/
TextureMapperPlatformLayerProxy.h
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/
TextureMapperPlatformLayerProxy.h
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/*
* Copyright (C) 2015 Igalia S.L.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef TextureMapperPlatformLayerProxy_h
#define TextureMapperPlatformLayerProxy_h
#if USE(COORDINATED_GRAPHICS_THREADED)
#include "GraphicsTypes3D.h"
#include "TextureMapper.h"
#include "TransformationMatrix.h"
#include <wtf/Condition.h>
#include <wtf/Lock.h>
#include <wtf/RunLoop.h>
#include <wtf/ThreadSafeRefCounted.h>
#include <wtf/Vector.h>
#ifndef NDEBUG
#include <wtf/Threading.h>
#endif
namespace WebCore {
class TextureMapperLayer;
class TextureMapperPlatformLayerProxy;
class TextureMapperPlatformLayerBuffer;
class TextureMapperPlatformLayerProxyProvider {
public:
virtual RefPtr<TextureMapperPlatformLayerProxy> proxy() const = 0;
virtual void swapBuffersIfNeeded() = 0;
};
class TextureMapperPlatformLayerProxy : public ThreadSafeRefCounted<TextureMapperPlatformLayerProxy> {
WTF_MAKE_FAST_ALLOCATED();
public:
class Compositor {
public:
virtual void onNewBufferAvailable() = 0;
};
TextureMapperPlatformLayerProxy();
virtual ~TextureMapperPlatformLayerProxy();
// To avoid multiple lock/release situation to update a single frame,
// the implementation of TextureMapperPlatformLayerProxyProvider should
// aquire / release the lock explicitly to use below methods.
Lock& lock() { return m_lock; }
std::unique_ptr<TextureMapperPlatformLayerBuffer> getAvailableBuffer(const IntSize&, GC3Dint internalFormat);
void pushNextBuffer(std::unique_ptr<TextureMapperPlatformLayerBuffer>);
bool isActive();
void activateOnCompositingThread(Compositor*, TextureMapperLayer*);
void invalidate();
void swapBuffer();
bool scheduleUpdateOnCompositorThread(std::function<void()>&&);
private:
void scheduleReleaseUnusedBuffers();
void releaseUnusedBuffersTimerFired();
Compositor* m_compositor;
TextureMapperLayer* m_targetLayer;
std::unique_ptr<TextureMapperPlatformLayerBuffer> m_currentBuffer;
std::unique_ptr<TextureMapperPlatformLayerBuffer> m_pendingBuffer;
Lock m_lock;
Vector<std::unique_ptr<TextureMapperPlatformLayerBuffer>> m_usedBuffers;
RunLoop::Timer m_releaseUnusedBuffersTimer;
#ifndef NDEBUG
ThreadIdentifier m_compositorThreadID { 0 };
#endif
void compositorThreadUpdateTimerFired();
std::unique_ptr<RunLoop::Timer> m_compositorThreadUpdateTimer;
std::function<void()> m_compositorThreadUpdateFunction;
};
} // namespace WebCore
#endif // USE(COORDINATED_GRAPHICS_THREADED)
#endif // TextureMapperPlatformLayerProxy_h