/* -*- 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/. */ #ifndef GFX_READBACKMANAGERD3D11_H #define GFX_READBACKMANAGERD3D11_H #include #include #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> mPendingReadbackTasks; }; } } #endif /* GFX_READBACKMANAGERD3D11_H */