зеркало из https://github.com/mozilla/gecko-dev.git
161 строка
5.0 KiB
C++
161 строка
5.0 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ReadbackManagerD3D11.h"
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#include "ReadbackProcessor.h"
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#include "ReadbackLayer.h"
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#include "mozilla/layers/TextureClient.h"
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#include "mozilla/gfx/2D.h"
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#include "nsIThread.h"
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#include "nsThreadUtils.h"
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namespace mozilla {
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using namespace gfx;
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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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// mSink 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 paintedlayer to.
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RefPtr<ID3D10Texture2D> mReadbackTexture;
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// The sink that we're trying to read back to.
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RefPtr<TextureReadbackSink> mSink;
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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 ReadbackResultWriterD3D11 final : public nsIRunnable
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{
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~ReadbackResultWriterD3D11() {}
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NS_DECL_THREADSAFE_ISUPPORTS
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public:
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explicit ReadbackResultWriterD3D11(ReadbackTask *aTask) : mTask(aTask) {}
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NS_IMETHOD Run() override
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{
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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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// Unless there is an error this map should succeed immediately, as we've
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// recently mapped (and unmapped) this 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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mTask->mSink->ProcessReadback(nullptr);
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return NS_OK;
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}
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{
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RefPtr<DataSourceSurface> surf =
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Factory::CreateWrappingDataSourceSurface((uint8_t*)mappedTex.pData, mappedTex.RowPitch,
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IntSize(desc.Width, desc.Height),
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SurfaceFormat::B8G8R8A8);
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mTask->mSink->ProcessReadback(surf);
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MOZ_ASSERT(surf->hasOneRef());
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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_ISUPPORTS(ReadbackResultWriterD3D11, nsIRunnable)
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DWORD WINAPI ReadbackManagerD3D11::StartTaskThread(void *aManager)
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{
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static_cast<ReadbackManagerD3D11*>(aManager)->ProcessTasks();
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return 0;
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}
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ReadbackManagerD3D11::ReadbackManagerD3D11()
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: mRefCnt(0)
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{
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::InitializeCriticalSection(&mTaskMutex);
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mShutdownEvent = ::CreateEventA(nullptr, FALSE, FALSE, nullptr);
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mTaskSemaphore = ::CreateSemaphoreA(nullptr, 0, 1000000, nullptr);
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mTaskThread = ::CreateThread(nullptr, 0, StartTaskThread, this, 0, 0);
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}
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ReadbackManagerD3D11::~ReadbackManagerD3D11()
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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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ReadbackManagerD3D11::PostTask(ID3D10Texture2D *aTexture, TextureReadbackSink* aSink)
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{
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ReadbackTask *task = new ReadbackTask;
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task->mReadbackTexture = aTexture;
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task->mSink = aSink;
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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, nullptr);
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}
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void
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ReadbackManagerD3D11::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 ReadbackResultWriterD3D11(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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