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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-12 15:43:34 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-12 15:43:34 +0300
commiteab5beb54cacc2b0dc2cddad4a78634e7468a298 (patch)
tree51f17910f529af57819bcd77f1a7dd9e92f6291e /indra/llwindow
parent00e09ddcad8ec2c33ecbcdd0da09bd7819bc3509 (diff)
parentcc8fdf341dbbe6ab940d7b24bcf81cbed252cb69 (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.cpp225
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)