| // Copyright 2018 The Cobalt Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #ifndef STARBOARD_SHARED_UWP_EXTENDED_RESOURCES_MANAGER_H_ |
| #define STARBOARD_SHARED_UWP_EXTENDED_RESOURCES_MANAGER_H_ |
| |
| #include <D3D12.h> |
| #include <agile.h> |
| |
| #include <atomic> |
| |
| #include "starboard/common/atomic.h" |
| #include "starboard/common/mutex.h" |
| #include "starboard/common/queue.h" |
| #include "starboard/configuration.h" |
| #include "starboard/shared/internal_only.h" |
| #include "starboard/shared/starboard/thread_checker.h" |
| |
| namespace starboard { |
| namespace shared { |
| namespace uwp { |
| |
| // TODO: Refactor this class using CoreDispatcher. |
| |
| // Manages the acquiring and releasing of extended resources, and related |
| // objects like the d3d12 device and command queue. |
| class ExtendedResourcesManager { |
| public: |
| ExtendedResourcesManager(); |
| ~ExtendedResourcesManager(); |
| |
| static ExtendedResourcesManager* GetInstance(); |
| void Run(); |
| |
| void AcquireExtendedResources(); |
| void ReleaseExtendedResources(); |
| void Quit(); |
| |
| // Returns true when the d3d12 device, buffer heap |
| // and command queue can be used. |
| bool GetD3D12Objects(Microsoft::WRL::ComPtr<ID3D12Device>* device, |
| Microsoft::WRL::ComPtr<ID3D12Heap>* buffer_heap, |
| void** command_queue); |
| |
| bool IsGpuDecoderReady() const { |
| return is_av1_shader_compiled_ && is_vp9_shader_compiled_; |
| } |
| |
| // This is called when it is found that the D3D12 driver is in an |
| // error state that can not be recovered from. |
| void OnNonrecoverableFailure() { is_nonrecoverable_failure_ = true; } |
| bool HasNonrecoverableFailure() { return is_nonrecoverable_failure_; } |
| |
| // Returns false if the application should exit instead of suspend. |
| bool IsSafeToSuspend() { return !is_nonrecoverable_failure_; } |
| |
| private: |
| enum Event { |
| kTimeout, // Returned by Queue::Poll() when there is no pending event. |
| kAcquireExtendedResources, |
| kCompileShaders, |
| kReleaseExtendedResources, |
| kQuit |
| }; |
| |
| bool GetD3D12ObjectsInternal(); |
| bool AcquireExtendedResourcesInternal(); |
| bool StartCompileShaders(); |
| void CompileShadersAsynchronously(); |
| void ReleaseExtendedResourcesInternal(); |
| |
| static ExtendedResourcesManager* s_instance_; |
| |
| shared::starboard::ThreadChecker thread_checker_; |
| Mutex mutex_; |
| atomic_bool is_extended_resources_acquired_; |
| |
| std::atomic_bool is_av1_shader_compiled_ = {false}; |
| std::atomic_bool is_vp9_shader_compiled_ = {false}; |
| |
| bool is_nonrecoverable_failure_ = false; |
| Queue<Event> event_queue_; |
| Microsoft::WRL::ComPtr<ID3D12Device> d3d12device_; |
| Microsoft::WRL::ComPtr<ID3D12CommandQueue> d3d12queue_; |
| // heap for frame buffers (for the decoder and output queue) memory allocation |
| Microsoft::WRL::ComPtr<ID3D12Heap> d3d12FrameBuffersHeap_; |
| |
| // This is set to true when a release of extended resources is requested. |
| // Anything delaying the release should be expedited when this is set. |
| atomic_bool pending_extended_resources_release_; |
| |
| // This condition variable is used to synchronize changes to |
| // is_extended_resources_acquired_. |
| ConditionVariable acquisition_condition_; |
| }; |
| |
| } // namespace uwp |
| } // namespace shared |
| } // namespace starboard |
| |
| #endif // STARBOARD_SHARED_UWP_EXTENDED_RESOURCES_MANAGER_H_ |