void WKCACFLayerRenderer::resetDevice()
{
    ASSERT(m_d3dDevice);

    D3DPRESENT_PARAMETERS parameters = initialPresentationParameters();
    m_d3dDevice->Reset(&parameters);
    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, &parameters, &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());
}
Exemplo n.º 3
0
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(&parameters);

    // 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;
}
Exemplo n.º 4
0
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, &parameters, &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;
}