void WKCACFLayerRenderer::resetDevice() { ASSERT(m_d3dDevice); D3DPRESENT_PARAMETERS parameters = initialPresentationParameters(); m_d3dDevice->Reset(¶meters); initD3DGeometry(); }
void WKCACFLayerRenderer::createRenderer() { if (m_triedToCreateD3DRenderer) return; m_triedToCreateD3DRenderer = true; D3DPRESENT_PARAMETERS parameters = initialPresentationParameters(); if (!d3d() || !::IsWindow(m_hostWindow)) return; // 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(m_hostWindow, &rect); if (rect.left-rect.right == 0 || rect.bottom-rect.top == 0) { parameters.BackBufferWidth = 1; parameters.BackBufferHeight = 1; } if (FAILED(d3d()->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_hostWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, ¶meters, &m_d3dDevice))) return; D3DXMATRIXA16 projection; D3DXMatrixOrthoOffCenterRH(&projection, rect.left, rect.right, rect.top, rect.bottom, -1.0f, 1.0f); m_d3dDevice->SetTransform(D3DTS_PROJECTION, &projection); m_context.adoptCF(CACFContextCreate(0)); windowsForContexts().set(m_context.get(), this); m_renderContext = static_cast<CARenderContext*>(CACFContextGetRenderContext(m_context.get())); m_renderer = CARenderOGLNew(wkqcCARenderOGLCallbacks(wkqckCARenderDX9Callbacks), m_d3dDevice.get(), 0); // Create the root hierarchy m_rootLayer = WKCACFLayer::create(WKCACFLayer::Layer); m_rootLayer->setName("WKCACFLayerRenderer rootLayer"); m_scrollLayer = WKCACFLayer::create(WKCACFLayer::Layer); m_scrollLayer->setName("WKCACFLayerRenderer scrollLayer"); m_rootLayer->addSublayer(m_scrollLayer); m_scrollLayer->setMasksToBounds(true); m_scrollLayer->setAnchorPoint(CGPointMake(0, 1)); #ifndef NDEBUG CGColorRef debugColor = createCGColor(Color(255, 0, 0, 204)); m_rootLayer->setBackgroundColor(debugColor); CGColorRelease(debugColor); #endif if (IsWindow(m_hostWindow)) m_rootLayer->setFrame(bounds()); if (m_context) m_rootLayer->becomeRootLayerForContext(m_context.get()); }
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 <http://msdn.microsoft.com/en-us/library/bb174425(v=VS.85).aspx>. 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; }
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<IDirect3DDevice9> 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; }