Exemplo n.º 1
0
TextureClientD3D11::~TextureClientD3D11()
{
  if (mActor) {
    if (mTexture) {
      KeepUntilFullDeallocation(MakeUnique<TKeepAlive<ID3D10Texture2D>>(mTexture10));
    } else if (mTexture10) {
      KeepUntilFullDeallocation(MakeUnique<TKeepAlive<ID3D11Texture2D>>(mTexture));
    }
  }
#ifdef DEBUG
  // An Azure DrawTarget needs to be locked when it gets nullptr'ed as this is
  // when it calls EndDraw. This EndDraw should not execute anything so it
  // shouldn't -really- need the lock but the debug layer chokes on this.
  if (mDrawTarget) {
    MOZ_ASSERT(!mIsLocked);
    MOZ_ASSERT(mTexture || mTexture10);
    MOZ_ASSERT(mDrawTarget->refCount() == 1);
    if (mTexture) {
      LockD3DTexture(mTexture.get());
    } else {
      LockD3DTexture(mTexture10.get());
    }
    mDrawTarget = nullptr;
    if (mTexture) {
      UnlockD3DTexture(mTexture.get());
    } else {
      UnlockD3DTexture(mTexture10.get());
    }
  }
#endif
}
Exemplo n.º 2
0
void
TextureClientD3D11::Unlock()
{
  MOZ_ASSERT(mIsLocked, "Unlocked called while the texture is not locked!");
  if (!mIsLocked) {
    return;
  }

  if (mDrawTarget) {
    // see the comment on TextureClient::BorrowDrawTarget.
    // This DrawTarget is internal to the TextureClient and is only exposed to the
    // outside world between Lock() and Unlock(). This assertion checks that no outside
    // reference remains by the time Unlock() is called.
    MOZ_ASSERT(mDrawTarget->refCount() == 1);
    mDrawTarget->Flush();
  }

  if (mReadbackSink && mTexture10) {
    ID3D10Device* device = gfxWindowsPlatform::GetPlatform()->GetD3D10Device();

    D3D10_TEXTURE2D_DESC desc;
    mTexture10->GetDesc(&desc);
    desc.BindFlags = 0;
    desc.Usage = D3D10_USAGE_STAGING;
    desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
    desc.MiscFlags = 0;

    RefPtr<ID3D10Texture2D> tex;
    HRESULT hr = device->CreateTexture2D(&desc, nullptr, byRef(tex));

    if (FAILED(hr)) {
      gfxCriticalError(CriticalLog::DefaultOptions(Factory::ReasonableSurfaceSize(mSize))) << "[D3D11] CreateTexture2D failure " << mSize << " Code: " << gfx::hexa(hr);
      return;
    }

    if (SUCCEEDED(hr)) {
      device->CopyResource(tex, mTexture10);

      gfxWindowsPlatform::GetPlatform()->GetReadbackManager()->PostTask(tex, mReadbackSink);
    } else {
      mReadbackSink->ProcessReadback(nullptr);
    }
  }

  // The DrawTarget is created only once, and is only usable between calls
  // to Lock and Unlock.
  if (mTexture) {
    UnlockD3DTexture(mTexture.get());
  } else {
    UnlockD3DTexture(mTexture10.get());
  }
  mIsLocked = false;
}
Exemplo n.º 3
0
void
DXGITextureHostD3D11::Unlock()
{
  MOZ_ASSERT(mIsLocked);
  UnlockD3DTexture(mTextureSource->GetD3D11Texture());
  mIsLocked = false;
}
Exemplo n.º 4
0
TextureClientD3D11::~TextureClientD3D11()
{
#ifdef DEBUG
  // An Azure DrawTarget needs to be locked when it gets nullptr'ed as this is
  // when it calls EndDraw. This EndDraw should not execute anything so it
  // shouldn't -really- need the lock but the debug layer chokes on this.
  if (mDrawTarget) {
    MOZ_ASSERT(!mIsLocked);
    MOZ_ASSERT(mTexture || mTexture10);
    MOZ_ASSERT(mDrawTarget->refCount() == 1);
    if (mTexture) {
      LockD3DTexture(mTexture.get());
    } else {
      LockD3DTexture(mTexture10.get());
    }
    mDrawTarget = nullptr;
    if (mTexture) {
      UnlockD3DTexture(mTexture.get());
    } else {
      UnlockD3DTexture(mTexture10.get());
    }
  }
#endif
}