gfx/layers/d3d9/CompositorD3D9.cpp
author Sebastian Hengst <archaeopteryx@coole-files.de>
Thu, 28 Apr 2016 10:32:25 +0200
changeset 295258 df82a308881223ce93397787ef45da2aa960737e
parent 295229 2de214d5d1e098230aa00d80813615104a27f067
child 295444 4dbe9e240867d9073d3e9a4529e15ed036f93852
permissions -rw-r--r--
Backed out 13 changesets (bug 1254899) for test failure in browser_Troubleshoot.js. r=backout Backed out changeset f749ee384012 (bug 1254899) Backed out changeset 1d7eeee5a5c5 (bug 1254899) Backed out changeset b5ab83af342c (bug 1254899) Backed out changeset 993906e53329 (bug 1254899) Backed out changeset e8abac801a51 (bug 1254899) Backed out changeset e9c311c68e4a (bug 1254899) Backed out changeset f8f3ae8c5cef (bug 1254899) Backed out changeset d17f98a9918a (bug 1254899) Backed out changeset 21c8a7ea2b93 (bug 1254899) Backed out changeset 64e58f9625eb (bug 1254899) Backed out changeset 2de214d5d1e0 (bug 1254899) Backed out changeset f2056259d227 (bug 1254899) Backed out changeset b805df0c8296 (bug 1254899)

/* -*- 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 "Nv3DVUtils.h"
#include "gfxFailure.h"
#include "mozilla/layers/LayerManagerComposite.h"
#include "gfxPrefs.h"
#include "gfxCrashReporterUtils.h"
#include "mozilla/layers/CompositorBridgeParent.h"

namespace mozilla {
namespace layers {

using namespace mozilla::gfx;

CompositorD3D9::CompositorD3D9(CompositorBridgeParent* aParent, nsIWidget *aWidget)
  : Compositor(aParent)
  , mWidget(aWidget)
  , mDeviceResetCount(0)
  , mFailedResetAttempts(0)
{
}

CompositorD3D9::~CompositorD3D9()
{
  mSwapChain = nullptr;
  mDeviceManager = nullptr;
}

bool
CompositorD3D9::Initialize()
{
  bool force = gfxPrefs::LayersAccelerationForceEnabled();

  ScopedGfxFeatureReporter reporter("D3D9 Layers", force);

  MOZ_ASSERT(gfxPlatform::CanUseDirect3D9());

  mDeviceManager = gfxWindowsPlatform::GetPlatform()->GetD3D9DeviceManager();
  if (!mDeviceManager) {
    return false;
  }

  mSwapChain = mDeviceManager->
    CreateSwapChain((HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW));

  if (!mSwapChain) {
    return false;
  }

  if (!mWidget->InitCompositor(this)) {
    return false;
  }

  reporter.SetSuccessful();
  return true;
}

TextureFactoryIdentifier
CompositorD3D9::GetTextureFactoryIdentifier()
{
  TextureFactoryIdentifier ident;
  ident.mMaxTextureSize = GetMaxTextureSize();
  ident.mParentBackend = LayersBackend::LAYERS_D3D9;
  ident.mParentProcessId = XRE_GetProcessType();
  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);

  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::Rect &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);

      SetSamplerForFilter(texturedEffect->mFilter);

      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());

      SetSamplerForFilter(Filter::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;
      }

      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());

      /*
       * Send 3d control data and metadata
       */
      if (mDeviceManager->GetNv3DVUtils()) {
        Nv_Stereo_Mode mode;
        switch (source->AsSourceD3D9()->GetStereoMode()) {
        case StereoMode::LEFT_RIGHT:
          mode = NV_STEREO_MODE_LEFT_RIGHT;
          break;
        case StereoMode::RIGHT_LEFT:
          mode = NV_STEREO_MODE_RIGHT_LEFT;
          break;
        case StereoMode::BOTTOM_TOP:
          mode = NV_STEREO_MODE_BOTTOM_TOP;
          break;
        case StereoMode::TOP_BOTTOM:
          mode = NV_STEREO_MODE_TOP_BOTTOM;
          break;
        case StereoMode::MONO:
          mode = NV_STEREO_MODE_MONO;
          break;
        }

        // Send control data even in mono case so driver knows to leave stereo mode.
        mDeviceManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);

        if (source->AsSourceD3D9()->GetStereoMode() != StereoMode::MONO) {
          mDeviceManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);

          RefPtr<IDirect3DSurface9> renderTarget;
          d3d9Device->GetRenderTarget(0, getter_AddRefs(renderTarget));
          mDeviceManager->GetNv3DVUtils()->SendNv3DVMetaData((unsigned int)aRect.width,
                                                             (unsigned int)aRect.height,
                                                             (HANDLE)(sourceY->GetD3D9Texture()),
                                                             (HANDLE)(renderTarget));
        }
      }

      // 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);

      SetSamplerForFilter(effectComponentAlpha->mFilter);

      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((HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW));
    // 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 = gfxWindowsPlatform::GetPlatform()->GetD3D9DeviceManager();
  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;
    gfxWindowsPlatform::GetPlatform()->D3D9DeviceReset();
    gfxCriticalNote << "[D3D9] Unable to get a working D3D9 Compositor";
  }
}

void
CompositorD3D9::BeginFrame(const nsIntRegion& aInvalidRegion,
                           const Rect *aClipRectIn,
                           const Rect& aRenderBounds,
                           const nsIntRegion& aOpaqueRegion,
                           Rect *aClipRectOut,
                           Rect *aRenderBoundsOut)
{
  MOZ_ASSERT(mDeviceManager && mSwapChain);

  mDeviceManager->SetupRenderState();

  EnsureSize();

  device()->Clear(0, nullptr, D3DCLEAR_TARGET, 0x00000000, 0, 0);
  device()->BeginScene();

  if (aClipRectOut) {
    *aClipRectOut = Rect(0, 0, mSize.width, mSize.height);
  }
  if (aRenderBoundsOut) {
    *aRenderBoundsOut = Rect(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();
      }
    }
  }

  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");
  }
}

void
CompositorD3D9::EnsureSize()
{
  LayoutDeviceIntRect rect;
  mWidget->GetClientBounds(rect);

  mSize = rect.Size();
}

void
CompositorD3D9::SetSamplerForFilter(Filter aFilter)
{
  switch (aFilter) {
  case Filter::LINEAR:
    device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    return;
  case Filter::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);
  }
}

}
}