wip
This commit is contained in:
parent
e683f21ed7
commit
cc26bb3bfd
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@ -45,12 +45,4 @@
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</ClCompile>
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</ItemDefinitionGroup>
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<Import Project="$(SolutionDir)src\common.build.post.props" />
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<!-- LATE LINK LINE OVERRIDES. This project must link named forwarders
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instead of APISet forwarders for easier Windows 7 compatibility. -->
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<ItemDefinitionGroup>
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<Link>
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<AdditionalDependencies>Uiautomationcore.lib;onecoreuap.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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</Project>
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66
src/inc/til/gate.h
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66
src/inc/til/gate.h
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@ -0,0 +1,66 @@
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT license.
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#pragma once
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#include "atomic.h"
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namespace til
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{
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template<std::memory_order AcquireOrder = std::memory_order_acquire, std::memory_order ReleaseOrder = std::memory_order_release>
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struct gate
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{
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constexpr explicit gate(const bool desired) noexcept :
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_state(desired)
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{
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}
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gate(const gate&) = delete;
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gate& operator=(const gate&) = delete;
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// acquire/release provide classical semaphore semantics.
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void acquire() noexcept
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{
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while (!_state.exchange(false, AcquireOrder))
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{
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til::atomic_wait(_state, false);
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}
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}
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// acquire/release provide classical semaphore semantics.
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void release() noexcept
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{
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_state.store(true, ReleaseOrder);
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til::atomic_notify_all(_state);
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}
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// open/close respectively signal that this "real world gate" is open or closed.
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// They deviate from the classical semaphore, by not being blocking operations.
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inline void open() noexcept
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{
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release();
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}
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// open/close respectively signal that this "real world gate" is open or closed.
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// They deviate from the classical semaphore, by not being blocking operations.
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void close() noexcept
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{
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_state.store(false, ReleaseOrder);
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}
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// Block until this "real world gate" can be passed, by being open.
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// This works just like acquiring a semaphore, but doesn't decrease the count.
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void pass() noexcept
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{
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while (!_state.load(AcquireOrder))
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{
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til::atomic_wait(_state, false);
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}
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}
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private:
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std::atomic<bool> _state;
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};
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using gate_relaxed = gate<std::memory_order_relaxed, std::memory_order_relaxed>;
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}
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@ -12,12 +12,10 @@ using namespace Microsoft::Console::Render;
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RenderThread::RenderThread() :
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_pRenderer(nullptr),
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_hThread(nullptr),
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_hEvent(nullptr),
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_hPaintCompletedEvent(nullptr),
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_fKeepRunning(true),
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_hPaintEnabledEvent(nullptr),
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_fNextFrameRequested(false),
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_fWaiting(false)
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_hPaintCompletedEvent(true),
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_hPaintEnabledEvent(false),
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_fNextFrameRequested(false)
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{
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}
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{
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if (_hThread)
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{
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_fKeepRunning = false; // stop loop after final run
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_fKeepRunning.store(false, std::memory_order_relaxed); // stop loop after final run
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EnablePainting(); // if we want to get the last frame out, we need to make sure it's enabled
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SignalObjectAndWait(_hEvent, _hThread, INFINITE, FALSE); // signal final paint and wait for thread to finish.
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WaitForSingleObject(_hThread, INFINITE); // wait for thread to finish.
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CloseHandle(_hThread);
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_hThread = nullptr;
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}
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if (_hEvent)
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{
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CloseHandle(_hEvent);
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_hEvent = nullptr;
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}
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if (_hPaintEnabledEvent)
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{
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CloseHandle(_hPaintEnabledEvent);
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_hPaintEnabledEvent = nullptr;
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}
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if (_hPaintCompletedEvent)
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{
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CloseHandle(_hPaintCompletedEvent);
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_hPaintCompletedEvent = nullptr;
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}
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}
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{
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_pRenderer = pRendererParent;
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HRESULT hr = S_OK;
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// Create event before thread as thread will start immediately.
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if (SUCCEEDED(hr))
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{
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HANDLE hEvent = CreateEventW(nullptr, // non-inheritable security attributes
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FALSE, // auto reset event
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FALSE, // initially unsignaled
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nullptr // no name
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);
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_hThread = CreateThread(
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nullptr, // non-inheritable security attributes
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0, // use default stack size
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s_ThreadProc,
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this,
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0, // create immediately
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nullptr // we don't need the thread ID
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);
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RETURN_LAST_ERROR_IF_NULL(_hThread);
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if (hEvent == nullptr)
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{
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hr = HRESULT_FROM_WIN32(GetLastError());
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}
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else
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{
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_hEvent = hEvent;
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}
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// SetThreadDescription only works on 1607 and higher. If we cannot find it,
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// then it's no big deal. Just skip setting the description.
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auto func = GetProcAddressByFunctionDeclaration(GetModuleHandleW(L"kernel32.dll"), SetThreadDescription);
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if (func)
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{
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LOG_IF_FAILED(func(_hThread, L"Rendering Output Thread"));
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}
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if (SUCCEEDED(hr))
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{
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HANDLE hPaintEnabledEvent = CreateEventW(nullptr,
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TRUE, // manual reset event
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FALSE, // initially signaled
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nullptr);
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if (hPaintEnabledEvent == nullptr)
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{
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hr = HRESULT_FROM_WIN32(GetLastError());
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}
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else
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{
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_hPaintEnabledEvent = hPaintEnabledEvent;
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}
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}
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if (SUCCEEDED(hr))
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{
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HANDLE hPaintCompletedEvent = CreateEventW(nullptr,
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TRUE, // manual reset event
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TRUE, // initially signaled
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nullptr);
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if (hPaintCompletedEvent == nullptr)
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{
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hr = HRESULT_FROM_WIN32(GetLastError());
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}
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else
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{
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_hPaintCompletedEvent = hPaintCompletedEvent;
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}
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}
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if (SUCCEEDED(hr))
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{
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HANDLE hThread = CreateThread(nullptr, // non-inheritable security attributes
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0, // use default stack size
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s_ThreadProc,
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this,
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0, // create immediately
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nullptr // we don't need the thread ID
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);
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if (hThread == nullptr)
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{
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hr = HRESULT_FROM_WIN32(GetLastError());
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}
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else
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{
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_hThread = hThread;
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// SetThreadDescription only works on 1607 and higher. If we cannot find it,
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// then it's no big deal. Just skip setting the description.
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auto func = GetProcAddressByFunctionDeclaration(GetModuleHandleW(L"kernel32.dll"), SetThreadDescription);
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if (func)
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{
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LOG_IF_FAILED(func(hThread, L"Rendering Output Thread"));
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}
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}
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}
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return hr;
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return S_OK;
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}
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DWORD WINAPI RenderThread::s_ThreadProc(_In_ LPVOID lpParameter)
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}
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}
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DWORD WINAPI RenderThread::_ThreadProc()
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DWORD RenderThread::_ThreadProc()
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{
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while (_fKeepRunning)
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while (_fKeepRunning.load(std::memory_order_relaxed))
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{
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WaitForSingleObject(_hPaintEnabledEvent, INFINITE);
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//Sleep(8); // frame rate limit to ~60 FPS in practice
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if (!_fNextFrameRequested.exchange(false, std::memory_order_acq_rel))
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{
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// <--
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// If `NotifyPaint` is called at this point, then it will not
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// set the event because `_fWaiting` is not `true` yet so we have
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// to check again below.
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_hPaintEnabledEvent.pass();
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_fNextFrameRequested.acquire();
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_fWaiting.store(true, std::memory_order_release);
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// check again now (see comment above)
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if (!_fNextFrameRequested.exchange(false, std::memory_order_acq_rel))
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{
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// Wait until a next frame is requested.
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WaitForSingleObject(_hEvent, INFINITE);
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}
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// <--
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// If `NotifyPaint` is called at this point, then it _will_ set
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// the event because `_fWaiting` is `true`, but we're not waiting
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// anymore!
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// This can probably happen quite often: imagine a scenario where
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// we are waiting, and the terminal calls `NotifyPaint` twice
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// very quickly.
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// In that case, both calls might end up calling `SetEvent`. The
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// first one will resume this thread and the second one will
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// `SetEvent` the event. So the next time we wait, the event will
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// already be set and we won't actually wait.
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// Because it can happen often, and because rendering is an
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// expensive operation, we should reset the event to not render
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// again if nothing changed.
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_fWaiting.store(false, std::memory_order_release);
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// see comment above
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ResetEvent(_hEvent);
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}
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ResetEvent(_hPaintCompletedEvent);
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_hPaintCompletedEvent.store(false, std::memory_order_relaxed);
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_pRenderer->WaitUntilCanRender();
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LOG_IF_FAILED(_pRenderer->PaintFrame());
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SetEvent(_hPaintCompletedEvent);
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// extra check before we sleep since it's a "long" activity, relatively speaking.
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if (_fKeepRunning)
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{
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Sleep(s_FrameLimitMilliseconds);
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}
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_hPaintCompletedEvent.store(true, std::memory_order_relaxed);
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}
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return S_OK;
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void RenderThread::NotifyPaint()
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{
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if (_fWaiting.load(std::memory_order_acquire))
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{
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SetEvent(_hEvent);
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}
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else
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{
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_fNextFrameRequested.store(true, std::memory_order_release);
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}
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_fNextFrameRequested.release();
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}
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void RenderThread::EnablePainting()
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{
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SetEvent(_hPaintEnabledEvent);
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_hPaintEnabledEvent.open();
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}
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void RenderThread::DisablePainting()
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{
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ResetEvent(_hPaintEnabledEvent);
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_hPaintEnabledEvent.close();
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}
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void RenderThread::WaitForPaintCompletionAndDisable(const DWORD dwTimeoutMs)
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// DirectX on OneCoreUAP times out while switching console
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// applications.
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ResetEvent(_hPaintEnabledEvent);
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WaitForSingleObject(_hPaintCompletedEvent, dwTimeoutMs);
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_hPaintEnabledEvent.close();
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while (!_hPaintCompletedEvent.load(std::memory_order_relaxed))
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{
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til::atomic_wait(_hPaintCompletedEvent, false, dwTimeoutMs);
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}
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}
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@ -17,6 +17,8 @@ Author(s):
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#include "../inc/IRenderer.hpp"
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#include "../inc/IRenderThread.hpp"
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#include <til/gate.h>
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namespace Microsoft::Console::Render
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{
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class RenderThread final : public IRenderThread
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@ -35,20 +37,14 @@ namespace Microsoft::Console::Render
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private:
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static DWORD WINAPI s_ThreadProc(_In_ LPVOID lpParameter);
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DWORD WINAPI _ThreadProc();
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static DWORD const s_FrameLimitMilliseconds = 8;
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DWORD _ThreadProc();
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HANDLE _hThread;
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HANDLE _hEvent;
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HANDLE _hPaintEnabledEvent;
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HANDLE _hPaintCompletedEvent;
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IRenderer* _pRenderer; // Non-ownership pointer
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bool _fKeepRunning;
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std::atomic<bool> _fNextFrameRequested;
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std::atomic<bool> _fWaiting;
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std::atomic<bool> _fKeepRunning;
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std::atomic<bool> _hPaintCompletedEvent;
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til::gate_relaxed _hPaintEnabledEvent;
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til::gate_relaxed _fNextFrameRequested;
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};
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}
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@ -493,7 +493,7 @@ void DxEngine::_ComputePixelShaderSettings() noexcept
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// actual failure from the API itself.
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[[nodiscard]] HRESULT DxEngine::_CreateSurfaceHandle() noexcept
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{
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wil::unique_hmodule hDComp{ LoadLibraryEx(L"Dcomp.dll", nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32) };
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wil::unique_hmodule hDComp{ LoadLibraryExW(L"Dcomp.dll", nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32) };
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RETURN_LAST_ERROR_IF(hDComp.get() == nullptr);
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auto fn = GetProcAddressByFunctionDeclaration(hDComp.get(), DCompositionCreateSurfaceHandle);
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