/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef GFX_READBACKMANAGERD3D10_H #define GFX_READBACKMANAGERD3D10_H #include #include #include "nsTArray.h" #include "nsAutoPtr.h" #include "gfxPoint.h" namespace mozilla { namespace layers { DWORD WINAPI StartTaskThread(void *aManager); struct ReadbackTask; class ReadbackManagerD3D10 : public IUnknown { public: ReadbackManagerD3D10(); ~ReadbackManagerD3D10(); /** * Tell the readback manager to post a readback task. * * @param aTexture D3D10_USAGE_STAGING texture that will contain the data that * was readback. * @param aUpdate ReadbackProcessor::Update object. This is a void pointer * since we cannot forward declare a nested class, and do not * export ReadbackProcessor.h * @param aOrigin Origin of the aTexture surface in the ThebesLayer * coordinate system. */ void PostTask(ID3D10Texture2D *aTexture, void *aUpdate, const gfxPoint &aOrigin); virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObject); virtual ULONG STDMETHODCALLTYPE AddRef(void); virtual ULONG STDMETHODCALLTYPE Release(void); private: friend DWORD WINAPI StartTaskThread(void *aManager); void ProcessTasks(); // The invariant maintained by |mTaskSemaphore| is that the readback thread // will awaken from WaitForMultipleObjects() at least once per readback // task enqueued by the main thread. Since the readback thread processes // exactly one task per wakeup (with one exception), no tasks are lost. The // exception is when the readback thread is shut down, which orphans the // remaining tasks, on purpose. HANDLE mTaskSemaphore; // Event signaled when the task thread should shutdown HANDLE mShutdownEvent; // Handle to the task thread HANDLE mTaskThread; // FiFo list of readback tasks that are to be executed. Access is synchronized // by mTaskMutex. CRITICAL_SECTION mTaskMutex; nsTArray> mPendingReadbackTasks; ULONG mRefCnt; }; } } #endif /* GFX_READBACKMANAGERD3D10_H */