/* * 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