/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * 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 "ReadbackManagerD3D11.h" #include "ReadbackProcessor.h" #include "ReadbackLayer.h" #include "mozilla/layers/TextureClient.h" #include "mozilla/gfx/2D.h" #include "nsIThread.h" #include "nsThreadUtils.h" namespace mozilla { using namespace gfx; namespace layers { // Structure that contains the information required to execute a readback task, // the only member accessed off the main thread here is mReadbackTexture. Since // mSink may be released only on the main thread this object should always be // destroyed on the main thread! struct ReadbackTask { // The texture that we copied the contents of the thebeslayer to. nsRefPtr mReadbackTexture; // The sink that we're trying to read back to. RefPtr mSink; }; // This class is created and dispatched from the Readback thread but it must be // destroyed by the main thread. class ReadbackResultWriterD3D11 MOZ_FINAL : public nsIRunnable { ~ReadbackResultWriterD3D11() {} NS_DECL_THREADSAFE_ISUPPORTS public: ReadbackResultWriterD3D11(ReadbackTask *aTask) : mTask(aTask) {} NS_IMETHODIMP Run() { D3D10_TEXTURE2D_DESC desc; mTask->mReadbackTexture->GetDesc(&desc); D3D10_MAPPED_TEXTURE2D mappedTex; // We know this map will immediately succeed, as we've already mapped this // copied data on our task thread. HRESULT hr = mTask->mReadbackTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex); if (FAILED(hr)) { mTask->mSink->ProcessReadback(nullptr); } { RefPtr surf = Factory::CreateWrappingDataSourceSurface((uint8_t*)mappedTex.pData, mappedTex.RowPitch, IntSize(desc.Width, desc.Height), SurfaceFormat::B8G8R8X8); mTask->mSink->ProcessReadback(surf); MOZ_ASSERT(surf->hasOneRef()); } mTask->mReadbackTexture->Unmap(0); return NS_OK; } private: nsAutoPtr mTask; }; NS_IMPL_ISUPPORTS(ReadbackResultWriterD3D11, nsIRunnable) DWORD WINAPI ReadbackManagerD3D11::StartTaskThread(void *aManager) { static_cast(aManager)->ProcessTasks(); return 0; } ReadbackManagerD3D11::ReadbackManagerD3D11() : mRefCnt(0) { ::InitializeCriticalSection(&mTaskMutex); mShutdownEvent = ::CreateEventA(nullptr, FALSE, FALSE, nullptr); mTaskSemaphore = ::CreateSemaphoreA(nullptr, 0, 1000000, nullptr); mTaskThread = ::CreateThread(nullptr, 0, StartTaskThread, this, 0, 0); } ReadbackManagerD3D11::~ReadbackManagerD3D11() { ::SetEvent(mShutdownEvent); // This shouldn't take longer than 5 seconds, if it does we're going to choose // to leak the thread and its synchronisation in favor of crashing or freezing DWORD result = ::WaitForSingleObject(mTaskThread, 5000); if (result != WAIT_TIMEOUT) { ::DeleteCriticalSection(&mTaskMutex); ::CloseHandle(mShutdownEvent); ::CloseHandle(mTaskSemaphore); ::CloseHandle(mTaskThread); } else { NS_RUNTIMEABORT("ReadbackManager: Task thread did not shutdown in 5 seconds."); } } void ReadbackManagerD3D11::PostTask(ID3D10Texture2D *aTexture, TextureReadbackSink* aSink) { ReadbackTask *task = new ReadbackTask; task->mReadbackTexture = aTexture; task->mSink = aSink; ::EnterCriticalSection(&mTaskMutex); mPendingReadbackTasks.AppendElement(task); ::LeaveCriticalSection(&mTaskMutex); ::ReleaseSemaphore(mTaskSemaphore, 1, nullptr); } void ReadbackManagerD3D11::ProcessTasks() { HANDLE handles[] = { mTaskSemaphore, mShutdownEvent }; while (true) { DWORD result = ::WaitForMultipleObjects(2, handles, FALSE, INFINITE); if (result != WAIT_OBJECT_0) { return; } ::EnterCriticalSection(&mTaskMutex); if (mPendingReadbackTasks.Length() == 0) { NS_RUNTIMEABORT("Trying to read from an empty array, bad bad bad"); } ReadbackTask *nextReadbackTask = mPendingReadbackTasks[0].forget(); mPendingReadbackTasks.RemoveElementAt(0); ::LeaveCriticalSection(&mTaskMutex); // We want to block here until the texture contents are available, the // easiest thing is to simply map and unmap. D3D10_MAPPED_TEXTURE2D mappedTex; nextReadbackTask->mReadbackTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex); nextReadbackTask->mReadbackTexture->Unmap(0); // We can only send the update to the sink on the main thread, so post an // event there to do so. Ownership of the task is passed from // mPendingReadbackTasks to ReadbackResultWriter here. nsCOMPtr thread = do_GetMainThread(); thread->Dispatch(new ReadbackResultWriterD3D11(nextReadbackTask), nsIEventTarget::DISPATCH_NORMAL); } } } }