terminal/src/renderer/base/thread.cpp
2019-07-19 11:07:20 -05:00

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// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "precomp.h"
#include "thread.hpp"
#pragma hdrstop
using namespace Microsoft::Console::Render;
RenderThread::RenderThread() :
_pRenderer(nullptr),
_hThread(nullptr),
_hEvent(nullptr),
_hPaintCompletedEvent(nullptr),
_fKeepRunning(true),
_hPaintEnabledEvent(nullptr)
{
}
RenderThread::~RenderThread()
{
if (_hThread)
{
_fKeepRunning = false; // stop loop after final run
SignalObjectAndWait(_hEvent, _hThread, INFINITE, FALSE); // signal final paint and wait for thread to finish.
CloseHandle(_hThread);
_hThread = nullptr;
}
if (_hEvent)
{
CloseHandle(_hEvent);
_hEvent = nullptr;
}
if (_hPaintEnabledEvent)
{
CloseHandle(_hPaintEnabledEvent);
_hPaintEnabledEvent = nullptr;
}
if (_hPaintCompletedEvent)
{
CloseHandle(_hPaintCompletedEvent);
_hPaintCompletedEvent = nullptr;
}
}
// Method Description:
// - Create all of the Events we'll need, and the actual thread we'll be doing
// work on.
// Arguments:
// - pRendererParent: the IRenderer that owns this thread, and which we should
// trigger frames for.
// Return Value:
// - S_OK if we succeeded, else an HRESULT corresponding to a failure to create
// an Event or Thread.
[[nodiscard]] HRESULT RenderThread::Initialize(IRenderer* const pRendererParent) noexcept
{
_pRenderer = pRendererParent;
HRESULT hr = S_OK;
// Create event before thread as thread will start immediately.
if (SUCCEEDED(hr))
{
HANDLE hEvent = CreateEventW(nullptr, // non-inheritable security attributes
FALSE, // auto reset event
FALSE, // initially unsignaled
nullptr // no name
);
if (hEvent == nullptr)
{
hr = HRESULT_FROM_WIN32(GetLastError());
}
else
{
_hEvent = hEvent;
}
}
if (SUCCEEDED(hr))
{
HANDLE hPaintEnabledEvent = CreateEventW(nullptr,
TRUE, // manual reset event
FALSE, // initially signaled
nullptr);
if (hPaintEnabledEvent == nullptr)
{
hr = HRESULT_FROM_WIN32(GetLastError());
}
else
{
_hPaintEnabledEvent = hPaintEnabledEvent;
}
}
if (SUCCEEDED(hr))
{
HANDLE hPaintCompletedEvent = CreateEventW(nullptr,
TRUE, // manual reset event
TRUE, // initially signaled
nullptr);
if (hPaintCompletedEvent == nullptr)
{
hr = HRESULT_FROM_WIN32(GetLastError());
}
else
{
_hPaintCompletedEvent = hPaintCompletedEvent;
}
}
if (SUCCEEDED(hr))
{
HANDLE hThread = CreateThread(nullptr, // non-inheritable security attributes
0, // use default stack size
s_ThreadProc,
this,
0, // create immediately
nullptr // we don't need the thread ID
);
if (hThread == nullptr)
{
hr = HRESULT_FROM_WIN32(GetLastError());
}
else
{
_hThread = hThread;
}
}
return hr;
}
DWORD WINAPI RenderThread::s_ThreadProc(_In_ LPVOID lpParameter)
{
RenderThread* const pContext = static_cast<RenderThread*>(lpParameter);
if (pContext != nullptr)
{
return pContext->_ThreadProc();
}
else
{
return (DWORD)E_INVALIDARG;
}
}
DWORD WINAPI RenderThread::_ThreadProc()
{
while (_fKeepRunning)
{
WaitForSingleObject(_hPaintEnabledEvent, INFINITE);
WaitForSingleObject(_hEvent, INFINITE);
ResetEvent(_hPaintCompletedEvent);
LOG_IF_FAILED(_pRenderer->PaintFrame());
SetEvent(_hPaintCompletedEvent);
// extra check before we sleep since it's a "long" activity, relatively speaking.
if (_fKeepRunning)
{
Sleep(s_FrameLimitMilliseconds);
}
}
return S_OK;
}
void RenderThread::NotifyPaint()
{
SetEvent(_hEvent);
}
void RenderThread::EnablePainting()
{
SetEvent(_hPaintEnabledEvent);
}
void RenderThread::WaitForPaintCompletionAndDisable(const DWORD dwTimeoutMs)
{
// When rendering takes place via DirectX, and a console application
// currently owns the screen, and a new console application is launched (or
// the user switches to another console application), the new application
// cannot take over the screen until the active one relinquishes it. This
// blocking mechanism goes as follows:
//
// 1. The console input thread of the new console application connects to
// ConIoSrv;
// 2. While servicing the new connection request, ConIoSrv sends an event to
// the active application letting it know that it has lost focus;
// 3.1 ConIoSrv waits for a reply from the client application;
// 3.2 Meanwhile, the active application receives the focus event and calls
// the method this methed, waiting for the current paint operation to
// finish.
//
// This means that the new application is waiting on the connection request
// reply from ConIoSrv, ConIoSrv is waiting on the active application to
// acknowledge the lost focus event to reply to the new application, and the
// console input thread in the active application is waiting on the renderer
// thread to finish its current paint operation.
//
// Question: what should happen if the wait on the paint operation times
// out?
//
// There are three options:
//
// 1. On timeout, the active console application could reply with an error
// message and terminate itself, effectively relinquishing control of the
// display;
//
// 2. ConIoSrv itself could time out on waiting for a reply, and forcibly
// terminate the active console application;
//
// 3. Let the wait time out and let the user deal with it. Because the wait
// occurs on a single iteration of the renderer thread, it seemed to me that
// the likelihood of failure is extremely small, especially since the client
// console application that the active conhost instance is servicing has no
// say over what happens in the renderer thread, only by proxy. Thus, the
// chance of failure (timeout) is minimal and since the OneCoreUAP console
// is not a massively used piece of software, it didnt seem that it would
// be a good use of time to build the requisite infrastructure to deal with
// a timeout here, at least not for now. In case of a timeout DirectX will
// catch the mistake of a new application attempting to acquire the display
// while another one still owns it and will flag it as a DWM bug. Right now,
// the active application will wait one second for the paint operation to
// finish.
//
// TODO: MSFT: 11833883 - Determine action when wait on paint operation via
// DirectX on OneCoreUAP times out while switching console
// applications.
ResetEvent(_hPaintEnabledEvent);
WaitForSingleObject(_hPaintCompletedEvent, dwTimeoutMs);
}
void RenderThread::WaitForPaintCompletion(const DWORD dwTimeoutMs)
{
WaitForSingleObject(_hPaintCompletedEvent, dwTimeoutMs);
}