gfx/layers/d3d10/ReadbackManagerD3D10.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/layers/d3d10/ReadbackManagerD3D10.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,223 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
     1.5 + * This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "ReadbackManagerD3D10.h"
    1.10 +#include "ReadbackProcessor.h"
    1.11 +#include "ReadbackLayer.h"
    1.12 +
    1.13 +#include "nsIThread.h"
    1.14 +#include "nsThreadUtils.h"
    1.15 +#include "gfxImageSurface.h"
    1.16 +#include "gfxContext.h"
    1.17 +
    1.18 +namespace mozilla {
    1.19 +namespace layers {
    1.20 +
    1.21 +// Structure that contains the information required to execute a readback task,
    1.22 +// the only member accessed off the main thread here is mReadbackTexture. Since
    1.23 +// mLayer may be released only on the main thread this object should always be
    1.24 +// destroyed on the main thread!
    1.25 +struct ReadbackTask {
    1.26 +  // The texture that we copied the contents of the thebeslayer to.
    1.27 +  nsRefPtr<ID3D10Texture2D> mReadbackTexture;
    1.28 +  // This exists purely to keep the ReadbackLayer alive for the lifetime of
    1.29 +  // mUpdate. Note that this addref and release should occur -solely- on the
    1.30 +  // main thread.
    1.31 +  nsRefPtr<ReadbackLayer> mLayer;
    1.32 +  ReadbackProcessor::Update mUpdate;
    1.33 +  // The origin in ThebesLayer coordinates of mReadbackTexture.
    1.34 +  gfxPoint mOrigin;
    1.35 +  // mLayer->GetBackgroundOffset() when the task is created.  We have
    1.36 +  // to save this in the ReadbackTask because it might change before
    1.37 +  // the update is delivered to the readback sink.
    1.38 +  nsIntPoint mBackgroundOffset;
    1.39 +};
    1.40 +
    1.41 +// This class is created and dispatched from the Readback thread but it must be
    1.42 +// destroyed by the main thread.
    1.43 +class ReadbackResultWriter MOZ_FINAL : public nsIRunnable
    1.44 +{
    1.45 +  NS_DECL_THREADSAFE_ISUPPORTS
    1.46 +public:
    1.47 +  ReadbackResultWriter(ReadbackTask *aTask) : mTask(aTask) {}
    1.48 +
    1.49 +  NS_IMETHODIMP Run()
    1.50 +  {
    1.51 +    ReadbackProcessor::Update *update = &mTask->mUpdate;
    1.52 +
    1.53 +    if (!update->mLayer->GetSink()) {
    1.54 +      // This can happen when a plugin is destroyed.
    1.55 +      return NS_OK;
    1.56 +    }
    1.57 +
    1.58 +    nsIntPoint offset = mTask->mBackgroundOffset;
    1.59 +
    1.60 +    D3D10_TEXTURE2D_DESC desc;
    1.61 +    mTask->mReadbackTexture->GetDesc(&desc);
    1.62 +
    1.63 +    D3D10_MAPPED_TEXTURE2D mappedTex;
    1.64 +    // We know this map will immediately succeed, as we've already mapped this
    1.65 +    // copied data on our task thread.
    1.66 +    HRESULT hr = mTask->mReadbackTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex);
    1.67 +
    1.68 +    if (FAILED(hr)) {
    1.69 +      // If this fails we're never going to get our ThebesLayer content.
    1.70 +      update->mLayer->GetSink()->SetUnknown(update->mSequenceCounter);
    1.71 +      return NS_OK;
    1.72 +    }
    1.73 +
    1.74 +    nsRefPtr<gfxImageSurface> sourceSurface =
    1.75 +      new gfxImageSurface((unsigned char*)mappedTex.pData,
    1.76 +                          gfxIntSize(desc.Width, desc.Height),
    1.77 +                          mappedTex.RowPitch,
    1.78 +                          gfxImageFormat::RGB24);
    1.79 +
    1.80 +    nsRefPtr<gfxContext> ctx =
    1.81 +      update->mLayer->GetSink()->BeginUpdate(update->mUpdateRect + offset,
    1.82 +                                             update->mSequenceCounter);
    1.83 +
    1.84 +    if (ctx) {
    1.85 +      ctx->Translate(gfxPoint(offset.x, offset.y));
    1.86 +      ctx->SetSource(sourceSurface, gfxPoint(mTask->mOrigin.x,
    1.87 +                                             mTask->mOrigin.y));
    1.88 +      ctx->Paint();
    1.89 +
    1.90 +      update->mLayer->GetSink()->EndUpdate(ctx, update->mUpdateRect + offset);
    1.91 +    }
    1.92 +
    1.93 +    mTask->mReadbackTexture->Unmap(0);
    1.94 +
    1.95 +    return NS_OK;
    1.96 +  }
    1.97 +
    1.98 +private:
    1.99 +  nsAutoPtr<ReadbackTask> mTask;
   1.100 +};
   1.101 +
   1.102 +NS_IMPL_ISUPPORTS(ReadbackResultWriter, nsIRunnable)
   1.103 +
   1.104 +DWORD WINAPI StartTaskThread(void *aManager)
   1.105 +{
   1.106 +  static_cast<ReadbackManagerD3D10*>(aManager)->ProcessTasks();
   1.107 +
   1.108 +  return 0;
   1.109 +}
   1.110 +
   1.111 +ReadbackManagerD3D10::ReadbackManagerD3D10()
   1.112 +  : mRefCnt(0)
   1.113 +{
   1.114 +  ::InitializeCriticalSection(&mTaskMutex);
   1.115 +  mShutdownEvent = ::CreateEventA(nullptr, FALSE, FALSE, nullptr);
   1.116 +  mTaskSemaphore = ::CreateSemaphoreA(nullptr, 0, 1000000, nullptr);
   1.117 +  mTaskThread = ::CreateThread(nullptr, 0, StartTaskThread, this, 0, 0);
   1.118 +}
   1.119 +
   1.120 +ReadbackManagerD3D10::~ReadbackManagerD3D10()
   1.121 +{
   1.122 +  ::SetEvent(mShutdownEvent);
   1.123 +
   1.124 +  // This shouldn't take longer than 5 seconds, if it does we're going to choose
   1.125 +  // to leak the thread and its synchronisation in favor of crashing or freezing
   1.126 +  DWORD result = ::WaitForSingleObject(mTaskThread, 5000);
   1.127 +  if (result != WAIT_TIMEOUT) {
   1.128 +    ::DeleteCriticalSection(&mTaskMutex);
   1.129 +    ::CloseHandle(mShutdownEvent);
   1.130 +    ::CloseHandle(mTaskSemaphore);
   1.131 +    ::CloseHandle(mTaskThread);
   1.132 +  } else {
   1.133 +    NS_RUNTIMEABORT("ReadbackManager: Task thread did not shutdown in 5 seconds.");
   1.134 +  }
   1.135 +}
   1.136 +
   1.137 +void
   1.138 +ReadbackManagerD3D10::PostTask(ID3D10Texture2D *aTexture, void *aUpdate, const gfxPoint &aOrigin)
   1.139 +{
   1.140 +  ReadbackTask *task = new ReadbackTask;
   1.141 +  task->mReadbackTexture = aTexture;
   1.142 +  task->mUpdate = *static_cast<ReadbackProcessor::Update*>(aUpdate);
   1.143 +  task->mOrigin = aOrigin;
   1.144 +  task->mLayer = task->mUpdate.mLayer;
   1.145 +  task->mBackgroundOffset = task->mLayer->GetBackgroundLayerOffset();
   1.146 +
   1.147 +  ::EnterCriticalSection(&mTaskMutex);
   1.148 +  mPendingReadbackTasks.AppendElement(task);
   1.149 +  ::LeaveCriticalSection(&mTaskMutex);
   1.150 +
   1.151 +  ::ReleaseSemaphore(mTaskSemaphore, 1, nullptr);
   1.152 +}
   1.153 +
   1.154 +HRESULT
   1.155 +ReadbackManagerD3D10::QueryInterface(REFIID riid, void **ppvObject)
   1.156 +{
   1.157 +  if (!ppvObject) {
   1.158 +    return E_POINTER;
   1.159 +  }
   1.160 +
   1.161 +  if (riid == IID_IUnknown) {
   1.162 +    *ppvObject = this;
   1.163 +  } else {
   1.164 +    return E_NOINTERFACE;
   1.165 +  }
   1.166 +
   1.167 +  return S_OK;
   1.168 +}
   1.169 +
   1.170 +ULONG
   1.171 +ReadbackManagerD3D10::AddRef()
   1.172 +{
   1.173 +  NS_ASSERTION(NS_IsMainThread(),
   1.174 +    "ReadbackManagerD3D10 should only be refcounted on main thread.");
   1.175 +  return ++mRefCnt;
   1.176 +}
   1.177 +
   1.178 +ULONG
   1.179 +ReadbackManagerD3D10::Release()
   1.180 +{
   1.181 +  NS_ASSERTION(NS_IsMainThread(),
   1.182 +    "ReadbackManagerD3D10 should only be refcounted on main thread.");
   1.183 +  ULONG newRefCnt = --mRefCnt;
   1.184 +  if (!newRefCnt) {
   1.185 +    mRefCnt++;
   1.186 +    delete this;
   1.187 +  }
   1.188 +  return newRefCnt;
   1.189 +}
   1.190 +
   1.191 +void
   1.192 +ReadbackManagerD3D10::ProcessTasks()
   1.193 +{
   1.194 +  HANDLE handles[] = { mTaskSemaphore, mShutdownEvent };
   1.195 +  
   1.196 +  while (true) {
   1.197 +    DWORD result = ::WaitForMultipleObjects(2, handles, FALSE, INFINITE);
   1.198 +    if (result != WAIT_OBJECT_0) {
   1.199 +      return;
   1.200 +    }
   1.201 +
   1.202 +    ::EnterCriticalSection(&mTaskMutex);
   1.203 +    if (mPendingReadbackTasks.Length() == 0) {
   1.204 +      NS_RUNTIMEABORT("Trying to read from an empty array, bad bad bad");
   1.205 +    }
   1.206 +    ReadbackTask *nextReadbackTask = mPendingReadbackTasks[0].forget();
   1.207 +    mPendingReadbackTasks.RemoveElementAt(0);
   1.208 +    ::LeaveCriticalSection(&mTaskMutex);
   1.209 +
   1.210 +    // We want to block here until the texture contents are available, the
   1.211 +    // easiest thing is to simply map and unmap.
   1.212 +    D3D10_MAPPED_TEXTURE2D mappedTex;
   1.213 +    nextReadbackTask->mReadbackTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex);
   1.214 +    nextReadbackTask->mReadbackTexture->Unmap(0);
   1.215 +
   1.216 +    // We can only send the update to the sink on the main thread, so post an
   1.217 +    // event there to do so. Ownership of the task is passed from
   1.218 +    // mPendingReadbackTasks to ReadbackResultWriter here.
   1.219 +    nsCOMPtr<nsIThread> thread = do_GetMainThread();
   1.220 +    thread->Dispatch(new ReadbackResultWriter(nextReadbackTask),
   1.221 +                     nsIEventTarget::DISPATCH_NORMAL);
   1.222 +  }
   1.223 +}
   1.224 +
   1.225 +}
   1.226 +}

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