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+/* -*- 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 "mozilla/UniquePtr.h"
+#include "nsTArray.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<UniquePtr<ReadbackTask>> mPendingReadbackTasks;
+};
+
+} // namespace layers
+} // namespace mozilla
+
+#endif /* GFX_READBACKMANAGERD3D11_H */