diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-04-12 15:43:34 +0300 |
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committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-04-12 15:43:34 +0300 |
commit | eab5beb54cacc2b0dc2cddad4a78634e7468a298 (patch) | |
tree | 51f17910f529af57819bcd77f1a7dd9e92f6291e /indra/llwindow | |
parent | 00e09ddcad8ec2c33ecbcdd0da09bd7819bc3509 (diff) | |
parent | cc8fdf341dbbe6ab940d7b24bcf81cbed252cb69 (diff) |
Merge branch 'main' into marchcat/x-merge
# Conflicts:
# indra/llimage/llimageworker.cpp
# indra/llimage/llimageworker.h
# indra/newview/llcontrolavatar.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/lloutfitslist.cpp
# indra/newview/lloutfitslist.h
# indra/newview/lltexturefetch.cpp
Diffstat (limited to 'indra/llwindow')
-rw-r--r-- | indra/llwindow/llwindowwin32.cpp | 225 |
1 files changed, 160 insertions, 65 deletions
diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index 721dadc923..49ec16768d 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -351,6 +351,10 @@ struct LLWindowWin32::LLWindowWin32Thread : public LL::ThreadPool LLWindowWin32Thread(); void run() override; + void close() override; + + // closes queue, wakes thread, waits until thread closes + void wakeAndDestroy(); void glReady() { @@ -363,6 +367,9 @@ struct LLWindowWin32::LLWindowWin32Thread : public LL::ThreadPool // initialize D3D (if DXGI cannot be used) void initD3D(); + //clean up DXGI/D3D resources + void cleanupDX(); + // call periodically to update available VRAM void updateVRAMUsage(); @@ -412,8 +419,8 @@ struct LLWindowWin32::LLWindowWin32Thread : public LL::ThreadPool using FuncType = std::function<void()>; // call GetMessage() and pull enqueue messages for later processing void gatherInput(); - HWND mWindowHandle = NULL; - HDC mhDC = 0; + HWND mWindowHandleThrd = NULL; + HDC mhDCThrd = 0; // *HACK: Attempt to prevent startup crashes by deferring memory accounting // until after some graphics setup. See SL-20177. -Cosmic,2023-09-18 @@ -987,46 +994,10 @@ void LLWindowWin32::close() LL_DEBUGS("Window") << "Destroying Window" << LL_ENDL; - mWindowThread->post([=]() - { - if (IsWindow(mWindowHandle)) - { - if (mhDC) - { - if (!ReleaseDC(mWindowHandle, mhDC)) - { - LL_WARNS("Window") << "Release of ghDC failed!" << LL_ENDL; - } - } - - // Make sure we don't leave a blank toolbar button. - ShowWindow(mWindowHandle, SW_HIDE); - - // This causes WM_DESTROY to be sent *immediately* - if (!destroy_window_handler(mWindowHandle)) - { - OSMessageBox(mCallbacks->translateString("MBDestroyWinFailed"), - mCallbacks->translateString("MBShutdownErr"), - OSMB_OK); - } - } - else - { - // Something killed the window while we were busy destroying gl or handle somehow got broken - LL_WARNS("Window") << "Failed to destroy Window, invalid handle!" << LL_ENDL; - } - - }); - // Window thread might be waiting for a getMessage(), give it - // a push to enshure it will process destroy_window_handler - kickWindowThread(); - - // Even though the above lambda might not yet have run, we've already - // bound mWindowHandle into it by value, which should suffice for the - // operations we're asking. That's the last time WE should touch it. mhDC = NULL; mWindowHandle = NULL; - mWindowThread->close(); + + mWindowThread->wakeAndDestroy(); } BOOL LLWindowWin32::isValid() @@ -1779,8 +1750,8 @@ void LLWindowWin32::recreateWindow(RECT window_rect, DWORD dw_ex_style, DWORD dw () { LL_DEBUGS("Window") << "recreateWindow(): window_work entry" << LL_ENDL; - self->mWindowHandle = 0; - self->mhDC = 0; + self->mWindowHandleThrd = 0; + self->mhDCThrd = 0; if (oldWindowHandle) { @@ -1815,20 +1786,20 @@ void LLWindowWin32::recreateWindow(RECT window_rect, DWORD dw_ex_style, DWORD dw { // Failed to create window: clear the variables. This // assignment is valid because we're running on mWindowThread. - self->mWindowHandle = NULL; - self->mhDC = 0; + self->mWindowHandleThrd = NULL; + self->mhDCThrd = 0; } else { // Update mWindowThread's own mWindowHandle and mhDC. - self->mWindowHandle = handle; - self->mhDC = GetDC(handle); + self->mWindowHandleThrd = handle; + self->mhDCThrd = GetDC(handle); } updateWindowRect(); // It's important to wake up the future either way. - promise.set_value(std::make_pair(self->mWindowHandle, self->mhDC)); + promise.set_value(std::make_pair(self->mWindowHandleThrd, self->mhDCThrd)); LL_DEBUGS("Window") << "recreateWindow(): window_work done" << LL_ENDL; }; // But how we pass window_work to the window thread depends on whether we @@ -3662,6 +3633,9 @@ void LLSplashScreenWin32::showImpl() NULL, // no parent (DLGPROC) LLSplashScreenWin32::windowProc); ShowWindow(mWindow, SW_SHOW); + + // Should set taskbar text without creating a header for the window (caption) + SetWindowTextA(mWindow, "Second Life"); } @@ -4598,11 +4572,25 @@ U32 LLWindowWin32::getAvailableVRAMMegabytes() #endif // LL_WINDOWS inline LLWindowWin32::LLWindowWin32Thread::LLWindowWin32Thread() - : LL::ThreadPool("Window Thread", 1, MAX_QUEUE_SIZE) + : LL::ThreadPool("Window Thread", 1, MAX_QUEUE_SIZE, true /*should be false, temporary workaround for SL-18721*/) { LL::ThreadPool::start(); } +void LLWindowWin32::LLWindowWin32Thread::close() +{ + if (!mQueue->isClosed()) + { + LL_WARNS() << "Closing window thread without using destroy_window_handler" << LL_ENDL; + LL::ThreadPool::close(); + + // Workaround for SL-18721 in case window closes too early and abruptly + LLSplashScreen::show(); + LLSplashScreen::update("..."); // will be updated later + } +} + + /** * LogChange is to log changes in status while trying to avoid spamming the * log with repeated messages, especially in a tight loop. It refuses to log @@ -4754,7 +4742,7 @@ void LLWindowWin32::LLWindowWin32Thread::initD3D() { if (!mGLReady) { return; } - if (mDXGIAdapter == NULL && mD3DDevice == NULL && mWindowHandle != 0) + if (mDXGIAdapter == NULL && mD3DDevice == NULL && mWindowHandleThrd != 0) { mD3D = Direct3DCreate9(D3D_SDK_VERSION); @@ -4764,7 +4752,7 @@ void LLWindowWin32::LLWindowWin32Thread::initD3D() d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - HRESULT res = mD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, mWindowHandle, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &mD3DDevice); + HRESULT res = mD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, mWindowHandleThrd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &mD3DDevice); if (FAILED(res)) { @@ -4777,6 +4765,28 @@ void LLWindowWin32::LLWindowWin32Thread::initD3D() } } +void LLWindowWin32::LLWindowWin32Thread::cleanupDX() +{ + //clean up DXGI/D3D resources + if (mDXGIAdapter) + { + mDXGIAdapter->Release(); + mDXGIAdapter = nullptr; + } + + if (mD3DDevice) + { + mD3DDevice->Release(); + mD3DDevice = nullptr; + } + + if (mD3D) + { + mD3D->Release(); + mD3D = nullptr; + } +} + void LLWindowWin32::LLWindowWin32Thread::updateVRAMUsage() { LL_PROFILE_ZONE_SCOPED; @@ -4870,7 +4880,7 @@ void LLWindowWin32::LLWindowWin32Thread::run() // lazily call initD3D inside this loop to catch when mGLReady has been set to true initDX(); - if (mWindowHandle != 0) + if (mWindowHandleThrd != 0) { // lazily call initD3D inside this loop to catch when mWindowHandle has been set, and mGLReady has been set to true // *TODO: Shutdown if this fails when mWindowHandle exists @@ -4878,16 +4888,16 @@ void LLWindowWin32::LLWindowWin32Thread::run() MSG msg; BOOL status; - if (mhDC == 0) + if (mhDCThrd == 0) { LL_PROFILE_ZONE_NAMED_CATEGORY_WIN32("w32t - PeekMessage"); - logger.onChange("PeekMessage(", std::hex, mWindowHandle, ")"); - status = PeekMessage(&msg, mWindowHandle, 0, 0, PM_REMOVE); + logger.onChange("PeekMessage(", std::hex, mWindowHandleThrd, ")"); + status = PeekMessage(&msg, mWindowHandleThrd, 0, 0, PM_REMOVE); } else { LL_PROFILE_ZONE_NAMED_CATEGORY_WIN32("w32t - GetMessage"); - logger.always("GetMessage(", std::hex, mWindowHandle, ")"); + logger.always("GetMessage(", std::hex, mWindowHandleThrd, ")"); status = GetMessage(&msg, NULL, 0, 0); } if (status > 0) @@ -4924,25 +4934,110 @@ void LLWindowWin32::LLWindowWin32Thread::run() #endif } - //clean up DXGI/D3D resources - if (mDXGIAdapter) + cleanupDX(); +} + +void LLWindowWin32::LLWindowWin32Thread::wakeAndDestroy() +{ + if (mQueue->isClosed()) { - mDXGIAdapter->Release(); - mDXGIAdapter = nullptr; + LL_WARNS() << "Tried to close Queue. Win32 thread Queue already closed." << LL_ENDL; + return; } - if (mD3DDevice) + // Make sure we don't leave a blank toolbar button. + // Also hiding window now prevents user from suspending it + // via some action (like dragging it around) + ShowWindow(mWindowHandleThrd, SW_HIDE); + + // Schedule destruction + HWND old_handle = mWindowHandleThrd; + post([this]() + { + if (IsWindow(mWindowHandleThrd)) + { + if (mhDCThrd) + { + if (!ReleaseDC(mWindowHandleThrd, mhDCThrd)) + { + LL_WARNS("Window") << "Release of ghDC failed!" << LL_ENDL; + } + mhDCThrd = NULL; + } + + // This causes WM_DESTROY to be sent *immediately* + if (!destroy_window_handler(mWindowHandleThrd)) + { + LL_WARNS("Window") << "Failed to destroy Window! " << std::hex << GetLastError() << LL_ENDL; + } + } + else + { + // Something killed the window while we were busy destroying gl or handle somehow got broken + LL_WARNS("Window") << "Failed to destroy Window, invalid handle!" << LL_ENDL; + } + mWindowHandleThrd = NULL; + mhDCThrd = NULL; + mGLReady = false; + }); + + LL_DEBUGS("Window") << "Closing window's pool queue" << LL_ENDL; + mQueue->close(); + + // Post a nonsense user message to wake up the thread in + // case it is waiting for a getMessage() + if (old_handle) { - mD3DDevice->Release(); - mD3DDevice = nullptr; + WPARAM wparam{ 0xB0B0 }; + LL_DEBUGS("Window") << "PostMessage(" << std::hex << old_handle + << ", " << WM_DUMMY_ + << ", " << wparam << ")" << std::dec << LL_ENDL; + PostMessage(old_handle, WM_DUMMY_, wparam, 0x1337); } - if (mD3D) + // There are cases where window will refuse to close, + // can't wait forever on join, check state instead + LLTimer timeout; + timeout.setTimerExpirySec(2.0); + while (!getQueue().done() && !timeout.hasExpired() && mWindowHandleThrd) { - mD3D->Release(); - mD3D = nullptr; + ms_sleep(100); + } + + if (getQueue().done() || mWindowHandleThrd == NULL) + { + // Window is closed, started closing or is cleaning up + // now wait for our single thread to die. + if (mWindowHandleThrd) + { + LL_INFOS("Window") << "Window is closing, waiting on pool's thread to join, time since post: " << timeout.getElapsedSeconds() << "s" << LL_ENDL; + } + else + { + LL_DEBUGS("Window") << "Waiting on pool's thread, time since post: " << timeout.getElapsedSeconds() << "s" << LL_ENDL; + } + for (auto& pair : mThreads) + { + pair.second.join(); + } } + else + { + // Something suspended window thread, can't afford to wait forever + // so kill thread instead + // Ex: This can happen if user starts dragging window arround (if it + // was visible) or a modal notification pops up + LL_WARNS("Window") << "Window is frozen, couldn't perform clean exit" << LL_ENDL; + for (auto& pair : mThreads) + { + // very unsafe + TerminateThread(pair.second.native_handle(), 0); + pair.second.detach(); + cleanupDX(); + } + } + LL_DEBUGS("Window") << "thread pool shutdown complete" << LL_ENDL; } void LLWindowWin32::post(const std::function<void()>& func) |