[WIP] D3D11 gpu accel

This commit is contained in:
wuggy 2026-09-12 08:57:32 -07:00
commit 25c4eb5efb
9 changed files with 339 additions and 0 deletions

View file

@ -7,6 +7,7 @@
#include "TextureD3D11.h"
#include "CompositorD3D11Shaders.h"
#include "GpuRasterD3D11.h"
#include "gfxWindowsPlatform.h"
#include "nsIWidget.h"
@ -143,6 +144,7 @@ private:
CompositorD3D11::CompositorD3D11(CompositorBridgeParent* aParent, widget::CompositorWidget* aWidget)
: Compositor(aWidget, aParent)
, mGpuRasterViewport(false)
, mAttachments(nullptr)
, mHwnd(nullptr)
, mDisableSequenceForNextFrame(false)
@ -199,6 +201,16 @@ CompositorD3D11::Initialize(nsCString* const out_failureReason)
mFeatureLevel = mDevice->GetFeatureLevel();
D3D11_FEATURE_DATA_D3D11_OPTIONS options = {};
if (gfxPrefs::D3D11GpuRectangleFills() &&
mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 &&
SUCCEEDED(mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS,
&options, sizeof(options))) &&
options.ClearView) {
mContext->QueryInterface(__uuidof(ID3D11DeviceContext1),
getter_AddRefs(mGpuRasterContext));
}
mHwnd = mWidget->AsWindows()->GetHwnd();
memset(&mVSConstants, 0, sizeof(VertexShaderConstants));
@ -656,6 +668,20 @@ CompositorD3D11::GetPSForEffect(Effect* aEffect, MaskType aMaskType)
void
CompositorD3D11::ClearRect(const gfx::Rect& aRect)
{
if (mGpuRasterContext && mGpuRasterViewport && mCurrentRT &&
!mCurrentRT->HasComplexProjection()) {
GpuRasterRect rect = { aRect.x, aRect.y, aRect.XMost(), aRect.YMost() };
IntSize size = mCurrentRT->GetSize();
D3D11_RECT clip = { 0, 0, size.width, size.height };
const float clear[4] = { 0, 0, 0, 0 };
if (GpuRasterD3D11FillRect(mGpuRasterContext, mCurrentRT->mRTView,
size.width, size.height, &rect, &clip, clear)) {
// BeginFrame relies on ClearRect to establish premultiplied blending.
mContext->OMSetBlendState(mAttachments->mPremulBlendState, sBlendFactor, 0xFFFFFFFF);
return;
}
}
mContext->OMSetBlendState(mAttachments->mDisabledBlendState, sBlendFactor, 0xFFFFFFFF);
Matrix4x4 identity;
@ -736,6 +762,39 @@ CompositorD3D11::DrawQuad(const gfx::Rect& aRect,
MOZ_ASSERT(mCurrentRT, "No render target");
// Opaque, integer-aligned translated rectangles can be filled directly by
// the GPU without shader binding or per-quad constant-buffer uploads.
if (mGpuRasterContext && mGpuRasterViewport && !mCurrentRT->HasComplexProjection() &&
aEffectChain.mPrimaryEffect->mType == EffectTypes::SOLID_COLOR &&
!aEffectChain.mSecondaryEffects[EffectTypes::MASK] &&
!aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE] &&
aOpacity == 1.0f && aTransform.Is2D() && aTransform.As2D().IsTranslation()) {
const Color& color = static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
if (color.a == 1.0f) {
IntPoint origin = mCurrentRT->GetOrigin();
// Transform both edges in the shader's order before subtracting the
// target origin; moving x/y and then adding width/height can round
// differently for large coordinates.
float left = aRect.x + aTransform._41;
float right = aRect.XMost() + aTransform._41;
float top = aRect.y + aTransform._42;
float bottom = aRect.YMost() + aTransform._42;
GpuRasterRect rect = { left - origin.x, top - origin.y,
right - origin.x, bottom - origin.y };
IntRect clipRect = aClipRect;
if (mCurrentRT == mDefaultRT) {
clipRect = clipRect.Intersect(mCurrentClip);
}
D3D11_RECT clip = { clipRect.x, clipRect.y, clipRect.XMost(), clipRect.YMost() };
IntSize size = mCurrentRT->GetSize();
const float fill[4] = { color.r, color.g, color.b, color.a };
if (GpuRasterD3D11FillRect(mGpuRasterContext, mCurrentRT->mRTView,
size.width, size.height, &rect, &clip, fill)) {
return;
}
}
}
memcpy(&mVSConstants.layerTransform, &aTransform._11, 64);
IntPoint origin = mCurrentRT->GetOrigin();
mVSConstants.renderTargetOffset[0] = origin.x;
@ -1193,6 +1252,7 @@ CompositorD3D11::PrepareViewport(const gfx::IntSize& aSize)
projection._33 = 0.0f;
PrepareViewport(aSize, projection, 0.0f, 1.0f);
mGpuRasterViewport = true;
}
void
@ -1213,6 +1273,7 @@ CompositorD3D11::PrepareViewport(const gfx::IntSize& aSize,
const gfx::Matrix4x4& aProjection,
float aZNear, float aZFar)
{
mGpuRasterViewport = false;
D3D11_VIEWPORT viewport;
viewport.MaxDepth = aZFar;
viewport.MinDepth = aZNear;