mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-12-26 10:10:31 +00:00
3b76c1d27b
MozReview-Commit-ID: 5sdclirTQCV --HG-- extra : rebase_source : 65b8fe4357ee19e858d3ee406495a1c2c3046c90
161 lines
5.0 KiB
C++
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:
|
|
explicit ReadbackResultWriterD3D11(ReadbackTask *aTask) : mTask(aTask) {}
|
|
|
|
NS_IMETHOD Run() override
|
|
{
|
|
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::B8G8R8A8);
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|