD3D9::SetRenderTarget(CompositingRenderTarget *aRenderTarget)
-{
- MOZ_ASSERT(aRenderTarget && mDeviceManager);
- RefPtr<CompositingRenderTargetD3D9> oldRT = mCurrentRT;
- mCurrentRT = static_cast<CompositingRenderTargetD3D9*>(aRenderTarget);
- mCurrentRT->BindRenderTarget(device());
- PrepareViewport(mCurrentRT->GetSize());
-}
-
-static DeviceManagerD3D9::ShaderMode
-ShaderModeForEffectType(EffectTypes aEffectType, gfx::SurfaceFormat aFormat)
-{
- switch (aEffectType) {
- case EffectTypes::SOLID_COLOR:
- return DeviceManagerD3D9::SOLIDCOLORLAYER;
- case EffectTypes::RENDER_TARGET:
- return DeviceManagerD3D9::RGBALAYER;
- case EffectTypes::RGB:
- if (aFormat == SurfaceFormat::B8G8R8A8 || aFormat == SurfaceFormat::R8G8B8A8)
- return DeviceManagerD3D9::RGBALAYER;
- return DeviceManagerD3D9::RGBLAYER;
- case EffectTypes::YCBCR:
- return DeviceManagerD3D9::YCBCRLAYER;
- }
-
- MOZ_CRASH("GFX: Bad effect type");
-}
-
-void
-CompositorD3D9::ClearRect(const gfx::Rect& aRect)
-{
- D3DRECT rect;
- rect.x1 = aRect.X();
- rect.y1 = aRect.Y();
- rect.x2 = aRect.XMost();
- rect.y2 = aRect.YMost();
-
- device()->Clear(1, &rect, D3DCLEAR_TARGET,
- 0x00000000, 0, 0);
-}
-
-void
-CompositorD3D9::DrawQuad(const gfx::Rect &aRect,
- const gfx::IntRect &aClipRect,
- const EffectChain &aEffectChain,
- gfx::Float aOpacity,
- const gfx::Matrix4x4& aTransform,
- const gfx::Rect& aVisibleRect)
-{
- if (!mDeviceManager) {
- return;
- }
-
- IDirect3DDevice9* d3d9Device = device();
- MOZ_ASSERT(d3d9Device, "We should be able to get a device now");
-
- MOZ_ASSERT(mCurrentRT, "No render target");
- d3d9Device->SetVertexShaderConstantF(CBmLayerTransform, &aTransform._11, 4);
-
- IntPoint origin = mCurrentRT->GetOrigin();
- float renderTargetOffset[] = { float(origin.x), float(origin.y), 0, 0 };
- d3d9Device->SetVertexShaderConstantF(CBvRenderTargetOffset,
- renderTargetOffset,
- 1);
- d3d9Device->SetVertexShaderConstantF(CBvLayerQuad,
- ShaderConstantRect(aRect.x,
- aRect.y,
- aRect.width,
- aRect.height),
- 1);
-
- if (aEffectChain.mPrimaryEffect->mType != EffectTypes::SOLID_COLOR) {
- float opacity[4];
- /*
- * We always upload a 4 component float, but the shader will use only the
- * first component since it's declared as a 'float'.
- */
- opacity[0] = aOpacity;
- d3d9Device->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
- }
-
- bool isPremultiplied = true;
-
- MaskType maskType = MaskType::MaskNone;
-
- if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
- maskType = MaskType::Mask;
- }
-
- gfx::Rect backdropDest;
- gfx::IntRect backdropRect;
- gfx::Matrix4x4 backdropTransform;
- RefPtr<IDirect3DTexture9> backdropTexture;
- gfx::CompositionOp blendMode = gfx::CompositionOp::OP_OVER;
-
- if (aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE]) {
- EffectBlendMode *blendEffect =
- static_cast<EffectBlendMode*>(aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE].get());
- blendMode = blendEffect->mBlendMode;
-
- // Pixel Shader Model 2.0 is too limited to perform blending in the same way
- // as Direct3D 11 - there are too many instructions, and we don't have
- // configurable shaders (as we do with OGL) that would avoid a huge shader
- // matrix.
- //
- // Instead, we use a multi-step process for blending on D3D9:
- // (1) Capture the backdrop into a temporary surface.
- // (2) Render the effect chain onto the backdrop, with OP_SOURCE.
- // (3) Capture the backdrop again into another surface - these are our source pixels.
- // (4) Perform a final blend step using software.
- // (5) Blit the blended result back to the render target.
- if (BlendOpIsMixBlendMode(blendMode)) {
- backdropRect = ComputeBackdropCopyRect(
- aRect, aClipRect, aTransform, &backdropTransform, &backdropDest);
-
- // If this fails, don't set a blend op.
- backdropTexture = CreateTexture(backdropRect, mCurrentRT, backdropRect.TopLeft());
- if (!backdropTexture) {
- blendMode = gfx::CompositionOp::OP_OVER;
- }
- }
- }
-
- RECT scissor;
- scissor.left = aClipRect.x;
- scissor.right = aClipRect.XMost();
- scissor.top = aClipRect.y;
- scissor.bottom = aClipRect.YMost();
- d3d9Device->SetScissorRect(&scissor);
-
- uint32_t maskTexture = 0;
- switch (aEffectChain.mPrimaryEffect->mType) {
- case EffectTypes::SOLID_COLOR:
- {
- // output color is premultiplied, so we need to adjust all channels.
- Color layerColor =
- static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
- float color[4];
- color[0] = layerColor.r * layerColor.a * aOpacity;
- color[1] = layerColor.g * layerColor.a * aOpacity;
- color[2] = layerColor.b * layerColor.a * aOpacity;
- color[3] = layerColor.a * aOpacity;
-
- d3d9Device->SetPixelShaderConstantF(CBvColor, color, 1);
-
- maskTexture = mDeviceManager
- ->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER, maskType);
- }
- break;
- case EffectTypes::RENDER_TARGET:
- case EffectTypes::RGB:
- {
- TexturedEffect* texturedEffect =
- static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
-
- Rect textureCoords = texturedEffect->mTextureCoords;
- d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
- ShaderConstantRect(
- textureCoords.x,
- textureCoords.y,
- textureCoords.width,
- textureCoords.height),
- 1);
-
- SetSamplerForSamplingFilter(texturedEffect->mSamplingFilter);
-
- TextureSourceD3D9* source = texturedEffect->mTexture->AsSourceD3D9();
- d3d9Device->SetTexture(0, source->GetD3D9Texture());
-
- maskTexture = mDeviceManager
- ->SetShaderMode(ShaderModeForEffectType(aEffectChain.mPrimaryEffect->mType,
- texturedEffect->mTexture->GetFormat()),
- maskType);
-
- isPremultiplied = texturedEffect->mPremultiplied;
- }
- break;
- case EffectTypes::YCBCR:
- {
- EffectYCbCr* ycbcrEffect =
- static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
-
- SetSamplerForSamplingFilter(SamplingFilter::LINEAR);
-
- Rect textureCoords = ycbcrEffect->mTextureCoords;
- d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
- ShaderConstantRect(
- textureCoords.x,
- textureCoords.y,
- textureCoords.width,
- textureCoords.height),
- 1);
-
- const int Y = 0, Cb = 1, Cr = 2;
- TextureSource* source = ycbcrEffect->mTexture;
-
- if (!source) {
- NS_WARNING("No texture to composite");
- return;
- }
-
- if (!source->GetSubSource(Y) || !source->GetSubSource(Cb) || !source->GetSubSource(Cr)) {
- // This can happen if we failed to upload the textures, most likely
- // because of unsupported dimensions (we don't tile YCbCr textures).
- return;
- }
-
-
- float* yuvToRgb = gfxUtils::Get4x3YuvColorMatrix(ycbcrEffect->mYUVColorSpace);
- d3d9Device->SetPixelShaderConstantF(CBmYuvColorMatrix, yuvToRgb, 3);
-
- TextureSourceD3D9* sourceY = source->GetSubSource(Y)->AsSourceD3D9();
- TextureSourceD3D9* sourceCb = source->GetSubSource(Cb)->AsSourceD3D9();
- TextureSourceD3D9* sourceCr = source->GetSubSource(Cr)->AsSourceD3D9();
-
-
- MOZ_ASSERT(sourceY->GetD3D9Texture());
- MOZ_ASSERT(sourceCb->GetD3D9Texture());
- MOZ_ASSERT(sourceCr->GetD3D9Texture());
-
- // Linear scaling is default here, adhering to mFilter is difficult since
- // presumably even with point filtering we'll still want chroma upsampling
- // to be linear. In the current approach we can't.
- device()->SetTexture(Y, sourceY->GetD3D9Texture());
- device()->SetTexture(Cb, sourceCb->GetD3D9Texture());
- device()->SetTexture(Cr, sourceCr->GetD3D9Texture());
- maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::YCBCRLAYER, maskType);
- }
- break;
- case EffectTypes::COMPONENT_ALPHA:
- {
- MOZ_ASSERT(gfxPrefs::ComponentAlphaEnabled());
- EffectComponentAlpha* effectComponentAlpha =
- static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get());
- TextureSourceD3D9* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceD3D9();
- TextureSourceD3D9* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceD3D9();
-
- Rect textureCoords = effectComponentAlpha->mTextureCoords;
- d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
- ShaderConstantRect(
- textureCoords.x,
- textureCoords.y,
- textureCoords.width,
- textureCoords.height),
- 1);
-
- SetSamplerForSamplingFilter(effectComponentAlpha->mSamplingFilter);
-
- maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS1, maskType);
- SetMask(aEffectChain, maskTexture);
- d3d9Device->SetTexture(0, sourceOnBlack->GetD3D9Texture());
- d3d9Device->SetTexture(1, sourceOnWhite->GetD3D9Texture());
- d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
- d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
- d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
-
- maskTexture = mDeviceManager->SetShaderMode(DeviceManagerD3D9::COMPONENTLAYERPASS2, maskType);
- SetMask(aEffectChain, maskTexture);
- d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
- d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
- d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
-
- // Restore defaults
- d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
- d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
- d3d9Device->SetTexture(1, nullptr);
- }
- return;
- default:
- NS_WARNING("Unknown shader type");
- return;
- }
-
- SetMask(aEffectChain, maskTexture);
-
- if (BlendOpIsMixBlendMode(blendMode)) {
- // Use SOURCE instead of OVER to get the original source pixels without
- // having to render to another intermediate target.
- d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO);
- }
- if (!isPremultiplied) {
- d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- }
-
- d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
-
- // Restore defaults.
- if (BlendOpIsMixBlendMode(blendMode)) {
- d3d9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
- }
- if (!isPremultiplied) {
- d3d9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
- }
-
- // Final pass - if mix-blending, do it now that we have the backdrop and
- // source textures.
- if (BlendOpIsMixBlendMode(blendMode)) {
- FinishMixBlend(
- backdropRect,
- backdropDest,
- backdropTransform,
- backdropTexture,
- blendMode);
- }
-}
-
-void
-CompositorD3D9::SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture)
-{
- EffectMask *maskEffect =
- static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get());
- if (!maskEffect) {
- return;
- }
-
- TextureSourceD3D9 *source = maskEffect->mMaskTexture->AsSourceD3D9();
-
- device()->SetTexture(aMaskTexture, source->GetD3D9Texture());
-
- const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform;
- NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!");
- Rect bounds = Rect(Point(), Size(maskEffect->mSize));
- bounds = maskTransform.As2D().TransformBounds(bounds);
-
- device()->SetVertexShaderConstantF(DeviceManagerD3D9::sMaskQuadRegister,
- ShaderConstantRect(bounds.x,
- bounds.y,
- bounds.width,
- bounds.height),
- 1);
-}
-
-/**
- * In the next few methods we call |mParent->InvalidateRemoteLayers()| - that has
- * a few uses - if our device or swap chain is not ready, it causes us to try
- * to render again, that means we keep trying to get a good device and swap
- * chain and don't block the main thread (which we would if we kept trying in
- * a busy loop because this is likely to happen in a sync transaction).
- * If we had to recreate our device, then we have new textures and we
- * need to reupload everything (not just what is currently invalid) from the
- * client side. That means we need to invalidate everything on the client.
- * If we just reset and didn't need to recreate, then we don't need to reupload
- * our textures, but we do need to redraw the whole window, which means we still
- * need to invalidate everything.
- * Currently we probably do this complete invalidation too much. But it is better
- * to do that than to miss an invalidation which would result in a black layer
- * (or multiple layers) until the user moves the mouse. The unnecessary invalidtion
- * only happens when the device is reset, so that should be pretty rare and when
- * other things are happening so the user does not expect super performance.
- */
-
-bool
-CompositorD3D9::EnsureSwapChain()
-{
- MOZ_ASSERT(mDeviceManager, "Don't call EnsureSwapChain without a device manager");
-
- if (!mSwapChain) {
- mSwapChain = mDeviceManager->CreateSwapChain(mWidget->AsWindows()->GetHwnd());
- // We could not create a swap chain, return false
- if (!mSwapChain) {
- // Check the state of the device too
- DeviceManagerState state = mDeviceManager->VerifyReadyForRendering();
- if (state == DeviceMustRecreate) {
- mDeviceManager = nullptr;
- }
- mParent->InvalidateRemoteLayers();
- return false;
- }
- }
-
- // We have a swap chain, lets initialise it
- DeviceManagerState state = mSwapChain->PrepareForRendering();
- if (state == DeviceOK) {
- mFailedResetAttempts = 0;
- return true;
- }
- // Swap chain could not be initialised, handle the failure
- if (state == DeviceMustRecreate) {
- mDeviceManager = nullptr;
- mSwapChain = nullptr;
- }
- mParent->InvalidateRemoteLayers();
- return false;
-}
-
-void
-CompositorD3D9::CheckResetCount()
-{
- if (mDeviceResetCount != mDeviceManager->GetDeviceResetCount()) {
- mParent->InvalidateRemoteLayers();
- }
- mDeviceResetCount = mDeviceManager->GetDeviceResetCount();
-}
-
-bool
-CompositorD3D9::Ready()
-{
- if (mDeviceManager) {
- if (EnsureSwapChain()) {
- // We don't need to call VerifyReadyForRendering because that is
- // called by mSwapChain->PrepareForRendering() via EnsureSwapChain().
- CheckResetCount();
- return true;
- }
- return false;
- }
-
- NS_ASSERTION(!mCurrentRT && !mDefaultRT,
- "Shouldn't have any render targets around, they must be released before our device");
- mSwapChain = nullptr;
-
- mDeviceManager = DeviceManagerD3D9::Get();
- if (!mDeviceManager) {
- FailedToResetDevice();
- mParent->InvalidateRemoteLayers();
- return false;
- }
- if (EnsureSwapChain()) {
- CheckResetCount();
- return true;
- }
- return false;
-}
-
-void
-CompositorD3D9::FailedToResetDevice() {
- mFailedResetAttempts += 1;
- // 10 is a totally arbitrary number that we may want to increase or decrease
- // depending on how things behave in the wild.
- if (mFailedResetAttempts > 10) {
- mFailedResetAttempts = 0;
- DeviceManagerDx::Get()->NotifyD3D9DeviceReset();
- gfxCriticalNote << "[D3D9] Unable to get a working D3D9 Compositor";
- }
-}
-
-void
-CompositorD3D9::BeginFrame(const nsIntRegion& aInvalidRegion,
- const IntRect *aClipRectIn,
- const IntRect& aRenderBounds,
- const nsIntRegion& aOpaqueRegion,
- IntRect *aClipRectOut,
- IntRect *aRenderBoundsOut)
-{
- MOZ_ASSERT(mDeviceManager && mSwapChain);
-
- mDeviceManager->SetupRenderState();
-
- EnsureSize();
-
- device()->Clear(0, nullptr, D3DCLEAR_TARGET, 0x00000000, 0, 0);
- device()->BeginScene();
-
- if (aClipRectOut) {
- *aClipRectOut = IntRect(0, 0, mSize.width, mSize.height);
- }
- if (aRenderBoundsOut) {
- *aRenderBoundsOut = IntRect(0, 0, mSize.width, mSize.height);
- }
-
- RECT r;
- if (aClipRectIn) {
- r.left = (LONG)aClipRectIn->x;
- r.top = (LONG)aClipRectIn->y;
- r.right = (LONG)(aClipRectIn->x + aClipRectIn->width);
- r.bottom = (LONG)(aClipRectIn->y + aClipRectIn->height);
- } else {
- r.left = r.top = 0;
- r.right = mSize.width;
- r.bottom = mSize.height;
- }
- device()->SetScissorRect(&r);
-
- RefPtr<IDirect3DSurface9> backBuffer = mSwapChain->GetBackBuffer();
- mDefaultRT = new CompositingRenderTargetD3D9(backBuffer,
- INIT_MODE_CLEAR,
- IntRect(0, 0, mSize.width, mSize.height));
- SetRenderTarget(mDefaultRT);
-}
-
-void
-CompositorD3D9::EndFrame()
-{
- if (mDeviceManager) {
- device()->EndScene();
-
- LayoutDeviceIntSize oldSize = mSize;
- EnsureSize();
- if (oldSize == mSize) {
- if (mTarget) {
- PaintToTarget();
- } else {
- mSwapChain->Present();
- }
- }
- }
-
- Compositor::EndFrame();
-
- mCurrentRT = nullptr;
- mDefaultRT = nullptr;
-}
-
-void
-CompositorD3D9::PrepareViewport(const gfx::IntSize& aSize)
-{
- Matrix4x4 viewMatrix;
- /*
- * Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
- * <1.0, -1.0> bottomright)
- */
- viewMatrix._11 = 2.0f / aSize.width;
- viewMatrix._22 = -2.0f / aSize.height;
- viewMatrix._41 = -1.0f;
- viewMatrix._42 = 1.0f;
- viewMatrix._33 = 0.0f;
-
- HRESULT hr = device()->SetVertexShaderConstantF(CBmProjection, &viewMatrix._11, 4);
-
- if (FAILED(hr)) {
- NS_WARNING("Failed to set projection matrix");
- }
-}
-
-bool
-CompositorD3D9::SupportsEffect(EffectTypes aEffect)
-{
- if (aEffect == EffectTypes::COMPONENT_ALPHA &&
- !mDeviceManager->HasComponentAlpha()) {
- return false;
- }
-
- return Compositor::SupportsEffect(aEffect);
-}
-
-void
-CompositorD3D9::EnsureSize()
-{
- mSize = mWidget->GetClientSize();
-}
-
-void
-CompositorD3D9::SetSamplerForSamplingFilter(SamplingFilter aSamplingFilter)
-{
- switch (aSamplingFilter) {
- case SamplingFilter::LINEAR:
- device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- return;
- case SamplingFilter::POINT:
- device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
- device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
- return;
- default:
- device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- }
-}
-
-void
-CompositorD3D9::PaintToTarget()
-{
- if (!mDeviceManager) {
- return;
- }
-
- RefPtr<IDirect3DSurface9> backBuff;
- RefPtr<IDirect3DSurface9> destSurf;
- device()->GetRenderTarget(0, getter_AddRefs(backBuff));
-
- D3DSURFACE_DESC desc;
- backBuff->GetDesc(&desc);
-
- device()->CreateOffscreenPlainSurface(desc.Width, desc.Height,
- D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM,
- getter_AddRefs(destSurf), nullptr);
-
- device()->GetRenderTargetData(backBuff, destSurf);
-
- D3DLOCKED_RECT rect;
- HRESULT hr = destSurf->LockRect(&rect, nullptr, D3DLOCK_READONLY);
- if (FAILED(hr) || !rect.pBits) {
- gfxCriticalError() << "Failed to lock rect in paint to target D3D9 " << hexa(hr);
- return;
- }
- RefPtr<DataSourceSurface> sourceSurface =
- Factory::CreateWrappingDataSourceSurface((uint8_t*)rect.pBits,
- rect.Pitch,
- IntSize(desc.Width, desc.Height),
- SurfaceFormat::B8G8R8A8);
- mTarget->CopySurface(sourceSurface,
- IntRect(0, 0, desc.Width, desc.Height),
- IntPoint(-mTargetBounds.x, -mTargetBounds.y));
- mTarget->Flush();
- destSurf->UnlockRect();
-}
-
-void
-CompositorD3D9::ReportFailure(const nsACString &aMsg, HRESULT aCode)
-{
- // We could choose to abort here when hr == E_OUTOFMEMORY.
- nsCString msg;
- msg.Append(aMsg);
- msg.AppendLiteral(" Error code: ");
- msg.AppendInt(uint32_t(aCode));
- NS_WARNING(msg.BeginReading());
-
- gfx::LogFailure(msg);
-}
-
-static inline already_AddRefed<IDirect3DSurface9>
-GetSurfaceOfTexture(IDirect3DTexture9* aTexture)
-{
- RefPtr<IDirect3DSurface9> surface;
- HRESULT hr = aTexture->GetSurfaceLevel(0, getter_AddRefs(surface));
- if (FAILED(hr)) {
- gfxCriticalNote << "Failed to grab texture surface " << hexa(hr);
- return nullptr;
- }
- return surface.forget();
-}
-
-static inline already_AddRefed<IDirect3DSurface9>
-CreateDataSurfaceForTexture(IDirect3DDevice9* aDevice,
- IDirect3DSurface9* aSource,
- const D3DSURFACE_DESC& aDesc)
-{
- RefPtr<IDirect3DSurface9> dest;
- HRESULT hr = aDevice->CreateOffscreenPlainSurface(
- aDesc.Width, aDesc.Height,
- aDesc.Format, D3DPOOL_SYSTEMMEM,
- getter_AddRefs(dest), nullptr);
- if (FAILED(hr) || !dest) {
- gfxCriticalNote << "Failed to create offscreen plain surface " << hexa(hr);
- return nullptr;
- }
-
- hr = aDevice->GetRenderTargetData(aSource, dest);
- if (FAILED(hr)) {
- gfxCriticalNote << "Failed to get render target data " << hexa(hr);
- return nullptr;
- }
-
- return dest.forget();
-}
-
-class AutoSurfaceLock
-{
- public:
- AutoSurfaceLock(IDirect3DSurface9* aSurface, DWORD aFlags = 0) {
- PodZero(&mRect);
-
- HRESULT hr = aSurface->LockRect(&mRect, nullptr, aFlags);
- if (FAILED(hr)) {
- gfxCriticalNote << "Failed to lock surface rect " << hexa(hr);
- return;
- }
- mSurface = aSurface;
- }
- ~AutoSurfaceLock() {
- if (mSurface) {
- mSurface->UnlockRect();
- }
- }
-
- bool Okay() const {
- return !!mSurface;
- }
- int Pitch() const {
- MOZ_ASSERT(Okay());
- return mRect.Pitch;
- }
- uint8_t* Bits() const {
- MOZ_ASSERT(Okay());
- return reinterpret_cast<uint8_t*>(mRect.pBits);
- }
-
- private:
- RefPtr<IDirect3DSurface9> mSurface;
- D3DLOCKED_RECT mRect;
-};
-
-void
-CompositorD3D9::FinishMixBlend(const gfx::IntRect& aBackdropRect,
- const gfx::Rect& aBackdropDest,
- const gfx::Matrix4x4& aBackdropTransform,
- RefPtr<IDirect3DTexture9> aBackdrop,
- gfx::CompositionOp aBlendMode)
-{
- HRESULT hr;
-
- RefPtr<IDirect3DTexture9> source =
- CreateTexture(aBackdropRect, mCurrentRT, aBackdropRect.TopLeft());
- if (!source) {
- return;
- }
-
- // Slow path - do everything in software. Unfortunately this requires
- // a lot of copying, since we have to readback the source and backdrop,
- // then upload the blended result, then blit it back.
-
- IDirect3DDevice9* d3d9Device = device();
-
- // Query geometry/format of the two surfaces.
- D3DSURFACE_DESC backdropDesc, sourceDesc;
- if (FAILED(aBackdrop->GetLevelDesc(0, &backdropDesc)) ||
- FAILED(source->GetLevelDesc(0, &sourceDesc)))
- {
- gfxCriticalNote << "Failed to query mix-blend texture descriptor";
- return;
- }
-
- MOZ_ASSERT(backdropDesc.Format == D3DFMT_A8R8G8B8);
- MOZ_ASSERT(sourceDesc.Format == D3DFMT_A8R8G8B8);
-
- // Acquire a temporary data surface for the backdrop texture.
- RefPtr<IDirect3DSurface9> backdropSurface = GetSurfaceOfTexture(aBackdrop);
- if (!backdropSurface) {
- return;
- }
- RefPtr<IDirect3DSurface9> tmpBackdrop =
- CreateDataSurfaceForTexture(d3d9Device, backdropSurface, backdropDesc);
- if (!tmpBackdrop) {
- return;
- }
-
- // New scope for locks and temporary surfaces.
- {
- // Acquire a temporary data surface for the source texture.
- RefPtr<IDirect3DSurface9> sourceSurface = GetSurfaceOfTexture(source);
- if (!sourceSurface) {
- return;
- }
- RefPtr<IDirect3DSurface9> tmpSource =
- CreateDataSurfaceForTexture(d3d9Device, sourceSurface, sourceDesc);
- if (!tmpSource) {
- return;
- }
-
- // Perform the readback and blend in software.
- AutoSurfaceLock backdropLock(tmpBackdrop);
- AutoSurfaceLock sourceLock(tmpSource, D3DLOCK_READONLY);
- if (!backdropLock.Okay() || !sourceLock.Okay()) {
- return;
- }
-
- RefPtr<DataSourceSurface> source = Factory::CreateWrappingDataSourceSurface(
- sourceLock.Bits(), sourceLock.Pitch(),
- gfx::IntSize(sourceDesc.Width, sourceDesc.Height),
- SurfaceFormat::B8G8R8A8);
-
- RefPtr<DrawTarget> dest = Factory::CreateDrawTargetForData(
- BackendType::CAIRO,
- backdropLock.Bits(),
- gfx::IntSize(backdropDesc.Width, backdropDesc.Height),
- backdropLock.Pitch(),
- SurfaceFormat::B8G8R8A8);
-
- // The backdrop rect is rounded out - account for any difference between
- // it and the actual destination.
- gfx::Rect destRect(
- aBackdropDest.x - aBackdropRect.x,
- aBackdropDest.y - aBackdropRect.y,
- aBackdropDest.width,
- aBackdropDest.height);
-
- dest->DrawSurface(
- source, destRect, destRect,
- gfx::DrawSurfaceOptions(),
- gfx::DrawOptions(1.0f, aBlendMode));
- }
-
- // Upload the new blended surface to the backdrop texture.
- d3d9Device->UpdateSurface(tmpBackdrop, nullptr, backdropSurface, nullptr);
-
- // Finally, drop in the new backdrop. We don't need to do another
- // DrawPrimitive() since the software blend will have included the
- // final OP_OVER step for us.
- RECT destRect = {
- aBackdropRect.x, aBackdropRect.y,
- aBackdropRect.XMost(), aBackdropRect.YMost()
- };
- hr = d3d9Device->StretchRect(backdropSurface,
- nullptr,
- mCurrentRT->GetD3D9Surface(),
- &destRect,
- D3DTEXF_NONE);
- if (FAILED(hr)) {
- gfxCriticalNote << "StretcRect with mix-blend failed " << hexa(hr);
- }
-}
-
-}
-}
diff --git a/gfx/layers/d3d9/CompositorD3D9.h b/gfx/layers/d3d9/CompositorD3D9.h
deleted file mode 100644
index 1453d8c7cb..0000000000
--- a/gfx/layers/d3d9/CompositorD3D9.h
+++ /dev/null
@@ -1,189 +0,0 @@
-/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
- * 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/. */
-
-#ifndef MOZILLA_GFX_COMPOSITORD3D9_H
-#define MOZILLA_GFX_COMPOSITORD3D9_H
-
-#include "mozilla/gfx/2D.h"
-#include "mozilla/gfx/Point.h"
-#include "gfx2DGlue.h"
-#include "mozilla/layers/Compositor.h"
-#include "mozilla/layers/TextureD3D9.h"
-#include "DeviceManagerD3D9.h"
-
-class nsWidget;
-
-namespace mozilla {
-namespace layers {
-
-class CompositorD3D9 : public Compositor
-{
-public:
- CompositorD3D9(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget);
- ~CompositorD3D9();
-
- virtual CompositorD3D9* AsCompositorD3D9() override { return this; }
-
- virtual bool Initialize(nsCString* const out_failureReason) override;
-
- virtual TextureFactoryIdentifier
- GetTextureFactoryIdentifier() override;
-
- virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override;
- virtual int32_t GetMaxTextureSize() const final;
-
- virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override {}
-
- virtual already_AddRefed<CompositingRenderTarget>
- CreateRenderTarget(const gfx::IntRect &aRect,
- SurfaceInitMode aInit) override;
-
- virtual already_AddRefed<CompositingRenderTarget>
- CreateRenderTargetFromSource(const gfx::IntRect &aRect,
- const CompositingRenderTarget *aSource,
- const gfx::IntPoint &aSourcePoint) override;
-
- virtual void SetRenderTarget(CompositingRenderTarget *aSurface) override;
- virtual CompositingRenderTarget* GetCurrentRenderTarget() const override
- {
- return mCurrentRT;
- }
-
- virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override {}
-
- virtual void ClearRect(const gfx::Rect& aRect) override;
-
- virtual void DrawQuad(const gfx::Rect &aRect,
- const gfx::IntRect &aClipRect,
- const EffectChain &aEffectChain,
- gfx::Float aOpacity,
- const gfx::Matrix4x4& aTransform,
- const gfx::Rect& aVisibleRect) override;
-
- virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
- const gfx::IntRect *aClipRectIn,
- const gfx::IntRect& aRenderBounds,
- const nsIntRegion& aOpaqueRegion,
- gfx::IntRect *aClipRectOut = nullptr,
- gfx::IntRect *aRenderBoundsOut = nullptr) override;
-
- virtual void EndFrame() override;
-
- virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) override {}
-
- virtual void PrepareViewport(const gfx::IntSize& aSize);
-
- virtual bool SupportsPartialTextureUpdate() override{ return true; }
-
- virtual bool SupportsEffect(EffectTypes aEffect) override;
-
-#ifdef MOZ_DUMP_PAINTING
- virtual const char* Name() const override { return "Direct3D9"; }
-#endif
-
- virtual LayersBackend GetBackendType() const override {
- return LayersBackend::LAYERS_D3D9;
- }
-
- IDirect3DDevice9* device() const
- {
- // If the reset counts don't match it means the device was lost and we are
- // in the process of recreating a new one or will be soon.
- // cf. comment in EnsureSwapChain.
- return mDeviceManager && mDeviceResetCount == mDeviceManager->GetDeviceResetCount()
- ? mDeviceManager->device()
- : nullptr;
- }
-
- /**
- * Returns true if the Compositor is ready to go.
- * D3D9 devices can be awkward and there is a bunch of logic around
- * resetting/recreating devices and swap chains. That is handled by this method.
- * If we don't have a device and swap chain ready for rendering, we will return
- * false and if necessary destroy the device and/or swap chain. We will also
- * schedule another composite so we get another go at rendering, thus we shouldn't
- * miss a composite due to re-creating a device.
- */
- virtual bool Ready() override;
-
- /**
- * Declare an offset to use when rendering layers. This will be ignored when
- * rendering to a target instead of the screen.
- */
- virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override
- {
- if (aOffset.x || aOffset.y) {
- NS_RUNTIMEABORT("SetScreenRenderOffset not supported by CompositorD3D9.");
- }
- // If the offset is 0, 0 that's okay.
- }
-
- virtual already_AddRefed<DataTextureSource>
- CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
-private:
- // ensure mSize is up to date with respect to mWidget
- void EnsureSize();
- void SetSamplerForSamplingFilter(gfx::SamplingFilter aSamplingFilter);
- void PaintToTarget();
- void SetMask(const EffectChain &aEffectChain, uint32_t aMaskTexture);
- /**
- * Ensure we have a swap chain and it is ready for rendering.
- * Requires mDeviceManger to be non-null.
- * Returns true if we have a working swap chain; false otherwise.
- * If we cannot create or validate the swap chain due to a bad device manager,
- * then the device will be destroyed and set mDeviceManager to null. We will
- * schedule another composite if it is a good idea to try again or we need to
- * recreate the device.
- */
- bool EnsureSwapChain();
-
- already_AddRefed<IDirect3DTexture9>
- CreateTexture(const gfx::IntRect& aRect,
- const CompositingRenderTarget* aSource,
- const gfx::IntPoint& aSourcePoint);
-
- /**
- * Complete a mix-blend step at the end of DrawQuad().
- */
- void FinishMixBlend(const gfx::IntRect& aBackdropRect,
- const gfx::Rect& aBackdropDest,
- const gfx::Matrix4x4& aBackdropTransform,
- RefPtr<IDirect3DTexture9> aBackdrop,
- gfx::CompositionOp aBlendMode);
-
- /**
- * DeviceManagerD3D9 keeps a count of the number of times its device is
- * reset or recreated. We keep a parallel count (mDeviceResetCount). It
- * is possible that we miss a reset if it is 'caused' by another
- * compositor (for another window). In which case we need to invalidate
- * everything and render it all. This method checks the reset counts
- * match and if not invalidates everything (a long comment on that in
- * the cpp file).
- */
- void CheckResetCount();
-
- void FailedToResetDevice();
-
- void ReportFailure(const nsACString &aMsg, HRESULT aCode);
-
- /* Device manager instance for this compositor */
- RefPtr<DeviceManagerD3D9> mDeviceManager;
-
- /* Swap chain associated with this compositor */
- RefPtr<SwapChainD3D9> mSwapChain;
-
- RefPtr<CompositingRenderTargetD3D9> mDefaultRT;
- RefPtr<CompositingRenderTargetD3D9> mCurrentRT;
-
- LayoutDeviceIntSize mSize;
-
- uint32_t mDeviceResetCount;
- uint32_t mFailedResetAttempts;
-};
-
-}
-}
-
-#endif
diff --git a/gfx/layers/d3d9/DeviceManagerD3D9.cpp b/gfx/layers/d3d9/DeviceManagerD3D9.cpp
deleted file mode 100644
index 5aa0e9825e..0000000000
--- a/gfx/layers/d3d9/DeviceManagerD3D9.cpp
+++ /dev/null
@@ -1,942 +0,0 @@
-/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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 "DeviceManagerD3D9.h"
-#include "LayerManagerD3D9Shaders.h"
-#include "nsIServiceManager.h"
-#include "nsIConsoleService.h"
-#include "nsPrintfCString.h"
-#include "plstr.h"
-#include <algorithm>
-#include "gfx2DGlue.h"
-#include "gfxPlatform.h"
-#include "gfxWindowsPlatform.h"
-#include "TextureD3D9.h"
-#include "mozilla/Mutex.h"
-#include "mozilla/gfx/Point.h"
-#include "mozilla/layers/CompositorThread.h"
-#include "gfxPrefs.h"
-
-namespace mozilla {
-namespace layers {
-
-using namespace mozilla::gfx;
-
-const LPCWSTR kClassName = L"D3D9WindowClass";
-
-#define USE_D3D9EX
-
-struct vertex {
- float x, y;
-};
-
-static StaticAutoPtr<mozilla::Mutex> sDeviceManagerLock;
-static StaticRefPtr<DeviceManagerD3D9> sDeviceManager;
-
-/* static */ void
-DeviceManagerD3D9::Init()
-{
- MOZ_ASSERT(!sDeviceManagerLock);
- sDeviceManagerLock = new Mutex("DeviceManagerD3D9.sDeviceManagerLock");
-}
-
-/* static */ void
-DeviceManagerD3D9::Shutdown()
-{
- sDeviceManagerLock = nullptr;
- sDeviceManager = nullptr;
-}
-
-SwapChainD3D9::SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager)
- : mDeviceManager(aDeviceManager)
- , mWnd(0)
-{
- mDeviceManager->mSwapChains.AppendElement(this);
-}
-
-SwapChainD3D9::~SwapChainD3D9()
-{
- mDeviceManager->mSwapChains.RemoveElement(this);
-}
-
-bool
-SwapChainD3D9::Init(HWND hWnd)
-{
- RECT r;
- ::GetClientRect(hWnd, &r);
-
- mWnd = hWnd;
-
- D3DPRESENT_PARAMETERS pp;
- memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
-
- pp.BackBufferFormat = D3DFMT_A8R8G8B8;
- pp.SwapEffect = D3DSWAPEFFECT_COPY;
- pp.Windowed = TRUE;
- pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
- pp.hDeviceWindow = mWnd;
- if (r.left == r.right || r.top == r.bottom) {
- pp.BackBufferHeight = 1;
- pp.BackBufferWidth = 1;
- }
-
- HRESULT hr = mDeviceManager->device()->
- CreateAdditionalSwapChain(&pp,
- getter_AddRefs(mSwapChain));
-
- if (FAILED(hr)) {
- NS_WARNING("Failed to create swap chain for window.");
- return false;
- }
-
- return true;
-}
-
-already_AddRefed<IDirect3DSurface9>
-SwapChainD3D9::GetBackBuffer()
-{
- RefPtr<IDirect3DSurface9> backBuffer;
- mSwapChain->GetBackBuffer(0,
- D3DBACKBUFFER_TYPE_MONO,
- getter_AddRefs(backBuffer));
- return backBuffer.forget();
-}
-
-DeviceManagerState
-SwapChainD3D9::PrepareForRendering()
-{
- RECT r;
- if (!::GetClientRect(mWnd, &r)) {
- return DeviceFail;
- }
-
- DeviceManagerState deviceState = mDeviceManager->VerifyReadyForRendering();
- if (deviceState != DeviceOK) {
- return deviceState;
- }
-
- if (!mSwapChain) {
- Init(mWnd);
- }
-
- if (mSwapChain) {
- RefPtr<IDirect3DSurface9> backBuffer = GetBackBuffer();
-
- D3DSURFACE_DESC desc;
- backBuffer->GetDesc(&desc);
-
- if (desc.Width == r.right - r.left && desc.Height == r.bottom - r.top) {
- mDeviceManager->device()->SetRenderTarget(0, backBuffer);
- return DeviceOK;
- }
-
- mSwapChain = nullptr;
-
- Init(mWnd);
-
- if (!mSwapChain) {
- return DeviceFail;
- }
-
- backBuffer = GetBackBuffer();
- mDeviceManager->device()->SetRenderTarget(0, backBuffer);
-
- return DeviceOK;
- }
-
- return DeviceFail;
-}
-
-void
-SwapChainD3D9::Present(const gfx::IntRect &aRect)
-{
- RECT r;
- r.left = aRect.x;
- r.top = aRect.y;
- r.right = aRect.XMost();
- r.bottom = aRect.YMost();
-
- mSwapChain->Present(&r, &r, 0, 0, 0);
-}
-
-void
-SwapChainD3D9::Present()
-{
- mSwapChain->Present(nullptr, nullptr, 0, 0, 0);
-}
-
-void
-SwapChainD3D9::Reset()
-{
- mSwapChain = nullptr;
-}
-
-#define HAS_CAP(a, b) (((a) & (b)) == (b))
-#define LACKS_CAP(a, b) !(((a) & (b)) == (b))
-
-uint32_t DeviceManagerD3D9::sMaskQuadRegister = 11;
-
-DeviceManagerD3D9::DeviceManagerD3D9()
- : mTextureHostList(nullptr)
- , mDeviceResetCount(0)
- , mMaxTextureSize(0)
- , mTextureAddressingMode(D3DTADDRESS_CLAMP)
- , mHasComponentAlpha(true)
- , mHasDynamicTextures(false)
- , mDeviceWasRemoved(false)
-{
-}
-
-DeviceManagerD3D9::~DeviceManagerD3D9()
-{
- DestroyDevice();
-}
-
-/* static */ RefPtr<DeviceManagerD3D9>
-DeviceManagerD3D9::Get()
-{
- MutexAutoLock lock(*sDeviceManagerLock);
-
- bool canCreate =
- !gfxPlatform::UsesOffMainThreadCompositing() ||
- CompositorThreadHolder::IsInCompositorThread();
- if (!sDeviceManager && canCreate) {
- sDeviceManager = new DeviceManagerD3D9();
- if (!sDeviceManager->Initialize()) {
- gfxCriticalError() << "[D3D9] Could not Initialize the DeviceManagerD3D9";
- sDeviceManager = nullptr;
- }
- }
-
- return sDeviceManager;
-}
-
-/* static */ RefPtr<IDirect3DDevice9>
-DeviceManagerD3D9::GetDevice()
-{
- MutexAutoLock lock(*sDeviceManagerLock);
- return sDeviceManager ? sDeviceManager->device() : nullptr;
-}
-
-/* static */ void
-DeviceManagerD3D9::OnDeviceManagerDestroy(DeviceManagerD3D9* aDeviceManager)
-{
- if (!sDeviceManagerLock) {
- // If the device manager has shutdown, we don't care anymore. We can get
- // here when the compositor shuts down asynchronously.
- MOZ_ASSERT(!sDeviceManager);
- return;
- }
-
- MutexAutoLock lock(*sDeviceManagerLock);
- if (aDeviceManager == sDeviceManager) {
- sDeviceManager = nullptr;
- }
-}
-
-bool
-DeviceManagerD3D9::Initialize()
-{
- WNDCLASSW wc;
- HRESULT hr;
-
- if (!GetClassInfoW(GetModuleHandle(nullptr), kClassName, &wc)) {
- ZeroMemory(&wc, sizeof(WNDCLASSW));
- wc.hInstance = GetModuleHandle(nullptr);
- wc.lpfnWndProc = ::DefWindowProc;
- wc.lpszClassName = kClassName;
- if (!RegisterClassW(&wc)) {
- gfxCriticalError() << "[D3D9] Failed to register class for DeviceManager";
- return false;
- }
- }
-
- mFocusWnd = ::CreateWindowW(kClassName, L"D3D9Window", WS_OVERLAPPEDWINDOW,
- CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr,
- nullptr, GetModuleHandle(nullptr), nullptr);
-
- if (!mFocusWnd) {
- gfxCriticalError() << "[D3D9] Failed to create a window";
- return false;
- }
-
- HMODULE d3d9 = LoadLibraryW(L"d3d9.dll");
- decltype(Direct3DCreate9)* d3d9Create = (decltype(Direct3DCreate9)*)
- GetProcAddress(d3d9, "Direct3DCreate9");
- decltype(Direct3DCreate9Ex)* d3d9CreateEx = (decltype(Direct3DCreate9Ex)*)
- GetProcAddress(d3d9, "Direct3DCreate9Ex");
-
-#ifdef USE_D3D9EX
- if (d3d9CreateEx) {
- hr = d3d9CreateEx(D3D_SDK_VERSION, getter_AddRefs(mD3D9Ex));
- if (SUCCEEDED(hr)) {
- mD3D9 = mD3D9Ex;
- }
- }
-#endif
-
- if (!mD3D9) {
- if (!d3d9Create) {
- gfxCriticalError() << "[D3D9] Failed to load symbols";
- return false;
- }
-
- mD3D9 = dont_AddRef(d3d9Create(D3D_SDK_VERSION));
-
- if (!mD3D9) {
- gfxCriticalError() << "[D3D9] Failed to create the IDirect3D9 object";
- return false;
- }
- }
-
- D3DADAPTER_IDENTIFIER9 ident;
- hr = mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &ident);
-
- if (FAILED(hr)) {
- gfxCriticalError() << "[D3D9] Failed to create the environment code: " << gfx::hexa(hr);
- return false;
- }
-
- D3DPRESENT_PARAMETERS pp;
- memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
-
- pp.BackBufferWidth = 1;
- pp.BackBufferHeight = 1;
- pp.BackBufferFormat = D3DFMT_A8R8G8B8;
- pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- pp.Windowed = TRUE;
- pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
- pp.hDeviceWindow = mFocusWnd;
-
- if (mD3D9Ex) {
- hr = mD3D9Ex->CreateDeviceEx(D3DADAPTER_DEFAULT,
- D3DDEVTYPE_HAL,
- mFocusWnd,
- D3DCREATE_FPU_PRESERVE |
- D3DCREATE_MULTITHREADED |
- D3DCREATE_MIXED_VERTEXPROCESSING,
- &pp,
- nullptr,
- getter_AddRefs(mDeviceEx));
- if (SUCCEEDED(hr)) {
- mDevice = mDeviceEx;
- }
-
- D3DCAPS9 caps;
- if (mDeviceEx && mDeviceEx->GetDeviceCaps(&caps)) {
- if (LACKS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) {
- // XXX - Should we actually hit this we'll need a CanvasLayer that
- // supports static D3DPOOL_DEFAULT textures.
- NS_WARNING("D3D9Ex device not used because of lack of support for \
- dynamic textures. This is unexpected.");
- mDevice = nullptr;
- mDeviceEx = nullptr;
- }
- }
- }
-
- if (!mDevice) {
- hr = mD3D9->CreateDevice(D3DADAPTER_DEFAULT,
- D3DDEVTYPE_HAL,
- mFocusWnd,
- D3DCREATE_FPU_PRESERVE |
- D3DCREATE_MULTITHREADED |
- D3DCREATE_MIXED_VERTEXPROCESSING,
- &pp,
- getter_AddRefs(mDevice));
-
- if (FAILED(hr) || !mDevice) {
- gfxCriticalError() << "[D3D9] Failed to create the device, code: " << hexa(hr);
- return false;
- }
- }
-
- if (!VerifyCaps()) {
- gfxCriticalError() << "[D3D9] insufficient capabilities";
- return false;
- }
-
- /* Grab the associated HMONITOR so that we can find out
- * if it changed later */
- D3DDEVICE_CREATION_PARAMETERS parameters;
- if (FAILED(mDevice->GetCreationParameters(&parameters)))
- return false;
- mDeviceMonitor = mD3D9->GetAdapterMonitor(parameters.AdapterOrdinal);
-
-
- /*
- * Do some post device creation setup
- */
- auto failCreateShaderMsg = "[D3D9] failed to create a critical resource (shader) code";
-
- hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVS,
- getter_AddRefs(mLayerVS));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "LayerQuadVS: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPS,
- getter_AddRefs(mRGBPS));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "RGBShaderPS: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPS,
- getter_AddRefs(mRGBAPS));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "RGBAShaderPS: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPS,
- getter_AddRefs(mComponentPass1PS));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "ComponentPass1ShaderPS: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPS,
- getter_AddRefs(mComponentPass2PS));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "ComponentPass2ShaderPS: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPS,
- getter_AddRefs(mYCbCrPS));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "YCbCrShaderPS: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPS,
- getter_AddRefs(mSolidColorPS));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "SolidColorShaderPS" << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreateVertexShader((DWORD*)LayerQuadVSMask,
- getter_AddRefs(mLayerVSMask));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "LayerQuadVSMask: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)RGBShaderPSMask,
- getter_AddRefs(mRGBPSMask));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "RGBShaderPSMask " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPSMask,
- getter_AddRefs(mRGBAPSMask));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "RGBAShaderPSMask: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)ComponentPass1ShaderPSMask,
- getter_AddRefs(mComponentPass1PSMask));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "ComponentPass1ShaderPSMask: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)ComponentPass2ShaderPSMask,
- getter_AddRefs(mComponentPass2PSMask));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "ComponentPass2ShaderPSMask: ";
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPSMask,
- getter_AddRefs(mYCbCrPSMask));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "YCbCrShaderPSMask: " << gfx::hexa(hr);
- return false;
- }
-
- hr = mDevice->CreatePixelShader((DWORD*)SolidColorShaderPSMask,
- getter_AddRefs(mSolidColorPSMask));
-
- if (FAILED(hr)) {
- gfxCriticalError() << failCreateShaderMsg << "SolidColorShaderPSMask: " << gfx::hexa(hr);
- return false;
- }
-
- if (!CreateVertexBuffer()) {
- gfxCriticalError() << "[D3D9] Failed to create a critical resource (vbo)";
- return false;
- }
-
- hr = mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex));
- if (FAILED(hr)) {
- gfxCriticalError() << "[D3D9] Failed to set the stream source code: " << gfx::hexa(hr);
- return false;
- }
-
- D3DVERTEXELEMENT9 elements[] = {
- { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
- D3DDECLUSAGE_POSITION, 0 },
- D3DDECL_END()
- };
-
- mDevice->CreateVertexDeclaration(elements, getter_AddRefs(mVD));
-
- nsCOMPtr<nsIConsoleService>
- console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
-
- D3DADAPTER_IDENTIFIER9 identifier;
- mD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier);
-
- if (console) {
- nsString msg;
- msg +=
- NS_LITERAL_STRING("Direct3D 9 DeviceManager Initialized Successfully.\nDriver: ");
- msg += NS_ConvertUTF8toUTF16(
- nsDependentCString((const char*)identifier.Driver));
- msg += NS_LITERAL_STRING("\nDescription: ");
- msg += NS_ConvertUTF8toUTF16(
- nsDependentCString((const char*)identifier.Description));
- msg += NS_LITERAL_STRING("\nVersion: ");
- msg += NS_ConvertUTF8toUTF16(
- nsPrintfCString("%d.%d.%d.%d",
- HIWORD(identifier.DriverVersion.HighPart),
- LOWORD(identifier.DriverVersion.HighPart),
- HIWORD(identifier.DriverVersion.LowPart),
- LOWORD(identifier.DriverVersion.LowPart)));
- console->LogStringMessage(msg.get());
- }
-
- return true;
-}
-
-void
-DeviceManagerD3D9::SetupRenderState()
-{
- mDevice->SetStreamSource(0, mVB, 0, sizeof(vertex));
- mDevice->SetVertexDeclaration(mVD);
- mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
- mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
- mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
- mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
- mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
- mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
- mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
- mDevice->SetRenderState(D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
- mDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- mDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- mDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- mDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- mDevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- mDevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- mDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, mTextureAddressingMode);
- mDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, mTextureAddressingMode);
- mDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, mTextureAddressingMode);
- mDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, mTextureAddressingMode);
- mDevice->SetSamplerState(2, D3DSAMP_ADDRESSU, mTextureAddressingMode);
- mDevice->SetSamplerState(2, D3DSAMP_ADDRESSV, mTextureAddressingMode);
-}
-
-already_AddRefed<SwapChainD3D9>
-DeviceManagerD3D9::CreateSwapChain(HWND hWnd)
-{
- RefPtr<SwapChainD3D9> swapChain = new SwapChainD3D9(this);
-
- // See bug 604647. This line means that if we create a window while the
- // device is lost LayerManager initialization will fail, this window
- // will be permanently unaccelerated. This should be a rare situation
- // though and the need for a low-risk fix for this bug outweighs the
- // downside.
- if (VerifyReadyForRendering() != DeviceOK) {
- return nullptr;
- }
-
- if (!swapChain->Init(hWnd)) {
- return nullptr;
- }
-
- return swapChain.forget();
-}
-
-uint32_t
-DeviceManagerD3D9::SetShaderMode(ShaderMode aMode, MaskType aMaskType)
-{
- if (aMaskType == MaskType::MaskNone) {
- switch (aMode) {
- case RGBLAYER:
- mDevice->SetVertexShader(mLayerVS);
- mDevice->SetPixelShader(mRGBPS);
- break;
- case RGBALAYER:
- mDevice->SetVertexShader(mLayerVS);
- mDevice->SetPixelShader(mRGBAPS);
- break;
- case COMPONENTLAYERPASS1:
- mDevice->SetVertexShader(mLayerVS);
- mDevice->SetPixelShader(mComponentPass1PS);
- break;
- case COMPONENTLAYERPASS2:
- mDevice->SetVertexShader(mLayerVS);
- mDevice->SetPixelShader(mComponentPass2PS);
- break;
- case YCBCRLAYER:
- mDevice->SetVertexShader(mLayerVS);
- mDevice->SetPixelShader(mYCbCrPS);
- break;
- case SOLIDCOLORLAYER:
- mDevice->SetVertexShader(mLayerVS);
- mDevice->SetPixelShader(mSolidColorPS);
- break;
- }
- return 0;
- }
-
- uint32_t maskTexRegister;
- switch (aMode) {
- case RGBLAYER:
- mDevice->SetVertexShader(mLayerVSMask);
- mDevice->SetPixelShader(mRGBPSMask);
- maskTexRegister = 1;
- break;
- case RGBALAYER:
- mDevice->SetVertexShader(mLayerVSMask);
- mDevice->SetPixelShader(mRGBAPSMask);
- maskTexRegister = 1;
- break;
- case COMPONENTLAYERPASS1:
- mDevice->SetVertexShader(mLayerVSMask);
- mDevice->SetPixelShader(mComponentPass1PSMask);
- maskTexRegister = 2;
- break;
- case COMPONENTLAYERPASS2:
- mDevice->SetVertexShader(mLayerVSMask);
- mDevice->SetPixelShader(mComponentPass2PSMask);
- maskTexRegister = 2;
- break;
- case YCBCRLAYER:
- mDevice->SetVertexShader(mLayerVSMask);
- mDevice->SetPixelShader(mYCbCrPSMask);
- maskTexRegister = 3;
- break;
- case SOLIDCOLORLAYER:
- mDevice->SetVertexShader(mLayerVSMask);
- mDevice->SetPixelShader(mSolidColorPSMask);
- maskTexRegister = 0;
- break;
- }
- return maskTexRegister;
-}
-
-void
-DeviceManagerD3D9::DestroyDevice()
-{
- ++mDeviceResetCount;
- mDeviceWasRemoved = true;
- if (!IsD3D9Ex()) {
- ReleaseTextureResources();
- }
- DeviceManagerD3D9::OnDeviceManagerDestroy(this);
-}
-
-DeviceManagerState
-DeviceManagerD3D9::VerifyReadyForRendering()
-{
- if (mDeviceWasRemoved) {
- return DeviceMustRecreate;
- }
-
- HRESULT hr = mDevice->TestCooperativeLevel();
-
- if (SUCCEEDED(hr)) {
- if (IsD3D9Ex()) {
- hr = mDeviceEx->CheckDeviceState(mFocusWnd);
-
- if (FAILED(hr)) {
- DestroyDevice();
- return DeviceMustRecreate;
- }
- }
- return DeviceOK;
- }
-
- ReleaseTextureResources();
- for (unsigned int i = 0; i < mSwapChains.Length(); i++) {
- mSwapChains[i]->Reset();
- }
-
- mVB = nullptr;
-
- D3DPRESENT_PARAMETERS pp;
- memset(&pp, 0, sizeof(D3DPRESENT_PARAMETERS));
-
- pp.BackBufferWidth = 1;
- pp.BackBufferHeight = 1;
- pp.BackBufferFormat = D3DFMT_A8R8G8B8;
- pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- pp.Windowed = TRUE;
- pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
- pp.hDeviceWindow = mFocusWnd;
-
- // Whatever happens from now on, either we reset the device, or we should
- // pretend we reset the device so that the layer manager or compositor
- // doesn't ignore it.
- ++mDeviceResetCount;
-
- // if we got this far, we know !SUCCEEDEED(hr), that means hr is one of
- // D3DERR_DEVICELOST, D3DERR_DEVICENOTRESET, D3DERR_DRIVERINTERNALERROR.
- // It is only worth resetting if we get D3DERR_DEVICENOTRESET. If we get
- // D3DERR_DEVICELOST we can wait and see if we get D3DERR_DEVICENOTRESET
- // later, then reset.
- if (hr == D3DERR_DEVICELOST) {
- HMONITOR hMonitorWindow;
- hMonitorWindow = MonitorFromWindow(mFocusWnd, MONITOR_DEFAULTTOPRIMARY);
- if (hMonitorWindow != mDeviceMonitor) {
- /* jrmuizel: I'm not sure how to trigger this case. Usually, we get
- * DEVICENOTRESET right away and Reset() succeeds without going through a
- * set of DEVICELOSTs. This is presumeably because we don't call
- * VerifyReadyForRendering when we don't have any reason to paint.
- * Hopefully comparing HMONITORs is not overly aggressive.
- * See bug 626678.
- */
- /* The monitor has changed. We have to assume that the
- * DEVICENOTRESET will not be coming. */
- DestroyDevice();
- return DeviceMustRecreate;
- }
- return DeviceFail;
- }
- if (hr == D3DERR_DEVICENOTRESET) {
- hr = mDevice->Reset(&pp);
- }
-
- if (FAILED(hr) || !CreateVertexBuffer()) {
- DestroyDevice();
- return DeviceMustRecreate;
- }
-
- return DeviceOK;
-}
-
-bool
-DeviceManagerD3D9::VerifyCaps()
-{
- D3DCAPS9 caps;
- HRESULT hr = mDevice->GetDeviceCaps(&caps);
-
- if (FAILED(hr)) {
- return false;
- }
-
- if (LACKS_CAP(caps.DevCaps, D3DDEVCAPS_TEXTUREVIDEOMEMORY)) {
- return false;
- }
-
- if (LACKS_CAP(caps.PrimitiveMiscCaps, D3DPMISCCAPS_CULLNONE)) {
- return false;
- }
-
- if (LACKS_CAP(caps.SrcBlendCaps, D3DPBLENDCAPS_ONE) ||
- LACKS_CAP(caps.SrcBlendCaps, D3DBLEND_SRCALPHA) ||
- LACKS_CAP(caps.DestBlendCaps, D3DPBLENDCAPS_INVSRCALPHA)) {
- return false;
- }
-
- if (LACKS_CAP(caps.RasterCaps, D3DPRASTERCAPS_SCISSORTEST)) {
- return false;
- }
-
- if (LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_ALPHA) ||
- HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_SQUAREONLY) ||
- (HAS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_POW2) &&
- LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL))) {
- return false;
- }
-
- if (LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MAGFLINEAR) ||
- LACKS_CAP(caps.TextureFilterCaps, D3DPTFILTERCAPS_MINFLINEAR)) {
- return false;
- }
-
- if (LACKS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_CLAMP)) {
- return false;
- }
-
- if (caps.MaxTextureHeight < 4096 ||
- caps.MaxTextureWidth < 4096) {
- return false;
- }
- mMaxTextureSize = std::min(caps.MaxTextureHeight, caps.MaxTextureWidth);
-
- if ((caps.PixelShaderVersion & 0xffff) < 0x200 ||
- (caps.VertexShaderVersion & 0xffff) < 0x200) {
- return false;
- }
-
- if (HAS_CAP(caps.Caps2, D3DCAPS2_DYNAMICTEXTURES)) {
- mHasDynamicTextures = true;
- }
-
- if (HAS_CAP(caps.TextureAddressCaps, D3DPTADDRESSCAPS_WRAP) &&
- LACKS_CAP(caps.TextureCaps, D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) {
- mTextureAddressingMode = D3DTADDRESS_WRAP;
- } else {
- gfxPlatform::DisableBufferRotation();
- }
-
- if (LACKS_CAP(caps.DestBlendCaps, D3DPBLENDCAPS_INVSRCCOLOR)) {
- mHasComponentAlpha = false;
- }
-
- return true;
-}
-
-bool
-DeviceManagerD3D9::CreateVertexBuffer()
-{
- HRESULT hr;
-
- hr = mDevice->CreateVertexBuffer(sizeof(vertex) * 4,
- D3DUSAGE_WRITEONLY,
- 0,
- D3DPOOL_DEFAULT,
- getter_AddRefs(mVB),
- nullptr);
-
- if (FAILED(hr)) {
- return false;
- }
-
- vertex *vertices;
- hr = mVB->Lock(0, 0, (void**)&vertices, 0);
- if (FAILED(hr)) {
- return false;
- }
-
- vertices[0].x = vertices[0].y = 0;
- vertices[1].x = 1; vertices[1].y = 0;
- vertices[2].x = 0; vertices[2].y = 1;
- vertices[3].x = 1; vertices[3].y = 1;
-
- mVB->Unlock();
-
- return true;
-}
-
-already_AddRefed<IDirect3DTexture9>
-DeviceManagerD3D9::CreateTexture(const IntSize &aSize,
- _D3DFORMAT aFormat,
- D3DPOOL aPool,
- TextureSourceD3D9* aTextureHost)
-{
- if (mDeviceWasRemoved) {
- return nullptr;
- }
- RefPtr<IDirect3DTexture9> result;
- if (FAILED(device()->CreateTexture(aSize.width, aSize.height,
- 1, 0, aFormat, aPool,
- getter_AddRefs(result), nullptr))) {
- return nullptr;
- }
-
- NS_ASSERTION(aPool != D3DPOOL_MANAGED,
- "Should not be using MANAGED texture pool. We will get an error when we have to recreate the device");
- if (aPool == D3DPOOL_DEFAULT) {
- MOZ_ASSERT(aTextureHost, "We need a texture host to track so we can release the texture.");
- RegisterTextureHost(aTextureHost);
- }
-
- return result.forget();
-}
-
-#ifdef DEBUG
-bool
-DeviceManagerD3D9::IsInTextureHostList(TextureSourceD3D9* aFind)
-{
- TextureSourceD3D9* cur = mTextureHostList;
- while(cur) {
- if (cur == aFind) {
- return true;
- }
- cur = cur->mNextHost;
- }
-
- return false;
-}
-#endif
-
-void
-DeviceManagerD3D9::RegisterTextureHost(TextureSourceD3D9* aHost)
-{
- if (!aHost) {
- return;
- }
-
- // Don't add aHost to the list twice.
- if (aHost->mPreviousHost ||
- mTextureHostList == aHost) {
- MOZ_ASSERT(IsInTextureHostList(aHost));
- return;
- }
-
- MOZ_ASSERT(!aHost->mNextHost);
- MOZ_ASSERT(!IsInTextureHostList(aHost));
-
- if (mTextureHostList) {
- MOZ_ASSERT(!mTextureHostList->mPreviousHost);
- mTextureHostList->mPreviousHost = aHost;
- aHost->mNextHost = mTextureHostList;
- }
- mTextureHostList = aHost;
- MOZ_ASSERT(!aHost->mCreatingDeviceManager, "Already created texture?");
- MOZ_ASSERT(IsInTextureHostList(aHost));
- aHost->mCreatingDeviceManager = this;
-}
-
-void
-DeviceManagerD3D9::ReleaseTextureResources()
-{
- TextureSourceD3D9* host = mTextureHostList;
- while (host) {
- host->ReleaseTextureResources();
- TextureSourceD3D9* oldHost = host;
- host = oldHost->mNextHost;
- oldHost->mPreviousHost = nullptr;
- oldHost->mNextHost = nullptr;
- oldHost->mCreatingDeviceManager = nullptr;
- }
- mTextureHostList = nullptr;
-}
-
-void
-DeviceManagerD3D9::RemoveTextureListHead(TextureSourceD3D9* aHost)
-{
- MOZ_ASSERT(!aHost->mCreatingDeviceManager || aHost->mCreatingDeviceManager == this,
- "Wrong device manager");
- MOZ_ASSERT(aHost && mTextureHostList == aHost,
- "aHost is not the head of the texture host list");
- mTextureHostList = aHost->mNextHost;
-}
-
-} /* namespace layers */
-} /* namespace mozilla */
diff --git a/gfx/layers/d3d9/DeviceManagerD3D9.h b/gfx/layers/d3d9/DeviceManagerD3D9.h
deleted file mode 100644
index 394f84d9cd..0000000000
--- a/gfx/layers/d3d9/DeviceManagerD3D9.h
+++ /dev/null
@@ -1,344 +0,0 @@
-/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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/. */
-
-#ifndef GFX_DEVICEMANAGERD3D9_H
-#define GFX_DEVICEMANAGERD3D9_H
-
-#include "gfxTypes.h"
-#include "nsAutoPtr.h"
-#include "d3d9.h"
-#include "nsTArray.h"
-#include "mozilla/layers/CompositorTypes.h"
-#include "mozilla/RefPtr.h"
-#include "mozilla/gfx/Rect.h"
-
-namespace mozilla {
-namespace layers {
-
-class DeviceManagerD3D9;
-class Layer;
-class TextureSourceD3D9;
-
-// Shader Constant locations
-const int CBmLayerTransform = 0;
-const int CBmProjection = 4;
-const int CBvRenderTargetOffset = 8;
-const int CBvTextureCoords = 9;
-const int CBvLayerQuad = 10;
-// we don't use opacity with solid color shaders
-const int CBfLayerOpacity = 0;
-const int CBvColor = 0;
-const int CBmYuvColorMatrix = 1;
-
-enum DeviceManagerState {
- // The device and swap chain are OK.
- DeviceOK,
- // The device or swap chain are in a bad state, and we should not render.
- DeviceFail,
- // The device is lost and cannot be reset, the user should forget the
- // current device manager and create a new one.
- DeviceMustRecreate,
-};
-
-
-/**
- * This structure is used to pass rectangles to our shader constant. We can use
- * this for passing rectangular areas to SetVertexShaderConstant. In the format
- * of a 4 component float(x,y,width,height). Our vertex shader can then use
- * this to construct rectangular positions from the 0,0-1,1 quad that we source
- * it with.
- */
-struct ShaderConstantRect
-{
- float mX, mY, mWidth, mHeight;
-
- // Provide all the commonly used argument types to prevent all the local
- // casts in the code.
- ShaderConstantRect(float aX, float aY, float aWidth, float aHeight)
- : mX(aX), mY(aY), mWidth(aWidth), mHeight(aHeight)
- { }
-
- ShaderConstantRect(int32_t aX, int32_t aY, int32_t aWidth, int32_t aHeight)
- : mX((float)aX), mY((float)aY)
- , mWidth((float)aWidth), mHeight((float)aHeight)
- { }
-
- ShaderConstantRect(int32_t aX, int32_t aY, float aWidth, float aHeight)
- : mX((float)aX), mY((float)aY), mWidth(aWidth), mHeight(aHeight)
- { }
-
- // For easy passing to SetVertexShaderConstantF.
- operator float* () { return &mX; }
-};
-
-/**
- * SwapChain class, this class manages the swap chain belonging to a
- * LayerManagerD3D9.
- */
-class SwapChainD3D9 final
-{
- NS_INLINE_DECL_REFCOUNTING(SwapChainD3D9)
-public:
-
- /**
- * This function will prepare the device this swap chain belongs to for
- * rendering to this swap chain. Only after calling this function can the
- * swap chain be drawn to, and only until this function is called on another
- * swap chain belonging to this device will the device draw to it. Passed in
- * is the size of the swap chain. If the window size differs from the size
- * during the last call to this function the swap chain will resize. Note that
- * in no case does this function guarantee the backbuffer to still have its
- * old content.
- */
- DeviceManagerState PrepareForRendering();
-
- already_AddRefed<IDirect3DSurface9> GetBackBuffer();
-
- /**
- * This function will present the selected rectangle of the swap chain to
- * its associated window.
- */
- void Present(const gfx::IntRect &aRect);
- void Present();
-
-private:
- friend class DeviceManagerD3D9;
-
- SwapChainD3D9(DeviceManagerD3D9 *aDeviceManager);
-
- // Private destructor, to discourage deletion outside of Release():
- ~SwapChainD3D9();
-
- bool Init(HWND hWnd);
-
- /**
- * This causes us to release our swap chain, clearing out our resource usage
- * so the master device may reset.
- */
- void Reset();
-
- RefPtr<IDirect3DSwapChain9> mSwapChain;
- RefPtr<DeviceManagerD3D9> mDeviceManager;
- HWND mWnd;
-};
-
-/**
- * Device manager, this class is used by the layer managers to share the D3D9
- * device and create swap chains for the individual windows the layer managers
- * belong to.
- */
-class DeviceManagerD3D9 final
-{
-public:
- NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DeviceManagerD3D9)
-
- /**
- * Setup or tear down static resources needed for D3D9.
- */
- static void Init();
- static void Shutdown();
-
- /**
- * Static accessors and helpers for accessing the global DeviceManagerD3D9
- * instance.
- */
- static RefPtr<DeviceManagerD3D9> Get();
- static RefPtr<IDirect3DDevice9> GetDevice();
- static void OnDeviceManagerDestroy(DeviceManagerD3D9* aDeviceManager);
-
- /**
- * Sets up the render state for the device for layer rendering.
- */
- void SetupRenderState();
-
- /**
- * Create a swap chain setup to work with the specified window.
- */
- already_AddRefed<SwapChainD3D9> CreateSwapChain(HWND hWnd);
-
- IDirect3DDevice9 *device() { return mDevice; }
-
- bool IsD3D9Ex() { return mDeviceEx; }
-
- bool HasComponentAlpha() { return mHasComponentAlpha; }
-
- bool HasDynamicTextures() { return mHasDynamicTextures; }
-
- enum ShaderMode {
- RGBLAYER,
- RGBALAYER,
- COMPONENTLAYERPASS1,
- COMPONENTLAYERPASS2,
- YCBCRLAYER,
- SOLIDCOLORLAYER
- };
-
- // returns the register to be used for the mask texture, if appropriate
- uint32_t SetShaderMode(ShaderMode aMode, MaskType aMaskType);
-
- /**
- * Returns true if this device was removed.
- */
- bool DeviceWasRemoved() { return mDeviceWasRemoved; }
-
- uint32_t GetDeviceResetCount() { return mDeviceResetCount; }
-
- int32_t GetMaxTextureSize() { return mMaxTextureSize; }
-
- // Removes aHost from our list of texture hosts if it is the head.
- void RemoveTextureListHead(TextureSourceD3D9* aHost);
-
- /**
- * Creates a texture using our device.
- * If needed, we keep a record of the new texture, so the texture can be
- * released. In this case, aTextureHostIDirect3DTexture9 must be non-null.
- */
- already_AddRefed<IDirect3DTexture9> CreateTexture(const gfx::IntSize &aSize,
- _D3DFORMAT aFormat,
- D3DPOOL aPool,
- TextureSourceD3D9* aTextureHostIDirect3DTexture9);
-#ifdef DEBUG
- // Looks for aFind in the list of texture hosts.
- // O(n) so only use for assertions.
- bool IsInTextureHostList(TextureSourceD3D9* aFind);
-#endif
-
- /**
- * This function verifies the device is ready for rendering, internally this
- * will test the cooperative level of the device and reset the device if
- * needed. If this returns false subsequent rendering calls may return errors.
- */
- DeviceManagerState VerifyReadyForRendering();
-
- static uint32_t sMaskQuadRegister;
-
-private:
- friend class SwapChainD3D9;
-
- DeviceManagerD3D9();
- ~DeviceManagerD3D9();
-
- /**
- * Initialises the device manager, the underlying device, and everything else
- * the manager needs.
- * Returns true if initialisation succeeds, false otherwise.
- * Note that if initisalisation fails, you cannot try again - you must throw
- * away the DeviceManagerD3D9 and create a new one.
- */
- bool Initialize();
-
- void DestroyDevice();
-
- /**
- * This will fill our vertex buffer with the data of our quad, it may be
- * called when the vertex buffer is recreated.
- */
- bool CreateVertexBuffer();
-
- /**
- * Release all textures created by this device manager.
- */
- void ReleaseTextureResources();
- /**
- * Add aHost to our list of texture hosts.
- */
- void RegisterTextureHost(TextureSourceD3D9* aHost);
-
- /* Array used to store all swap chains for device resets */
- nsTArray<SwapChainD3D9*> mSwapChains;
-
- /* The D3D device we use */
- RefPtr<IDirect3DDevice9> mDevice;
-
- /* The D3D9Ex device - only valid on Vista+ with WDDM */
- RefPtr<IDirect3DDevice9Ex> mDeviceEx;
-
- /* An instance of the D3D9 object */
- RefPtr<IDirect3D9> mD3D9;
-
- /* An instance of the D3D9Ex object - only valid on Vista+ with WDDM */
- RefPtr<IDirect3D9Ex> mD3D9Ex;
-
- /* Vertex shader used for layer quads */
- RefPtr<IDirect3DVertexShader9> mLayerVS;
-
- /* Pixel shader used for RGB textures */
- RefPtr<IDirect3DPixelShader9> mRGBPS;
-
- /* Pixel shader used for RGBA textures */
- RefPtr<IDirect3DPixelShader9> mRGBAPS;
-
- /* Pixel shader used for component alpha textures (pass 1) */
- RefPtr<IDirect3DPixelShader9> mComponentPass1PS;
-
- /* Pixel shader used for component alpha textures (pass 2) */
- RefPtr<IDirect3DPixelShader9> mComponentPass2PS;
-
- /* Pixel shader used for RGB textures */
- RefPtr<IDirect3DPixelShader9> mYCbCrPS;
-
- /* Pixel shader used for solid colors */
- RefPtr<IDirect3DPixelShader9> mSolidColorPS;
-
- /* As above, but using a mask layer */
- RefPtr<IDirect3DVertexShader9> mLayerVSMask;
- RefPtr<IDirect3DPixelShader9> mRGBPSMask;
- RefPtr<IDirect3DPixelShader9> mRGBAPSMask;
- RefPtr<IDirect3DPixelShader9> mComponentPass1PSMask;
- RefPtr<IDirect3DPixelShader9> mComponentPass2PSMask;
- RefPtr<IDirect3DPixelShader9> mYCbCrPSMask;
- RefPtr<IDirect3DPixelShader9> mSolidColorPSMask;
-
- /* Vertex buffer containing our basic vertex structure */
- RefPtr<IDirect3DVertexBuffer9> mVB;
-
- /* Our vertex declaration */
- RefPtr<IDirect3DVertexDeclaration9> mVD;
-
- /* We maintain a doubly linked list of all d3d9 texture hosts which host
- * d3d9 textures created by this device manager.
- * Texture hosts must remove themselves when they disappear (i.e., we
- * expect all hosts in the list to be valid).
- * The list is cleared when we release the textures.
- */
- TextureSourceD3D9* mTextureHostList;
-
- /* Our focus window - this is really a dummy window we can associate our
- * device with.
- */
- HWND mFocusWnd;
-
- /* we use this to help track if our device temporarily or permanently lost */
- HMONITOR mDeviceMonitor;
-
- uint32_t mDeviceResetCount;
-
- uint32_t mMaxTextureSize;
-
- /**
- * Wrap (repeat) or clamp textures. We prefer the former so we can do buffer
- * rotation, but some older hardware doesn't support it.
- */
- D3DTEXTUREADDRESS mTextureAddressingMode;
-
- /* If this device supports component alpha */
- bool mHasComponentAlpha;
-
- /* If this device supports dynamic textures */
- bool mHasDynamicTextures;
-
- /* If this device was removed */
- bool mDeviceWasRemoved;
-
- /**
- * Verifies all required device capabilities are present.
- */
- bool VerifyCaps();
-};
-
-} /* namespace layers */
-} /* namespace mozilla */
-
-#endif /* GFX_DEVICEMANAGERD3D9_H */
diff --git a/gfx/layers/d3d9/LayerManagerD3D9Shaders.h b/gfx/layers/d3d9/LayerManagerD3D9Shaders.h
deleted file mode 100755
index 105970c0a8..0000000000
--- a/gfx/layers/d3d9/LayerManagerD3D9Shaders.h
+++ /dev/null
@@ -1,1631 +0,0 @@
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float4x4 mLayerTransform;
-// float4x4 mProjection;
-// float4 vLayerQuad;
-// float4 vRenderTargetOffset;
-// float4 vTextureCoords;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------------- ----- ----
-// mLayerTransform c0 4
-// mProjection c4 4
-// vRenderTargetOffset c8 1
-// vTextureCoords c9 1
-// vLayerQuad c10 1
-//
-
- vs_2_0
- def c11, -0.5, 0, 0, 0
- dcl_position v0
- mad r0.xy, v0, c10.zwzw, c10
- mul r1, r0.y, c1
- mad r0, c0, r0.x, r1
- mad r0, c2, v0.z, r0
- mad r0, c3, v0.w, r0
- rcp r1.x, r0.w
- mul r0.xyz, r0, r1.x
- add r0, r0, -c8
- mad r0.xy, r0, r0.w, c11.x
- mul r1, r0.y, c5
- mad r1, c4, r0.x, r1
- mul r0.x, r0.w, r0.z
- mad r1, c6, r0.x, r1
- mad oPos, c7, r0.w, r1
- mad oT0.xy, v0, c9.zwzw, c9
-
-// approximately 15 instruction slots used
-#endif
-
-const BYTE LayerQuadVS[] =
-{
- 0, 2, 254, 255, 254, 255,
- 76, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 2, 1,
- 0, 0, 0, 2, 254, 255,
- 5, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 251, 0, 0, 0, 128, 0,
- 0, 0, 2, 0, 0, 0,
- 4, 0, 0, 0, 144, 0,
- 0, 0, 0, 0, 0, 0,
- 160, 0, 0, 0, 2, 0,
- 4, 0, 4, 0, 0, 0,
- 144, 0, 0, 0, 0, 0,
- 0, 0, 172, 0, 0, 0,
- 2, 0, 10, 0, 1, 0,
- 0, 0, 184, 0, 0, 0,
- 0, 0, 0, 0, 200, 0,
- 0, 0, 2, 0, 8, 0,
- 1, 0, 0, 0, 220, 0,
- 0, 0, 0, 0, 0, 0,
- 236, 0, 0, 0, 2, 0,
- 9, 0, 1, 0, 0, 0,
- 184, 0, 0, 0, 0, 0,
- 0, 0, 109, 76, 97, 121,
- 101, 114, 84, 114, 97, 110,
- 115, 102, 111, 114, 109, 0,
- 3, 0, 3, 0, 4, 0,
- 4, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 109, 80,
- 114, 111, 106, 101, 99, 116,
- 105, 111, 110, 0, 118, 76,
- 97, 121, 101, 114, 81, 117,
- 97, 100, 0, 171, 1, 0,
- 3, 0, 1, 0, 4, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 118, 82, 101, 110,
- 100, 101, 114, 84, 97, 114,
- 103, 101, 116, 79, 102, 102,
- 115, 101, 116, 0, 1, 0,
- 3, 0, 1, 0, 4, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 118, 84, 101, 120,
- 116, 117, 114, 101, 67, 111,
- 111, 114, 100, 115, 0, 118,
- 115, 95, 50, 95, 48, 0,
- 77, 105, 99, 114, 111, 115,
- 111, 102, 116, 32, 40, 82,
- 41, 32, 72, 76, 83, 76,
- 32, 83, 104, 97, 100, 101,
- 114, 32, 67, 111, 109, 112,
- 105, 108, 101, 114, 32, 49,
- 48, 46, 49, 0, 171, 171,
- 81, 0, 0, 5, 11, 0,
- 15, 160, 0, 0, 0, 191,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 0, 0, 15, 144,
- 4, 0, 0, 4, 0, 0,
- 3, 128, 0, 0, 228, 144,
- 10, 0, 238, 160, 10, 0,
- 228, 160, 5, 0, 0, 3,
- 1, 0, 15, 128, 0, 0,
- 85, 128, 1, 0, 228, 160,
- 4, 0, 0, 4, 0, 0,
- 15, 128, 0, 0, 228, 160,
- 0, 0, 0, 128, 1, 0,
- 228, 128, 4, 0, 0, 4,
- 0, 0, 15, 128, 2, 0,
- 228, 160, 0, 0, 170, 144,
- 0, 0, 228, 128, 4, 0,
- 0, 4, 0, 0, 15, 128,
- 3, 0, 228, 160, 0, 0,
- 255, 144, 0, 0, 228, 128,
- 6, 0, 0, 2, 1, 0,
- 1, 128, 0, 0, 255, 128,
- 5, 0, 0, 3, 0, 0,
- 7, 128, 0, 0, 228, 128,
- 1, 0, 0, 128, 2, 0,
- 0, 3, 0, 0, 15, 128,
- 0, 0, 228, 128, 8, 0,
- 228, 161, 4, 0, 0, 4,
- 0, 0, 3, 128, 0, 0,
- 228, 128, 0, 0, 255, 128,
- 11, 0, 0, 160, 5, 0,
- 0, 3, 1, 0, 15, 128,
- 0, 0, 85, 128, 5, 0,
- 228, 160, 4, 0, 0, 4,
- 1, 0, 15, 128, 4, 0,
- 228, 160, 0, 0, 0, 128,
- 1, 0, 228, 128, 5, 0,
- 0, 3, 0, 0, 1, 128,
- 0, 0, 255, 128, 0, 0,
- 170, 128, 4, 0, 0, 4,
- 1, 0, 15, 128, 6, 0,
- 228, 160, 0, 0, 0, 128,
- 1, 0, 228, 128, 4, 0,
- 0, 4, 0, 0, 15, 192,
- 7, 0, 228, 160, 0, 0,
- 255, 128, 1, 0, 228, 128,
- 4, 0, 0, 4, 0, 0,
- 3, 224, 0, 0, 228, 144,
- 9, 0, 238, 160, 9, 0,
- 228, 160, 255, 255, 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// sampler2D s2D;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------- ----- ----
-// fLayerOpacity c0 1
-// s2D s0 1
-//
-
- ps_2_0
- dcl t0.xy
- dcl_2d s0
- texld r0, t0, s0
- mul r0, r0, c0.x
- mov oC0, r0
-
-// approximately 3 instruction slots used (1 texture, 2 arithmetic)
-#endif
-
-const BYTE RGBAShaderPS[] =
-{
- 0, 2, 255, 255, 254, 255,
- 43, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 127, 0,
- 0, 0, 0, 2, 255, 255,
- 2, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 120, 0, 0, 0, 68, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 84, 0,
- 0, 0, 0, 0, 0, 0,
- 100, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 104, 0, 0, 0, 0, 0,
- 0, 0, 102, 76, 97, 121,
- 101, 114, 79, 112, 97, 99,
- 105, 116, 121, 0, 171, 171,
- 0, 0, 3, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 115, 50,
- 68, 0, 4, 0, 12, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 112, 115, 95, 50, 95, 48,
- 0, 77, 105, 99, 114, 111,
- 115, 111, 102, 116, 32, 40,
- 82, 41, 32, 72, 76, 83,
- 76, 32, 83, 104, 97, 100,
- 101, 114, 32, 67, 111, 109,
- 112, 105, 108, 101, 114, 32,
- 49, 48, 46, 49, 0, 171,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 0, 0, 3, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 0, 8, 15, 160,
- 66, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 228, 176,
- 0, 8, 228, 160, 5, 0,
- 0, 3, 0, 0, 15, 128,
- 0, 0, 228, 128, 0, 0,
- 0, 160, 1, 0, 0, 2,
- 0, 8, 15, 128, 0, 0,
- 228, 128, 255, 255, 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// sampler2D s2D;
-// sampler2D s2DWhite;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------- ----- ----
-// fLayerOpacity c0 1
-// s2D s0 1
-// s2DWhite s1 1
-//
-
- ps_2_0
- def c1, 1, 0, 0, 0
- dcl t0.xy
- dcl_2d s0
- dcl_2d s1
- texld r0, t0, s0
- texld r1, t0, s1
- add r0.xyz, r0, -r1
- add r0.xyz, r0, c1.x
- mul r0.xyz, r0, c0.x
- mov r0.w, r0.y
- mov oC0, r0
-
-// approximately 7 instruction slots used (2 texture, 5 arithmetic)
-#endif
-
-const BYTE ComponentPass1ShaderPS[] =
-{
- 0, 2, 255, 255, 254, 255,
- 55, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 175, 0,
- 0, 0, 0, 2, 255, 255,
- 3, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 168, 0, 0, 0, 88, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 104, 0,
- 0, 0, 0, 0, 0, 0,
- 120, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 124, 0, 0, 0, 0, 0,
- 0, 0, 140, 0, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 0, 0, 152, 0, 0, 0,
- 0, 0, 0, 0, 102, 76,
- 97, 121, 101, 114, 79, 112,
- 97, 99, 105, 116, 121, 0,
- 171, 171, 0, 0, 3, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 115, 50, 68, 0, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 87,
- 104, 105, 116, 101, 0, 171,
- 171, 171, 4, 0, 12, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 112, 115, 95, 50, 95, 48,
- 0, 77, 105, 99, 114, 111,
- 115, 111, 102, 116, 32, 40,
- 82, 41, 32, 72, 76, 83,
- 76, 32, 83, 104, 97, 100,
- 101, 114, 32, 67, 111, 109,
- 112, 105, 108, 101, 114, 32,
- 49, 48, 46, 49, 0, 171,
- 81, 0, 0, 5, 1, 0,
- 15, 160, 0, 0, 128, 63,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 0, 0, 3, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 0, 8, 15, 160,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 1, 8, 15, 160,
- 66, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 228, 176,
- 0, 8, 228, 160, 66, 0,
- 0, 3, 1, 0, 15, 128,
- 0, 0, 228, 176, 1, 8,
- 228, 160, 2, 0, 0, 3,
- 0, 0, 7, 128, 0, 0,
- 228, 128, 1, 0, 228, 129,
- 2, 0, 0, 3, 0, 0,
- 7, 128, 0, 0, 228, 128,
- 1, 0, 0, 160, 5, 0,
- 0, 3, 0, 0, 7, 128,
- 0, 0, 228, 128, 0, 0,
- 0, 160, 1, 0, 0, 2,
- 0, 0, 8, 128, 0, 0,
- 85, 128, 1, 0, 0, 2,
- 0, 8, 15, 128, 0, 0,
- 228, 128, 255, 255, 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// sampler2D s2D;
-// sampler2D s2DWhite;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------- ----- ----
-// fLayerOpacity c0 1
-// s2D s0 1
-// s2DWhite s1 1
-//
-
- ps_2_0
- def c1, 1, 0, 0, 0
- dcl t0.xy
- dcl_2d s0
- dcl_2d s1
- texld r0, t0, s1
- texld r1, t0, s0
- add r0.x, -r0.y, r1.y
- add r1.w, r0.x, c1.x
- mul r0, r1, c0.x
- mov oC0, r0
-
-// approximately 6 instruction slots used (2 texture, 4 arithmetic)
-#endif
-
-const BYTE ComponentPass2ShaderPS[] =
-{
- 0, 2, 255, 255, 254, 255,
- 55, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 175, 0,
- 0, 0, 0, 2, 255, 255,
- 3, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 168, 0, 0, 0, 88, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 104, 0,
- 0, 0, 0, 0, 0, 0,
- 120, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 124, 0, 0, 0, 0, 0,
- 0, 0, 140, 0, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 0, 0, 152, 0, 0, 0,
- 0, 0, 0, 0, 102, 76,
- 97, 121, 101, 114, 79, 112,
- 97, 99, 105, 116, 121, 0,
- 171, 171, 0, 0, 3, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 115, 50, 68, 0, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 87,
- 104, 105, 116, 101, 0, 171,
- 171, 171, 4, 0, 12, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 112, 115, 95, 50, 95, 48,
- 0, 77, 105, 99, 114, 111,
- 115, 111, 102, 116, 32, 40,
- 82, 41, 32, 72, 76, 83,
- 76, 32, 83, 104, 97, 100,
- 101, 114, 32, 67, 111, 109,
- 112, 105, 108, 101, 114, 32,
- 49, 48, 46, 49, 0, 171,
- 81, 0, 0, 5, 1, 0,
- 15, 160, 0, 0, 128, 63,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 0, 0, 3, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 0, 8, 15, 160,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 1, 8, 15, 160,
- 66, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 228, 176,
- 1, 8, 228, 160, 66, 0,
- 0, 3, 1, 0, 15, 128,
- 0, 0, 228, 176, 0, 8,
- 228, 160, 2, 0, 0, 3,
- 0, 0, 1, 128, 0, 0,
- 85, 129, 1, 0, 85, 128,
- 2, 0, 0, 3, 1, 0,
- 8, 128, 0, 0, 0, 128,
- 1, 0, 0, 160, 5, 0,
- 0, 3, 0, 0, 15, 128,
- 1, 0, 228, 128, 0, 0,
- 0, 160, 1, 0, 0, 2,
- 0, 8, 15, 128, 0, 0,
- 228, 128, 255, 255, 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// sampler2D s2D;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------- ----- ----
-// fLayerOpacity c0 1
-// s2D s0 1
-//
-
- ps_2_0
- def c1, 1, 0, 0, 0
- dcl t0.xy
- dcl_2d s0
- texld r0, t0, s0
- mov r0.w, c1.x
- mul r0, r0, c0.x
- mov oC0, r0
-
-// approximately 4 instruction slots used (1 texture, 3 arithmetic)
-#endif
-
-const BYTE RGBShaderPS[] =
-{
- 0, 2, 255, 255, 254, 255,
- 43, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 127, 0,
- 0, 0, 0, 2, 255, 255,
- 2, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 120, 0, 0, 0, 68, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 84, 0,
- 0, 0, 0, 0, 0, 0,
- 100, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 104, 0, 0, 0, 0, 0,
- 0, 0, 102, 76, 97, 121,
- 101, 114, 79, 112, 97, 99,
- 105, 116, 121, 0, 171, 171,
- 0, 0, 3, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 115, 50,
- 68, 0, 4, 0, 12, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 112, 115, 95, 50, 95, 48,
- 0, 77, 105, 99, 114, 111,
- 115, 111, 102, 116, 32, 40,
- 82, 41, 32, 72, 76, 83,
- 76, 32, 83, 104, 97, 100,
- 101, 114, 32, 67, 111, 109,
- 112, 105, 108, 101, 114, 32,
- 49, 48, 46, 49, 0, 171,
- 81, 0, 0, 5, 1, 0,
- 15, 160, 0, 0, 128, 63,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 0, 0, 3, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 0, 8, 15, 160,
- 66, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 228, 176,
- 0, 8, 228, 160, 1, 0,
- 0, 2, 0, 0, 8, 128,
- 1, 0, 0, 160, 5, 0,
- 0, 3, 0, 0, 15, 128,
- 0, 0, 228, 128, 0, 0,
- 0, 160, 1, 0, 0, 2,
- 0, 8, 15, 128, 0, 0,
- 228, 128, 255, 255, 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// row_major float3x3 mYuvColorMatrix;
-// sampler2D s2DCb;
-// sampler2D s2DCr;
-// sampler2D s2DY;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// --------------- ----- ----
-// fLayerOpacity c0 1
-// mYuvColorMatrix c1 3
-// s2DY s0 1
-// s2DCb s1 1
-// s2DCr s2 1
-//
-
- ps_2_0
- def c4, -0.0627499968, -0.50195998, 1, 0
- dcl t0.xy
- dcl_2d s0
- dcl_2d s1
- dcl_2d s2
- texld r0, t0, s0
- texld r1, t0, s1
- texld r2, t0, s2
- mov r3.w, c4.z
- add r0.x, r0.w, c4.x
- add r0.y, r1.w, c4.y
- add r0.z, r2.w, c4.y
- dp3 r3.x, c1, r0
- dp3 r3.y, c2, r0
- dp3 r3.z, c3, r0
- mul r0, r3, c0.x
- mov oC0, r0
-
-// approximately 12 instruction slots used (3 texture, 9 arithmetic)
-#endif
-
-const BYTE YCbCrShaderPS[] =
-{
- 0, 2, 255, 255, 254, 255,
- 79, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 15, 1,
- 0, 0, 0, 2, 255, 255,
- 5, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 8, 1, 0, 0, 128, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 144, 0,
- 0, 0, 0, 0, 0, 0,
- 160, 0, 0, 0, 2, 0,
- 1, 0, 3, 0, 6, 0,
- 176, 0, 0, 0, 0, 0,
- 0, 0, 192, 0, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 0, 0, 200, 0, 0, 0,
- 0, 0, 0, 0, 216, 0,
- 0, 0, 3, 0, 2, 0,
- 1, 0, 0, 0, 224, 0,
- 0, 0, 0, 0, 0, 0,
- 240, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 248, 0, 0, 0, 0, 0,
- 0, 0, 102, 76, 97, 121,
- 101, 114, 79, 112, 97, 99,
- 105, 116, 121, 0, 171, 171,
- 0, 0, 3, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 109, 89,
- 117, 118, 67, 111, 108, 111,
- 114, 77, 97, 116, 114, 105,
- 120, 0, 2, 0, 3, 0,
- 3, 0, 3, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 115, 50, 68, 67, 98, 0,
- 171, 171, 4, 0, 12, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 115, 50, 68, 67, 114, 0,
- 171, 171, 4, 0, 12, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 115, 50, 68, 89, 0, 171,
- 171, 171, 4, 0, 12, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 112, 115, 95, 50, 95, 48,
- 0, 77, 105, 99, 114, 111,
- 115, 111, 102, 116, 32, 40,
- 82, 41, 32, 72, 76, 83,
- 76, 32, 83, 104, 97, 100,
- 101, 114, 32, 67, 111, 109,
- 112, 105, 108, 101, 114, 32,
- 49, 48, 46, 49, 0, 171,
- 81, 0, 0, 5, 4, 0,
- 15, 160, 18, 131, 128, 189,
- 115, 128, 0, 191, 0, 0,
- 128, 63, 0, 0, 0, 0,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 0, 0, 3, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 0, 8, 15, 160,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 1, 8, 15, 160,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 2, 8, 15, 160,
- 66, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 228, 176,
- 0, 8, 228, 160, 66, 0,
- 0, 3, 1, 0, 15, 128,
- 0, 0, 228, 176, 1, 8,
- 228, 160, 66, 0, 0, 3,
- 2, 0, 15, 128, 0, 0,
- 228, 176, 2, 8, 228, 160,
- 1, 0, 0, 2, 3, 0,
- 8, 128, 4, 0, 170, 160,
- 2, 0, 0, 3, 0, 0,
- 1, 128, 0, 0, 255, 128,
- 4, 0, 0, 160, 2, 0,
- 0, 3, 0, 0, 2, 128,
- 1, 0, 255, 128, 4, 0,
- 85, 160, 2, 0, 0, 3,
- 0, 0, 4, 128, 2, 0,
- 255, 128, 4, 0, 85, 160,
- 8, 0, 0, 3, 3, 0,
- 1, 128, 1, 0, 228, 160,
- 0, 0, 228, 128, 8, 0,
- 0, 3, 3, 0, 2, 128,
- 2, 0, 228, 160, 0, 0,
- 228, 128, 8, 0, 0, 3,
- 3, 0, 4, 128, 3, 0,
- 228, 160, 0, 0, 228, 128,
- 5, 0, 0, 3, 0, 0,
- 15, 128, 3, 0, 228, 128,
- 0, 0, 0, 160, 1, 0,
- 0, 2, 0, 8, 15, 128,
- 0, 0, 228, 128, 255, 255,
- 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float4 fLayerColor;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------ ----- ----
-// fLayerColor c0 1
-//
-
- ps_2_0
- mov oC0, c0
-
-// approximately 1 instruction slot used
-#endif
-
-const BYTE SolidColorShaderPS[] =
-{
- 0, 2, 255, 255, 254, 255,
- 32, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 83, 0,
- 0, 0, 0, 2, 255, 255,
- 1, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 76, 0, 0, 0, 48, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 60, 0,
- 0, 0, 0, 0, 0, 0,
- 102, 76, 97, 121, 101, 114,
- 67, 111, 108, 111, 114, 0,
- 1, 0, 3, 0, 1, 0,
- 4, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 112, 115,
- 95, 50, 95, 48, 0, 77,
- 105, 99, 114, 111, 115, 111,
- 102, 116, 32, 40, 82, 41,
- 32, 72, 76, 83, 76, 32,
- 83, 104, 97, 100, 101, 114,
- 32, 67, 111, 109, 112, 105,
- 108, 101, 114, 32, 49, 48,
- 46, 49, 0, 171, 1, 0,
- 0, 2, 0, 8, 15, 128,
- 0, 0, 228, 160, 255, 255,
- 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float4x4 mLayerTransform;
-// float4x4 mProjection;
-// float4 vLayerQuad;
-// float4 vMaskQuad;
-// float4 vRenderTargetOffset;
-// float4 vTextureCoords;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------------- ----- ----
-// mLayerTransform c0 4
-// mProjection c4 4
-// vRenderTargetOffset c8 1
-// vTextureCoords c9 1
-// vLayerQuad c10 1
-// vMaskQuad c11 1
-//
-
- vs_2_0
- def c12, -0.5, 1, 0, 0
- dcl_position v0
- mad r0.xy, v0, c10.zwzw, c10
- mul r1, r0.y, c1
- mad r0, c0, r0.x, r1
- add r0, r0, c3
- rcp r1.x, r0.w
- mul r1.xyz, r0, r1.x
- mov r1.w, r0.w
- add r2, r1, -c8
- mad r0.zw, r2.xyxy, r2.w, c12.x
- mul r3, r0.w, c5
- mad r3, c4, r0.z, r3
- mul r0.z, r2.w, r2.z
- mad r3, c6, r0.z, r3
- mad oPos, c7, r2.w, r3
- add r0.xy, r0, -c11
- rcp r0.z, c11.z
- mul r1.x, r0.z, r0.x
- rcp r0.x, c11.w
- mul r1.y, r0.x, r0.y
- mov r1.z, c12.y
- mul oT1.xyz, r1.w, r1
- mad oT0.xy, v0, c9.zwzw, c9
-
-// approximately 22 instruction slots used
-#endif
-
-const BYTE LayerQuadVSMask[] =
-{
- 0, 2, 254, 255, 254, 255,
- 84, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 34, 1,
- 0, 0, 0, 2, 254, 255,
- 6, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 27, 1, 0, 0, 148, 0,
- 0, 0, 2, 0, 0, 0,
- 4, 0, 0, 0, 164, 0,
- 0, 0, 0, 0, 0, 0,
- 180, 0, 0, 0, 2, 0,
- 4, 0, 4, 0, 0, 0,
- 164, 0, 0, 0, 0, 0,
- 0, 0, 192, 0, 0, 0,
- 2, 0, 10, 0, 1, 0,
- 0, 0, 204, 0, 0, 0,
- 0, 0, 0, 0, 220, 0,
- 0, 0, 2, 0, 11, 0,
- 1, 0, 0, 0, 204, 0,
- 0, 0, 0, 0, 0, 0,
- 230, 0, 0, 0, 2, 0,
- 8, 0, 1, 0, 0, 0,
- 252, 0, 0, 0, 0, 0,
- 0, 0, 12, 1, 0, 0,
- 2, 0, 9, 0, 1, 0,
- 0, 0, 204, 0, 0, 0,
- 0, 0, 0, 0, 109, 76,
- 97, 121, 101, 114, 84, 114,
- 97, 110, 115, 102, 111, 114,
- 109, 0, 3, 0, 3, 0,
- 4, 0, 4, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 109, 80, 114, 111, 106, 101,
- 99, 116, 105, 111, 110, 0,
- 118, 76, 97, 121, 101, 114,
- 81, 117, 97, 100, 0, 171,
- 1, 0, 3, 0, 1, 0,
- 4, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 118, 77,
- 97, 115, 107, 81, 117, 97,
- 100, 0, 118, 82, 101, 110,
- 100, 101, 114, 84, 97, 114,
- 103, 101, 116, 79, 102, 102,
- 115, 101, 116, 0, 171, 171,
- 1, 0, 3, 0, 1, 0,
- 4, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 118, 84,
- 101, 120, 116, 117, 114, 101,
- 67, 111, 111, 114, 100, 115,
- 0, 118, 115, 95, 50, 95,
- 48, 0, 77, 105, 99, 114,
- 111, 115, 111, 102, 116, 32,
- 40, 82, 41, 32, 72, 76,
- 83, 76, 32, 83, 104, 97,
- 100, 101, 114, 32, 67, 111,
- 109, 112, 105, 108, 101, 114,
- 32, 49, 48, 46, 49, 0,
- 171, 171, 81, 0, 0, 5,
- 12, 0, 15, 160, 0, 0,
- 0, 191, 0, 0, 128, 63,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 31, 0, 0, 2,
- 0, 0, 0, 128, 0, 0,
- 15, 144, 4, 0, 0, 4,
- 0, 0, 3, 128, 0, 0,
- 228, 144, 10, 0, 238, 160,
- 10, 0, 228, 160, 5, 0,
- 0, 3, 1, 0, 15, 128,
- 0, 0, 85, 128, 1, 0,
- 228, 160, 4, 0, 0, 4,
- 0, 0, 15, 128, 0, 0,
- 228, 160, 0, 0, 0, 128,
- 1, 0, 228, 128, 2, 0,
- 0, 3, 0, 0, 15, 128,
- 0, 0, 228, 128, 3, 0,
- 228, 160, 6, 0, 0, 2,
- 1, 0, 1, 128, 0, 0,
- 255, 128, 5, 0, 0, 3,
- 1, 0, 7, 128, 0, 0,
- 228, 128, 1, 0, 0, 128,
- 1, 0, 0, 2, 1, 0,
- 8, 128, 0, 0, 255, 128,
- 2, 0, 0, 3, 2, 0,
- 15, 128, 1, 0, 228, 128,
- 8, 0, 228, 161, 4, 0,
- 0, 4, 0, 0, 12, 128,
- 2, 0, 68, 128, 2, 0,
- 255, 128, 12, 0, 0, 160,
- 5, 0, 0, 3, 3, 0,
- 15, 128, 0, 0, 255, 128,
- 5, 0, 228, 160, 4, 0,
- 0, 4, 3, 0, 15, 128,
- 4, 0, 228, 160, 0, 0,
- 170, 128, 3, 0, 228, 128,
- 5, 0, 0, 3, 0, 0,
- 4, 128, 2, 0, 255, 128,
- 2, 0, 170, 128, 4, 0,
- 0, 4, 3, 0, 15, 128,
- 6, 0, 228, 160, 0, 0,
- 170, 128, 3, 0, 228, 128,
- 4, 0, 0, 4, 0, 0,
- 15, 192, 7, 0, 228, 160,
- 2, 0, 255, 128, 3, 0,
- 228, 128, 2, 0, 0, 3,
- 0, 0, 3, 128, 0, 0,
- 228, 128, 11, 0, 228, 161,
- 6, 0, 0, 2, 0, 0,
- 4, 128, 11, 0, 170, 160,
- 5, 0, 0, 3, 1, 0,
- 1, 128, 0, 0, 170, 128,
- 0, 0, 0, 128, 6, 0,
- 0, 2, 0, 0, 1, 128,
- 11, 0, 255, 160, 5, 0,
- 0, 3, 1, 0, 2, 128,
- 0, 0, 0, 128, 0, 0,
- 85, 128, 1, 0, 0, 2,
- 1, 0, 4, 128, 12, 0,
- 85, 160, 5, 0, 0, 3,
- 1, 0, 7, 224, 1, 0,
- 255, 128, 1, 0, 228, 128,
- 4, 0, 0, 4, 0, 0,
- 3, 224, 0, 0, 228, 144,
- 9, 0, 238, 160, 9, 0,
- 228, 160, 255, 255, 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// sampler2D s2D;
-// sampler2D s2DMask;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------- ----- ----
-// fLayerOpacity c0 1
-// s2D s0 1
-// s2DMask s1 1
-//
-
- ps_2_0
- dcl t0.xy
- dcl t1.xyz
- dcl_2d s0
- dcl_2d s1
- rcp r0.w, t1.z
- mul r0.xy, r0.w, t1
- texld r0, r0, s1
- texld r1, t0, s0
- mul r1, r1, c0.x
- mul r0, r0.w, r1
- mov oC0, r0
-
-// approximately 7 instruction slots used (2 texture, 5 arithmetic)
-#endif
-
-const BYTE RGBAShaderPSMask[] =
-{
- 0, 2, 255, 255, 254, 255,
- 54, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 171, 0,
- 0, 0, 0, 2, 255, 255,
- 3, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 164, 0, 0, 0, 88, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 104, 0,
- 0, 0, 0, 0, 0, 0,
- 120, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 124, 0, 0, 0, 0, 0,
- 0, 0, 140, 0, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 0, 0, 148, 0, 0, 0,
- 0, 0, 0, 0, 102, 76,
- 97, 121, 101, 114, 79, 112,
- 97, 99, 105, 116, 121, 0,
- 171, 171, 0, 0, 3, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 115, 50, 68, 0, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 77,
- 97, 115, 107, 0, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 112, 115, 95, 50,
- 95, 48, 0, 77, 105, 99,
- 114, 111, 115, 111, 102, 116,
- 32, 40, 82, 41, 32, 72,
- 76, 83, 76, 32, 83, 104,
- 97, 100, 101, 114, 32, 67,
- 111, 109, 112, 105, 108, 101,
- 114, 32, 49, 48, 46, 49,
- 0, 171, 31, 0, 0, 2,
- 0, 0, 0, 128, 0, 0,
- 3, 176, 31, 0, 0, 2,
- 0, 0, 0, 128, 1, 0,
- 7, 176, 31, 0, 0, 2,
- 0, 0, 0, 144, 0, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 1, 8,
- 15, 160, 6, 0, 0, 2,
- 0, 0, 8, 128, 1, 0,
- 170, 176, 5, 0, 0, 3,
- 0, 0, 3, 128, 0, 0,
- 255, 128, 1, 0, 228, 176,
- 66, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 228, 128,
- 1, 8, 228, 160, 66, 0,
- 0, 3, 1, 0, 15, 128,
- 0, 0, 228, 176, 0, 8,
- 228, 160, 5, 0, 0, 3,
- 1, 0, 15, 128, 1, 0,
- 228, 128, 0, 0, 0, 160,
- 5, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 255, 128,
- 1, 0, 228, 128, 1, 0,
- 0, 2, 0, 8, 15, 128,
- 0, 0, 228, 128, 255, 255,
- 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// sampler2D s2D;
-// sampler2D s2DMask;
-// sampler2D s2DWhite;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------- ----- ----
-// fLayerOpacity c0 1
-// s2D s0 1
-// s2DWhite s1 1
-// s2DMask s2 1
-//
-
- ps_2_0
- def c1, 1, 0, 0, 0
- dcl t0.xy
- dcl t1.xyz
- dcl_2d s0
- dcl_2d s1
- dcl_2d s2
- rcp r0.w, t1.z
- mul r0.xy, r0.w, t1
- texld r1, t0, s0
- texld r2, t0, s1
- texld r0, r0, s2
- add r0.xyz, r1, -r2
- add r0.xyz, r0, c1.x
- mul r0.xyz, r0, c0.x
- mul r0.xyz, r0.w, r0
- mov r0.w, r0.y
- mov oC0, r0
-
-// approximately 11 instruction slots used (3 texture, 8 arithmetic)
-#endif
-
-const BYTE ComponentPass1ShaderPSMask[] =
-{
- 0, 2, 255, 255, 254, 255,
- 66, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 219, 0,
- 0, 0, 0, 2, 255, 255,
- 4, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 212, 0, 0, 0, 108, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 124, 0,
- 0, 0, 0, 0, 0, 0,
- 140, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 144, 0, 0, 0, 0, 0,
- 0, 0, 160, 0, 0, 0,
- 3, 0, 2, 0, 1, 0,
- 0, 0, 168, 0, 0, 0,
- 0, 0, 0, 0, 184, 0,
- 0, 0, 3, 0, 1, 0,
- 1, 0, 0, 0, 196, 0,
- 0, 0, 0, 0, 0, 0,
- 102, 76, 97, 121, 101, 114,
- 79, 112, 97, 99, 105, 116,
- 121, 0, 171, 171, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 0,
- 4, 0, 12, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 115, 50,
- 68, 77, 97, 115, 107, 0,
- 4, 0, 12, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 115, 50,
- 68, 87, 104, 105, 116, 101,
- 0, 171, 171, 171, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 112, 115, 95, 50,
- 95, 48, 0, 77, 105, 99,
- 114, 111, 115, 111, 102, 116,
- 32, 40, 82, 41, 32, 72,
- 76, 83, 76, 32, 83, 104,
- 97, 100, 101, 114, 32, 67,
- 111, 109, 112, 105, 108, 101,
- 114, 32, 49, 48, 46, 49,
- 0, 171, 81, 0, 0, 5,
- 1, 0, 15, 160, 0, 0,
- 128, 63, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 31, 0, 0, 2,
- 0, 0, 0, 128, 0, 0,
- 3, 176, 31, 0, 0, 2,
- 0, 0, 0, 128, 1, 0,
- 7, 176, 31, 0, 0, 2,
- 0, 0, 0, 144, 0, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 1, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 2, 8,
- 15, 160, 6, 0, 0, 2,
- 0, 0, 8, 128, 1, 0,
- 170, 176, 5, 0, 0, 3,
- 0, 0, 3, 128, 0, 0,
- 255, 128, 1, 0, 228, 176,
- 66, 0, 0, 3, 1, 0,
- 15, 128, 0, 0, 228, 176,
- 0, 8, 228, 160, 66, 0,
- 0, 3, 2, 0, 15, 128,
- 0, 0, 228, 176, 1, 8,
- 228, 160, 66, 0, 0, 3,
- 0, 0, 15, 128, 0, 0,
- 228, 128, 2, 8, 228, 160,
- 2, 0, 0, 3, 0, 0,
- 7, 128, 1, 0, 228, 128,
- 2, 0, 228, 129, 2, 0,
- 0, 3, 0, 0, 7, 128,
- 0, 0, 228, 128, 1, 0,
- 0, 160, 5, 0, 0, 3,
- 0, 0, 7, 128, 0, 0,
- 228, 128, 0, 0, 0, 160,
- 5, 0, 0, 3, 0, 0,
- 7, 128, 0, 0, 255, 128,
- 0, 0, 228, 128, 1, 0,
- 0, 2, 0, 0, 8, 128,
- 0, 0, 85, 128, 1, 0,
- 0, 2, 0, 8, 15, 128,
- 0, 0, 228, 128, 255, 255,
- 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// sampler2D s2D;
-// sampler2D s2DMask;
-// sampler2D s2DWhite;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------- ----- ----
-// fLayerOpacity c0 1
-// s2D s0 1
-// s2DWhite s1 1
-// s2DMask s2 1
-//
-
- ps_2_0
- def c1, 1, 0, 0, 0
- dcl t0.xy
- dcl t1.xyz
- dcl_2d s0
- dcl_2d s1
- dcl_2d s2
- rcp r0.w, t1.z
- mul r0.xy, r0.w, t1
- texld r1, t0, s1
- texld r2, t0, s0
- texld r0, r0, s2
- add r0.x, -r1.y, r2.y
- add r2.w, r0.x, c1.x
- mul r1, r2, c0.x
- mul r0, r0.w, r1
- mov oC0, r0
-
-// approximately 10 instruction slots used (3 texture, 7 arithmetic)
-#endif
-
-const BYTE ComponentPass2ShaderPSMask[] =
-{
- 0, 2, 255, 255, 254, 255,
- 66, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 219, 0,
- 0, 0, 0, 2, 255, 255,
- 4, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 212, 0, 0, 0, 108, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 124, 0,
- 0, 0, 0, 0, 0, 0,
- 140, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 144, 0, 0, 0, 0, 0,
- 0, 0, 160, 0, 0, 0,
- 3, 0, 2, 0, 1, 0,
- 0, 0, 168, 0, 0, 0,
- 0, 0, 0, 0, 184, 0,
- 0, 0, 3, 0, 1, 0,
- 1, 0, 0, 0, 196, 0,
- 0, 0, 0, 0, 0, 0,
- 102, 76, 97, 121, 101, 114,
- 79, 112, 97, 99, 105, 116,
- 121, 0, 171, 171, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 0,
- 4, 0, 12, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 115, 50,
- 68, 77, 97, 115, 107, 0,
- 4, 0, 12, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 115, 50,
- 68, 87, 104, 105, 116, 101,
- 0, 171, 171, 171, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 112, 115, 95, 50,
- 95, 48, 0, 77, 105, 99,
- 114, 111, 115, 111, 102, 116,
- 32, 40, 82, 41, 32, 72,
- 76, 83, 76, 32, 83, 104,
- 97, 100, 101, 114, 32, 67,
- 111, 109, 112, 105, 108, 101,
- 114, 32, 49, 48, 46, 49,
- 0, 171, 81, 0, 0, 5,
- 1, 0, 15, 160, 0, 0,
- 128, 63, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 31, 0, 0, 2,
- 0, 0, 0, 128, 0, 0,
- 3, 176, 31, 0, 0, 2,
- 0, 0, 0, 128, 1, 0,
- 7, 176, 31, 0, 0, 2,
- 0, 0, 0, 144, 0, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 1, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 2, 8,
- 15, 160, 6, 0, 0, 2,
- 0, 0, 8, 128, 1, 0,
- 170, 176, 5, 0, 0, 3,
- 0, 0, 3, 128, 0, 0,
- 255, 128, 1, 0, 228, 176,
- 66, 0, 0, 3, 1, 0,
- 15, 128, 0, 0, 228, 176,
- 1, 8, 228, 160, 66, 0,
- 0, 3, 2, 0, 15, 128,
- 0, 0, 228, 176, 0, 8,
- 228, 160, 66, 0, 0, 3,
- 0, 0, 15, 128, 0, 0,
- 228, 128, 2, 8, 228, 160,
- 2, 0, 0, 3, 0, 0,
- 1, 128, 1, 0, 85, 129,
- 2, 0, 85, 128, 2, 0,
- 0, 3, 2, 0, 8, 128,
- 0, 0, 0, 128, 1, 0,
- 0, 160, 5, 0, 0, 3,
- 1, 0, 15, 128, 2, 0,
- 228, 128, 0, 0, 0, 160,
- 5, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 255, 128,
- 1, 0, 228, 128, 1, 0,
- 0, 2, 0, 8, 15, 128,
- 0, 0, 228, 128, 255, 255,
- 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// sampler2D s2D;
-// sampler2D s2DMask;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------- ----- ----
-// fLayerOpacity c0 1
-// s2D s0 1
-// s2DMask s1 1
-//
-
- ps_2_0
- def c1, 1, 0, 0, 0
- dcl t0.xy
- dcl t1.xyz
- dcl_2d s0
- dcl_2d s1
- rcp r0.w, t1.z
- mul r0.xy, r0.w, t1
- texld r1, t0, s0
- texld r0, r0, s1
- mov r1.w, c1.x
- mul r1, r1, c0.x
- mul r0, r0.w, r1
- mov oC0, r0
-
-// approximately 8 instruction slots used (2 texture, 6 arithmetic)
-#endif
-
-const BYTE RGBShaderPSMask[] =
-{
- 0, 2, 255, 255, 254, 255,
- 54, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 171, 0,
- 0, 0, 0, 2, 255, 255,
- 3, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 164, 0, 0, 0, 88, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 104, 0,
- 0, 0, 0, 0, 0, 0,
- 120, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 124, 0, 0, 0, 0, 0,
- 0, 0, 140, 0, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 0, 0, 148, 0, 0, 0,
- 0, 0, 0, 0, 102, 76,
- 97, 121, 101, 114, 79, 112,
- 97, 99, 105, 116, 121, 0,
- 171, 171, 0, 0, 3, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 115, 50, 68, 0, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 77,
- 97, 115, 107, 0, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 112, 115, 95, 50,
- 95, 48, 0, 77, 105, 99,
- 114, 111, 115, 111, 102, 116,
- 32, 40, 82, 41, 32, 72,
- 76, 83, 76, 32, 83, 104,
- 97, 100, 101, 114, 32, 67,
- 111, 109, 112, 105, 108, 101,
- 114, 32, 49, 48, 46, 49,
- 0, 171, 81, 0, 0, 5,
- 1, 0, 15, 160, 0, 0,
- 128, 63, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 31, 0, 0, 2,
- 0, 0, 0, 128, 0, 0,
- 3, 176, 31, 0, 0, 2,
- 0, 0, 0, 128, 1, 0,
- 7, 176, 31, 0, 0, 2,
- 0, 0, 0, 144, 0, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 1, 8,
- 15, 160, 6, 0, 0, 2,
- 0, 0, 8, 128, 1, 0,
- 170, 176, 5, 0, 0, 3,
- 0, 0, 3, 128, 0, 0,
- 255, 128, 1, 0, 228, 176,
- 66, 0, 0, 3, 1, 0,
- 15, 128, 0, 0, 228, 176,
- 0, 8, 228, 160, 66, 0,
- 0, 3, 0, 0, 15, 128,
- 0, 0, 228, 128, 1, 8,
- 228, 160, 1, 0, 0, 2,
- 1, 0, 8, 128, 1, 0,
- 0, 160, 5, 0, 0, 3,
- 1, 0, 15, 128, 1, 0,
- 228, 128, 0, 0, 0, 160,
- 5, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 255, 128,
- 1, 0, 228, 128, 1, 0,
- 0, 2, 0, 8, 15, 128,
- 0, 0, 228, 128, 255, 255,
- 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float fLayerOpacity;
-// row_major float3x3 mYuvColorMatrix;
-// sampler2D s2DCb;
-// sampler2D s2DCr;
-// sampler2D s2DMask;
-// sampler2D s2DY;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// --------------- ----- ----
-// fLayerOpacity c0 1
-// mYuvColorMatrix c1 3
-// s2DY s0 1
-// s2DCb s1 1
-// s2DCr s2 1
-// s2DMask s3 1
-//
-
- ps_2_0
- def c4, -0.0627499968, -0.50195998, 1, 0
- dcl t0.xy
- dcl t1.xyz
- dcl_2d s0
- dcl_2d s1
- dcl_2d s2
- dcl_2d s3
- rcp r0.w, t1.z
- mul r0.xy, r0.w, t1
- texld r1, t0, s0
- texld r2, t0, s1
- texld r3, t0, s2
- texld r0, r0, s3
- mov r4.w, c4.z
- add r0.x, r1.w, c4.x
- add r0.y, r2.w, c4.y
- add r0.z, r3.w, c4.y
- dp3 r4.x, c1, r0
- dp3 r4.y, c2, r0
- dp3 r4.z, c3, r0
- mul r1, r4, c0.x
- mul r0, r0.w, r1
- mov oC0, r0
-
-// approximately 16 instruction slots used (4 texture, 12 arithmetic)
-#endif
-
-const BYTE YCbCrShaderPSMask[] =
-{
- 0, 2, 255, 255, 254, 255,
- 90, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 59, 1,
- 0, 0, 0, 2, 255, 255,
- 6, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 52, 1, 0, 0, 148, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 164, 0,
- 0, 0, 0, 0, 0, 0,
- 180, 0, 0, 0, 2, 0,
- 1, 0, 3, 0, 6, 0,
- 196, 0, 0, 0, 0, 0,
- 0, 0, 212, 0, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 0, 0, 220, 0, 0, 0,
- 0, 0, 0, 0, 236, 0,
- 0, 0, 3, 0, 2, 0,
- 1, 0, 0, 0, 244, 0,
- 0, 0, 0, 0, 0, 0,
- 4, 1, 0, 0, 3, 0,
- 3, 0, 1, 0, 0, 0,
- 12, 1, 0, 0, 0, 0,
- 0, 0, 28, 1, 0, 0,
- 3, 0, 0, 0, 1, 0,
- 0, 0, 36, 1, 0, 0,
- 0, 0, 0, 0, 102, 76,
- 97, 121, 101, 114, 79, 112,
- 97, 99, 105, 116, 121, 0,
- 171, 171, 0, 0, 3, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 109, 89, 117, 118, 67, 111,
- 108, 111, 114, 77, 97, 116,
- 114, 105, 120, 0, 2, 0,
- 3, 0, 3, 0, 3, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 67,
- 98, 0, 171, 171, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 67,
- 114, 0, 171, 171, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 77,
- 97, 115, 107, 0, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 115, 50, 68, 89,
- 0, 171, 171, 171, 4, 0,
- 12, 0, 1, 0, 1, 0,
- 1, 0, 0, 0, 0, 0,
- 0, 0, 112, 115, 95, 50,
- 95, 48, 0, 77, 105, 99,
- 114, 111, 115, 111, 102, 116,
- 32, 40, 82, 41, 32, 72,
- 76, 83, 76, 32, 83, 104,
- 97, 100, 101, 114, 32, 67,
- 111, 109, 112, 105, 108, 101,
- 114, 32, 49, 48, 46, 49,
- 0, 171, 81, 0, 0, 5,
- 4, 0, 15, 160, 18, 131,
- 128, 189, 115, 128, 0, 191,
- 0, 0, 128, 63, 0, 0,
- 0, 0, 31, 0, 0, 2,
- 0, 0, 0, 128, 0, 0,
- 3, 176, 31, 0, 0, 2,
- 0, 0, 0, 128, 1, 0,
- 7, 176, 31, 0, 0, 2,
- 0, 0, 0, 144, 0, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 1, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 2, 8,
- 15, 160, 31, 0, 0, 2,
- 0, 0, 0, 144, 3, 8,
- 15, 160, 6, 0, 0, 2,
- 0, 0, 8, 128, 1, 0,
- 170, 176, 5, 0, 0, 3,
- 0, 0, 3, 128, 0, 0,
- 255, 128, 1, 0, 228, 176,
- 66, 0, 0, 3, 1, 0,
- 15, 128, 0, 0, 228, 176,
- 0, 8, 228, 160, 66, 0,
- 0, 3, 2, 0, 15, 128,
- 0, 0, 228, 176, 1, 8,
- 228, 160, 66, 0, 0, 3,
- 3, 0, 15, 128, 0, 0,
- 228, 176, 2, 8, 228, 160,
- 66, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 228, 128,
- 3, 8, 228, 160, 1, 0,
- 0, 2, 4, 0, 8, 128,
- 4, 0, 170, 160, 2, 0,
- 0, 3, 0, 0, 1, 128,
- 1, 0, 255, 128, 4, 0,
- 0, 160, 2, 0, 0, 3,
- 0, 0, 2, 128, 2, 0,
- 255, 128, 4, 0, 85, 160,
- 2, 0, 0, 3, 0, 0,
- 4, 128, 3, 0, 255, 128,
- 4, 0, 85, 160, 8, 0,
- 0, 3, 4, 0, 1, 128,
- 1, 0, 228, 160, 0, 0,
- 228, 128, 8, 0, 0, 3,
- 4, 0, 2, 128, 2, 0,
- 228, 160, 0, 0, 228, 128,
- 8, 0, 0, 3, 4, 0,
- 4, 128, 3, 0, 228, 160,
- 0, 0, 228, 128, 5, 0,
- 0, 3, 1, 0, 15, 128,
- 4, 0, 228, 128, 0, 0,
- 0, 160, 5, 0, 0, 3,
- 0, 0, 15, 128, 0, 0,
- 255, 128, 1, 0, 228, 128,
- 1, 0, 0, 2, 0, 8,
- 15, 128, 0, 0, 228, 128,
- 255, 255, 0, 0
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
-//
-// Parameters:
-//
-// float4 fLayerColor;
-// sampler2D s2DMask;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------ ----- ----
-// fLayerColor c0 1
-// s2DMask s0 1
-//
-
- ps_2_0
- dcl t1.xyz
- dcl_2d s0
- rcp r0.w, t1.z
- mul r0.xy, r0.w, t1
- texld r0, r0, s0
- mul r0, r0.w, c0
- mov oC0, r0
-
-// approximately 5 instruction slots used (1 texture, 4 arithmetic)
-#endif
-
-const BYTE SolidColorShaderPSMask[] =
-{
- 0, 2, 255, 255, 254, 255,
- 43, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 127, 0,
- 0, 0, 0, 2, 255, 255,
- 2, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 120, 0, 0, 0, 68, 0,
- 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 80, 0,
- 0, 0, 0, 0, 0, 0,
- 96, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 0, 0,
- 104, 0, 0, 0, 0, 0,
- 0, 0, 102, 76, 97, 121,
- 101, 114, 67, 111, 108, 111,
- 114, 0, 1, 0, 3, 0,
- 1, 0, 4, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 115, 50, 68, 77, 97, 115,
- 107, 0, 4, 0, 12, 0,
- 1, 0, 1, 0, 1, 0,
- 0, 0, 0, 0, 0, 0,
- 112, 115, 95, 50, 95, 48,
- 0, 77, 105, 99, 114, 111,
- 115, 111, 102, 116, 32, 40,
- 82, 41, 32, 72, 76, 83,
- 76, 32, 83, 104, 97, 100,
- 101, 114, 32, 67, 111, 109,
- 112, 105, 108, 101, 114, 32,
- 49, 48, 46, 49, 0, 171,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 1, 0, 7, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 0, 8, 15, 160,
- 6, 0, 0, 2, 0, 0,
- 8, 128, 1, 0, 170, 176,
- 5, 0, 0, 3, 0, 0,
- 3, 128, 0, 0, 255, 128,
- 1, 0, 228, 176, 66, 0,
- 0, 3, 0, 0, 15, 128,
- 0, 0, 228, 128, 0, 8,
- 228, 160, 5, 0, 0, 3,
- 0, 0, 15, 128, 0, 0,
- 255, 128, 0, 0, 228, 160,
- 1, 0, 0, 2, 0, 8,
- 15, 128, 0, 0, 228, 128,
- 255, 255, 0, 0
-};
diff --git a/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl b/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl
deleted file mode 100644
index 1f3a812f31..0000000000
--- a/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl
+++ /dev/null
@@ -1,242 +0,0 @@
-float4x4 mLayerTransform;
-float4 vRenderTargetOffset;
-float4x4 mProjection;
-
-typedef float4 rect;
-rect vTextureCoords;
-rect vLayerQuad;
-rect vMaskQuad;
-
-texture tex0;
-sampler s2D;
-sampler s2DWhite;
-sampler s2DY;
-sampler s2DCb;
-sampler s2DCr;
-sampler s2DMask;
-
-
-float fLayerOpacity;
-float4 fLayerColor;
-row_major float3x3 mYuvColorMatrix : register(ps, c1);
-
-struct VS_INPUT {
- float4 vPosition : POSITION;
-};
-
-struct VS_OUTPUT {
- float4 vPosition : POSITION;
- float2 vTexCoords : TEXCOORD0;
-};
-
-struct VS_OUTPUT_MASK {
- float4 vPosition : POSITION;
- float2 vTexCoords : TEXCOORD0;
- float3 vMaskCoords : TEXCOORD1;
-};
-
-VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
-{
- VS_OUTPUT outp;
- outp.vPosition = aVertex.vPosition;
-
- // We use 4 component floats to uniquely describe a rectangle, by the structure
- // of x, y, width, height. This allows us to easily generate the 4 corners
- // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
- // stream source for our LayerQuad vertex shader. We do this by doing:
- // Xout = x + Xin * width
- // Yout = y + Yin * height
- float2 position = vLayerQuad.xy;
- float2 size = vLayerQuad.zw;
- outp.vPosition.x = position.x + outp.vPosition.x * size.x;
- outp.vPosition.y = position.y + outp.vPosition.y * size.y;
-
- outp.vPosition = mul(mLayerTransform, outp.vPosition);
- outp.vPosition.xyz /= outp.vPosition.w;
- outp.vPosition = outp.vPosition - vRenderTargetOffset;
- outp.vPosition.xyz *= outp.vPosition.w;
-
- // adjust our vertices to match d3d9's pixel coordinate system
- // which has pixel centers at integer locations
- outp.vPosition.xy -= 0.5;
-
- outp.vPosition = mul(mProjection, outp.vPosition);
-
- position = vTextureCoords.xy;
- size = vTextureCoords.zw;
- outp.vTexCoords.x = position.x + aVertex.vPosition.x * size.x;
- outp.vTexCoords.y = position.y + aVertex.vPosition.y * size.y;
-
- return outp;
-}
-
-VS_OUTPUT_MASK LayerQuadVSMask(const VS_INPUT aVertex)
-{
- VS_OUTPUT_MASK outp;
- float4 position = float4(0, 0, 0, 1);
-
- // We use 4 component floats to uniquely describe a rectangle, by the structure
- // of x, y, width, height. This allows us to easily generate the 4 corners
- // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
- // stream source for our LayerQuad vertex shader. We do this by doing:
- // Xout = x + Xin * width
- // Yout = y + Yin * height
- float2 size = vLayerQuad.zw;
- position.x = vLayerQuad.x + aVertex.vPosition.x * size.x;
- position.y = vLayerQuad.y + aVertex.vPosition.y * size.y;
-
- position = mul(mLayerTransform, position);
- outp.vPosition.w = position.w;
- outp.vPosition.xyz = position.xyz / position.w;
- outp.vPosition = outp.vPosition - vRenderTargetOffset;
- outp.vPosition.xyz *= outp.vPosition.w;
-
- // adjust our vertices to match d3d9's pixel coordinate system
- // which has pixel centers at integer locations
- outp.vPosition.xy -= 0.5;
-
- outp.vPosition = mul(mProjection, outp.vPosition);
-
- // calculate the position on the mask texture
- outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
- outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
- // correct for perspective correct interpolation, see comment in D3D11 shader
- outp.vMaskCoords.z = 1;
- outp.vMaskCoords *= position.w;
-
- size = vTextureCoords.zw;
- outp.vTexCoords.x = vTextureCoords.x + aVertex.vPosition.x * size.x;
- outp.vTexCoords.y = vTextureCoords.y + aVertex.vPosition.y * size.y;
-
- return outp;
-}
-
-float4 ComponentPass1Shader(const VS_OUTPUT aVertex) : COLOR
-{
- float4 src = tex2D(s2D, aVertex.vTexCoords);
- float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
- alphas.a = alphas.g;
- return alphas * fLayerOpacity;
-}
-
-float4 ComponentPass2Shader(const VS_OUTPUT aVertex) : COLOR
-{
- float4 src = tex2D(s2D, aVertex.vTexCoords);
- float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
- src.a = alphas.g;
- return src * fLayerOpacity;
-}
-
-float4 RGBAShader(const VS_OUTPUT aVertex) : COLOR
-{
- return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
-}
-
-float4 RGBShader(const VS_OUTPUT aVertex) : COLOR
-{
- float4 result;
- result = tex2D(s2D, aVertex.vTexCoords);
- result.a = 1.0;
- return result * fLayerOpacity;
-}
-
-/* From Rec601:
-[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
-[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
-[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
-
-For [0,1] instead of [0,255], and to 5 places:
-[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
-[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
-[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
-
-From Rec709:
-[R] [1.1643835616438356, 4.2781193979771426e-17, 1.7927410714285714] [ Y - 16]
-[G] = [1.1643835616438358, -0.21324861427372963, -0.532909328559444] x [Cb - 128]
-[B] [1.1643835616438356, 2.1124017857142854, 0.0] [Cr - 128]
-
-For [0,1] instead of [0,255], and to 5 places:
-[R] [1.16438, 0.00000, 1.79274] [ Y - 0.06275]
-[G] = [1.16438, -0.21325, -0.53291] x [Cb - 0.50196]
-[B] [1.16438, 2.11240, 0.00000] [Cr - 0.50196]
-*/
-float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR
-{
- float3 yuv;
- float4 color;
-
- yuv.x = tex2D(s2DY, aVertex.vTexCoords).a - 0.06275;
- yuv.y = tex2D(s2DCb, aVertex.vTexCoords).a - 0.50196;
- yuv.z = tex2D(s2DCr, aVertex.vTexCoords).a - 0.50196;
-
- color.rgb = mul(mYuvColorMatrix, yuv);
- color.a = 1.0f;
-
- return color * fLayerOpacity;
-}
-
-float4 SolidColorShader(const VS_OUTPUT aVertex) : COLOR
-{
- return fLayerColor;
-}
-
-float4 ComponentPass1ShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
-{
- float4 src = tex2D(s2D, aVertex.vTexCoords);
- float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
- alphas.a = alphas.g;
- float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
- float mask = tex2D(s2DMask, maskCoords).a;
- return alphas * fLayerOpacity * mask;
-}
-
-float4 ComponentPass2ShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
-{
- float4 src = tex2D(s2D, aVertex.vTexCoords);
- float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
- src.a = alphas.g;
- float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
- float mask = tex2D(s2DMask, maskCoords).a;
- return src * fLayerOpacity * mask;
-}
-
-float4 RGBAShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
-{
- float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
- float mask = tex2D(s2DMask, maskCoords).a;
- return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity * mask;
-}
-
-float4 RGBShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
-{
- float4 result;
- result = tex2D(s2D, aVertex.vTexCoords);
- result.a = 1.0;
- float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
- float mask = tex2D(s2DMask, maskCoords).a;
- return result * fLayerOpacity * mask;
-}
-
-float4 YCbCrShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
-{
- float3 yuv;
- float4 color;
-
- yuv.x = tex2D(s2DY, aVertex.vTexCoords).a - 0.06275;
- yuv.y = tex2D(s2DCb, aVertex.vTexCoords).a - 0.50196;
- yuv.z = tex2D(s2DCr, aVertex.vTexCoords).a - 0.50196;
-
- color.rgb = mul((float3x3)mYuvColorMatrix, yuv);
- color.a = 1.0f;
-
- float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
- float mask = tex2D(s2DMask, maskCoords).a;
- return color * fLayerOpacity * mask;
-}
-
-float4 SolidColorShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
-{
- float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
- float mask = tex2D(s2DMask, maskCoords).a;
- return fLayerColor * mask;
-}
diff --git a/gfx/layers/d3d9/ReadbackLayerD3D9.h b/gfx/layers/d3d9/ReadbackLayerD3D9.h
deleted file mode 100644
index 5d3a7fd1e5..0000000000
--- a/gfx/layers/d3d9/ReadbackLayerD3D9.h
+++ /dev/null
@@ -1,34 +0,0 @@
-/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
- * 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/. */
-
-#ifndef GFX_READBACKLAYERD3D9_H
-#define GFX_READBACKLAYERD3D9_H
-
-#include "LayerManagerD3D9.h"
-#include "ReadbackLayer.h"
-
-namespace mozilla {
-namespace layers {
-
-class ReadbackLayerD3D9 :
- public ReadbackLayer,
- public LayerD3D9
-{
-public:
- ReadbackLayerD3D9(LayerManagerD3D9 *aManager)
- : ReadbackLayer(aManager, nullptr),
- LayerD3D9(aManager)
- {
- mImplData = static_cast<LayerD3D9*>(this);
- }
-
- virtual Layer* GetLayer() { return this; }
- virtual void RenderLayer() {}
-};
-
-} // namespace layers
-} // namespace mozilla
-
-#endif /* GFX_READBACKLAYERD3D9_H */
diff --git a/gfx/layers/d3d9/TextureD3D9.cpp b/gfx/layers/d3d9/TextureD3D9.cpp
deleted file mode 100644
index 9828450d18..0000000000
--- a/gfx/layers/d3d9/TextureD3D9.cpp
+++ /dev/null
@@ -1,1218 +0,0 @@
-/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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 "TextureD3D9.h"
-#include "CompositorD3D9.h"
-#include "gfxContext.h"
-#include "gfxImageSurface.h"
-#include "Effects.h"
-#include "gfxWindowsPlatform.h"
-#include "gfx2DGlue.h"
-#include "gfxUtils.h"
-#include "mozilla/gfx/2D.h"
-#include "GeckoProfiler.h"
-
-using namespace mozilla::gfx;
-
-namespace mozilla {
-namespace layers {
-
-static uint32_t GetRequiredTilesD3D9(uint32_t aSize, uint32_t aMaxSize)
-{
- uint32_t requiredTiles = aSize / aMaxSize;
- if (aSize % aMaxSize) {
- requiredTiles++;
- }
- return requiredTiles;
-}
-
-TextureSourceD3D9::~TextureSourceD3D9()
-{
- MOZ_ASSERT(!mCreatingDeviceManager ||
- mCreatingDeviceManager->IsInTextureHostList(this),
- "Inconsistency in list of texture hosts.");
- // Remove ourselves from the list of d3d9 texture hosts.
- if (mPreviousHost) {
- MOZ_ASSERT(mPreviousHost->mNextHost == this);
- mPreviousHost->mNextHost = mNextHost;
- } else if (mCreatingDeviceManager) {
- mCreatingDeviceManager->RemoveTextureListHead(this);
- }
- if (mNextHost) {
- MOZ_ASSERT(mNextHost->mPreviousHost == this);
- mNextHost->mPreviousHost = mPreviousHost;
- }
-}
-
-already_AddRefed<TextureHost>
-CreateTextureHostD3D9(const SurfaceDescriptor& aDesc,
- ISurfaceAllocator* aDeallocator,
- TextureFlags aFlags)
-{
- RefPtr<TextureHost> result;
- switch (aDesc.type()) {
- case SurfaceDescriptor::TSurfaceDescriptorBuffer: {
- result = CreateBackendIndependentTextureHost(aDesc, aDeallocator, aFlags);
- break;
- }
- case SurfaceDescriptor::TSurfaceDescriptorD3D9: {
- result = new TextureHostD3D9(aFlags, aDesc);
- break;
- }
- case SurfaceDescriptor::TSurfaceDescriptorD3D10: {
- result = new DXGITextureHostD3D9(aFlags, aDesc);
- break;
- }
- case SurfaceDescriptor::TSurfaceDescriptorDXGIYCbCr: {
- result = new DXGIYCbCrTextureHostD3D9(aFlags, aDesc.get_SurfaceDescriptorDXGIYCbCr());
- break;
- }
- default: {
- NS_WARNING("Unsupported SurfaceDescriptor type");
- }
- }
- return result.forget();
-}
-
-static SurfaceFormat
-D3D9FormatToSurfaceFormat(_D3DFORMAT format)
-{
- switch (format) {
- case D3DFMT_X8R8G8B8:
- return SurfaceFormat::B8G8R8X8;
- case D3DFMT_A8R8G8B8:
- return SurfaceFormat::B8G8R8A8;
- case D3DFMT_A8:
- return SurfaceFormat::A8;
- default:
- NS_ERROR("Bad texture format");
- }
- return SurfaceFormat::UNKNOWN;
-}
-
-static _D3DFORMAT
-SurfaceFormatToD3D9Format(SurfaceFormat format)
-{
- switch (format) {
- case SurfaceFormat::B8G8R8X8:
- return D3DFMT_X8R8G8B8;
- case SurfaceFormat::B8G8R8A8:
- return D3DFMT_A8R8G8B8;
- case SurfaceFormat::A8:
- return D3DFMT_A8;
- default:
- NS_ERROR("Bad texture format");
- }
- return D3DFMT_A8R8G8B8;
-}
-
-CompositingRenderTargetD3D9::CompositingRenderTargetD3D9(IDirect3DTexture9* aTexture,
- SurfaceInitMode aInit,
- const gfx::IntRect& aRect)
- : CompositingRenderTarget(aRect.TopLeft())
- , mInitMode(aInit)
-{
- MOZ_COUNT_CTOR(CompositingRenderTargetD3D9);
- MOZ_ASSERT(aTexture);
-
- mTexture = aTexture;
- mTexture->GetSurfaceLevel(0, getter_AddRefs(mSurface));
- NS_ASSERTION(mSurface, "Couldn't create surface for texture");
- TextureSourceD3D9::SetSize(aRect.Size());
-
- if (aInit == INIT_MODE_CLEAR) {
- ClearOnBind();
- }
-}
-
-CompositingRenderTargetD3D9::CompositingRenderTargetD3D9(IDirect3DSurface9* aSurface,
- SurfaceInitMode aInit,
- const gfx::IntRect& aRect)
- : CompositingRenderTarget(aRect.TopLeft())
- , mSurface(aSurface)
- , mInitMode(aInit)
-{
- MOZ_COUNT_CTOR(CompositingRenderTargetD3D9);
- MOZ_ASSERT(mSurface);
- TextureSourceD3D9::SetSize(aRect.Size());
-
- if (aInit == INIT_MODE_CLEAR) {
- ClearOnBind();
- }
-}
-
-CompositingRenderTargetD3D9::~CompositingRenderTargetD3D9()
-{
- MOZ_COUNT_DTOR(CompositingRenderTargetD3D9);
-}
-
-void
-CompositingRenderTargetD3D9::BindRenderTarget(IDirect3DDevice9* aDevice)
-{
- aDevice->SetRenderTarget(0, mSurface);
- if (mClearOnBind) {
- aDevice->Clear(0, 0, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 0), 0, 0);
- mClearOnBind = false;
- }
-}
-
-IntSize
-CompositingRenderTargetD3D9::GetSize() const
-{
- return TextureSourceD3D9::GetSize();
-}
-
-/**
- * Helper method for DataToTexture.
- * The last three params are out params.
- * Returns the created texture, or null if we fail.
- */
-already_AddRefed<IDirect3DTexture9>
-TextureSourceD3D9::InitTextures(DeviceManagerD3D9* aDeviceManager,
- const IntSize &aSize,
- _D3DFORMAT aFormat,
- RefPtr<IDirect3DSurface9>& aSurface,
- D3DLOCKED_RECT& aLockedRect)
-{
- if (!aDeviceManager) {
- return nullptr;
- }
- RefPtr<IDirect3DTexture9> result;
- // D3D9Ex doesn't support managed textures and we don't want the hassle even
- // if we don't have Ex. We could use dynamic textures
- // here but since Images are immutable that probably isn't such a great
- // idea.
- result = aDeviceManager->CreateTexture(aSize, aFormat, D3DPOOL_DEFAULT, this);
- if (!result) {
- return nullptr;
- }
-
- RefPtr<IDirect3DTexture9> tmpTexture =
- aDeviceManager->CreateTexture(aSize, aFormat, D3DPOOL_SYSTEMMEM, this);
- if (!tmpTexture) {
- return nullptr;
- }
-
- tmpTexture->GetSurfaceLevel(0, getter_AddRefs(aSurface));
-
- HRESULT hr = aSurface->LockRect(&aLockedRect, nullptr, 0);
- if (FAILED(hr) || !aLockedRect.pBits) {
- gfxCriticalError() << "Failed to lock rect initialize texture in D3D9 " << hexa(hr);
- return nullptr;
- }
-
- return result.forget();
-}
-
-/**
- * Helper method for DataToTexture.
- */
-static void
-FinishTextures(DeviceManagerD3D9* aDeviceManager,
- IDirect3DTexture9* aTexture,
- IDirect3DSurface9* aSurface)
-{
- if (!aDeviceManager) {
- return;
- }
-
- aSurface->UnlockRect();
- RefPtr<IDirect3DSurface9> dstSurface;
- aTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
- aDeviceManager->device()->UpdateSurface(aSurface, nullptr, dstSurface,
- nullptr);
-}
-
-already_AddRefed<IDirect3DTexture9>
-TextureSourceD3D9::DataToTexture(DeviceManagerD3D9* aDeviceManager,
- unsigned char *aData,
- int aStride,
- const IntSize &aSize,
- _D3DFORMAT aFormat,
- uint32_t aBPP)
-{
- PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS);
- RefPtr<IDirect3DSurface9> surface;
- D3DLOCKED_RECT lockedRect;
- RefPtr<IDirect3DTexture9> texture = InitTextures(aDeviceManager, aSize, aFormat,
- surface, lockedRect);
- if (!texture) {
- return nullptr;
- }
-
- uint32_t width = aSize.width * aBPP;
-
- for (int y = 0; y < aSize.height; y++) {
- memcpy((char*)lockedRect.pBits + lockedRect.Pitch * y,
- aData + aStride * y,
- width);
- }
-
- FinishTextures(aDeviceManager, texture, surface);
-
- return texture.forget();
-}
-
-already_AddRefed<IDirect3DTexture9>
-TextureSourceD3D9::TextureToTexture(DeviceManagerD3D9* aDeviceManager,
- IDirect3DTexture9* aTexture,
- const IntSize& aSize,
- _D3DFORMAT aFormat)
-{
- if (!aDeviceManager) {
- return nullptr;
- }
-
- RefPtr<IDirect3DTexture9> texture =
- aDeviceManager->CreateTexture(aSize, aFormat, D3DPOOL_DEFAULT, this);
- if (!texture) {
- return nullptr;
- }
-
- HRESULT hr = aDeviceManager->device()->UpdateTexture(aTexture, texture);
- if (FAILED(hr)) {
- return nullptr;
- }
-
- return texture.forget();
-}
-
-DataTextureSourceD3D9::DataTextureSourceD3D9(gfx::SurfaceFormat aFormat,
- CompositorD3D9* aCompositor,
- TextureFlags aFlags,
- StereoMode aStereoMode)
- : mCompositor(aCompositor)
- , mFormat(aFormat)
- , mCurrentTile(0)
- , mFlags(aFlags)
- , mIsTiled(false)
- , mIterating(false)
- , mAllowTextureUploads(true)
-{
- mStereoMode = aStereoMode;
- MOZ_COUNT_CTOR(DataTextureSourceD3D9);
-}
-
-DataTextureSourceD3D9::DataTextureSourceD3D9(gfx::SurfaceFormat aFormat,
- gfx::IntSize aSize,
- CompositorD3D9* aCompositor,
- IDirect3DTexture9* aTexture,
- TextureFlags aFlags)
- : mCompositor(aCompositor)
- , mFormat(aFormat)
- , mCurrentTile(0)
- , mFlags(aFlags)
- , mIsTiled(false)
- , mIterating(false)
- , mAllowTextureUploads(false)
-{
- mSize = aSize;
- mTexture = aTexture;
- mStereoMode = StereoMode::MONO;
- MOZ_COUNT_CTOR(DataTextureSourceD3D9);
-}
-
-DataTextureSourceD3D9::~DataTextureSourceD3D9()
-{
- MOZ_COUNT_DTOR(DataTextureSourceD3D9);
-}
-
-IDirect3DTexture9*
-DataTextureSourceD3D9::GetD3D9Texture()
-{
- return mIterating ? mTileTextures[mCurrentTile]
- : mTexture;
-}
-
-bool
-DataTextureSourceD3D9::Update(gfx::DataSourceSurface* aSurface,
- nsIntRegion* aDestRegion,
- gfx::IntPoint* aSrcOffset)
-{
- PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS);
- // Right now we only support full surface update. If aDestRegion is provided,
- // It will be ignored. Incremental update with a source offset is only used
- // on Mac so it is not clear that we ever will need to support it for D3D.
- MOZ_ASSERT(!aSrcOffset);
-
- MOZ_ASSERT(mAllowTextureUploads);
- if (!mAllowTextureUploads) {
- return false;
- }
-
- if (!mCompositor || !mCompositor->device()) {
- NS_WARNING("No D3D device to update the texture.");
- return false;
- }
-
- uint32_t bpp = BytesPerPixel(aSurface->GetFormat());
- RefPtr<DeviceManagerD3D9> deviceManager = DeviceManagerD3D9::Get();
-
- mSize = aSurface->GetSize();
- mFormat = aSurface->GetFormat();
-
- _D3DFORMAT format = D3DFMT_A8R8G8B8;
- switch (mFormat) {
- case SurfaceFormat::B8G8R8X8:
- format = D3DFMT_X8R8G8B8;
- bpp = 4;
- break;
- case SurfaceFormat::B8G8R8A8:
- format = D3DFMT_A8R8G8B8;
- bpp = 4;
- break;
- case SurfaceFormat::A8:
- format = D3DFMT_A8;
- bpp = 1;
- break;
- default:
- NS_WARNING("Bad image format");
- return false;
- }
-
- int32_t maxSize = mCompositor->GetMaxTextureSize();
- if ((mSize.width <= maxSize && mSize.height <= maxSize) ||
- (mFlags & TextureFlags::DISALLOW_BIGIMAGE)) {
- mIsTiled = false;
-
- if (mTexture) {
- D3DSURFACE_DESC currentDesc;
- mTexture->GetLevelDesc(0, &currentDesc);
-
- // Make sure there's no size mismatch, if there is, recreate.
- if (currentDesc.Width != mSize.width || currentDesc.Height != mSize.height ||
- currentDesc.Format != format) {
- mTexture = nullptr;
- // Make sure we upload the whole surface.
- aDestRegion = nullptr;
- }
- }
-
- if (!mTexture) {
- // TODO Improve: Reallocating this texture is costly enough
- // that it causes us to skip frames on scrolling
- // important pages like Facebook.
- mTexture = deviceManager->CreateTexture(mSize, format, D3DPOOL_DEFAULT, this);
- mIsTiled = false;
- if (!mTexture) {
- Reset();
- return false;
- }
-
- if (mFlags & TextureFlags::COMPONENT_ALPHA) {
- aDestRegion = nullptr;
- }
- }
-
- DataSourceSurface::MappedSurface map;
- if (!aSurface->Map(DataSourceSurface::MapType::READ, &map)) {
- gfxCriticalError() << "Failed to map surface.";
- Reset();
- return false;
- }
-
- nsIntRegion regionToUpdate = aDestRegion ? *aDestRegion : nsIntRegion(nsIntRect(0, 0, mSize.width, mSize.height));
-
- RefPtr<IDirect3DTexture9> srcTexture;
- RefPtr<IDirect3DSurface9> srcSurface;
-
- if (mFormat == SurfaceFormat::A8) {
- // A8 doesn't appear to work with CreateOffscreenPlainSurface
- srcTexture = deviceManager->CreateTexture(mSize, format, D3DPOOL_SYSTEMMEM, this);
- if (!srcTexture) {
- aSurface->Unmap();
- return false;
- }
- srcTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
- } else {
- HRESULT hr = mCompositor->device()->CreateOffscreenPlainSurface(mSize.width, mSize.height, format, D3DPOOL_SYSTEMMEM, getter_AddRefs(srcSurface), nullptr);
- if (FAILED(hr)) {
- aSurface->Unmap();
- return false;
- }
- }
-
- RefPtr<IDirect3DSurface9> destSurface;
- mTexture->GetSurfaceLevel(0, getter_AddRefs(destSurface));
-
- D3DLOCKED_RECT rect;
- HRESULT hr = srcSurface->LockRect(&rect, nullptr, 0);
- if (FAILED(hr) || !rect.pBits) {
- gfxCriticalError() << "Failed to lock rect initialize texture in D3D9 " << hexa(hr);
- return false;
- }
-
- for (auto iter = regionToUpdate.RectIter(); !iter.Done(); iter.Next()) {
- const nsIntRect& iterRect = iter.Get();
- uint8_t* src = map.mData + map.mStride * iterRect.y + BytesPerPixel(aSurface->GetFormat()) * iterRect.x;
- uint8_t* dest = reinterpret_cast<uint8_t*>(rect.pBits) + rect.Pitch * iterRect.y + BytesPerPixel(aSurface->GetFormat()) * iterRect.x;
-
- for (int y = 0; y < iterRect.height; y++) {
- memcpy(dest + rect.Pitch * y,
- src + map.mStride * y,
- iterRect.width * bpp);
- }
- }
-
- srcSurface->UnlockRect();
- aSurface->Unmap();
-
- for (auto iter = regionToUpdate.RectIter(); !iter.Done(); iter.Next()) {
- const nsIntRect& iterRect = iter.Get();
-
- RECT updateRect;
- updateRect.left = iterRect.x;
- updateRect.top = iterRect.y;
- updateRect.right = iterRect.XMost();
- updateRect.bottom = iterRect.YMost();
- POINT point = { updateRect.left, updateRect.top };
-
- mCompositor->device()->UpdateSurface(srcSurface, &updateRect, destSurface, &point);
- }
- } else {
- mIsTiled = true;
- uint32_t tileCount = GetRequiredTilesD3D9(mSize.width, maxSize) *
- GetRequiredTilesD3D9(mSize.height, maxSize);
- mTileTextures.resize(tileCount);
- mTexture = nullptr;
-
- for (uint32_t i = 0; i < tileCount; i++) {
- IntRect tileRect = GetTileRect(i);
- unsigned char* data = aSurface->GetData() +
- tileRect.y * aSurface->Stride() +
- tileRect.x * bpp;
- mTileTextures[i] = DataToTexture(deviceManager,
- data,
- aSurface->Stride(),
- IntSize(tileRect.width, tileRect.height),
- format,
- bpp);
- if (!mTileTextures[i]) {
- NS_WARNING("Could not upload texture");
- Reset();
- return false;
- }
- }
- }
-
- return true;
-}
-
-static CompositorD3D9* AssertD3D9Compositor(Compositor* aCompositor)
-{
- CompositorD3D9* compositor = aCompositor ? aCompositor->AsCompositorD3D9()
- : nullptr;
- if (!compositor) {
- // We probably had a device reset and this D3D9 texture was already sent but
- // we are now falling back to a basic compositor. That can happen if a video
- // is playing while the device reset occurs and it's not too bad if we miss a
- // few frames.
- gfxCriticalNote << "[D3D9] Attempt to set an incompatible compositor";
- }
- return compositor;
-}
-
-void
-DataTextureSourceD3D9::SetCompositor(Compositor* aCompositor)
-{
- CompositorD3D9* d3dCompositor = AssertD3D9Compositor(aCompositor);
- if (!d3dCompositor) {
- Reset();
- return;
- }
- if (mCompositor && mCompositor != d3dCompositor) {
- Reset();
- }
- mCompositor = d3dCompositor;
-}
-
-void
-DataTextureSourceD3D9::Reset()
-{
- mSize.width = 0;
- mSize.height = 0;
- mIsTiled = false;
- mTexture = nullptr;
- mTileTextures.clear();
-}
-
-IntRect
-DataTextureSourceD3D9::GetTileRect(uint32_t aTileIndex) const
-{
- uint32_t maxSize = mCompositor->GetMaxTextureSize();
- uint32_t horizontalTiles = GetRequiredTilesD3D9(mSize.width, maxSize);
- uint32_t verticalTiles = GetRequiredTilesD3D9(mSize.height, maxSize);
-
- uint32_t verticalTile = aTileIndex / horizontalTiles;
- uint32_t horizontalTile = aTileIndex % horizontalTiles;
-
- return IntRect(horizontalTile * maxSize,
- verticalTile * maxSize,
- horizontalTile < (horizontalTiles - 1) ? maxSize : mSize.width % maxSize,
- verticalTile < (verticalTiles - 1) ? maxSize : mSize.height % maxSize);
-}
-
-IntRect
-DataTextureSourceD3D9::GetTileRect()
-{
- return GetTileRect(mCurrentTile);
-}
-
-
-D3D9TextureData::D3D9TextureData(gfx::IntSize aSize, gfx::SurfaceFormat aFormat,
- IDirect3DTexture9* aTexture)
-: mTexture(aTexture)
-, mSize(aSize)
-, mFormat(aFormat)
-, mNeedsClear(false)
-, mNeedsClearWhite(false)
-{
- MOZ_COUNT_CTOR(D3D9TextureData);
-}
-
-D3D9TextureData::~D3D9TextureData()
-{
- MOZ_COUNT_DTOR(D3D9TextureData);
-}
-
-D3D9TextureData*
-D3D9TextureData::Create(gfx::IntSize aSize, gfx::SurfaceFormat aFormat,
- TextureAllocationFlags aAllocFlags)
-{
- _D3DFORMAT format = SurfaceFormatToD3D9Format(aFormat);
- RefPtr<DeviceManagerD3D9> deviceManager = DeviceManagerD3D9::Get();
- RefPtr<IDirect3DTexture9> d3d9Texture = deviceManager ? deviceManager->CreateTexture(aSize, format,
- D3DPOOL_SYSTEMMEM,
- nullptr)
- : nullptr;
- if (!d3d9Texture) {
- NS_WARNING("Could not create a d3d9 texture");
- return nullptr;
- }
- D3D9TextureData* data = new D3D9TextureData(aSize, aFormat, d3d9Texture);
-
- data->mNeedsClear = aAllocFlags & ALLOC_CLEAR_BUFFER;
- data->mNeedsClearWhite = aAllocFlags & ALLOC_CLEAR_BUFFER_WHITE;
-
- return data;
-}
-
-TextureData*
-D3D9TextureData::CreateSimilar(LayersIPCChannel*, LayersBackend, TextureFlags aFlags, TextureAllocationFlags aAllocFlags) const
-{
- return D3D9TextureData::Create(mSize, mFormat, aAllocFlags);
-}
-
-void
-D3D9TextureData::FillInfo(TextureData::Info& aInfo) const
-{
- aInfo.size = mSize;
- aInfo.format = mFormat;
- aInfo.hasIntermediateBuffer = true;
- aInfo.supportsMoz2D = true;
- aInfo.canExposeMappedData = false;
- aInfo.hasSynchronization = false;
-}
-
-bool
-D3D9TextureData::Lock(OpenMode aMode)
-{
- if (!DeviceManagerD3D9::GetDevice()) {
- // If the device has failed then we should not lock the surface,
- // even if we could.
- mD3D9Surface = nullptr;
- return false;
- }
-
- if (!mD3D9Surface) {
- HRESULT hr = mTexture->GetSurfaceLevel(0, getter_AddRefs(mD3D9Surface));
- if (FAILED(hr)) {
- NS_WARNING("Failed to get texture surface level.");
- return false;
- }
- }
- return true;
-}
-void
-D3D9TextureData::Unlock()
-{
- if (mLockRect) {
- mD3D9Surface->UnlockRect();
- mLockRect = false;
- }
-}
-
-bool
-D3D9TextureData::Serialize(SurfaceDescriptor& aOutDescriptor)
-{
- mTexture->AddRef(); // Release in TextureHostD3D9::TextureHostD3D9
- aOutDescriptor = SurfaceDescriptorD3D9(reinterpret_cast<uintptr_t>(mTexture.get()));
- return true;
-}
-
-already_AddRefed<gfx::DrawTarget>
-D3D9TextureData::BorrowDrawTarget()
-{
- MOZ_ASSERT(mD3D9Surface);
- if (!mD3D9Surface) {
- return nullptr;
- }
-
- RefPtr<DrawTarget> dt;
- if (ContentForFormat(mFormat) == gfxContentType::COLOR) {
- RefPtr<gfxASurface> surface = new gfxWindowsSurface(mD3D9Surface);
- if (!surface || surface->CairoStatus()) {
- NS_WARNING("Could not create gfxASurface for d3d9 surface");
- return nullptr;
- }
- dt = gfxPlatform::GetPlatform()->CreateDrawTargetForSurface(surface, mSize);
-
- if (!dt) {
- return nullptr;
- }
- } else {
- // gfxWindowsSurface don't support transparency so we can't use the d3d9
- // windows surface optimization.
- // Instead we have to use a gfxImageSurface and fallback for font drawing.
- D3DLOCKED_RECT rect;
- HRESULT hr = mD3D9Surface->LockRect(&rect, nullptr, 0);
- if (FAILED(hr) || !rect.pBits) {
- gfxCriticalError() << "Failed to lock rect borrowing the target in D3D9 (BDT) " << hexa(hr);
- return nullptr;
- }
- dt = gfxPlatform::CreateDrawTargetForData((uint8_t*)rect.pBits, mSize,
- rect.Pitch, mFormat);
- if (!dt) {
- return nullptr;
- }
-
- mLockRect = true;
- }
-
- if (mNeedsClear) {
- dt->ClearRect(Rect(0, 0, mSize.width, mSize.height));
- mNeedsClear = false;
- }
- if (mNeedsClearWhite) {
- dt->FillRect(Rect(0, 0, mSize.width, mSize.height), ColorPattern(Color(1.0, 1.0, 1.0, 1.0)));
- mNeedsClearWhite = false;
- }
-
- return dt.forget();
-}
-
-bool
-D3D9TextureData::UpdateFromSurface(gfx::SourceSurface* aSurface)
-{
- MOZ_ASSERT(mD3D9Surface);
-
- // gfxWindowsSurface don't support transparency so we can't use the d3d9
- // windows surface optimization.
- // Instead we have to use a gfxImageSurface and fallback for font drawing.
- D3DLOCKED_RECT rect;
- HRESULT hr = mD3D9Surface->LockRect(&rect, nullptr, 0);
- if (FAILED(hr) || !rect.pBits) {
- gfxCriticalError() << "Failed to lock rect borrowing the target in D3D9 (UFS) " << hexa(hr);
- return false;
- }
-
- RefPtr<DataSourceSurface> srcSurf = aSurface->GetDataSurface();
-
- if (!srcSurf) {
- gfxCriticalError() << "Failed to GetDataSurface in UpdateFromSurface (D3D9).";
- mD3D9Surface->UnlockRect();
- return false;
- }
-
- DataSourceSurface::MappedSurface sourceMap;
- if (!srcSurf->Map(DataSourceSurface::READ, &sourceMap)) {
- gfxCriticalError() << "Failed to map source surface for UpdateFromSurface (D3D9).";
- return false;
- }
-
- for (int y = 0; y < srcSurf->GetSize().height; y++) {
- memcpy((uint8_t*)rect.pBits + rect.Pitch * y,
- sourceMap.mData + sourceMap.mStride * y,
- srcSurf->GetSize().width * BytesPerPixel(srcSurf->GetFormat()));
- }
-
- srcSurf->Unmap();
- mD3D9Surface->UnlockRect();
-
- return true;
-}
-
-DXGID3D9TextureData::DXGID3D9TextureData(gfx::SurfaceFormat aFormat,
- IDirect3DTexture9* aTexture, HANDLE aHandle,
- IDirect3DDevice9* aDevice)
-: mDevice(aDevice)
-, mTexture(aTexture)
-, mFormat(aFormat)
-, mHandle(aHandle)
-{
- MOZ_COUNT_CTOR(DXGID3D9TextureData);
-}
-
-DXGID3D9TextureData::~DXGID3D9TextureData()
-{
- gfxWindowsPlatform::sD3D9SharedTextures -= mDesc.Width * mDesc.Height * 4;
- MOZ_COUNT_DTOR(DXGID3D9TextureData);
-}
-
-// static
-DXGID3D9TextureData*
-DXGID3D9TextureData::Create(gfx::IntSize aSize, gfx::SurfaceFormat aFormat,
- TextureFlags aFlags,
- IDirect3DDevice9* aDevice)
-{
- PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS);
- MOZ_ASSERT(aFormat == gfx::SurfaceFormat::B8G8R8A8);
- if (aFormat != gfx::SurfaceFormat::B8G8R8A8) {
- return nullptr;
- }
-
- RefPtr<IDirect3DTexture9> texture;
- HANDLE shareHandle = nullptr;
- HRESULT hr = aDevice->CreateTexture(aSize.width, aSize.height,
- 1,
- D3DUSAGE_RENDERTARGET,
- D3DFMT_A8R8G8B8,
- D3DPOOL_DEFAULT,
- getter_AddRefs(texture),
- &shareHandle);
- if (FAILED(hr) || !shareHandle) {
- return nullptr;
- }
-
- D3DSURFACE_DESC surfaceDesc;
- hr = texture->GetLevelDesc(0, &surfaceDesc);
- if (FAILED(hr)) {
- return nullptr;
- }
- DXGID3D9TextureData* data = new DXGID3D9TextureData(aFormat, texture, shareHandle, aDevice);
- data->mDesc = surfaceDesc;
-
- gfxWindowsPlatform::sD3D9SharedTextures += aSize.width * aSize.height * 4;
- return data;
-}
-
-void
-DXGID3D9TextureData::FillInfo(TextureData::Info& aInfo) const
-{
- aInfo.size = GetSize();
- aInfo.format = mFormat;
- aInfo.supportsMoz2D = false;
- aInfo.canExposeMappedData = false;
- aInfo.hasIntermediateBuffer = false;
- aInfo.hasSynchronization = false;
-}
-
-already_AddRefed<IDirect3DSurface9>
-DXGID3D9TextureData::GetD3D9Surface() const
-{
- RefPtr<IDirect3DSurface9> textureSurface;
- HRESULT hr = mTexture->GetSurfaceLevel(0, getter_AddRefs(textureSurface));
- NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);
-
- return textureSurface.forget();
-}
-
-bool
-DXGID3D9TextureData::Serialize(SurfaceDescriptor& aOutDescriptor)
-{
- aOutDescriptor = SurfaceDescriptorD3D10((WindowsHandle)(mHandle), mFormat, GetSize());
- return true;
-}
-
-
-TextureHostD3D9::TextureHostD3D9(TextureFlags aFlags,
- const SurfaceDescriptorD3D9& aDescriptor)
- : TextureHost(aFlags)
- , mFormat(SurfaceFormat::UNKNOWN)
- , mIsLocked(false)
-{
- mTexture = reinterpret_cast<IDirect3DTexture9*>(aDescriptor.texture());
- MOZ_ASSERT(mTexture);
- mTexture->Release(); // see AddRef in TextureClientD3D9::ToSurfaceDescriptor
- MOZ_ASSERT(mTexture);
- D3DSURFACE_DESC desc;
- HRESULT hr = mTexture->GetLevelDesc(0, &desc);
- if (!FAILED(hr)) {
- mFormat = D3D9FormatToSurfaceFormat(desc.Format);
- mSize.width = desc.Width;
- mSize.height = desc.Height;
- }
-}
-
-bool
-DataTextureSourceD3D9::UpdateFromTexture(IDirect3DTexture9* aTexture,
- const nsIntRegion* aRegion)
-{
- PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS);
- MOZ_ASSERT(aTexture);
-
- D3DSURFACE_DESC desc;
- HRESULT hr = aTexture->GetLevelDesc(0, &desc);
- if (FAILED(hr)) {
- return false;
- } else {
- // If we changed the compositor, the size might have been reset to zero
- // Otherwise the texture size must not change.
- MOZ_ASSERT(mFormat == D3D9FormatToSurfaceFormat(desc.Format));
- MOZ_ASSERT(!mSize.width || mSize.width == desc.Width);
- MOZ_ASSERT(!mSize.height || mSize.height == desc.Height);
- mSize = IntSize(desc.Width, desc.Height);
- }
-
- RefPtr<DeviceManagerD3D9> dm = DeviceManagerD3D9::Get();
- if (!dm || !dm->device()) {
- return false;
- }
-
- if (!mTexture) {
- mTexture = dm->CreateTexture(mSize, SurfaceFormatToD3D9Format(mFormat),
- D3DPOOL_DEFAULT, this);
- if (!mTexture) {
- NS_WARNING("Failed to create a texture");
- return false;
- }
- }
-
- RefPtr<IDirect3DSurface9> srcSurface;
- RefPtr<IDirect3DSurface9> dstSurface;
-
- hr = aTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
- if (FAILED(hr)) {
- return false;
- }
- hr = mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
- if (FAILED(hr)) {
- return false;
- }
-
- if (aRegion) {
- for (auto iter = aRegion->RectIter(); !iter.Done(); iter.Next()) {
- const IntRect& iterRect = iter.Get();
- RECT rect;
- rect.left = iterRect.x;
- rect.top = iterRect.y;
- rect.right = iterRect.XMost();
- rect.bottom = iterRect.YMost();
-
- POINT point;
- point.x = iterRect.x;
- point.y = iterRect.y;
- hr = dm->device()->UpdateSurface(srcSurface, &rect, dstSurface, &point);
- if (FAILED(hr)) {
- NS_WARNING("Failed Update the surface");
- return false;
- }
- }
- } else {
- hr = dm->device()->UpdateSurface(srcSurface, nullptr, dstSurface, nullptr);
- if (FAILED(hr)) {
- NS_WARNING("Failed Update the surface");
- return false;
- }
- }
- mIsTiled = false;
- return true;
-}
-
-void
-TextureHostD3D9::UpdatedInternal(const nsIntRegion* aRegion)
-{
- MOZ_ASSERT(mTexture);
- if (!mTexture) {
- return;
- }
-
- const nsIntRegion* regionToUpdate = aRegion;
- if (!mTextureSource) {
- mTextureSource = new DataTextureSourceD3D9(mFormat, mSize, mCompositor,
- nullptr, mFlags);
- if (mFlags & TextureFlags::COMPONENT_ALPHA) {
- // Update the full region the first time for component alpha textures.
- regionToUpdate = nullptr;
- }
- }
-
- if (!mTextureSource->UpdateFromTexture(mTexture, regionToUpdate)) {
- gfxCriticalNote << "[D3D9] DataTextureSourceD3D9::UpdateFromTexture failed";
- }
-
- ReadUnlock();
-}
-
-IDirect3DDevice9*
-TextureHostD3D9::GetDevice()
-{
- if (mFlags & TextureFlags::INVALID_COMPOSITOR) {
- return nullptr;
- }
- return mCompositor ? mCompositor->device() : nullptr;
-}
-
-void
-TextureHostD3D9::SetCompositor(Compositor* aCompositor)
-{
- mCompositor = AssertD3D9Compositor(aCompositor);
- if (!mCompositor) {
- mTextureSource = nullptr;
- return;
- }
- if (mTextureSource) {
- mTextureSource->SetCompositor(aCompositor);
- }
-}
-
-Compositor*
-TextureHostD3D9::GetCompositor()
-{
- return mCompositor;
-}
-
-bool
-TextureHostD3D9::BindTextureSource(CompositableTextureSourceRef& aTexture)
-{
- MOZ_ASSERT(mIsLocked);
- MOZ_ASSERT(mTextureSource);
- aTexture = mTextureSource;
- return !!aTexture;
-}
-
-bool
-TextureHostD3D9::Lock()
-{
- MOZ_ASSERT(!mIsLocked);
- // XXX - Currently if a TextureHostD3D9 is created but Update is never called,
- // it will not have a TextureSource although it could since it has a valid
- // D3D9 texture.
- mIsLocked = !!mTextureSource;
- return mIsLocked;
-}
-
-void
-TextureHostD3D9::Unlock()
-{
- MOZ_ASSERT(mIsLocked);
- mIsLocked = false;
-}
-
-void
-TextureHostD3D9::DeallocateDeviceData()
-{
- mTextureSource = nullptr;
-}
-
-DXGITextureHostD3D9::DXGITextureHostD3D9(TextureFlags aFlags,
- const SurfaceDescriptorD3D10& aDescriptor)
- : TextureHost(aFlags)
- , mHandle(aDescriptor.handle())
- , mFormat(aDescriptor.format())
- , mSize(aDescriptor.size())
- , mIsLocked(false)
-{
- MOZ_ASSERT(mHandle);
- OpenSharedHandle();
-}
-
-IDirect3DDevice9*
-DXGITextureHostD3D9::GetDevice()
-{
- if (mFlags & TextureFlags::INVALID_COMPOSITOR) {
- return nullptr;
- }
- return mCompositor ? mCompositor->device() : nullptr;
-}
-
-void
-DXGITextureHostD3D9::OpenSharedHandle()
-{
- MOZ_ASSERT(!mTextureSource);
-
- if (!GetDevice()) {
- return;
- }
-
- RefPtr<IDirect3DTexture9> texture;
- HRESULT hr = GetDevice()->CreateTexture(mSize.width, mSize.height, 1,
- D3DUSAGE_RENDERTARGET,
- SurfaceFormatToD3D9Format(mFormat),
- D3DPOOL_DEFAULT,
- getter_AddRefs(texture),
- (HANDLE*)&mHandle);
- if (FAILED(hr)) {
- NS_WARNING("Failed to open shared texture");
- return;
- }
-
- mTextureSource = new DataTextureSourceD3D9(mFormat, mSize, mCompositor, texture);
-
- return;
-}
-
-bool
-DXGITextureHostD3D9::BindTextureSource(CompositableTextureSourceRef& aTexture)
-{
- MOZ_ASSERT(mIsLocked);
- MOZ_ASSERT(mTextureSource);
- aTexture = mTextureSource;
- return !!aTexture;
-}
-
-bool
-DXGITextureHostD3D9::Lock()
-{
- MOZ_ASSERT(!mIsLocked);
-
- if (!mCompositor) {
- NS_WARNING("no suitable compositor");
- return false;
- }
-
- if (!GetDevice()) {
- return false;
- }
-
- if (!mTextureSource) {
- OpenSharedHandle();
- }
- mIsLocked = !!mTextureSource;
- return mIsLocked;
-}
-
-void
-DXGITextureHostD3D9::Unlock()
-{
- MOZ_ASSERT(mIsLocked);
- mIsLocked = false;
-}
-
-void
-DXGITextureHostD3D9::SetCompositor(Compositor* aCompositor)
-{
- mCompositor = AssertD3D9Compositor(aCompositor);
- if (!mCompositor) {
- mTextureSource = nullptr;
- }
-}
-
-Compositor*
-DXGITextureHostD3D9::GetCompositor()
-{
- return mCompositor;
-}
-
-void
-DXGITextureHostD3D9::DeallocateDeviceData()
-{
- mTextureSource = nullptr;
-}
-
-DXGIYCbCrTextureHostD3D9::DXGIYCbCrTextureHostD3D9(TextureFlags aFlags,
- const SurfaceDescriptorDXGIYCbCr& aDescriptor)
- : TextureHost(aFlags)
- , mSize(aDescriptor.size())
- , mSizeY(aDescriptor.sizeY())
- , mSizeCbCr(aDescriptor.sizeCbCr())
- , mIsLocked(false)
-{
- mHandles[0] = reinterpret_cast<HANDLE>(aDescriptor.handleY());
- mHandles[1] = reinterpret_cast<HANDLE>(aDescriptor.handleCb());
- mHandles[2] = reinterpret_cast<HANDLE>(aDescriptor.handleCr());
-}
-
-IDirect3DDevice9*
-DXGIYCbCrTextureHostD3D9::GetDevice()
-{
- if (mFlags & TextureFlags::INVALID_COMPOSITOR) {
- return nullptr;
- }
- return mCompositor ? mCompositor->device() : nullptr;
-}
-
-void
-DXGIYCbCrTextureHostD3D9::SetCompositor(Compositor* aCompositor)
-{
- mCompositor = AssertD3D9Compositor(aCompositor);
- if (!mCompositor) {
- mTextureSources[0] = nullptr;
- mTextureSources[1] = nullptr;
- mTextureSources[2] = nullptr;
- }
-}
-
-Compositor*
-DXGIYCbCrTextureHostD3D9::GetCompositor()
-{
- return mCompositor;
-}
-
-bool
-DXGIYCbCrTextureHostD3D9::Lock()
-{
- if (!mCompositor) {
- NS_WARNING("no suitable compositor");
- return false;
- }
-
- if (!GetDevice()) {
- NS_WARNING("trying to lock a TextureHost without a D3D device");
- return false;
- }
- if (!mTextureSources[0]) {
- if (!mHandles[0]) {
- return false;
- }
-
- if (FAILED(GetDevice()->CreateTexture(mSizeY.width, mSizeY.height,
- 1, 0, D3DFMT_A8, D3DPOOL_DEFAULT,
- getter_AddRefs(mTextures[0]), &mHandles[0]))) {
- return false;
- }
-
- if (FAILED(GetDevice()->CreateTexture(mSizeCbCr.width, mSizeCbCr.height,
- 1, 0, D3DFMT_A8, D3DPOOL_DEFAULT,
- getter_AddRefs(mTextures[1]), &mHandles[1]))) {
- return false;
- }
-
- if (FAILED(GetDevice()->CreateTexture(mSizeCbCr.width, mSizeCbCr.height,
- 1, 0, D3DFMT_A8, D3DPOOL_DEFAULT,
- getter_AddRefs(mTextures[2]), &mHandles[2]))) {
- return false;
- }
-
- mTextureSources[0] = new DataTextureSourceD3D9(SurfaceFormat::A8, mSize, mCompositor, mTextures[0]);
- mTextureSources[1] = new DataTextureSourceD3D9(SurfaceFormat::A8, mSize, mCompositor, mTextures[1]);
- mTextureSources[2] = new DataTextureSourceD3D9(SurfaceFormat::A8, mSize, mCompositor, mTextures[2]);
- mTextureSources[0]->SetNextSibling(mTextureSources[1]);
- mTextureSources[1]->SetNextSibling(mTextureSources[2]);
- }
-
- mIsLocked = true;
- return mIsLocked;
-}
-
-void
-DXGIYCbCrTextureHostD3D9::Unlock()
-{
- MOZ_ASSERT(mIsLocked);
- mIsLocked = false;
-}
-
-bool
-DXGIYCbCrTextureHostD3D9::BindTextureSource(CompositableTextureSourceRef& aTexture)
-{
- MOZ_ASSERT(mIsLocked);
- // If Lock was successful we must have a valid TextureSource.
- MOZ_ASSERT(mTextureSources[0] && mTextureSources[1] && mTextureSources[2]);
- aTexture = mTextureSources[0].get();
- return !!aTexture;
-}
-
-}
-}
diff --git a/gfx/layers/d3d9/TextureD3D9.h b/gfx/layers/d3d9/TextureD3D9.h
deleted file mode 100644
index 67d7a13a66..0000000000
--- a/gfx/layers/d3d9/TextureD3D9.h
+++ /dev/null
@@ -1,433 +0,0 @@
-/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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/. */
-
-#ifndef MOZILLA_GFX_TEXTURED3D9_H
-#define MOZILLA_GFX_TEXTURED3D9_H
-
-#include "mozilla/layers/Compositor.h"
-#include "mozilla/layers/TextureClient.h"
-#include "mozilla/layers/TextureHost.h"
-#include "mozilla/GfxMessageUtils.h"
-#include "mozilla/gfx/2D.h"
-#include "gfxWindowsPlatform.h"
-#include "d3d9.h"
-#include <vector>
-#include "DeviceManagerD3D9.h"
-
-namespace mozilla {
-namespace layers {
-
-class CompositorD3D9;
-
-class TextureSourceD3D9
-{
- friend class DeviceManagerD3D9;
-
-public:
- TextureSourceD3D9()
- : mPreviousHost(nullptr)
- , mNextHost(nullptr)
- , mCreatingDeviceManager(nullptr)
- {}
- virtual ~TextureSourceD3D9();
-
- virtual IDirect3DTexture9* GetD3D9Texture() { return mTexture; }
-
- StereoMode GetStereoMode() const { return mStereoMode; };
-
- // Release all texture memory resources held by the texture host.
- virtual void ReleaseTextureResources()
- {
- mTexture = nullptr;
- }
-
-protected:
- virtual gfx::IntSize GetSize() const { return mSize; }
- void SetSize(const gfx::IntSize& aSize) { mSize = aSize; }
-
- // Helper methods for creating and copying textures.
- already_AddRefed<IDirect3DTexture9> InitTextures(
- DeviceManagerD3D9* aDeviceManager,
- const gfx::IntSize &aSize,
- _D3DFORMAT aFormat,
- RefPtr<IDirect3DSurface9>& aSurface,
- D3DLOCKED_RECT& aLockedRect);
-
- already_AddRefed<IDirect3DTexture9> DataToTexture(
- DeviceManagerD3D9* aDeviceManager,
- unsigned char *aData,
- int aStride,
- const gfx::IntSize &aSize,
- _D3DFORMAT aFormat,
- uint32_t aBPP);
-
- // aTexture should be in SYSTEMMEM, returns a texture in the default
- // pool (that is, in video memory).
- already_AddRefed<IDirect3DTexture9> TextureToTexture(
- DeviceManagerD3D9* aDeviceManager,
- IDirect3DTexture9* aTexture,
- const gfx::IntSize& aSize,
- _D3DFORMAT aFormat);
-
- gfx::IntSize mSize;
-
- // Linked list of all objects holding d3d9 textures.
- TextureSourceD3D9* mPreviousHost;
- TextureSourceD3D9* mNextHost;
- // The device manager that created our textures.
- RefPtr<DeviceManagerD3D9> mCreatingDeviceManager;
-
- StereoMode mStereoMode;
- RefPtr<IDirect3DTexture9> mTexture;
-};
-
-/**
- * A TextureSource that implements the DataTextureSource interface.
- * it can be used without a TextureHost and is able to upload texture data
- * from a gfx::DataSourceSurface.
- */
-class DataTextureSourceD3D9 : public DataTextureSource
- , public TextureSourceD3D9
- , public BigImageIterator
-{
-public:
- /// Constructor allowing the texture to perform texture uploads.
- ///
- /// The texture can be used as an actual DataTextureSource.
- DataTextureSourceD3D9(gfx::SurfaceFormat aFormat,
- CompositorD3D9* aCompositor,
- TextureFlags aFlags = TextureFlags::DEFAULT,
- StereoMode aStereoMode = StereoMode::MONO);
-
- /// Constructor for textures created around DXGI shared handles, disallowing
- /// texture uploads.
- ///
- /// The texture CANNOT be used as a DataTextureSource.
- DataTextureSourceD3D9(gfx::SurfaceFormat aFormat,
- gfx::IntSize aSize,
- CompositorD3D9* aCompositor,
- IDirect3DTexture9* aTexture,
- TextureFlags aFlags = TextureFlags::DEFAULT);
-
- virtual ~DataTextureSourceD3D9();
-
- virtual const char* Name() const override { return "DataTextureSourceD3D9"; }
-
- // DataTextureSource
-
- virtual bool Update(gfx::DataSourceSurface* aSurface,
- nsIntRegion* aDestRegion = nullptr,
- gfx::IntPoint* aSrcOffset = nullptr) override;
-
- // TextureSource
-
- virtual TextureSourceD3D9* AsSourceD3D9() override { return this; }
-
- virtual IDirect3DTexture9* GetD3D9Texture() override;
-
- // Returns nullptr if this texture was created by a DXGI TextureHost.
- virtual DataTextureSource* AsDataTextureSource() override { return mAllowTextureUploads ? this : nullptr; }
-
- virtual void DeallocateDeviceData() override { mTexture = nullptr; }
-
- virtual gfx::IntSize GetSize() const override { return mSize; }
-
- virtual gfx::SurfaceFormat GetFormat() const override { return mFormat; }
-
- virtual void SetCompositor(Compositor* aCompositor) override;
-
- // BigImageIterator
-
- virtual BigImageIterator* AsBigImageIterator() override { return mIsTiled ? this : nullptr; }
-
- virtual size_t GetTileCount() override { return mTileTextures.size(); }
-
- virtual bool NextTile() override { return (++mCurrentTile < mTileTextures.size()); }
-
- virtual gfx::IntRect GetTileRect() override;
-
- virtual void EndBigImageIteration() override { mIterating = false; }
-
- virtual void BeginBigImageIteration() override
- {
- mIterating = true;
- mCurrentTile = 0;
- }
-
- /**
- * Copy the content of aTexture using the GPU.
- */
- bool UpdateFromTexture(IDirect3DTexture9* aTexture, const nsIntRegion* aRegion);
-
-protected:
- gfx::IntRect GetTileRect(uint32_t aTileIndex) const;
-
- void Reset();
-
- std::vector< RefPtr<IDirect3DTexture9> > mTileTextures;
- RefPtr<CompositorD3D9> mCompositor;
- gfx::SurfaceFormat mFormat;
- uint32_t mCurrentTile;
- TextureFlags mFlags;
- bool mIsTiled;
- bool mIterating;
- bool mAllowTextureUploads;
-};
-
-/**
- * Needs a D3D9 context on the client side.
- * The corresponding TextureHost is TextureHostD3D9.
- */
-class D3D9TextureData : public TextureData
-{
-public:
- ~D3D9TextureData();
-
- virtual bool Serialize(SurfaceDescriptor& aOutDescrptor) override;
-
- virtual bool Lock(OpenMode aMode) override;
-
- virtual void Unlock() override;
-
- virtual void FillInfo(TextureData::Info& aInfo) const override;
-
- virtual already_AddRefed<gfx::DrawTarget> BorrowDrawTarget() override;
-
- virtual bool UpdateFromSurface(gfx::SourceSurface* aSurface) override;
-
- virtual TextureData*
- CreateSimilar(LayersIPCChannel* aAllocator,
- LayersBackend aLayersBackend,
- TextureFlags aFlags,
- TextureAllocationFlags aAllocFlags) const override;
-
- static D3D9TextureData*
- Create(gfx::IntSize aSize, gfx::SurfaceFormat aFormat, TextureAllocationFlags aFlags);
-
- virtual void Deallocate(LayersIPCChannel* aAllocator) override {}
-
-protected:
- D3D9TextureData(gfx::IntSize aSize, gfx::SurfaceFormat aFormat,
- IDirect3DTexture9* aTexture);
-
- RefPtr<IDirect3DTexture9> mTexture;
- RefPtr<IDirect3DSurface9> mD3D9Surface;
- gfx::IntSize mSize;
- gfx::SurfaceFormat mFormat;
- bool mNeedsClear;
- bool mNeedsClearWhite;
- bool mLockRect;
-};
-
-/**
- * Wraps a D3D9 texture, shared with the compositor though DXGI.
- * At the moment it is only used with D3D11 compositing, and the corresponding
- * TextureHost is DXGITextureHostD3D11.
- */
-class DXGID3D9TextureData : public TextureData
-{
-public:
- static DXGID3D9TextureData*
- Create(gfx::IntSize aSize, gfx::SurfaceFormat aFormat, TextureFlags aFlags, IDirect3DDevice9* aDevice);
-
- ~DXGID3D9TextureData();
-
- virtual void FillInfo(TextureData::Info& aInfo) const override;
-
- virtual bool Lock(OpenMode) override { return true; }
-
- virtual void Unlock() override {}
-
- virtual bool Serialize(SurfaceDescriptor& aOutDescriptor) override;
-
- virtual void Deallocate(LayersIPCChannel* aAllocator) override {}
-
- IDirect3DDevice9* GetD3D9Device() { return mDevice; }
- IDirect3DTexture9* GetD3D9Texture() { return mTexture; }
- HANDLE GetShareHandle() const { return mHandle; }
- already_AddRefed<IDirect3DSurface9> GetD3D9Surface() const;
-
- const D3DSURFACE_DESC& GetDesc() const
- {
- return mDesc;
- }
-
- gfx::IntSize GetSize() const { return gfx::IntSize(mDesc.Width, mDesc.Height); }
-
-protected:
- DXGID3D9TextureData(gfx::SurfaceFormat aFormat,
- IDirect3DTexture9* aTexture, HANDLE aHandle,
- IDirect3DDevice9* aDevice);
-
- RefPtr<IDirect3DDevice9> mDevice;
- RefPtr<IDirect3DTexture9> mTexture;
- gfx::SurfaceFormat mFormat;
- HANDLE mHandle;
- D3DSURFACE_DESC mDesc;
-};
-
-class TextureHostD3D9 : public TextureHost
-{
-public:
- TextureHostD3D9(TextureFlags aFlags,
- const SurfaceDescriptorD3D9& aDescriptor);
-
- virtual bool BindTextureSource(CompositableTextureSourceRef& aTexture) override;
-
- virtual void DeallocateDeviceData() override;
-
- virtual void SetCompositor(Compositor* aCompositor) override;
-
- virtual Compositor* GetCompositor() override;
-
- virtual gfx::SurfaceFormat GetFormat() const override { return mFormat; }
-
- virtual bool Lock() override;
-
- virtual void Unlock() override;
-
- virtual gfx::IntSize GetSize() const override { return mSize; }
-
- virtual already_AddRefed<gfx::DataSourceSurface> GetAsSurface() override
- {
- return nullptr;
- }
-
- virtual bool HasIntermediateBuffer() const override { return true; }
-
-protected:
- TextureHostD3D9(TextureFlags aFlags);
- IDirect3DDevice9* GetDevice();
-
- virtual void UpdatedInternal(const nsIntRegion* aRegion) override;
-
- RefPtr<DataTextureSourceD3D9> mTextureSource;
- RefPtr<IDirect3DTexture9> mTexture;
- RefPtr<CompositorD3D9> mCompositor;
- gfx::IntSize mSize;
- gfx::SurfaceFormat mFormat;
- bool mIsLocked;
-};
-
-class DXGITextureHostD3D9 : public TextureHost
-{
-public:
- DXGITextureHostD3D9(TextureFlags aFlags,
- const SurfaceDescriptorD3D10& aDescriptor);
-
- virtual bool BindTextureSource(CompositableTextureSourceRef& aTexture) override;
-
- virtual void DeallocateDeviceData() override;
-
- virtual void SetCompositor(Compositor* aCompositor) override;
-
- virtual Compositor* GetCompositor() override;
-
- virtual gfx::SurfaceFormat GetFormat() const override { return mFormat; }
-
- virtual gfx::IntSize GetSize() const override { return mSize; }
-
- virtual bool Lock() override;
-
- virtual void Unlock() override;
-
- virtual already_AddRefed<gfx::DataSourceSurface> GetAsSurface() override
- {
- return nullptr; // TODO: cf bug 872568
- }
-
-protected:
- void OpenSharedHandle();
- IDirect3DDevice9* GetDevice();
-
- RefPtr<DataTextureSourceD3D9> mTextureSource;
- RefPtr<CompositorD3D9> mCompositor;
- WindowsHandle mHandle;
- gfx::SurfaceFormat mFormat;
- gfx::IntSize mSize;
- bool mIsLocked;
-};
-
-class DXGIYCbCrTextureHostD3D9 : public TextureHost
-{
-public:
- DXGIYCbCrTextureHostD3D9(TextureFlags aFlags,
- const SurfaceDescriptorDXGIYCbCr& aDescriptor);
-
- virtual bool BindTextureSource(CompositableTextureSourceRef& aTexture) override;
-
- virtual void DeallocateDeviceData() override {}
-
- virtual void SetCompositor(Compositor* aCompositor) override;
-
- virtual Compositor* GetCompositor() override;
-
- virtual gfx::SurfaceFormat GetFormat() const override { return gfx::SurfaceFormat::YUV; }
-
- // Bug 1305906 fixes YUVColorSpace handling
- virtual YUVColorSpace GetYUVColorSpace() const override { return YUVColorSpace::BT601; }
-
- virtual bool Lock() override;
- virtual void Unlock() override;
- virtual gfx::IntSize GetSize() const override { return mSize; }
-
- virtual already_AddRefed<gfx::DataSourceSurface> GetAsSurface() override
- {
- return nullptr;
- }
-
- protected:
- IDirect3DDevice9* GetDevice();
-
- HANDLE mHandles[3];
- RefPtr<IDirect3DTexture9> mTextures[3];
- RefPtr<DataTextureSourceD3D9> mTextureSources[3];
-
- RefPtr<CompositorD3D9> mCompositor;
- gfx::IntSize mSize;
- gfx::IntSize mSizeY;
- gfx::IntSize mSizeCbCr;
- bool mIsLocked;
- };
-
-class CompositingRenderTargetD3D9 : public CompositingRenderTarget,
- public TextureSourceD3D9
-{
-public:
- CompositingRenderTargetD3D9(IDirect3DTexture9* aTexture,
- SurfaceInitMode aInit,
- const gfx::IntRect& aRect);
- // use for rendering to the main window, cannot be rendered as a texture
- CompositingRenderTargetD3D9(IDirect3DSurface9* aSurface,
- SurfaceInitMode aInit,
- const gfx::IntRect& aRect);
- virtual ~CompositingRenderTargetD3D9();
-
- virtual const char* Name() const override { return "CompositingRenderTargetD3D9"; }
-
- virtual TextureSourceD3D9* AsSourceD3D9() override
- {
- MOZ_ASSERT(mTexture,
- "No texture, can't be indirectly rendered. Is this the screen backbuffer?");
- return this;
- }
-
- virtual gfx::IntSize GetSize() const override;
-
- void BindRenderTarget(IDirect3DDevice9* aDevice);
-
- IDirect3DSurface9* GetD3D9Surface() const { return mSurface; }
-
-private:
- friend class CompositorD3D9;
-
- RefPtr<IDirect3DSurface9> mSurface;
- SurfaceInitMode mInitMode;
-};
-
-}
-}
-
-#endif /* MOZILLA_GFX_TEXTURED3D9_H */
diff --git a/gfx/layers/d3d9/genshaders.sh b/gfx/layers/d3d9/genshaders.sh
deleted file mode 100644
index f857624504..0000000000
--- a/gfx/layers/d3d9/genshaders.sh
+++ /dev/null
@@ -1,35 +0,0 @@
-# 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/.
-
-tempfile=tmpShaderHeader
-rm LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVS -nologo -Fh$tempfile -VnLayerQuadVS
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -ERGBAShader -nologo -Tps_2_0 -Fh$tempfile -VnRGBAShaderPS
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -EComponentPass1Shader -nologo -Tps_2_0 -Fh$tempfile -VnComponentPass1ShaderPS
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -EComponentPass2Shader -nologo -Tps_2_0 -Fh$tempfile -VnComponentPass2ShaderPS
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -ERGBShader -nologo -Tps_2_0 -Fh$tempfile -VnRGBShaderPS
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShader -nologo -Tps_2_0 -Fh$tempfile -VnYCbCrShaderPS
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -ESolidColorShader -nologo -Tps_2_0 -Fh$tempfile -VnSolidColorShaderPS
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVSMask -nologo -Fh$tempfile -VnLayerQuadVSMask
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -ERGBAShaderMask -nologo -Tps_2_0 -Fh$tempfile -VnRGBAShaderPSMask
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -EComponentPass1ShaderMask -nologo -Tps_2_0 -Fh$tempfile -VnComponentPass1ShaderPSMask
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -EComponentPass2ShaderMask -nologo -Tps_2_0 -Fh$tempfile -VnComponentPass2ShaderPSMask
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -ERGBShaderMask -nologo -Tps_2_0 -Fh$tempfile -VnRGBShaderPSMask
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShaderMask -nologo -Tps_2_0 -Fh$tempfile -VnYCbCrShaderPSMask
-cat $tempfile >> LayerManagerD3D9Shaders.h
-fxc LayerManagerD3D9Shaders.hlsl -ESolidColorShaderMask -nologo -Tps_2_0 -Fh$tempfile -VnSolidColorShaderPSMask
-cat $tempfile >> LayerManagerD3D9Shaders.h
-rm $tempfile
diff --git a/gfx/layers/ipc/LayersSurfaces.ipdlh b/gfx/layers/ipc/LayersSurfaces.ipdlh
index 8eeda4ada2..16689fdcce 100644
--- a/gfx/layers/ipc/LayersSurfaces.ipdlh
+++ b/gfx/layers/ipc/LayersSurfaces.ipdlh
@@ -29,11 +29,6 @@ struct OverlaySource {
IntSize size;
};
-struct SurfaceDescriptorD3D9 {
- // IDirect3DTexture9*
- uintptr_t texture;
-};
-
struct SurfaceDescriptorFileMapping {
WindowsHandle handle;
SurfaceFormat format;
@@ -124,7 +119,6 @@ struct SurfaceDescriptorBuffer {
union SurfaceDescriptor {
SurfaceDescriptorBuffer;
- SurfaceDescriptorD3D9;
SurfaceDescriptorDIB;
SurfaceDescriptorD3D10;
SurfaceDescriptorFileMapping;
diff --git a/gfx/layers/moz.build b/gfx/layers/moz.build
index e8da1af4d5..50c2b8f855 100644
--- a/gfx/layers/moz.build
+++ b/gfx/layers/moz.build
@@ -55,19 +55,6 @@ if CONFIG['MOZ_WIDGET_TOOLKIT'] == 'windows':
EXPORTS.mozilla.layers += [
'TextureDIB.h',
]
- if CONFIG['MOZ_ENABLE_D3D9_LAYER']:
- EXPORTS += [
- 'd3d9/DeviceManagerD3D9.h',
- ]
- EXPORTS.mozilla.layers += [
- 'd3d9/CompositorD3D9.h',
- 'd3d9/TextureD3D9.h',
- ]
- SOURCES += [
- 'd3d9/CompositorD3D9.cpp',
- 'd3d9/DeviceManagerD3D9.cpp',
- 'd3d9/TextureD3D9.cpp',
- ]
if CONFIG['MOZ_ENABLE_D3D10_LAYER']:
EXPORTS.mozilla.layers += [
'd3d11/CompositorD3D11.h',