gecko/gfx/layers/client/SimpleTextureClientPool.h

97 lines
3.4 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_GFX_SIMPLETEXTURECLIENTPOOL_H
#define MOZILLA_GFX_SIMPLETEXTURECLIENTPOOL_H
#include "mozilla/gfx/Types.h"
#include "mozilla/gfx/Point.h"
#include "mozilla/RefPtr.h"
#include "TextureClient.h"
#include "nsITimer.h"
#include <stack>
#include <list>
namespace mozilla {
namespace layers {
class ISurfaceAllocator;
class SimpleTextureClientPool
{
~SimpleTextureClientPool()
{
for (auto it = mOutstandingTextureClients.begin(); it != mOutstandingTextureClients.end(); ++it) {
(*it)->ClearRecycleCallback();
}
}
public:
NS_INLINE_DECL_REFCOUNTING(SimpleTextureClientPool)
SimpleTextureClientPool(gfx::SurfaceFormat aFormat, gfx::IntSize aSize,
uint32_t aMaxTextureClients,
uint32_t aShrinkTimeoutMsec,
ISurfaceAllocator *aAllocator);
/**
* If a TextureClient is AutoRecycled, when the last reference is
* released this object will be automatically return to the pool as
* soon as the compositor informs us it is done with it.
*/
TemporaryRef<TextureClient> GetTextureClient(bool aAutoRecycle = false);
TemporaryRef<TextureClient> GetTextureClientWithAutoRecycle() { return GetTextureClient(true); }
void ReturnTextureClient(TextureClient *aClient);
void ShrinkToMinimumSize();
void Clear();
private:
// The minimum size of the pool (the number of tiles that will be kept after
// shrinking).
static const uint32_t sMinCacheSize = 16;
static void ShrinkCallback(nsITimer *aTimer, void *aClosure);
static void RecycleCallback(TextureClient* aClient, void* aClosure);
static void WaitForCompositorRecycleCallback(TextureClient* aClient, void* aClosure);
gfx::SurfaceFormat mFormat;
gfx::IntSize mSize;
// This is the number of cached texture clients we don't want to exceed, even
// temporarily (pre-shrink)
uint32_t mMaxTextureClients;
// The time in milliseconds before the pool will be shrunk to the minimum
// size after returning a client.
uint32_t mShrinkTimeoutMsec;
// We use a std::stack and make sure to use it the following way:
// new (available to be used) elements are push()'d to the front
// requests are served from the front via pop()
// -- the thinking is that recently-used elements are most likely
// to be in any data cache, so we can get some wins there
// -- the converse though is that if there is some GPU locking going on
// the most recently used elements may also have the most contention;
// if we see that, then we should use push_back() to add new elements
// when we shrink this list, we use pop(), but should use pop_back() to
// nuke the oldest.
// We may need to switch to a std::deque
// On b2g gonk, std::queue might be a better choice.
// On ICS, fence wait happens implicitly before drawing.
// Since JB, fence wait happens explicitly when fetching a client from the pool.
std::stack<RefPtr<TextureClient> > mAvailableTextureClients;
std::list<RefPtr<TextureClient> > mOutstandingTextureClients;
nsRefPtr<nsITimer> mTimer;
RefPtr<ISurfaceAllocator> mSurfaceAllocator;
};
}
}
#endif /* MOZILLA_GFX_SIMPLETEXTURECLIENTPOOL_H */