/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* 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/. */ #include "WebGLContextLossHandler.h" #include "mozilla/DebugOnly.h" #include "nsINamed.h" #include "nsISupportsImpl.h" #include "nsITimer.h" #include "nsThreadUtils.h" #include "WebGLContext.h" namespace mozilla { class WatchdogTimerEvent final : public nsITimerCallback , public nsINamed { const WeakPtr mHandler; public: NS_DECL_ISUPPORTS explicit WatchdogTimerEvent(WebGLContextLossHandler* handler) : mHandler(handler) { } NS_IMETHOD GetName(nsACString& aName) override { aName.AssignLiteral("WatchdogTimerEvent"); return NS_OK; } private: virtual ~WatchdogTimerEvent() { } NS_IMETHOD Notify(nsITimer*) override { if (mHandler) { mHandler->TimerCallback(); } return NS_OK; } }; NS_IMPL_ISUPPORTS(WatchdogTimerEvent, nsITimerCallback, nsINamed) //////////////////////////////////////// WebGLContextLossHandler::WebGLContextLossHandler(WebGLContext* webgl) : mWebGL(webgl) , mTimer(NS_NewTimer()) , mTimerPending(false) , mShouldRunTimerAgain(false) #ifdef DEBUG , mEventTarget(GetCurrentThreadSerialEventTarget()) #endif { MOZ_ASSERT(mEventTarget); } WebGLContextLossHandler::~WebGLContextLossHandler() { const DebugOnly callingThread = GetCurrentThreadSerialEventTarget(); MOZ_ASSERT(!callingThread || mEventTarget->IsOnCurrentThread()); } //////////////////// void WebGLContextLossHandler::RunTimer() { MOZ_ASSERT(mEventTarget->IsOnCurrentThread()); // If the timer was already running, don't restart it here. Instead, // wait until the previous call is done, then fire it one more time. // This is also an optimization to prevent unnecessary // cross-communication between threads. if (mTimerPending) { mShouldRunTimerAgain = true; return; } const RefPtr event = new WatchdogTimerEvent(this); const uint32_t kDelayMS = 1000; mTimer->InitWithCallback(event, kDelayMS, nsITimer::TYPE_ONE_SHOT); mTimerPending = true; } //////////////////// void WebGLContextLossHandler::TimerCallback() { MOZ_ASSERT(mEventTarget->IsOnCurrentThread()); mTimerPending = false; const bool runOnceMore = mShouldRunTimerAgain; mShouldRunTimerAgain = false; mWebGL->UpdateContextLossStatus(); if (runOnceMore && !mTimerPending) { RunTimer(); } } } // namespace mozilla