/src/mozilla-central/dom/canvas/WebGLContextLossHandler.cpp
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1 | | /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ |
2 | | /* This Source Code Form is subject to the terms of the Mozilla Public |
3 | | * License, v. 2.0. If a copy of the MPL was not distributed with this |
4 | | * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
5 | | |
6 | | #include "WebGLContextLossHandler.h" |
7 | | |
8 | | #include "mozilla/DebugOnly.h" |
9 | | #include "nsINamed.h" |
10 | | #include "nsISupportsImpl.h" |
11 | | #include "nsITimer.h" |
12 | | #include "nsThreadUtils.h" |
13 | | #include "WebGLContext.h" |
14 | | |
15 | | namespace mozilla { |
16 | | |
17 | | class WatchdogTimerEvent final : public nsITimerCallback |
18 | | , public nsINamed |
19 | | { |
20 | | const WeakPtr<WebGLContextLossHandler> mHandler; |
21 | | |
22 | | public: |
23 | | NS_DECL_ISUPPORTS |
24 | | |
25 | | explicit WatchdogTimerEvent(WebGLContextLossHandler* handler) |
26 | | : mHandler(handler) |
27 | 0 | { } |
28 | | |
29 | | NS_IMETHOD GetName(nsACString& aName) override |
30 | 0 | { |
31 | 0 | aName.AssignLiteral("WatchdogTimerEvent"); |
32 | 0 | return NS_OK; |
33 | 0 | } |
34 | | |
35 | | private: |
36 | 0 | virtual ~WatchdogTimerEvent() { } |
37 | | |
38 | 0 | NS_IMETHOD Notify(nsITimer*) override { |
39 | 0 | if (mHandler) { |
40 | 0 | mHandler->TimerCallback(); |
41 | 0 | } |
42 | 0 | return NS_OK; |
43 | 0 | } |
44 | | }; |
45 | | |
46 | | NS_IMPL_ISUPPORTS(WatchdogTimerEvent, nsITimerCallback, nsINamed) |
47 | | |
48 | | //////////////////////////////////////// |
49 | | |
50 | | WebGLContextLossHandler::WebGLContextLossHandler(WebGLContext* webgl) |
51 | | : mWebGL(webgl) |
52 | | , mTimer(NS_NewTimer()) |
53 | | , mTimerPending(false) |
54 | | , mShouldRunTimerAgain(false) |
55 | | #ifdef DEBUG |
56 | | , mEventTarget(GetCurrentThreadSerialEventTarget()) |
57 | | #endif |
58 | 0 | { |
59 | 0 | MOZ_ASSERT(mEventTarget); |
60 | 0 | } |
61 | | |
62 | | WebGLContextLossHandler::~WebGLContextLossHandler() |
63 | 0 | { |
64 | 0 | const DebugOnly<nsISerialEventTarget*> callingThread = GetCurrentThreadSerialEventTarget(); |
65 | 0 | MOZ_ASSERT(!callingThread || mEventTarget->IsOnCurrentThread()); |
66 | 0 | } |
67 | | |
68 | | //////////////////// |
69 | | |
70 | | void |
71 | | WebGLContextLossHandler::RunTimer() |
72 | 0 | { |
73 | 0 | MOZ_ASSERT(mEventTarget->IsOnCurrentThread()); |
74 | 0 |
|
75 | 0 | // If the timer was already running, don't restart it here. Instead, |
76 | 0 | // wait until the previous call is done, then fire it one more time. |
77 | 0 | // This is also an optimization to prevent unnecessary |
78 | 0 | // cross-communication between threads. |
79 | 0 | if (mTimerPending) { |
80 | 0 | mShouldRunTimerAgain = true; |
81 | 0 | return; |
82 | 0 | } |
83 | 0 | |
84 | 0 | const RefPtr<WatchdogTimerEvent> event = new WatchdogTimerEvent(this); |
85 | 0 | const uint32_t kDelayMS = 1000; |
86 | 0 | mTimer->InitWithCallback(event, kDelayMS, nsITimer::TYPE_ONE_SHOT); |
87 | 0 |
|
88 | 0 | mTimerPending = true; |
89 | 0 | } |
90 | | |
91 | | //////////////////// |
92 | | |
93 | | void |
94 | | WebGLContextLossHandler::TimerCallback() |
95 | 0 | { |
96 | 0 | MOZ_ASSERT(mEventTarget->IsOnCurrentThread()); |
97 | 0 |
|
98 | 0 | mTimerPending = false; |
99 | 0 |
|
100 | 0 | const bool runOnceMore = mShouldRunTimerAgain; |
101 | 0 | mShouldRunTimerAgain = false; |
102 | 0 |
|
103 | 0 | mWebGL->UpdateContextLossStatus(); |
104 | 0 |
|
105 | 0 | if (runOnceMore && !mTimerPending) { |
106 | 0 | RunTimer(); |
107 | 0 | } |
108 | 0 | } |
109 | | |
110 | | } // namespace mozilla |