gecko-dev/gfx/layers/d3d11/ReadbackManagerD3D11.h
Daniel Holbert 126bd9e1a4 Bug 1412427 part 8: (automated patch) Switch a bunch of C++ files in gfx to use our standard mode lines. r=jrmuizel
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py

For every file that is modified in this patch, the changes are as follows:
 (1) The patch changes the file to use the exact C++ mode lines from the
     Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line

 (2) The patch deletes any blank lines between the mode line & the MPL
     boilerplate comment.

 (3) If the file previously had the mode lines and MPL boilerplate in a
     single contiguous C++ comment, then the patch splits them into
     separate C++ comments, to match the boilerplate in the coding style.

MozReview-Commit-ID: 77D61xpSmIl

--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
2017-10-27 16:10:06 -07:00

67 lines
2.0 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 GFX_READBACKMANAGERD3D11_H
#define GFX_READBACKMANAGERD3D11_H
#include <windows.h>
#include <d3d10_1.h>
#include "nsTArray.h"
#include "nsAutoPtr.h"
namespace mozilla {
namespace layers {
class TextureReadbackSink;
struct ReadbackTask;
class ReadbackManagerD3D11 final
{
NS_INLINE_DECL_REFCOUNTING(ReadbackManagerD3D11)
public:
ReadbackManagerD3D11();
/**
* Tell the readback manager to post a readback task.
*
* @param aTexture D3D10_USAGE_STAGING texture that will contain the data that
* was readback.
* @param aSink TextureReadbackSink that the resulting DataSourceSurface
* should be dispatched to.
*/
void PostTask(ID3D10Texture2D* aTexture, TextureReadbackSink* aSink);
private:
~ReadbackManagerD3D11();
static DWORD WINAPI StartTaskThread(void *aManager);
void ProcessTasks();
// The invariant maintained by |mTaskSemaphore| is that the readback thread
// will awaken from WaitForMultipleObjects() at least once per readback
// task enqueued by the main thread. Since the readback thread processes
// exactly one task per wakeup (with one exception), no tasks are lost. The
// exception is when the readback thread is shut down, which orphans the
// remaining tasks, on purpose.
HANDLE mTaskSemaphore;
// Event signaled when the task thread should shutdown
HANDLE mShutdownEvent;
// Handle to the task thread
HANDLE mTaskThread;
// FiFo list of readback tasks that are to be executed. Access is synchronized
// by mTaskMutex.
CRITICAL_SECTION mTaskMutex;
nsTArray<nsAutoPtr<ReadbackTask>> mPendingReadbackTasks;
};
}
}
#endif /* GFX_READBACKMANAGERD3D11_H */