mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-08-09 16:51:31 +00:00
Move cadence and pipeline declarations under capture, and move local named-pipe handling under ipc. Flatten display contexts and rename files after their contained classes. Keep transport headers limited to transport contracts and capabilities. Consolidate CSwapChainProcessor definitions so each source file matches the class it implements.
125 lines
4.3 KiB
C++
125 lines
4.3 KiB
C++
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "display/CMonitorContext.h"
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#include "display/CDeviceContext.h"
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#include "capture/CSwapChainProcessor.h"
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#include "d3d/CD3D11Device.h"
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#include "CDebug.h"
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CMonitorContext::CMonitorContext(
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_In_ IDDCX_MONITOR monitor, CDeviceContext * device) :
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m_monitor(monitor),
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m_devContext(device)
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{
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}
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CMonitorContext::~CMonitorContext()
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{
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UnassignSwapChain();
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m_devContext->OnMonitorDestroyed(m_monitor);
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}
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NTSTATUS CMonitorContext::AssignSwapChain(
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IDDCX_SWAPCHAIN swapChain, LUID renderAdapter, HANDLE newFrameEvent)
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{
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std::lock_guard<std::mutex> assignGuard(m_assignMutex);
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// Finish tearing down the previous assignment before reserving a generation
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// for the new one. Deleting the old processor can itself cause IddCx to
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// re-enter UnassignSwapChain, and that old callback must happen before the
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// new generation is established.
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DetachSwapChain();
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const UINT64 assignmentGeneration =
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m_assignmentGeneration.fetch_add(1, std::memory_order_acq_rel) + 1;
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// Build the D3D11 device into a local so the member is never observed
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// half-constructed. The worker binds it before performing the expensive
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// D3D12, transport and post-processing initialization.
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auto dx11Device = std::make_shared<CD3D11Device>(renderAdapter);
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const HRESULT initStatus = dx11Device->Init();
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if (FAILED(initStatus))
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{
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DEBUG_ERROR_HR(initStatus, "Failed to initialize D3D11 device");
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return STATUS_GRAPHICS_INDIRECT_DISPLAY_ABANDON_SWAPCHAIN;
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}
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AcquireSRWLockExclusive(&m_lock);
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if (!IsAssignmentCurrent(assignmentGeneration))
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{
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ReleaseSRWLockExclusive(&m_lock);
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DEBUG_INFO("Swap chain assignment canceled before processor startup");
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return STATUS_GRAPHICS_INDIRECT_DISPLAY_ABANDON_SWAPCHAIN;
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}
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// Publish the assignment atomically with starting its worker. An unassign
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// now blocks on m_lock until m_swapChain exists, at which point it can
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// signal and join the processor normally.
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m_devContext->OnSwapChainAssigned();
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m_dx11Device = std::move(dx11Device);
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m_swapChain.reset(new CSwapChainProcessor(
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this, assignmentGeneration, m_monitor, m_devContext, swapChain,
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renderAdapter, m_dx11Device, newFrameEvent));
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if (!m_swapChain->Start())
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{
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auto processor = std::move(m_swapChain);
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dx11Device = std::move(m_dx11Device);
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ReleaseSRWLockExclusive(&m_lock);
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processor.reset();
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dx11Device.reset();
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m_devContext->OnSwapChainReleased();
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return STATUS_GRAPHICS_INDIRECT_DISPLAY_ABANDON_SWAPCHAIN;
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}
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ReleaseSRWLockExclusive(&m_lock);
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return STATUS_SUCCESS;
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}
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void CMonitorContext::DetachSwapChain()
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{
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// Invalidate setup in progress before waiting for m_lock. This also lets a
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// worker about to call SetDevice observe an unassign whose callback is
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// blocked waiting for the processor to be published.
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m_assignmentGeneration.fetch_add(1, std::memory_order_acq_rel);
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// Detach under the lock, then destroy outside it. Destroying the processor
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// joins its worker thread, whose teardown (WdfObjectDelete) re-enters this
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// method on another thread - holding the lock across that would deadlock.
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std::unique_ptr<CSwapChainProcessor> processor;
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std::shared_ptr<CD3D11Device> dx11Device;
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AcquireSRWLockExclusive(&m_lock);
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processor = std::move(m_swapChain);
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dx11Device = std::move(m_dx11Device);
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ReleaseSRWLockExclusive(&m_lock);
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const bool hadSwapChain = !!processor;
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processor.reset();
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dx11Device.reset();
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if (hadSwapChain)
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m_devContext->OnSwapChainReleased();
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}
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void CMonitorContext::UnassignSwapChain()
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{
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DetachSwapChain();
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}
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