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/* -*- Mode: C++; tab-width: 20; 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/. */

#include "WebGLContextLossHandler.h"

#include "mozilla/DebugOnly.h"
#include "nsINamed.h"
#include "nsISupportsImpl.h"
#include "nsITimer.h"
#include "nsThreadUtils.h"
#include "WebGLContext.h"

namespace mozilla {

class WatchdogTimerEvent final : public nsITimerCallback, public nsINamed {
  const WeakPtr<WebGLContextLossHandler> mHandler;

 public:
  NS_DECL_ISUPPORTS

  explicit WatchdogTimerEvent(WebGLContextLossHandler* handler)
      : mHandler(handler) {}

  NS_IMETHOD GetName(nsACString& aName) override {
    aName.AssignLiteral("WatchdogTimerEvent");
    return NS_OK;
  }

 private:
  virtual ~WatchdogTimerEvent() {}

  NS_IMETHOD Notify(nsITimer*) override {
    if (mHandler) {
      mHandler->TimerCallback();
    }
    return NS_OK;
  }
};

NS_IMPL_ISUPPORTS(WatchdogTimerEvent, nsITimerCallback, nsINamed)

////////////////////////////////////////

WebGLContextLossHandler::WebGLContextLossHandler(WebGLContext* webgl)
    : mWebGL(webgl),
      mTimer(NS_NewTimer()),
      mTimerPending(false),
      mShouldRunTimerAgain(false)
#ifdef DEBUG
      ,
      mEventTarget(GetCurrentThreadSerialEventTarget())
#endif
{
  MOZ_ASSERT(mEventTarget);
}

WebGLContextLossHandler::~WebGLContextLossHandler() {
  const DebugOnly<nsISerialEventTarget*> callingThread =
      GetCurrentThreadSerialEventTarget();
  MOZ_ASSERT(!callingThread || mEventTarget->IsOnCurrentThread());
}

////////////////////

void WebGLContextLossHandler::RunTimer() {
  MOZ_ASSERT(mEventTarget->IsOnCurrentThread());

  // If the timer was already running, don't restart it here. Instead,
  // wait until the previous call is done, then fire it one more time.
  // This is also an optimization to prevent unnecessary
  // cross-communication between threads.
  if (mTimerPending) {
    mShouldRunTimerAgain = true;
    return;
  }

  const RefPtr<WatchdogTimerEvent> event = new WatchdogTimerEvent(this);
  const uint32_t kDelayMS = 1000;
  mTimer->InitWithCallback(event, kDelayMS, nsITimer::TYPE_ONE_SHOT);

  mTimerPending = true;
}

////////////////////

void WebGLContextLossHandler::TimerCallback() {
  MOZ_ASSERT(mEventTarget->IsOnCurrentThread());

  mTimerPending = false;

  const bool runOnceMore = mShouldRunTimerAgain;
  mShouldRunTimerAgain = false;

  mWebGL->UpdateContextLossStatus();

  if (runOnceMore && !mTimerPending) {
    RunTimer();
  }
}

}  // namespace mozilla