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path: root/plugins/pluginWinDD/internals/ThreadManager.cxx
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved

#include "ThreadManager.h"

DWORD WINAPI DDProc(_In_ void* Param);

THREADMANAGER::THREADMANAGER() : m_ThreadCount(0),
    m_ThreadHandles(nullptr),
    m_ThreadData(nullptr)
{
    RtlZeroMemory(&m_PtrInfo, sizeof(m_PtrInfo));
}

THREADMANAGER::~THREADMANAGER()
{
    Clean();
}

//
// Clean up resources
//
void THREADMANAGER::Clean()
{
    if (m_PtrInfo.PtrShapeBuffer) {
        delete [] m_PtrInfo.PtrShapeBuffer;
        m_PtrInfo.PtrShapeBuffer = nullptr;
    }
    RtlZeroMemory(&m_PtrInfo, sizeof(m_PtrInfo));

    if (m_ThreadHandles) {
        for (UINT i = 0; i < m_ThreadCount; ++i) {
            if (m_ThreadHandles[i]) {
                CloseHandle(m_ThreadHandles[i]);
            }
        }
        delete [] m_ThreadHandles;
        m_ThreadHandles = nullptr;
    }

    if (m_ThreadData) {
        for (UINT i = 0; i < m_ThreadCount; ++i) {
            CleanDx(&m_ThreadData[i].DxRes);
        }
        delete [] m_ThreadData;
        m_ThreadData = nullptr;
    }

    m_ThreadCount = 0;
}

//
// Clean up DX_RESOURCES
//
void THREADMANAGER::CleanDx(_Inout_ DX_RESOURCES* Data)
{
    if (Data->Device) {
        Data->Device->Release();
        Data->Device = nullptr;
    }

    if (Data->Context) {
        Data->Context->Release();
        Data->Context = nullptr;
    }

    if (Data->VertexShader) {
        Data->VertexShader->Release();
        Data->VertexShader = nullptr;
    }

    if (Data->PixelShader) {
        Data->PixelShader->Release();
        Data->PixelShader = nullptr;
    }

    if (Data->InputLayout) {
        Data->InputLayout->Release();
        Data->InputLayout = nullptr;
    }

    if (Data->SamplerLinear) {
        Data->SamplerLinear->Release();
        Data->SamplerLinear = nullptr;
    }
}

//
// Start up threads for DDA
//
DUPL_RETURN THREADMANAGER::Initialize(INT SingleOutput, UINT OutputCount, HANDLE UnexpectedErrorEvent, HANDLE ExpectedErrorEvent, HANDLE TerminateThreadsEvent, HANDLE SharedHandle, _In_ const struct tmedia_producer_s* Producer, _In_ RECT* DesktopDim)
{
    m_ThreadCount = OutputCount;
    m_ThreadHandles = new (std::nothrow) HANDLE[m_ThreadCount];
    m_ThreadData = new (std::nothrow) THREAD_DATA[m_ThreadCount];
    if (!m_ThreadHandles || !m_ThreadData) {
        return ProcessFailure(nullptr, L"Failed to allocate array for threads", L"Error", E_OUTOFMEMORY);
    }

    // Create appropriate # of threads for duplication
    DUPL_RETURN Ret = DUPL_RETURN_SUCCESS;
    for (UINT i = 0; i < m_ThreadCount; ++i) {
        m_ThreadData[i].UnexpectedErrorEvent = UnexpectedErrorEvent;
        m_ThreadData[i].ExpectedErrorEvent = ExpectedErrorEvent;
        m_ThreadData[i].TerminateThreadsEvent = TerminateThreadsEvent;
        m_ThreadData[i].Output = (SingleOutput < 0) ? i : SingleOutput;
        m_ThreadData[i].TexSharedHandle = SharedHandle;
        m_ThreadData[i].OffsetX = DesktopDim->left;
        m_ThreadData[i].OffsetY = DesktopDim->top;
        m_ThreadData[i].PtrInfo = &m_PtrInfo;
        m_ThreadData[i].Producer = Producer;

        RtlZeroMemory(&m_ThreadData[i].DxRes, sizeof(DX_RESOURCES));
        Ret = InitializeDx(&m_ThreadData[i].DxRes);
        if (Ret != DUPL_RETURN_SUCCESS) {
            return Ret;
        }

        DWORD ThreadId;
        m_ThreadHandles[i] = CreateThread(nullptr, 0, DDProc, &m_ThreadData[i], 0, &ThreadId);
        if (m_ThreadHandles[i] == nullptr) {
            return ProcessFailure(nullptr, L"Failed to create thread", L"Error", E_FAIL);
        }
    }

    return Ret;
}

//
// Get DX_RESOURCES
//
DUPL_RETURN THREADMANAGER::InitializeDx(_Out_ DX_RESOURCES* Data)
{
    HRESULT hr = S_OK;

    // Driver types supported
    D3D_DRIVER_TYPE DriverTypes[] = {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT NumDriverTypes = ARRAYSIZE(DriverTypes);

    // Feature levels supported
    D3D_FEATURE_LEVEL FeatureLevels[] = {
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
        D3D_FEATURE_LEVEL_9_1
    };
    UINT NumFeatureLevels = ARRAYSIZE(FeatureLevels);

    D3D_FEATURE_LEVEL FeatureLevel;

    // Create device
    for (UINT DriverTypeIndex = 0; DriverTypeIndex < NumDriverTypes; ++DriverTypeIndex) {
        hr = D3D11CreateDevice(nullptr, DriverTypes[DriverTypeIndex], nullptr, 0, FeatureLevels, NumFeatureLevels,
                               D3D11_SDK_VERSION, &Data->Device, &FeatureLevel, &Data->Context);
        if (SUCCEEDED(hr)) {
            // Device creation success, no need to loop anymore
            break;
        }
    }
    if (FAILED(hr)) {
        return ProcessFailure(nullptr, L"Failed to create device in InitializeDx", L"Error", hr);
    }

    // VERTEX shader
    UINT Size = ARRAYSIZE(g_VS);
    hr = Data->Device->CreateVertexShader(g_VS, Size, nullptr, &Data->VertexShader);
    if (FAILED(hr)) {
        return ProcessFailure(Data->Device, L"Failed to create vertex shader in InitializeDx", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Input layout
    D3D11_INPUT_ELEMENT_DESC Layout[] = {
        {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
        {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
    };
    UINT NumElements = ARRAYSIZE(Layout);
    hr = Data->Device->CreateInputLayout(Layout, NumElements, g_VS, Size, &Data->InputLayout);
    if (FAILED(hr)) {
        return ProcessFailure(Data->Device, L"Failed to create input layout in InitializeDx", L"Error", hr, SystemTransitionsExpectedErrors);
    }
    Data->Context->IASetInputLayout(Data->InputLayout);

    // Pixel shader
    Size = ARRAYSIZE(g_PS);
    hr = Data->Device->CreatePixelShader(g_PS, Size, nullptr, &Data->PixelShader);
    if (FAILED(hr)) {
        return ProcessFailure(Data->Device, L"Failed to create pixel shader in InitializeDx", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Set up sampler
    D3D11_SAMPLER_DESC SampDesc;
    RtlZeroMemory(&SampDesc, sizeof(SampDesc));
    SampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    SampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
    SampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
    SampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
    SampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    SampDesc.MinLOD = 0;
    SampDesc.MaxLOD = D3D11_FLOAT32_MAX;
    hr = Data->Device->CreateSamplerState(&SampDesc, &Data->SamplerLinear);
    if (FAILED(hr)) {
        return ProcessFailure(Data->Device, L"Failed to create sampler state in InitializeDx", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    return DUPL_RETURN_SUCCESS;
}

//
// Getter for the PTR_INFO structure
//
PTR_INFO* THREADMANAGER::GetPointerInfo()
{
    return &m_PtrInfo;
}

//
// Waits infinitely for all spawned threads to terminate
//
bool THREADMANAGER::WaitForThreadTermination(DWORD timeout /*= INFINITE*/)
{
    bool bRet = true;
    if (m_ThreadCount != 0) {
        bRet = (WaitForMultipleObjectsEx(m_ThreadCount, m_ThreadHandles, TRUE, timeout, FALSE) != WAIT_TIMEOUT);
    }
    return bRet;
}
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