コード例 #1
0
ファイル: CompositorD3D11.cpp プロジェクト: msliu/gecko-dev
bool
CompositorD3D11::Initialize()
{
  bool force = gfxPrefs::LayersAccelerationForceEnabled();

  ScopedGfxFeatureReporter reporter("D3D11 Layers", force);

  if (!gfxPlatform::CanUseDirect3D11()) {
    NS_WARNING("Direct3D 11-accelerated layers are not supported on this system.");
    return false;
  }

  HRESULT hr;

  mDevice = gfxWindowsPlatform::GetPlatform()->GetD3D11Device();

  if (!mDevice) {
    return false;
  }

  mDevice->GetImmediateContext(byRef(mContext));

  if (!mContext) {
    return false;
  }

  mFeatureLevel = mDevice->GetFeatureLevel();

  mHwnd = (HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW);

  memset(&mVSConstants, 0, sizeof(VertexShaderConstants));

  int referenceCount = 0;
  UINT size = sizeof(referenceCount);
  // If this isn't there yet it'll fail, count will remain 0, which is correct.
  mDevice->GetPrivateData(sLayerManagerCount, &size, &referenceCount);
  referenceCount++;
  mDevice->SetPrivateData(sLayerManagerCount,
                          sizeof(referenceCount),
                          &referenceCount);

  size = sizeof(DeviceAttachmentsD3D11*);
  if (FAILED(mDevice->GetPrivateData(sDeviceAttachmentsD3D11,
                                     &size,
                                     &mAttachments))) {
    mAttachments = new DeviceAttachmentsD3D11;
    mDevice->SetPrivateData(sDeviceAttachmentsD3D11,
                            sizeof(mAttachments),
                            &mAttachments);

    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
      { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };

    hr = mDevice->CreateInputLayout(layout,
                                    sizeof(layout) / sizeof(D3D11_INPUT_ELEMENT_DESC),
                                    LayerQuadVS,
                                    sizeof(LayerQuadVS),
                                    byRef(mAttachments->mInputLayout));

    if (FAILED(hr)) {
      return false;
    }

    Vertex vertices[] = { {{0.0, 0.0}}, {{1.0, 0.0}}, {{0.0, 1.0}}, {{1.0, 1.0}} };
    CD3D11_BUFFER_DESC bufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
    D3D11_SUBRESOURCE_DATA data;
    data.pSysMem = (void*)vertices;

    hr = mDevice->CreateBuffer(&bufferDesc, &data, byRef(mAttachments->mVertexBuffer));

    if (FAILED(hr)) {
      return false;
    }

    if (!CreateShaders()) {
      return false;
    }

    CD3D11_BUFFER_DESC cBufferDesc(sizeof(VertexShaderConstants),
                                   D3D11_BIND_CONSTANT_BUFFER,
                                   D3D11_USAGE_DYNAMIC,
                                   D3D11_CPU_ACCESS_WRITE);

    hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, byRef(mAttachments->mVSConstantBuffer));
    if (FAILED(hr)) {
      return false;
    }

    cBufferDesc.ByteWidth = sizeof(PixelShaderConstants);
    hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, byRef(mAttachments->mPSConstantBuffer));
    if (FAILED(hr)) {
      return false;
    }

    CD3D11_RASTERIZER_DESC rastDesc(D3D11_DEFAULT);
    rastDesc.CullMode = D3D11_CULL_NONE;
    rastDesc.ScissorEnable = TRUE;

    hr = mDevice->CreateRasterizerState(&rastDesc, byRef(mAttachments->mRasterizerState));
    if (FAILED(hr)) {
      return false;
    }

    CD3D11_SAMPLER_DESC samplerDesc(D3D11_DEFAULT);
    hr = mDevice->CreateSamplerState(&samplerDesc, byRef(mAttachments->mLinearSamplerState));
    if (FAILED(hr)) {
      return false;
    }

    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    hr = mDevice->CreateSamplerState(&samplerDesc, byRef(mAttachments->mPointSamplerState));
    if (FAILED(hr)) {
      return false;
    }

    CD3D11_BLEND_DESC blendDesc(D3D11_DEFAULT);
    D3D11_RENDER_TARGET_BLEND_DESC rtBlendPremul = {
      TRUE,
      D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
      D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
      D3D11_COLOR_WRITE_ENABLE_ALL
    };
    blendDesc.RenderTarget[0] = rtBlendPremul;
    hr = mDevice->CreateBlendState(&blendDesc, byRef(mAttachments->mPremulBlendState));
    if (FAILED(hr)) {
      return false;
    }

    D3D11_RENDER_TARGET_BLEND_DESC rtBlendNonPremul = {
      TRUE,
      D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
      D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
      D3D11_COLOR_WRITE_ENABLE_ALL
    };
    blendDesc.RenderTarget[0] = rtBlendNonPremul;
    hr = mDevice->CreateBlendState(&blendDesc, byRef(mAttachments->mNonPremulBlendState));
    if (FAILED(hr)) {
      return false;
    }

    if (gfxPrefs::ComponentAlphaEnabled()) {
      D3D11_RENDER_TARGET_BLEND_DESC rtBlendComponent = {
        TRUE,
        D3D11_BLEND_ONE,
        D3D11_BLEND_INV_SRC1_COLOR,
        D3D11_BLEND_OP_ADD,
        D3D11_BLEND_ONE,
        D3D11_BLEND_INV_SRC_ALPHA,
        D3D11_BLEND_OP_ADD,
        D3D11_COLOR_WRITE_ENABLE_ALL
      };
      blendDesc.RenderTarget[0] = rtBlendComponent;
      hr = mDevice->CreateBlendState(&blendDesc, byRef(mAttachments->mComponentBlendState));
      if (FAILED(hr)) {
        return false;
      }
    }

    D3D11_RENDER_TARGET_BLEND_DESC rtBlendDisabled = {
      FALSE,
      D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
      D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_OP_ADD,
      D3D11_COLOR_WRITE_ENABLE_ALL
    };
    blendDesc.RenderTarget[0] = rtBlendDisabled;
    hr = mDevice->CreateBlendState(&blendDesc, byRef(mAttachments->mDisabledBlendState));
    if (FAILED(hr)) {
      return false;
    }
  }

  nsRefPtr<IDXGIDevice> dxgiDevice;
  nsRefPtr<IDXGIAdapter> dxgiAdapter;

  mDevice->QueryInterface(dxgiDevice.StartAssignment());
  dxgiDevice->GetAdapter(getter_AddRefs(dxgiAdapter));

#ifdef MOZ_METRO
  if (IsRunningInWindowsMetro()) {
    nsRefPtr<IDXGIFactory2> dxgiFactory;
    dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));

    nsIntRect rect;
    mWidget->GetClientBounds(rect);

    DXGI_SWAP_CHAIN_DESC1 swapDesc = { 0 };
    // Automatically detect the width and the height from the winrt CoreWindow
    swapDesc.Width = rect.width;
    swapDesc.Height = rect.height;
    // This is the most common swapchain format
    swapDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    swapDesc.Stereo = false;
    // Don't use multi-sampling
    swapDesc.SampleDesc.Count = 1;
    swapDesc.SampleDesc.Quality = 0;
    swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    // Use double buffering to enable flip
    swapDesc.BufferCount = 2;
    swapDesc.Scaling = DXGI_SCALING_NONE;
    // All Metro style apps must use this SwapEffect
    swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
    swapDesc.Flags = 0;

    /**
     * Create a swap chain, this swap chain will contain the backbuffer for
     * the window we draw to. The front buffer is the full screen front
     * buffer.
    */
    nsRefPtr<IDXGISwapChain1> swapChain1;
    hr = dxgiFactory->CreateSwapChainForCoreWindow(
           dxgiDevice, (IUnknown *)mWidget->GetNativeData(NS_NATIVE_ICOREWINDOW),
           &swapDesc, nullptr, getter_AddRefs(swapChain1));
    if (FAILED(hr)) {
        return false;
    }
    mSwapChain = swapChain1;
  } else
#endif
  {
    nsRefPtr<IDXGIFactory> dxgiFactory;
    dxgiAdapter->GetParent(IID_PPV_ARGS(dxgiFactory.StartAssignment()));

    DXGI_SWAP_CHAIN_DESC swapDesc;
    ::ZeroMemory(&swapDesc, sizeof(swapDesc));
    swapDesc.BufferDesc.Width = 0;
    swapDesc.BufferDesc.Height = 0;
    swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    swapDesc.BufferDesc.RefreshRate.Numerator = 60;
    swapDesc.BufferDesc.RefreshRate.Denominator = 1;
    swapDesc.SampleDesc.Count = 1;
    swapDesc.SampleDesc.Quality = 0;
    swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapDesc.BufferCount = 1;
    swapDesc.OutputWindow = mHwnd;
    swapDesc.Windowed = TRUE;
    swapDesc.Flags = 0;


    /**
     * Create a swap chain, this swap chain will contain the backbuffer for
     * the window we draw to. The front buffer is the full screen front
     * buffer.
     */
    hr = dxgiFactory->CreateSwapChain(dxgiDevice, &swapDesc, byRef(mSwapChain));
    if (FAILED(hr)) {
     return false;
    }

    // We need this because we don't want DXGI to respond to Alt+Enter.
    dxgiFactory->MakeWindowAssociation(swapDesc.OutputWindow,
                                       DXGI_MWA_NO_WINDOW_CHANGES);
  }

  reporter.SetSuccessful();
  return true;
}
コード例 #2
0
// Load the sample assets.
void D3D12SmallResources::LoadAssets()
{
	// Create a root signature consisting of a single CBV parameter.
	{
		CD3DX12_DESCRIPTOR_RANGE ranges[1];
		CD3DX12_ROOT_PARAMETER rootParameters[1];

		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
		rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);

		// Allow input layout and deny uneccessary access to certain pipeline stages.
		D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
			D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;

		CD3DX12_STATIC_SAMPLER_DESC samplerDesc(0, D3D12_FILTER_MIN_MAG_MIP_LINEAR);

		CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init(_countof(rootParameters), rootParameters, 1, &samplerDesc, rootSignatureFlags);

		ComPtr<ID3DBlob> signature;
		ComPtr<ID3DBlob> error;
		ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
		ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
		NAME_D3D12_OBJECT(m_rootSignature);
	}

	// Create the pipeline state, which includes compiling and loading shaders.
	{
		ComPtr<ID3DBlob> vertexShader;
		ComPtr<ID3DBlob> pixelShader;

#if defined(_DEBUG)
		// Enable better shader debugging with the graphics debugging tools.
		UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
		UINT compileFlags = 0;
#endif

		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr));
		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr));

		// Define the vertex input layout.
		D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
		};

		// Describe and create the graphics pipeline state objects (PSO).
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
		psoDesc.pRootSignature = m_rootSignature.Get();
		psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
		psoDesc.DepthStencilState.DepthEnable = FALSE;
		psoDesc.DepthStencilState.StencilEnable = FALSE;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.SampleDesc.Count = 1;

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
		NAME_D3D12_OBJECT(m_pipelineState);
	}

	// Create the command lists.
	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_commandList)));
	NAME_D3D12_OBJECT(m_commandList);

	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, m_copyCommandAllocator.Get(), nullptr, IID_PPV_ARGS(&m_copyCommandList)));
	ThrowIfFailed(m_copyCommandList->Close());
	NAME_D3D12_OBJECT(m_copyCommandList);

	// Note: ComPtr's are CPU objects but this resource needs to stay in scope until
	// the command list that references it has finished executing on the GPU.
	// We will flush the GPU at the end of this method to ensure the resource is not
	// prematurely destroyed.
	ComPtr<ID3D12Resource> vertexBufferUpload;

	// Create the vertex buffer.
	{
		// Create quads for all of the images that will be generated and drawn to the screen.
		Vertex quadVertices[TextureCount * 4];
		UINT index = 0;
		float offsetX = 0.15f;
		float marginX = offsetX / 10.0f;;
		float startX = (GridWidth / 2.0f) * -(offsetX + marginX) + marginX / 2.0f;
		float offsetY = offsetX * m_aspectRatio;
		float marginY = offsetY / 10.0f;
		float y = (GridHeight / 2.0f) * (offsetY + marginY) - marginY / 2.0f;
		for (UINT row = 0; row < GridHeight; row++)
		{
			float x = startX;
			for (UINT column = 0; column < GridWidth; column++)
			{
				quadVertices[index++] = { { x, y - offsetY, 0.0f }, { 0.0f, 0.0f } };
				quadVertices[index++] = { { x, y, 0.0f }, { 0.0f, 1.0f } };
				quadVertices[index++] = { { x + offsetX, y - offsetY, 0.0f }, { 1.0f, 0.0f } };
				quadVertices[index++] = { { x + offsetX, y, 0.0f }, { 1.0f, 1.0f } };
				x += offsetX + marginX;
			}
			y -= offsetY + marginY;
		}
		const UINT vertexBufferSize = sizeof(quadVertices);

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_vertexBuffer)));

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&vertexBufferUpload)));

		NAME_D3D12_OBJECT(m_vertexBuffer);

		// Copy data to the intermediate upload heap and then schedule a copy 
		// from the upload heap to the vertex buffer.
		D3D12_SUBRESOURCE_DATA vertexData = {};
		vertexData.pData = reinterpret_cast<UINT8*>(quadVertices);
		vertexData.RowPitch = vertexBufferSize;
		vertexData.SlicePitch = vertexData.RowPitch;

		UpdateSubresources<1>(m_commandList.Get(), m_vertexBuffer.Get(), vertexBufferUpload.Get(), 0, 0, 1, &vertexData);
		m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));

		// Initialize the vertex buffer view.
		m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
		m_vertexBufferView.StrideInBytes = sizeof(Vertex);
		m_vertexBufferView.SizeInBytes = sizeof(quadVertices);
	}

	// Close the command list and execute it to begin the vertex buffer copy into
	// the default heap.
	ThrowIfFailed(m_commandList->Close());
	ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
	m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

	// Create synchronization objects and wait until assets have been uploaded to the GPU.
	{
		ThrowIfFailed(m_device->CreateFence(m_fenceValues[m_frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
		m_fenceValues[m_frameIndex]++;

		// Create an event handle to use for frame synchronization.
		m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
		if (m_fenceEvent == nullptr)
		{
			ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
		}

		// Wait for the command list to execute; we are reusing the same command 
		// list in our main loop but for now, we just want to wait for setup to 
		// complete before continuing.
		WaitForGpu();
	}

	CreateTextures();
}