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/*
* Copyright (C) 2010, 2011, 2012, 2013 Research In Motion Limited. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef SurfacePool_h
#define SurfacePool_h
#include "BackingStoreTile.h"
#include "GraphicsContext.h"
#include <BlackBerryPlatformGraphics.h>
#include <BlackBerryPlatformPrimitives.h>
#include <pthread.h>
#include <set>
#include <wtf/Vector.h>
namespace BlackBerry {
namespace WebKit {
class SurfacePool {
public:
static SurfacePool* globalSurfacePool();
void initialize(const BlackBerry::Platform::IntSize&);
int isActive() const { return !m_tileBufferPool.isEmpty() && !m_buffersSuspended; }
int isEmpty() const { return m_tileBufferPool.isEmpty(); }
int numberOfBackingStoreFrontBuffers() const;
PlatformGraphicsContext* createPlatformGraphicsContext(BlackBerry::Platform::Graphics::Drawable*) const;
void destroyPlatformGraphicsContext(PlatformGraphicsContext*) const;
// The surface pool will allocate as many back buffers as specified by
// Platform::Settings::instance()->numberOfBackingStoreBackBuffers() which
// allows for at least one back buffer to be available for drawing before
// swapping buffers/geometry to the front.
unsigned numberOfAvailableBackBuffers() const;
TileBuffer* takeBackBuffer();
void addBackBuffer(TileBuffer*);
void releaseBuffers();
void createBuffers();
// EGLImage synchronization between WebKit and compositing threads
// TODO: Figure out how to improve the BlackBerry::Platform::Graphics with API that can encapsulate
// this kind of synchronisation mechanism.
// WebKit thread must waitForBuffer() before rendering to EGLImage
void waitForBuffer(TileBuffer*);
// Compositing thread must notify the SurfacePool when EGLImages are composited
void notifyBuffersComposited(const WTF::Vector<TileBuffer*>& buffers);
void destroyPlatformSync(void* platformSync);
private:
SurfacePool();
typedef WTF::Vector<TileBuffer*> TileBufferList;
TileBufferList m_tileBufferPool;
TileBufferList m_availableBackBufferPool;
unsigned m_numberOfFrontBuffers;
bool m_initialized; // SurfacePool has been set up, with or without buffers.
bool m_buffersSuspended; // Buffer objects exist, but pixel memory has been freed.
std::set<void*> m_garbage;
bool m_hasFenceExtension;
mutable pthread_mutex_t m_mutex;
};
}
}
#endif // SurfacePool_h
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