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-rw-r--r--dom/canvas/WebGLContextLossHandler.cpp103
1 files changed, 103 insertions, 0 deletions
diff --git a/dom/canvas/WebGLContextLossHandler.cpp b/dom/canvas/WebGLContextLossHandler.cpp
new file mode 100644
index 000000000..1f50896a5
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+++ b/dom/canvas/WebGLContextLossHandler.cpp
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+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/* 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 "nsISupportsImpl.h"
+#include "nsITimer.h"
+#include "nsThreadUtils.h"
+#include "WebGLContext.h"
+
+namespace mozilla {
+
+class WatchdogTimerEvent final : public nsITimerCallback
+{
+ const WeakPtr<WebGLContextLossHandler> mHandler;
+
+public:
+ NS_DECL_ISUPPORTS
+
+ explicit WatchdogTimerEvent(WebGLContextLossHandler* handler)
+ : mHandler(handler)
+ { }
+
+private:
+ virtual ~WatchdogTimerEvent() { }
+
+ NS_IMETHOD Notify(nsITimer*) override {
+ if (mHandler) {
+ mHandler->TimerCallback();
+ }
+ return NS_OK;
+ }
+};
+
+NS_IMPL_ISUPPORTS(WatchdogTimerEvent, nsITimerCallback, nsISupports)
+
+////////////////////////////////////////
+
+WebGLContextLossHandler::WebGLContextLossHandler(WebGLContext* webgl)
+ : mWebGL(webgl)
+ , mTimer(do_CreateInstance(NS_TIMER_CONTRACTID))
+ , mTimerPending(false)
+ , mShouldRunTimerAgain(false)
+#ifdef DEBUG
+ , mThread(NS_GetCurrentThread())
+#endif
+{
+ MOZ_ASSERT(mThread);
+}
+
+WebGLContextLossHandler::~WebGLContextLossHandler()
+{
+ // NS_GetCurrentThread() returns null during shutdown.
+ const DebugOnly<nsIThread*> callingThread = NS_GetCurrentThread();
+ MOZ_ASSERT(callingThread == mThread || !callingThread);
+}
+
+////////////////////
+
+void
+WebGLContextLossHandler::RunTimer()
+{
+ MOZ_ASSERT(NS_GetCurrentThread() == mThread);
+
+ // 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(NS_GetCurrentThread() == mThread);
+
+ mTimerPending = false;
+
+ const bool runOnceMore = mShouldRunTimerAgain;
+ mShouldRunTimerAgain = false;
+
+ mWebGL->UpdateContextLossStatus();
+
+ if (runOnceMore && !mTimerPending) {
+ RunTimer();
+ }
+}
+
+} // namespace mozilla