gecko-dev/gfx/layers/d3d10/ReadbackManagerD3D10.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "ReadbackManagerD3D10.h"
#include "ReadbackProcessor.h"
#include "nsIThread.h"
#include "nsThreadUtils.h"
#include "gfxImageSurface.h"
namespace mozilla {
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
// mLayer 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<ID3D10Texture2D> mReadbackTexture;
// This exists purely to keep the ReadbackLayer alive for the lifetime of
// mUpdate. Note that this addref and release should occur -solely- on the
// main thread.
nsRefPtr<ReadbackLayer> mLayer;
ReadbackProcessor::Update mUpdate;
// The origin in ThebesLayer coordinates of mReadbackTexture.
gfxPoint mOrigin;
// mLayer->GetBackgroundOffset() when the task is created. We have
// to save this in the ReadbackTask because it might change before
// the update is delivered to the readback sink.
nsIntPoint mBackgroundOffset;
};
// This class is created and dispatched from the Readback thread but it must be
// destroyed by the main thread.
class ReadbackResultWriter : public nsIRunnable
{
NS_DECL_ISUPPORTS
public:
ReadbackResultWriter(ReadbackTask *aTask) : mTask(aTask) {}
NS_IMETHODIMP Run()
{
ReadbackProcessor::Update *update = &mTask->mUpdate;
if (!update->mLayer->GetSink()) {
// This can happen when a plugin is destroyed.
return NS_OK;
}
nsIntPoint offset = mTask->mBackgroundOffset;
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)) {
// If this fails we're never going to get our ThebesLayer content.
update->mLayer->GetSink()->SetUnknown(update->mSequenceCounter);
return NS_OK;
}
nsRefPtr<gfxImageSurface> sourceSurface =
new gfxImageSurface((unsigned char*)mappedTex.pData,
gfxIntSize(desc.Width, desc.Height),
mappedTex.RowPitch,
gfxASurface::ImageFormatRGB24);
nsRefPtr<gfxContext> ctx =
update->mLayer->GetSink()->BeginUpdate(update->mUpdateRect + offset,
update->mSequenceCounter);
if (ctx) {
ctx->Translate(gfxPoint(offset.x, offset.y));
ctx->SetSource(sourceSurface, gfxPoint(mTask->mOrigin.x,
mTask->mOrigin.y));
ctx->Paint();
update->mLayer->GetSink()->EndUpdate(ctx, update->mUpdateRect + offset);
}
mTask->mReadbackTexture->Unmap(0);
return NS_OK;
}
private:
nsAutoPtr<ReadbackTask> mTask;
};
NS_IMPL_THREADSAFE_ISUPPORTS1(ReadbackResultWriter, nsIRunnable)
DWORD WINAPI StartTaskThread(void *aManager)
{
static_cast<ReadbackManagerD3D10*>(aManager)->ProcessTasks();
return 0;
}
ReadbackManagerD3D10::ReadbackManagerD3D10()
: mRefCnt(0)
{
::InitializeCriticalSection(&mTaskMutex);
mShutdownEvent = ::CreateEventA(NULL, FALSE, FALSE, NULL);
mTaskSemaphore = ::CreateSemaphoreA(NULL, 0, 1000000, NULL);
mTaskThread = ::CreateThread(NULL, 0, StartTaskThread, this, 0, 0);
}
ReadbackManagerD3D10::~ReadbackManagerD3D10()
{
::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
ReadbackManagerD3D10::PostTask(ID3D10Texture2D *aTexture, void *aUpdate, const gfxPoint &aOrigin)
{
ReadbackTask *task = new ReadbackTask;
task->mReadbackTexture = aTexture;
task->mUpdate = *static_cast<ReadbackProcessor::Update*>(aUpdate);
task->mOrigin = aOrigin;
task->mLayer = task->mUpdate.mLayer;
task->mBackgroundOffset = task->mLayer->GetBackgroundLayerOffset();
::EnterCriticalSection(&mTaskMutex);
mPendingReadbackTasks.AppendElement(task);
::LeaveCriticalSection(&mTaskMutex);
::ReleaseSemaphore(mTaskSemaphore, 1, NULL);
}
HRESULT
ReadbackManagerD3D10::QueryInterface(REFIID riid, void **ppvObject)
{
if (!ppvObject) {
return E_POINTER;
}
if (riid == IID_IUnknown) {
*ppvObject = this;
} else {
return E_NOINTERFACE;
}
return S_OK;
}
ULONG
ReadbackManagerD3D10::AddRef()
{
NS_ASSERTION(NS_IsMainThread(),
"ReadbackManagerD3D10 should only be refcounted on main thread.");
return ++mRefCnt;
}
ULONG
ReadbackManagerD3D10::Release()
{
NS_ASSERTION(NS_IsMainThread(),
"ReadbackManagerD3D10 should only be refcounted on main thread.");
ULONG newRefCnt = --mRefCnt;
if (!newRefCnt) {
mRefCnt++;
delete this;
}
return newRefCnt;
}
void
ReadbackManagerD3D10::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 ReadbackResultWriter(nextReadbackTask),
nsIEventTarget::DISPATCH_NORMAL);
}
}
}
}