gecko-dev/dom/canvas/WebGLChild.h

60 lines
2.0 KiB
C++

/* -*- Mode: C++; tab-width: 4; 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 WEBGLCHILD_H_
#define WEBGLCHILD_H_
#include <string>
#include "mozilla/dom/PWebGLChild.h"
#include "mozilla/dom/IpdlQueue.h"
// This is a bit weird. Nothing directly in WebGLChild.h necessitates including
// WebGLParent.h, but if we don't do this, we get compiler errors in the
// generated code inside PWebGLChild.cpp. The error is due to a complex
// dependency chain involving IpdlQueue, which I won't go into here. Including
// WebGLParent.h inside WebGLChild.h is the simplest way we could think of to
// avoid this issue. Including it in any of the code more directly involved in
// the breaking dependency chain unfortunately introduces a cyclical dependency
// between WebGLParent.h and PWebGLParent.h.
#include "mozilla/dom/WebGLParent.h"
namespace mozilla {
class ClientWebGLContext;
namespace dom {
class WebGLChild final : public PWebGLChild,
public SyncProducerActor<WebGLChild>,
public AsyncConsumerActor<WebGLChild>,
public SupportsWeakPtr<WebGLChild>,
public mozilla::webgl::PcqActor {
public:
MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLChild)
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(WebGLChild, override);
using OtherSideActor = WebGLParent;
ClientWebGLContext& mContext;
explicit WebGLChild(ClientWebGLContext&);
// For SyncProducerActor:
static IpdlQueueProtocol GetIpdlQueueProtocol(size_t aCmd, ...);
private:
friend PWebGLChild;
virtual ~WebGLChild();
public:
mozilla::ipc::IPCResult RecvJsWarning(const std::string&) const;
mozilla::ipc::IPCResult RecvOnContextLoss(webgl::ContextLossReason) const;
};
} // namespace dom
} // namespace mozilla
#endif // WEBGLCHILD_H_