mirror of
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121 lines
2.9 KiB
C++
121 lines
2.9 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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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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#include "WebGLContextLossHandler.h"
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#include "nsITimer.h"
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#include "nsThreadUtils.h"
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#include "WebGLContext.h"
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namespace mozilla {
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WebGLContextLossHandler::WebGLContextLossHandler(WebGLContext* webgl)
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: mWeakWebGL(webgl)
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, mTimer(do_CreateInstance(NS_TIMER_CONTRACTID))
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, mIsTimerRunning(false)
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, mShouldRunTimerAgain(false)
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, mIsDisabled(false)
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#ifdef DEBUG
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, mThread(NS_GetCurrentThread())
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#endif
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{
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}
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WebGLContextLossHandler::~WebGLContextLossHandler()
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{
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MOZ_ASSERT(!mIsTimerRunning);
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}
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void
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WebGLContextLossHandler::StartTimer(unsigned long delayMS)
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{
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// We can't pass a TemporaryRef through InitWithFuncCallback, so we
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// should do the AddRef/Release manually.
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this->AddRef();
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mTimer->InitWithFuncCallback(StaticTimerCallback,
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static_cast<void*>(this),
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delayMS,
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nsITimer::TYPE_ONE_SHOT);
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}
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/*static*/ void
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WebGLContextLossHandler::StaticTimerCallback(nsITimer*, void* voidHandler)
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{
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typedef WebGLContextLossHandler T;
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T* handler = static_cast<T*>(voidHandler);
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handler->TimerCallback();
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// Release the AddRef from StartTimer.
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handler->Release();
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}
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void
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WebGLContextLossHandler::TimerCallback()
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{
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MOZ_ASSERT(NS_GetCurrentThread() == mThread);
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if (mIsDisabled)
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return;
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MOZ_ASSERT(mIsTimerRunning);
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mIsTimerRunning = false;
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// If we need to run the timer again, restart it immediately.
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// Otherwise, the code we call into below might *also* try to
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// restart it.
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if (mShouldRunTimerAgain) {
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RunTimer();
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MOZ_ASSERT(mIsTimerRunning);
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}
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if (mWeakWebGL) {
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mWeakWebGL->UpdateContextLossStatus();
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}
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}
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void
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WebGLContextLossHandler::RunTimer()
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{
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MOZ_ASSERT(!mIsDisabled);
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// If the timer was already running, don't restart it here. Instead,
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// wait until the previous call is done, then fire it one more time.
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// This is an optimization to prevent unnecessary
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// cross-communication between threads.
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if (mIsTimerRunning) {
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mShouldRunTimerAgain = true;
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return;
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}
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StartTimer(1000);
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mIsTimerRunning = true;
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mShouldRunTimerAgain = false;
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}
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void
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WebGLContextLossHandler::DisableTimer()
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{
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if (!mIsDisabled)
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return;
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mIsDisabled = true;
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// We can't just Cancel() the timer, as sometimes we end up
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// receiving a callback after calling Cancel(). This could cause us
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// to receive the callback after object destruction.
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// Instead, we let the timer finish, but ignore it.
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if (!mIsTimerRunning)
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return;
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mTimer->SetDelay(0);
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}
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} // namespace mozilla
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