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107 lines
3.9 KiB
C++
107 lines
3.9 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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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 : 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 */ |