зеркало из https://github.com/mozilla/gecko-dev.git
95 строки
3.3 KiB
C++
95 строки
3.3 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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 MOZILLA_GFX_SIMPLETEXTURECLIENTPOOL_H
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#define MOZILLA_GFX_SIMPLETEXTURECLIENTPOOL_H
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#include "mozilla/gfx/Types.h"
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#include "mozilla/gfx/Point.h"
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#include "mozilla/RefPtr.h"
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#include "TextureClient.h"
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#include "nsITimer.h"
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#include <stack>
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#include <list>
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namespace mozilla {
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namespace layers {
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class ISurfaceAllocator;
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class SimpleTextureClientPool
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{
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~SimpleTextureClientPool()
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{
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for (auto it = mOutstandingTextureClients.begin(); it != mOutstandingTextureClients.end(); ++it) {
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(*it)->ClearRecycleCallback();
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}
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}
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public:
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NS_INLINE_DECL_REFCOUNTING(SimpleTextureClientPool)
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SimpleTextureClientPool(gfx::SurfaceFormat aFormat, gfx::IntSize aSize,
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ISurfaceAllocator *aAllocator);
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/**
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* If a TextureClient is AutoRecycled, when the last reference is
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* released this object will be automatically return to the pool as
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* soon as the compositor informs us it is done with it.
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*/
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TemporaryRef<TextureClient> GetTextureClient(bool aAutoRecycle = false);
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TemporaryRef<TextureClient> GetTextureClientWithAutoRecycle() { return GetTextureClient(true); }
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void ReturnTextureClient(TextureClient *aClient);
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void ShrinkToMinimumSize();
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void Clear();
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private:
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// The time in milliseconds before the pool will be shrunk to the minimum
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// size after returning a client.
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static const uint32_t sShrinkTimeout = 3000;
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// The minimum size of the pool (the number of tiles that will be kept after
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// shrinking).
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static const uint32_t sMinCacheSize = 16;
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// This is the number of cached texture clients we don't want to exceed, even
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// temporarily (pre-shrink)
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static const uint32_t sMaxTextureClients = 50;
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static void ShrinkCallback(nsITimer *aTimer, void *aClosure);
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static void RecycleCallback(TextureClient* aClient, void* aClosure);
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static void WaitForCompositorRecycleCallback(TextureClient* aClient, void* aClosure);
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gfx::SurfaceFormat mFormat;
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gfx::IntSize mSize;
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// We use a std::stack and make sure to use it the following way:
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// new (available to be used) elements are push()'d to the front
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// requests are served from the front via pop()
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// -- the thinking is that recently-used elements are most likely
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// to be in any data cache, so we can get some wins there
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// -- the converse though is that if there is some GPU locking going on
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// the most recently used elements may also have the most contention;
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// if we see that, then we should use push_back() to add new elements
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// when we shrink this list, we use pop(), but should use pop_back() to
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// nuke the oldest.
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// We may need to switch to a std::deque
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// On b2g gonk, std::queue might be a better choice.
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// On ICS, fence wait happens implicitly before drawing.
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// Since JB, fence wait happens explicitly when fetching a client from the pool.
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std::stack<RefPtr<TextureClient> > mAvailableTextureClients;
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std::list<RefPtr<TextureClient> > mOutstandingTextureClients;
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nsRefPtr<nsITimer> mTimer;
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RefPtr<ISurfaceAllocator> mSurfaceAllocator;
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};
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}
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}
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#endif /* MOZILLA_GFX_SIMPLETEXTURECLIENTPOOL_H */
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