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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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(UniquePtr<ReadbackTask>&& aTask)
: mTask(std::move(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:
UniquePtr<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 {
MOZ_CRASH("ReadbackManager: Task thread did not shutdown in 5 seconds.");
}
}
void ReadbackManagerD3D11::PostTask(ID3D10Texture2D* aTexture,
TextureReadbackSink* aSink) {
auto task = MakeUnique<ReadbackTask>();
task->mReadbackTexture = aTexture;
task->mSink = aSink;
::EnterCriticalSection(&mTaskMutex);
mPendingReadbackTasks.AppendElement(std::move(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) {
MOZ_CRASH("Trying to read from an empty array, bad bad bad");
}
UniquePtr<ReadbackTask> nextReadbackTask =
std::move(mPendingReadbackTasks[0]);
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(std::move(nextReadbackTask)),
nsIEventTarget::DISPATCH_NORMAL);
}
}
} // namespace layers
} // namespace mozilla
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