зеркало из https://github.com/mozilla/gecko-dev.git
254 строки
8.2 KiB
C++
254 строки
8.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "ReadbackManagerD3D10.h"
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#include "ReadbackProcessor.h"
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#include "nsIThread.h"
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#include "nsThreadUtils.h"
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#include "gfxImageSurface.h"
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namespace mozilla {
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namespace layers {
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// Structure that contains the information required to execute a readback task,
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// the only member accessed off the main thread here is mReadbackTexture. Since
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// mLayer may be released only on the main thread this object should always be
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// destroyed on the main thread!
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struct ReadbackTask {
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// The texture that we copied the contents of the thebeslayer to.
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nsRefPtr<ID3D10Texture2D> mReadbackTexture;
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// This exists purely to keep the ReadbackLayer alive for the lifetime of
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// mUpdate. Note that this addref and release should occur -solely- on the
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// main thread.
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nsRefPtr<ReadbackLayer> mLayer;
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ReadbackProcessor::Update mUpdate;
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// The origin in ThebesLayer coordinates of mReadbackTexture.
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gfxPoint mOrigin;
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// mLayer->GetBackgroundOffset() when the task is created. We have
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// to save this in the ReadbackTask because it might change before
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// the update is delivered to the readback sink.
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nsIntPoint mBackgroundOffset;
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};
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// This class is created and dispatched from the Readback thread but it must be
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// destroyed by the main thread.
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class ReadbackResultWriter : public nsIRunnable
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{
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NS_DECL_ISUPPORTS
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public:
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ReadbackResultWriter(ReadbackTask *aTask) : mTask(aTask) {}
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NS_IMETHODIMP Run()
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{
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ReadbackProcessor::Update *update = &mTask->mUpdate;
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if (!update->mLayer->GetSink()) {
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// This can happen when a plugin is destroyed.
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return NS_OK;
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}
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nsIntPoint offset = mTask->mBackgroundOffset;
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D3D10_TEXTURE2D_DESC desc;
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mTask->mReadbackTexture->GetDesc(&desc);
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D3D10_MAPPED_TEXTURE2D mappedTex;
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// We know this map will immediately succeed, as we've already mapped this
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// copied data on our task thread.
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HRESULT hr = mTask->mReadbackTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex);
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if (FAILED(hr)) {
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// If this fails we're never going to get our ThebesLayer content.
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update->mLayer->GetSink()->SetUnknown(update->mSequenceCounter);
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return NS_OK;
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}
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nsRefPtr<gfxImageSurface> sourceSurface =
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new gfxImageSurface((unsigned char*)mappedTex.pData,
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gfxIntSize(desc.Width, desc.Height),
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mappedTex.RowPitch,
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gfxASurface::ImageFormatRGB24);
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nsRefPtr<gfxContext> ctx =
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update->mLayer->GetSink()->BeginUpdate(update->mUpdateRect + offset,
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update->mSequenceCounter);
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if (ctx) {
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ctx->Translate(gfxPoint(offset.x, offset.y));
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ctx->SetSource(sourceSurface, gfxPoint(mTask->mOrigin.x,
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mTask->mOrigin.y));
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ctx->Paint();
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update->mLayer->GetSink()->EndUpdate(ctx, update->mUpdateRect + offset);
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}
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mTask->mReadbackTexture->Unmap(0);
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return NS_OK;
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}
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private:
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nsAutoPtr<ReadbackTask> mTask;
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};
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NS_IMPL_THREADSAFE_ISUPPORTS1(ReadbackResultWriter, nsIRunnable)
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DWORD WINAPI StartTaskThread(void *aManager)
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{
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static_cast<ReadbackManagerD3D10*>(aManager)->ProcessTasks();
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return 0;
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}
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ReadbackManagerD3D10::ReadbackManagerD3D10()
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: mRefCnt(0)
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{
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::InitializeCriticalSection(&mTaskMutex);
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mShutdownEvent = ::CreateEventA(NULL, FALSE, FALSE, NULL);
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mTaskSemaphore = ::CreateSemaphoreA(NULL, 0, 1000000, NULL);
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mTaskThread = ::CreateThread(NULL, 0, StartTaskThread, this, 0, 0);
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}
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ReadbackManagerD3D10::~ReadbackManagerD3D10()
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{
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::SetEvent(mShutdownEvent);
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// This shouldn't take longer than 5 seconds, if it does we're going to choose
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// to leak the thread and its synchronisation in favor of crashing or freezing
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DWORD result = ::WaitForSingleObject(mTaskThread, 5000);
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if (result != WAIT_TIMEOUT) {
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::DeleteCriticalSection(&mTaskMutex);
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::CloseHandle(mShutdownEvent);
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::CloseHandle(mTaskSemaphore);
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::CloseHandle(mTaskThread);
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} else {
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NS_RUNTIMEABORT("ReadbackManager: Task thread did not shutdown in 5 seconds.");
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}
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}
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void
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ReadbackManagerD3D10::PostTask(ID3D10Texture2D *aTexture, void *aUpdate, const gfxPoint &aOrigin)
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{
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ReadbackTask *task = new ReadbackTask;
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task->mReadbackTexture = aTexture;
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task->mUpdate = *static_cast<ReadbackProcessor::Update*>(aUpdate);
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task->mOrigin = aOrigin;
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task->mLayer = task->mUpdate.mLayer;
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task->mBackgroundOffset = task->mLayer->GetBackgroundLayerOffset();
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::EnterCriticalSection(&mTaskMutex);
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mPendingReadbackTasks.AppendElement(task);
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::LeaveCriticalSection(&mTaskMutex);
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::ReleaseSemaphore(mTaskSemaphore, 1, NULL);
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}
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HRESULT
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ReadbackManagerD3D10::QueryInterface(REFIID riid, void **ppvObject)
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{
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if (!ppvObject) {
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return E_POINTER;
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}
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if (riid == IID_IUnknown) {
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*ppvObject = this;
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} else {
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return E_NOINTERFACE;
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}
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return S_OK;
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}
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ULONG
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ReadbackManagerD3D10::AddRef()
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{
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NS_ASSERTION(NS_IsMainThread(),
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"ReadbackManagerD3D10 should only be refcounted on main thread.");
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return ++mRefCnt;
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}
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ULONG
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ReadbackManagerD3D10::Release()
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{
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NS_ASSERTION(NS_IsMainThread(),
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"ReadbackManagerD3D10 should only be refcounted on main thread.");
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ULONG newRefCnt = --mRefCnt;
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if (!newRefCnt) {
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mRefCnt++;
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delete this;
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}
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return newRefCnt;
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}
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void
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ReadbackManagerD3D10::ProcessTasks()
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{
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HANDLE handles[] = { mTaskSemaphore, mShutdownEvent };
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while (true) {
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DWORD result = ::WaitForMultipleObjects(2, handles, FALSE, INFINITE);
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if (result != WAIT_OBJECT_0) {
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return;
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}
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::EnterCriticalSection(&mTaskMutex);
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if (mPendingReadbackTasks.Length() == 0) {
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NS_RUNTIMEABORT("Trying to read from an empty array, bad bad bad");
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}
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ReadbackTask *nextReadbackTask = mPendingReadbackTasks[0].forget();
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mPendingReadbackTasks.RemoveElementAt(0);
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::LeaveCriticalSection(&mTaskMutex);
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// We want to block here until the texture contents are available, the
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// easiest thing is to simply map and unmap.
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D3D10_MAPPED_TEXTURE2D mappedTex;
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nextReadbackTask->mReadbackTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex);
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nextReadbackTask->mReadbackTexture->Unmap(0);
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// We can only send the update to the sink on the main thread, so post an
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// event there to do so. Ownership of the task is passed from
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// mPendingReadbackTasks to ReadbackResultWriter here.
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nsCOMPtr<nsIThread> thread = do_GetMainThread();
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thread->Dispatch(new ReadbackResultWriter(nextReadbackTask),
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nsIEventTarget::DISPATCH_NORMAL);
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}
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}
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}
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}
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