/* * Copyright (C) 2011 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "LegacyCACFLayerTreeHost.h" #if USE(ACCELERATED_COMPOSITING) #include "PlatformCALayer.h" #include #include #ifndef NDEBUG #define D3D_DEBUG_INFO #endif #include #include #pragma comment(lib, "d3d9") #pragma comment(lib, "d3dx9") using namespace std; namespace WebCore { static IDirect3D9* s_d3d = 0; static IDirect3D9* d3d() { if (s_d3d) return s_d3d; if (!LoadLibrary(TEXT("d3d9.dll"))) return 0; s_d3d = Direct3DCreate9(D3D_SDK_VERSION); return s_d3d; } static D3DPRESENT_PARAMETERS initialPresentationParameters() { D3DPRESENT_PARAMETERS parameters = {0}; parameters.Windowed = TRUE; parameters.SwapEffect = D3DSWAPEFFECT_COPY; parameters.BackBufferCount = 1; parameters.BackBufferFormat = D3DFMT_A8R8G8B8; parameters.MultiSampleType = D3DMULTISAMPLE_NONE; return parameters; } // FIXME: Share this code with CoreAnimation. static bool hardwareCapabilitiesIndicateCoreAnimationSupport(const D3DCAPS9& caps) { // CoreAnimation needs two or more texture units. if (caps.MaxTextureBlendStages < 2) return false; // CoreAnimation needs non-power-of-two textures. if ((caps.TextureCaps & D3DPTEXTURECAPS_POW2) && !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) return false; // CoreAnimation needs vertex shader 2.0 or greater. if (D3DSHADER_VERSION_MAJOR(caps.VertexShaderVersion) < 2) return false; // CoreAnimation needs pixel shader 2.0 or greater. if (D3DSHADER_VERSION_MAJOR(caps.PixelShaderVersion) < 2) return false; return true; } PassRefPtr LegacyCACFLayerTreeHost::create() { return adoptRef(new LegacyCACFLayerTreeHost); } LegacyCACFLayerTreeHost::LegacyCACFLayerTreeHost() : m_renderTimer(this, &LegacyCACFLayerTreeHost::renderTimerFired) , m_context(wkCACFContextCreate()) , m_mightBeAbleToCreateDeviceLater(true) , m_mustResetLostDeviceBeforeRendering(false) { #ifndef NDEBUG char* printTreeFlag = getenv("CA_PRINT_TREE"); m_printTree = printTreeFlag && atoi(printTreeFlag); #endif } LegacyCACFLayerTreeHost::~LegacyCACFLayerTreeHost() { wkCACFContextDestroy(m_context); } void LegacyCACFLayerTreeHost::initializeContext(void* userData, PlatformCALayer* layer) { wkCACFContextSetUserData(m_context, userData); wkCACFContextSetLayer(m_context, layer->platformLayer()); } bool LegacyCACFLayerTreeHost::createRenderer() { if (m_d3dDevice || !m_mightBeAbleToCreateDeviceLater) return m_d3dDevice; m_mightBeAbleToCreateDeviceLater = false; D3DPRESENT_PARAMETERS parameters = initialPresentationParameters(); if (!d3d() || !::IsWindow(window())) return false; // D3D doesn't like to make back buffers for 0 size windows. We skirt this problem if we make the // passed backbuffer width and height non-zero. The window will necessarily get set to a non-zero // size eventually, and then the backbuffer size will get reset. RECT rect; GetClientRect(window(), &rect); if (rect.left-rect.right == 0 || rect.bottom-rect.top == 0) { parameters.BackBufferWidth = 1; parameters.BackBufferHeight = 1; } D3DCAPS9 d3dCaps; if (FAILED(d3d()->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps))) return false; DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE; if ((d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) && d3dCaps.VertexProcessingCaps) behaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else behaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; COMPtr device; if (FAILED(d3d()->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window(), behaviorFlags, ¶meters, &device))) { // In certain situations (e.g., shortly after waking from sleep), Direct3DCreate9() will // return an IDirect3D9 for which IDirect3D9::CreateDevice will always fail. In case we // have one of these bad IDirect3D9s, get rid of it so we'll fetch a new one the next time // we want to call CreateDevice. s_d3d->Release(); s_d3d = 0; // Even if we don't have a bad IDirect3D9, in certain situations (e.g., shortly after // waking from sleep), CreateDevice will fail, but will later succeed if called again. m_mightBeAbleToCreateDeviceLater = true; return false; } // Now that we've created the IDirect3DDevice9 based on the capabilities we // got from the IDirect3D9 global object, we requery the device for its // actual capabilities. The capabilities returned by the device can // sometimes be more complete, for example when using software vertex // processing. D3DCAPS9 deviceCaps; if (FAILED(device->GetDeviceCaps(&deviceCaps))) return false; if (!hardwareCapabilitiesIndicateCoreAnimationSupport(deviceCaps)) return false; m_d3dDevice = device; initD3DGeometry(); wkCACFContextSetD3DDevice(m_context, m_d3dDevice.get()); if (IsWindow(window())) { rootLayer()->setBounds(bounds()); flushContext(); } return true; } void LegacyCACFLayerTreeHost::destroyRenderer() { wkCACFContextSetLayer(m_context, 0); wkCACFContextSetD3DDevice(m_context, 0); m_d3dDevice = 0; if (s_d3d) s_d3d->Release(); s_d3d = 0; m_mightBeAbleToCreateDeviceLater = true; CACFLayerTreeHost::destroyRenderer(); } void LegacyCACFLayerTreeHost::resize() { if (!m_d3dDevice) return; // Resetting the device might fail here. But that's OK, because if it does it we will attempt to // reset the device the next time we try to render. resetDevice(ChangedWindowSize); if (rootLayer()) { rootLayer()->setBounds(bounds()); flushContext(); } } void LegacyCACFLayerTreeHost::renderTimerFired(Timer*) { paint(); } void LegacyCACFLayerTreeHost::paint() { createRenderer(); if (!m_d3dDevice) { if (m_mightBeAbleToCreateDeviceLater) renderSoon(); return; } CACFLayerTreeHost::paint(); } void LegacyCACFLayerTreeHost::render(const Vector& windowDirtyRects) { ASSERT(m_d3dDevice); if (m_mustResetLostDeviceBeforeRendering && !resetDevice(LostDevice)) { // We can't reset the device right now. Try again soon. renderSoon(); return; } CGRect bounds = this->bounds(); // Give the renderer some space to use. This needs to be valid until the // wkCACFContextFinishUpdate() call below. char space[4096]; if (!wkCACFContextBeginUpdate(m_context, space, sizeof(space), CACurrentMediaTime(), bounds, windowDirtyRects.data(), windowDirtyRects.size())) return; HRESULT err = S_OK; CFTimeInterval timeToNextRender = numeric_limits::infinity(); do { // FIXME: don't need to clear dirty region if layer tree is opaque. WKCACFUpdateRectEnumerator* e = wkCACFContextCopyUpdateRectEnumerator(m_context); if (!e) break; Vector rects; for (const CGRect* r = wkCACFUpdateRectEnumeratorNextRect(e); r; r = wkCACFUpdateRectEnumeratorNextRect(e)) { D3DRECT rect; rect.x1 = r->origin.x; rect.x2 = rect.x1 + r->size.width; rect.y1 = bounds.origin.y + bounds.size.height - (r->origin.y + r->size.height); rect.y2 = rect.y1 + r->size.height; rects.append(rect); } wkCACFUpdateRectEnumeratorRelease(e); timeToNextRender = wkCACFContextGetNextUpdateTime(m_context); if (rects.isEmpty()) break; m_d3dDevice->Clear(rects.size(), rects.data(), D3DCLEAR_TARGET, 0, 1.0f, 0); m_d3dDevice->BeginScene(); wkCACFContextRenderUpdate(m_context); m_d3dDevice->EndScene(); err = m_d3dDevice->Present(0, 0, 0, 0); if (err == D3DERR_DEVICELOST) { wkCACFContextAddUpdateRect(m_context, bounds); if (!resetDevice(LostDevice)) { // We can't reset the device right now. Try again soon. renderSoon(); return; } } } while (err == D3DERR_DEVICELOST); wkCACFContextFinishUpdate(m_context); #ifndef NDEBUG if (m_printTree) rootLayer()->printTree(); #endif // If timeToNextRender is not infinity, it means animations are running, so queue up to render again if (timeToNextRender != numeric_limits::infinity()) renderSoon(); } void LegacyCACFLayerTreeHost::renderSoon() { if (!m_renderTimer.isActive()) m_renderTimer.startOneShot(0); } void LegacyCACFLayerTreeHost::flushContext() { wkCACFContextFlush(m_context); contextDidChange(); } void LegacyCACFLayerTreeHost::contextDidChange() { renderSoon(); CACFLayerTreeHost::contextDidChange(); } CFTimeInterval LegacyCACFLayerTreeHost::lastCommitTime() const { return wkCACFContextGetLastCommitTime(m_context); } void LegacyCACFLayerTreeHost::initD3DGeometry() { ASSERT(m_d3dDevice); CGRect bounds = this->bounds(); float x0 = bounds.origin.x; float y0 = bounds.origin.y; float x1 = x0 + bounds.size.width; float y1 = y0 + bounds.size.height; D3DXMATRIXA16 projection; D3DXMatrixOrthoOffCenterRH(&projection, x0, x1, y0, y1, -1.0f, 1.0f); m_d3dDevice->SetTransform(D3DTS_PROJECTION, &projection); } bool LegacyCACFLayerTreeHost::resetDevice(ResetReason reason) { ASSERT(m_d3dDevice); ASSERT(m_context); HRESULT hr = m_d3dDevice->TestCooperativeLevel(); if (hr == D3DERR_DEVICELOST || hr == D3DERR_DRIVERINTERNALERROR) { // The device cannot be reset at this time. Try again soon. m_mustResetLostDeviceBeforeRendering = true; return false; } m_mustResetLostDeviceBeforeRendering = false; if (reason == LostDevice && hr == D3D_OK) { // The device wasn't lost after all. return true; } // We can reset the device. // We have to release the context's D3D resrouces whenever we reset the IDirect3DDevice9 in order to // destroy any D3DPOOL_DEFAULT resources that Core Animation has allocated (e.g., textures used // for mask layers). See . wkCACFContextReleaseD3DResources(m_context); D3DPRESENT_PARAMETERS parameters = initialPresentationParameters(); hr = m_d3dDevice->Reset(¶meters); // TestCooperativeLevel told us the device may be reset now, so we should // not be told here that the device is lost. ASSERT(hr != D3DERR_DEVICELOST); initD3DGeometry(); return true; } } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING)