зеркало из https://github.com/mozilla/gecko-dev.git
122 строки
3.0 KiB
C++
122 строки
3.0 KiB
C++
/* -*- 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 "nsITimer.h"
|
|
#include "nsThreadUtils.h"
|
|
#include "WebGLContext.h"
|
|
|
|
namespace mozilla {
|
|
|
|
WebGLContextLossHandler::WebGLContextLossHandler(WebGLContext* webgl)
|
|
: mWeakWebGL(webgl)
|
|
, mTimer(do_CreateInstance(NS_TIMER_CONTRACTID))
|
|
, mIsTimerRunning(false)
|
|
, mShouldRunTimerAgain(false)
|
|
, mIsDisabled(false)
|
|
#ifdef DEBUG
|
|
, mThread(NS_GetCurrentThread())
|
|
#endif
|
|
{
|
|
}
|
|
|
|
WebGLContextLossHandler::~WebGLContextLossHandler()
|
|
{
|
|
MOZ_ASSERT(!mIsTimerRunning);
|
|
}
|
|
|
|
void
|
|
WebGLContextLossHandler::StartTimer(unsigned long delayMS)
|
|
{
|
|
// We can't pass a TemporaryRef through InitWithFuncCallback, so we
|
|
// should do the AddRef/Release manually.
|
|
this->AddRef();
|
|
|
|
mTimer->InitWithFuncCallback(StaticTimerCallback,
|
|
static_cast<void*>(this),
|
|
delayMS,
|
|
nsITimer::TYPE_ONE_SHOT);
|
|
}
|
|
|
|
/* static */ void
|
|
WebGLContextLossHandler::StaticTimerCallback(nsITimer*,
|
|
void* voidHandler)
|
|
{
|
|
typedef WebGLContextLossHandler T;
|
|
T* handler = static_cast<T*>(voidHandler);
|
|
|
|
handler->TimerCallback();
|
|
|
|
// Release the AddRef from StartTimer.
|
|
handler->Release();
|
|
}
|
|
|
|
void
|
|
WebGLContextLossHandler::TimerCallback()
|
|
{
|
|
MOZ_ASSERT(NS_GetCurrentThread() == mThread);
|
|
|
|
if (mIsDisabled)
|
|
return;
|
|
|
|
MOZ_ASSERT(mIsTimerRunning);
|
|
mIsTimerRunning = false;
|
|
|
|
// If we need to run the timer again, restart it immediately.
|
|
// Otherwise, the code we call into below might *also* try to
|
|
// restart it.
|
|
if (mShouldRunTimerAgain) {
|
|
RunTimer();
|
|
MOZ_ASSERT(mIsTimerRunning);
|
|
}
|
|
|
|
if (mWeakWebGL) {
|
|
mWeakWebGL->UpdateContextLossStatus();
|
|
}
|
|
}
|
|
|
|
void
|
|
WebGLContextLossHandler::RunTimer()
|
|
{
|
|
MOZ_ASSERT(!mIsDisabled);
|
|
|
|
// 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 an optimization to prevent unnecessary
|
|
// cross-communication between threads.
|
|
if (mIsTimerRunning) {
|
|
mShouldRunTimerAgain = true;
|
|
return;
|
|
}
|
|
|
|
StartTimer(1000);
|
|
|
|
mIsTimerRunning = true;
|
|
mShouldRunTimerAgain = false;
|
|
}
|
|
|
|
void
|
|
WebGLContextLossHandler::DisableTimer()
|
|
{
|
|
if (!mIsDisabled)
|
|
return;
|
|
|
|
mIsDisabled = true;
|
|
|
|
// We can't just Cancel() the timer, as sometimes we end up
|
|
// receiving a callback after calling Cancel(). This could cause us
|
|
// to receive the callback after object destruction.
|
|
|
|
// Instead, we let the timer finish, but ignore it.
|
|
|
|
if (!mIsTimerRunning)
|
|
return;
|
|
|
|
mTimer->SetDelay(0);
|
|
}
|
|
|
|
} // namespace mozilla
|