gecko-dev/gfx/layers/d3d11/ReadbackManagerD3D11.cpp
Nathan Froyd 01583602a9 Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat
The bulk of this commit was generated with a script, executed at the top
level of a typical source code checkout.  The only non-machine-generated
part was modifying MFBT's moz.build to reflect the new naming.

CLOSED TREE makes big refactorings like this a piece of cake.

 # The main substitution.
find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \
    xargs perl -p -i -e '
 s/nsRefPtr\.h/RefPtr\.h/g; # handle includes
 s/nsRefPtr ?</RefPtr</g;   # handle declarations and variables
'

 # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h.
perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h

 # Handle nsRefPtr.h itself, a couple places that define constructors
 # from nsRefPtr, and code generators specially.  We do this here, rather
 # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename
 # things like nsRefPtrHashtable.
perl -p -i -e 's/nsRefPtr/RefPtr/g' \
     mfbt/nsRefPtr.h \
     xpcom/glue/nsCOMPtr.h \
     xpcom/base/OwningNonNull.h \
     ipc/ipdl/ipdl/lower.py \
     ipc/ipdl/ipdl/builtin.py \
     dom/bindings/Codegen.py \
     python/lldbutils/lldbutils/utils.py

 # In our indiscriminate substitution above, we renamed
 # nsRefPtrGetterAddRefs, the class behind getter_AddRefs.  Fix that up.
find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \
    xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g'

if [ -d .git ]; then
    git mv mfbt/nsRefPtr.h mfbt/RefPtr.h
else
    hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h
fi

--HG--
rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 01:24:48 -04:00

161 lines
5.0 KiB
C++

/* -*- 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 paintedlayer to.
RefPtr<ID3D10Texture2D> mReadbackTexture;
// The sink that we're trying to read back to.
RefPtr<TextureReadbackSink> mSink;
};
// This class is created and dispatched from the Readback thread but it must be
// destroyed by the main thread.
class ReadbackResultWriterD3D11 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;
// Unless there is an error this map should succeed immediately, as we've
// recently mapped (and unmapped) 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);
return NS_OK;
}
{
RefPtr<DataSourceSurface> 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<ReadbackTask> mTask;
};
NS_IMPL_ISUPPORTS(ReadbackResultWriterD3D11, nsIRunnable)
DWORD WINAPI ReadbackManagerD3D11::StartTaskThread(void *aManager)
{
static_cast<ReadbackManagerD3D11*>(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<nsIThread> thread = do_GetMainThread();
thread->Dispatch(new ReadbackResultWriterD3D11(nextReadbackTask),
nsIEventTarget::DISPATCH_NORMAL);
}
}
}
}