/** * Looking Glass * Copyright © 2017-2026 The Looking Glass Authors * https://looking-glass.io * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., 59 * Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "display/monitor/Context.h" #include "display/device/CDeviceContext.h" #include "capture/CSwapChainProcessor.h" #include "d3d/CD3D11Device.h" #include "CDebug.h" CMonitorContext::CMonitorContext( _In_ IDDCX_MONITOR monitor, CDeviceContext * device) : m_monitor(monitor), m_devContext(device) { } CMonitorContext::~CMonitorContext() { UnassignSwapChain(); m_devContext->OnMonitorDestroyed(m_monitor); } NTSTATUS CMonitorContext::AssignSwapChain( IDDCX_SWAPCHAIN swapChain, LUID renderAdapter, HANDLE newFrameEvent) { std::lock_guard assignGuard(m_assignMutex); // Finish tearing down the previous assignment before reserving a generation // for the new one. Deleting the old processor can itself cause IddCx to // re-enter UnassignSwapChain, and that old callback must happen before the // new generation is established. DetachSwapChain(); const UINT64 assignmentGeneration = m_assignmentGeneration.fetch_add(1, std::memory_order_acq_rel) + 1; // Build the D3D11 device into a local so the member is never observed // half-constructed. The worker binds it before performing the expensive // D3D12, LGMP and post-processing initialization. auto dx11Device = std::make_shared(renderAdapter); const HRESULT initStatus = dx11Device->Init(); if (FAILED(initStatus)) { DEBUG_ERROR_HR(initStatus, "Failed to initialize D3D11 device"); return STATUS_GRAPHICS_INDIRECT_DISPLAY_ABANDON_SWAPCHAIN; } AcquireSRWLockExclusive(&m_lock); if (!IsAssignmentCurrent(assignmentGeneration)) { ReleaseSRWLockExclusive(&m_lock); DEBUG_INFO("Swap chain assignment canceled before processor startup"); return STATUS_GRAPHICS_INDIRECT_DISPLAY_ABANDON_SWAPCHAIN; } // Publish the assignment atomically with starting its worker. An unassign // now blocks on m_lock until m_swapChain exists, at which point it can // signal and join the processor normally. m_devContext->OnSwapChainAssigned(); m_dx11Device = std::move(dx11Device); m_swapChain.reset(new CSwapChainProcessor( this, assignmentGeneration, m_monitor, m_devContext, swapChain, renderAdapter, m_dx11Device, newFrameEvent)); if (!m_swapChain->Start()) { auto processor = std::move(m_swapChain); dx11Device = std::move(m_dx11Device); ReleaseSRWLockExclusive(&m_lock); processor.reset(); dx11Device.reset(); m_devContext->OnSwapChainReleased(); return STATUS_GRAPHICS_INDIRECT_DISPLAY_ABANDON_SWAPCHAIN; } ReleaseSRWLockExclusive(&m_lock); return STATUS_SUCCESS; } void CMonitorContext::DetachSwapChain() { // Invalidate setup in progress before waiting for m_lock. This also lets a // worker about to call SetDevice observe an unassign whose callback is // blocked waiting for the processor to be published. m_assignmentGeneration.fetch_add(1, std::memory_order_acq_rel); // Detach under the lock, then destroy outside it. Destroying the processor // joins its worker thread, whose teardown (WdfObjectDelete) re-enters this // method on another thread - holding the lock across that would deadlock. std::unique_ptr processor; std::shared_ptr dx11Device; AcquireSRWLockExclusive(&m_lock); processor = std::move(m_swapChain); dx11Device = std::move(m_dx11Device); ReleaseSRWLockExclusive(&m_lock); const bool hadSwapChain = !!processor; processor.reset(); dx11Device.reset(); if (hadSwapChain) m_devContext->OnSwapChainReleased(); } void CMonitorContext::UnassignSwapChain() { DetachSwapChain(); }