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76 lines
2.4 KiB
C++
76 lines
2.4 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_READBACKMANAGERD3D10_H
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#define GFX_READBACKMANAGERD3D10_H
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#include <windows.h>
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#include <d3d10_1.h>
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#include "nsTArray.h"
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#include "nsAutoPtr.h"
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#include "gfxPoint.h"
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namespace mozilla {
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namespace layers {
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DWORD WINAPI StartTaskThread(void *aManager);
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struct ReadbackTask;
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class ReadbackManagerD3D10 MOZ_FINAL : public IUnknown
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{
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public:
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ReadbackManagerD3D10();
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~ReadbackManagerD3D10();
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/**
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* Tell the readback manager to post a readback task.
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*
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* @param aTexture D3D10_USAGE_STAGING texture that will contain the data that
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* was readback.
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* @param aUpdate ReadbackProcessor::Update object. This is a void pointer
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* since we cannot forward declare a nested class, and do not
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* export ReadbackProcessor.h
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* @param aOrigin Origin of the aTexture surface in the ThebesLayer
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* coordinate system.
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*/
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void PostTask(ID3D10Texture2D *aTexture, void *aUpdate, const gfxPoint &aOrigin);
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virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid,
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void **ppvObject);
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virtual ULONG STDMETHODCALLTYPE AddRef(void);
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virtual ULONG STDMETHODCALLTYPE Release(void);
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private:
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friend DWORD WINAPI StartTaskThread(void *aManager);
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void ProcessTasks();
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// The invariant maintained by |mTaskSemaphore| is that the readback thread
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// will awaken from WaitForMultipleObjects() at least once per readback
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// task enqueued by the main thread. Since the readback thread processes
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// exactly one task per wakeup (with one exception), no tasks are lost. The
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// exception is when the readback thread is shut down, which orphans the
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// remaining tasks, on purpose.
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HANDLE mTaskSemaphore;
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// Event signaled when the task thread should shutdown
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HANDLE mShutdownEvent;
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// Handle to the task thread
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HANDLE mTaskThread;
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// FiFo list of readback tasks that are to be executed. Access is synchronized
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// by mTaskMutex.
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CRITICAL_SECTION mTaskMutex;
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nsTArray<nsAutoPtr<ReadbackTask>> mPendingReadbackTasks;
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ULONG mRefCnt;
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};
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}
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}
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#endif /* GFX_READBACKMANAGERD3D10_H */
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