tenfourfox/gfx/layers/client/TextureClientRecycleAllocator.h
Cameron Kaiser c9b2922b70 hello FPR
2017-04-19 00:56:45 -07:00

110 lines
3.5 KiB
C++

/* -*- 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/. */
#ifndef MOZILLA_GFX_TEXTURECLIENT_RECYCLE_ALLOCATOR_H
#define MOZILLA_GFX_TEXTURECLIENT_RECYCLE_ALLOCATOR_H
#include <map>
#include <stack>
#include "mozilla/gfx/Types.h"
#include "mozilla/RefPtr.h"
#include "TextureClient.h"
#include "mozilla/Mutex.h"
namespace mozilla {
namespace layers {
class TextureClientHolder;
class ITextureClientAllocationHelper
{
public:
ITextureClientAllocationHelper(gfx::SurfaceFormat aFormat,
gfx::IntSize aSize,
BackendSelector aSelector,
TextureFlags aTextureFlags,
TextureAllocationFlags aAllocationFlags)
: mFormat(aFormat)
, mSize(aSize)
, mSelector(aSelector)
, mTextureFlags(aTextureFlags | TextureFlags::RECYCLE) // Set recycle flag
, mAllocationFlags(aAllocationFlags)
{}
virtual already_AddRefed<TextureClient> Allocate(CompositableForwarder* aAllocator) = 0;
virtual bool IsCompatible(TextureClient* aTextureClient) = 0;
const gfx::SurfaceFormat mFormat;
const gfx::IntSize mSize;
const BackendSelector mSelector;
const TextureFlags mTextureFlags;
const TextureAllocationFlags mAllocationFlags;
};
/**
* TextureClientRecycleAllocator provides TextureClients allocation and
* recycling capabilities. It expects allocations of same sizes and
* attributres. If a recycled TextureClient is different from
* requested one, the recycled one is dropped and new TextureClient is allocated.
*
* By default this uses TextureClient::CreateForDrawing to allocate new texture
* clients.
*/
class TextureClientRecycleAllocator
{
protected:
virtual ~TextureClientRecycleAllocator();
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(TextureClientRecycleAllocator)
explicit TextureClientRecycleAllocator(CompositableForwarder* aAllocator);
void SetMaxPoolSize(uint32_t aMax);
// Creates and allocates a TextureClient.
already_AddRefed<TextureClient>
CreateOrRecycle(gfx::SurfaceFormat aFormat,
gfx::IntSize aSize,
BackendSelector aSelector,
TextureFlags aTextureFlags,
TextureAllocationFlags flags = ALLOC_DEFAULT);
already_AddRefed<TextureClient>
CreateOrRecycle(ITextureClientAllocationHelper& aHelper);
protected:
virtual already_AddRefed<TextureClient>
Allocate(gfx::SurfaceFormat aFormat,
gfx::IntSize aSize,
BackendSelector aSelector,
TextureFlags aTextureFlags,
TextureAllocationFlags aAllocFlags);
RefPtr<CompositableForwarder> mSurfaceAllocator;
private:
friend class TextureClient;
friend class DefaultTextureClientAllocationHelper;
void RecycleTextureClient(TextureClient* aClient);
static const uint32_t kMaxPooledSized = 2;
uint32_t mMaxPooledSize;
std::map<TextureClient*, RefPtr<TextureClientHolder> > mInUseClients;
// On b2g gonk, std::queue might be a better choice.
// On ICS, fence wait happens implicitly before drawing.
// Since JB, fence wait happens explicitly when fetching a client from the pool.
// stack is good from Graphics cache usage point of view.
std::stack<RefPtr<TextureClientHolder> > mPooledClients;
Mutex mLock;
};
} // namespace layers
} // namespace mozilla
#endif /* MOZILLA_GFX_TEXTURECLIENT_RECYCLE_ALLOCATOR_H */